# C API — Raylib Python documentation

# C API

The goal of the C API is make usage as similar to the original C as CFFI will allow. So the example programs are very, very similar to the C originals.

Example program:

    from raylib import *

    InitWindow(800, 450, b"Hello Raylib")
    SetTargetFPS(60)

    camera = ffi.new("struct Camera3D *", [[18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0])

    while not WindowShouldClose():
        UpdateCamera(camera, CAMERA_ORBITAL)
        BeginDrawing()
        ClearBackground(RAYWHITE)
        BeginMode3D(camera[0])
        DrawGrid(20, 1.0)
        EndMode3D()
        DrawText(b"Hellow World", 190, 200, 20, VIOLET)
        EndDrawing()
    CloseWindow()

If you want to be more portable (i.e. same code will work with dynamic bindings) you can prefix the functions like this:

    from raylib import ffi, rl, colors

    rl.InitWindow(800, 450, b"Hello Raylib")
    rl.SetTargetFPS(60)

    ...

Note

Whenever you need to convert stuff between C and Python see https://cffi.readthedocs.io

Important

Your primary reference should always be

- the C Raylib docs

- the C Raylib examples

- the C Raylib header file

However, here is a list of available functions:

## Functions API reference

raylib.ARROWS_SIZE: int

raylib.ARROWS_VISIBLE: int

raylib.ARROW_PADDING: int

raylib.AttachAudioMixedProcessor(processor: Any) → None

  Attach audio stream processor to the entire audio pipeline, receives the samples as ‘float’

raylib.AttachAudioStreamProcessor(stream: AudioStream | list | tuple, processor: Any) → None

  Attach audio stream processor to stream, receives the samples as ‘float’

class raylib.AudioStream
  buffer: Any
  channels: int
  processor: Any
  sampleRate: int
  sampleSize: int

class raylib.AutomationEvent
  frame: int
  params: list
  type: int

class raylib.AutomationEventList
  capacity: int
  count: int
  events: Any

raylib.BACKGROUND_COLOR: int

raylib.BASE_COLOR_DISABLED: int

raylib.BASE_COLOR_FOCUSED: int

raylib.BASE_COLOR_NORMAL: int

raylib.BASE_COLOR_PRESSED: int

raylib.BEIGE: Color

raylib.BLACK: Color

raylib.BLANK: Color

raylib.BLEND_ADDITIVE: int

raylib.BLEND_ADD_COLORS: int

raylib.BLEND_ALPHA: int

raylib.BLEND_ALPHA_PREMULTIPLY: int

raylib.BLEND_CUSTOM: int

raylib.BLEND_CUSTOM_SEPARATE: int

raylib.BLEND_MULTIPLIED: int

raylib.BLEND_SUBTRACT_COLORS: int

raylib.BLUE: Color

raylib.BORDER_COLOR_DISABLED: int

raylib.BORDER_COLOR_FOCUSED: int

raylib.BORDER_COLOR_NORMAL: int

raylib.BORDER_COLOR_PRESSED: int

raylib.BORDER_WIDTH: int

raylib.BROWN: Color

raylib.BUTTON: int

raylib.BeginBlendMode(mode: int) → None

  Begin blending mode (alpha, additive, multiplied, subtract, custom)

raylib.BeginDrawing() → None

  Setup canvas (framebuffer) to start drawing

raylib.BeginMode2D(camera: Camera2D | list | tuple) → None

  Begin 2D mode with custom camera (2D)

raylib.BeginMode3D(camera: Camera3D | list | tuple) → None

  Begin 3D mode with custom camera (3D)

raylib.BeginScissorMode(x: int, y: int, width: int, height: int) → None

  Begin scissor mode (define screen area for following drawing)

raylib.BeginShaderMode(shader: Shader | list | tuple) → None

  Begin custom shader drawing

raylib.BeginTextureMode(target: RenderTexture | list | tuple) → None

  Begin drawing to render texture

raylib.BeginVrStereoMode(config: VrStereoConfig | list | tuple) → None

  Begin stereo rendering (requires VR simulator)

raylib.BlendMode

class raylib.BoneInfo
  name: bytes
  parent: int

class raylib.BoundingBox
  max: Vector3
  min: Vector3

raylib.CAMERA_CUSTOM: int

raylib.CAMERA_FIRST_PERSON: int

raylib.CAMERA_FREE: int

raylib.CAMERA_ORBITAL: int

raylib.CAMERA_ORTHOGRAPHIC: int

raylib.CAMERA_PERSPECTIVE: int

raylib.CAMERA_THIRD_PERSON: int

raylib.CHECKBOX: int

raylib.CHECK_PADDING: int

raylib.COLORPICKER: int

raylib.COLOR_SELECTOR_SIZE: int

raylib.COMBOBOX: int

raylib.COMBO_BUTTON_SPACING: int

raylib.COMBO_BUTTON_WIDTH: int

raylib.CUBEMAP_LAYOUT_AUTO_DETECT: int

raylib.CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE: int

raylib.CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR: int

raylib.CUBEMAP_LAYOUT_LINE_HORIZONTAL: int

raylib.CUBEMAP_LAYOUT_LINE_VERTICAL: int

class raylib.Camera
  fovy: float
  position: Vector3
  projection: int
  target: Vector3
  up: Vector3

class raylib.Camera2D
  offset: Vector2
  rotation: float
  target: Vector2
  zoom: float

class raylib.Camera3D
  fovy: float
  position: Vector3
  projection: int
  target: Vector3
  up: Vector3

raylib.CameraMode

raylib.CameraProjection

raylib.ChangeDirectory(dir: bytes) → bool

  Change working directory, return true on success

raylib.CheckCollisionBoxSphere(box: BoundingBox | list | tuple, center: Vector3 | list | tuple, radius: float) → bool

  Check collision between box and sphere

raylib.CheckCollisionBoxes(box1: BoundingBox | list | tuple, box2: BoundingBox | list | tuple) → bool

  Check collision between two bounding boxes

raylib.CheckCollisionCircleLine(center: Vector2 | list | tuple, radius: float, p1: Vector2 | list | tuple, p2: Vector2 | list | tuple) → bool

  Check if circle collides with a line created betweeen two points [p1] and [p2]

raylib.CheckCollisionCircleRec(center: Vector2 | list | tuple, radius: float, rec: Rectangle | list | tuple) → bool

  Check collision between circle and rectangle

raylib.CheckCollisionCircles(center1: Vector2 | list | tuple, radius1: float, center2: Vector2 | list | tuple, radius2: float) → bool

  Check collision between two circles

raylib.CheckCollisionLines(startPos1: Vector2 | list | tuple, endPos1: Vector2 | list | tuple, startPos2: Vector2 | list | tuple, endPos2: Vector2 | list | tuple, collisionPoint: Any | list | tuple) → bool

  Check the collision between two lines defined by two points each, returns collision point by reference

raylib.CheckCollisionPointCircle(point: Vector2 | list | tuple, center: Vector2 | list | tuple, radius: float) → bool

  Check if point is inside circle

raylib.CheckCollisionPointLine(point: Vector2 | list | tuple, p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, threshold: int) → bool

  Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]

raylib.CheckCollisionPointPoly(point: Vector2 | list | tuple, points: Any | list | tuple, pointCount: int) → bool

  Check if point is within a polygon described by array of vertices

raylib.CheckCollisionPointRec(point: Vector2 | list | tuple, rec: Rectangle | list | tuple) → bool

  Check if point is inside rectangle

raylib.CheckCollisionPointTriangle(point: Vector2 | list | tuple, p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, p3: Vector2 | list | tuple) → bool

  Check if point is inside a triangle

raylib.CheckCollisionRecs(rec1: Rectangle | list | tuple, rec2: Rectangle | list | tuple) → bool

  Check collision between two rectangles

raylib.CheckCollisionSpheres(center1: Vector3 | list | tuple, radius1: float, center2: Vector3 | list | tuple, radius2: float) → bool

  Check collision between two spheres

raylib.Clamp(value: float, min_1: float, max_2: float) → float

raylib.ClearBackground(color: Color | list | tuple) → None

  Set background color (framebuffer clear color)

raylib.ClearWindowState(flags: int) → None

  Clear window configuration state flags

raylib.CloseAudioDevice() → None

  Close the audio device and context

raylib.ClosePhysics() → None

  Close physics system and unload used memory

raylib.CloseWindow() → None

  Close window and unload OpenGL context

raylib.CodepointToUTF8(codepoint: int, utf8Size: Any) → bytes

  Encode one codepoint into UTF-8 byte array (array length returned as parameter)

class raylib.Color
  a: bytes
  b: bytes
  g: bytes
  r: bytes

raylib.ColorAlpha(color: Color | list | tuple, alpha: float) → Color

  Get color with alpha applied, alpha goes from 0.0f to 1.0f

raylib.ColorAlphaBlend(dst: Color | list | tuple, src: Color | list | tuple, tint: Color | list | tuple) → Color

  Get src alpha-blended into dst color with tint

raylib.ColorBrightness(color: Color | list | tuple, factor: float) → Color

  Get color with brightness correction, brightness factor goes from -1.0f to 1.0f

raylib.ColorContrast(color: Color | list | tuple, contrast: float) → Color

  Get color with contrast correction, contrast values between -1.0f and 1.0f

raylib.ColorFromHSV(hue: float, saturation: float, value: float) → Color

  Get a Color from HSV values, hue [0..360], saturation/value [0..1]

raylib.ColorFromNormalized(normalized: Vector4 | list | tuple) → Color

  Get Color from normalized values [0..1]

raylib.ColorIsEqual(col1: Color | list | tuple, col2: Color | list | tuple) → bool

  Check if two colors are equal

raylib.ColorLerp(color1: Color | list | tuple, color2: Color | list | tuple, factor: float) → Color

  Get color lerp interpolation between two colors, factor [0.0f..1.0f]

raylib.ColorNormalize(color: Color | list | tuple) → Vector4

  Get Color normalized as float [0..1]

raylib.ColorTint(color: Color | list | tuple, tint: Color | list | tuple) → Color

  Get color multiplied with another color

raylib.ColorToHSV(color: Color | list | tuple) → Vector3

  Get HSV values for a Color, hue [0..360], saturation/value [0..1]

raylib.ColorToInt(color: Color | list | tuple) → int

  Get hexadecimal value for a Color (0xRRGGBBAA)

raylib.CompressData(data: bytes, dataSize: int, compDataSize: Any) → bytes

  Compress data (DEFLATE algorithm), memory must be MemFree()

raylib.ComputeCRC32(data: bytes, dataSize: int) → int

  Compute CRC32 hash code

raylib.ComputeMD5(data: bytes, dataSize: int) → Any

  Compute MD5 hash code, returns static int[4] (16 bytes)

raylib.ComputeSHA1(data: bytes, dataSize: int) → Any

  Compute SHA1 hash code, returns static int[5] (20 bytes)

raylib.ConfigFlags

raylib.CreatePhysicsBodyCircle(pos: Vector2 | list | tuple, radius: float, density: float) → Any

  Creates a new circle physics body with generic parameters

raylib.CreatePhysicsBodyPolygon(pos: Vector2 | list | tuple, radius: float, sides: int, density: float) → Any

  Creates a new polygon physics body with generic parameters

raylib.CreatePhysicsBodyRectangle(pos: Vector2 | list | tuple, width: float, height: float, density: float) → Any

  Creates a new rectangle physics body with generic parameters

raylib.CubemapLayout

raylib.DARKBLUE: Color

raylib.DARKBROWN: Color

raylib.DARKGRAY: Color

raylib.DARKGREEN: Color

raylib.DARKPURPLE: Color

raylib.DEFAULT: int

raylib.DROPDOWNBOX: int

raylib.DROPDOWN_ARROW_HIDDEN: int

raylib.DROPDOWN_ITEMS_SPACING: int

raylib.DROPDOWN_ROLL_UP: int

raylib.DecodeDataBase64(data: bytes, outputSize: Any) → bytes

  Decode Base64 string data, memory must be MemFree()

raylib.DecompressData(compData: bytes, compDataSize: int, dataSize: Any) → bytes

  Decompress data (DEFLATE algorithm), memory must be MemFree()

raylib.DestroyPhysicsBody(body: Any | list | tuple) → None

  Destroy a physics body

raylib.DetachAudioMixedProcessor(processor: Any) → None

  Detach audio stream processor from the entire audio pipeline

raylib.DetachAudioStreamProcessor(stream: AudioStream | list | tuple, processor: Any) → None

  Detach audio stream processor from stream

raylib.DirectoryExists(dirPath: bytes) → bool

  Check if a directory path exists

raylib.DisableCursor() → None

  Disables cursor (lock cursor)

raylib.DisableEventWaiting() → None

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

raylib.DrawBillboard(camera: Camera3D | list | tuple, texture: Texture | list | tuple, position: Vector3 | list | tuple, scale: float, tint: Color | list | tuple) → None

  Draw a billboard texture

raylib.DrawBillboardPro(camera: Camera3D | list | tuple, texture: Texture | list | tuple, source: Rectangle | list | tuple, position: Vector3 | list | tuple, up: Vector3 | list | tuple, size: Vector2 | list | tuple, origin: Vector2 | list | tuple, rotation: float, tint: Color | list | tuple) → None

  Draw a billboard texture defined by source and rotation

raylib.DrawBillboardRec(camera: Camera3D | list | tuple, texture: Texture | list | tuple, source: Rectangle | list | tuple, position: Vector3 | list | tuple, size: Vector2 | list | tuple, tint: Color | list | tuple) → None

  Draw a billboard texture defined by source

raylib.DrawBoundingBox(box: BoundingBox | list | tuple, color: Color | list | tuple) → None

  Draw bounding box (wires)

raylib.DrawCapsule(startPos: Vector3 | list | tuple, endPos: Vector3 | list | tuple, radius: float, slices: int, rings: int, color: Color | list | tuple) → None

  Draw a capsule with the center of its sphere caps at startPos and endPos

raylib.DrawCapsuleWires(startPos: Vector3 | list | tuple, endPos: Vector3 | list | tuple, radius: float, slices: int, rings: int, color: Color | list | tuple) → None

  Draw capsule wireframe with the center of its sphere caps at startPos and endPos

raylib.DrawCircle(centerX: int, centerY: int, radius: float, color: Color | list | tuple) → None

  Draw a color-filled circle

raylib.DrawCircle3D(center: Vector3 | list | tuple, radius: float, rotationAxis: Vector3 | list | tuple, rotationAngle: float, color: Color | list | tuple) → None

  Draw a circle in 3D world space

raylib.DrawCircleGradient(centerX: int, centerY: int, radius: float, inner: Color | list | tuple, outer: Color | list | tuple) → None

  Draw a gradient-filled circle

raylib.DrawCircleLines(centerX: int, centerY: int, radius: float, color: Color | list | tuple) → None

  Draw circle outline

raylib.DrawCircleLinesV(center: Vector2 | list | tuple, radius: float, color: Color | list | tuple) → None

  Draw circle outline (Vector version)

raylib.DrawCircleSector(center: Vector2 | list | tuple, radius: float, startAngle: float, endAngle: float, segments: int, color: Color | list | tuple) → None

  Draw a piece of a circle

raylib.DrawCircleSectorLines(center: Vector2 | list | tuple, radius: float, startAngle: float, endAngle: float, segments: int, color: Color | list | tuple) → None

  Draw circle sector outline

raylib.DrawCircleV(center: Vector2 | list | tuple, radius: float, color: Color | list | tuple) → None

  Draw a color-filled circle (Vector version)

raylib.DrawCube(position: Vector3 | list | tuple, width: float, height: float, length: float, color: Color | list | tuple) → None

  Draw cube

raylib.DrawCubeV(position: Vector3 | list | tuple, size: Vector3 | list | tuple, color: Color | list | tuple) → None

  Draw cube (Vector version)

raylib.DrawCubeWires(position: Vector3 | list | tuple, width: float, height: float, length: float, color: Color | list | tuple) → None

  Draw cube wires

raylib.DrawCubeWiresV(position: Vector3 | list | tuple, size: Vector3 | list | tuple, color: Color | list | tuple) → None

  Draw cube wires (Vector version)

raylib.DrawCylinder(position: Vector3 | list | tuple, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color | list | tuple) → None

  Draw a cylinder/cone

raylib.DrawCylinderEx(startPos: Vector3 | list | tuple, endPos: Vector3 | list | tuple, startRadius: float, endRadius: float, sides: int, color: Color | list | tuple) → None

  Draw a cylinder with base at startPos and top at endPos

raylib.DrawCylinderWires(position: Vector3 | list | tuple, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color | list | tuple) → None

  Draw a cylinder/cone wires

raylib.DrawCylinderWiresEx(startPos: Vector3 | list | tuple, endPos: Vector3 | list | tuple, startRadius: float, endRadius: float, sides: int, color: Color | list | tuple) → None

  Draw a cylinder wires with base at startPos and top at endPos

raylib.DrawEllipse(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color | list | tuple) → None

  Draw ellipse

raylib.DrawEllipseLines(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color | list | tuple) → None

  Draw ellipse outline

raylib.DrawFPS(posX: int, posY: int) → None

  Draw current FPS

raylib.DrawGrid(slices: int, spacing: float) → None

  Draw a grid (centered at (0, 0, 0))

raylib.DrawLine(startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color | list | tuple) → None

  Draw a line

raylib.DrawLine3D(startPos: Vector3 | list | tuple, endPos: Vector3 | list | tuple, color: Color | list | tuple) → None

  Draw a line in 3D world space

raylib.DrawLineBezier(startPos: Vector2 | list | tuple, endPos: Vector2 | list | tuple, thick: float, color: Color | list | tuple) → None

  Draw line segment cubic-bezier in-out interpolation

raylib.DrawLineEx(startPos: Vector2 | list | tuple, endPos: Vector2 | list | tuple, thick: float, color: Color | list | tuple) → None

  Draw a line (using triangles/quads)

raylib.DrawLineStrip(points: Any | list | tuple, pointCount: int, color: Color | list | tuple) → None

  Draw lines sequence (using gl lines)

raylib.DrawLineV(startPos: Vector2 | list | tuple, endPos: Vector2 | list | tuple, color: Color | list | tuple) → None

  Draw a line (using gl lines)

raylib.DrawMesh(mesh: Mesh | list | tuple, material: Material | list | tuple, transform: Matrix | list | tuple) → None

  Draw a 3d mesh with material and transform

raylib.DrawMeshInstanced(mesh: Mesh | list | tuple, material: Material | list | tuple, transforms: Any | list | tuple, instances: int) → None

  Draw multiple mesh instances with material and different transforms

raylib.DrawModel(model: Model | list | tuple, position: Vector3 | list | tuple, scale: float, tint: Color | list | tuple) → None

  Draw a model (with texture if set)

raylib.DrawModelEx(model: Model | list | tuple, position: Vector3 | list | tuple, rotationAxis: Vector3 | list | tuple, rotationAngle: float, scale: Vector3 | list | tuple, tint: Color | list | tuple) → None

  Draw a model with extended parameters

raylib.DrawModelPoints(model: Model | list | tuple, position: Vector3 | list | tuple, scale: float, tint: Color | list | tuple) → None

  Draw a model as points

raylib.DrawModelPointsEx(model: Model | list | tuple, position: Vector3 | list | tuple, rotationAxis: Vector3 | list | tuple, rotationAngle: float, scale: Vector3 | list | tuple, tint: Color | list | tuple) → None

  Draw a model as points with extended parameters

raylib.DrawModelWires(model: Model | list | tuple, position: Vector3 | list | tuple, scale: float, tint: Color | list | tuple) → None

  Draw a model wires (with texture if set)

raylib.DrawModelWiresEx(model: Model | list | tuple, position: Vector3 | list | tuple, rotationAxis: Vector3 | list | tuple, rotationAngle: float, scale: Vector3 | list | tuple, tint: Color | list | tuple) → None

  Draw a model wires (with texture if set) with extended parameters

raylib.DrawPixel(posX: int, posY: int, color: Color | list | tuple) → None

  Draw a pixel using geometry [Can be slow, use with care]

raylib.DrawPixelV(position: Vector2 | list | tuple, color: Color | list | tuple) → None

  Draw a pixel using geometry (Vector version) [Can be slow, use with care]

raylib.DrawPlane(centerPos: Vector3 | list | tuple, size: Vector2 | list | tuple, color: Color | list | tuple) → None

  Draw a plane XZ

raylib.DrawPoint3D(position: Vector3 | list | tuple, color: Color | list | tuple) → None

  Draw a point in 3D space, actually a small line

raylib.DrawPoly(center: Vector2 | list | tuple, sides: int, radius: float, rotation: float, color: Color | list | tuple) → None

  Draw a regular polygon (Vector version)

raylib.DrawPolyLines(center: Vector2 | list | tuple, sides: int, radius: float, rotation: float, color: Color | list | tuple) → None

  Draw a polygon outline of n sides

raylib.DrawPolyLinesEx(center: Vector2 | list | tuple, sides: int, radius: float, rotation: float, lineThick: float, color: Color | list | tuple) → None

  Draw a polygon outline of n sides with extended parameters

raylib.DrawRay(ray: Ray | list | tuple, color: Color | list | tuple) → None

  Draw a ray line

raylib.DrawRectangle(posX: int, posY: int, width: int, height: int, color: Color | list | tuple) → None

  Draw a color-filled rectangle

raylib.DrawRectangleGradientEx(rec: Rectangle | list | tuple, topLeft: Color | list | tuple, bottomLeft: Color | list | tuple, topRight: Color | list | tuple, bottomRight: Color | list | tuple) → None

  Draw a gradient-filled rectangle with custom vertex colors

raylib.DrawRectangleGradientH(posX: int, posY: int, width: int, height: int, left: Color | list | tuple, right: Color | list | tuple) → None

  Draw a horizontal-gradient-filled rectangle

raylib.DrawRectangleGradientV(posX: int, posY: int, width: int, height: int, top: Color | list | tuple, bottom: Color | list | tuple) → None

  Draw a vertical-gradient-filled rectangle

raylib.DrawRectangleLines(posX: int, posY: int, width: int, height: int, color: Color | list | tuple) → None

  Draw rectangle outline

raylib.DrawRectangleLinesEx(rec: Rectangle | list | tuple, lineThick: float, color: Color | list | tuple) → None

  Draw rectangle outline with extended parameters

raylib.DrawRectanglePro(rec: Rectangle | list | tuple, origin: Vector2 | list | tuple, rotation: float, color: Color | list | tuple) → None

  Draw a color-filled rectangle with pro parameters

raylib.DrawRectangleRec(rec: Rectangle | list | tuple, color: Color | list | tuple) → None

  Draw a color-filled rectangle

raylib.DrawRectangleRounded(rec: Rectangle | list | tuple, roundness: float, segments: int, color: Color | list | tuple) → None

  Draw rectangle with rounded edges

raylib.DrawRectangleRoundedLines(rec: Rectangle | list | tuple, roundness: float, segments: int, color: Color | list | tuple) → None

  Draw rectangle lines with rounded edges

raylib.DrawRectangleRoundedLinesEx(rec: Rectangle | list | tuple, roundness: float, segments: int, lineThick: float, color: Color | list | tuple) → None

  Draw rectangle with rounded edges outline

raylib.DrawRectangleV(position: Vector2 | list | tuple, size: Vector2 | list | tuple, color: Color | list | tuple) → None

  Draw a color-filled rectangle (Vector version)

raylib.DrawRing(center: Vector2 | list | tuple, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color | list | tuple) → None

  Draw ring

raylib.DrawRingLines(center: Vector2 | list | tuple, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color | list | tuple) → None

  Draw ring outline

raylib.DrawSphere(centerPos: Vector3 | list | tuple, radius: float, color: Color | list | tuple) → None

  Draw sphere

raylib.DrawSphereEx(centerPos: Vector3 | list | tuple, radius: float, rings: int, slices: int, color: Color | list | tuple) → None

  Draw sphere with extended parameters

raylib.DrawSphereWires(centerPos: Vector3 | list | tuple, radius: float, rings: int, slices: int, color: Color | list | tuple) → None

  Draw sphere wires

raylib.DrawSplineBasis(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) → None

  Draw spline: B-Spline, minimum 4 points

raylib.DrawSplineBezierCubic(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) → None

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

raylib.DrawSplineBezierQuadratic(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) → None

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

raylib.DrawSplineCatmullRom(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) → None

  Draw spline: Catmull-Rom, minimum 4 points

raylib.DrawSplineLinear(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) → None

  Draw spline: Linear, minimum 2 points

raylib.DrawSplineSegmentBasis(p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, p3: Vector2 | list | tuple, p4: Vector2 | list | tuple, thick: float, color: Color | list | tuple) → None

  Draw spline segment: B-Spline, 4 points

raylib.DrawSplineSegmentBezierCubic(p1: Vector2 | list | tuple, c2: Vector2 | list | tuple, c3: Vector2 | list | tuple, p4: Vector2 | list | tuple, thick: float, color: Color | list | tuple) → None

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

raylib.DrawSplineSegmentBezierQuadratic(p1: Vector2 | list | tuple, c2: Vector2 | list | tuple, p3: Vector2 | list | tuple, thick: float, color: Color | list | tuple) → None

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

raylib.DrawSplineSegmentCatmullRom(p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, p3: Vector2 | list | tuple, p4: Vector2 | list | tuple, thick: float, color: Color | list | tuple) → None

  Draw spline segment: Catmull-Rom, 4 points

raylib.DrawSplineSegmentLinear(p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, thick: float, color: Color | list | tuple) → None

  Draw spline segment: Linear, 2 points

raylib.DrawText(text: bytes, posX: int, posY: int, fontSize: int, color: Color | list | tuple) → None

  Draw text (using default font)

raylib.DrawTextCodepoint(font: Font | list | tuple, codepoint: int, position: Vector2 | list | tuple, fontSize: float, tint: Color | list | tuple) → None

  Draw one character (codepoint)

raylib.DrawTextCodepoints(font: Font | list | tuple, codepoints: Any, codepointCount: int, position: Vector2 | list | tuple, fontSize: float, spacing: float, tint: Color | list | tuple) → None

  Draw multiple character (codepoint)

raylib.DrawTextEx(font: Font | list | tuple, text: bytes, position: Vector2 | list | tuple, fontSize: float, spacing: float, tint: Color | list | tuple) → None

  Draw text using font and additional parameters

raylib.DrawTextPro(font: Font | list | tuple, text: bytes, position: Vector2 | list | tuple, origin: Vector2 | list | tuple, rotation: float, fontSize: float, spacing: float, tint: Color | list | tuple) → None

  Draw text using Font and pro parameters (rotation)

raylib.DrawTexture(texture: Texture | list | tuple, posX: int, posY: int, tint: Color | list | tuple) → None

  Draw a Texture2D

raylib.DrawTextureEx(texture: Texture | list | tuple, position: Vector2 | list | tuple, rotation: float, scale: float, tint: Color | list | tuple) → None

  Draw a Texture2D with extended parameters

raylib.DrawTextureNPatch(texture: Texture | list | tuple, nPatchInfo: NPatchInfo | list | tuple, dest: Rectangle | list | tuple, origin: Vector2 | list | tuple, rotation: float, tint: Color | list | tuple) → None

  Draws a texture (or part of it) that stretches or shrinks nicely

raylib.DrawTexturePro(texture: Texture | list | tuple, source: Rectangle | list | tuple, dest: Rectangle | list | tuple, origin: Vector2 | list | tuple, rotation: float, tint: Color | list | tuple) → None

  Draw a part of a texture defined by a rectangle with ‘pro’ parameters

raylib.DrawTextureRec(texture: Texture | list | tuple, source: Rectangle | list | tuple, position: Vector2 | list | tuple, tint: Color | list | tuple) → None

  Draw a part of a texture defined by a rectangle

raylib.DrawTextureV(texture: Texture | list | tuple, position: Vector2 | list | tuple, tint: Color | list | tuple) → None

  Draw a Texture2D with position defined as Vector2

raylib.DrawTriangle(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, v3: Vector2 | list | tuple, color: Color | list | tuple) → None

  Draw a color-filled triangle (vertex in counter-clockwise order!)

raylib.DrawTriangle3D(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple, v3: Vector3 | list | tuple, color: Color | list | tuple) → None

  Draw a color-filled triangle (vertex in counter-clockwise order!)

raylib.DrawTriangleFan(points: Any | list | tuple, pointCount: int, color: Color | list | tuple) → None

  Draw a triangle fan defined by points (first vertex is the center)

raylib.DrawTriangleLines(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, v3: Vector2 | list | tuple, color: Color | list | tuple) → None

  Draw triangle outline (vertex in counter-clockwise order!)

raylib.DrawTriangleStrip(points: Any | list | tuple, pointCount: int, color: Color | list | tuple) → None

  Draw a triangle strip defined by points

raylib.DrawTriangleStrip3D(points: Any | list | tuple, pointCount: int, color: Color | list | tuple) → None

  Draw a triangle strip defined by points

raylib.EnableCursor() → None

  Enables cursor (unlock cursor)

raylib.EnableEventWaiting() → None

  Enable waiting for events on EndDrawing(), no automatic event polling

raylib.EncodeDataBase64(data: bytes, dataSize: int, outputSize: Any) → bytes

  Encode data to Base64 string, memory must be MemFree()

raylib.EndBlendMode() → None

  End blending mode (reset to default: alpha blending)

raylib.EndDrawing() → None

  End canvas drawing and swap buffers (double buffering)

raylib.EndMode2D() → None

  Ends 2D mode with custom camera

raylib.EndMode3D() → None

  Ends 3D mode and returns to default 2D orthographic mode

raylib.EndScissorMode() → None

  End scissor mode

raylib.EndShaderMode() → None

  End custom shader drawing (use default shader)

raylib.EndTextureMode() → None

  Ends drawing to render texture

raylib.EndVrStereoMode() → None

  End stereo rendering (requires VR simulator)

raylib.ExportAutomationEventList(list_0: AutomationEventList | list | tuple, fileName: bytes) → bool

  Export automation events list as text file

raylib.ExportDataAsCode(data: bytes, dataSize: int, fileName: bytes) → bool

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

raylib.ExportFontAsCode(font: Font | list | tuple, fileName: bytes) → bool

  Export font as code file, returns true on success

raylib.ExportImage(image: Image | list | tuple, fileName: bytes) → bool

  Export image data to file, returns true on success

raylib.ExportImageAsCode(image: Image | list | tuple, fileName: bytes) → bool

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

raylib.ExportImageToMemory(image: Image | list | tuple, fileType: bytes, fileSize: Any) → bytes

  Export image to memory buffer

raylib.ExportMesh(mesh: Mesh | list | tuple, fileName: bytes) → bool

  Export mesh data to file, returns true on success

raylib.ExportMeshAsCode(mesh: Mesh | list | tuple, fileName: bytes) → bool

  Export mesh as code file (.h) defining multiple arrays of vertex attributes

raylib.ExportWave(wave: Wave | list | tuple, fileName: bytes) → bool

  Export wave data to file, returns true on success

raylib.ExportWaveAsCode(wave: Wave | list | tuple, fileName: bytes) → bool

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

raylib.FLAG_BORDERLESS_WINDOWED_MODE: int

raylib.FLAG_FULLSCREEN_MODE: int

raylib.FLAG_INTERLACED_HINT: int

raylib.FLAG_MSAA_4X_HINT: int

raylib.FLAG_VSYNC_HINT: int

raylib.FLAG_WINDOW_ALWAYS_RUN: int

raylib.FLAG_WINDOW_HIDDEN: int

raylib.FLAG_WINDOW_HIGHDPI: int

raylib.FLAG_WINDOW_MAXIMIZED: int

raylib.FLAG_WINDOW_MINIMIZED: int

raylib.FLAG_WINDOW_MOUSE_PASSTHROUGH: int

raylib.FLAG_WINDOW_RESIZABLE: int

raylib.FLAG_WINDOW_TOPMOST: int

raylib.FLAG_WINDOW_TRANSPARENT: int

raylib.FLAG_WINDOW_UNDECORATED: int

raylib.FLAG_WINDOW_UNFOCUSED: int

raylib.FONT_BITMAP: int

raylib.FONT_DEFAULT: int

raylib.FONT_SDF: int

raylib.Fade(color: Color | list | tuple, alpha: float) → Color

  Get color with alpha applied, alpha goes from 0.0f to 1.0f

raylib.FileExists(fileName: bytes) → bool

  Check if file exists

class raylib.FilePathList
  capacity: int
  count: int
  paths: list[bytes]

raylib.FloatEquals(x: float, y: float) → int

class raylib.Font
  baseSize: int
  glyphCount: int
  glyphPadding: int
  glyphs: Any
  recs: Any
  texture: Texture

raylib.FontType

raylib.GAMEPAD_AXIS_LEFT_TRIGGER: int

raylib.GAMEPAD_AXIS_LEFT_X: int

raylib.GAMEPAD_AXIS_LEFT_Y: int

raylib.GAMEPAD_AXIS_RIGHT_TRIGGER: int

raylib.GAMEPAD_AXIS_RIGHT_X: int

raylib.GAMEPAD_AXIS_RIGHT_Y: int

raylib.GAMEPAD_BUTTON_LEFT_FACE_DOWN: int

raylib.GAMEPAD_BUTTON_LEFT_FACE_LEFT: int

raylib.GAMEPAD_BUTTON_LEFT_FACE_RIGHT: int

raylib.GAMEPAD_BUTTON_LEFT_FACE_UP: int

raylib.GAMEPAD_BUTTON_LEFT_THUMB: int

raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_1: int

raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_2: int

raylib.GAMEPAD_BUTTON_MIDDLE: int

raylib.GAMEPAD_BUTTON_MIDDLE_LEFT: int

raylib.GAMEPAD_BUTTON_MIDDLE_RIGHT: int

raylib.GAMEPAD_BUTTON_RIGHT_FACE_DOWN: int

raylib.GAMEPAD_BUTTON_RIGHT_FACE_LEFT: int

raylib.GAMEPAD_BUTTON_RIGHT_FACE_RIGHT: int

raylib.GAMEPAD_BUTTON_RIGHT_FACE_UP: int

raylib.GAMEPAD_BUTTON_RIGHT_THUMB: int

raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_1: int

raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_2: int

raylib.GAMEPAD_BUTTON_UNKNOWN: int

raylib.GESTURE_DOUBLETAP: int

raylib.GESTURE_DRAG: int

raylib.GESTURE_HOLD: int

raylib.GESTURE_NONE: int

raylib.GESTURE_PINCH_IN: int

raylib.GESTURE_PINCH_OUT: int

raylib.GESTURE_SWIPE_DOWN: int

raylib.GESTURE_SWIPE_LEFT: int

raylib.GESTURE_SWIPE_RIGHT: int

raylib.GESTURE_SWIPE_UP: int

raylib.GESTURE_TAP: int

class raylib.GLFWallocator
  allocate: Any
  deallocate: Any
  reallocate: Any
  user: Any

class raylib.GLFWcursor

class raylib.GLFWgamepadstate
  axes: list
  buttons: bytes

class raylib.GLFWgammaramp
  blue: Any
  green: Any
  red: Any
  size: int

class raylib.GLFWimage
  height: int
  pixels: bytes
  width: int

class raylib.GLFWmonitor

class raylib.GLFWvidmode
  blueBits: int
  greenBits: int
  height: int
  redBits: int
  refreshRate: int
  width: int

class raylib.GLFWwindow

raylib.GOLD: Color

raylib.GRAY: Color

raylib.GREEN: Color

raylib.GROUP_PADDING: int

raylib.GamepadAxis

raylib.GamepadButton

raylib.GenImageCellular(width: int, height: int, tileSize: int) → Image

  Generate image: cellular algorithm, bigger tileSize means bigger cells

raylib.GenImageChecked(width: int, height: int, checksX: int, checksY: int, col1: Color | list | tuple, col2: Color | list | tuple) → Image

  Generate image: checked

raylib.GenImageColor(width: int, height: int, color: Color | list | tuple) → Image

  Generate image: plain color

raylib.GenImageFontAtlas(glyphs: Any | list | tuple, glyphRecs: Any | list | tuple, glyphCount: int, fontSize: int, padding: int, packMethod: int) → Image

  Generate image font atlas using chars info

raylib.GenImageGradientLinear(width: int, height: int, direction: int, start: Color | list | tuple, end: Color | list | tuple) → Image

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

raylib.GenImageGradientRadial(width: int, height: int, density: float, inner: Color | list | tuple, outer: Color | list | tuple) → Image

  Generate image: radial gradient

raylib.GenImageGradientSquare(width: int, height: int, density: float, inner: Color | list | tuple, outer: Color | list | tuple) → Image

  Generate image: square gradient

raylib.GenImagePerlinNoise(width: int, height: int, offsetX: int, offsetY: int, scale: float) → Image

  Generate image: perlin noise

raylib.GenImageText(width: int, height: int, text: bytes) → Image

  Generate image: grayscale image from text data

raylib.GenImageWhiteNoise(width: int, height: int, factor: float) → Image

  Generate image: white noise

raylib.GenMeshCone(radius: float, height: float, slices: int) → Mesh

  Generate cone/pyramid mesh

raylib.GenMeshCube(width: float, height: float, length: float) → Mesh

  Generate cuboid mesh

raylib.GenMeshCubicmap(cubicmap: Image | list | tuple, cubeSize: Vector3 | list | tuple) → Mesh

  Generate cubes-based map mesh from image data

raylib.GenMeshCylinder(radius: float, height: float, slices: int) → Mesh

  Generate cylinder mesh

raylib.GenMeshHeightmap(heightmap: Image | list | tuple, size: Vector3 | list | tuple) → Mesh

  Generate heightmap mesh from image data

raylib.GenMeshHemiSphere(radius: float, rings: int, slices: int) → Mesh

  Generate half-sphere mesh (no bottom cap)

raylib.GenMeshKnot(radius: float, size: float, radSeg: int, sides: int) → Mesh

  Generate trefoil knot mesh

raylib.GenMeshPlane(width: float, length: float, resX: int, resZ: int) → Mesh

  Generate plane mesh (with subdivisions)

raylib.GenMeshPoly(sides: int, radius: float) → Mesh

  Generate polygonal mesh

raylib.GenMeshSphere(radius: float, rings: int, slices: int) → Mesh

  Generate sphere mesh (standard sphere)

raylib.GenMeshTangents(mesh: Any | list | tuple) → None

  Compute mesh tangents

raylib.GenMeshTorus(radius: float, size: float, radSeg: int, sides: int) → Mesh

  Generate torus mesh

raylib.GenTextureMipmaps(texture: Any | list | tuple) → None

  Generate GPU mipmaps for a texture

raylib.Gesture

raylib.GetApplicationDirectory() → bytes

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

raylib.GetCameraMatrix(camera: Camera3D | list | tuple) → Matrix

  Get camera transform matrix (view matrix)

raylib.GetCameraMatrix2D(camera: Camera2D | list | tuple) → Matrix

  Get camera 2d transform matrix

raylib.GetCharPressed() → int

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

raylib.GetClipboardImage() → Image

  Get clipboard image content

raylib.GetClipboardText() → bytes

  Get clipboard text content

raylib.GetCodepoint(text: bytes, codepointSize: Any) → int

  Get next codepoint in a UTF-8 encoded string, 0x3f(‘?’) is returned on failure

raylib.GetCodepointCount(text: bytes) → int

  Get total number of codepoints in a UTF-8 encoded string

raylib.GetCodepointNext(text: bytes, codepointSize: Any) → int

  Get next codepoint in a UTF-8 encoded string, 0x3f(‘?’) is returned on failure

raylib.GetCodepointPrevious(text: bytes, codepointSize: Any) → int

  Get previous codepoint in a UTF-8 encoded string, 0x3f(‘?’) is returned on failure

raylib.GetCollisionRec(rec1: Rectangle | list | tuple, rec2: Rectangle | list | tuple) → Rectangle

  Get collision rectangle for two rectangles collision

raylib.GetColor(hexValue: int) → Color

  Get Color structure from hexadecimal value

raylib.GetCurrentMonitor() → int

  Get current monitor where window is placed

raylib.GetDirectoryPath(filePath: bytes) → bytes

  Get full path for a given fileName with path (uses static string)

raylib.GetFPS() → int

  Get current FPS

raylib.GetFileExtension(fileName: bytes) → bytes

  Get pointer to extension for a filename string (includes dot: ‘.png’)

raylib.GetFileLength(fileName: bytes) → int

  Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)

raylib.GetFileModTime(fileName: bytes) → int

  Get file modification time (last write time)

raylib.GetFileName(filePath: bytes) → bytes

  Get pointer to filename for a path string

raylib.GetFileNameWithoutExt(filePath: bytes) → bytes

  Get filename string without extension (uses static string)

raylib.GetFontDefault() → Font

  Get the default Font

raylib.GetFrameTime() → float

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

raylib.GetGamepadAxisCount(gamepad: int) → int

  Get gamepad axis count for a gamepad

raylib.GetGamepadAxisMovement(gamepad: int, axis: int) → float

  Get axis movement value for a gamepad axis

raylib.GetGamepadButtonPressed() → int

  Get the last gamepad button pressed

raylib.GetGamepadName(gamepad: int) → bytes

  Get gamepad internal name id

raylib.GetGestureDetected() → int

  Get latest detected gesture

raylib.GetGestureDragAngle() → float

  Get gesture drag angle

raylib.GetGestureDragVector() → Vector2

  Get gesture drag vector

raylib.GetGestureHoldDuration() → float

  Get gesture hold time in seconds

raylib.GetGesturePinchAngle() → float

  Get gesture pinch angle

raylib.GetGesturePinchVector() → Vector2

  Get gesture pinch delta

raylib.GetGlyphAtlasRec(font: Font | list | tuple, codepoint: int) → Rectangle

  Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to ‘?’ if not found

raylib.GetGlyphIndex(font: Font | list | tuple, codepoint: int) → int

  Get glyph index position in font for a codepoint (unicode character), fallback to ‘?’ if not found

raylib.GetGlyphInfo(font: Font | list | tuple, codepoint: int) → GlyphInfo

  Get glyph font info data for a codepoint (unicode character), fallback to ‘?’ if not found

raylib.GetImageAlphaBorder(image: Image | list | tuple, threshold: float) → Rectangle

  Get image alpha border rectangle

raylib.GetImageColor(image: Image | list | tuple, x: int, y: int) → Color

  Get image pixel color at (x, y) position

raylib.GetKeyPressed() → int

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

raylib.GetMasterVolume() → float

  Get master volume (listener)

raylib.GetMeshBoundingBox(mesh: Mesh | list | tuple) → BoundingBox

  Compute mesh bounding box limits

raylib.GetModelBoundingBox(model: Model | list | tuple) → BoundingBox

  Compute model bounding box limits (considers all meshes)

raylib.GetMonitorCount() → int

  Get number of connected monitors

raylib.GetMonitorHeight(monitor: int) → int

  Get specified monitor height (current video mode used by monitor)

raylib.GetMonitorName(monitor: int) → bytes

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

raylib.GetMonitorPhysicalHeight(monitor: int) → int

  Get specified monitor physical height in millimetres

raylib.GetMonitorPhysicalWidth(monitor: int) → int

  Get specified monitor physical width in millimetres

raylib.GetMonitorPosition(monitor: int) → Vector2

  Get specified monitor position

raylib.GetMonitorRefreshRate(monitor: int) → int

  Get specified monitor refresh rate

raylib.GetMonitorWidth(monitor: int) → int

  Get specified monitor width (current video mode used by monitor)

raylib.GetMouseDelta() → Vector2

  Get mouse delta between frames

raylib.GetMousePosition() → Vector2

  Get mouse position XY

raylib.GetMouseWheelMove() → float

  Get mouse wheel movement for X or Y, whichever is larger

raylib.GetMouseWheelMoveV() → Vector2

  Get mouse wheel movement for both X and Y

raylib.GetMouseX() → int

  Get mouse position X

raylib.GetMouseY() → int

  Get mouse position Y

raylib.GetMusicTimeLength(music: Music | list | tuple) → float

  Get music time length (in seconds)

raylib.GetMusicTimePlayed(music: Music | list | tuple) → float

  Get current music time played (in seconds)

raylib.GetPhysicsBodiesCount() → int

  Returns the current amount of created physics bodies

raylib.GetPhysicsBody(index: int) → Any

  Returns a physics body of the bodies pool at a specific index

raylib.GetPhysicsShapeType(index: int) → int

  Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)

raylib.GetPhysicsShapeVertex(body: Any | list | tuple, vertex: int) → Vector2

  Returns transformed position of a body shape (body position + vertex transformed position)

raylib.GetPhysicsShapeVerticesCount(index: int) → int

  Returns the amount of vertices of a physics body shape

raylib.GetPixelColor(srcPtr: Any, format: int) → Color

  Get Color from a source pixel pointer of certain format

raylib.GetPixelDataSize(width: int, height: int, format: int) → int

  Get pixel data size in bytes for certain format

raylib.GetPrevDirectoryPath(dirPath: bytes) → bytes

  Get previous directory path for a given path (uses static string)

raylib.GetRandomValue(min_0: int, max_1: int) → int

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

raylib.GetRayCollisionBox(ray: Ray | list | tuple, box: BoundingBox | list | tuple) → RayCollision

  Get collision info between ray and box

raylib.GetRayCollisionMesh(ray: Ray | list | tuple, mesh: Mesh | list | tuple, transform: Matrix | list | tuple) → RayCollision

  Get collision info between ray and mesh

raylib.GetRayCollisionQuad(ray: Ray | list | tuple, p1: Vector3 | list | tuple, p2: Vector3 | list | tuple, p3: Vector3 | list | tuple, p4: Vector3 | list | tuple) → RayCollision

  Get collision info between ray and quad

raylib.GetRayCollisionSphere(ray: Ray | list | tuple, center: Vector3 | list | tuple, radius: float) → RayCollision

  Get collision info between ray and sphere

raylib.GetRayCollisionTriangle(ray: Ray | list | tuple, p1: Vector3 | list | tuple, p2: Vector3 | list | tuple, p3: Vector3 | list | tuple) → RayCollision

  Get collision info between ray and triangle

raylib.GetRenderHeight() → int

  Get current render height (it considers HiDPI)

raylib.GetRenderWidth() → int

  Get current render width (it considers HiDPI)

raylib.GetScreenHeight() → int

  Get current screen height

raylib.GetScreenToWorld2D(position: Vector2 | list | tuple, camera: Camera2D | list | tuple) → Vector2

  Get the world space position for a 2d camera screen space position

raylib.GetScreenToWorldRay(position: Vector2 | list | tuple, camera: Camera3D | list | tuple) → Ray

  Get a ray trace from screen position (i.e mouse)

raylib.GetScreenToWorldRayEx(position: Vector2 | list | tuple, camera: Camera3D | list | tuple, width: int, height: int) → Ray

  Get a ray trace from screen position (i.e mouse) in a viewport

raylib.GetScreenWidth() → int

  Get current screen width

raylib.GetShaderLocation(shader: Shader | list | tuple, uniformName: bytes) → int

  Get shader uniform location

raylib.GetShaderLocationAttrib(shader: Shader | list | tuple, attribName: bytes) → int

  Get shader attribute location

raylib.GetShapesTexture() → Texture

  Get texture that is used for shapes drawing

raylib.GetShapesTextureRectangle() → Rectangle

  Get texture source rectangle that is used for shapes drawing

raylib.GetSplinePointBasis(p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, p3: Vector2 | list | tuple, p4: Vector2 | list | tuple, t: float) → Vector2

  Get (evaluate) spline point: B-Spline

raylib.GetSplinePointBezierCubic(p1: Vector2 | list | tuple, c2: Vector2 | list | tuple, c3: Vector2 | list | tuple, p4: Vector2 | list | tuple, t: float) → Vector2

  Get (evaluate) spline point: Cubic Bezier

raylib.GetSplinePointBezierQuad(p1: Vector2 | list | tuple, c2: Vector2 | list | tuple, p3: Vector2 | list | tuple, t: float) → Vector2

  Get (evaluate) spline point: Quadratic Bezier

raylib.GetSplinePointCatmullRom(p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, p3: Vector2 | list | tuple, p4: Vector2 | list | tuple, t: float) → Vector2

  Get (evaluate) spline point: Catmull-Rom

raylib.GetSplinePointLinear(startPos: Vector2 | list | tuple, endPos: Vector2 | list | tuple, t: float) → Vector2

  Get (evaluate) spline point: Linear

raylib.GetTime() → float

  Get elapsed time in seconds since InitWindow()

raylib.GetTouchPointCount() → int

  Get number of touch points

raylib.GetTouchPointId(index: int) → int

  Get touch point identifier for given index

raylib.GetTouchPosition(index: int) → Vector2

  Get touch position XY for a touch point index (relative to screen size)

raylib.GetTouchX() → int

  Get touch position X for touch point 0 (relative to screen size)

raylib.GetTouchY() → int

  Get touch position Y for touch point 0 (relative to screen size)

raylib.GetWindowHandle() → Any

  Get native window handle

raylib.GetWindowPosition() → Vector2

  Get window position XY on monitor

raylib.GetWindowScaleDPI() → Vector2

  Get window scale DPI factor

raylib.GetWorkingDirectory() → bytes

  Get current working directory (uses static string)

raylib.GetWorldToScreen(position: Vector3 | list | tuple, camera: Camera3D | list | tuple) → Vector2

  Get the screen space position for a 3d world space position

raylib.GetWorldToScreen2D(position: Vector2 | list | tuple, camera: Camera2D | list | tuple) → Vector2

  Get the screen space position for a 2d camera world space position

raylib.GetWorldToScreenEx(position: Vector3 | list | tuple, camera: Camera3D | list | tuple, width: int, height: int) → Vector2

  Get size position for a 3d world space position

class raylib.GlyphInfo
  advanceX: int
  image: Image
  offsetX: int
  offsetY: int
  value: int

raylib.GuiButton(bounds: Rectangle | list | tuple, text: bytes) → int

  Button control, returns true when clicked

raylib.GuiCheckBox(bounds: Rectangle | list | tuple, text: bytes, checked: Any) → int

  Check Box control, returns true when active

raylib.GuiCheckBoxProperty

raylib.GuiColorBarAlpha(bounds: Rectangle | list | tuple, text: bytes, alpha: Any) → int

  Color Bar Alpha control

raylib.GuiColorBarHue(bounds: Rectangle | list | tuple, text: bytes, value: Any) → int

  Color Bar Hue control

raylib.GuiColorPanel(bounds: Rectangle | list | tuple, text: bytes, color: Any | list | tuple) → int

  Color Panel control

raylib.GuiColorPanelHSV(bounds: Rectangle | list | tuple, text: bytes, colorHsv: Any | list | tuple) → int

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

raylib.GuiColorPicker(bounds: Rectangle | list | tuple, text: bytes, color: Any | list | tuple) → int

  Color Picker control (multiple color controls)

raylib.GuiColorPickerHSV(bounds: Rectangle | list | tuple, text: bytes, colorHsv: Any | list | tuple) → int

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

raylib.GuiColorPickerProperty

raylib.GuiComboBox(bounds: Rectangle | list | tuple, text: bytes, active: Any) → int

  Combo Box control

raylib.GuiComboBoxProperty

raylib.GuiControl

raylib.GuiControlProperty

raylib.GuiDefaultProperty

raylib.GuiDisable() → None

  Disable gui controls (global state)

raylib.GuiDisableTooltip() → None

  Disable gui tooltips (global state)

raylib.GuiDrawIcon(iconId: int, posX: int, posY: int, pixelSize: int, color: Color | list | tuple) → None

  Draw icon using pixel size at specified position

raylib.GuiDropdownBox(bounds: Rectangle | list | tuple, text: bytes, active: Any, editMode: bool) → int

  Dropdown Box control

raylib.GuiDropdownBoxProperty

raylib.GuiDummyRec(bounds: Rectangle | list | tuple, text: bytes) → int

  Dummy control for placeholders

raylib.GuiEnable() → None

  Enable gui controls (global state)

raylib.GuiEnableTooltip() → None

  Enable gui tooltips (global state)

raylib.GuiGetFont() → Font

  Get gui custom font (global state)

raylib.GuiGetIcons() → Any

  Get raygui icons data pointer

raylib.GuiGetState() → int

  Get gui state (global state)

raylib.GuiGetStyle(control: int, property: int) → int

  Get one style property

raylib.GuiGrid(bounds: Rectangle | list | tuple, text: bytes, spacing: float, subdivs: int, mouseCell: Any | list | tuple) → int

  Grid control

raylib.GuiGroupBox(bounds: Rectangle | list | tuple, text: bytes) → int

  Group Box control with text name

raylib.GuiIconName

raylib.GuiIconText(iconId: int, text: bytes) → bytes

  Get text with icon id prepended (if supported)

raylib.GuiIsLocked() → bool

  Check if gui is locked (global state)

raylib.GuiLabel(bounds: Rectangle | list | tuple, text: bytes) → int

  Label control

raylib.GuiLabelButton(bounds: Rectangle | list | tuple, text: bytes) → int

  Label button control, returns true when clicked

raylib.GuiLine(bounds: Rectangle | list | tuple, text: bytes) → int

  Line separator control, could contain text

raylib.GuiListView(bounds: Rectangle | list | tuple, text: bytes, scrollIndex: Any, active: Any) → int

  List View control

raylib.GuiListViewEx(bounds: Rectangle | list | tuple, text: list[bytes], count: int, scrollIndex: Any, active: Any, focus: Any) → int

  List View with extended parameters

raylib.GuiListViewProperty

raylib.GuiLoadIcons(fileName: bytes, loadIconsName: bool) → list[bytes]

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

raylib.GuiLoadStyle(fileName: bytes) → None

  Load style file over global style variable (.rgs)

raylib.GuiLoadStyleDefault() → None

  Load style default over global style

raylib.GuiLock() → None

  Lock gui controls (global state)

raylib.GuiMessageBox(bounds: Rectangle | list | tuple, title: bytes, message: bytes, buttons: bytes) → int

  Message Box control, displays a message

raylib.GuiPanel(bounds: Rectangle | list | tuple, text: bytes) → int

  Panel control, useful to group controls

raylib.GuiProgressBar(bounds: Rectangle | list | tuple, textLeft: bytes, textRight: bytes, value: Any, minValue: float, maxValue: float) → int

  Progress Bar control

raylib.GuiProgressBarProperty

raylib.GuiScrollBarProperty

raylib.GuiScrollPanel(bounds: Rectangle | list | tuple, text: bytes, content: Rectangle | list | tuple, scroll: Any | list | tuple, view: Any | list | tuple) → int

  Scroll Panel control

raylib.GuiSetAlpha(alpha: float) → None

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

raylib.GuiSetFont(font: Font | list | tuple) → None

  Set gui custom font (global state)

raylib.GuiSetIconScale(scale: int) → None

  Set default icon drawing size

raylib.GuiSetState(state: int) → None

  Set gui state (global state)

raylib.GuiSetStyle(control: int, property: int, value: int) → None

  Set one style property

raylib.GuiSetTooltip(tooltip: bytes) → None

  Set tooltip string

raylib.GuiSlider(bounds: Rectangle | list | tuple, textLeft: bytes, textRight: bytes, value: Any, minValue: float, maxValue: float) → int

  Slider control

raylib.GuiSliderBar(bounds: Rectangle | list | tuple, textLeft: bytes, textRight: bytes, value: Any, minValue: float, maxValue: float) → int

  Slider Bar control

raylib.GuiSliderProperty

raylib.GuiSpinner(bounds: Rectangle | list | tuple, text: bytes, value: Any, minValue: int, maxValue: int, editMode: bool) → int

  Spinner control

raylib.GuiSpinnerProperty

raylib.GuiState

raylib.GuiStatusBar(bounds: Rectangle | list | tuple, text: bytes) → int

  Status Bar control, shows info text

class raylib.GuiStyleProp
  controlId: int
  propertyId: int
  propertyValue: int

raylib.GuiTabBar(bounds: Rectangle | list | tuple, text: list[bytes], count: int, active: Any) → int

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

raylib.GuiTextAlignment

raylib.GuiTextAlignmentVertical

raylib.GuiTextBox(bounds: Rectangle | list | tuple, text: bytes, textSize: int, editMode: bool) → int

  Text Box control, updates input text

raylib.GuiTextBoxProperty

raylib.GuiTextInputBox(bounds: Rectangle | list | tuple, title: bytes, message: bytes, buttons: bytes, text: bytes, textMaxSize: int, secretViewActive: Any) → int

  Text Input Box control, ask for text, supports secret

raylib.GuiTextWrapMode

raylib.GuiToggle(bounds: Rectangle | list | tuple, text: bytes, active: Any) → int

  Toggle Button control

raylib.GuiToggleGroup(bounds: Rectangle | list | tuple, text: bytes, active: Any) → int

  Toggle Group control

raylib.GuiToggleProperty

raylib.GuiToggleSlider(bounds: Rectangle | list | tuple, text: bytes, active: Any) → int

  Toggle Slider control

raylib.GuiUnlock() → None

  Unlock gui controls (global state)

raylib.GuiValueBox(bounds: Rectangle | list | tuple, text: bytes, value: Any, minValue: int, maxValue: int, editMode: bool) → int

  Value Box control, updates input text with numbers

raylib.GuiValueBoxFloat(bounds: Rectangle | list | tuple, text: bytes, textValue: bytes, value: Any, editMode: bool) → int

  Value box control for float values

raylib.GuiWindowBox(bounds: Rectangle | list | tuple, title: bytes) → int

  Window Box control, shows a window that can be closed

raylib.HUEBAR_PADDING: int

raylib.HUEBAR_SELECTOR_HEIGHT: int

raylib.HUEBAR_SELECTOR_OVERFLOW: int

raylib.HUEBAR_WIDTH: int

raylib.HideCursor() → None

  Hides cursor

raylib.ICON_1UP: int

raylib.ICON_229: int

raylib.ICON_230: int

raylib.ICON_231: int

raylib.ICON_232: int

raylib.ICON_233: int

raylib.ICON_234: int

raylib.ICON_235: int

raylib.ICON_236: int

raylib.ICON_237: int

raylib.ICON_238: int

raylib.ICON_239: int

raylib.ICON_240: int

raylib.ICON_241: int

raylib.ICON_242: int

raylib.ICON_243: int

raylib.ICON_244: int

raylib.ICON_245: int

raylib.ICON_246: int

raylib.ICON_247: int

raylib.ICON_248: int

raylib.ICON_249: int

raylib.ICON_250: int

raylib.ICON_251: int

raylib.ICON_252: int

raylib.ICON_253: int

raylib.ICON_254: int

raylib.ICON_255: int

raylib.ICON_ALARM: int

raylib.ICON_ALPHA_CLEAR: int

raylib.ICON_ALPHA_MULTIPLY: int

raylib.ICON_ARROW_DOWN: int

raylib.ICON_ARROW_DOWN_FILL: int

raylib.ICON_ARROW_LEFT: int

raylib.ICON_ARROW_LEFT_FILL: int

raylib.ICON_ARROW_RIGHT: int

raylib.ICON_ARROW_RIGHT_FILL: int

raylib.ICON_ARROW_UP: int

raylib.ICON_ARROW_UP_FILL: int

raylib.ICON_AUDIO: int

raylib.ICON_BIN: int

raylib.ICON_BOX: int

raylib.ICON_BOX_BOTTOM: int

raylib.ICON_BOX_BOTTOM_LEFT: int

raylib.ICON_BOX_BOTTOM_RIGHT: int

raylib.ICON_BOX_CENTER: int

raylib.ICON_BOX_CIRCLE_MASK: int

raylib.ICON_BOX_CONCENTRIC: int

raylib.ICON_BOX_CORNERS_BIG: int

raylib.ICON_BOX_CORNERS_SMALL: int

raylib.ICON_BOX_DOTS_BIG: int

raylib.ICON_BOX_DOTS_SMALL: int

raylib.ICON_BOX_GRID: int

raylib.ICON_BOX_GRID_BIG: int

raylib.ICON_BOX_LEFT: int

raylib.ICON_BOX_MULTISIZE: int

raylib.ICON_BOX_RIGHT: int

raylib.ICON_BOX_TOP: int

raylib.ICON_BOX_TOP_LEFT: int

raylib.ICON_BOX_TOP_RIGHT: int

raylib.ICON_BREAKPOINT_OFF: int

raylib.ICON_BREAKPOINT_ON: int

raylib.ICON_BRUSH_CLASSIC: int

raylib.ICON_BRUSH_PAINTER: int

raylib.ICON_BURGER_MENU: int

raylib.ICON_CAMERA: int

raylib.ICON_CASE_SENSITIVE: int

raylib.ICON_CLOCK: int

raylib.ICON_COIN: int

raylib.ICON_COLOR_BUCKET: int

raylib.ICON_COLOR_PICKER: int

raylib.ICON_CORNER: int

raylib.ICON_CPU: int

raylib.ICON_CRACK: int

raylib.ICON_CRACK_POINTS: int

raylib.ICON_CROP: int

raylib.ICON_CROP_ALPHA: int

raylib.ICON_CROSS: int

raylib.ICON_CROSSLINE: int

raylib.ICON_CROSS_SMALL: int

raylib.ICON_CUBE: int

raylib.ICON_CUBE_FACE_BACK: int

raylib.ICON_CUBE_FACE_BOTTOM: int

raylib.ICON_CUBE_FACE_FRONT: int

raylib.ICON_CUBE_FACE_LEFT: int

raylib.ICON_CUBE_FACE_RIGHT: int

raylib.ICON_CUBE_FACE_TOP: int

raylib.ICON_CURSOR_CLASSIC: int

raylib.ICON_CURSOR_HAND: int

raylib.ICON_CURSOR_MOVE: int

raylib.ICON_CURSOR_MOVE_FILL: int

raylib.ICON_CURSOR_POINTER: int

raylib.ICON_CURSOR_SCALE: int

raylib.ICON_CURSOR_SCALE_FILL: int

raylib.ICON_CURSOR_SCALE_LEFT: int

raylib.ICON_CURSOR_SCALE_LEFT_FILL: int

raylib.ICON_CURSOR_SCALE_RIGHT: int

raylib.ICON_CURSOR_SCALE_RIGHT_FILL: int

raylib.ICON_DEMON: int

raylib.ICON_DITHERING: int

raylib.ICON_DOOR: int

raylib.ICON_EMPTYBOX: int

raylib.ICON_EMPTYBOX_SMALL: int

raylib.ICON_EXIT: int

raylib.ICON_EXPLOSION: int

raylib.ICON_EYE_OFF: int

raylib.ICON_EYE_ON: int

raylib.ICON_FILE: int

raylib.ICON_FILETYPE_ALPHA: int

raylib.ICON_FILETYPE_AUDIO: int

raylib.ICON_FILETYPE_BINARY: int

raylib.ICON_FILETYPE_HOME: int

raylib.ICON_FILETYPE_IMAGE: int

raylib.ICON_FILETYPE_INFO: int

raylib.ICON_FILETYPE_PLAY: int

raylib.ICON_FILETYPE_TEXT: int

raylib.ICON_FILETYPE_VIDEO: int

raylib.ICON_FILE_ADD: int

raylib.ICON_FILE_COPY: int

raylib.ICON_FILE_CUT: int

raylib.ICON_FILE_DELETE: int

raylib.ICON_FILE_EXPORT: int

raylib.ICON_FILE_NEW: int

raylib.ICON_FILE_OPEN: int

raylib.ICON_FILE_PASTE: int

raylib.ICON_FILE_SAVE: int

raylib.ICON_FILE_SAVE_CLASSIC: int

raylib.ICON_FILTER: int

raylib.ICON_FILTER_BILINEAR: int

raylib.ICON_FILTER_POINT: int

raylib.ICON_FILTER_TOP: int

raylib.ICON_FOLDER: int

raylib.ICON_FOLDER_ADD: int

raylib.ICON_FOLDER_FILE_OPEN: int

raylib.ICON_FOLDER_OPEN: int

raylib.ICON_FOLDER_SAVE: int

raylib.ICON_FOUR_BOXES: int

raylib.ICON_FX: int

raylib.ICON_GEAR: int

raylib.ICON_GEAR_BIG: int

raylib.ICON_GEAR_EX: int

raylib.ICON_GRID: int

raylib.ICON_GRID_FILL: int

raylib.ICON_HAND_POINTER: int

raylib.ICON_HEART: int

raylib.ICON_HELP: int

raylib.ICON_HELP_BOX: int

raylib.ICON_HEX: int

raylib.ICON_HIDPI: int

raylib.ICON_HOT: int

raylib.ICON_HOUSE: int

raylib.ICON_INFO: int

raylib.ICON_INFO_BOX: int

raylib.ICON_KEY: int

raylib.ICON_LASER: int

raylib.ICON_LAYERS: int

raylib.ICON_LAYERS2: int

raylib.ICON_LAYERS_ISO: int

raylib.ICON_LAYERS_VISIBLE: int

raylib.ICON_LENS: int

raylib.ICON_LENS_BIG: int

raylib.ICON_LIFE_BARS: int

raylib.ICON_LINK: int

raylib.ICON_LINK_BOXES: int

raylib.ICON_LINK_BROKE: int

raylib.ICON_LINK_MULTI: int

raylib.ICON_LINK_NET: int

raylib.ICON_LOCK_CLOSE: int

raylib.ICON_LOCK_OPEN: int

raylib.ICON_MAGNET: int

raylib.ICON_MAILBOX: int

raylib.ICON_MAPS: int

raylib.ICON_MIPMAPS: int

raylib.ICON_MLAYERS: int

raylib.ICON_MODE_2D: int

raylib.ICON_MODE_3D: int

raylib.ICON_MONITOR: int

raylib.ICON_MUTATE: int

raylib.ICON_MUTATE_FILL: int

raylib.ICON_NONE: int

raylib.ICON_NOTEBOOK: int

raylib.ICON_OK_TICK: int

raylib.ICON_PENCIL: int

raylib.ICON_PENCIL_BIG: int

raylib.ICON_PHOTO_CAMERA: int

raylib.ICON_PHOTO_CAMERA_FLASH: int

raylib.ICON_PLAYER: int

raylib.ICON_PLAYER_JUMP: int

raylib.ICON_PLAYER_NEXT: int

raylib.ICON_PLAYER_PAUSE: int

raylib.ICON_PLAYER_PLAY: int

raylib.ICON_PLAYER_PLAY_BACK: int

raylib.ICON_PLAYER_PREVIOUS: int

raylib.ICON_PLAYER_RECORD: int

raylib.ICON_PLAYER_STOP: int

raylib.ICON_POT: int

raylib.ICON_PRINTER: int

raylib.ICON_PRIORITY: int

raylib.ICON_REDO: int

raylib.ICON_REDO_FILL: int

raylib.ICON_REG_EXP: int

raylib.ICON_REPEAT: int

raylib.ICON_REPEAT_FILL: int

raylib.ICON_REREDO: int

raylib.ICON_REREDO_FILL: int

raylib.ICON_RESIZE: int

raylib.ICON_RESTART: int

raylib.ICON_ROM: int

raylib.ICON_ROTATE: int

raylib.ICON_ROTATE_FILL: int

raylib.ICON_RUBBER: int

raylib.ICON_SAND_TIMER: int

raylib.ICON_SCALE: int

raylib.ICON_SHIELD: int

raylib.ICON_SHUFFLE: int

raylib.ICON_SHUFFLE_FILL: int

raylib.ICON_SPECIAL: int

raylib.ICON_SQUARE_TOGGLE: int

raylib.ICON_STAR: int

raylib.ICON_STEP_INTO: int

raylib.ICON_STEP_OUT: int

raylib.ICON_STEP_OVER: int

raylib.ICON_SUITCASE: int

raylib.ICON_SUITCASE_ZIP: int

raylib.ICON_SYMMETRY: int

raylib.ICON_SYMMETRY_HORIZONTAL: int

raylib.ICON_SYMMETRY_VERTICAL: int

raylib.ICON_TARGET: int

raylib.ICON_TARGET_BIG: int

raylib.ICON_TARGET_BIG_FILL: int

raylib.ICON_TARGET_MOVE: int

raylib.ICON_TARGET_MOVE_FILL: int

raylib.ICON_TARGET_POINT: int

raylib.ICON_TARGET_SMALL: int

raylib.ICON_TARGET_SMALL_FILL: int

raylib.ICON_TEXT_A: int

raylib.ICON_TEXT_NOTES: int

raylib.ICON_TEXT_POPUP: int

raylib.ICON_TEXT_T: int

raylib.ICON_TOOLS: int

raylib.ICON_UNDO: int

raylib.ICON_UNDO_FILL: int

raylib.ICON_VERTICAL_BARS: int

raylib.ICON_VERTICAL_BARS_FILL: int

raylib.ICON_WARNING: int

raylib.ICON_WATER_DROP: int

raylib.ICON_WAVE: int

raylib.ICON_WAVE_SINUS: int

raylib.ICON_WAVE_SQUARE: int

raylib.ICON_WAVE_TRIANGULAR: int

raylib.ICON_WINDOW: int

raylib.ICON_ZOOM_ALL: int

raylib.ICON_ZOOM_BIG: int

raylib.ICON_ZOOM_CENTER: int

raylib.ICON_ZOOM_MEDIUM: int

raylib.ICON_ZOOM_SMALL: int

class raylib.Image
  data: Any
  format: int
  height: int
  mipmaps: int
  width: int

raylib.ImageAlphaClear(image: Any | list | tuple, color: Color | list | tuple, threshold: float) → None

  Clear alpha channel to desired color

raylib.ImageAlphaCrop(image: Any | list | tuple, threshold: float) → None

  Crop image depending on alpha value

raylib.ImageAlphaMask(image: Any | list | tuple, alphaMask: Image | list | tuple) → None

  Apply alpha mask to image

raylib.ImageAlphaPremultiply(image: Any | list | tuple) → None

  Premultiply alpha channel

raylib.ImageBlurGaussian(image: Any | list | tuple, blurSize: int) → None

  Apply Gaussian blur using a box blur approximation

raylib.ImageClearBackground(dst: Any | list | tuple, color: Color | list | tuple) → None

  Clear image background with given color

raylib.ImageColorBrightness(image: Any | list | tuple, brightness: int) → None

  Modify image color: brightness (-255 to 255)

raylib.ImageColorContrast(image: Any | list | tuple, contrast: float) → None

  Modify image color: contrast (-100 to 100)

raylib.ImageColorGrayscale(image: Any | list | tuple) → None

  Modify image color: grayscale

raylib.ImageColorInvert(image: Any | list | tuple) → None

  Modify image color: invert

raylib.ImageColorReplace(image: Any | list | tuple, color: Color | list | tuple, replace: Color | list | tuple) → None

  Modify image color: replace color

raylib.ImageColorTint(image: Any | list | tuple, color: Color | list | tuple) → None

  Modify image color: tint

raylib.ImageCopy(image: Image | list | tuple) → Image

  Create an image duplicate (useful for transformations)

raylib.ImageCrop(image: Any | list | tuple, crop: Rectangle | list | tuple) → None

  Crop an image to a defined rectangle

raylib.ImageDither(image: Any | list | tuple, rBpp: int, gBpp: int, bBpp: int, aBpp: int) → None

  Dither image data to 16bpp or lower (Floyd-Steinberg dithering)

raylib.ImageDraw(dst: Any | list | tuple, src: Image | list | tuple, srcRec: Rectangle | list | tuple, dstRec: Rectangle | list | tuple, tint: Color | list | tuple) → None

  Draw a source image within a destination image (tint applied to source)

raylib.ImageDrawCircle(dst: Any | list | tuple, centerX: int, centerY: int, radius: int, color: Color | list | tuple) → None

  Draw a filled circle within an image

raylib.ImageDrawCircleLines(dst: Any | list | tuple, centerX: int, centerY: int, radius: int, color: Color | list | tuple) → None

  Draw circle outline within an image

raylib.ImageDrawCircleLinesV(dst: Any | list | tuple, center: Vector2 | list | tuple, radius: int, color: Color | list | tuple) → None

  Draw circle outline within an image (Vector version)

raylib.ImageDrawCircleV(dst: Any | list | tuple, center: Vector2 | list | tuple, radius: int, color: Color | list | tuple) → None

  Draw a filled circle within an image (Vector version)

raylib.ImageDrawLine(dst: Any | list | tuple, startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color | list | tuple) → None

  Draw line within an image

raylib.ImageDrawLineEx(dst: Any | list | tuple, start: Vector2 | list | tuple, end: Vector2 | list | tuple, thick: int, color: Color | list | tuple) → None

  Draw a line defining thickness within an image

raylib.ImageDrawLineV(dst: Any | list | tuple, start: Vector2 | list | tuple, end: Vector2 | list | tuple, color: Color | list | tuple) → None

  Draw line within an image (Vector version)

raylib.ImageDrawPixel(dst: Any | list | tuple, posX: int, posY: int, color: Color | list | tuple) → None

  Draw pixel within an image

raylib.ImageDrawPixelV(dst: Any | list | tuple, position: Vector2 | list | tuple, color: Color | list | tuple) → None

  Draw pixel within an image (Vector version)

raylib.ImageDrawRectangle(dst: Any | list | tuple, posX: int, posY: int, width: int, height: int, color: Color | list | tuple) → None

  Draw rectangle within an image

raylib.ImageDrawRectangleLines(dst: Any | list | tuple, rec: Rectangle | list | tuple, thick: int, color: Color | list | tuple) → None

  Draw rectangle lines within an image

raylib.ImageDrawRectangleRec(dst: Any | list | tuple, rec: Rectangle | list | tuple, color: Color | list | tuple) → None

  Draw rectangle within an image

raylib.ImageDrawRectangleV(dst: Any | list | tuple, position: Vector2 | list | tuple, size: Vector2 | list | tuple, color: Color | list | tuple) → None

  Draw rectangle within an image (Vector version)

raylib.ImageDrawText(dst: Any | list | tuple, text: bytes, posX: int, posY: int, fontSize: int, color: Color | list | tuple) → None

  Draw text (using default font) within an image (destination)

raylib.ImageDrawTextEx(dst: Any | list | tuple, font: Font | list | tuple, text: bytes, position: Vector2 | list | tuple, fontSize: float, spacing: float, tint: Color | list | tuple) → None

  Draw text (custom sprite font) within an image (destination)

raylib.ImageDrawTriangle(dst: Any | list | tuple, v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, v3: Vector2 | list | tuple, color: Color | list | tuple) → None

  Draw triangle within an image

raylib.ImageDrawTriangleEx(dst: Any | list | tuple, v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, v3: Vector2 | list | tuple, c1: Color | list | tuple, c2: Color | list | tuple, c3: Color | list | tuple) → None

  Draw triangle with interpolated colors within an image

raylib.ImageDrawTriangleFan(dst: Any | list | tuple, points: Any | list | tuple, pointCount: int, color: Color | list | tuple) → None

  Draw a triangle fan defined by points within an image (first vertex is the center)

raylib.ImageDrawTriangleLines(dst: Any | list | tuple, v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, v3: Vector2 | list | tuple, color: Color | list | tuple) → None

  Draw triangle outline within an image

raylib.ImageDrawTriangleStrip(dst: Any | list | tuple, points: Any | list | tuple, pointCount: int, color: Color | list | tuple) → None

  Draw a triangle strip defined by points within an image

raylib.ImageFlipHorizontal(image: Any | list | tuple) → None

  Flip image horizontally

raylib.ImageFlipVertical(image: Any | list | tuple) → None

  Flip image vertically

raylib.ImageFormat(image: Any | list | tuple, newFormat: int) → None

  Convert image data to desired format

raylib.ImageFromChannel(image: Image | list | tuple, selectedChannel: int) → Image

  Create an image from a selected channel of another image (GRAYSCALE)

raylib.ImageFromImage(image: Image | list | tuple, rec: Rectangle | list | tuple) → Image

  Create an image from another image piece

raylib.ImageKernelConvolution(image: Any | list | tuple, kernel: Any, kernelSize: int) → None

  Apply custom square convolution kernel to image

raylib.ImageMipmaps(image: Any | list | tuple) → None

  Compute all mipmap levels for a provided image

raylib.ImageResize(image: Any | list | tuple, newWidth: int, newHeight: int) → None

  Resize image (Bicubic scaling algorithm)

raylib.ImageResizeCanvas(image: Any | list | tuple, newWidth: int, newHeight: int, offsetX: int, offsetY: int, fill: Color | list | tuple) → None

  Resize canvas and fill with color

raylib.ImageResizeNN(image: Any | list | tuple, newWidth: int, newHeight: int) → None

  Resize image (Nearest-Neighbor scaling algorithm)

raylib.ImageRotate(image: Any | list | tuple, degrees: int) → None

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

raylib.ImageRotateCCW(image: Any | list | tuple) → None

  Rotate image counter-clockwise 90deg

raylib.ImageRotateCW(image: Any | list | tuple) → None

  Rotate image clockwise 90deg

raylib.ImageText(text: bytes, fontSize: int, color: Color | list | tuple) → Image

  Create an image from text (default font)

raylib.ImageTextEx(font: Font | list | tuple, text: bytes, fontSize: float, spacing: float, tint: Color | list | tuple) → Image

  Create an image from text (custom sprite font)

raylib.ImageToPOT(image: Any | list | tuple, fill: Color | list | tuple) → None

  Convert image to POT (power-of-two)

raylib.InitAudioDevice() → None

  Initialize audio device and context

raylib.InitPhysics() → None

  Initializes physics system

raylib.InitWindow(width: int, height: int, title: bytes) → None

  Initialize window and OpenGL context

raylib.IsAudioDeviceReady() → bool

  Check if audio device has been initialized successfully

raylib.IsAudioStreamPlaying(stream: AudioStream | list | tuple) → bool

  Check if audio stream is playing

raylib.IsAudioStreamProcessed(stream: AudioStream | list | tuple) → bool

  Check if any audio stream buffers requires refill

raylib.IsAudioStreamValid(stream: AudioStream | list | tuple) → bool

  Checks if an audio stream is valid (buffers initialized)

raylib.IsCursorHidden() → bool

  Check if cursor is not visible

raylib.IsCursorOnScreen() → bool

  Check if cursor is on the screen

raylib.IsFileDropped() → bool

  Check if a file has been dropped into window

raylib.IsFileExtension(fileName: bytes, ext: bytes) → bool

  Check file extension (including point: .png, .wav)

raylib.IsFileNameValid(fileName: bytes) → bool

  Check if fileName is valid for the platform/OS

raylib.IsFontValid(font: Font | list | tuple) → bool

  Check if a font is valid (font data loaded, WARNING: GPU texture not checked)

raylib.IsGamepadAvailable(gamepad: int) → bool

  Check if a gamepad is available

raylib.IsGamepadButtonDown(gamepad: int, button: int) → bool

  Check if a gamepad button is being pressed

raylib.IsGamepadButtonPressed(gamepad: int, button: int) → bool

  Check if a gamepad button has been pressed once

raylib.IsGamepadButtonReleased(gamepad: int, button: int) → bool

  Check if a gamepad button has been released once

raylib.IsGamepadButtonUp(gamepad: int, button: int) → bool

  Check if a gamepad button is NOT being pressed

raylib.IsGestureDetected(gesture: int) → bool

  Check if a gesture have been detected

raylib.IsImageValid(image: Image | list | tuple) → bool

  Check if an image is valid (data and parameters)

raylib.IsKeyDown(key: int) → bool

  Check if a key is being pressed

raylib.IsKeyPressed(key: int) → bool

  Check if a key has been pressed once

raylib.IsKeyPressedRepeat(key: int) → bool

  Check if a key has been pressed again

raylib.IsKeyReleased(key: int) → bool

  Check if a key has been released once

raylib.IsKeyUp(key: int) → bool

  Check if a key is NOT being pressed

raylib.IsMaterialValid(material: Material | list | tuple) → bool

  Check if a material is valid (shader assigned, map textures loaded in GPU)

raylib.IsModelAnimationValid(model: Model | list | tuple, anim: ModelAnimation | list | tuple) → bool

  Check model animation skeleton match

raylib.IsModelValid(model: Model | list | tuple) → bool

  Check if a model is valid (loaded in GPU, VAO/VBOs)

raylib.IsMouseButtonDown(button: int) → bool

  Check if a mouse button is being pressed

raylib.IsMouseButtonPressed(button: int) → bool

  Check if a mouse button has been pressed once

raylib.IsMouseButtonReleased(button: int) → bool

  Check if a mouse button has been released once

raylib.IsMouseButtonUp(button: int) → bool

  Check if a mouse button is NOT being pressed

raylib.IsMusicStreamPlaying(music: Music | list | tuple) → bool

  Check if music is playing

raylib.IsMusicValid(music: Music | list | tuple) → bool

  Checks if a music stream is valid (context and buffers initialized)

raylib.IsPathFile(path: bytes) → bool

  Check if a given path is a file or a directory

raylib.IsRenderTextureValid(target: RenderTexture | list | tuple) → bool

  Check if a render texture is valid (loaded in GPU)

raylib.IsShaderValid(shader: Shader | list | tuple) → bool

  Check if a shader is valid (loaded on GPU)

raylib.IsSoundPlaying(sound: Sound | list | tuple) → bool

  Check if a sound is currently playing

raylib.IsSoundValid(sound: Sound | list | tuple) → bool

  Checks if a sound is valid (data loaded and buffers initialized)

raylib.IsTextureValid(texture: Texture | list | tuple) → bool

  Check if a texture is valid (loaded in GPU)

raylib.IsWaveValid(wave: Wave | list | tuple) → bool

  Checks if wave data is valid (data loaded and parameters)

raylib.IsWindowFocused() → bool

  Check if window is currently focused

raylib.IsWindowFullscreen() → bool

  Check if window is currently fullscreen

raylib.IsWindowHidden() → bool

  Check if window is currently hidden

raylib.IsWindowMaximized() → bool

  Check if window is currently maximized

raylib.IsWindowMinimized() → bool

  Check if window is currently minimized

raylib.IsWindowReady() → bool

  Check if window has been initialized successfully

raylib.IsWindowResized() → bool

  Check if window has been resized last frame

raylib.IsWindowState(flag: int) → bool

  Check if one specific window flag is enabled

raylib.KEY_A: int

raylib.KEY_APOSTROPHE: int

raylib.KEY_B: int

raylib.KEY_BACK: int

raylib.KEY_BACKSLASH: int

raylib.KEY_BACKSPACE: int

raylib.KEY_C: int

raylib.KEY_CAPS_LOCK: int

raylib.KEY_COMMA: int

raylib.KEY_D: int

raylib.KEY_DELETE: int

raylib.KEY_DOWN: int

raylib.KEY_E: int

raylib.KEY_EIGHT: int

raylib.KEY_END: int

raylib.KEY_ENTER: int

raylib.KEY_EQUAL: int

raylib.KEY_ESCAPE: int

raylib.KEY_F: int

raylib.KEY_F1: int

raylib.KEY_F10: int

raylib.KEY_F11: int

raylib.KEY_F12: int

raylib.KEY_F2: int

raylib.KEY_F3: int

raylib.KEY_F4: int

raylib.KEY_F5: int

raylib.KEY_F6: int

raylib.KEY_F7: int

raylib.KEY_F8: int

raylib.KEY_F9: int

raylib.KEY_FIVE: int

raylib.KEY_FOUR: int

raylib.KEY_G: int

raylib.KEY_GRAVE: int

raylib.KEY_H: int

raylib.KEY_HOME: int

raylib.KEY_I: int

raylib.KEY_INSERT: int

raylib.KEY_J: int

raylib.KEY_K: int

raylib.KEY_KB_MENU: int

raylib.KEY_KP_0: int

raylib.KEY_KP_1: int

raylib.KEY_KP_2: int

raylib.KEY_KP_3: int

raylib.KEY_KP_4: int

raylib.KEY_KP_5: int

raylib.KEY_KP_6: int

raylib.KEY_KP_7: int

raylib.KEY_KP_8: int

raylib.KEY_KP_9: int

raylib.KEY_KP_ADD: int

raylib.KEY_KP_DECIMAL: int

raylib.KEY_KP_DIVIDE: int

raylib.KEY_KP_ENTER: int

raylib.KEY_KP_EQUAL: int

raylib.KEY_KP_MULTIPLY: int

raylib.KEY_KP_SUBTRACT: int

raylib.KEY_L: int

raylib.KEY_LEFT: int

raylib.KEY_LEFT_ALT: int

raylib.KEY_LEFT_BRACKET: int

raylib.KEY_LEFT_CONTROL: int

raylib.KEY_LEFT_SHIFT: int

raylib.KEY_LEFT_SUPER: int

raylib.KEY_M: int

raylib.KEY_MENU: int

raylib.KEY_MINUS: int

raylib.KEY_N: int

raylib.KEY_NINE: int

raylib.KEY_NULL: int

raylib.KEY_NUM_LOCK: int

raylib.KEY_O: int

raylib.KEY_ONE: int

raylib.KEY_P: int

raylib.KEY_PAGE_DOWN: int

raylib.KEY_PAGE_UP: int

raylib.KEY_PAUSE: int

raylib.KEY_PERIOD: int

raylib.KEY_PRINT_SCREEN: int

raylib.KEY_Q: int

raylib.KEY_R: int

raylib.KEY_RIGHT: int

raylib.KEY_RIGHT_ALT: int

raylib.KEY_RIGHT_BRACKET: int

raylib.KEY_RIGHT_CONTROL: int

raylib.KEY_RIGHT_SHIFT: int

raylib.KEY_RIGHT_SUPER: int

raylib.KEY_S: int

raylib.KEY_SCROLL_LOCK: int

raylib.KEY_SEMICOLON: int

raylib.KEY_SEVEN: int

raylib.KEY_SIX: int

raylib.KEY_SLASH: int

raylib.KEY_SPACE: int

raylib.KEY_T: int

raylib.KEY_TAB: int

raylib.KEY_THREE: int

raylib.KEY_TWO: int

raylib.KEY_U: int

raylib.KEY_UP: int

raylib.KEY_V: int

raylib.KEY_VOLUME_DOWN: int

raylib.KEY_VOLUME_UP: int

raylib.KEY_W: int

raylib.KEY_X: int

raylib.KEY_Y: int

raylib.KEY_Z: int

raylib.KEY_ZERO: int

raylib.KeyboardKey

raylib.LABEL: int

raylib.LIGHTGRAY: Color

raylib.LIME: Color

raylib.LINE_COLOR: int

raylib.LISTVIEW: int

raylib.LIST_ITEMS_BORDER_WIDTH: int

raylib.LIST_ITEMS_HEIGHT: int

raylib.LIST_ITEMS_SPACING: int

raylib.LOG_ALL: int

raylib.LOG_DEBUG: int

raylib.LOG_ERROR: int

raylib.LOG_FATAL: int

raylib.LOG_INFO: int

raylib.LOG_NONE: int

raylib.LOG_TRACE: int

raylib.LOG_WARNING: int

raylib.Lerp(start: float, end: float, amount: float) → float

raylib.LoadAudioStream(sampleRate: int, sampleSize: int, channels: int) → AudioStream

  Load audio stream (to stream raw audio pcm data)

raylib.LoadAutomationEventList(fileName: bytes) → AutomationEventList

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

raylib.LoadCodepoints(text: bytes, count: Any) → Any

  Load all codepoints from a UTF-8 text string, codepoints count returned by parameter

raylib.LoadDirectoryFiles(dirPath: bytes) → FilePathList

  Load directory filepaths

raylib.LoadDirectoryFilesEx(basePath: bytes, filter: bytes, scanSubdirs: bool) → FilePathList

  Load directory filepaths with extension filtering and recursive directory scan. Use ‘DIR’ in the filter string to include directories in the result

raylib.LoadDroppedFiles() → FilePathList

  Load dropped filepaths

raylib.LoadFileData(fileName: bytes, dataSize: Any) → bytes

  Load file data as byte array (read)

raylib.LoadFileText(fileName: bytes) → bytes

  Load text data from file (read), returns a ‘' terminated string

raylib.LoadFont(fileName: bytes) → Font

  Load font from file into GPU memory (VRAM)

raylib.LoadFontData(fileData: bytes, dataSize: int, fontSize: int, codepoints: Any, codepointCount: int, type: int) → Any

  Load font data for further use

raylib.LoadFontEx(fileName: bytes, fontSize: int, codepoints: Any, codepointCount: int) → Font

  Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height

raylib.LoadFontFromImage(image: Image | list | tuple, key: Color | list | tuple, firstChar: int) → Font

  Load font from Image (XNA style)

raylib.LoadFontFromMemory(fileType: bytes, fileData: bytes, dataSize: int, fontSize: int, codepoints: Any, codepointCount: int) → Font

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

raylib.LoadImage(fileName: bytes) → Image

  Load image from file into CPU memory (RAM)

raylib.LoadImageAnim(fileName: bytes, frames: Any) → Image

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

raylib.LoadImageAnimFromMemory(fileType: bytes, fileData: bytes, dataSize: int, frames: Any) → Image

  Load image sequence from memory buffer

raylib.LoadImageColors(image: Image | list | tuple) → Any

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

raylib.LoadImageFromMemory(fileType: bytes, fileData: bytes, dataSize: int) → Image

  Load image from memory buffer, fileType refers to extension: i.e. ‘.png’

raylib.LoadImageFromScreen() → Image

  Load image from screen buffer and (screenshot)

raylib.LoadImageFromTexture(texture: Texture | list | tuple) → Image

  Load image from GPU texture data

raylib.LoadImagePalette(image: Image | list | tuple, maxPaletteSize: int, colorCount: Any) → Any

  Load colors palette from image as a Color array (RGBA - 32bit)

raylib.LoadImageRaw(fileName: bytes, width: int, height: int, format: int, headerSize: int) → Image

  Load image from RAW file data

raylib.LoadMaterialDefault() → Material

  Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)

raylib.LoadMaterials(fileName: bytes, materialCount: Any) → Any

  Load materials from model file

raylib.LoadModel(fileName: bytes) → Model

  Load model from files (meshes and materials)

raylib.LoadModelAnimations(fileName: bytes, animCount: Any) → Any

  Load model animations from file

raylib.LoadModelFromMesh(mesh: Mesh | list | tuple) → Model

  Load model from generated mesh (default material)

raylib.LoadMusicStream(fileName: bytes) → Music

  Load music stream from file

raylib.LoadMusicStreamFromMemory(fileType: bytes, data: bytes, dataSize: int) → Music

  Load music stream from data

raylib.LoadRandomSequence(count: int, min_1: int, max_2: int) → Any

  Load random values sequence, no values repeated

raylib.LoadRenderTexture(width: int, height: int) → RenderTexture

  Load texture for rendering (framebuffer)

raylib.LoadShader(vsFileName: bytes, fsFileName: bytes) → Shader

  Load shader from files and bind default locations

raylib.LoadShaderFromMemory(vsCode: bytes, fsCode: bytes) → Shader

  Load shader from code strings and bind default locations

raylib.LoadSound(fileName: bytes) → Sound

  Load sound from file

raylib.LoadSoundAlias(source: Sound | list | tuple) → Sound

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

raylib.LoadSoundFromWave(wave: Wave | list | tuple) → Sound

  Load sound from wave data

raylib.LoadTexture(fileName: bytes) → Texture

  Load texture from file into GPU memory (VRAM)

raylib.LoadTextureCubemap(image: Image | list | tuple, layout: int) → Texture

  Load cubemap from image, multiple image cubemap layouts supported

raylib.LoadTextureFromImage(image: Image | list | tuple) → Texture

  Load texture from image data

raylib.LoadUTF8(codepoints: Any, length: int) → bytes

  Load UTF-8 text encoded from codepoints array

raylib.LoadVrStereoConfig(device: VrDeviceInfo | list | tuple) → VrStereoConfig

  Load VR stereo config for VR simulator device parameters

raylib.LoadWave(fileName: bytes) → Wave

  Load wave data from file

raylib.LoadWaveFromMemory(fileType: bytes, fileData: bytes, dataSize: int) → Wave

  Load wave from memory buffer, fileType refers to extension: i.e. ‘.wav’

raylib.LoadWaveSamples(wave: Wave | list | tuple) → Any

  Load samples data from wave as a 32bit float data array

raylib.MAGENTA: Color

raylib.MAROON: Color

raylib.MATERIAL_MAP_ALBEDO: int

raylib.MATERIAL_MAP_BRDF: int

raylib.MATERIAL_MAP_CUBEMAP: int

raylib.MATERIAL_MAP_EMISSION: int

raylib.MATERIAL_MAP_HEIGHT: int

raylib.MATERIAL_MAP_IRRADIANCE: int

raylib.MATERIAL_MAP_METALNESS: int

raylib.MATERIAL_MAP_NORMAL: int

raylib.MATERIAL_MAP_OCCLUSION: int

raylib.MATERIAL_MAP_PREFILTER: int

raylib.MATERIAL_MAP_ROUGHNESS: int

raylib.MOUSE_BUTTON_BACK: int

raylib.MOUSE_BUTTON_EXTRA: int

raylib.MOUSE_BUTTON_FORWARD: int

raylib.MOUSE_BUTTON_LEFT: int

raylib.MOUSE_BUTTON_MIDDLE: int

raylib.MOUSE_BUTTON_RIGHT: int

raylib.MOUSE_BUTTON_SIDE: int

raylib.MOUSE_CURSOR_ARROW: int

raylib.MOUSE_CURSOR_CROSSHAIR: int

raylib.MOUSE_CURSOR_DEFAULT: int

raylib.MOUSE_CURSOR_IBEAM: int

raylib.MOUSE_CURSOR_NOT_ALLOWED: int

raylib.MOUSE_CURSOR_POINTING_HAND: int

raylib.MOUSE_CURSOR_RESIZE_ALL: int

raylib.MOUSE_CURSOR_RESIZE_EW: int

raylib.MOUSE_CURSOR_RESIZE_NESW: int

raylib.MOUSE_CURSOR_RESIZE_NS: int

raylib.MOUSE_CURSOR_RESIZE_NWSE: int

raylib.MakeDirectory(dirPath: bytes) → int

  Create directories (including full path requested), returns 0 on success

class raylib.Material
  maps: Any
  params: list
  shader: Shader

class raylib.MaterialMap
  color: Color
  texture: Texture
  value: float

raylib.MaterialMapIndex

class raylib.Matrix
  m0: float
  m1: float
  m10: float
  m11: float
  m12: float
  m13: float
  m14: float
  m15: float
  m2: float
  m3: float
  m4: float
  m5: float
  m6: float
  m7: float
  m8: float
  m9: float

class raylib.Matrix2x2
  m00: float
  m01: float
  m10: float
  m11: float

raylib.MatrixAdd(left: Matrix | list | tuple, right: Matrix | list | tuple) → Matrix

raylib.MatrixDecompose(mat: Matrix | list | tuple, translation: Any | list | tuple, rotation: Any | list | tuple, scale: Any | list | tuple) → None

raylib.MatrixDeterminant(mat: Matrix | list | tuple) → float

raylib.MatrixFrustum(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float) → Matrix

raylib.MatrixIdentity() → Matrix

raylib.MatrixInvert(mat: Matrix | list | tuple) → Matrix

raylib.MatrixLookAt(eye: Vector3 | list | tuple, target: Vector3 | list | tuple, up: Vector3 | list | tuple) → Matrix

raylib.MatrixMultiply(left: Matrix | list | tuple, right: Matrix | list | tuple) → Matrix

raylib.MatrixOrtho(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float) → Matrix

raylib.MatrixPerspective(fovY: float, aspect: float, nearPlane: float, farPlane: float) → Matrix

raylib.MatrixRotate(axis: Vector3 | list | tuple, angle: float) → Matrix

raylib.MatrixRotateX(angle: float) → Matrix

raylib.MatrixRotateXYZ(angle: Vector3 | list | tuple) → Matrix

raylib.MatrixRotateY(angle: float) → Matrix

raylib.MatrixRotateZ(angle: float) → Matrix

raylib.MatrixRotateZYX(angle: Vector3 | list | tuple) → Matrix

raylib.MatrixScale(x: float, y: float, z: float) → Matrix

raylib.MatrixSubtract(left: Matrix | list | tuple, right: Matrix | list | tuple) → Matrix

raylib.MatrixToFloatV(mat: Matrix | list | tuple) → float16

raylib.MatrixTrace(mat: Matrix | list | tuple) → float

raylib.MatrixTranslate(x: float, y: float, z: float) → Matrix

raylib.MatrixTranspose(mat: Matrix | list | tuple) → Matrix

raylib.MaximizeWindow() → None

  Set window state: maximized, if resizable

raylib.MeasureText(text: bytes, fontSize: int) → int

  Measure string width for default font

raylib.MeasureTextEx(font: Font | list | tuple, text: bytes, fontSize: float, spacing: float) → Vector2

  Measure string size for Font

raylib.MemAlloc(size: int) → Any

  Internal memory allocator

raylib.MemFree(ptr: Any) → None

  Internal memory free

raylib.MemRealloc(ptr: Any, size: int) → Any

  Internal memory reallocator

class raylib.Mesh
  animNormals: Any
  animVertices: Any
  boneCount: int
  boneIds: bytes
  boneMatrices: Any
  boneWeights: Any
  colors: bytes
  indices: Any
  normals: Any
  tangents: Any
  texcoords: Any
  texcoords2: Any
  triangleCount: int
  vaoId: int
  vboId: Any
  vertexCount: int
  vertices: Any

raylib.MinimizeWindow() → None

  Set window state: minimized, if resizable

class raylib.Model
  bindPose: Any
  boneCount: int
  bones: Any
  materialCount: int
  materials: Any
  meshCount: int
  meshMaterial: Any
  meshes: Any
  transform: Matrix

class raylib.ModelAnimation
  boneCount: int
  bones: Any
  frameCount: int
  framePoses: Any
  name: bytes

raylib.MouseButton

raylib.MouseCursor

class raylib.Music
  ctxData: Any
  ctxType: int
  frameCount: int
  looping: bool
  stream: AudioStream

raylib.NPATCH_NINE_PATCH: int

raylib.NPATCH_THREE_PATCH_HORIZONTAL: int

raylib.NPATCH_THREE_PATCH_VERTICAL: int

class raylib.NPatchInfo
  bottom: int
  layout: int
  left: int
  right: int
  source: Rectangle
  top: int

raylib.NPatchLayout

raylib.Normalize(value: float, start: float, end: float) → float

raylib.ORANGE: Color

raylib.OpenURL(url: bytes) → None

  Open URL with default system browser (if available)

raylib.PHYSICS_CIRCLE: int

raylib.PHYSICS_POLYGON: int

raylib.PINK: Color

raylib.PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: int

raylib.PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: int

raylib.PIXELFORMAT_COMPRESSED_DXT1_RGB: int

raylib.PIXELFORMAT_COMPRESSED_DXT1_RGBA: int

raylib.PIXELFORMAT_COMPRESSED_DXT3_RGBA: int

raylib.PIXELFORMAT_COMPRESSED_DXT5_RGBA: int

raylib.PIXELFORMAT_COMPRESSED_ETC1_RGB: int

raylib.PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: int

raylib.PIXELFORMAT_COMPRESSED_ETC2_RGB: int

raylib.PIXELFORMAT_COMPRESSED_PVRT_RGB: int

raylib.PIXELFORMAT_COMPRESSED_PVRT_RGBA: int

raylib.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: int

raylib.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: int

raylib.PIXELFORMAT_UNCOMPRESSED_R16: int

raylib.PIXELFORMAT_UNCOMPRESSED_R16G16B16: int

raylib.PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: int

raylib.PIXELFORMAT_UNCOMPRESSED_R32: int

raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32: int

raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: int

raylib.PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: int

raylib.PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: int

raylib.PIXELFORMAT_UNCOMPRESSED_R5G6B5: int

raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8: int

raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: int

raylib.PROGRESSBAR: int

raylib.PROGRESS_PADDING: int

raylib.PURPLE: Color

raylib.PauseAudioStream(stream: AudioStream | list | tuple) → None

  Pause audio stream

raylib.PauseMusicStream(music: Music | list | tuple) → None

  Pause music playing

raylib.PauseSound(sound: Sound | list | tuple) → None

  Pause a sound

raylib.PhysicsAddForce(body: Any | list | tuple, force: Vector2 | list | tuple) → None

  Adds a force to a physics body

raylib.PhysicsAddTorque(body: Any | list | tuple, amount: float) → None

  Adds an angular force to a physics body

class raylib.PhysicsBodyData
  angularVelocity: float
  dynamicFriction: float
  enabled: bool
  force: Vector2
  freezeOrient: bool
  id: int
  inertia: float
  inverseInertia: float
  inverseMass: float
  isGrounded: bool
  mass: float
  orient: float
  position: Vector2
  restitution: float
  shape: PhysicsShape
  staticFriction: float
  torque: float
  useGravity: bool
  velocity: Vector2

class raylib.PhysicsManifoldData
  bodyA: Any
  bodyB: Any
  contacts: list
  contactsCount: int
  dynamicFriction: float
  id: int
  normal: Vector2
  penetration: float
  restitution: float
  staticFriction: float

class raylib.PhysicsShape
  body: Any
  radius: float
  transform: Matrix2x2
  type: PhysicsShapeType
  vertexData: PhysicsVertexData

raylib.PhysicsShapeType

raylib.PhysicsShatter(body: Any | list | tuple, position: Vector2 | list | tuple, force: float) → None

  Shatters a polygon shape physics body to little physics bodies with explosion force

class raylib.PhysicsVertexData
  normals: list
  positions: list
  vertexCount: int

raylib.PixelFormat

raylib.PlayAudioStream(stream: AudioStream | list | tuple) → None

  Play audio stream

raylib.PlayAutomationEvent(event: AutomationEvent | list | tuple) → None

  Play a recorded automation event

raylib.PlayMusicStream(music: Music | list | tuple) → None

  Start music playing

raylib.PlaySound(sound: Sound | list | tuple) → None

  Play a sound

raylib.PollInputEvents() → None

  Register all input events

class raylib.Quaternion
  w: float
  x: float
  y: float
  z: float

raylib.QuaternionAdd(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) → Vector4

raylib.QuaternionAddValue(q: Vector4 | list | tuple, add: float) → Vector4

raylib.QuaternionCubicHermiteSpline(q1: Vector4 | list | tuple, outTangent1: Vector4 | list | tuple, q2: Vector4 | list | tuple, inTangent2: Vector4 | list | tuple, t: float) → Vector4

raylib.QuaternionDivide(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) → Vector4

raylib.QuaternionEquals(p: Vector4 | list | tuple, q: Vector4 | list | tuple) → int

raylib.QuaternionFromAxisAngle(axis: Vector3 | list | tuple, angle: float) → Vector4

raylib.QuaternionFromEuler(pitch: float, yaw: float, roll: float) → Vector4

raylib.QuaternionFromMatrix(mat: Matrix | list | tuple) → Vector4

raylib.QuaternionFromVector3ToVector3(from_0: Vector3 | list | tuple, to: Vector3 | list | tuple) → Vector4

raylib.QuaternionIdentity() → Vector4

raylib.QuaternionInvert(q: Vector4 | list | tuple) → Vector4

raylib.QuaternionLength(q: Vector4 | list | tuple) → float

raylib.QuaternionLerp(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple, amount: float) → Vector4

raylib.QuaternionMultiply(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) → Vector4

raylib.QuaternionNlerp(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple, amount: float) → Vector4

raylib.QuaternionNormalize(q: Vector4 | list | tuple) → Vector4

raylib.QuaternionScale(q: Vector4 | list | tuple, mul: float) → Vector4

raylib.QuaternionSlerp(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple, amount: float) → Vector4

raylib.QuaternionSubtract(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) → Vector4

raylib.QuaternionSubtractValue(q: Vector4 | list | tuple, sub: float) → Vector4

raylib.QuaternionToAxisAngle(q: Vector4 | list | tuple, outAxis: Any | list | tuple, outAngle: Any) → None

raylib.QuaternionToEuler(q: Vector4 | list | tuple) → Vector3

raylib.QuaternionToMatrix(q: Vector4 | list | tuple) → Matrix

raylib.QuaternionTransform(q: Vector4 | list | tuple, mat: Matrix | list | tuple) → Vector4

raylib.RAYWHITE: Color

raylib.RED: Color

raylib.RL_ATTACHMENT_COLOR_CHANNEL0: int

raylib.RL_ATTACHMENT_COLOR_CHANNEL1: int

raylib.RL_ATTACHMENT_COLOR_CHANNEL2: int

raylib.RL_ATTACHMENT_COLOR_CHANNEL3: int

raylib.RL_ATTACHMENT_COLOR_CHANNEL4: int

raylib.RL_ATTACHMENT_COLOR_CHANNEL5: int

raylib.RL_ATTACHMENT_COLOR_CHANNEL6: int

raylib.RL_ATTACHMENT_COLOR_CHANNEL7: int

raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_X: int

raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y: int

raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z: int

raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_X: int

raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_Y: int

raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_Z: int

raylib.RL_ATTACHMENT_DEPTH: int

raylib.RL_ATTACHMENT_RENDERBUFFER: int

raylib.RL_ATTACHMENT_STENCIL: int

raylib.RL_ATTACHMENT_TEXTURE2D: int

raylib.RL_BLEND_ADDITIVE: int

raylib.RL_BLEND_ADD_COLORS: int

raylib.RL_BLEND_ALPHA: int

raylib.RL_BLEND_ALPHA_PREMULTIPLY: int

raylib.RL_BLEND_CUSTOM: int

raylib.RL_BLEND_CUSTOM_SEPARATE: int

raylib.RL_BLEND_MULTIPLIED: int

raylib.RL_BLEND_SUBTRACT_COLORS: int

raylib.RL_CULL_FACE_BACK: int

raylib.RL_CULL_FACE_FRONT: int

raylib.RL_LOG_ALL: int

raylib.RL_LOG_DEBUG: int

raylib.RL_LOG_ERROR: int

raylib.RL_LOG_FATAL: int

raylib.RL_LOG_INFO: int

raylib.RL_LOG_NONE: int

raylib.RL_LOG_TRACE: int

raylib.RL_LOG_WARNING: int

raylib.RL_OPENGL_11: int

raylib.RL_OPENGL_21: int

raylib.RL_OPENGL_33: int

raylib.RL_OPENGL_43: int

raylib.RL_OPENGL_ES_20: int

raylib.RL_OPENGL_ES_30: int

raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: int

raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: int

raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: int

raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: int

raylib.RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: int

raylib.RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: int

raylib.RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: int

raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: int

raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: int

raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: int

raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: int

raylib.RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: int

raylib.RL_SHADER_ATTRIB_FLOAT: int

raylib.RL_SHADER_ATTRIB_VEC2: int

raylib.RL_SHADER_ATTRIB_VEC3: int

raylib.RL_SHADER_ATTRIB_VEC4: int

raylib.RL_SHADER_LOC_COLOR_AMBIENT: int

raylib.RL_SHADER_LOC_COLOR_DIFFUSE: int

raylib.RL_SHADER_LOC_COLOR_SPECULAR: int

raylib.RL_SHADER_LOC_MAP_ALBEDO: int

raylib.RL_SHADER_LOC_MAP_BRDF: int

raylib.RL_SHADER_LOC_MAP_CUBEMAP: int

raylib.RL_SHADER_LOC_MAP_EMISSION: int

raylib.RL_SHADER_LOC_MAP_HEIGHT: int

raylib.RL_SHADER_LOC_MAP_IRRADIANCE: int

raylib.RL_SHADER_LOC_MAP_METALNESS: int

raylib.RL_SHADER_LOC_MAP_NORMAL: int

raylib.RL_SHADER_LOC_MAP_OCCLUSION: int

raylib.RL_SHADER_LOC_MAP_PREFILTER: int

raylib.RL_SHADER_LOC_MAP_ROUGHNESS: int

raylib.RL_SHADER_LOC_MATRIX_MODEL: int

raylib.RL_SHADER_LOC_MATRIX_MVP: int

raylib.RL_SHADER_LOC_MATRIX_NORMAL: int

raylib.RL_SHADER_LOC_MATRIX_PROJECTION: int

raylib.RL_SHADER_LOC_MATRIX_VIEW: int

raylib.RL_SHADER_LOC_VECTOR_VIEW: int

raylib.RL_SHADER_LOC_VERTEX_COLOR: int

raylib.RL_SHADER_LOC_VERTEX_NORMAL: int

raylib.RL_SHADER_LOC_VERTEX_POSITION: int

raylib.RL_SHADER_LOC_VERTEX_TANGENT: int

raylib.RL_SHADER_LOC_VERTEX_TEXCOORD01: int

raylib.RL_SHADER_LOC_VERTEX_TEXCOORD02: int

raylib.RL_SHADER_UNIFORM_FLOAT: int

raylib.RL_SHADER_UNIFORM_INT: int

raylib.RL_SHADER_UNIFORM_IVEC2: int

raylib.RL_SHADER_UNIFORM_IVEC3: int

raylib.RL_SHADER_UNIFORM_IVEC4: int

raylib.RL_SHADER_UNIFORM_SAMPLER2D: int

raylib.RL_SHADER_UNIFORM_UINT: int

raylib.RL_SHADER_UNIFORM_UIVEC2: int

raylib.RL_SHADER_UNIFORM_UIVEC3: int

raylib.RL_SHADER_UNIFORM_UIVEC4: int

raylib.RL_SHADER_UNIFORM_VEC2: int

raylib.RL_SHADER_UNIFORM_VEC3: int

raylib.RL_SHADER_UNIFORM_VEC4: int

raylib.RL_TEXTURE_FILTER_ANISOTROPIC_16X: int

raylib.RL_TEXTURE_FILTER_ANISOTROPIC_4X: int

raylib.RL_TEXTURE_FILTER_ANISOTROPIC_8X: int

raylib.RL_TEXTURE_FILTER_BILINEAR: int

raylib.RL_TEXTURE_FILTER_POINT: int

raylib.RL_TEXTURE_FILTER_TRILINEAR: int

class raylib.Ray
  direction: Vector3
  position: Vector3

class raylib.RayCollision
  distance: float
  hit: bool
  normal: Vector3
  point: Vector3

class raylib.Rectangle
  height: float
  width: float
  x: float
  y: float

raylib.Remap(value: float, inputStart: float, inputEnd: float, outputStart: float, outputEnd: float) → float

class raylib.RenderTexture
  depth: Texture
  id: int
  texture: Texture

class raylib.RenderTexture2D
  depth: Texture
  id: int
  texture: Texture

raylib.ResetPhysics() → None

  Reset physics system (global variables)

raylib.RestoreWindow() → None

  Set window state: not minimized/maximized

raylib.ResumeAudioStream(stream: AudioStream | list | tuple) → None

  Resume audio stream

raylib.ResumeMusicStream(music: Music | list | tuple) → None

  Resume playing paused music

raylib.ResumeSound(sound: Sound | list | tuple) → None

  Resume a paused sound

raylib.SCROLLBAR: int

raylib.SCROLLBAR_SIDE: int

raylib.SCROLLBAR_WIDTH: int

raylib.SCROLL_PADDING: int

raylib.SCROLL_SLIDER_PADDING: int

raylib.SCROLL_SLIDER_SIZE: int

raylib.SCROLL_SPEED: int

raylib.SHADER_ATTRIB_FLOAT: int

raylib.SHADER_ATTRIB_VEC2: int

raylib.SHADER_ATTRIB_VEC3: int

raylib.SHADER_ATTRIB_VEC4: int

raylib.SHADER_LOC_BONE_MATRICES: int

raylib.SHADER_LOC_COLOR_AMBIENT: int

raylib.SHADER_LOC_COLOR_DIFFUSE: int

raylib.SHADER_LOC_COLOR_SPECULAR: int

raylib.SHADER_LOC_MAP_ALBEDO: int

raylib.SHADER_LOC_MAP_BRDF: int

raylib.SHADER_LOC_MAP_CUBEMAP: int

raylib.SHADER_LOC_MAP_EMISSION: int

raylib.SHADER_LOC_MAP_HEIGHT: int

raylib.SHADER_LOC_MAP_IRRADIANCE: int

raylib.SHADER_LOC_MAP_METALNESS: int

raylib.SHADER_LOC_MAP_NORMAL: int

raylib.SHADER_LOC_MAP_OCCLUSION: int

raylib.SHADER_LOC_MAP_PREFILTER: int

raylib.SHADER_LOC_MAP_ROUGHNESS: int

raylib.SHADER_LOC_MATRIX_MODEL: int

raylib.SHADER_LOC_MATRIX_MVP: int

raylib.SHADER_LOC_MATRIX_NORMAL: int

raylib.SHADER_LOC_MATRIX_PROJECTION: int

raylib.SHADER_LOC_MATRIX_VIEW: int

raylib.SHADER_LOC_VECTOR_VIEW: int

raylib.SHADER_LOC_VERTEX_BONEIDS: int

raylib.SHADER_LOC_VERTEX_BONEWEIGHTS: int

raylib.SHADER_LOC_VERTEX_COLOR: int

raylib.SHADER_LOC_VERTEX_NORMAL: int

raylib.SHADER_LOC_VERTEX_POSITION: int

raylib.SHADER_LOC_VERTEX_TANGENT: int

raylib.SHADER_LOC_VERTEX_TEXCOORD01: int

raylib.SHADER_LOC_VERTEX_TEXCOORD02: int

raylib.SHADER_UNIFORM_FLOAT: int

raylib.SHADER_UNIFORM_INT: int

raylib.SHADER_UNIFORM_IVEC2: int

raylib.SHADER_UNIFORM_IVEC3: int

raylib.SHADER_UNIFORM_IVEC4: int

raylib.SHADER_UNIFORM_SAMPLER2D: int

raylib.SHADER_UNIFORM_VEC2: int

raylib.SHADER_UNIFORM_VEC3: int

raylib.SHADER_UNIFORM_VEC4: int

raylib.SKYBLUE: Color

raylib.SLIDER: int

raylib.SLIDER_PADDING: int

raylib.SLIDER_WIDTH: int

raylib.SPINNER: int

raylib.SPIN_BUTTON_SPACING: int

raylib.SPIN_BUTTON_WIDTH: int

raylib.STATE_DISABLED: int

raylib.STATE_FOCUSED: int

raylib.STATE_NORMAL: int

raylib.STATE_PRESSED: int

raylib.STATUSBAR: int

raylib.SaveFileData(fileName: bytes, data: Any, dataSize: int) → bool

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

raylib.SaveFileText(fileName: bytes, text: bytes) → bool

  Save text data to file (write), string must be ‘' terminated, returns true on success

raylib.SeekMusicStream(music: Music | list | tuple, position: float) → None

  Seek music to a position (in seconds)

raylib.SetAudioStreamBufferSizeDefault(size: int) → None

  Default size for new audio streams

raylib.SetAudioStreamCallback(stream: AudioStream | list | tuple, callback: Any) → None

  Audio thread callback to request new data

raylib.SetAudioStreamPan(stream: AudioStream | list | tuple, pan: float) → None

  Set pan for audio stream (0.5 is centered)

raylib.SetAudioStreamPitch(stream: AudioStream | list | tuple, pitch: float) → None

  Set pitch for audio stream (1.0 is base level)

raylib.SetAudioStreamVolume(stream: AudioStream | list | tuple, volume: float) → None

  Set volume for audio stream (1.0 is max level)

raylib.SetAutomationEventBaseFrame(frame: int) → None

  Set automation event internal base frame to start recording

raylib.SetAutomationEventList(list_0: Any | list | tuple) → None

  Set automation event list to record to

raylib.SetClipboardText(text: bytes) → None

  Set clipboard text content

raylib.SetConfigFlags(flags: int) → None

  Setup init configuration flags (view FLAGS)

raylib.SetExitKey(key: int) → None

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

raylib.SetGamepadMappings(mappings: bytes) → int

  Set internal gamepad mappings (SDL_GameControllerDB)

raylib.SetGamepadVibration(gamepad: int, leftMotor: float, rightMotor: float, duration: float) → None

  Set gamepad vibration for both motors (duration in seconds)

raylib.SetGesturesEnabled(flags: int) → None

  Enable a set of gestures using flags

raylib.SetLoadFileDataCallback(callback: bytes) → None

  Set custom file binary data loader

raylib.SetLoadFileTextCallback(callback: bytes) → None

  Set custom file text data loader

raylib.SetMasterVolume(volume: float) → None

  Set master volume (listener)

raylib.SetMaterialTexture(material: Any | list | tuple, mapType: int, texture: Texture | list | tuple) → None

  Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR…)

raylib.SetModelMeshMaterial(model: Any | list | tuple, meshId: int, materialId: int) → None

  Set material for a mesh

raylib.SetMouseCursor(cursor: int) → None

  Set mouse cursor

raylib.SetMouseOffset(offsetX: int, offsetY: int) → None

  Set mouse offset

raylib.SetMousePosition(x: int, y: int) → None

  Set mouse position XY

raylib.SetMouseScale(scaleX: float, scaleY: float) → None

  Set mouse scaling

raylib.SetMusicPan(music: Music | list | tuple, pan: float) → None

  Set pan for a music (0.5 is center)

raylib.SetMusicPitch(music: Music | list | tuple, pitch: float) → None

  Set pitch for a music (1.0 is base level)

raylib.SetMusicVolume(music: Music | list | tuple, volume: float) → None

  Set volume for music (1.0 is max level)

raylib.SetPhysicsBodyRotation(body: Any | list | tuple, radians: float) → None

  Sets physics body shape transform based on radians parameter

raylib.SetPhysicsGravity(x: float, y: float) → None

  Sets physics global gravity force

raylib.SetPhysicsTimeStep(delta: float) → None

  Sets physics fixed time step in milliseconds. 1.666666 by default

raylib.SetPixelColor(dstPtr: Any, color: Color | list | tuple, format: int) → None

  Set color formatted into destination pixel pointer

raylib.SetRandomSeed(seed: int) → None

  Set the seed for the random number generator

raylib.SetSaveFileDataCallback(callback: bytes) → None

  Set custom file binary data saver

raylib.SetSaveFileTextCallback(callback: bytes) → None

  Set custom file text data saver

raylib.SetShaderValue(shader: Shader | list | tuple, locIndex: int, value: Any, uniformType: int) → None

  Set shader uniform value

raylib.SetShaderValueMatrix(shader: Shader | list | tuple, locIndex: int, mat: Matrix | list | tuple) → None

  Set shader uniform value (matrix 4x4)

raylib.SetShaderValueTexture(shader: Shader | list | tuple, locIndex: int, texture: Texture | list | tuple) → None

  Set shader uniform value for texture (sampler2d)

raylib.SetShaderValueV(shader: Shader | list | tuple, locIndex: int, value: Any, uniformType: int, count: int) → None

  Set shader uniform value vector

raylib.SetShapesTexture(texture: Texture | list | tuple, source: Rectangle | list | tuple) → None

  Set texture and rectangle to be used on shapes drawing

raylib.SetSoundPan(sound: Sound | list | tuple, pan: float) → None

  Set pan for a sound (0.5 is center)

raylib.SetSoundPitch(sound: Sound | list | tuple, pitch: float) → None

  Set pitch for a sound (1.0 is base level)

raylib.SetSoundVolume(sound: Sound | list | tuple, volume: float) → None

  Set volume for a sound (1.0 is max level)

raylib.SetTargetFPS(fps: int) → None

  Set target FPS (maximum)

raylib.SetTextLineSpacing(spacing: int) → None

  Set vertical line spacing when drawing with line-breaks

raylib.SetTextureFilter(texture: Texture | list | tuple, filter: int) → None

  Set texture scaling filter mode

raylib.SetTextureWrap(texture: Texture | list | tuple, wrap: int) → None

  Set texture wrapping mode

raylib.SetTraceLogCallback(callback: bytes) → None

  Set custom trace log

raylib.SetTraceLogLevel(logLevel: int) → None

  Set the current threshold (minimum) log level

raylib.SetWindowFocused() → None

  Set window focused

raylib.SetWindowIcon(image: Image | list | tuple) → None

  Set icon for window (single image, RGBA 32bit)

raylib.SetWindowIcons(images: Any | list | tuple, count: int) → None

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

raylib.SetWindowMaxSize(width: int, height: int) → None

  Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)

raylib.SetWindowMinSize(width: int, height: int) → None

  Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)

raylib.SetWindowMonitor(monitor: int) → None

  Set monitor for the current window

raylib.SetWindowOpacity(opacity: float) → None

  Set window opacity [0.0f..1.0f]

raylib.SetWindowPosition(x: int, y: int) → None

  Set window position on screen

raylib.SetWindowSize(width: int, height: int) → None

  Set window dimensions

raylib.SetWindowState(flags: int) → None

  Set window configuration state using flags

raylib.SetWindowTitle(title: bytes) → None

  Set title for window

class raylib.Shader
  id: int
  locs: Any

raylib.ShaderAttributeDataType

raylib.ShaderLocationIndex

raylib.ShaderUniformDataType

raylib.ShowCursor() → None

  Shows cursor

class raylib.Sound
  frameCount: int
  stream: AudioStream

raylib.StartAutomationEventRecording() → None

  Start recording automation events (AutomationEventList must be set)

raylib.StopAudioStream(stream: AudioStream | list | tuple) → None

  Stop audio stream

raylib.StopAutomationEventRecording() → None

  Stop recording automation events

raylib.StopMusicStream(music: Music | list | tuple) → None

  Stop music playing

raylib.StopSound(sound: Sound | list | tuple) → None

  Stop playing a sound

raylib.SwapScreenBuffer() → None

  Swap back buffer with front buffer (screen drawing)

raylib.TEXTBOX: int

raylib.TEXTURE_FILTER_ANISOTROPIC_16X: int

raylib.TEXTURE_FILTER_ANISOTROPIC_4X: int

raylib.TEXTURE_FILTER_ANISOTROPIC_8X: int

raylib.TEXTURE_FILTER_BILINEAR: int

raylib.TEXTURE_FILTER_POINT: int

raylib.TEXTURE_FILTER_TRILINEAR: int

raylib.TEXTURE_WRAP_CLAMP: int

raylib.TEXTURE_WRAP_MIRROR_CLAMP: int

raylib.TEXTURE_WRAP_MIRROR_REPEAT: int

raylib.TEXTURE_WRAP_REPEAT: int

raylib.TEXT_ALIGNMENT: int

raylib.TEXT_ALIGNMENT_VERTICAL: int

raylib.TEXT_ALIGN_BOTTOM: int

raylib.TEXT_ALIGN_CENTER: int

raylib.TEXT_ALIGN_LEFT: int

raylib.TEXT_ALIGN_MIDDLE: int

raylib.TEXT_ALIGN_RIGHT: int

raylib.TEXT_ALIGN_TOP: int

raylib.TEXT_COLOR_DISABLED: int

raylib.TEXT_COLOR_FOCUSED: int

raylib.TEXT_COLOR_NORMAL: int

raylib.TEXT_COLOR_PRESSED: int

raylib.TEXT_LINE_SPACING: int

raylib.TEXT_PADDING: int

raylib.TEXT_READONLY: int

raylib.TEXT_SIZE: int

raylib.TEXT_SPACING: int

raylib.TEXT_WRAP_CHAR: int

raylib.TEXT_WRAP_MODE: int

raylib.TEXT_WRAP_NONE: int

raylib.TEXT_WRAP_WORD: int

raylib.TOGGLE: int

raylib.TakeScreenshot(fileName: bytes) → None

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

raylib.TextAppend(text: bytes, append: bytes, position: Any) → None

  Append text at specific position and move cursor!

raylib.TextCopy(dst: bytes, src: bytes) → int

  Copy one string to another, returns bytes copied

raylib.TextFindIndex(text: bytes, find: bytes) → int

  Find first text occurrence within a string

raylib.TextFormat(*args) → bytes

  VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI

raylib.TextInsert(text: bytes, insert: bytes, position: int) → bytes

  Insert text in a position (WARNING: memory must be freed!)

raylib.TextIsEqual(text1: bytes, text2: bytes) → bool

  Check if two text string are equal

raylib.TextJoin(textList: list[bytes], count: int, delimiter: bytes) → bytes

  Join text strings with delimiter

raylib.TextLength(text: bytes) → int

  Get text length, checks for ‘' ending

raylib.TextReplace(text: bytes, replace: bytes, by: bytes) → bytes

  Replace text string (WARNING: memory must be freed!)

raylib.TextSplit(text: bytes, delimiter: bytes, count: Any) → list[bytes]

  Split text into multiple strings

raylib.TextSubtext(text: bytes, position: int, length: int) → bytes

  Get a piece of a text string

raylib.TextToCamel(text: bytes) → bytes

  Get Camel case notation version of provided string

raylib.TextToFloat(text: bytes) → float

  Get float value from text (negative values not supported)

raylib.TextToInteger(text: bytes) → int

  Get integer value from text (negative values not supported)

raylib.TextToLower(text: bytes) → bytes

  Get lower case version of provided string

raylib.TextToPascal(text: bytes) → bytes

  Get Pascal case notation version of provided string

raylib.TextToSnake(text: bytes) → bytes

  Get Snake case notation version of provided string

raylib.TextToUpper(text: bytes) → bytes

  Get upper case version of provided string

class raylib.Texture
  format: int
  height: int
  id: int
  mipmaps: int
  width: int

class raylib.Texture2D
  format: int
  height: int
  id: int
  mipmaps: int
  width: int

class raylib.TextureCubemap
  format: int
  height: int
  id: int
  mipmaps: int
  width: int

raylib.TextureFilter

raylib.TextureWrap

raylib.ToggleBorderlessWindowed() → None

  Toggle window state: borderless windowed, resizes window to match monitor resolution

raylib.ToggleFullscreen() → None

  Toggle window state: fullscreen/windowed, resizes monitor to match window resolution

raylib.TraceLog(*args) → None

  VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI

raylib.TraceLogLevel

class raylib.Transform
  rotation: Vector4
  scale: Vector3
  translation: Vector3

raylib.UnloadAudioStream(stream: AudioStream | list | tuple) → None

  Unload audio stream and free memory

raylib.UnloadAutomationEventList(list_0: AutomationEventList | list | tuple) → None

  Unload automation events list from file

raylib.UnloadCodepoints(codepoints: Any) → None

  Unload codepoints data from memory

raylib.UnloadDirectoryFiles(files: FilePathList | list | tuple) → None

  Unload filepaths

raylib.UnloadDroppedFiles(files: FilePathList | list | tuple) → None

  Unload dropped filepaths

raylib.UnloadFileData(data: bytes) → None

  Unload file data allocated by LoadFileData()

raylib.UnloadFileText(text: bytes) → None

  Unload file text data allocated by LoadFileText()

raylib.UnloadFont(font: Font | list | tuple) → None

  Unload font from GPU memory (VRAM)

raylib.UnloadFontData(glyphs: Any | list | tuple, glyphCount: int) → None

  Unload font chars info data (RAM)

raylib.UnloadImage(image: Image | list | tuple) → None

  Unload image from CPU memory (RAM)

raylib.UnloadImageColors(colors: Any | list | tuple) → None

  Unload color data loaded with LoadImageColors()

raylib.UnloadImagePalette(colors: Any | list | tuple) → None

  Unload colors palette loaded with LoadImagePalette()

raylib.UnloadMaterial(material: Material | list | tuple) → None

  Unload material from GPU memory (VRAM)

raylib.UnloadMesh(mesh: Mesh | list | tuple) → None

  Unload mesh data from CPU and GPU

raylib.UnloadModel(model: Model | list | tuple) → None

  Unload model (including meshes) from memory (RAM and/or VRAM)

raylib.UnloadModelAnimation(anim: ModelAnimation | list | tuple) → None

  Unload animation data

raylib.UnloadModelAnimations(animations: Any | list | tuple, animCount: int) → None

  Unload animation array data

raylib.UnloadMusicStream(music: Music | list | tuple) → None

  Unload music stream

raylib.UnloadRandomSequence(sequence: Any) → None

  Unload random values sequence

raylib.UnloadRenderTexture(target: RenderTexture | list | tuple) → None

  Unload render texture from GPU memory (VRAM)

raylib.UnloadShader(shader: Shader | list | tuple) → None

  Unload shader from GPU memory (VRAM)

raylib.UnloadSound(sound: Sound | list | tuple) → None

  Unload sound

raylib.UnloadSoundAlias(alias: Sound | list | tuple) → None

  Unload a sound alias (does not deallocate sample data)

raylib.UnloadTexture(texture: Texture | list | tuple) → None

  Unload texture from GPU memory (VRAM)

raylib.UnloadUTF8(text: bytes) → None

  Unload UTF-8 text encoded from codepoints array

raylib.UnloadVrStereoConfig(config: VrStereoConfig | list | tuple) → None

  Unload VR stereo config

raylib.UnloadWave(wave: Wave | list | tuple) → None

  Unload wave data

raylib.UnloadWaveSamples(samples: Any) → None

  Unload samples data loaded with LoadWaveSamples()

raylib.UpdateAudioStream(stream: AudioStream | list | tuple, data: Any, frameCount: int) → None

  Update audio stream buffers with data

raylib.UpdateCamera(camera: Any | list | tuple, mode: int) → None

  Update camera position for selected mode

raylib.UpdateCameraPro(camera: Any | list | tuple, movement: Vector3 | list | tuple, rotation: Vector3 | list | tuple, zoom: float) → None

  Update camera movement/rotation

raylib.UpdateMeshBuffer(mesh: Mesh | list | tuple, index: int, data: Any, dataSize: int, offset: int) → None

  Update mesh vertex data in GPU for a specific buffer index

raylib.UpdateModelAnimation(model: Model | list | tuple, anim: ModelAnimation | list | tuple, frame: int) → None

  Update model animation pose (CPU)

raylib.UpdateModelAnimationBones(model: Model | list | tuple, anim: ModelAnimation | list | tuple, frame: int) → None

  Update model animation mesh bone matrices (GPU skinning)

raylib.UpdateMusicStream(music: Music | list | tuple) → None

  Updates buffers for music streaming

raylib.UpdatePhysics() → None

  Update physics system

raylib.UpdateSound(sound: Sound | list | tuple, data: Any, sampleCount: int) → None

  Update sound buffer with new data

raylib.UpdateTexture(texture: Texture | list | tuple, pixels: Any) → None

  Update GPU texture with new data

raylib.UpdateTextureRec(texture: Texture | list | tuple, rec: Rectangle | list | tuple, pixels: Any) → None

  Update GPU texture rectangle with new data

raylib.UploadMesh(mesh: Any | list | tuple, dynamic: bool) → None

  Upload mesh vertex data in GPU and provide VAO/VBO ids

raylib.VALUEBOX: int

raylib.VIOLET: Color

class raylib.Vector2
  x: float
  y: float

raylib.Vector2Add(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → Vector2

raylib.Vector2AddValue(v: Vector2 | list | tuple, add: float) → Vector2

raylib.Vector2Angle(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → float

raylib.Vector2Clamp(v: Vector2 | list | tuple, min_1: Vector2 | list | tuple, max_2: Vector2 | list | tuple) → Vector2

raylib.Vector2ClampValue(v: Vector2 | list | tuple, min_1: float, max_2: float) → Vector2

raylib.Vector2Distance(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → float

raylib.Vector2DistanceSqr(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → float

raylib.Vector2Divide(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → Vector2

raylib.Vector2DotProduct(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → float

raylib.Vector2Equals(p: Vector2 | list | tuple, q: Vector2 | list | tuple) → int

raylib.Vector2Invert(v: Vector2 | list | tuple) → Vector2

raylib.Vector2Length(v: Vector2 | list | tuple) → float

raylib.Vector2LengthSqr(v: Vector2 | list | tuple) → float

raylib.Vector2Lerp(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, amount: float) → Vector2

raylib.Vector2LineAngle(start: Vector2 | list | tuple, end: Vector2 | list | tuple) → float

raylib.Vector2Max(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → Vector2

raylib.Vector2Min(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → Vector2

raylib.Vector2MoveTowards(v: Vector2 | list | tuple, target: Vector2 | list | tuple, maxDistance: float) → Vector2

raylib.Vector2Multiply(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → Vector2

raylib.Vector2Negate(v: Vector2 | list | tuple) → Vector2

raylib.Vector2Normalize(v: Vector2 | list | tuple) → Vector2

raylib.Vector2One() → Vector2

raylib.Vector2Reflect(v: Vector2 | list | tuple, normal: Vector2 | list | tuple) → Vector2

raylib.Vector2Refract(v: Vector2 | list | tuple, n: Vector2 | list | tuple, r: float) → Vector2

raylib.Vector2Rotate(v: Vector2 | list | tuple, angle: float) → Vector2

raylib.Vector2Scale(v: Vector2 | list | tuple, scale: float) → Vector2

raylib.Vector2Subtract(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → Vector2

raylib.Vector2SubtractValue(v: Vector2 | list | tuple, sub: float) → Vector2

raylib.Vector2Transform(v: Vector2 | list | tuple, mat: Matrix | list | tuple) → Vector2

raylib.Vector2Zero() → Vector2

class raylib.Vector3
  x: float
  y: float
  z: float

raylib.Vector3Add(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

raylib.Vector3AddValue(v: Vector3 | list | tuple, add: float) → Vector3

raylib.Vector3Angle(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → float

raylib.Vector3Barycenter(p: Vector3 | list | tuple, a: Vector3 | list | tuple, b: Vector3 | list | tuple, c: Vector3 | list | tuple) → Vector3

raylib.Vector3Clamp(v: Vector3 | list | tuple, min_1: Vector3 | list | tuple, max_2: Vector3 | list | tuple) → Vector3

raylib.Vector3ClampValue(v: Vector3 | list | tuple, min_1: float, max_2: float) → Vector3

raylib.Vector3CrossProduct(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

raylib.Vector3CubicHermite(v1: Vector3 | list | tuple, tangent1: Vector3 | list | tuple, v2: Vector3 | list | tuple, tangent2: Vector3 | list | tuple, amount: float) → Vector3

raylib.Vector3Distance(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → float

raylib.Vector3DistanceSqr(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → float

raylib.Vector3Divide(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

raylib.Vector3DotProduct(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → float

raylib.Vector3Equals(p: Vector3 | list | tuple, q: Vector3 | list | tuple) → int

raylib.Vector3Invert(v: Vector3 | list | tuple) → Vector3

raylib.Vector3Length(v: Vector3 | list | tuple) → float

raylib.Vector3LengthSqr(v: Vector3 | list | tuple) → float

raylib.Vector3Lerp(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple, amount: float) → Vector3

raylib.Vector3Max(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

raylib.Vector3Min(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

raylib.Vector3MoveTowards(v: Vector3 | list | tuple, target: Vector3 | list | tuple, maxDistance: float) → Vector3

raylib.Vector3Multiply(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

raylib.Vector3Negate(v: Vector3 | list | tuple) → Vector3

raylib.Vector3Normalize(v: Vector3 | list | tuple) → Vector3

raylib.Vector3One() → Vector3

raylib.Vector3OrthoNormalize(v1: Any | list | tuple, v2: Any | list | tuple) → None

raylib.Vector3Perpendicular(v: Vector3 | list | tuple) → Vector3

raylib.Vector3Project(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

raylib.Vector3Reflect(v: Vector3 | list | tuple, normal: Vector3 | list | tuple) → Vector3

raylib.Vector3Refract(v: Vector3 | list | tuple, n: Vector3 | list | tuple, r: float) → Vector3

raylib.Vector3Reject(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

raylib.Vector3RotateByAxisAngle(v: Vector3 | list | tuple, axis: Vector3 | list | tuple, angle: float) → Vector3

raylib.Vector3RotateByQuaternion(v: Vector3 | list | tuple, q: Vector4 | list | tuple) → Vector3

raylib.Vector3Scale(v: Vector3 | list | tuple, scalar: float) → Vector3

raylib.Vector3Subtract(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

raylib.Vector3SubtractValue(v: Vector3 | list | tuple, sub: float) → Vector3

raylib.Vector3ToFloatV(v: Vector3 | list | tuple) → float3

raylib.Vector3Transform(v: Vector3 | list | tuple, mat: Matrix | list | tuple) → Vector3

raylib.Vector3Unproject(source: Vector3 | list | tuple, projection: Matrix | list | tuple, view: Matrix | list | tuple) → Vector3

raylib.Vector3Zero() → Vector3

class raylib.Vector4
  w: float
  x: float
  y: float
  z: float

raylib.Vector4Add(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → Vector4

raylib.Vector4AddValue(v: Vector4 | list | tuple, add: float) → Vector4

raylib.Vector4Distance(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → float

raylib.Vector4DistanceSqr(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → float

raylib.Vector4Divide(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → Vector4

raylib.Vector4DotProduct(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → float

raylib.Vector4Equals(p: Vector4 | list | tuple, q: Vector4 | list | tuple) → int

raylib.Vector4Invert(v: Vector4 | list | tuple) → Vector4

raylib.Vector4Length(v: Vector4 | list | tuple) → float

raylib.Vector4LengthSqr(v: Vector4 | list | tuple) → float

raylib.Vector4Lerp(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple, amount: float) → Vector4

raylib.Vector4Max(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → Vector4

raylib.Vector4Min(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → Vector4

raylib.Vector4MoveTowards(v: Vector4 | list | tuple, target: Vector4 | list | tuple, maxDistance: float) → Vector4

raylib.Vector4Multiply(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → Vector4

raylib.Vector4Negate(v: Vector4 | list | tuple) → Vector4

raylib.Vector4Normalize(v: Vector4 | list | tuple) → Vector4

raylib.Vector4One() → Vector4

raylib.Vector4Scale(v: Vector4 | list | tuple, scale: float) → Vector4

raylib.Vector4Subtract(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → Vector4

raylib.Vector4SubtractValue(v: Vector4 | list | tuple, add: float) → Vector4

raylib.Vector4Zero() → Vector4

class raylib.VrDeviceInfo
  chromaAbCorrection: list
  eyeToScreenDistance: float
  hResolution: int
  hScreenSize: float
  interpupillaryDistance: float
  lensDistortionValues: list
  lensSeparationDistance: float
  vResolution: int
  vScreenSize: float

class raylib.VrStereoConfig
  leftLensCenter: list
  leftScreenCenter: list
  projection: list
  rightLensCenter: list
  rightScreenCenter: list
  scale: list
  scaleIn: list
  viewOffset: list

raylib.WHITE: Color

raylib.WaitTime(seconds: float) → None

  Wait for some time (halt program execution)

class raylib.Wave
  channels: int
  data: Any
  frameCount: int
  sampleRate: int
  sampleSize: int

raylib.WaveCopy(wave: Wave | list | tuple) → Wave

  Copy a wave to a new wave

raylib.WaveCrop(wave: Any | list | tuple, initFrame: int, finalFrame: int) → None

  Crop a wave to defined frames range

raylib.WaveFormat(wave: Any | list | tuple, sampleRate: int, sampleSize: int, channels: int) → None

  Convert wave data to desired format

raylib.WindowShouldClose() → bool

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

raylib.Wrap(value: float, min_1: float, max_2: float) → float

raylib.YELLOW: Color

raylib.ffi: _cffi_backend.FFI

class raylib.float16
  v: list

class raylib.float3
  v: list

raylib.glfwCreateCursor(image: Any | list | tuple, xhot: int, yhot: int) → Any

raylib.glfwCreateStandardCursor(shape: int) → Any

raylib.glfwCreateWindow(width: int, height: int, title: bytes, monitor: Any | list | tuple, share: Any | list | tuple) → Any

raylib.glfwDefaultWindowHints() → None

raylib.glfwDestroyCursor(cursor: Any | list | tuple) → None

raylib.glfwDestroyWindow(window: Any | list | tuple) → None

raylib.glfwExtensionSupported(extension: bytes) → int

raylib.glfwFocusWindow(window: Any | list | tuple) → None

raylib.glfwGetClipboardString(window: Any | list | tuple) → bytes

raylib.glfwGetCurrentContext() → Any

raylib.glfwGetCursorPos(window: Any | list | tuple, xpos: Any, ypos: Any) → None

raylib.glfwGetError(description: list[bytes]) → int

raylib.glfwGetFramebufferSize(window: Any | list | tuple, width: Any, height: Any) → None

raylib.glfwGetGamepadName(jid: int) → bytes

raylib.glfwGetGamepadState(jid: int, state: Any | list | tuple) → int

raylib.glfwGetGammaRamp(monitor: Any | list | tuple) → Any

raylib.glfwGetInputMode(window: Any | list | tuple, mode: int) → int

raylib.glfwGetJoystickAxes(jid: int, count: Any) → Any

raylib.glfwGetJoystickButtons(jid: int, count: Any) → bytes

raylib.glfwGetJoystickGUID(jid: int) → bytes

raylib.glfwGetJoystickHats(jid: int, count: Any) → bytes

raylib.glfwGetJoystickName(jid: int) → bytes

raylib.glfwGetJoystickUserPointer(jid: int) → Any

raylib.glfwGetKey(window: Any | list | tuple, key: int) → int

raylib.glfwGetKeyName(key: int, scancode: int) → bytes

raylib.glfwGetKeyScancode(key: int) → int

raylib.glfwGetMonitorContentScale(monitor: Any | list | tuple, xscale: Any, yscale: Any) → None

raylib.glfwGetMonitorName(monitor: Any | list | tuple) → bytes

raylib.glfwGetMonitorPhysicalSize(monitor: Any | list | tuple, widthMM: Any, heightMM: Any) → None

raylib.glfwGetMonitorPos(monitor: Any | list | tuple, xpos: Any, ypos: Any) → None

raylib.glfwGetMonitorUserPointer(monitor: Any | list | tuple) → Any

raylib.glfwGetMonitorWorkarea(monitor: Any | list | tuple, xpos: Any, ypos: Any, width: Any, height: Any) → None

raylib.glfwGetMonitors(count: Any) → Any

raylib.glfwGetMouseButton(window: Any | list | tuple, button: int) → int

raylib.glfwGetPlatform() → int

raylib.glfwGetPrimaryMonitor() → Any

raylib.glfwGetProcAddress(procname: bytes) → Any

raylib.glfwGetRequiredInstanceExtensions(count: Any) → list[bytes]

raylib.glfwGetTime() → float

raylib.glfwGetTimerFrequency() → int

raylib.glfwGetTimerValue() → int

raylib.glfwGetVersion(major: Any, minor: Any, rev: Any) → None

raylib.glfwGetVersionString() → bytes

raylib.glfwGetVideoMode(monitor: Any | list | tuple) → Any

raylib.glfwGetVideoModes(monitor: Any | list | tuple, count: Any) → Any

raylib.glfwGetWindowAttrib(window: Any | list | tuple, attrib: int) → int

raylib.glfwGetWindowContentScale(window: Any | list | tuple, xscale: Any, yscale: Any) → None

raylib.glfwGetWindowFrameSize(window: Any | list | tuple, left: Any, top: Any, right: Any, bottom: Any) → None

raylib.glfwGetWindowMonitor(window: Any | list | tuple) → Any

raylib.glfwGetWindowOpacity(window: Any | list | tuple) → float

raylib.glfwGetWindowPos(window: Any | list | tuple, xpos: Any, ypos: Any) → None

raylib.glfwGetWindowSize(window: Any | list | tuple, width: Any, height: Any) → None

raylib.glfwGetWindowTitle(window: Any | list | tuple) → bytes

raylib.glfwGetWindowUserPointer(window: Any | list | tuple) → Any

raylib.glfwHideWindow(window: Any | list | tuple) → None

raylib.glfwIconifyWindow(window: Any | list | tuple) → None

raylib.glfwInit() → int

raylib.glfwInitAllocator(allocator: Any | list | tuple) → None

raylib.glfwInitHint(hint: int, value: int) → None

raylib.glfwJoystickIsGamepad(jid: int) → int

raylib.glfwJoystickPresent(jid: int) → int

raylib.glfwMakeContextCurrent(window: Any | list | tuple) → None

raylib.glfwMaximizeWindow(window: Any | list | tuple) → None

raylib.glfwPlatformSupported(platform: int) → int

raylib.glfwPollEvents() → None

raylib.glfwPostEmptyEvent() → None

raylib.glfwRawMouseMotionSupported() → int

raylib.glfwRequestWindowAttention(window: Any | list | tuple) → None

raylib.glfwRestoreWindow(window: Any | list | tuple) → None

raylib.glfwSetCharCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetCharModsCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetClipboardString(window: Any | list | tuple, string: bytes) → None

raylib.glfwSetCursor(window: Any | list | tuple, cursor: Any | list | tuple) → None

raylib.glfwSetCursorEnterCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetCursorPos(window: Any | list | tuple, xpos: float, ypos: float) → None

raylib.glfwSetCursorPosCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetDropCallback(window: Any | list | tuple, callback: list[bytes] | list | tuple) → list[bytes]

raylib.glfwSetErrorCallback(callback: bytes) → bytes

raylib.glfwSetFramebufferSizeCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetGamma(monitor: Any | list | tuple, gamma: float) → None

raylib.glfwSetGammaRamp(monitor: Any | list | tuple, ramp: Any | list | tuple) → None

raylib.glfwSetInputMode(window: Any | list | tuple, mode: int, value: int) → None

raylib.glfwSetJoystickCallback(callback: Any) → Any

raylib.glfwSetJoystickUserPointer(jid: int, pointer: Any) → None

raylib.glfwSetKeyCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetMonitorCallback(callback: Any | list | tuple) → Any

raylib.glfwSetMonitorUserPointer(monitor: Any | list | tuple, pointer: Any) → None

raylib.glfwSetMouseButtonCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetScrollCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetTime(time: float) → None

raylib.glfwSetWindowAspectRatio(window: Any | list | tuple, numer: int, denom: int) → None

raylib.glfwSetWindowAttrib(window: Any | list | tuple, attrib: int, value: int) → None

raylib.glfwSetWindowCloseCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetWindowContentScaleCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetWindowFocusCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetWindowIcon(window: Any | list | tuple, count: int, images: Any | list | tuple) → None

raylib.glfwSetWindowIconifyCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetWindowMaximizeCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetWindowMonitor(window: Any | list | tuple, monitor: Any | list | tuple, xpos: int, ypos: int, width: int, height: int, refreshRate: int) → None

raylib.glfwSetWindowOpacity(window: Any | list | tuple, opacity: float) → None

raylib.glfwSetWindowPos(window: Any | list | tuple, xpos: int, ypos: int) → None

raylib.glfwSetWindowPosCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetWindowRefreshCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetWindowShouldClose(window: Any | list | tuple, value: int) → None

raylib.glfwSetWindowSize(window: Any | list | tuple, width: int, height: int) → None

raylib.glfwSetWindowSizeCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

raylib.glfwSetWindowSizeLimits(window: Any | list | tuple, minwidth: int, minheight: int, maxwidth: int, maxheight: int) → None

raylib.glfwSetWindowTitle(window: Any | list | tuple, title: bytes) → None

raylib.glfwSetWindowUserPointer(window: Any | list | tuple, pointer: Any) → None

raylib.glfwShowWindow(window: Any | list | tuple) → None

raylib.glfwSwapBuffers(window: Any | list | tuple) → None

raylib.glfwSwapInterval(interval: int) → None

raylib.glfwTerminate() → None

raylib.glfwUpdateGamepadMappings(string: bytes) → int

raylib.glfwVulkanSupported() → int

raylib.glfwWaitEvents() → None

raylib.glfwWaitEventsTimeout(timeout: float) → None

raylib.glfwWindowHint(hint: int, value: int) → None

raylib.glfwWindowHintString(hint: int, value: bytes) → None

raylib.glfwWindowShouldClose(window: Any | list | tuple) → int

class raylib.rAudioBuffer

class raylib.rAudioProcessor

raylib.rl: _cffi_backend.Lib

raylib.rlActiveDrawBuffers(count: int) → None

  Activate multiple draw color buffers

raylib.rlActiveTextureSlot(slot: int) → None

  Select and active a texture slot

raylib.rlBegin(mode: int) → None

  Initialize drawing mode (how to organize vertex)

raylib.rlBindFramebuffer(target: int, framebuffer: int) → None

  Bind framebuffer (FBO)

raylib.rlBindImageTexture(id: int, index: int, format: int, readonly: bool) → None

  Bind image texture

raylib.rlBindShaderBuffer(id: int, index: int) → None

  Bind SSBO buffer

raylib.rlBlendMode

raylib.rlBlitFramebuffer(srcX: int, srcY: int, srcWidth: int, srcHeight: int, dstX: int, dstY: int, dstWidth: int, dstHeight: int, bufferMask: int) → None

  Blit active framebuffer to main framebuffer

raylib.rlCheckErrors() → None

  Check and log OpenGL error codes

raylib.rlCheckRenderBatchLimit(vCount: int) → bool

  Check internal buffer overflow for a given number of vertex

raylib.rlClearColor(r: bytes, g: bytes, b: bytes, a: bytes) → None

  Clear color buffer with color

raylib.rlClearScreenBuffers() → None

  Clear used screen buffers (color and depth)

raylib.rlColor3f(x: float, y: float, z: float) → None

  Define one vertex (color) - 3 float

raylib.rlColor4f(x: float, y: float, z: float, w: float) → None

  Define one vertex (color) - 4 float

raylib.rlColor4ub(r: bytes, g: bytes, b: bytes, a: bytes) → None

  Define one vertex (color) - 4 byte

raylib.rlColorMask(r: bool, g: bool, b: bool, a: bool) → None

  Color mask control

raylib.rlCompileShader(shaderCode: bytes, type: int) → int

  Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)

raylib.rlComputeShaderDispatch(groupX: int, groupY: int, groupZ: int) → None

  Dispatch compute shader (equivalent to draw for graphics pipeline)

raylib.rlCopyShaderBuffer(destId: int, srcId: int, destOffset: int, srcOffset: int, count: int) → None

  Copy SSBO data between buffers

raylib.rlCubemapParameters(id: int, param: int, value: int) → None

  Set cubemap parameters (filter, wrap)

raylib.rlCullMode

raylib.rlDisableBackfaceCulling() → None

  Disable backface culling

raylib.rlDisableColorBlend() → None

  Disable color blending

raylib.rlDisableDepthMask() → None

  Disable depth write

raylib.rlDisableDepthTest() → None

  Disable depth test

raylib.rlDisableFramebuffer() → None

  Disable render texture (fbo), return to default framebuffer

raylib.rlDisableScissorTest() → None

  Disable scissor test

raylib.rlDisableShader() → None

  Disable shader program

raylib.rlDisableSmoothLines() → None

  Disable line aliasing

raylib.rlDisableStereoRender() → None

  Disable stereo rendering

raylib.rlDisableTexture() → None

  Disable texture

raylib.rlDisableTextureCubemap() → None

  Disable texture cubemap

raylib.rlDisableVertexArray() → None

  Disable vertex array (VAO, if supported)

raylib.rlDisableVertexAttribute(index: int) → None

  Disable vertex attribute index

raylib.rlDisableVertexBuffer() → None

  Disable vertex buffer (VBO)

raylib.rlDisableVertexBufferElement() → None

  Disable vertex buffer element (VBO element)

raylib.rlDisableWireMode() → None

  Disable wire (and point) mode

class raylib.rlDrawCall
  mode: int
  textureId: int
  vertexAlignment: int
  vertexCount: int

raylib.rlDrawRenderBatch(batch: Any | list | tuple) → None

  Draw render batch data (Update->Draw->Reset)

raylib.rlDrawRenderBatchActive() → None

  Update and draw internal render batch

raylib.rlDrawVertexArray(offset: int, count: int) → None

  Draw vertex array (currently active vao)

raylib.rlDrawVertexArrayElements(offset: int, count: int, buffer: Any) → None

  Draw vertex array elements

raylib.rlDrawVertexArrayElementsInstanced(offset: int, count: int, buffer: Any, instances: int) → None

  Draw vertex array elements with instancing

raylib.rlDrawVertexArrayInstanced(offset: int, count: int, instances: int) → None

  Draw vertex array (currently active vao) with instancing

raylib.rlEnableBackfaceCulling() → None

  Enable backface culling

raylib.rlEnableColorBlend() → None

  Enable color blending

raylib.rlEnableDepthMask() → None

  Enable depth write

raylib.rlEnableDepthTest() → None

  Enable depth test

raylib.rlEnableFramebuffer(id: int) → None

  Enable render texture (fbo)

raylib.rlEnablePointMode() → None

  Enable point mode

raylib.rlEnableScissorTest() → None

  Enable scissor test

raylib.rlEnableShader(id: int) → None

  Enable shader program

raylib.rlEnableSmoothLines() → None

  Enable line aliasing

raylib.rlEnableStereoRender() → None

  Enable stereo rendering

raylib.rlEnableTexture(id: int) → None

  Enable texture

raylib.rlEnableTextureCubemap(id: int) → None

  Enable texture cubemap

raylib.rlEnableVertexArray(vaoId: int) → bool

  Enable vertex array (VAO, if supported)

raylib.rlEnableVertexAttribute(index: int) → None

  Enable vertex attribute index

raylib.rlEnableVertexBuffer(id: int) → None

  Enable vertex buffer (VBO)

raylib.rlEnableVertexBufferElement(id: int) → None

  Enable vertex buffer element (VBO element)

raylib.rlEnableWireMode() → None

  Enable wire mode

raylib.rlEnd() → None

  Finish vertex providing

raylib.rlFramebufferAttach(fboId: int, texId: int, attachType: int, texType: int, mipLevel: int) → None

  Attach texture/renderbuffer to a framebuffer

raylib.rlFramebufferAttachTextureType

raylib.rlFramebufferAttachType

raylib.rlFramebufferComplete(id: int) → bool

  Verify framebuffer is complete

raylib.rlFrustum(left: float, right: float, bottom: float, top: float, znear: float, zfar: float) → None

raylib.rlGenTextureMipmaps(id: int, width: int, height: int, format: int, mipmaps: Any) → None

  Generate mipmap data for selected texture

raylib.rlGetActiveFramebuffer() → int

  Get the currently active render texture (fbo), 0 for default framebuffer

raylib.rlGetCullDistanceFar() → float

  Get cull plane distance far

raylib.rlGetCullDistanceNear() → float

  Get cull plane distance near

raylib.rlGetFramebufferHeight() → int

  Get default framebuffer height

raylib.rlGetFramebufferWidth() → int

  Get default framebuffer width

raylib.rlGetGlTextureFormats(format: int, glInternalFormat: Any, glFormat: Any, glType: Any) → None

  Get OpenGL internal formats

raylib.rlGetLineWidth() → float

  Get the line drawing width

raylib.rlGetLocationAttrib(shaderId: int, attribName: bytes) → int

  Get shader location attribute

raylib.rlGetLocationUniform(shaderId: int, uniformName: bytes) → int

  Get shader location uniform

raylib.rlGetMatrixModelview() → Matrix

  Get internal modelview matrix

raylib.rlGetMatrixProjection() → Matrix

  Get internal projection matrix

raylib.rlGetMatrixProjectionStereo(eye: int) → Matrix

  Get internal projection matrix for stereo render (selected eye)

raylib.rlGetMatrixTransform() → Matrix

  Get internal accumulated transform matrix

raylib.rlGetMatrixViewOffsetStereo(eye: int) → Matrix

  Get internal view offset matrix for stereo render (selected eye)

raylib.rlGetPixelFormatName(format: int) → bytes

  Get name string for pixel format

raylib.rlGetShaderBufferSize(id: int) → int

  Get SSBO buffer size

raylib.rlGetShaderIdDefault() → int

  Get default shader id

raylib.rlGetShaderLocsDefault() → Any

  Get default shader locations

raylib.rlGetTextureIdDefault() → int

  Get default texture id

raylib.rlGetVersion() → int

  Get current OpenGL version

raylib.rlGlVersion

raylib.rlIsStereoRenderEnabled() → bool

  Check if stereo render is enabled

raylib.rlLoadComputeShaderProgram(shaderId: int) → int

  Load compute shader program

raylib.rlLoadDrawCube() → None

  Load and draw a cube

raylib.rlLoadDrawQuad() → None

  Load and draw a quad

raylib.rlLoadExtensions(loader: Any) → None

  Load OpenGL extensions (loader function required)

raylib.rlLoadFramebuffer() → int

  Load an empty framebuffer

raylib.rlLoadIdentity() → None

  Reset current matrix to identity matrix

raylib.rlLoadRenderBatch(numBuffers: int, bufferElements: int) → rlRenderBatch

  Load a render batch system

raylib.rlLoadShaderBuffer(size: int, data: Any, usageHint: int) → int

  Load shader storage buffer object (SSBO)

raylib.rlLoadShaderCode(vsCode: bytes, fsCode: bytes) → int

  Load shader from code strings

raylib.rlLoadShaderProgram(vShaderId: int, fShaderId: int) → int

  Load custom shader program

raylib.rlLoadTexture(data: Any, width: int, height: int, format: int, mipmapCount: int) → int

  Load texture data

raylib.rlLoadTextureCubemap(data: Any, size: int, format: int, mipmapCount: int) → int

  Load texture cubemap data

raylib.rlLoadTextureDepth(width: int, height: int, useRenderBuffer: bool) → int

  Load depth texture/renderbuffer (to be attached to fbo)

raylib.rlLoadVertexArray() → int

  Load vertex array (vao) if supported

raylib.rlLoadVertexBuffer(buffer: Any, size: int, dynamic: bool) → int

  Load a vertex buffer object

raylib.rlLoadVertexBufferElement(buffer: Any, size: int, dynamic: bool) → int

  Load vertex buffer elements object

raylib.rlMatrixMode(mode: int) → None

  Choose the current matrix to be transformed

raylib.rlMultMatrixf(matf: Any) → None

  Multiply the current matrix by another matrix

raylib.rlNormal3f(x: float, y: float, z: float) → None

  Define one vertex (normal) - 3 float

raylib.rlOrtho(left: float, right: float, bottom: float, top: float, znear: float, zfar: float) → None

raylib.rlPixelFormat

raylib.rlPopMatrix() → None

  Pop latest inserted matrix from stack

raylib.rlPushMatrix() → None

  Push the current matrix to stack

raylib.rlReadScreenPixels(width: int, height: int) → bytes

  Read screen pixel data (color buffer)

raylib.rlReadShaderBuffer(id: int, dest: Any, count: int, offset: int) → None

  Read SSBO buffer data (GPU->CPU)

raylib.rlReadTexturePixels(id: int, width: int, height: int, format: int) → Any

  Read texture pixel data

class raylib.rlRenderBatch
  bufferCount: int
  currentBuffer: int
  currentDepth: float
  drawCounter: int
  draws: Any
  vertexBuffer: Any

raylib.rlRotatef(angle: float, x: float, y: float, z: float) → None

  Multiply the current matrix by a rotation matrix

raylib.rlScalef(x: float, y: float, z: float) → None

  Multiply the current matrix by a scaling matrix

raylib.rlScissor(x: int, y: int, width: int, height: int) → None

  Scissor test

raylib.rlSetBlendFactors(glSrcFactor: int, glDstFactor: int, glEquation: int) → None

  Set blending mode factor and equation (using OpenGL factors)

raylib.rlSetBlendFactorsSeparate(glSrcRGB: int, glDstRGB: int, glSrcAlpha: int, glDstAlpha: int, glEqRGB: int, glEqAlpha: int) → None

  Set blending mode factors and equations separately (using OpenGL factors)

raylib.rlSetBlendMode(mode: int) → None

  Set blending mode

raylib.rlSetClipPlanes(nearPlane: float, farPlane: float) → None

  Set clip planes distances

raylib.rlSetCullFace(mode: int) → None

  Set face culling mode

raylib.rlSetFramebufferHeight(height: int) → None

  Set current framebuffer height

raylib.rlSetFramebufferWidth(width: int) → None

  Set current framebuffer width

raylib.rlSetLineWidth(width: float) → None

  Set the line drawing width

raylib.rlSetMatrixModelview(view: Matrix | list | tuple) → None

  Set a custom modelview matrix (replaces internal modelview matrix)

raylib.rlSetMatrixProjection(proj: Matrix | list | tuple) → None

  Set a custom projection matrix (replaces internal projection matrix)

raylib.rlSetMatrixProjectionStereo(right: Matrix | list | tuple, left: Matrix | list | tuple) → None

  Set eyes projection matrices for stereo rendering

raylib.rlSetMatrixViewOffsetStereo(right: Matrix | list | tuple, left: Matrix | list | tuple) → None

  Set eyes view offsets matrices for stereo rendering

raylib.rlSetRenderBatchActive(batch: Any | list | tuple) → None

  Set the active render batch for rlgl (NULL for default internal)

raylib.rlSetShader(id: int, locs: Any) → None

  Set shader currently active (id and locations)

raylib.rlSetTexture(id: int) → None

  Set current texture for render batch and check buffers limits

raylib.rlSetUniform(locIndex: int, value: Any, uniformType: int, count: int) → None

  Set shader value uniform

raylib.rlSetUniformMatrices(locIndex: int, mat: Any | list | tuple, count: int) → None

  Set shader value matrices

raylib.rlSetUniformMatrix(locIndex: int, mat: Matrix | list | tuple) → None

  Set shader value matrix

raylib.rlSetUniformSampler(locIndex: int, textureId: int) → None

  Set shader value sampler

raylib.rlSetVertexAttribute(index: int, compSize: int, type: int, normalized: bool, stride: int, offset: int) → None

  Set vertex attribute data configuration

raylib.rlSetVertexAttributeDefault(locIndex: int, value: Any, attribType: int, count: int) → None

  Set vertex attribute default value, when attribute to provided

raylib.rlSetVertexAttributeDivisor(index: int, divisor: int) → None

  Set vertex attribute data divisor

raylib.rlShaderAttributeDataType

raylib.rlShaderLocationIndex

raylib.rlShaderUniformDataType

raylib.rlTexCoord2f(x: float, y: float) → None

  Define one vertex (texture coordinate) - 2 float

raylib.rlTextureFilter

raylib.rlTextureParameters(id: int, param: int, value: int) → None

  Set texture parameters (filter, wrap)

raylib.rlTraceLogLevel

raylib.rlTranslatef(x: float, y: float, z: float) → None

  Multiply the current matrix by a translation matrix

raylib.rlUnloadFramebuffer(id: int) → None

  Delete framebuffer from GPU

raylib.rlUnloadRenderBatch(batch: rlRenderBatch | list | tuple) → None

  Unload render batch system

raylib.rlUnloadShaderBuffer(ssboId: int) → None

  Unload shader storage buffer object (SSBO)

raylib.rlUnloadShaderProgram(id: int) → None

  Unload shader program

raylib.rlUnloadTexture(id: int) → None

  Unload texture from GPU memory

raylib.rlUnloadVertexArray(vaoId: int) → None

  Unload vertex array (vao)

raylib.rlUnloadVertexBuffer(vboId: int) → None

  Unload vertex buffer object

raylib.rlUpdateShaderBuffer(id: int, data: Any, dataSize: int, offset: int) → None

  Update SSBO buffer data

raylib.rlUpdateTexture(id: int, offsetX: int, offsetY: int, width: int, height: int, format: int, data: Any) → None

  Update texture with new data on GPU

raylib.rlUpdateVertexBuffer(bufferId: int, data: Any, dataSize: int, offset: int) → None

  Update vertex buffer object data on GPU buffer

raylib.rlUpdateVertexBufferElements(id: int, data: Any, dataSize: int, offset: int) → None

  Update vertex buffer elements data on GPU buffer

raylib.rlVertex2f(x: float, y: float) → None

  Define one vertex (position) - 2 float

raylib.rlVertex2i(x: int, y: int) → None

  Define one vertex (position) - 2 int

raylib.rlVertex3f(x: float, y: float, z: float) → None

  Define one vertex (position) - 3 float

class raylib.rlVertexBuffer
  colors: bytes
  elementCount: int
  indices: Any
  normals: Any
  texcoords: Any
  vaoId: int
  vboId: list
  vertices: Any

raylib.rlViewport(x: int, y: int, width: int, height: int) → None

  Set the viewport area

raylib.rlglClose() → None

  De-initialize rlgl (buffers, shaders, textures)

raylib.rlglInit(width: int, height: int) → None

  Initialize rlgl (buffers, shaders, textures, states)

class raylib.struct