diff --git a/.cirrus.yml b/.cirrus.yml index 498dbb3..315d834 100644 --- a/.cirrus.yml +++ b/.cirrus.yml @@ -89,12 +89,6 @@ mac_task: - env: PY_VER: "3.11" RAYLIB_PLATFORM: Desktop - - env: - PY_VER: "3.11" - RAYLIB_PLATFORM: SDL - - env: - PY_VER: "3.12" - RAYLIB_PLATFORM: Desktop - env: PY_VER: "3.12" RAYLIB_PLATFORM: SDL @@ -137,6 +131,7 @@ mac_task: - sudo cp -r raylib-c/src/external/glfw/include/GLFW /usr/local/include/ - sudo cp physac/src/physac.h /usr/local/include/ - sudo cp raygui/src/raygui.h /usr/local/include/ + - /opt/homebrew/bin/python${PY_VER} -m pip install --break-system-packages --upgrade pip - /opt/homebrew/bin/python${PY_VER} -m pip install --break-system-packages cffi - /opt/homebrew/bin/python${PY_VER} -m pip install --break-system-packages setuptools - /opt/homebrew/bin/python${PY_VER} -m pip install --break-system-packages wheel diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 2a3c7f9..a67e943 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -12,10 +12,10 @@ on: jobs: build-mac-intel: - runs-on: macos-13 + runs-on: macos-12 strategy: matrix: - python-version: [ '3.9', '3.10', '3.11', '3.12', '3.13', 'pypy-3.9', 'pypy-3.10', 'pypy-3.11' ] + python-version: [ '3.9', '3.10', '3.11', '3.12', '3.13', 'pypy-3.9', 'pypy-3.10' ] raylib-platform: ['Desktop', 'SDL'] env: MACOSX_DEPLOYMENT_TARGET: '10.13' @@ -93,9 +93,9 @@ jobs: fi - name: Upload build Artifact wheel - uses: actions/upload-artifact@v4 + uses: actions/upload-artifact@v3.2.1 with: - name: wheel-mac-${{ matrix.raylib-platform }}-${{ matrix.python-version }} + name: wheel path: dist/* # build-mac-universal: @@ -182,12 +182,12 @@ jobs: build-linux: - runs-on: ubuntu-22.04 + runs-on: ubuntu-20.04 strategy: # You can use PyPy versions in python-version. # For example, pypy2 and pypy3 matrix: - python-version: [ '3.9', '3.10', '3.11', '3.12', '3.13', 'pypy-3.9', 'pypy-3.10', 'pypy-3.11' ] + python-version: [ '3.9', '3.10', '3.11', '3.12', '3.13', 'pypy-3.9', 'pypy-3.10' ] raylib-platform: ['Desktop', 'SDL', 'DRM'] steps: # Checks-out your repository under $GITHUB_WORKSPACE, so your job can access it @@ -256,9 +256,9 @@ jobs: - name: Upload build Artifact wheel - uses: actions/upload-artifact@v4 + uses: actions/upload-artifact@v3.2.1 with: - name: wheel-linux-${{ matrix.raylib-platform }}-${{ matrix.python-version }} + name: wheel path: dist/* @@ -271,7 +271,7 @@ jobs: # You can use PyPy versions in python-version. # For example, pypy2 and pypy3 matrix: - python-version: [ '3.9', '3.10', '3.11', '3.12', '3.13', 'pypy-3.9', 'pypy-3.10', 'pypy-3.11' ] + python-version: [ '3.9', '3.10', '3.11', '3.12', '3.13', 'pypy-3.9', 'pypy-3.10' ] raylib-platform: ['Desktop', 'SDL'] steps: - uses: actions/checkout@v4 @@ -299,7 +299,7 @@ jobs: architecture: x64 - name: Add msbuild to PATH - uses: microsoft/setup-msbuild@v2 + uses: microsoft/setup-msbuild@v1.0.2 - name: Build raylib run: | @@ -345,13 +345,13 @@ jobs: fi - name: Upload build Artifact wheel - uses: actions/upload-artifact@v4 + uses: actions/upload-artifact@v3.2.1 with: - name: wheel-windows-${{ matrix.raylib-platform }}-${{ matrix.python-version }} + name: wheel path: dist/* source-distro: - runs-on: ubuntu-latest + runs-on: ubuntu-20.04 steps: # Checks-out your repository under $GITHUB_WORKSPACE, so your job can access it @@ -392,13 +392,13 @@ jobs: python setup.py sdist - name: Upload build Artifact wheel - uses: actions/upload-artifact@v4 + uses: actions/upload-artifact@v3.2.1 with: - name: wheel-source + name: wheel path: dist/* dynamic-distro: - runs-on: ubuntu-latest + runs-on: ubuntu-20.04 steps: # Checks-out your repository under $GITHUB_WORKSPACE, so your job can access it @@ -424,17 +424,7 @@ jobs: python setup.py sdist - name: Upload build Artifact wheel - uses: actions/upload-artifact@v4 - with: - name: wheel-dynamic - path: dynamic/dist/* - - merge: - needs: [build-mac-intel, build-windows, build-linux, source-distro, dynamic-distro] - runs-on: ubuntu-latest - steps: - - name: Merge All Artifacts - uses: actions/upload-artifact/merge@v4 + uses: actions/upload-artifact@v3.2.1 with: name: wheel - pattern: wheel-* + path: dynamic/dist/* diff --git a/.gitmodules b/.gitmodules index f6c3e1d..379f708 100644 --- a/.gitmodules +++ b/.gitmodules @@ -1,9 +1,9 @@ [submodule "raylib-c"] path = raylib-c - url = https://git.terah.dev/UnrealXR/raylib.git + url = https://github.com/raysan5/raylib.git [submodule "raygui"] path = raygui url = https://github.com/raysan5/raygui.git [submodule "physac"] path = physac - url = https://github.com/victorfisac/Physac.git + url = https://github.com/raysan5/physac.git diff --git a/BUILDING.rst b/BUILDING.rst index a32dd6f..b9ccd84 100644 --- a/BUILDING.rst +++ b/BUILDING.rst @@ -83,6 +83,11 @@ To build a binary wheel distribution: pip3 install wheel python setup.py bdist_wheel +.. TODO:: + There's a hardcoded path (to the raylib header files) in `raylib/build.py` you will probably need to edit. + Would be useful if some Windows user could figure out how to auto detect this. + + Then install it: :: diff --git a/MANIFEST.in b/MANIFEST.in index 6c6394e..7d666e4 100644 --- a/MANIFEST.in +++ b/MANIFEST.in @@ -10,7 +10,6 @@ exclude raylib/*.c exclude raylib/*.o include version.py exclude tests/* -include raylib/py.typed -include pyray/py.typed + diff --git a/README.md b/README.md index 64c695b..0052925 100644 --- a/README.md +++ b/README.md @@ -1,30 +1,22 @@ # Python Bindings for Raylib 5.5 ## Libraries: raymath, raygui, rlgl, physac and GLFW ## Backends: Desktop, SDL, DRM, Web -## Platforms: Windows, Mac, Linux, Raspberry Pi, Web - -![PyPI - Downloads](https://img.shields.io/pypi/dm/raylib) Chatroom: [Discord](https://discord.gg/fKDwt85aX6) -HELP WANTED: [writing examples](https://github.com/electronstudio/raylib-python-cffi/issues/155) - -Features: - -* CFFI API static bindings. +New CFFI API static bindings. * Automatically generated to be as close as possible to original Raylib. * Faster, fewer bugs and easier to maintain than ctypes. * Commercial-friendly license. * Docstrings and auto-completion. -* Type checking with Mypy [Full documentation](http://electronstudio.github.io/raylib-python-cffi) # Quickstart -`pip3 install raylib==5.5.0.2 --break-system-packages` +`pip3 install raylib==5.0.0.4` ```python from pyray import * init_window(800, 450, "Hello") @@ -38,19 +30,14 @@ close_window() # Installation -If you are on a modern Linux you will probably want to create a venv: - - python3 -m venv venv - source venv/bin/activate - -Then make sure you have the latest pip installed: +First make sure you have the latest pip installed: python3 -m pip install --upgrade pip Then install python3 -m pip install setuptools - python3 -m pip install raylib==5.5.0.2 + python3 -m pip install raylib==5.0.0.4 On most platforms it should install a binary wheel. If yours isn't available then pip will attempt to build from source, in which case you will need to have Raylib development libs installed, e.g. @@ -72,7 +59,7 @@ Older MacOS requires building from source but this is usually simple: brew install pkg-config brew install raylib - python3 -m pip install raylib==5.5.0.2 + python3 -m pip install raylib==5.0.0.4 (I do have binaries for arm64 MacOS 11, 12 and 13 but I have no way of testing they work, so post an issue if you want to test them.) @@ -89,8 +76,6 @@ so may not work on other boards. [Using on Rasperry Pi](RPI.rst) -# Backends - ## Dynamic binding version There is now a separate dynamic version of this binding: @@ -100,8 +85,6 @@ There is now a separate dynamic version of this binding: It works on some systems where the static version doesn't, [but be sure to read these caveats before using it](https://electronstudio.github.io/raylib-python-cffi/dynamic.html) -You can't have multiple raylib packages installed at once. - ## SDL backend This is not well tested but has better support for controllers: @@ -133,63 +116,53 @@ If it still doesn't work, [submit an issue](https://github.com/electronstudio/ra # How to use -There are *two* modules in the raylib package, `raylib` and `pyray`. (There is no separate package for -pyray. Do *not* `pip install pyray`). You can use either or both: +There are two modules in the raylib package, `raylib` and `pyray`. (There is no separate package for +pyray). You can use either or both: ### If you are familiar with C coding and the Raylib C library and you want to use an exact copy of the C API Use [the raylib module](https://electronstudio.github.io/raylib-python-cffi/raylib.html). -### If you prefer a more Pythonistic API +### If you prefer a more Pythonistic API Use [the pyray module](https://electronstudio.github.io/raylib-python-cffi/pyray.html). # Running in a web browser -[Pygbag](https://pypi.org/project/pygbag/) >=0.8.7 supports running in a web browser. Usually the latest git version -is recommended. +[Pygbag](https://pypi.org/project/pygbag/) >=0.8.7 supports running in a web browser. Make a folder `my_project` with a file `main.py`: -```python -# /// script -# dependencies = [ -# "cffi", -# "raylib" -# ] -# /// -import asyncio -import platform -from pyray import * + # /// script + # dependencies = [ + # "cffi", + # "raylib" + # ] + # /// + import asyncio + import platform + from pyray import * -async def main(): # You MUST have an async main function - init_window(500, 500, "Hello") - platform.window.window_resize() # You MAY want to add this line - while not window_should_close(): - begin_drawing() - clear_background(WHITE) - draw_text("Hello world", 190, 200, 20, VIOLET) - end_drawing() - await asyncio.sleep(0) # You MUST call this in your main loop - close_window() + async def main(): # You must have an async main function + init_window(500, 500, "Hello") + platform.window.window_resize() # You must add this line + while not window_should_close(): + begin_drawing() + clear_background(WHITE) + draw_text("Hello world", 190, 200, 20, VIOLET) + end_drawing() + await asyncio.sleep(0) # You must call this in your main loop + close_window() -asyncio.run(main()) -``` + asyncio.run(main()) Then to create the web files and launch a web server: python3.12 -m pip install --user --upgrade pygbag - python3.12 -m pygbag --PYBUILD 3.12 --ume_block 0 --template noctx.tmpl --git my_project + python3.12 -m pygbag --PYBUILD 3.12 --ume_block 0 --template noctx.tmpl my_project Point your browser to http://localhost:8000 -Some features may not work, so you can disable them like this: - -```python -if platform.system() != "Emscripten": # audio may not work on current version of emscripten - init_audio_device() -``` - This is all done by Pygbag rather than by me, so you should probably contact them with any issues. Carefully read all their [documentation](https://pygame-web.github.io/). @@ -197,20 +170,10 @@ It does work for most of [these examples](https://electronstudio.github.io/rayli # App showcase -[Tempest-raylib](https://github.com/Emtyloc/tempest-raylib) - -[KarabinerKeyboard](https://github.com/bilbofroggins/KarabinerKeyboard) - -[PyTaiko](https://github.com/Yonokid/PyTaiko) - -[DOOM-Clone](https://github.com/StanislavPetrovV/DOOM-Clone) - [Tanki](https://github.com/pkulev/tanki) [Alloy Bloxel Editor](https://pebaz.itch.io/alloy-bloxel-editor) -[Eidolon](https://github.com/Miou-zora/Eidolon) - Add your app here! # RLZero diff --git a/RPI.rst b/RPI.rst index a5c62e3..fa37601 100644 --- a/RPI.rst +++ b/RPI.rst @@ -42,7 +42,7 @@ Then have pip compile and install the wheel: :: python3 -m pip install --break-system-packages setuptools - python3 -m pip install --no-cache-dir --no-binary raylib --upgrade --force-reinstall --break-system-packages raylib==5.5.0.0 + python3 -m pip install --no-cache-dir --no-binary raylib --upgrade --force-reinstall --break-system-packages raylib==5.0.0.4 Option 3: Compile Raylib from source DRM mode --------------------------------------------- @@ -85,7 +85,7 @@ Then have pip compile and install the wheel: :: python3 -m pip install --break-system-packages setuptools - python3 -m pip install --no-cache-dir --no-binary raylib --upgrade --force-reinstall --break-system-packages raylib==5.5.0.0 + python3 -m pip install --no-cache-dir --no-binary raylib --upgrade --force-reinstall --break-system-packages raylib==5.0.0.4 diff --git a/create_enums.py b/create_enums.py index d7fbeec..adef029 100644 --- a/create_enums.py +++ b/create_enums.py @@ -24,7 +24,6 @@ def process(filename): for e in js['enums']: if e['name'] and e['values']: print ("class "+e['name']+"("+"IntEnum):") - print(f' """{e['description']}."""') for value in e['values']: print(" "+value['name']+" = "+str(value['value'])) print("") @@ -35,4 +34,3 @@ print("""from enum import IntEnum process("raylib.json") process("raygui.json") process("glfw3.json") -process("physac.json") diff --git a/create_stub_pyray.py b/create_stub_pyray.py index fb334e7..244270d 100644 --- a/create_stub_pyray.py +++ b/create_stub_pyray.py @@ -14,7 +14,6 @@ from pathlib import Path from raylib import rl, ffi -from pyray import _underscore from inspect import ismethod, getmembers, isbuiltin import inflection, sys, json @@ -30,13 +29,6 @@ for filename in (Path("raylib.json"), Path("raymath.json"), Path("rlgl.json"), P for st in js["structs"]: if st["name"] not in known_structs: known_structs[st["name"]] = st - for e in js['enums']: - if e['name'] and e['values']: - print("class "+e['name']+"(int):") - print(f' """{e['description']}."""') - for value in e['values']: - print(" "+value['name']+" = "+str(value['value'])) - print("") def ctype_to_python_type(t): @@ -50,47 +42,34 @@ def ctype_to_python_type(t): return "int" elif t == "uint64_t": return "int" - elif t == "short": - return "int" - elif t == "unsigned short": - return "int" elif t == "double": return "float" elif "char * *" in t: return "list[str]" elif "char *" in t: return "str" - elif t == "char": + elif "char" in t: return "str" # not sure about this one - elif t == "unsigned char": - return "int" elif "*" in t: return "Any" - elif "[" in t: - return "list" # TODO FIXME type of items in the list elif t.startswith("struct"): return t.replace("struct ", "") elif t.startswith("unsigned"): return t.replace("unsigned ", "") - elif t.startswith("enum"): - return t.replace("enum ", "") else: return t print("""from typing import Any -from warnings import deprecated -import _cffi_backend # type: ignore -ffi: _cffi_backend.FFI -PhysicsShapeType = int + """) # These words can be used for c arg names, but not in python reserved_words = ("in", "list", "tuple", "set", "dict", "from", "range", "min", "max", "any", "all", "len") for name, attr in getmembers(rl): - uname = _underscore(name) + uname = inflection.underscore(name).replace('3_d', '_3d').replace('2_d', '_2d') if isbuiltin(attr) or str(type(attr)) == "": json_object = known_functions.get(name, None) if json_object is None: @@ -109,8 +88,6 @@ for name, attr in getmembers(rl): if param_name in reserved_words: param_name = param_name + "_" + str(i) param_type = ctype_to_python_type(arg.cname) - if "struct" in arg.cname: - param_type += "|list|tuple" sig += f"{param_name}: {param_type}," return_type = ffi.typeof(attr).result.cname @@ -120,11 +97,8 @@ for name, attr in getmembers(rl): if 'description' in json_object: description = json_object['description'] - if 'physics' in uname: - print('@deprecated("Raylib no longer recommends the use of Physac library")') - print(f'def {uname}({sig}) -> {ctype_to_python_type(return_type)}:') - print(f' """{description}."""') - print(f' ...') + print( + f'def {uname}({sig}) -> {ctype_to_python_type(return_type)}:\n """{description}"""\n ...') elif str(type(attr)) == "": return_type = ffi.typeof(attr).result.cname @@ -149,17 +123,14 @@ for struct in ffi.list_types()[0]: print("weird empty struct, skipping " + struct, file=sys.stderr) continue print(f"class {struct}:") - print(f' """{known_structs[struct]['description']}."""') + print(f' """ struct """') sig = "" for arg in ffi.typeof(struct).fields: - ptype = ctype_to_python_type(arg[1].type.cname) - if arg[1].type.kind == "struct": - ptype += "|list|tuple" - sig += f", {arg[0]}: {ptype}|None = None" + sig += ", " + arg[0] print(f" def __init__(self{sig}):") for arg in ffi.typeof(struct).fields: - print(f" self.{arg[0]}:{ctype_to_python_type(arg[1].type.cname)} = {arg[0]} # type: ignore") + print(f" self.{arg[0]}={arg[0]}") # elif ffi.typeof(struct).kind == "enum": # print(f"{struct}: int") diff --git a/create_stub_static.py b/create_stub_static.py index 0c43c6d..1a61104 100644 --- a/create_stub_static.py +++ b/create_stub_static.py @@ -42,39 +42,30 @@ def ctype_to_python_type(t): return "int" elif t == "uint64_t": return "int" - elif t == "short": - return "int" - elif t == "unsigned short": - return "int" elif t == "double": return "float" elif "char * *" in t: - return "list[bytes]" + return "list[str]" elif "char *" in t: - return "bytes" + return "str" elif "char" in t: - return "bytes" # not sure about this one + return "str" # not sure about this one elif "*" in t: return "Any" - elif "[" in t: - return "list" # TODO FIXME type of items in the list elif t.startswith("struct"): return t.replace("struct ", "") elif t.startswith("unsigned"): return t.replace("unsigned ", "") - elif t.startswith("enum"): - return t.replace("enum ", "") else: return t print("""from typing import Any -from warnings import deprecated -import _cffi_backend # type: ignore + +import _cffi_backend ffi: _cffi_backend.FFI rl: _cffi_backend.Lib -PhysicsShapeType = int class struct: ... @@ -105,8 +96,6 @@ for name, attr in getmembers(rl): if param_name in reserved_words: param_name = param_name + "_" + str(i) param_type = ctype_to_python_type(arg.cname) - if "struct" in arg.cname: - param_type += "|list|tuple" sig += f"{param_name}: {param_type}," return_type = ffi.typeof(attr).result.cname @@ -115,12 +104,8 @@ for name, attr in getmembers(rl): if 'description' in json_object: description = json_object['description'] - if 'Physics' in uname: - print('@deprecated("Raylib no longer recommends the use of Physac library")') - print(f'def {uname}({sig}) -> {ctype_to_python_type(return_type)}:') - print(f' """{description}."""') - print(f' ...') - + print( + f'def {uname}({sig}) -> {ctype_to_python_type(return_type)}:\n """{description}"""\n ...') elif str(type(attr)) == "": return_type = ffi.typeof(attr).result.cname @@ -136,22 +121,17 @@ for struct in ffi.list_types()[0]: # if ffi.typeof(struct).fields is None: # print("weird empty struct, skipping", file=sys.stderr) # continue - print(f"class {struct}:") + print(f"{struct}: struct") # sig = "" - fields = ffi.typeof(struct).fields - if fields is not None: - #print(ffi.typeof(struct).fields) - #print(f" {arg}: {arg}") + # for arg in ffi.typeof(struct).fields: + # sig += ", " + arg[0] # print(f" def __init__(self{sig}):") # - for arg in ffi.typeof(struct).fields: - print(f" {arg[0]}: {ctype_to_python_type(arg[1].type.cname)}") - else: - print(" ...") + # for arg in ffi.typeof(struct).fields: # print(f" self.{arg[0]}={arg[0]}") elif ffi.typeof(struct).kind == "enum": - print(f"{struct} = int") + print(f"{struct}: int") else: print("WARNING: SKIPPING UNKNOWN TYPE", ffi.typeof(struct), file=sys.stderr) diff --git a/docs/.buildinfo b/docs/.buildinfo index 48257a1..4214e1f 100644 --- a/docs/.buildinfo +++ b/docs/.buildinfo @@ -1,4 +1,4 @@ # Sphinx build info version 1 # This file records the configuration used when building these files. When it is not found, a full rebuild will be done. -config: f2032a6434b52f7c68551d0ad70d555b +config: 6b88b88b20947586d6498748ffd23a92 tags: 645f666f9bcd5a90fca523b33c5a78b7 diff --git a/docs/BUILDING.html b/docs/BUILDING.html index b3a1d99..bb9961a 100644 --- a/docs/BUILDING.html +++ b/docs/BUILDING.html @@ -7,7 +7,7 @@ Building from source — Raylib Python documentation - + @@ -48,7 +48,6 @@
  • Python Bindings for Raylib 5.5
  • Quickstart
  • Installation
  • -
  • Backends
  • How to use
  • Running in a web browser
  • App showcase
  • diff --git a/docs/README.html b/docs/README.html index 334577a..4a26144 100644 --- a/docs/README.html +++ b/docs/README.html @@ -7,7 +7,7 @@ Python Bindings for Raylib 5.5 — Raylib Python documentation - + @@ -48,7 +48,6 @@
  • Python Bindings for Raylib 5.5
  • Quickstart
  • @@ -57,9 +56,6 @@
  • MacOS
  • Linux
  • Raspberry Pi
  • - - -
  • Backends
  • depth (pyray.RenderTexture attribute) - -
  • destroy_physics_body() (in module pyray)
  • DestroyPhysicsBody() (in module raylib) @@ -1006,11 +855,7 @@
  • DetachAudioStreamProcessor() (in module raylib)
  • direction (pyray.Ray attribute) - -
  • directory_exists() (in module pyray)
  • DirectoryExists() (in module raylib) @@ -1024,11 +869,7 @@
  • DisableEventWaiting() (in module raylib)
  • distance (pyray.RayCollision attribute) - -
  • draw_billboard() (in module pyray)
  • draw_billboard_pro() (in module pyray) @@ -1189,10 +1030,10 @@
  • draw_text_pro() (in module pyray)
  • - - + @@ -1452,11 +1281,7 @@
    @@ -1571,12 +1384,8 @@
  • Fade() (in module raylib)
  • -
  • ffi (in module pyray) - -
  • file_exists() (in module pyray)
  • FileExists() (in module raylib) @@ -1584,7 +1393,7 @@
  • FilePathList (class in pyray)
  • FLAG_BORDERLESS_WINDOWED_MODE (in module raylib) @@ -1665,6 +1474,8 @@
  • (pyray.ConfigFlags attribute)
  • + + @@ -1804,11 +1575,7 @@ + - - +
  • layout (pyray.NPatchInfo attribute) - -
  • left (pyray.NPatchInfo attribute) - -
  • leftLensCenter (pyray.VrStereoConfig attribute) - -
  • leftScreenCenter (pyray.VrStereoConfig attribute) - -
  • lensDistortionValues (pyray.VrDeviceInfo attribute) - -
  • lensSeparationDistance (pyray.VrDeviceInfo attribute) - -
  • lerp() (in module pyray)
  • Lerp() (in module raylib) @@ -6381,12 +6034,12 @@
  • load_texture_from_image() (in module pyray)
  • -
    @@ -6548,121 +6193,49 @@ - + @@ -7132,20 +6657,12 @@
  • normal (pyray.PhysicsManifoldData attribute)
  • normalize() (in module pyray) @@ -7158,12 +6675,6 @@
  • (pyray.PhysicsVertexData attribute)
  • (pyray.rlVertexBuffer attribute) -
  • -
  • (raylib.Mesh attribute) -
  • -
  • (raylib.PhysicsVertexData attribute) -
  • -
  • (raylib.rlVertexBuffer attribute)
  • @@ -7189,7 +6700,7 @@
  • NPatchInfo (class in pyray)
  • NPatchLayout (class in pyray) @@ -7205,27 +6716,15 @@
  • materials (pyray.Model attribute) - -
  • Matrix (class in pyray)
  • Matrix2x2 (class in pyray)
  • matrix_add() (in module pyray) @@ -6841,8 +6398,6 @@
  • matrix_translate() (in module pyray)
  • -
  • mode (pyray.rlDrawCall attribute) - -
  • Model (class in pyray)
  • ModelAnimation (class in pyray)
  • @@ -7119,7 +6644,7 @@
  • Music (class in pyray)
  • - +
  • orient (pyray.PhysicsBodyData attribute) - -
  • @@ -7250,24 +6745,12 @@
  • parent (pyray.BoneInfo attribute) - -
  • paths (pyray.FilePathList attribute) - -
  • pause_audio_stream() (in module pyray)
  • pause_music_stream() (in module pyray) @@ -7281,11 +6764,7 @@
  • PauseSound() (in module raylib)
  • penetration (pyray.PhysicsManifoldData attribute) - -
  • physics_add_force() (in module pyray)
  • physics_add_torque() (in module pyray) @@ -7303,19 +6782,19 @@
  • PhysicsBodyData (class in pyray)
  • PhysicsManifoldData (class in pyray)
  • PhysicsShape (class in pyray)
  • PhysicsShapeType (in module raylib) @@ -7325,7 +6804,7 @@
  • PhysicsVertexData (class in pyray)
  • PINK (in module pyray) @@ -7406,6 +6885,8 @@
  • (pyray.PixelFormat attribute)
  • + + -
  • positions (pyray.PhysicsVertexData attribute) - -
  • processor (pyray.AudioStream attribute) - -
  • PROGRESS_PADDING (in module raylib)
      @@ -7558,26 +7015,12 @@
    • propertyId (pyray.GuiStyleProp attribute) - -
    • propertyValue (pyray.GuiStyleProp attribute) - -
    • PURPLE (in module pyray)
    • DARKBLUE
    • @@ -1229,7 +1229,6 @@
    • compress_data()
    • compute_crc32()
    • compute_md5()
    • -
    • compute_sha1()
    • create_physics_body_circle()
    • create_physics_body_polygon()
    • create_physics_body_rectangle()
    • @@ -1355,7 +1354,6 @@
    • export_wave()
    • export_wave_as_code()
    • fade()
    • -
    • ffi
    • file_exists()
    • float16
      • float16.v
      • @@ -1393,7 +1391,6 @@
      • get_camera_matrix()
      • get_camera_matrix_2d()
      • get_char_pressed()
      • -
      • get_clipboard_image()
      • get_clipboard_text()
      • get_codepoint()
      • get_codepoint_count()
      • @@ -1886,22 +1883,6 @@
      • resume_audio_stream()
      • resume_music_stream()
      • resume_sound()
      • -
      • rlBlendMode -
      • -
      • rlCullMode -
      • rlDrawCall
      • -
      • rlFramebufferAttachTextureType -
      • -
      • rlFramebufferAttachType -
      • -
      • rlGlVersion -
      • -
      • rlPixelFormat -
      • rlRenderBatch
      • -
      • rlShaderAttributeDataType -
      • -
      • rlShaderLocationIndex -
      • -
      • rlShaderUniformDataType -
      • -
      • rlTextureFilter -
      • -
      • rlTraceLogLevel -
      • rlVertexBuffer
        • rlVertexBuffer.colors
        • rlVertexBuffer.elementCount
        • @@ -2337,7 +2186,7 @@
        • update_camera_pro()
        • update_mesh_buffer()
        • update_model_animation()
        • -
        • update_model_animation_bones()
        • +
        • update_model_animation_bone_matrices()
        • update_music_stream()
        • update_physics()
        • update_sound()
        • @@ -2349,10 +2198,6 @@
        • vector2_angle()
        • vector2_clamp()
        • vector2_clamp_value()
        • -
        • vector2_distance()
        • -
        • vector2_distance_sqr()
        • -
        • vector2_divide()
        • -
        • vector2_dot_product()
        • vector2_equals()
        • vector2_invert()
        • vector2_length()
        • @@ -2382,10 +2227,6 @@
        • vector3_clamp_value()
        • vector3_cross_product()
        • vector3_cubic_hermite()
        • -
        • vector3_distance()
        • -
        • vector3_distance_sqr()
        • -
        • vector3_divide()
        • -
        • vector3_dot_product()
        • vector3_equals()
        • vector3_invert()
        • vector3_length()
        • @@ -2435,6 +2276,14 @@
        • vector4_subtract()
        • vector4_subtract_value()
        • vector4_zero()
        • +
        • vector_2distance()
        • +
        • vector_2distance_sqr()
        • +
        • vector_2divide()
        • +
        • vector_2dot_product()
        • +
        • vector_3distance()
        • +
        • vector_3distance_sqr()
        • +
        • vector_3divide()
        • +
        • vector_3dot_product()
        • wait_time()
        • wave_copy()
        • wave_crop()
        • @@ -2493,7 +2342,7 @@

          Examples

          Example program:

          -
          import pyray as pr
          +
          import pyray as pr
           
           pr.init_window(800, 450, "Hello Pyray")
           pr.set_target_fps(60)
          @@ -2516,7 +2365,7 @@
           

          Tip

          New in 3.7.0.post9:

          You can also now import the functions with no prefix:

          -
          from pyray import *
          +
          from pyray import *
           
           init_window(800, 450, "Raylib texture test")
           ...
          @@ -2529,73 +2378,73 @@
           

          API reference

          -class pyray.AudioStream(buffer: Any | None = None, processor: Any | None = None, sampleRate: int | None = None, sampleSize: int | None = None, channels: int | None = None)
          -

          AudioStream, custom audio stream.

          +class pyray.AudioStream(buffer, processor, sampleRate, sampleSize, channels) +

          struct

          -buffer: Any = None
          +buffer
          -channels: int = None
          +channels
          -processor: Any = None
          +processor
          -sampleRate: int = None
          +sampleRate
          -sampleSize: int = None
          +sampleSize
          -class pyray.AutomationEvent(frame: int | None = None, type: int | None = None, params: list | None = None)
          -

          Automation event.

          +class pyray.AutomationEvent(frame, type, params) +

          struct

          -frame: int = None
          +frame
          -params: list = None
          +params
          -type: int = None
          +type
          -class pyray.AutomationEventList(capacity: int | None = None, count: int | None = None, events: Any | None = None)
          -

          Automation event list.

          +class pyray.AutomationEventList(capacity, count, events) +

          struct

          -capacity: int = None
          +capacity
          -count: int = None
          +count
          -events: Any = None
          +events
          @@ -2627,8 +2476,8 @@
          -class pyray.BlendMode
          -

          Color blending modes (pre-defined).

          +class pyray.BlendMode +

          Enum where members are also (and must be) ints

          BLEND_ADDITIVE = 1
          @@ -2673,97 +2522,97 @@
          -class pyray.BoneInfo(name: list | None = None, parent: int | None = None)
          -

          Bone, skeletal animation bone.

          +class pyray.BoneInfo(name, parent) +

          struct

          -name: list = None
          +name
          -parent: int = None
          +parent
          -class pyray.BoundingBox(min: Vector3 | list | tuple | None = None, max: Vector3 | list | tuple | None = None)
          -

          BoundingBox.

          +class pyray.BoundingBox(min, max) +

          struct

          -max: Vector3 = None
          +max
          -min: Vector3 = None
          +min
          -class pyray.Camera2D(offset: Vector2 | list | tuple | None = None, target: Vector2 | list | tuple | None = None, rotation: float | None = None, zoom: float | None = None)
          -

          Camera2D, defines position/orientation in 2d space.

          +class pyray.Camera2D(offset, target, rotation, zoom) +

          struct

          -offset: Vector2 = None
          +offset
          -rotation: float = None
          +rotation
          -target: Vector2 = None
          +target
          -zoom: float = None
          +zoom
          -class pyray.Camera3D(position: Vector3 | list | tuple | None = None, target: Vector3 | list | tuple | None = None, up: Vector3 | list | tuple | None = None, fovy: float | None = None, projection: int | None = None)
          -

          Camera, defines position/orientation in 3d space.

          +class pyray.Camera3D(position, target, up, fovy, projection) +

          struct

          -fovy: float = None
          +fovy
          -position: Vector3 = None
          +position
          -projection: int = None
          +projection
          -target: Vector3 = None
          +target
          -up: Vector3 = None
          +up
          -class pyray.CameraMode
          -

          Camera system modes.

          +class pyray.CameraMode +

          Enum where members are also (and must be) ints

          CAMERA_CUSTOM = 0
          @@ -2793,8 +2642,8 @@
          -class pyray.CameraProjection
          -

          Camera projection.

          +class pyray.CameraProjection +

          Enum where members are also (and must be) ints

          CAMERA_ORTHOGRAPHIC = 1
          @@ -2809,34 +2658,34 @@
          -class pyray.Color(r: int | None = None, g: int | None = None, b: int | None = None, a: int | None = None)
          -

          Color, 4 components, R8G8B8A8 (32bit).

          +class pyray.Color(r, g, b, a) +

          struct

          -a: int = None
          +a
          -b: int = None
          +b
          -g: int = None
          +g
          -r: int = None
          +r
          -class pyray.ConfigFlags
          -

          System/Window config flags.

          +class pyray.ConfigFlags +

          Enum where members are also (and must be) ints

          FLAG_BORDERLESS_WINDOWED_MODE = 32768
          @@ -2921,8 +2770,8 @@
          -class pyray.CubemapLayout
          -

          Cubemap layouts.

          +class pyray.CubemapLayout +

          Enum where members are also (and must be) ints

          CUBEMAP_LAYOUT_AUTO_DETECT = 0
          @@ -2948,6 +2797,11 @@ CUBEMAP_LAYOUT_LINE_VERTICAL = 1
          +
          +
          +CUBEMAP_LAYOUT_PANORAMA = 5
          +
          +
          @@ -2977,65 +2831,65 @@
          -class pyray.FilePathList(capacity: int | None = None, count: int | None = None, paths: list[str] | None = None)
          -

          File path list.

          +class pyray.FilePathList(capacity, count, paths) +

          struct

          -capacity: int = None
          +capacity
          -count: int = None
          +count
          -paths: list[str] = None
          +paths
          -class pyray.Font(baseSize: int | None = None, glyphCount: int | None = None, glyphPadding: int | None = None, texture: Texture | list | tuple | None = None, recs: Any | None = None, glyphs: Any | None = None)
          -

          Font, font texture and GlyphInfo array data.

          +class pyray.Font(baseSize, glyphCount, glyphPadding, texture, recs, glyphs) +

          struct

          -baseSize: int = None
          +baseSize
          -glyphCount: int = None
          +glyphCount
          -glyphPadding: int = None
          +glyphPadding
          -glyphs: Any = None
          +glyphs
          -recs: Any = None
          +recs
          -texture: Texture = None
          +texture
          -class pyray.FontType
          -

          Font type, defines generation method.

          +class pyray.FontType +

          Enum where members are also (and must be) ints

          FONT_BITMAP = 1
          @@ -3070,8 +2924,8 @@
          -class pyray.GamepadAxis
          -

          Gamepad axis.

          +class pyray.GamepadAxis +

          Enum where members are also (and must be) ints

          GAMEPAD_AXIS_LEFT_TRIGGER = 4
          @@ -3106,8 +2960,8 @@
          -class pyray.GamepadButton
          -

          Gamepad buttons.

          +class pyray.GamepadButton +

          Enum where members are also (and must be) ints

          GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3
          @@ -3202,8 +3056,8 @@
          -class pyray.Gesture
          -

          Gesture.

          +class pyray.Gesture +

          Enum where members are also (and must be) ints

          GESTURE_DOUBLETAP = 2
          @@ -3263,39 +3117,39 @@
          -class pyray.GlyphInfo(value: int | None = None, offsetX: int | None = None, offsetY: int | None = None, advanceX: int | None = None, image: Image | list | tuple | None = None)
          -

          GlyphInfo, font characters glyphs info.

          +class pyray.GlyphInfo(value, offsetX, offsetY, advanceX, image) +

          struct

          -advanceX: int = None
          +advanceX
          -image: Image = None
          +image
          -offsetX: int = None
          +offsetX
          -offsetY: int = None
          +offsetY
          -value: int = None
          +value
          -class pyray.GuiCheckBoxProperty
          -

          CheckBox.

          +class pyray.GuiCheckBoxProperty +

          Enum where members are also (and must be) ints

          CHECK_PADDING = 16
          @@ -3305,8 +3159,8 @@
          -class pyray.GuiColorPickerProperty
          -

          ColorPicker.

          +class pyray.GuiColorPickerProperty +

          Enum where members are also (and must be) ints

          COLOR_SELECTOR_SIZE = 16
          @@ -3336,8 +3190,8 @@
          -class pyray.GuiComboBoxProperty
          -

          ComboBox.

          +class pyray.GuiComboBoxProperty +

          Enum where members are also (and must be) ints

          COMBO_BUTTON_SPACING = 17
          @@ -3352,8 +3206,8 @@
          -class pyray.GuiControl
          -

          Gui controls.

          +class pyray.GuiControl +

          Enum where members are also (and must be) ints

          BUTTON = 2
          @@ -3438,8 +3292,8 @@
          -class pyray.GuiControlProperty
          -

          Gui base properties for every control.

          +class pyray.GuiControlProperty +

          Enum where members are also (and must be) ints

          BASE_COLOR_DISABLED = 10
          @@ -3519,8 +3373,8 @@
          -class pyray.GuiDefaultProperty
          -

          DEFAULT extended properties.

          +class pyray.GuiDefaultProperty +

          Enum where members are also (and must be) ints

          BACKGROUND_COLOR = 19
          @@ -3560,8 +3414,8 @@
          -class pyray.GuiDropdownBoxProperty
          -

          DropdownBox.

          +class pyray.GuiDropdownBoxProperty +

          Enum where members are also (and must be) ints

          ARROW_PADDING = 16
          @@ -3586,8 +3440,8 @@
          -class pyray.GuiIconName
          -

          .

          +class pyray.GuiIconName +

          Enum where members are also (and must be) ints

          ICON_1UP = 148
          @@ -4872,8 +4726,8 @@
          -class pyray.GuiListViewProperty
          -

          ListView.

          +class pyray.GuiListViewProperty +

          Enum where members are also (and must be) ints

          LIST_ITEMS_BORDER_WIDTH = 20
          @@ -4903,8 +4757,8 @@
          -class pyray.GuiProgressBarProperty
          -

          ProgressBar.

          +class pyray.GuiProgressBarProperty +

          Enum where members are also (and must be) ints

          PROGRESS_PADDING = 16
          @@ -4914,8 +4768,8 @@
          -class pyray.GuiScrollBarProperty
          -

          ScrollBar.

          +class pyray.GuiScrollBarProperty +

          Enum where members are also (and must be) ints

          ARROWS_SIZE = 16
          @@ -4950,8 +4804,8 @@
          -class pyray.GuiSliderProperty
          -

          Slider/SliderBar.

          +class pyray.GuiSliderProperty +

          Enum where members are also (and must be) ints

          SLIDER_PADDING = 17
          @@ -4966,8 +4820,8 @@
          -class pyray.GuiSpinnerProperty
          -

          Spinner.

          +class pyray.GuiSpinnerProperty +

          Enum where members are also (and must be) ints

          SPIN_BUTTON_SPACING = 17
          @@ -4982,8 +4836,8 @@
          -class pyray.GuiState
          -

          Gui control state.

          +class pyray.GuiState +

          Enum where members are also (and must be) ints

          STATE_DISABLED = 3
          @@ -5008,29 +4862,29 @@
          -class pyray.GuiStyleProp(controlId: int | None = None, propertyId: int | None = None, propertyValue: int | None = None)
          -

          NOTE: Used when exporting style as code for convenience.

          +class pyray.GuiStyleProp(controlId, propertyId, propertyValue) +

          struct

          -controlId: int = None
          +controlId
          -propertyId: int = None
          +propertyId
          -propertyValue: int = None
          +propertyValue
          -class pyray.GuiTextAlignment
          -

          Gui control text alignment.

          +class pyray.GuiTextAlignment +

          Enum where members are also (and must be) ints

          TEXT_ALIGN_CENTER = 1
          @@ -5050,8 +4904,8 @@
          -class pyray.GuiTextAlignmentVertical
          -

          Gui control text alignment vertical.

          +class pyray.GuiTextAlignmentVertical +

          Enum where members are also (and must be) ints

          TEXT_ALIGN_BOTTOM = 2
          @@ -5071,8 +4925,8 @@
          -class pyray.GuiTextBoxProperty
          -

          TextBox/TextBoxMulti/ValueBox/Spinner.

          +class pyray.GuiTextBoxProperty +

          Enum where members are also (and must be) ints

          TEXT_READONLY = 16
          @@ -5082,8 +4936,8 @@
          -class pyray.GuiTextWrapMode
          -

          Gui control text wrap mode.

          +class pyray.GuiTextWrapMode +

          Enum where members are also (and must be) ints

          TEXT_WRAP_CHAR = 1
          @@ -5103,8 +4957,8 @@
          -class pyray.GuiToggleProperty
          -

          Toggle/ToggleGroup.

          +class pyray.GuiToggleProperty +

          Enum where members are also (and must be) ints

          GROUP_PADDING = 16
          @@ -5114,39 +4968,39 @@
          -class pyray.Image(data: Any | None = None, width: int | None = None, height: int | None = None, mipmaps: int | None = None, format: int | None = None)
          -

          Image, pixel data stored in CPU memory (RAM).

          +class pyray.Image(data, width, height, mipmaps, format) +

          struct

          -data: Any = None
          +data
          -format: int = None
          +format
          -height: int = None
          +height
          -mipmaps: int = None
          +mipmaps
          -width: int = None
          +width
          -class pyray.KeyboardKey
          -

          Keyboard keys (US keyboard layout).

          +class pyray.KeyboardKey +

          Enum where members are also (and must be) ints

          KEY_A = 65
          @@ -5721,50 +5575,50 @@
          -class pyray.Material(shader: Shader | list | tuple | None = None, maps: Any | None = None, params: list | None = None)
          -

          Material, includes shader and maps.

          +class pyray.Material(shader, maps, params) +

          struct

          -maps: Any = None
          +maps
          -params: list = None
          +params
          -shader: Shader = None
          +shader
          -class pyray.MaterialMap(texture: Texture | list | tuple | None = None, color: Color | list | tuple | None = None, value: float | None = None)
          -

          MaterialMap.

          +class pyray.MaterialMap(texture, color, value) +

          struct

          -color: Color = None
          +color
          -texture: Texture = None
          +texture
          -value: float = None
          +value
          -class pyray.MaterialMapIndex
          -

          Material map index.

          +class pyray.MaterialMapIndex +

          Enum where members are also (and must be) ints

          MATERIAL_MAP_ALBEDO = 0
          @@ -5824,293 +5678,293 @@
          -class pyray.Matrix(m0: float | None = None, m4: float | None = None, m8: float | None = None, m12: float | None = None, m1: float | None = None, m5: float | None = None, m9: float | None = None, m13: float | None = None, m2: float | None = None, m6: float | None = None, m10: float | None = None, m14: float | None = None, m3: float | None = None, m7: float | None = None, m11: float | None = None, m15: float | None = None)
          -

          Matrix, 4x4 components, column major, OpenGL style, right-handed.

          +class pyray.Matrix(m0, m4, m8, m12, m1, m5, m9, m13, m2, m6, m10, m14, m3, m7, m11, m15) +

          struct

          -m0: float = None
          +m0
          -m1: float = None
          +m1
          -m10: float = None
          +m10
          -m11: float = None
          +m11
          -m12: float = None
          +m12
          -m13: float = None
          +m13
          -m14: float = None
          +m14
          -m15: float = None
          +m15
          -m2: float = None
          +m2
          -m3: float = None
          +m3
          -m4: float = None
          +m4
          -m5: float = None
          +m5
          -m6: float = None
          +m6
          -m7: float = None
          +m7
          -m8: float = None
          +m8
          -m9: float = None
          +m9
          -class pyray.Matrix2x2(m00: float | None = None, m01: float | None = None, m10: float | None = None, m11: float | None = None)
          -

          Matrix2x2 type (used for polygon shape rotation matrix).

          +class pyray.Matrix2x2(m00, m01, m10, m11) +

          struct

          -m00: float = None
          +m00
          -m01: float = None
          +m01
          -m10: float = None
          +m10
          -m11: float = None
          +m11
          -class pyray.Mesh(vertexCount: int | None = None, triangleCount: int | None = None, vertices: Any | None = None, texcoords: Any | None = None, texcoords2: Any | None = None, normals: Any | None = None, tangents: Any | None = None, colors: str | None = None, indices: Any | None = None, animVertices: Any | None = None, animNormals: Any | None = None, boneIds: str | None = None, boneWeights: Any | None = None, boneMatrices: Any | None = None, boneCount: int | None = None, vaoId: int | None = None, vboId: Any | None = None)
          -

          Mesh, vertex data and vao/vbo.

          +class pyray.Mesh(vertexCount, triangleCount, vertices, texcoords, texcoords2, normals, tangents, colors, indices, animVertices, animNormals, boneIds, boneWeights, boneMatrices, boneCount, vaoId, vboId) +

          struct

          -animNormals: Any = None
          +animNormals
          -animVertices: Any = None
          +animVertices
          -boneCount: int = None
          +boneCount
          -boneIds: str = None
          +boneIds
          -boneMatrices: Any = None
          +boneMatrices
          -boneWeights: Any = None
          +boneWeights
          -colors: str = None
          +colors
          -indices: Any = None
          +indices
          -normals: Any = None
          +normals
          -tangents: Any = None
          +tangents
          -texcoords: Any = None
          +texcoords
          -texcoords2: Any = None
          +texcoords2
          -triangleCount: int = None
          +triangleCount
          -vaoId: int = None
          +vaoId
          -vboId: Any = None
          +vboId
          -vertexCount: int = None
          +vertexCount
          -vertices: Any = None
          +vertices
          -class pyray.Model(transform: Matrix | list | tuple | None = None, meshCount: int | None = None, materialCount: int | None = None, meshes: Any | None = None, materials: Any | None = None, meshMaterial: Any | None = None, boneCount: int | None = None, bones: Any | None = None, bindPose: Any | None = None)
          -

          Model, meshes, materials and animation data.

          +class pyray.Model(transform, meshCount, materialCount, meshes, materials, meshMaterial, boneCount, bones, bindPose) +

          struct

          -bindPose: Any = None
          +bindPose
          -boneCount: int = None
          +boneCount
          -bones: Any = None
          +bones
          -materialCount: int = None
          +materialCount
          -materials: Any = None
          +materials
          -meshCount: int = None
          +meshCount
          -meshMaterial: Any = None
          +meshMaterial
          -meshes: Any = None
          +meshes
          -transform: Matrix = None
          +transform
          -class pyray.ModelAnimation(boneCount: int | None = None, frameCount: int | None = None, bones: Any | None = None, framePoses: Any | None = None, name: list | None = None)
          -

          ModelAnimation.

          +class pyray.ModelAnimation(boneCount, frameCount, bones, framePoses, name) +

          struct

          -boneCount: int = None
          +boneCount
          -bones: Any = None
          +bones
          -frameCount: int = None
          +frameCount
          -framePoses: Any = None
          +framePoses
          -name: list = None
          +name
          -class pyray.MouseButton
          -

          Mouse buttons.

          +class pyray.MouseButton +

          Enum where members are also (and must be) ints

          MOUSE_BUTTON_BACK = 6
          @@ -6150,8 +6004,8 @@
          -class pyray.MouseCursor
          -

          Mouse cursor.

          +class pyray.MouseCursor +

          Enum where members are also (and must be) ints

          MOUSE_CURSOR_ARROW = 1
          @@ -6211,75 +6065,75 @@
          -class pyray.Music(stream: AudioStream | list | tuple | None = None, frameCount: int | None = None, looping: bool | None = None, ctxType: int | None = None, ctxData: Any | None = None)
          -

          Music, audio stream, anything longer than ~10 seconds should be streamed.

          +class pyray.Music(stream, frameCount, looping, ctxType, ctxData) +

          struct

          -ctxData: Any = None
          +ctxData
          -ctxType: int = None
          +ctxType
          -frameCount: int = None
          +frameCount
          -looping: bool = None
          +looping
          -stream: AudioStream = None
          +stream
          -class pyray.NPatchInfo(source: Rectangle | list | tuple | None = None, left: int | None = None, top: int | None = None, right: int | None = None, bottom: int | None = None, layout: int | None = None)
          -

          NPatchInfo, n-patch layout info.

          +class pyray.NPatchInfo(source, left, top, right, bottom, layout) +

          struct

          -bottom: int = None
          +bottom
          -layout: int = None
          +layout
          -left: int = None
          +left
          -right: int = None
          +right
          -source: Rectangle = None
          +source
          -top: int = None
          +top
          -class pyray.NPatchLayout
          -

          N-patch layout.

          +class pyray.NPatchLayout +

          Enum where members are also (and must be) ints

          NPATCH_NINE_PATCH = 0
          @@ -6314,217 +6168,217 @@
          -class pyray.PhysicsBodyData(id: int | None = None, enabled: bool | None = None, position: Vector2 | list | tuple | None = None, velocity: Vector2 | list | tuple | None = None, force: Vector2 | list | tuple | None = None, angularVelocity: float | None = None, torque: float | None = None, orient: float | None = None, inertia: float | None = None, inverseInertia: float | None = None, mass: float | None = None, inverseMass: float | None = None, staticFriction: float | None = None, dynamicFriction: float | None = None, restitution: float | None = None, useGravity: bool | None = None, isGrounded: bool | None = None, freezeOrient: bool | None = None, shape: PhysicsShape | list | tuple | None = None)
          -

          .

          +class pyray.PhysicsBodyData(id, enabled, position, velocity, force, angularVelocity, torque, orient, inertia, inverseInertia, mass, inverseMass, staticFriction, dynamicFriction, restitution, useGravity, isGrounded, freezeOrient, shape) +

          struct

          -angularVelocity: float = None
          +angularVelocity
          -dynamicFriction: float = None
          +dynamicFriction
          -enabled: bool = None
          +enabled
          -force: Vector2 = None
          +force
          -freezeOrient: bool = None
          +freezeOrient
          -id: int = None
          +id
          -inertia: float = None
          +inertia
          -inverseInertia: float = None
          +inverseInertia
          -inverseMass: float = None
          +inverseMass
          -isGrounded: bool = None
          +isGrounded
          -mass: float = None
          +mass
          -orient: float = None
          +orient
          -position: Vector2 = None
          +position
          -restitution: float = None
          +restitution
          -shape: PhysicsShape = None
          +shape
          -staticFriction: float = None
          +staticFriction
          -torque: float = None
          +torque
          -useGravity: bool = None
          +useGravity
          -velocity: Vector2 = None
          +velocity
          -class pyray.PhysicsManifoldData(id: int | None = None, bodyA: Any | None = None, bodyB: Any | None = None, penetration: float | None = None, normal: Vector2 | list | tuple | None = None, contacts: list | None = None, contactsCount: int | None = None, restitution: float | None = None, dynamicFriction: float | None = None, staticFriction: float | None = None)
          -

          .

          +class pyray.PhysicsManifoldData(id, bodyA, bodyB, penetration, normal, contacts, contactsCount, restitution, dynamicFriction, staticFriction) +

          struct

          -bodyA: Any = None
          +bodyA
          -bodyB: Any = None
          +bodyB
          -contacts: list = None
          +contacts
          -contactsCount: int = None
          +contactsCount
          -dynamicFriction: float = None
          +dynamicFriction
          -id: int = None
          +id
          -normal: Vector2 = None
          +normal
          -penetration: float = None
          +penetration
          -restitution: float = None
          +restitution
          -staticFriction: float = None
          +staticFriction
          -class pyray.PhysicsShape(type: PhysicsShapeType | None = None, body: Any | None = None, vertexData: PhysicsVertexData | list | tuple | None = None, radius: float | None = None, transform: Matrix2x2 | list | tuple | None = None)
          -

          .

          +class pyray.PhysicsShape(type, body, vertexData, radius, transform) +

          struct

          -body: Any = None
          +body
          -radius: float = None
          +radius
          -transform: Matrix2x2 = None
          +transform
          -type: PhysicsShapeType = None
          +type
          -vertexData: PhysicsVertexData = None
          +vertexData
          -class pyray.PhysicsVertexData(vertexCount: int | None = None, positions: list | None = None, normals: list | None = None)
          -

          .

          +class pyray.PhysicsVertexData(vertexCount, positions, normals) +

          struct

          -normals: list = None
          +normals
          -positions: list = None
          +positions
          -vertexCount: int = None
          +vertexCount
          -class pyray.PixelFormat
          -

          Pixel formats.

          +class pyray.PixelFormat +

          Enum where members are also (and must be) ints

          PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23
          @@ -6659,89 +6513,89 @@
          -class pyray.Ray(position: Vector3 | list | tuple | None = None, direction: Vector3 | list | tuple | None = None)
          -

          Ray, ray for raycasting.

          +class pyray.Ray(position, direction) +

          struct

          -direction: Vector3 = None
          +direction
          -position: Vector3 = None
          +position
          -class pyray.RayCollision(hit: bool | None = None, distance: float | None = None, point: Vector3 | list | tuple | None = None, normal: Vector3 | list | tuple | None = None)
          -

          RayCollision, ray hit information.

          +class pyray.RayCollision(hit, distance, point, normal) +

          struct

          -distance: float = None
          +distance
          -hit: bool = None
          +hit
          -normal: Vector3 = None
          +normal
          -point: Vector3 = None
          +point
          -class pyray.Rectangle(x: float | None = None, y: float | None = None, width: float | None = None, height: float | None = None)
          -

          Rectangle, 4 components.

          +class pyray.Rectangle(x, y, width, height) +

          struct

          -height: float = None
          +height
          -width: float = None
          +width
          -x: float = None
          +x
          -y: float = None
          +y
          -class pyray.RenderTexture(id: int | None = None, texture: Texture | list | tuple | None = None, depth: Texture | list | tuple | None = None)
          -

          RenderTexture, fbo for texture rendering.

          +class pyray.RenderTexture(id, texture, depth) +

          struct

          -depth: Texture = None
          +depth
          -id: int = None
          +id
          -texture: Texture = None
          +texture
          @@ -6753,24 +6607,24 @@
          -class pyray.Shader(id: int | None = None, locs: Any | None = None)
          -

          Shader.

          +class pyray.Shader(id, locs) +

          struct

          -id: int = None
          +id
          -locs: Any = None
          +locs
          -class pyray.ShaderAttributeDataType
          -

          Shader attribute data types.

          +class pyray.ShaderAttributeDataType +

          Enum where members are also (and must be) ints

          SHADER_ATTRIB_FLOAT = 0
          @@ -6795,8 +6649,8 @@
          -class pyray.ShaderLocationIndex
          -

          Shader location index.

          +class pyray.ShaderLocationIndex +

          Enum where members are also (and must be) ints

          SHADER_LOC_BONE_MATRICES = 28
          @@ -6946,8 +6800,8 @@
          -class pyray.ShaderUniformDataType
          -

          Shader uniform data type.

          +class pyray.ShaderUniformDataType +

          Enum where members are also (and must be) ints

          SHADER_UNIFORM_FLOAT = 0
          @@ -6997,86 +6851,86 @@
          -class pyray.Sound(stream: AudioStream | list | tuple | None = None, frameCount: int | None = None)
          -

          Sound.

          +class pyray.Sound(stream, frameCount) +

          struct

          -frameCount: int = None
          +frameCount
          -stream: AudioStream = None
          +stream
          -class pyray.Texture(id: int | None = None, width: int | None = None, height: int | None = None, mipmaps: int | None = None, format: int | None = None)
          -

          Texture, tex data stored in GPU memory (VRAM).

          +class pyray.Texture(id, width, height, mipmaps, format) +

          struct

          -format: int = None
          +format
          -height: int = None
          +height
          -id: int = None
          +id
          -mipmaps: int = None
          +mipmaps
          -width: int = None
          +width
          -class pyray.Texture2D(id: int | None = None, width: int | None = None, height: int | None = None, mipmaps: int | None = None, format: int | None = None)
          -

          It should be redesigned to be provided by user.

          +class pyray.Texture2D(id, width, height, mipmaps, format) +

          struct

          -format: int = None
          +format
          -height: int = None
          +height
          -id: int = None
          +id
          -mipmaps: int = None
          +mipmaps
          -width: int = None
          +width
          -class pyray.TextureFilter
          -

          Texture parameters: filter mode.

          +class pyray.TextureFilter +

          Enum where members are also (and must be) ints

          TEXTURE_FILTER_ANISOTROPIC_16X = 5
          @@ -7111,8 +6965,8 @@
          -class pyray.TextureWrap
          -

          Texture parameters: wrap mode.

          +class pyray.TextureWrap +

          Enum where members are also (and must be) ints

          TEXTURE_WRAP_CLAMP = 1
          @@ -7137,8 +6991,8 @@
          -class pyray.TraceLogLevel
          -

          Trace log level.

          +class pyray.TraceLogLevel +

          Enum where members are also (and must be) ints

          LOG_ALL = 0
          @@ -7183,21 +7037,21 @@
          -class pyray.Transform(translation: Vector3 | list | tuple | None = None, rotation: Vector4 | list | tuple | None = None, scale: Vector3 | list | tuple | None = None)
          -

          Transform, vertex transformation data.

          +class pyray.Transform(translation, rotation, scale) +

          struct

          -rotation: Vector4 = None
          +rotation
          -scale: Vector3 = None
          +scale
          -translation: Vector3 = None
          +translation
          @@ -7209,160 +7063,160 @@
          -class pyray.Vector2(x: float | None = None, y: float | None = None)
          -

          Vector2, 2 components.

          +class pyray.Vector2(x, y) +

          struct

          -x: float = None
          +x
          -y: float = None
          +y
          -class pyray.Vector3(x: float | None = None, y: float | None = None, z: float | None = None)
          -

          Vector3, 3 components.

          +class pyray.Vector3(x, y, z) +

          struct

          -x: float = None
          +x
          -y: float = None
          +y
          -z: float = None
          +z
          -class pyray.Vector4(x: float | None = None, y: float | None = None, z: float | None = None, w: float | None = None)
          -

          Vector4, 4 components.

          +class pyray.Vector4(x, y, z, w) +

          struct

          -w: float = None
          +w
          -x: float = None
          +x
          -y: float = None
          +y
          -z: float = None
          +z
          -class pyray.VrDeviceInfo(hResolution: int | None = None, vResolution: int | None = None, hScreenSize: float | None = None, vScreenSize: float | None = None, eyeToScreenDistance: float | None = None, lensSeparationDistance: float | None = None, interpupillaryDistance: float | None = None, lensDistortionValues: list | None = None, chromaAbCorrection: list | None = None)
          -

          VrDeviceInfo, Head-Mounted-Display device parameters.

          +class pyray.VrDeviceInfo(hResolution, vResolution, hScreenSize, vScreenSize, eyeToScreenDistance, lensSeparationDistance, interpupillaryDistance, lensDistortionValues, chromaAbCorrection) +

          struct

          -chromaAbCorrection: list = None
          +chromaAbCorrection
          -eyeToScreenDistance: float = None
          +eyeToScreenDistance
          -hResolution: int = None
          +hResolution
          -hScreenSize: float = None
          +hScreenSize
          -interpupillaryDistance: float = None
          +interpupillaryDistance
          -lensDistortionValues: list = None
          +lensDistortionValues
          -lensSeparationDistance: float = None
          +lensSeparationDistance
          -vResolution: int = None
          +vResolution
          -vScreenSize: float = None
          +vScreenSize
          -class pyray.VrStereoConfig(projection: list | None = None, viewOffset: list | None = None, leftLensCenter: list | None = None, rightLensCenter: list | None = None, leftScreenCenter: list | None = None, rightScreenCenter: list | None = None, scale: list | None = None, scaleIn: list | None = None)
          -

          VrStereoConfig, VR stereo rendering configuration for simulator.

          +class pyray.VrStereoConfig(projection, viewOffset, leftLensCenter, rightLensCenter, leftScreenCenter, rightScreenCenter, scale, scaleIn) +

          struct

          -leftLensCenter: list = None
          +leftLensCenter
          -leftScreenCenter: list = None
          +leftScreenCenter
          -projection: list = None
          +projection
          -rightLensCenter: list = None
          +rightLensCenter
          -rightScreenCenter: list = None
          +rightScreenCenter
          -scale: list = None
          +scale
          -scaleIn: list = None
          +scaleIn
          -viewOffset: list = None
          +viewOffset
          @@ -7374,31 +7228,31 @@
          -class pyray.Wave(frameCount: int | None = None, sampleRate: int | None = None, sampleSize: int | None = None, channels: int | None = None, data: Any | None = None)
          -

          Wave, audio wave data.

          +class pyray.Wave(frameCount, sampleRate, sampleSize, channels, data) +

          struct

          -channels: int = None
          +channels
          -data: Any = None
          +data
          -frameCount: int = None
          +frameCount
          -sampleRate: int = None
          +sampleRate
          -sampleSize: int = None
          +sampleSize
          @@ -7411,1064 +7265,1052 @@
          pyray.attach_audio_mixed_processor(processor: Any) None
          -

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

          +

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

          -pyray.attach_audio_stream_processor(stream: AudioStream | list | tuple, processor: Any) None
          -

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

          +pyray.attach_audio_stream_processor(stream: AudioStream, processor: Any) None +

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

          pyray.begin_blend_mode(mode: int) None
          -

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

          +

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

          pyray.begin_drawing() None
          -

          Setup canvas (framebuffer) to start drawing.

          +

          Setup canvas (framebuffer) to start drawing

          -pyray.begin_mode_2d(camera: Camera2D | list | tuple) None
          -

          Begin 2D mode with custom camera (2D).

          +pyray.begin_mode_2d(camera: Camera2D) None +

          Begin 2D mode with custom camera (2D)

          -pyray.begin_mode_3d(camera: Camera3D | list | tuple) None
          -

          Begin 3D mode with custom camera (3D).

          +pyray.begin_mode_3d(camera: Camera3D) None +

          Begin 3D mode with custom camera (3D)

          pyray.begin_scissor_mode(x: int, y: int, width: int, height: int) None
          -

          Begin scissor mode (define screen area for following drawing).

          +

          Begin scissor mode (define screen area for following drawing)

          -pyray.begin_shader_mode(shader: Shader | list | tuple) None
          -

          Begin custom shader drawing.

          +pyray.begin_shader_mode(shader: Shader) None +

          Begin custom shader drawing

          -pyray.begin_texture_mode(target: RenderTexture | list | tuple) None
          -

          Begin drawing to render texture.

          +pyray.begin_texture_mode(target: RenderTexture) None +

          Begin drawing to render texture

          -pyray.begin_vr_stereo_mode(config: VrStereoConfig | list | tuple) None
          -

          Begin stereo rendering (requires VR simulator).

          +pyray.begin_vr_stereo_mode(config: VrStereoConfig) None +

          Begin stereo rendering (requires VR simulator)

          pyray.change_directory(dir: str) bool
          -

          Change working directory, return true on success.

          +

          Change working directory, return true on success

          -pyray.check_collision_box_sphere(box: BoundingBox | list | tuple, center: Vector3 | list | tuple, radius: float) bool
          -

          Check collision between box and sphere.

          +pyray.check_collision_box_sphere(box: BoundingBox, center: Vector3, radius: float) bool +

          Check collision between box and sphere

          -pyray.check_collision_boxes(box1: BoundingBox | list | tuple, box2: BoundingBox | list | tuple) bool
          -

          Check collision between two bounding boxes.

          +pyray.check_collision_boxes(box1: BoundingBox, box2: BoundingBox) bool +

          Check collision between two bounding boxes

          -pyray.check_collision_circle_line(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].

          +pyray.check_collision_circle_line(center: Vector2, radius: float, p1: Vector2, p2: Vector2) bool +

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

          -pyray.check_collision_circle_rec(center: Vector2 | list | tuple, radius: float, rec: Rectangle | list | tuple) bool
          -

          Check collision between circle and rectangle.

          +pyray.check_collision_circle_rec(center: Vector2, radius: float, rec: Rectangle) bool +

          Check collision between circle and rectangle

          -pyray.check_collision_circles(center1: Vector2 | list | tuple, radius1: float, center2: Vector2 | list | tuple, radius2: float) bool
          -

          Check collision between two circles.

          +pyray.check_collision_circles(center1: Vector2, radius1: float, center2: Vector2, radius2: float) bool +

          Check collision between two circles

          -pyray.check_collision_lines(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.

          +pyray.check_collision_lines(startPos1: Vector2, endPos1: Vector2, startPos2: Vector2, endPos2: Vector2, collisionPoint: Any) bool +

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

          -pyray.check_collision_point_circle(point: Vector2 | list | tuple, center: Vector2 | list | tuple, radius: float) bool
          -

          Check if point is inside circle.

          +pyray.check_collision_point_circle(point: Vector2, center: Vector2, radius: float) bool +

          Check if point is inside circle

          -pyray.check_collision_point_line(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].

          +pyray.check_collision_point_line(point: Vector2, p1: Vector2, p2: Vector2, threshold: int) bool +

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

          -pyray.check_collision_point_poly(point: Vector2 | list | tuple, points: Any | list | tuple, pointCount: int) bool
          -

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

          +pyray.check_collision_point_poly(point: Vector2, points: Any, pointCount: int) bool +

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

          -pyray.check_collision_point_rec(point: Vector2 | list | tuple, rec: Rectangle | list | tuple) bool
          -

          Check if point is inside rectangle.

          +pyray.check_collision_point_rec(point: Vector2, rec: Rectangle) bool +

          Check if point is inside rectangle

          -pyray.check_collision_point_triangle(point: Vector2 | list | tuple, p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, p3: Vector2 | list | tuple) bool
          -

          Check if point is inside a triangle.

          +pyray.check_collision_point_triangle(point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2) bool +

          Check if point is inside a triangle

          -pyray.check_collision_recs(rec1: Rectangle | list | tuple, rec2: Rectangle | list | tuple) bool
          -

          Check collision between two rectangles.

          +pyray.check_collision_recs(rec1: Rectangle, rec2: Rectangle) bool +

          Check collision between two rectangles

          -pyray.check_collision_spheres(center1: Vector3 | list | tuple, radius1: float, center2: Vector3 | list | tuple, radius2: float) bool
          -

          Check collision between two spheres.

          +pyray.check_collision_spheres(center1: Vector3, radius1: float, center2: Vector3, radius2: float) bool +

          Check collision between two spheres

          pyray.clamp(value: float, min_1: float, max_2: float) float
          -

          .

          -
          +
          -pyray.clear_background(color: Color | list | tuple) None
          -

          Set background color (framebuffer clear color).

          +pyray.clear_background(color: Color) None +

          Set background color (framebuffer clear color)

          pyray.clear_window_state(flags: int) None
          -

          Clear window configuration state flags.

          +

          Clear window configuration state flags

          pyray.close_audio_device() None
          -

          Close the audio device and context.

          +

          Close the audio device and context

          pyray.close_physics() None
          -

          Close physics system and unload used memory.

          +

          Close physics system and unload used memory

          pyray.close_window() None
          -

          Close window and unload OpenGL context.

          +

          Close window and unload OpenGL context

          pyray.codepoint_to_utf8(codepoint: int, utf8Size: Any) str
          -

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

          +

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

          -pyray.color_alpha(color: Color | list | tuple, alpha: float) Color
          -

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

          +pyray.color_alpha(color: Color, alpha: float) Color +

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

          -pyray.color_alpha_blend(dst: Color | list | tuple, src: Color | list | tuple, tint: Color | list | tuple) Color
          -

          Get src alpha-blended into dst color with tint.

          +pyray.color_alpha_blend(dst: Color, src: Color, tint: Color) Color +

          Get src alpha-blended into dst color with tint

          -pyray.color_brightness(color: Color | list | tuple, factor: float) Color
          -

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

          +pyray.color_brightness(color: Color, factor: float) Color +

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

          -pyray.color_contrast(color: Color | list | tuple, contrast: float) Color
          -

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

          +pyray.color_contrast(color: Color, contrast: float) Color +

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

          pyray.color_from_hsv(hue: float, saturation: float, value: float) Color
          -

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

          +

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

          -pyray.color_from_normalized(normalized: Vector4 | list | tuple) Color
          -

          Get Color from normalized values [0..1].

          +pyray.color_from_normalized(normalized: Vector4) Color +

          Get Color from normalized values [0..1]

          -pyray.color_is_equal(col1: Color | list | tuple, col2: Color | list | tuple) bool
          -

          Check if two colors are equal.

          +pyray.color_is_equal(col1: Color, col2: Color) bool +

          Check if two colors are equal

          -pyray.color_lerp(color1: Color | list | tuple, color2: Color | list | tuple, factor: float) Color
          -

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

          +pyray.color_lerp(color1: Color, color2: Color, factor: float) Color +

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

          -pyray.color_normalize(color: Color | list | tuple) Vector4
          -

          Get Color normalized as float [0..1].

          +pyray.color_normalize(color: Color) Vector4 +

          Get Color normalized as float [0..1]

          -pyray.color_tint(color: Color | list | tuple, tint: Color | list | tuple) Color
          -

          Get color multiplied with another color.

          +pyray.color_tint(color: Color, tint: Color) Color +

          Get color multiplied with another color

          -pyray.color_to_hsv(color: Color | list | tuple) Vector3
          -

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

          +pyray.color_to_hsv(color: Color) Vector3 +

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

          -pyray.color_to_int(color: Color | list | tuple) int
          -

          Get hexadecimal value for a Color (0xRRGGBBAA).

          +pyray.color_to_int(color: Color) int +

          Get hexadecimal value for a Color (0xRRGGBBAA)

          pyray.compress_data(data: str, dataSize: int, compDataSize: Any) str
          -

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

          +

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

          pyray.compute_crc32(data: str, dataSize: int) int
          -

          Compute CRC32 hash code.

          +

          Compute CRC32 hash code

          pyray.compute_md5(data: str, dataSize: int) Any
          -

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

          -
          - -
          -
          -pyray.compute_sha1(data: str, dataSize: int) Any
          -

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

          +

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

          -pyray.create_physics_body_circle(pos: Vector2 | list | tuple, radius: float, density: float) Any
          -

          Creates a new circle physics body with generic parameters.

          +pyray.create_physics_body_circle(pos: Vector2, radius: float, density: float) Any +

          Creates a new circle physics body with generic parameters

          -pyray.create_physics_body_polygon(pos: Vector2 | list | tuple, radius: float, sides: int, density: float) Any
          -

          Creates a new polygon physics body with generic parameters.

          +pyray.create_physics_body_polygon(pos: Vector2, radius: float, sides: int, density: float) Any +

          Creates a new polygon physics body with generic parameters

          -pyray.create_physics_body_rectangle(pos: Vector2 | list | tuple, width: float, height: float, density: float) Any
          -

          Creates a new rectangle physics body with generic parameters.

          +pyray.create_physics_body_rectangle(pos: Vector2, width: float, height: float, density: float) Any +

          Creates a new rectangle physics body with generic parameters

          pyray.decode_data_base64(data: str, outputSize: Any) str
          -

          Decode Base64 string data, memory must be MemFree().

          +

          Decode Base64 string data, memory must be MemFree()

          pyray.decompress_data(compData: str, compDataSize: int, dataSize: Any) str
          -

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

          +

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

          -pyray.destroy_physics_body(body: Any | list | tuple) None
          -

          Destroy a physics body.

          +pyray.destroy_physics_body(body: Any) None +

          Destroy a physics body

          pyray.detach_audio_mixed_processor(processor: Any) None
          -

          Detach audio stream processor from the entire audio pipeline.

          +

          Detach audio stream processor from the entire audio pipeline

          -pyray.detach_audio_stream_processor(stream: AudioStream | list | tuple, processor: Any) None
          -

          Detach audio stream processor from stream.

          +pyray.detach_audio_stream_processor(stream: AudioStream, processor: Any) None +

          Detach audio stream processor from stream

          pyray.directory_exists(dirPath: str) bool
          -

          Check if a directory path exists.

          +

          Check if a directory path exists

          pyray.disable_cursor() None
          -

          Disables cursor (lock cursor).

          +

          Disables cursor (lock cursor)

          pyray.disable_event_waiting() None
          -

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

          +

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

          -pyray.draw_billboard(camera: Camera3D | list | tuple, texture: Texture | list | tuple, position: Vector3 | list | tuple, scale: float, tint: Color | list | tuple) None
          -

          Draw a billboard texture.

          +pyray.draw_billboard(camera: Camera3D, texture: Texture, position: Vector3, scale: float, tint: Color) None +

          Draw a billboard texture

          -pyray.draw_billboard_pro(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.

          +pyray.draw_billboard_pro(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: float, tint: Color) None +

          Draw a billboard texture defined by source and rotation

          -pyray.draw_billboard_rec(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.

          +pyray.draw_billboard_rec(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, size: Vector2, tint: Color) None +

          Draw a billboard texture defined by source

          -pyray.draw_bounding_box(box: BoundingBox | list | tuple, color: Color | list | tuple) None
          -

          Draw bounding box (wires).

          +pyray.draw_bounding_box(box: BoundingBox, color: Color) None +

          Draw bounding box (wires)

          -pyray.draw_capsule(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.

          +pyray.draw_capsule(startPos: Vector3, endPos: Vector3, radius: float, slices: int, rings: int, color: Color) None +

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

          -pyray.draw_capsule_wires(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.

          +pyray.draw_capsule_wires(startPos: Vector3, endPos: Vector3, radius: float, slices: int, rings: int, color: Color) None +

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

          -pyray.draw_circle(centerX: int, centerY: int, radius: float, color: Color | list | tuple) None
          -

          Draw a color-filled circle.

          +pyray.draw_circle(centerX: int, centerY: int, radius: float, color: Color) None +

          Draw a color-filled circle

          -pyray.draw_circle_3d(center: Vector3 | list | tuple, radius: float, rotationAxis: Vector3 | list | tuple, rotationAngle: float, color: Color | list | tuple) None
          -

          Draw a circle in 3D world space.

          +pyray.draw_circle_3d(center: Vector3, radius: float, rotationAxis: Vector3, rotationAngle: float, color: Color) None +

          Draw a circle in 3D world space

          -pyray.draw_circle_gradient(centerX: int, centerY: int, radius: float, inner: Color | list | tuple, outer: Color | list | tuple) None
          -

          Draw a gradient-filled circle.

          +pyray.draw_circle_gradient(centerX: int, centerY: int, radius: float, inner: Color, outer: Color) None +

          Draw a gradient-filled circle

          -pyray.draw_circle_lines(centerX: int, centerY: int, radius: float, color: Color | list | tuple) None
          -

          Draw circle outline.

          +pyray.draw_circle_lines(centerX: int, centerY: int, radius: float, color: Color) None +

          Draw circle outline

          -pyray.draw_circle_lines_v(center: Vector2 | list | tuple, radius: float, color: Color | list | tuple) None
          -

          Draw circle outline (Vector version).

          +pyray.draw_circle_lines_v(center: Vector2, radius: float, color: Color) None +

          Draw circle outline (Vector version)

          -pyray.draw_circle_sector(center: Vector2 | list | tuple, radius: float, startAngle: float, endAngle: float, segments: int, color: Color | list | tuple) None
          -

          Draw a piece of a circle.

          +pyray.draw_circle_sector(center: Vector2, radius: float, startAngle: float, endAngle: float, segments: int, color: Color) None +

          Draw a piece of a circle

          -pyray.draw_circle_sector_lines(center: Vector2 | list | tuple, radius: float, startAngle: float, endAngle: float, segments: int, color: Color | list | tuple) None
          -

          Draw circle sector outline.

          +pyray.draw_circle_sector_lines(center: Vector2, radius: float, startAngle: float, endAngle: float, segments: int, color: Color) None +

          Draw circle sector outline

          -pyray.draw_circle_v(center: Vector2 | list | tuple, radius: float, color: Color | list | tuple) None
          -

          Draw a color-filled circle (Vector version).

          +pyray.draw_circle_v(center: Vector2, radius: float, color: Color) None +

          Draw a color-filled circle (Vector version)

          -pyray.draw_cube(position: Vector3 | list | tuple, width: float, height: float, length: float, color: Color | list | tuple) None
          -

          Draw cube.

          +pyray.draw_cube(position: Vector3, width: float, height: float, length: float, color: Color) None +

          Draw cube

          -pyray.draw_cube_v(position: Vector3 | list | tuple, size: Vector3 | list | tuple, color: Color | list | tuple) None
          -

          Draw cube (Vector version).

          +pyray.draw_cube_v(position: Vector3, size: Vector3, color: Color) None +

          Draw cube (Vector version)

          -pyray.draw_cube_wires(position: Vector3 | list | tuple, width: float, height: float, length: float, color: Color | list | tuple) None
          -

          Draw cube wires.

          +pyray.draw_cube_wires(position: Vector3, width: float, height: float, length: float, color: Color) None +

          Draw cube wires

          -pyray.draw_cube_wires_v(position: Vector3 | list | tuple, size: Vector3 | list | tuple, color: Color | list | tuple) None
          -

          Draw cube wires (Vector version).

          +pyray.draw_cube_wires_v(position: Vector3, size: Vector3, color: Color) None +

          Draw cube wires (Vector version)

          -pyray.draw_cylinder(position: Vector3 | list | tuple, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color | list | tuple) None
          -

          Draw a cylinder/cone.

          +pyray.draw_cylinder(position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color) None +

          Draw a cylinder/cone

          -pyray.draw_cylinder_ex(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.

          +pyray.draw_cylinder_ex(startPos: Vector3, endPos: Vector3, startRadius: float, endRadius: float, sides: int, color: Color) None +

          Draw a cylinder with base at startPos and top at endPos

          -pyray.draw_cylinder_wires(position: Vector3 | list | tuple, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color | list | tuple) None
          -

          Draw a cylinder/cone wires.

          +pyray.draw_cylinder_wires(position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color) None +

          Draw a cylinder/cone wires

          -pyray.draw_cylinder_wires_ex(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.

          +pyray.draw_cylinder_wires_ex(startPos: Vector3, endPos: Vector3, startRadius: float, endRadius: float, sides: int, color: Color) None +

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

          -pyray.draw_ellipse(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color | list | tuple) None
          -

          Draw ellipse.

          +pyray.draw_ellipse(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color) None +

          Draw ellipse

          -pyray.draw_ellipse_lines(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color | list | tuple) None
          -

          Draw ellipse outline.

          +pyray.draw_ellipse_lines(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color) None +

          Draw ellipse outline

          pyray.draw_fps(posX: int, posY: int) None
          -

          Draw current FPS.

          +

          Draw current FPS

          pyray.draw_grid(slices: int, spacing: float) None
          -

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

          +

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

          -pyray.draw_line(startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color | list | tuple) None
          -

          Draw a line.

          +pyray.draw_line(startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color) None +

          Draw a line

          -pyray.draw_line_3d(startPos: Vector3 | list | tuple, endPos: Vector3 | list | tuple, color: Color | list | tuple) None
          -

          Draw a line in 3D world space.

          +pyray.draw_line_3d(startPos: Vector3, endPos: Vector3, color: Color) None +

          Draw a line in 3D world space

          -pyray.draw_line_bezier(startPos: Vector2 | list | tuple, endPos: Vector2 | list | tuple, thick: float, color: Color | list | tuple) None
          -

          Draw line segment cubic-bezier in-out interpolation.

          +pyray.draw_line_bezier(startPos: Vector2, endPos: Vector2, thick: float, color: Color) None +

          Draw line segment cubic-bezier in-out interpolation

          -pyray.draw_line_ex(startPos: Vector2 | list | tuple, endPos: Vector2 | list | tuple, thick: float, color: Color | list | tuple) None
          -

          Draw a line (using triangles/quads).

          +pyray.draw_line_ex(startPos: Vector2, endPos: Vector2, thick: float, color: Color) None +

          Draw a line (using triangles/quads)

          -pyray.draw_line_strip(points: Any | list | tuple, pointCount: int, color: Color | list | tuple) None
          -

          Draw lines sequence (using gl lines).

          +pyray.draw_line_strip(points: Any, pointCount: int, color: Color) None +

          Draw lines sequence (using gl lines)

          -pyray.draw_line_v(startPos: Vector2 | list | tuple, endPos: Vector2 | list | tuple, color: Color | list | tuple) None
          -

          Draw a line (using gl lines).

          +pyray.draw_line_v(startPos: Vector2, endPos: Vector2, color: Color) None +

          Draw a line (using gl lines)

          -pyray.draw_mesh(mesh: Mesh | list | tuple, material: Material | list | tuple, transform: Matrix | list | tuple) None
          -

          Draw a 3d mesh with material and transform.

          +pyray.draw_mesh(mesh: Mesh, material: Material, transform: Matrix) None +

          Draw a 3d mesh with material and transform

          -pyray.draw_mesh_instanced(mesh: Mesh | list | tuple, material: Material | list | tuple, transforms: Any | list | tuple, instances: int) None
          -

          Draw multiple mesh instances with material and different transforms.

          +pyray.draw_mesh_instanced(mesh: Mesh, material: Material, transforms: Any, instances: int) None +

          Draw multiple mesh instances with material and different transforms

          -pyray.draw_model(model: Model | list | tuple, position: Vector3 | list | tuple, scale: float, tint: Color | list | tuple) None
          -

          Draw a model (with texture if set).

          +pyray.draw_model(model: Model, position: Vector3, scale: float, tint: Color) None +

          Draw a model (with texture if set)

          -pyray.draw_model_ex(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.

          +pyray.draw_model_ex(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color) None +

          Draw a model with extended parameters

          -pyray.draw_model_points(model: Model | list | tuple, position: Vector3 | list | tuple, scale: float, tint: Color | list | tuple) None
          -

          Draw a model as points.

          +pyray.draw_model_points(model: Model, position: Vector3, scale: float, tint: Color) None +

          Draw a model as points

          -pyray.draw_model_points_ex(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.

          +pyray.draw_model_points_ex(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color) None +

          Draw a model as points with extended parameters

          -pyray.draw_model_wires(model: Model | list | tuple, position: Vector3 | list | tuple, scale: float, tint: Color | list | tuple) None
          -

          Draw a model wires (with texture if set).

          +pyray.draw_model_wires(model: Model, position: Vector3, scale: float, tint: Color) None +

          Draw a model wires (with texture if set)

          -pyray.draw_model_wires_ex(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.

          +pyray.draw_model_wires_ex(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color) None +

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

          -pyray.draw_pixel(posX: int, posY: int, color: Color | list | tuple) None
          -

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

          +pyray.draw_pixel(posX: int, posY: int, color: Color) None +

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

          -pyray.draw_pixel_v(position: Vector2 | list | tuple, color: Color | list | tuple) None
          -

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

          +pyray.draw_pixel_v(position: Vector2, color: Color) None +

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

          -pyray.draw_plane(centerPos: Vector3 | list | tuple, size: Vector2 | list | tuple, color: Color | list | tuple) None
          -

          Draw a plane XZ.

          +pyray.draw_plane(centerPos: Vector3, size: Vector2, color: Color) None +

          Draw a plane XZ

          -pyray.draw_point_3d(position: Vector3 | list | tuple, color: Color | list | tuple) None
          -

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

          +pyray.draw_point_3d(position: Vector3, color: Color) None +

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

          -pyray.draw_poly(center: Vector2 | list | tuple, sides: int, radius: float, rotation: float, color: Color | list | tuple) None
          -

          Draw a regular polygon (Vector version).

          +pyray.draw_poly(center: Vector2, sides: int, radius: float, rotation: float, color: Color) None +

          Draw a regular polygon (Vector version)

          -pyray.draw_poly_lines(center: Vector2 | list | tuple, sides: int, radius: float, rotation: float, color: Color | list | tuple) None
          -

          Draw a polygon outline of n sides.

          +pyray.draw_poly_lines(center: Vector2, sides: int, radius: float, rotation: float, color: Color) None +

          Draw a polygon outline of n sides

          -pyray.draw_poly_lines_ex(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.

          +pyray.draw_poly_lines_ex(center: Vector2, sides: int, radius: float, rotation: float, lineThick: float, color: Color) None +

          Draw a polygon outline of n sides with extended parameters

          -pyray.draw_ray(ray: Ray | list | tuple, color: Color | list | tuple) None
          -

          Draw a ray line.

          +pyray.draw_ray(ray: Ray, color: Color) None +

          Draw a ray line

          -pyray.draw_rectangle(posX: int, posY: int, width: int, height: int, color: Color | list | tuple) None
          -

          Draw a color-filled rectangle.

          +pyray.draw_rectangle(posX: int, posY: int, width: int, height: int, color: Color) None +

          Draw a color-filled rectangle

          -pyray.draw_rectangle_gradient_ex(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.

          +pyray.draw_rectangle_gradient_ex(rec: Rectangle, topLeft: Color, bottomLeft: Color, topRight: Color, bottomRight: Color) None +

          Draw a gradient-filled rectangle with custom vertex colors

          -pyray.draw_rectangle_gradient_h(posX: int, posY: int, width: int, height: int, left: Color | list | tuple, right: Color | list | tuple) None
          -

          Draw a horizontal-gradient-filled rectangle.

          +pyray.draw_rectangle_gradient_h(posX: int, posY: int, width: int, height: int, left: Color, right: Color) None +

          Draw a horizontal-gradient-filled rectangle

          -pyray.draw_rectangle_gradient_v(posX: int, posY: int, width: int, height: int, top: Color | list | tuple, bottom: Color | list | tuple) None
          -

          Draw a vertical-gradient-filled rectangle.

          +pyray.draw_rectangle_gradient_v(posX: int, posY: int, width: int, height: int, top: Color, bottom: Color) None +

          Draw a vertical-gradient-filled rectangle

          -pyray.draw_rectangle_lines(posX: int, posY: int, width: int, height: int, color: Color | list | tuple) None
          -

          Draw rectangle outline.

          +pyray.draw_rectangle_lines(posX: int, posY: int, width: int, height: int, color: Color) None +

          Draw rectangle outline

          -pyray.draw_rectangle_lines_ex(rec: Rectangle | list | tuple, lineThick: float, color: Color | list | tuple) None
          -

          Draw rectangle outline with extended parameters.

          +pyray.draw_rectangle_lines_ex(rec: Rectangle, lineThick: float, color: Color) None +

          Draw rectangle outline with extended parameters

          -pyray.draw_rectangle_pro(rec: Rectangle | list | tuple, origin: Vector2 | list | tuple, rotation: float, color: Color | list | tuple) None
          -

          Draw a color-filled rectangle with pro parameters.

          +pyray.draw_rectangle_pro(rec: Rectangle, origin: Vector2, rotation: float, color: Color) None +

          Draw a color-filled rectangle with pro parameters

          -pyray.draw_rectangle_rec(rec: Rectangle | list | tuple, color: Color | list | tuple) None
          -

          Draw a color-filled rectangle.

          +pyray.draw_rectangle_rec(rec: Rectangle, color: Color) None +

          Draw a color-filled rectangle

          -pyray.draw_rectangle_rounded(rec: Rectangle | list | tuple, roundness: float, segments: int, color: Color | list | tuple) None
          -

          Draw rectangle with rounded edges.

          +pyray.draw_rectangle_rounded(rec: Rectangle, roundness: float, segments: int, color: Color) None +

          Draw rectangle with rounded edges

          -pyray.draw_rectangle_rounded_lines(rec: Rectangle | list | tuple, roundness: float, segments: int, color: Color | list | tuple) None
          -

          Draw rectangle lines with rounded edges.

          +pyray.draw_rectangle_rounded_lines(rec: Rectangle, roundness: float, segments: int, color: Color) None +

          Draw rectangle lines with rounded edges

          -pyray.draw_rectangle_rounded_lines_ex(rec: Rectangle | list | tuple, roundness: float, segments: int, lineThick: float, color: Color | list | tuple) None
          -

          Draw rectangle with rounded edges outline.

          +pyray.draw_rectangle_rounded_lines_ex(rec: Rectangle, roundness: float, segments: int, lineThick: float, color: Color) None +

          Draw rectangle with rounded edges outline

          -pyray.draw_rectangle_v(position: Vector2 | list | tuple, size: Vector2 | list | tuple, color: Color | list | tuple) None
          -

          Draw a color-filled rectangle (Vector version).

          +pyray.draw_rectangle_v(position: Vector2, size: Vector2, color: Color) None +

          Draw a color-filled rectangle (Vector version)

          -pyray.draw_ring(center: Vector2 | list | tuple, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color | list | tuple) None
          -

          Draw ring.

          +pyray.draw_ring(center: Vector2, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color) None +

          Draw ring

          -pyray.draw_ring_lines(center: Vector2 | list | tuple, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color | list | tuple) None
          -

          Draw ring outline.

          +pyray.draw_ring_lines(center: Vector2, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color) None +

          Draw ring outline

          -pyray.draw_sphere(centerPos: Vector3 | list | tuple, radius: float, color: Color | list | tuple) None
          -

          Draw sphere.

          +pyray.draw_sphere(centerPos: Vector3, radius: float, color: Color) None +

          Draw sphere

          -pyray.draw_sphere_ex(centerPos: Vector3 | list | tuple, radius: float, rings: int, slices: int, color: Color | list | tuple) None
          -

          Draw sphere with extended parameters.

          +pyray.draw_sphere_ex(centerPos: Vector3, radius: float, rings: int, slices: int, color: Color) None +

          Draw sphere with extended parameters

          -pyray.draw_sphere_wires(centerPos: Vector3 | list | tuple, radius: float, rings: int, slices: int, color: Color | list | tuple) None
          -

          Draw sphere wires.

          +pyray.draw_sphere_wires(centerPos: Vector3, radius: float, rings: int, slices: int, color: Color) None +

          Draw sphere wires

          -pyray.draw_spline_basis(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) None
          -

          Draw spline: B-Spline, minimum 4 points.

          +pyray.draw_spline_basis(points: Any, pointCount: int, thick: float, color: Color) None +

          Draw spline: B-Spline, minimum 4 points

          -pyray.draw_spline_bezier_cubic(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…].

          +pyray.draw_spline_bezier_cubic(points: Any, pointCount: int, thick: float, color: Color) None +

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

          -pyray.draw_spline_bezier_quadratic(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…].

          +pyray.draw_spline_bezier_quadratic(points: Any, pointCount: int, thick: float, color: Color) None +

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

          -pyray.draw_spline_catmull_rom(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) None
          -

          Draw spline: Catmull-Rom, minimum 4 points.

          +pyray.draw_spline_catmull_rom(points: Any, pointCount: int, thick: float, color: Color) None +

          Draw spline: Catmull-Rom, minimum 4 points

          -pyray.draw_spline_linear(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) None
          -

          Draw spline: Linear, minimum 2 points.

          +pyray.draw_spline_linear(points: Any, pointCount: int, thick: float, color: Color) None +

          Draw spline: Linear, minimum 2 points

          -pyray.draw_spline_segment_basis(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.

          +pyray.draw_spline_segment_basis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: float, color: Color) None +

          Draw spline segment: B-Spline, 4 points

          -pyray.draw_spline_segment_bezier_cubic(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.

          +pyray.draw_spline_segment_bezier_cubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, thick: float, color: Color) None +

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

          -pyray.draw_spline_segment_bezier_quadratic(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.

          +pyray.draw_spline_segment_bezier_quadratic(p1: Vector2, c2: Vector2, p3: Vector2, thick: float, color: Color) None +

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

          -pyray.draw_spline_segment_catmull_rom(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.

          +pyray.draw_spline_segment_catmull_rom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: float, color: Color) None +

          Draw spline segment: Catmull-Rom, 4 points

          -pyray.draw_spline_segment_linear(p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, thick: float, color: Color | list | tuple) None
          -

          Draw spline segment: Linear, 2 points.

          +pyray.draw_spline_segment_linear(p1: Vector2, p2: Vector2, thick: float, color: Color) None +

          Draw spline segment: Linear, 2 points

          -pyray.draw_text(text: str, posX: int, posY: int, fontSize: int, color: Color | list | tuple) None
          -

          Draw text (using default font).

          +pyray.draw_text(text: str, posX: int, posY: int, fontSize: int, color: Color) None +

          Draw text (using default font)

          -pyray.draw_text_codepoint(font: Font | list | tuple, codepoint: int, position: Vector2 | list | tuple, fontSize: float, tint: Color | list | tuple) None
          -

          Draw one character (codepoint).

          +pyray.draw_text_codepoint(font: Font, codepoint: int, position: Vector2, fontSize: float, tint: Color) None +

          Draw one character (codepoint)

          -pyray.draw_text_codepoints(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).

          +pyray.draw_text_codepoints(font: Font, codepoints: Any, codepointCount: int, position: Vector2, fontSize: float, spacing: float, tint: Color) None +

          Draw multiple character (codepoint)

          -pyray.draw_text_ex(font: Font | list | tuple, text: str, position: Vector2 | list | tuple, fontSize: float, spacing: float, tint: Color | list | tuple) None
          -

          Draw text using font and additional parameters.

          +pyray.draw_text_ex(font: Font, text: str, position: Vector2, fontSize: float, spacing: float, tint: Color) None +

          Draw text using font and additional parameters

          -pyray.draw_text_pro(font: Font | list | tuple, text: str, 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).

          +pyray.draw_text_pro(font: Font, text: str, position: Vector2, origin: Vector2, rotation: float, fontSize: float, spacing: float, tint: Color) None +

          Draw text using Font and pro parameters (rotation)

          -pyray.draw_texture(texture: Texture | list | tuple, posX: int, posY: int, tint: Color | list | tuple) None
          -

          Draw a Texture2D.

          +pyray.draw_texture(texture: Texture, posX: int, posY: int, tint: Color) None +

          Draw a Texture2D

          -pyray.draw_texture_ex(texture: Texture | list | tuple, position: Vector2 | list | tuple, rotation: float, scale: float, tint: Color | list | tuple) None
          -

          Draw a Texture2D with extended parameters.

          +pyray.draw_texture_ex(texture: Texture, position: Vector2, rotation: float, scale: float, tint: Color) None +

          Draw a Texture2D with extended parameters

          -pyray.draw_texture_n_patch(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.

          +pyray.draw_texture_n_patch(texture: Texture, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: float, tint: Color) None +

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

          -pyray.draw_texture_pro(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.

          +pyray.draw_texture_pro(texture: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: float, tint: Color) None +

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

          -pyray.draw_texture_rec(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.

          +pyray.draw_texture_rec(texture: Texture, source: Rectangle, position: Vector2, tint: Color) None +

          Draw a part of a texture defined by a rectangle

          -pyray.draw_texture_v(texture: Texture | list | tuple, position: Vector2 | list | tuple, tint: Color | list | tuple) None
          -

          Draw a Texture2D with position defined as Vector2.

          +pyray.draw_texture_v(texture: Texture, position: Vector2, tint: Color) None +

          Draw a Texture2D with position defined as Vector2

          -pyray.draw_triangle(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!).

          +pyray.draw_triangle(v1: Vector2, v2: Vector2, v3: Vector2, color: Color) None +

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

          -pyray.draw_triangle_3d(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!).

          +pyray.draw_triangle_3d(v1: Vector3, v2: Vector3, v3: Vector3, color: Color) None +

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

          -pyray.draw_triangle_fan(points: Any | list | tuple, pointCount: int, color: Color | list | tuple) None
          -

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

          +pyray.draw_triangle_fan(points: Any, pointCount: int, color: Color) None +

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

          -pyray.draw_triangle_lines(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!).

          +pyray.draw_triangle_lines(v1: Vector2, v2: Vector2, v3: Vector2, color: Color) None +

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

          -pyray.draw_triangle_strip(points: Any | list | tuple, pointCount: int, color: Color | list | tuple) None
          -

          Draw a triangle strip defined by points.

          +pyray.draw_triangle_strip(points: Any, pointCount: int, color: Color) None +

          Draw a triangle strip defined by points

          -pyray.draw_triangle_strip_3d(points: Any | list | tuple, pointCount: int, color: Color | list | tuple) None
          -

          Draw a triangle strip defined by points.

          +pyray.draw_triangle_strip_3d(points: Any, pointCount: int, color: Color) None +

          Draw a triangle strip defined by points

          pyray.enable_cursor() None
          -

          Enables cursor (unlock cursor).

          +

          Enables cursor (unlock cursor)

          pyray.enable_event_waiting() None
          -

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

          +

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

          pyray.encode_data_base64(data: str, dataSize: int, outputSize: Any) str
          -

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

          +

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

          pyray.end_blend_mode() None
          -

          End blending mode (reset to default: alpha blending).

          +

          End blending mode (reset to default: alpha blending)

          pyray.end_drawing() None
          -

          End canvas drawing and swap buffers (double buffering).

          +

          End canvas drawing and swap buffers (double buffering)

          pyray.end_mode_2d() None
          -

          Ends 2D mode with custom camera.

          +

          Ends 2D mode with custom camera

          pyray.end_mode_3d() None
          -

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

          +

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

          pyray.end_scissor_mode() None
          -

          End scissor mode.

          +

          End scissor mode

          pyray.end_shader_mode() None
          -

          End custom shader drawing (use default shader).

          +

          End custom shader drawing (use default shader)

          pyray.end_texture_mode() None
          -

          Ends drawing to render texture.

          +

          Ends drawing to render texture

          pyray.end_vr_stereo_mode() None
          -

          End stereo rendering (requires VR simulator).

          +

          End stereo rendering (requires VR simulator)

          -pyray.export_automation_event_list(list_0: AutomationEventList | list | tuple, fileName: str) bool
          -

          Export automation events list as text file.

          +pyray.export_automation_event_list(list_0: AutomationEventList, fileName: str) bool +

          Export automation events list as text file

          pyray.export_data_as_code(data: str, dataSize: int, fileName: str) bool
          -

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

          +

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

          -pyray.export_font_as_code(font: Font | list | tuple, fileName: str) bool
          -

          Export font as code file, returns true on success.

          +pyray.export_font_as_code(font: Font, fileName: str) bool +

          Export font as code file, returns true on success

          -pyray.export_image(image: Image | list | tuple, fileName: str) bool
          -

          Export image data to file, returns true on success.

          +pyray.export_image(image: Image, fileName: str) bool +

          Export image data to file, returns true on success

          -pyray.export_image_as_code(image: Image | list | tuple, fileName: str) bool
          -

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

          +pyray.export_image_as_code(image: Image, fileName: str) bool +

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

          -pyray.export_image_to_memory(image: Image | list | tuple, fileType: str, fileSize: Any) str
          -

          Export image to memory buffer.

          +pyray.export_image_to_memory(image: Image, fileType: str, fileSize: Any) str +

          Export image to memory buffer

          -pyray.export_mesh(mesh: Mesh | list | tuple, fileName: str) bool
          -

          Export mesh data to file, returns true on success.

          +pyray.export_mesh(mesh: Mesh, fileName: str) bool +

          Export mesh data to file, returns true on success

          -pyray.export_mesh_as_code(mesh: Mesh | list | tuple, fileName: str) bool
          -

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

          +pyray.export_mesh_as_code(mesh: Mesh, fileName: str) bool +

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

          -pyray.export_wave(wave: Wave | list | tuple, fileName: str) bool
          -

          Export wave data to file, returns true on success.

          +pyray.export_wave(wave: Wave, fileName: str) bool +

          Export wave data to file, returns true on success

          -pyray.export_wave_as_code(wave: Wave | list | tuple, fileName: str) bool
          -

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

          +pyray.export_wave_as_code(wave: Wave, fileName: str) bool +

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

          -pyray.fade(color: Color | list | tuple, alpha: float) Color
          -

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

          +pyray.fade(color: Color, alpha: float) Color +

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

          -
          -
          -pyray.ffi: _cffi_backend.FFI
          -
          -
          pyray.file_exists(fileName: str) bool
          -

          Check if file exists.

          +

          Check if file exists

          -class pyray.float16(v: list | None = None)
          -

          .

          +class pyray.float16(v) +

          struct

          -v: list = None
          +v
          -class pyray.float3(v: list | None = None)
          -

          NOTE: Helper types to be used instead of array return types for *ToFloat functions.

          +class pyray.float3(v) +

          struct

          -v: list = None
          +v
          @@ -8476,3874 +8318,3057 @@
          pyray.float_equals(x: float, y: float) int
          -

          .

          -
          +
          pyray.gen_image_cellular(width: int, height: int, tileSize: int) Image
          -

          Generate image: cellular algorithm, bigger tileSize means bigger cells.

          +

          Generate image: cellular algorithm, bigger tileSize means bigger cells

          -pyray.gen_image_checked(width: int, height: int, checksX: int, checksY: int, col1: Color | list | tuple, col2: Color | list | tuple) Image
          -

          Generate image: checked.

          +pyray.gen_image_checked(width: int, height: int, checksX: int, checksY: int, col1: Color, col2: Color) Image +

          Generate image: checked

          -pyray.gen_image_color(width: int, height: int, color: Color | list | tuple) Image
          -

          Generate image: plain color.

          +pyray.gen_image_color(width: int, height: int, color: Color) Image +

          Generate image: plain color

          -pyray.gen_image_font_atlas(glyphs: Any | list | tuple, glyphRecs: Any | list | tuple, glyphCount: int, fontSize: int, padding: int, packMethod: int) Image
          -

          Generate image font atlas using chars info.

          +pyray.gen_image_font_atlas(glyphs: Any, glyphRecs: Any, glyphCount: int, fontSize: int, padding: int, packMethod: int) Image +

          Generate image font atlas using chars info

          -pyray.gen_image_gradient_linear(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.

          +pyray.gen_image_gradient_linear(width: int, height: int, direction: int, start: Color, end: Color) Image +

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

          -pyray.gen_image_gradient_radial(width: int, height: int, density: float, inner: Color | list | tuple, outer: Color | list | tuple) Image
          -

          Generate image: radial gradient.

          +pyray.gen_image_gradient_radial(width: int, height: int, density: float, inner: Color, outer: Color) Image +

          Generate image: radial gradient

          -pyray.gen_image_gradient_square(width: int, height: int, density: float, inner: Color | list | tuple, outer: Color | list | tuple) Image
          -

          Generate image: square gradient.

          +pyray.gen_image_gradient_square(width: int, height: int, density: float, inner: Color, outer: Color) Image +

          Generate image: square gradient

          pyray.gen_image_perlin_noise(width: int, height: int, offsetX: int, offsetY: int, scale: float) Image
          -

          Generate image: perlin noise.

          +

          Generate image: perlin noise

          pyray.gen_image_text(width: int, height: int, text: str) Image
          -

          Generate image: grayscale image from text data.

          +

          Generate image: grayscale image from text data

          pyray.gen_image_white_noise(width: int, height: int, factor: float) Image
          -

          Generate image: white noise.

          +

          Generate image: white noise

          pyray.gen_mesh_cone(radius: float, height: float, slices: int) Mesh
          -

          Generate cone/pyramid mesh.

          +

          Generate cone/pyramid mesh

          pyray.gen_mesh_cube(width: float, height: float, length: float) Mesh
          -

          Generate cuboid mesh.

          +

          Generate cuboid mesh

          -pyray.gen_mesh_cubicmap(cubicmap: Image | list | tuple, cubeSize: Vector3 | list | tuple) Mesh
          -

          Generate cubes-based map mesh from image data.

          +pyray.gen_mesh_cubicmap(cubicmap: Image, cubeSize: Vector3) Mesh +

          Generate cubes-based map mesh from image data

          pyray.gen_mesh_cylinder(radius: float, height: float, slices: int) Mesh
          -

          Generate cylinder mesh.

          +

          Generate cylinder mesh

          -pyray.gen_mesh_heightmap(heightmap: Image | list | tuple, size: Vector3 | list | tuple) Mesh
          -

          Generate heightmap mesh from image data.

          +pyray.gen_mesh_heightmap(heightmap: Image, size: Vector3) Mesh +

          Generate heightmap mesh from image data

          pyray.gen_mesh_hemi_sphere(radius: float, rings: int, slices: int) Mesh
          -

          Generate half-sphere mesh (no bottom cap).

          +

          Generate half-sphere mesh (no bottom cap)

          pyray.gen_mesh_knot(radius: float, size: float, radSeg: int, sides: int) Mesh
          -

          Generate trefoil knot mesh.

          +

          Generate trefoil knot mesh

          pyray.gen_mesh_plane(width: float, length: float, resX: int, resZ: int) Mesh
          -

          Generate plane mesh (with subdivisions).

          +

          Generate plane mesh (with subdivisions)

          pyray.gen_mesh_poly(sides: int, radius: float) Mesh
          -

          Generate polygonal mesh.

          +

          Generate polygonal mesh

          pyray.gen_mesh_sphere(radius: float, rings: int, slices: int) Mesh
          -

          Generate sphere mesh (standard sphere).

          +

          Generate sphere mesh (standard sphere)

          -pyray.gen_mesh_tangents(mesh: Any | list | tuple) None
          -

          Compute mesh tangents.

          +pyray.gen_mesh_tangents(mesh: Any) None +

          Compute mesh tangents

          pyray.gen_mesh_torus(radius: float, size: float, radSeg: int, sides: int) Mesh
          -

          Generate torus mesh.

          +

          Generate torus mesh

          -pyray.gen_texture_mipmaps(texture: Any | list | tuple) None
          -

          Generate GPU mipmaps for a texture.

          +pyray.gen_texture_mipmaps(texture: Any) None +

          Generate GPU mipmaps for a texture

          pyray.get_application_directory() str
          -

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

          +

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

          -pyray.get_camera_matrix(camera: Camera3D | list | tuple) Matrix
          -

          Get camera transform matrix (view matrix).

          +pyray.get_camera_matrix(camera: Camera3D) Matrix +

          Get camera transform matrix (view matrix)

          -pyray.get_camera_matrix_2d(camera: Camera2D | list | tuple) Matrix
          -

          Get camera 2d transform matrix.

          +pyray.get_camera_matrix_2d(camera: Camera2D) Matrix +

          Get camera 2d transform matrix

          pyray.get_char_pressed() int
          -

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

          -
          - -
          -
          -pyray.get_clipboard_image() Image
          -

          Get clipboard image content.

          +

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

          pyray.get_clipboard_text() str
          -

          Get clipboard text content.

          +

          Get clipboard text content

          pyray.get_codepoint(text: str, codepointSize: Any) int
          -

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

          +

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

          pyray.get_codepoint_count(text: str) int
          -

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

          +

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

          pyray.get_codepoint_next(text: str, codepointSize: Any) int
          -

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

          +

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

          pyray.get_codepoint_previous(text: str, codepointSize: Any) int
          -

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

          +

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

          -pyray.get_collision_rec(rec1: Rectangle | list | tuple, rec2: Rectangle | list | tuple) Rectangle
          -

          Get collision rectangle for two rectangles collision.

          +pyray.get_collision_rec(rec1: Rectangle, rec2: Rectangle) Rectangle +

          Get collision rectangle for two rectangles collision

          pyray.get_color(hexValue: int) Color
          -

          Get Color structure from hexadecimal value.

          +

          Get Color structure from hexadecimal value

          pyray.get_current_monitor() int
          -

          Get current monitor where window is placed.

          +

          Get current connected monitor

          pyray.get_directory_path(filePath: str) str
          -

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

          +

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

          pyray.get_file_extension(fileName: str) str
          -

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

          +

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

          pyray.get_file_length(fileName: str) int
          -

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

          +

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

          pyray.get_file_mod_time(fileName: str) int
          -

          Get file modification time (last write time).

          +

          Get file modification time (last write time)

          pyray.get_file_name(filePath: str) str
          -

          Get pointer to filename for a path string.

          +

          Get pointer to filename for a path string

          pyray.get_file_name_without_ext(filePath: str) str
          -

          Get filename string without extension (uses static string).

          +

          Get filename string without extension (uses static string)

          pyray.get_font_default() Font
          -

          Get the default Font.

          +

          Get the default Font

          pyray.get_fps() int
          -

          Get current FPS.

          +

          Get current FPS

          pyray.get_frame_time() float
          -

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

          +

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

          pyray.get_gamepad_axis_count(gamepad: int) int
          -

          Get gamepad axis count for a gamepad.

          +

          Get gamepad axis count for a gamepad

          pyray.get_gamepad_axis_movement(gamepad: int, axis: int) float
          -

          Get axis movement value for a gamepad axis.

          +

          Get axis movement value for a gamepad axis

          pyray.get_gamepad_button_pressed() int
          -

          Get the last gamepad button pressed.

          +

          Get the last gamepad button pressed

          pyray.get_gamepad_name(gamepad: int) str
          -

          Get gamepad internal name id.

          +

          Get gamepad internal name id

          pyray.get_gesture_detected() int
          -

          Get latest detected gesture.

          +

          Get latest detected gesture

          pyray.get_gesture_drag_angle() float
          -

          Get gesture drag angle.

          +

          Get gesture drag angle

          pyray.get_gesture_drag_vector() Vector2
          -

          Get gesture drag vector.

          +

          Get gesture drag vector

          pyray.get_gesture_hold_duration() float
          -

          Get gesture hold time in seconds.

          +

          Get gesture hold time in milliseconds

          pyray.get_gesture_pinch_angle() float
          -

          Get gesture pinch angle.

          +

          Get gesture pinch angle

          pyray.get_gesture_pinch_vector() Vector2
          -

          Get gesture pinch delta.

          +

          Get gesture pinch delta

          -pyray.get_glyph_atlas_rec(font: Font | list | tuple, codepoint: int) Rectangle
          -

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

          +pyray.get_glyph_atlas_rec(font: Font, codepoint: int) Rectangle +

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

          -pyray.get_glyph_index(font: Font | list | tuple, codepoint: int) int
          -

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

          +pyray.get_glyph_index(font: Font, codepoint: int) int +

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

          -pyray.get_glyph_info(font: Font | list | tuple, codepoint: int) GlyphInfo
          -

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

          +pyray.get_glyph_info(font: Font, codepoint: int) GlyphInfo +

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

          -pyray.get_image_alpha_border(image: Image | list | tuple, threshold: float) Rectangle
          -

          Get image alpha border rectangle.

          +pyray.get_image_alpha_border(image: Image, threshold: float) Rectangle +

          Get image alpha border rectangle

          -pyray.get_image_color(image: Image | list | tuple, x: int, y: int) Color
          -

          Get image pixel color at (x, y) position.

          +pyray.get_image_color(image: Image, x: int, y: int) Color +

          Get image pixel color at (x, y) position

          pyray.get_key_pressed() int
          -

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

          +

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

          pyray.get_master_volume() float
          -

          Get master volume (listener).

          +

          Get master volume (listener)

          -pyray.get_mesh_bounding_box(mesh: Mesh | list | tuple) BoundingBox
          -

          Compute mesh bounding box limits.

          +pyray.get_mesh_bounding_box(mesh: Mesh) BoundingBox +

          Compute mesh bounding box limits

          -pyray.get_model_bounding_box(model: Model | list | tuple) BoundingBox
          -

          Compute model bounding box limits (considers all meshes).

          +pyray.get_model_bounding_box(model: Model) BoundingBox +

          Compute model bounding box limits (considers all meshes)

          pyray.get_monitor_count() int
          -

          Get number of connected monitors.

          +

          Get number of connected monitors

          pyray.get_monitor_height(monitor: int) int
          -

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

          +

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

          pyray.get_monitor_name(monitor: int) str
          -

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

          +

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

          pyray.get_monitor_physical_height(monitor: int) int
          -

          Get specified monitor physical height in millimetres.

          +

          Get specified monitor physical height in millimetres

          pyray.get_monitor_physical_width(monitor: int) int
          -

          Get specified monitor physical width in millimetres.

          +

          Get specified monitor physical width in millimetres

          pyray.get_monitor_position(monitor: int) Vector2
          -

          Get specified monitor position.

          +

          Get specified monitor position

          pyray.get_monitor_refresh_rate(monitor: int) int
          -

          Get specified monitor refresh rate.

          +

          Get specified monitor refresh rate

          pyray.get_monitor_width(monitor: int) int
          -

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

          +

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

          pyray.get_mouse_delta() Vector2
          -

          Get mouse delta between frames.

          +

          Get mouse delta between frames

          pyray.get_mouse_position() Vector2
          -

          Get mouse position XY.

          +

          Get mouse position XY

          pyray.get_mouse_wheel_move() float
          -

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

          +

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

          pyray.get_mouse_wheel_move_v() Vector2
          -

          Get mouse wheel movement for both X and Y.

          +

          Get mouse wheel movement for both X and Y

          pyray.get_mouse_x() int
          -

          Get mouse position X.

          +

          Get mouse position X

          pyray.get_mouse_y() int
          -

          Get mouse position Y.

          +

          Get mouse position Y

          -pyray.get_music_time_length(music: Music | list | tuple) float
          -

          Get music time length (in seconds).

          +pyray.get_music_time_length(music: Music) float +

          Get music time length (in seconds)

          -pyray.get_music_time_played(music: Music | list | tuple) float
          -

          Get current music time played (in seconds).

          +pyray.get_music_time_played(music: Music) float +

          Get current music time played (in seconds)

          pyray.get_physics_bodies_count() int
          -

          Returns the current amount of created physics bodies.

          +

          Returns the current amount of created physics bodies

          pyray.get_physics_body(index: int) Any
          -

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

          +

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

          pyray.get_physics_shape_type(index: int) int
          -

          Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON).

          +

          Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)

          -pyray.get_physics_shape_vertex(body: Any | list | tuple, vertex: int) Vector2
          -

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

          +pyray.get_physics_shape_vertex(body: Any, vertex: int) Vector2 +

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

          pyray.get_physics_shape_vertices_count(index: int) int
          -

          Returns the amount of vertices of a physics body shape.

          +

          Returns the amount of vertices of a physics body shape

          pyray.get_pixel_color(srcPtr: Any, format: int) Color
          -

          Get Color from a source pixel pointer of certain format.

          +

          Get Color from a source pixel pointer of certain format

          pyray.get_pixel_data_size(width: int, height: int, format: int) int
          -

          Get pixel data size in bytes for certain format.

          +

          Get pixel data size in bytes for certain format

          pyray.get_prev_directory_path(dirPath: str) str
          -

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

          +

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

          pyray.get_random_value(min_0: int, max_1: int) int
          -

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

          +

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

          -pyray.get_ray_collision_box(ray: Ray | list | tuple, box: BoundingBox | list | tuple) RayCollision
          -

          Get collision info between ray and box.

          +pyray.get_ray_collision_box(ray: Ray, box: BoundingBox) RayCollision +

          Get collision info between ray and box

          -pyray.get_ray_collision_mesh(ray: Ray | list | tuple, mesh: Mesh | list | tuple, transform: Matrix | list | tuple) RayCollision
          -

          Get collision info between ray and mesh.

          +pyray.get_ray_collision_mesh(ray: Ray, mesh: Mesh, transform: Matrix) RayCollision +

          Get collision info between ray and mesh

          -pyray.get_ray_collision_quad(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.

          +pyray.get_ray_collision_quad(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3) RayCollision +

          Get collision info between ray and quad

          -pyray.get_ray_collision_sphere(ray: Ray | list | tuple, center: Vector3 | list | tuple, radius: float) RayCollision
          -

          Get collision info between ray and sphere.

          +pyray.get_ray_collision_sphere(ray: Ray, center: Vector3, radius: float) RayCollision +

          Get collision info between ray and sphere

          -pyray.get_ray_collision_triangle(ray: Ray | list | tuple, p1: Vector3 | list | tuple, p2: Vector3 | list | tuple, p3: Vector3 | list | tuple) RayCollision
          -

          Get collision info between ray and triangle.

          +pyray.get_ray_collision_triangle(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3) RayCollision +

          Get collision info between ray and triangle

          pyray.get_render_height() int
          -

          Get current render height (it considers HiDPI).

          +

          Get current render height (it considers HiDPI)

          pyray.get_render_width() int
          -

          Get current render width (it considers HiDPI).

          +

          Get current render width (it considers HiDPI)

          pyray.get_screen_height() int
          -

          Get current screen height.

          +

          Get current screen height

          -pyray.get_screen_to_world_2d(position: Vector2 | list | tuple, camera: Camera2D | list | tuple) Vector2
          -

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

          +pyray.get_screen_to_world_2d(position: Vector2, camera: Camera2D) Vector2 +

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

          -pyray.get_screen_to_world_ray(position: Vector2 | list | tuple, camera: Camera3D | list | tuple) Ray
          -

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

          +pyray.get_screen_to_world_ray(position: Vector2, camera: Camera3D) Ray +

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

          -pyray.get_screen_to_world_ray_ex(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.

          +pyray.get_screen_to_world_ray_ex(position: Vector2, camera: Camera3D, width: int, height: int) Ray +

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

          pyray.get_screen_width() int
          -

          Get current screen width.

          +

          Get current screen width

          -pyray.get_shader_location(shader: Shader | list | tuple, uniformName: str) int
          -

          Get shader uniform location.

          +pyray.get_shader_location(shader: Shader, uniformName: str) int +

          Get shader uniform location

          -pyray.get_shader_location_attrib(shader: Shader | list | tuple, attribName: str) int
          -

          Get shader attribute location.

          +pyray.get_shader_location_attrib(shader: Shader, attribName: str) int +

          Get shader attribute location

          pyray.get_shapes_texture() Texture
          -

          Get texture that is used for shapes drawing.

          +

          Get texture that is used for shapes drawing

          pyray.get_shapes_texture_rectangle() Rectangle
          -

          Get texture source rectangle that is used for shapes drawing.

          +

          Get texture source rectangle that is used for shapes drawing

          -pyray.get_spline_point_basis(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.

          +pyray.get_spline_point_basis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, t: float) Vector2 +

          Get (evaluate) spline point: B-Spline

          -pyray.get_spline_point_bezier_cubic(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.

          +pyray.get_spline_point_bezier_cubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, t: float) Vector2 +

          Get (evaluate) spline point: Cubic Bezier

          -pyray.get_spline_point_bezier_quad(p1: Vector2 | list | tuple, c2: Vector2 | list | tuple, p3: Vector2 | list | tuple, t: float) Vector2
          -

          Get (evaluate) spline point: Quadratic Bezier.

          +pyray.get_spline_point_bezier_quad(p1: Vector2, c2: Vector2, p3: Vector2, t: float) Vector2 +

          Get (evaluate) spline point: Quadratic Bezier

          -pyray.get_spline_point_catmull_rom(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.

          +pyray.get_spline_point_catmull_rom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, t: float) Vector2 +

          Get (evaluate) spline point: Catmull-Rom

          -pyray.get_spline_point_linear(startPos: Vector2 | list | tuple, endPos: Vector2 | list | tuple, t: float) Vector2
          -

          Get (evaluate) spline point: Linear.

          +pyray.get_spline_point_linear(startPos: Vector2, endPos: Vector2, t: float) Vector2 +

          Get (evaluate) spline point: Linear

          pyray.get_time() float
          -

          Get elapsed time in seconds since InitWindow().

          +

          Get elapsed time in seconds since InitWindow()

          pyray.get_touch_point_count() int
          -

          Get number of touch points.

          +

          Get number of touch points

          pyray.get_touch_point_id(index: int) int
          -

          Get touch point identifier for given index.

          +

          Get touch point identifier for given index

          pyray.get_touch_position(index: int) Vector2
          -

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

          +

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

          pyray.get_touch_x() int
          -

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

          +

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

          pyray.get_touch_y() int
          -

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

          +

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

          pyray.get_window_handle() Any
          -

          Get native window handle.

          +

          Get native window handle

          pyray.get_window_position() Vector2
          -

          Get window position XY on monitor.

          +

          Get window position XY on monitor

          pyray.get_window_scale_dpi() Vector2
          -

          Get window scale DPI factor.

          +

          Get window scale DPI factor

          pyray.get_working_directory() str
          -

          Get current working directory (uses static string).

          +

          Get current working directory (uses static string)

          -pyray.get_world_to_screen(position: Vector3 | list | tuple, camera: Camera3D | list | tuple) Vector2
          -

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

          +pyray.get_world_to_screen(position: Vector3, camera: Camera3D) Vector2 +

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

          -pyray.get_world_to_screen_2d(position: Vector2 | list | tuple, camera: Camera2D | list | tuple) Vector2
          -

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

          +pyray.get_world_to_screen_2d(position: Vector2, camera: Camera2D) Vector2 +

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

          -pyray.get_world_to_screen_ex(position: Vector3 | list | tuple, camera: Camera3D | list | tuple, width: int, height: int) Vector2
          -

          Get size position for a 3d world space position.

          +pyray.get_world_to_screen_ex(position: Vector3, camera: Camera3D, width: int, height: int) Vector2 +

          Get size position for a 3d world space position

          -pyray.glfw_create_cursor(image: Any | list | tuple, xhot: int, yhot: int) Any
          -

          .

          -
          +pyray.glfw_create_cursor(image: Any, xhot: int, yhot: int) Any +
          pyray.glfw_create_standard_cursor(shape: int) Any
          -

          .

          -
          +
          -pyray.glfw_create_window(width: int, height: int, title: str, monitor: Any | list | tuple, share: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_create_window(width: int, height: int, title: str, monitor: Any, share: Any) Any +
          pyray.glfw_default_window_hints() None
          -

          .

          -
          +
          -pyray.glfw_destroy_cursor(cursor: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_destroy_cursor(cursor: Any) None +
          -pyray.glfw_destroy_window(window: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_destroy_window(window: Any) None +
          pyray.glfw_extension_supported(extension: str) int
          -

          .

          -
          +
          -pyray.glfw_focus_window(window: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_focus_window(window: Any) None +
          -pyray.glfw_get_clipboard_string(window: Any | list | tuple) str
          -

          .

          -
          +pyray.glfw_get_clipboard_string(window: Any) str +
          pyray.glfw_get_current_context() Any
          -

          .

          -
          +
          -pyray.glfw_get_cursor_pos(window: Any | list | tuple, xpos: Any, ypos: Any) None
          -

          .

          -
          +pyray.glfw_get_cursor_pos(window: Any, xpos: Any, ypos: Any) None +
          pyray.glfw_get_error(description: list[str]) int
          -

          .

          -
          +
          -pyray.glfw_get_framebuffer_size(window: Any | list | tuple, width: Any, height: Any) None
          -

          .

          -
          +pyray.glfw_get_framebuffer_size(window: Any, width: Any, height: Any) None +
          pyray.glfw_get_gamepad_name(jid: int) str
          -

          .

          -
          +
          -pyray.glfw_get_gamepad_state(jid: int, state: Any | list | tuple) int
          -

          .

          -
          +pyray.glfw_get_gamepad_state(jid: int, state: Any) int +
          -pyray.glfw_get_gamma_ramp(monitor: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_get_gamma_ramp(monitor: Any) Any +
          -pyray.glfw_get_input_mode(window: Any | list | tuple, mode: int) int
          -

          .

          -
          +pyray.glfw_get_input_mode(window: Any, mode: int) int +
          pyray.glfw_get_joystick_axes(jid: int, count: Any) Any
          -

          .

          -
          +
          pyray.glfw_get_joystick_buttons(jid: int, count: Any) str
          -

          .

          -
          +
          pyray.glfw_get_joystick_guid(jid: int) str
          -

          .

          -
          +
          pyray.glfw_get_joystick_hats(jid: int, count: Any) str
          -

          .

          -
          +
          pyray.glfw_get_joystick_name(jid: int) str
          -

          .

          -
          +
          pyray.glfw_get_joystick_user_pointer(jid: int) Any
          -

          .

          -
          +
          -pyray.glfw_get_key(window: Any | list | tuple, key: int) int
          -

          .

          -
          +pyray.glfw_get_key(window: Any, key: int) int +
          pyray.glfw_get_key_name(key: int, scancode: int) str
          -

          .

          -
          +
          pyray.glfw_get_key_scancode(key: int) int
          -

          .

          -
          +
          -pyray.glfw_get_monitor_content_scale(monitor: Any | list | tuple, xscale: Any, yscale: Any) None
          -

          .

          -
          +pyray.glfw_get_monitor_content_scale(monitor: Any, xscale: Any, yscale: Any) None +
          -pyray.glfw_get_monitor_name(monitor: Any | list | tuple) str
          -

          .

          -
          +pyray.glfw_get_monitor_name(monitor: Any) str +
          -pyray.glfw_get_monitor_physical_size(monitor: Any | list | tuple, widthMM: Any, heightMM: Any) None
          -

          .

          -
          +pyray.glfw_get_monitor_physical_size(monitor: Any, widthMM: Any, heightMM: Any) None +
          -pyray.glfw_get_monitor_pos(monitor: Any | list | tuple, xpos: Any, ypos: Any) None
          -

          .

          -
          +pyray.glfw_get_monitor_pos(monitor: Any, xpos: Any, ypos: Any) None +
          -pyray.glfw_get_monitor_user_pointer(monitor: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_get_monitor_user_pointer(monitor: Any) Any +
          -pyray.glfw_get_monitor_workarea(monitor: Any | list | tuple, xpos: Any, ypos: Any, width: Any, height: Any) None
          -

          .

          -
          +pyray.glfw_get_monitor_workarea(monitor: Any, xpos: Any, ypos: Any, width: Any, height: Any) None +
          pyray.glfw_get_monitors(count: Any) Any
          -

          .

          -
          +
          -pyray.glfw_get_mouse_button(window: Any | list | tuple, button: int) int
          -

          .

          -
          +pyray.glfw_get_mouse_button(window: Any, button: int) int +
          pyray.glfw_get_platform() int
          -

          .

          -
          +
          pyray.glfw_get_primary_monitor() Any
          -

          .

          -
          +
          pyray.glfw_get_proc_address(procname: str) Any
          -

          .

          -
          +
          pyray.glfw_get_required_instance_extensions(count: Any) list[str]
          -

          .

          -
          +
          pyray.glfw_get_time() float
          -

          .

          -
          +
          pyray.glfw_get_timer_frequency() int
          -

          .

          -
          +
          pyray.glfw_get_timer_value() int
          -

          .

          -
          +
          pyray.glfw_get_version(major: Any, minor: Any, rev: Any) None
          -

          .

          -
          +
          pyray.glfw_get_version_string() str
          -

          .

          -
          +
          -pyray.glfw_get_video_mode(monitor: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_get_video_mode(monitor: Any) Any +
          -pyray.glfw_get_video_modes(monitor: Any | list | tuple, count: Any) Any
          -

          .

          -
          +pyray.glfw_get_video_modes(monitor: Any, count: Any) Any +
          -pyray.glfw_get_window_attrib(window: Any | list | tuple, attrib: int) int
          -

          .

          -
          +pyray.glfw_get_window_attrib(window: Any, attrib: int) int +
          -pyray.glfw_get_window_content_scale(window: Any | list | tuple, xscale: Any, yscale: Any) None
          -

          .

          -
          +pyray.glfw_get_window_content_scale(window: Any, xscale: Any, yscale: Any) None +
          -pyray.glfw_get_window_frame_size(window: Any | list | tuple, left: Any, top: Any, right: Any, bottom: Any) None
          -

          .

          -
          +pyray.glfw_get_window_frame_size(window: Any, left: Any, top: Any, right: Any, bottom: Any) None +
          -pyray.glfw_get_window_monitor(window: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_get_window_monitor(window: Any) Any +
          -pyray.glfw_get_window_opacity(window: Any | list | tuple) float
          -

          .

          -
          +pyray.glfw_get_window_opacity(window: Any) float +
          -pyray.glfw_get_window_pos(window: Any | list | tuple, xpos: Any, ypos: Any) None
          -

          .

          -
          +pyray.glfw_get_window_pos(window: Any, xpos: Any, ypos: Any) None +
          -pyray.glfw_get_window_size(window: Any | list | tuple, width: Any, height: Any) None
          -

          .

          -
          +pyray.glfw_get_window_size(window: Any, width: Any, height: Any) None +
          -pyray.glfw_get_window_title(window: Any | list | tuple) str
          -

          .

          -
          +pyray.glfw_get_window_title(window: Any) str +
          -pyray.glfw_get_window_user_pointer(window: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_get_window_user_pointer(window: Any) Any +
          -pyray.glfw_hide_window(window: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_hide_window(window: Any) None +
          -pyray.glfw_iconify_window(window: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_iconify_window(window: Any) None +
          pyray.glfw_init() int
          -

          .

          -
          +
          -pyray.glfw_init_allocator(allocator: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_init_allocator(allocator: Any) None +
          pyray.glfw_init_hint(hint: int, value: int) None
          -

          .

          -
          +
          pyray.glfw_joystick_is_gamepad(jid: int) int
          -

          .

          -
          +
          pyray.glfw_joystick_present(jid: int) int
          -

          .

          -
          +
          -pyray.glfw_make_context_current(window: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_make_context_current(window: Any) None +
          -pyray.glfw_maximize_window(window: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_maximize_window(window: Any) None +
          pyray.glfw_platform_supported(platform: int) int
          -

          .

          -
          +
          pyray.glfw_poll_events() None
          -

          .

          -
          +
          pyray.glfw_post_empty_event() None
          -

          .

          -
          +
          pyray.glfw_raw_mouse_motion_supported() int
          -

          .

          -
          +
          -pyray.glfw_request_window_attention(window: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_request_window_attention(window: Any) None +
          -pyray.glfw_restore_window(window: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_restore_window(window: Any) None +
          -pyray.glfw_set_char_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_char_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_char_mods_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_char_mods_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_clipboard_string(window: Any | list | tuple, string: str) None
          -

          .

          -
          +pyray.glfw_set_clipboard_string(window: Any, string: str) None +
          -pyray.glfw_set_cursor(window: Any | list | tuple, cursor: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_set_cursor(window: Any, cursor: Any) None +
          -pyray.glfw_set_cursor_enter_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_cursor_enter_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_cursor_pos(window: Any | list | tuple, xpos: float, ypos: float) None
          -

          .

          -
          +pyray.glfw_set_cursor_pos(window: Any, xpos: float, ypos: float) None +
          -pyray.glfw_set_cursor_pos_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_cursor_pos_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_drop_callback(window: Any | list | tuple, callback: list[str] | list | tuple) list[str]
          -

          .

          -
          +pyray.glfw_set_drop_callback(window: Any, callback: list[str]) list[str] +
          pyray.glfw_set_error_callback(callback: str) str
          -

          .

          -
          +
          -pyray.glfw_set_framebuffer_size_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_framebuffer_size_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_gamma(monitor: Any | list | tuple, gamma: float) None
          -

          .

          -
          +pyray.glfw_set_gamma(monitor: Any, gamma: float) None +
          -pyray.glfw_set_gamma_ramp(monitor: Any | list | tuple, ramp: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_set_gamma_ramp(monitor: Any, ramp: Any) None +
          -pyray.glfw_set_input_mode(window: Any | list | tuple, mode: int, value: int) None
          -

          .

          -
          +pyray.glfw_set_input_mode(window: Any, mode: int, value: int) None +
          pyray.glfw_set_joystick_callback(callback: Any) Any
          -

          .

          -
          +
          pyray.glfw_set_joystick_user_pointer(jid: int, pointer: Any) None
          -

          .

          -
          +
          -pyray.glfw_set_key_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_key_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_monitor_callback(callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_monitor_callback(callback: Any) Any +
          -pyray.glfw_set_monitor_user_pointer(monitor: Any | list | tuple, pointer: Any) None
          -

          .

          -
          +pyray.glfw_set_monitor_user_pointer(monitor: Any, pointer: Any) None +
          -pyray.glfw_set_mouse_button_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_mouse_button_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_scroll_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_scroll_callback(window: Any, callback: Any) Any +
          pyray.glfw_set_time(time: float) None
          -

          .

          -
          +
          -pyray.glfw_set_window_aspect_ratio(window: Any | list | tuple, numer: int, denom: int) None
          -

          .

          -
          +pyray.glfw_set_window_aspect_ratio(window: Any, numer: int, denom: int) None +
          -pyray.glfw_set_window_attrib(window: Any | list | tuple, attrib: int, value: int) None
          -

          .

          -
          +pyray.glfw_set_window_attrib(window: Any, attrib: int, value: int) None +
          -pyray.glfw_set_window_close_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_window_close_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_window_content_scale_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_window_content_scale_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_window_focus_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_window_focus_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_window_icon(window: Any | list | tuple, count: int, images: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_set_window_icon(window: Any, count: int, images: Any) None +
          -pyray.glfw_set_window_iconify_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_window_iconify_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_window_maximize_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_window_maximize_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_window_monitor(window: Any | list | tuple, monitor: Any | list | tuple, xpos: int, ypos: int, width: int, height: int, refreshRate: int) None
          -

          .

          -
          +pyray.glfw_set_window_monitor(window: Any, monitor: Any, xpos: int, ypos: int, width: int, height: int, refreshRate: int) None +
          -pyray.glfw_set_window_opacity(window: Any | list | tuple, opacity: float) None
          -

          .

          -
          +pyray.glfw_set_window_opacity(window: Any, opacity: float) None +
          -pyray.glfw_set_window_pos(window: Any | list | tuple, xpos: int, ypos: int) None
          -

          .

          -
          +pyray.glfw_set_window_pos(window: Any, xpos: int, ypos: int) None +
          -pyray.glfw_set_window_pos_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_window_pos_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_window_refresh_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_window_refresh_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_window_should_close(window: Any | list | tuple, value: int) None
          -

          .

          -
          +pyray.glfw_set_window_should_close(window: Any, value: int) None +
          -pyray.glfw_set_window_size(window: Any | list | tuple, width: int, height: int) None
          -

          .

          -
          +pyray.glfw_set_window_size(window: Any, width: int, height: int) None +
          -pyray.glfw_set_window_size_callback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +pyray.glfw_set_window_size_callback(window: Any, callback: Any) Any +
          -pyray.glfw_set_window_size_limits(window: Any | list | tuple, minwidth: int, minheight: int, maxwidth: int, maxheight: int) None
          -

          .

          -
          +pyray.glfw_set_window_size_limits(window: Any, minwidth: int, minheight: int, maxwidth: int, maxheight: int) None +
          -pyray.glfw_set_window_title(window: Any | list | tuple, title: str) None
          -

          .

          -
          +pyray.glfw_set_window_title(window: Any, title: str) None +
          -pyray.glfw_set_window_user_pointer(window: Any | list | tuple, pointer: Any) None
          -

          .

          -
          +pyray.glfw_set_window_user_pointer(window: Any, pointer: Any) None +
          -pyray.glfw_show_window(window: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_show_window(window: Any) None +
          -pyray.glfw_swap_buffers(window: Any | list | tuple) None
          -

          .

          -
          +pyray.glfw_swap_buffers(window: Any) None +
          pyray.glfw_swap_interval(interval: int) None
          -

          .

          -
          +
          pyray.glfw_terminate() None
          -

          .

          -
          +
          pyray.glfw_update_gamepad_mappings(string: str) int
          -

          .

          -
          +
          pyray.glfw_vulkan_supported() int
          -

          .

          -
          +
          pyray.glfw_wait_events() None
          -

          .

          -
          +
          pyray.glfw_wait_events_timeout(timeout: float) None
          -

          .

          -
          +
          pyray.glfw_window_hint(hint: int, value: int) None
          -

          .

          -
          +
          pyray.glfw_window_hint_string(hint: int, value: str) None
          -

          .

          -
          +
          -pyray.glfw_window_should_close(window: Any | list | tuple) int
          -

          .

          -
          +pyray.glfw_window_should_close(window: Any) int +
          -pyray.gui_button(bounds: Rectangle | list | tuple, text: str) int
          -

          Button control, returns true when clicked.

          +pyray.gui_button(bounds: Rectangle, text: str) int +

          Button control, returns true when clicked

          -pyray.gui_check_box(bounds: Rectangle | list | tuple, text: str, checked: Any) int
          -

          Check Box control, returns true when active.

          +pyray.gui_check_box(bounds: Rectangle, text: str, checked: Any) int +

          Check Box control, returns true when active

          -pyray.gui_color_bar_alpha(bounds: Rectangle | list | tuple, text: str, alpha: Any) int
          -

          Color Bar Alpha control.

          +pyray.gui_color_bar_alpha(bounds: Rectangle, text: str, alpha: Any) int +

          Color Bar Alpha control

          -pyray.gui_color_bar_hue(bounds: Rectangle | list | tuple, text: str, value: Any) int
          -

          Color Bar Hue control.

          +pyray.gui_color_bar_hue(bounds: Rectangle, text: str, value: Any) int +

          Color Bar Hue control

          -pyray.gui_color_panel(bounds: Rectangle | list | tuple, text: str, color: Any | list | tuple) int
          -

          Color Panel control.

          +pyray.gui_color_panel(bounds: Rectangle, text: str, color: Any) int +

          Color Panel control

          -pyray.gui_color_panel_hsv(bounds: Rectangle | list | tuple, text: str, colorHsv: Any | list | tuple) int
          -

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

          +pyray.gui_color_panel_hsv(bounds: Rectangle, text: str, colorHsv: Any) int +

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

          -pyray.gui_color_picker(bounds: Rectangle | list | tuple, text: str, color: Any | list | tuple) int
          -

          Color Picker control (multiple color controls).

          +pyray.gui_color_picker(bounds: Rectangle, text: str, color: Any) int +

          Color Picker control (multiple color controls)

          -pyray.gui_color_picker_hsv(bounds: Rectangle | list | tuple, text: str, colorHsv: Any | list | tuple) int
          -

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

          +pyray.gui_color_picker_hsv(bounds: Rectangle, text: str, colorHsv: Any) int +

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

          -pyray.gui_combo_box(bounds: Rectangle | list | tuple, text: str, active: Any) int
          -

          Combo Box control.

          +pyray.gui_combo_box(bounds: Rectangle, text: str, active: Any) int +

          Combo Box control

          pyray.gui_disable() None
          -

          Disable gui controls (global state).

          +

          Disable gui controls (global state)

          pyray.gui_disable_tooltip() None
          -

          Disable gui tooltips (global state).

          +

          Disable gui tooltips (global state)

          -pyray.gui_draw_icon(iconId: int, posX: int, posY: int, pixelSize: int, color: Color | list | tuple) None
          -

          Draw icon using pixel size at specified position.

          +pyray.gui_draw_icon(iconId: int, posX: int, posY: int, pixelSize: int, color: Color) None +

          Draw icon using pixel size at specified position

          -pyray.gui_dropdown_box(bounds: Rectangle | list | tuple, text: str, active: Any, editMode: bool) int
          -

          Dropdown Box control.

          +pyray.gui_dropdown_box(bounds: Rectangle, text: str, active: Any, editMode: bool) int +

          Dropdown Box control

          -pyray.gui_dummy_rec(bounds: Rectangle | list | tuple, text: str) int
          -

          Dummy control for placeholders.

          +pyray.gui_dummy_rec(bounds: Rectangle, text: str) int +

          Dummy control for placeholders

          pyray.gui_enable() None
          -

          Enable gui controls (global state).

          +

          Enable gui controls (global state)

          pyray.gui_enable_tooltip() None
          -

          Enable gui tooltips (global state).

          +

          Enable gui tooltips (global state)

          pyray.gui_get_font() Font
          -

          Get gui custom font (global state).

          +

          Get gui custom font (global state)

          pyray.gui_get_icons() Any
          -

          Get raygui icons data pointer.

          +

          Get raygui icons data pointer

          pyray.gui_get_state() int
          -

          Get gui state (global state).

          +

          Get gui state (global state)

          pyray.gui_get_style(control: int, property: int) int
          -

          Get one style property.

          +

          Get one style property

          -pyray.gui_grid(bounds: Rectangle | list | tuple, text: str, spacing: float, subdivs: int, mouseCell: Any | list | tuple) int
          -

          Grid control.

          +pyray.gui_grid(bounds: Rectangle, text: str, spacing: float, subdivs: int, mouseCell: Any) int +

          Grid control

          -pyray.gui_group_box(bounds: Rectangle | list | tuple, text: str) int
          -

          Group Box control with text name.

          +pyray.gui_group_box(bounds: Rectangle, text: str) int +

          Group Box control with text name

          pyray.gui_icon_text(iconId: int, text: str) str
          -

          Get text with icon id prepended (if supported).

          +

          Get text with icon id prepended (if supported)

          pyray.gui_is_locked() bool
          -

          Check if gui is locked (global state).

          +

          Check if gui is locked (global state)

          -pyray.gui_label(bounds: Rectangle | list | tuple, text: str) int
          -

          Label control.

          +pyray.gui_label(bounds: Rectangle, text: str) int +

          Label control

          -pyray.gui_label_button(bounds: Rectangle | list | tuple, text: str) int
          -

          Label button control, returns true when clicked.

          +pyray.gui_label_button(bounds: Rectangle, text: str) int +

          Label button control, returns true when clicked

          -pyray.gui_line(bounds: Rectangle | list | tuple, text: str) int
          -

          Line separator control, could contain text.

          +pyray.gui_line(bounds: Rectangle, text: str) int +

          Line separator control, could contain text

          -pyray.gui_list_view(bounds: Rectangle | list | tuple, text: str, scrollIndex: Any, active: Any) int
          -

          List View control.

          +pyray.gui_list_view(bounds: Rectangle, text: str, scrollIndex: Any, active: Any) int +

          List View control

          -pyray.gui_list_view_ex(bounds: Rectangle | list | tuple, text: list[str], count: int, scrollIndex: Any, active: Any, focus: Any) int
          -

          List View with extended parameters.

          +pyray.gui_list_view_ex(bounds: Rectangle, text: list[str], count: int, scrollIndex: Any, active: Any, focus: Any) int +

          List View with extended parameters

          pyray.gui_load_icons(fileName: str, loadIconsName: bool) list[str]
          -

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

          +

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

          pyray.gui_load_style(fileName: str) None
          -

          Load style file over global style variable (.rgs).

          +

          Load style file over global style variable (.rgs)

          pyray.gui_load_style_default() None
          -

          Load style default over global style.

          +

          Load style default over global style

          pyray.gui_lock() None
          -

          Lock gui controls (global state).

          +

          Lock gui controls (global state)

          -pyray.gui_message_box(bounds: Rectangle | list | tuple, title: str, message: str, buttons: str) int
          -

          Message Box control, displays a message.

          +pyray.gui_message_box(bounds: Rectangle, title: str, message: str, buttons: str) int +

          Message Box control, displays a message

          -pyray.gui_panel(bounds: Rectangle | list | tuple, text: str) int
          -

          Panel control, useful to group controls.

          +pyray.gui_panel(bounds: Rectangle, text: str) int +

          Panel control, useful to group controls

          -pyray.gui_progress_bar(bounds: Rectangle | list | tuple, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float) int
          -

          Progress Bar control.

          +pyray.gui_progress_bar(bounds: Rectangle, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float) int +

          Progress Bar control

          -pyray.gui_scroll_panel(bounds: Rectangle | list | tuple, text: str, content: Rectangle | list | tuple, scroll: Any | list | tuple, view: Any | list | tuple) int
          -

          Scroll Panel control.

          +pyray.gui_scroll_panel(bounds: Rectangle, text: str, content: Rectangle, scroll: Any, view: Any) int +

          Scroll Panel control

          pyray.gui_set_alpha(alpha: float) None
          -

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

          +

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

          -pyray.gui_set_font(font: Font | list | tuple) None
          -

          Set gui custom font (global state).

          +pyray.gui_set_font(font: Font) None +

          Set gui custom font (global state)

          pyray.gui_set_icon_scale(scale: int) None
          -

          Set default icon drawing size.

          +

          Set default icon drawing size

          pyray.gui_set_state(state: int) None
          -

          Set gui state (global state).

          +

          Set gui state (global state)

          pyray.gui_set_style(control: int, property: int, value: int) None
          -

          Set one style property.

          +

          Set one style property

          pyray.gui_set_tooltip(tooltip: str) None
          -

          Set tooltip string.

          +

          Set tooltip string

          -pyray.gui_slider(bounds: Rectangle | list | tuple, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float) int
          -

          Slider control.

          +pyray.gui_slider(bounds: Rectangle, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float) int +

          Slider control

          -pyray.gui_slider_bar(bounds: Rectangle | list | tuple, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float) int
          -

          Slider Bar control.

          +pyray.gui_slider_bar(bounds: Rectangle, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float) int +

          Slider Bar control

          -pyray.gui_spinner(bounds: Rectangle | list | tuple, text: str, value: Any, minValue: int, maxValue: int, editMode: bool) int
          -

          Spinner control.

          +pyray.gui_spinner(bounds: Rectangle, text: str, value: Any, minValue: int, maxValue: int, editMode: bool) int +

          Spinner control

          -pyray.gui_status_bar(bounds: Rectangle | list | tuple, text: str) int
          -

          Status Bar control, shows info text.

          +pyray.gui_status_bar(bounds: Rectangle, text: str) int +

          Status Bar control, shows info text

          -pyray.gui_tab_bar(bounds: Rectangle | list | tuple, text: list[str], count: int, active: Any) int
          -

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

          +pyray.gui_tab_bar(bounds: Rectangle, text: list[str], count: int, active: Any) int +

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

          -pyray.gui_text_box(bounds: Rectangle | list | tuple, text: str, textSize: int, editMode: bool) int
          -

          Text Box control, updates input text.

          +pyray.gui_text_box(bounds: Rectangle, text: str, textSize: int, editMode: bool) int +

          Text Box control, updates input text

          -pyray.gui_text_input_box(bounds: Rectangle | list | tuple, title: str, message: str, buttons: str, text: str, textMaxSize: int, secretViewActive: Any) int
          -

          Text Input Box control, ask for text, supports secret.

          +pyray.gui_text_input_box(bounds: Rectangle, title: str, message: str, buttons: str, text: str, textMaxSize: int, secretViewActive: Any) int +

          Text Input Box control, ask for text, supports secret

          -pyray.gui_toggle(bounds: Rectangle | list | tuple, text: str, active: Any) int
          -

          Toggle Button control.

          +pyray.gui_toggle(bounds: Rectangle, text: str, active: Any) int +

          Toggle Button control

          -pyray.gui_toggle_group(bounds: Rectangle | list | tuple, text: str, active: Any) int
          -

          Toggle Group control.

          +pyray.gui_toggle_group(bounds: Rectangle, text: str, active: Any) int +

          Toggle Group control

          -pyray.gui_toggle_slider(bounds: Rectangle | list | tuple, text: str, active: Any) int
          -

          Toggle Slider control.

          +pyray.gui_toggle_slider(bounds: Rectangle, text: str, active: Any) int +

          Toggle Slider control

          pyray.gui_unlock() None
          -

          Unlock gui controls (global state).

          +

          Unlock gui controls (global state)

          -pyray.gui_value_box(bounds: Rectangle | list | tuple, text: str, value: Any, minValue: int, maxValue: int, editMode: bool) int
          -

          Value Box control, updates input text with numbers.

          +pyray.gui_value_box(bounds: Rectangle, text: str, value: Any, minValue: int, maxValue: int, editMode: bool) int +

          Value Box control, updates input text with numbers

          -pyray.gui_value_box_float(bounds: Rectangle | list | tuple, text: str, textValue: str, value: Any, editMode: bool) int
          -

          Value box control for float values.

          +pyray.gui_value_box_float(bounds: Rectangle, text: str, textValue: str, value: Any, editMode: bool) int +

          Value box control for float values

          -pyray.gui_window_box(bounds: Rectangle | list | tuple, title: str) int
          -

          Window Box control, shows a window that can be closed.

          +pyray.gui_window_box(bounds: Rectangle, title: str) int +

          Window Box control, shows a window that can be closed

          pyray.hide_cursor() None
          -

          Hides cursor.

          +

          Hides cursor

          -pyray.image_alpha_clear(image: Any | list | tuple, color: Color | list | tuple, threshold: float) None
          -

          Clear alpha channel to desired color.

          +pyray.image_alpha_clear(image: Any, color: Color, threshold: float) None +

          Clear alpha channel to desired color

          -pyray.image_alpha_crop(image: Any | list | tuple, threshold: float) None
          -

          Crop image depending on alpha value.

          +pyray.image_alpha_crop(image: Any, threshold: float) None +

          Crop image depending on alpha value

          -pyray.image_alpha_mask(image: Any | list | tuple, alphaMask: Image | list | tuple) None
          -

          Apply alpha mask to image.

          +pyray.image_alpha_mask(image: Any, alphaMask: Image) None +

          Apply alpha mask to image

          -pyray.image_alpha_premultiply(image: Any | list | tuple) None
          -

          Premultiply alpha channel.

          +pyray.image_alpha_premultiply(image: Any) None +

          Premultiply alpha channel

          -pyray.image_blur_gaussian(image: Any | list | tuple, blurSize: int) None
          -

          Apply Gaussian blur using a box blur approximation.

          +pyray.image_blur_gaussian(image: Any, blurSize: int) None +

          Apply Gaussian blur using a box blur approximation

          -pyray.image_clear_background(dst: Any | list | tuple, color: Color | list | tuple) None
          -

          Clear image background with given color.

          +pyray.image_clear_background(dst: Any, color: Color) None +

          Clear image background with given color

          -pyray.image_color_brightness(image: Any | list | tuple, brightness: int) None
          -

          Modify image color: brightness (-255 to 255).

          +pyray.image_color_brightness(image: Any, brightness: int) None +

          Modify image color: brightness (-255 to 255)

          -pyray.image_color_contrast(image: Any | list | tuple, contrast: float) None
          -

          Modify image color: contrast (-100 to 100).

          +pyray.image_color_contrast(image: Any, contrast: float) None +

          Modify image color: contrast (-100 to 100)

          -pyray.image_color_grayscale(image: Any | list | tuple) None
          -

          Modify image color: grayscale.

          +pyray.image_color_grayscale(image: Any) None +

          Modify image color: grayscale

          -pyray.image_color_invert(image: Any | list | tuple) None
          -

          Modify image color: invert.

          +pyray.image_color_invert(image: Any) None +

          Modify image color: invert

          -pyray.image_color_replace(image: Any | list | tuple, color: Color | list | tuple, replace: Color | list | tuple) None
          -

          Modify image color: replace color.

          +pyray.image_color_replace(image: Any, color: Color, replace: Color) None +

          Modify image color: replace color

          -pyray.image_color_tint(image: Any | list | tuple, color: Color | list | tuple) None
          -

          Modify image color: tint.

          +pyray.image_color_tint(image: Any, color: Color) None +

          Modify image color: tint

          -pyray.image_copy(image: Image | list | tuple) Image
          -

          Create an image duplicate (useful for transformations).

          +pyray.image_copy(image: Image) Image +

          Create an image duplicate (useful for transformations)

          -pyray.image_crop(image: Any | list | tuple, crop: Rectangle | list | tuple) None
          -

          Crop an image to a defined rectangle.

          +pyray.image_crop(image: Any, crop: Rectangle) None +

          Crop an image to a defined rectangle

          -pyray.image_dither(image: Any | list | tuple, rBpp: int, gBpp: int, bBpp: int, aBpp: int) None
          -

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

          +pyray.image_dither(image: Any, rBpp: int, gBpp: int, bBpp: int, aBpp: int) None +

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

          -pyray.image_draw(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).

          +pyray.image_draw(dst: Any, src: Image, srcRec: Rectangle, dstRec: Rectangle, tint: Color) None +

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

          -pyray.image_draw_circle(dst: Any | list | tuple, centerX: int, centerY: int, radius: int, color: Color | list | tuple) None
          -

          Draw a filled circle within an image.

          +pyray.image_draw_circle(dst: Any, centerX: int, centerY: int, radius: int, color: Color) None +

          Draw a filled circle within an image

          -pyray.image_draw_circle_lines(dst: Any | list | tuple, centerX: int, centerY: int, radius: int, color: Color | list | tuple) None
          -

          Draw circle outline within an image.

          +pyray.image_draw_circle_lines(dst: Any, centerX: int, centerY: int, radius: int, color: Color) None +

          Draw circle outline within an image

          -pyray.image_draw_circle_lines_v(dst: Any | list | tuple, center: Vector2 | list | tuple, radius: int, color: Color | list | tuple) None
          -

          Draw circle outline within an image (Vector version).

          +pyray.image_draw_circle_lines_v(dst: Any, center: Vector2, radius: int, color: Color) None +

          Draw circle outline within an image (Vector version)

          -pyray.image_draw_circle_v(dst: Any | list | tuple, center: Vector2 | list | tuple, radius: int, color: Color | list | tuple) None
          -

          Draw a filled circle within an image (Vector version).

          +pyray.image_draw_circle_v(dst: Any, center: Vector2, radius: int, color: Color) None +

          Draw a filled circle within an image (Vector version)

          -pyray.image_draw_line(dst: Any | list | tuple, startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color | list | tuple) None
          -

          Draw line within an image.

          +pyray.image_draw_line(dst: Any, startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color) None +

          Draw line within an image

          -pyray.image_draw_line_ex(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.

          +pyray.image_draw_line_ex(dst: Any, start: Vector2, end: Vector2, thick: int, color: Color) None +

          Draw a line defining thickness within an image

          -pyray.image_draw_line_v(dst: Any | list | tuple, start: Vector2 | list | tuple, end: Vector2 | list | tuple, color: Color | list | tuple) None
          -

          Draw line within an image (Vector version).

          +pyray.image_draw_line_v(dst: Any, start: Vector2, end: Vector2, color: Color) None +

          Draw line within an image (Vector version)

          -pyray.image_draw_pixel(dst: Any | list | tuple, posX: int, posY: int, color: Color | list | tuple) None
          -

          Draw pixel within an image.

          +pyray.image_draw_pixel(dst: Any, posX: int, posY: int, color: Color) None +

          Draw pixel within an image

          -pyray.image_draw_pixel_v(dst: Any | list | tuple, position: Vector2 | list | tuple, color: Color | list | tuple) None
          -

          Draw pixel within an image (Vector version).

          +pyray.image_draw_pixel_v(dst: Any, position: Vector2, color: Color) None +

          Draw pixel within an image (Vector version)

          -pyray.image_draw_rectangle(dst: Any | list | tuple, posX: int, posY: int, width: int, height: int, color: Color | list | tuple) None
          -

          Draw rectangle within an image.

          +pyray.image_draw_rectangle(dst: Any, posX: int, posY: int, width: int, height: int, color: Color) None +

          Draw rectangle within an image

          -pyray.image_draw_rectangle_lines(dst: Any | list | tuple, rec: Rectangle | list | tuple, thick: int, color: Color | list | tuple) None
          -

          Draw rectangle lines within an image.

          +pyray.image_draw_rectangle_lines(dst: Any, rec: Rectangle, thick: int, color: Color) None +

          Draw rectangle lines within an image

          -pyray.image_draw_rectangle_rec(dst: Any | list | tuple, rec: Rectangle | list | tuple, color: Color | list | tuple) None
          -

          Draw rectangle within an image.

          +pyray.image_draw_rectangle_rec(dst: Any, rec: Rectangle, color: Color) None +

          Draw rectangle within an image

          -pyray.image_draw_rectangle_v(dst: Any | list | tuple, position: Vector2 | list | tuple, size: Vector2 | list | tuple, color: Color | list | tuple) None
          -

          Draw rectangle within an image (Vector version).

          +pyray.image_draw_rectangle_v(dst: Any, position: Vector2, size: Vector2, color: Color) None +

          Draw rectangle within an image (Vector version)

          -pyray.image_draw_text(dst: Any | list | tuple, text: str, posX: int, posY: int, fontSize: int, color: Color | list | tuple) None
          -

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

          +pyray.image_draw_text(dst: Any, text: str, posX: int, posY: int, fontSize: int, color: Color) None +

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

          -pyray.image_draw_text_ex(dst: Any | list | tuple, font: Font | list | tuple, text: str, position: Vector2 | list | tuple, fontSize: float, spacing: float, tint: Color | list | tuple) None
          -

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

          +pyray.image_draw_text_ex(dst: Any, font: Font, text: str, position: Vector2, fontSize: float, spacing: float, tint: Color) None +

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

          -pyray.image_draw_triangle(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.

          +pyray.image_draw_triangle(dst: Any, v1: Vector2, v2: Vector2, v3: Vector2, color: Color) None +

          Draw triangle within an image

          -pyray.image_draw_triangle_ex(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.

          +pyray.image_draw_triangle_ex(dst: Any, v1: Vector2, v2: Vector2, v3: Vector2, c1: Color, c2: Color, c3: Color) None +

          Draw triangle with interpolated colors within an image

          -pyray.image_draw_triangle_fan(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).

          +pyray.image_draw_triangle_fan(dst: Any, points: Any, pointCount: int, color: Color) None +

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

          -pyray.image_draw_triangle_lines(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.

          +pyray.image_draw_triangle_lines(dst: Any, v1: Vector2, v2: Vector2, v3: Vector2, color: Color) None +

          Draw triangle outline within an image

          -pyray.image_draw_triangle_strip(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.

          +pyray.image_draw_triangle_strip(dst: Any, points: Any, pointCount: int, color: Color) None +

          Draw a triangle strip defined by points within an image

          -pyray.image_flip_horizontal(image: Any | list | tuple) None
          -

          Flip image horizontally.

          +pyray.image_flip_horizontal(image: Any) None +

          Flip image horizontally

          -pyray.image_flip_vertical(image: Any | list | tuple) None
          -

          Flip image vertically.

          +pyray.image_flip_vertical(image: Any) None +

          Flip image vertically

          -pyray.image_format(image: Any | list | tuple, newFormat: int) None
          -

          Convert image data to desired format.

          +pyray.image_format(image: Any, newFormat: int) None +

          Convert image data to desired format

          -pyray.image_from_channel(image: Image | list | tuple, selectedChannel: int) Image
          -

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

          +pyray.image_from_channel(image: Image, selectedChannel: int) Image +

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

          -pyray.image_from_image(image: Image | list | tuple, rec: Rectangle | list | tuple) Image
          -

          Create an image from another image piece.

          +pyray.image_from_image(image: Image, rec: Rectangle) Image +

          Create an image from another image piece

          -pyray.image_kernel_convolution(image: Any | list | tuple, kernel: Any, kernelSize: int) None
          -

          Apply custom square convolution kernel to image.

          +pyray.image_kernel_convolution(image: Any, kernel: Any, kernelSize: int) None +

          Apply custom square convolution kernel to image

          -pyray.image_mipmaps(image: Any | list | tuple) None
          -

          Compute all mipmap levels for a provided image.

          +pyray.image_mipmaps(image: Any) None +

          Compute all mipmap levels for a provided image

          -pyray.image_resize(image: Any | list | tuple, newWidth: int, newHeight: int) None
          -

          Resize image (Bicubic scaling algorithm).

          +pyray.image_resize(image: Any, newWidth: int, newHeight: int) None +

          Resize image (Bicubic scaling algorithm)

          -pyray.image_resize_canvas(image: Any | list | tuple, newWidth: int, newHeight: int, offsetX: int, offsetY: int, fill: Color | list | tuple) None
          -

          Resize canvas and fill with color.

          +pyray.image_resize_canvas(image: Any, newWidth: int, newHeight: int, offsetX: int, offsetY: int, fill: Color) None +

          Resize canvas and fill with color

          -pyray.image_resize_nn(image: Any | list | tuple, newWidth: int, newHeight: int) None
          -

          Resize image (Nearest-Neighbor scaling algorithm).

          +pyray.image_resize_nn(image: Any, newWidth: int, newHeight: int) None +

          Resize image (Nearest-Neighbor scaling algorithm)

          -pyray.image_rotate(image: Any | list | tuple, degrees: int) None
          -

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

          +pyray.image_rotate(image: Any, degrees: int) None +

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

          -pyray.image_rotate_ccw(image: Any | list | tuple) None
          -

          Rotate image counter-clockwise 90deg.

          +pyray.image_rotate_ccw(image: Any) None +

          Rotate image counter-clockwise 90deg

          -pyray.image_rotate_cw(image: Any | list | tuple) None
          -

          Rotate image clockwise 90deg.

          +pyray.image_rotate_cw(image: Any) None +

          Rotate image clockwise 90deg

          -pyray.image_text(text: str, fontSize: int, color: Color | list | tuple) Image
          -

          Create an image from text (default font).

          +pyray.image_text(text: str, fontSize: int, color: Color) Image +

          Create an image from text (default font)

          -pyray.image_text_ex(font: Font | list | tuple, text: str, fontSize: float, spacing: float, tint: Color | list | tuple) Image
          -

          Create an image from text (custom sprite font).

          +pyray.image_text_ex(font: Font, text: str, fontSize: float, spacing: float, tint: Color) Image +

          Create an image from text (custom sprite font)

          -pyray.image_to_pot(image: Any | list | tuple, fill: Color | list | tuple) None
          -

          Convert image to POT (power-of-two).

          +pyray.image_to_pot(image: Any, fill: Color) None +

          Convert image to POT (power-of-two)

          pyray.init_audio_device() None
          -

          Initialize audio device and context.

          +

          Initialize audio device and context

          pyray.init_physics() None
          -

          Initializes physics system.

          +

          Initializes physics system

          pyray.init_window(width: int, height: int, title: str) None
          -

          Initialize window and OpenGL context.

          +

          Initialize window and OpenGL context

          pyray.is_audio_device_ready() bool
          -

          Check if audio device has been initialized successfully.

          +

          Check if audio device has been initialized successfully

          -pyray.is_audio_stream_playing(stream: AudioStream | list | tuple) bool
          -

          Check if audio stream is playing.

          +pyray.is_audio_stream_playing(stream: AudioStream) bool +

          Check if audio stream is playing

          -pyray.is_audio_stream_processed(stream: AudioStream | list | tuple) bool
          -

          Check if any audio stream buffers requires refill.

          +pyray.is_audio_stream_processed(stream: AudioStream) bool +

          Check if any audio stream buffers requires refill

          -pyray.is_audio_stream_valid(stream: AudioStream | list | tuple) bool
          -

          Checks if an audio stream is valid (buffers initialized).

          +pyray.is_audio_stream_valid(stream: AudioStream) bool +

          Checks if an audio stream is valid (buffers initialized)

          pyray.is_cursor_hidden() bool
          -

          Check if cursor is not visible.

          +

          Check if cursor is not visible

          pyray.is_cursor_on_screen() bool
          -

          Check if cursor is on the screen.

          +

          Check if cursor is on the screen

          pyray.is_file_dropped() bool
          -

          Check if a file has been dropped into window.

          +

          Check if a file has been dropped into window

          pyray.is_file_extension(fileName: str, ext: str) bool
          -

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

          +

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

          pyray.is_file_name_valid(fileName: str) bool
          -

          Check if fileName is valid for the platform/OS.

          +

          Check if fileName is valid for the platform/OS

          -pyray.is_font_valid(font: Font | list | tuple) bool
          -

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

          +pyray.is_font_valid(font: Font) bool +

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

          pyray.is_gamepad_available(gamepad: int) bool
          -

          Check if a gamepad is available.

          +

          Check if a gamepad is available

          pyray.is_gamepad_button_down(gamepad: int, button: int) bool
          -

          Check if a gamepad button is being pressed.

          +

          Check if a gamepad button is being pressed

          pyray.is_gamepad_button_pressed(gamepad: int, button: int) bool
          -

          Check if a gamepad button has been pressed once.

          +

          Check if a gamepad button has been pressed once

          pyray.is_gamepad_button_released(gamepad: int, button: int) bool
          -

          Check if a gamepad button has been released once.

          +

          Check if a gamepad button has been released once

          pyray.is_gamepad_button_up(gamepad: int, button: int) bool
          -

          Check if a gamepad button is NOT being pressed.

          +

          Check if a gamepad button is NOT being pressed

          pyray.is_gesture_detected(gesture: int) bool
          -

          Check if a gesture have been detected.

          +

          Check if a gesture have been detected

          -pyray.is_image_valid(image: Image | list | tuple) bool
          -

          Check if an image is valid (data and parameters).

          +pyray.is_image_valid(image: Image) bool +

          Check if an image is valid (data and parameters)

          pyray.is_key_down(key: int) bool
          -

          Check if a key is being pressed.

          +

          Check if a key is being pressed

          pyray.is_key_pressed(key: int) bool
          -

          Check if a key has been pressed once.

          +

          Check if a key has been pressed once

          pyray.is_key_pressed_repeat(key: int) bool
          -

          Check if a key has been pressed again.

          +

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

          pyray.is_key_released(key: int) bool
          -

          Check if a key has been released once.

          +

          Check if a key has been released once

          pyray.is_key_up(key: int) bool
          -

          Check if a key is NOT being pressed.

          +

          Check if a key is NOT being pressed

          -pyray.is_material_valid(material: Material | list | tuple) bool
          -

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

          +pyray.is_material_valid(material: Material) bool +

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

          -pyray.is_model_animation_valid(model: Model | list | tuple, anim: ModelAnimation | list | tuple) bool
          -

          Check model animation skeleton match.

          +pyray.is_model_animation_valid(model: Model, anim: ModelAnimation) bool +

          Check model animation skeleton match

          -pyray.is_model_valid(model: Model | list | tuple) bool
          -

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

          +pyray.is_model_valid(model: Model) bool +

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

          pyray.is_mouse_button_down(button: int) bool
          -

          Check if a mouse button is being pressed.

          +

          Check if a mouse button is being pressed

          pyray.is_mouse_button_pressed(button: int) bool
          -

          Check if a mouse button has been pressed once.

          +

          Check if a mouse button has been pressed once

          pyray.is_mouse_button_released(button: int) bool
          -

          Check if a mouse button has been released once.

          +

          Check if a mouse button has been released once

          pyray.is_mouse_button_up(button: int) bool
          -

          Check if a mouse button is NOT being pressed.

          +

          Check if a mouse button is NOT being pressed

          -pyray.is_music_stream_playing(music: Music | list | tuple) bool
          -

          Check if music is playing.

          +pyray.is_music_stream_playing(music: Music) bool +

          Check if music is playing

          -pyray.is_music_valid(music: Music | list | tuple) bool
          -

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

          +pyray.is_music_valid(music: Music) bool +

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

          pyray.is_path_file(path: str) bool
          -

          Check if a given path is a file or a directory.

          +

          Check if a given path is a file or a directory

          -pyray.is_render_texture_valid(target: RenderTexture | list | tuple) bool
          -

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

          +pyray.is_render_texture_valid(target: RenderTexture) bool +

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

          -pyray.is_shader_valid(shader: Shader | list | tuple) bool
          -

          Check if a shader is valid (loaded on GPU).

          +pyray.is_shader_valid(shader: Shader) bool +

          Check if a shader is valid (loaded on GPU)

          -pyray.is_sound_playing(sound: Sound | list | tuple) bool
          -

          Check if a sound is currently playing.

          +pyray.is_sound_playing(sound: Sound) bool +

          Check if a sound is currently playing

          -pyray.is_sound_valid(sound: Sound | list | tuple) bool
          -

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

          +pyray.is_sound_valid(sound: Sound) bool +

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

          -pyray.is_texture_valid(texture: Texture | list | tuple) bool
          -

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

          +pyray.is_texture_valid(texture: Texture) bool +

          Check if a texture is valid (loaded in GPU)

          -pyray.is_wave_valid(wave: Wave | list | tuple) bool
          -

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

          +pyray.is_wave_valid(wave: Wave) bool +

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

          pyray.is_window_focused() bool
          -

          Check if window is currently focused.

          +

          Check if window is currently focused (only PLATFORM_DESKTOP)

          pyray.is_window_fullscreen() bool
          -

          Check if window is currently fullscreen.

          +

          Check if window is currently fullscreen

          pyray.is_window_hidden() bool
          -

          Check if window is currently hidden.

          +

          Check if window is currently hidden (only PLATFORM_DESKTOP)

          pyray.is_window_maximized() bool
          -

          Check if window is currently maximized.

          +

          Check if window is currently maximized (only PLATFORM_DESKTOP)

          pyray.is_window_minimized() bool
          -

          Check if window is currently minimized.

          +

          Check if window is currently minimized (only PLATFORM_DESKTOP)

          pyray.is_window_ready() bool
          -

          Check if window has been initialized successfully.

          +

          Check if window has been initialized successfully

          pyray.is_window_resized() bool
          -

          Check if window has been resized last frame.

          +

          Check if window has been resized last frame

          pyray.is_window_state(flag: int) bool
          -

          Check if one specific window flag is enabled.

          +

          Check if one specific window flag is enabled

          pyray.lerp(start: float, end: float, amount: float) float
          -

          .

          -
          +
          pyray.load_audio_stream(sampleRate: int, sampleSize: int, channels: int) AudioStream
          -

          Load audio stream (to stream raw audio pcm data).

          +

          Load audio stream (to stream raw audio pcm data)

          pyray.load_automation_event_list(fileName: str) AutomationEventList
          -

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

          +

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

          pyray.load_codepoints(text: str, count: Any) Any
          -

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

          +

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

          pyray.load_directory_files(dirPath: str) FilePathList
          -

          Load directory filepaths.

          +

          Load directory filepaths

          pyray.load_directory_files_ex(basePath: str, filter: str, 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.

          +

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

          pyray.load_dropped_files() FilePathList
          -

          Load dropped filepaths.

          +

          Load dropped filepaths

          pyray.load_file_data(fileName: str, dataSize: Any) str
          -

          Load file data as byte array (read).

          +

          Load file data as byte array (read)

          pyray.load_file_text(fileName: str) str
          -

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

          +

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

          pyray.load_font(fileName: str) Font
          -

          Load font from file into GPU memory (VRAM).

          +

          Load font from file into GPU memory (VRAM)

          pyray.load_font_data(fileData: str, dataSize: int, fontSize: int, codepoints: Any, codepointCount: int, type: int) Any
          -

          Load font data for further use.

          +

          Load font data for further use

          pyray.load_font_ex(fileName: str, 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.

          +

          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

          -pyray.load_font_from_image(image: Image | list | tuple, key: Color | list | tuple, firstChar: int) Font
          -

          Load font from Image (XNA style).

          +pyray.load_font_from_image(image: Image, key: Color, firstChar: int) Font +

          Load font from Image (XNA style)

          pyray.load_font_from_memory(fileType: str, fileData: str, dataSize: int, fontSize: int, codepoints: Any, codepointCount: int) Font
          -

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

          +

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

          pyray.load_image(fileName: str) Image
          -

          Load image from file into CPU memory (RAM).

          +

          Load image from file into CPU memory (RAM)

          pyray.load_image_anim(fileName: str, frames: Any) Image
          -

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

          +

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

          pyray.load_image_anim_from_memory(fileType: str, fileData: str, dataSize: int, frames: Any) Image
          -

          Load image sequence from memory buffer.

          +

          Load image sequence from memory buffer

          -pyray.load_image_colors(image: Image | list | tuple) Any
          -

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

          +pyray.load_image_colors(image: Image) Any +

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

          pyray.load_image_from_memory(fileType: str, fileData: str, dataSize: int) Image
          -

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

          +

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

          pyray.load_image_from_screen() Image
          -

          Load image from screen buffer and (screenshot).

          +

          Load image from screen buffer and (screenshot)

          -pyray.load_image_from_texture(texture: Texture | list | tuple) Image
          -

          Load image from GPU texture data.

          +pyray.load_image_from_texture(texture: Texture) Image +

          Load image from GPU texture data

          -pyray.load_image_palette(image: Image | list | tuple, maxPaletteSize: int, colorCount: Any) Any
          -

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

          +pyray.load_image_palette(image: Image, maxPaletteSize: int, colorCount: Any) Any +

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

          pyray.load_image_raw(fileName: str, width: int, height: int, format: int, headerSize: int) Image
          -

          Load image from RAW file data.

          +

          Load image from RAW file data

          pyray.load_material_default() Material
          -

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

          +

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

          pyray.load_materials(fileName: str, materialCount: Any) Any
          -

          Load materials from model file.

          +

          Load materials from model file

          pyray.load_model(fileName: str) Model
          -

          Load model from files (meshes and materials).

          +

          Load model from files (meshes and materials)

          pyray.load_model_animations(fileName: str, animCount: Any) Any
          -

          Load model animations from file.

          +

          Load model animations from file

          -pyray.load_model_from_mesh(mesh: Mesh | list | tuple) Model
          -

          Load model from generated mesh (default material).

          +pyray.load_model_from_mesh(mesh: Mesh) Model +

          Load model from generated mesh (default material)

          pyray.load_music_stream(fileName: str) Music
          -

          Load music stream from file.

          +

          Load music stream from file

          pyray.load_music_stream_from_memory(fileType: str, data: str, dataSize: int) Music
          -

          Load music stream from data.

          +

          Load music stream from data

          pyray.load_random_sequence(count: int, min_1: int, max_2: int) Any
          -

          Load random values sequence, no values repeated.

          +

          Load random values sequence, no values repeated

          pyray.load_render_texture(width: int, height: int) RenderTexture
          -

          Load texture for rendering (framebuffer).

          +

          Load texture for rendering (framebuffer)

          pyray.load_shader(vsFileName: str, fsFileName: str) Shader
          -

          Load shader from files and bind default locations.

          +

          Load shader from files and bind default locations

          pyray.load_shader_from_memory(vsCode: str, fsCode: str) Shader
          -

          Load shader from code strings and bind default locations.

          +

          Load shader from code strings and bind default locations

          pyray.load_sound(fileName: str) Sound
          -

          Load sound from file.

          +

          Load sound from file

          -pyray.load_sound_alias(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.

          +pyray.load_sound_alias(source: Sound) Sound +

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

          -pyray.load_sound_from_wave(wave: Wave | list | tuple) Sound
          -

          Load sound from wave data.

          +pyray.load_sound_from_wave(wave: Wave) Sound +

          Load sound from wave data

          pyray.load_texture(fileName: str) Texture
          -

          Load texture from file into GPU memory (VRAM).

          +

          Load texture from file into GPU memory (VRAM)

          -pyray.load_texture_cubemap(image: Image | list | tuple, layout: int) Texture
          -

          Load cubemap from image, multiple image cubemap layouts supported.

          +pyray.load_texture_cubemap(image: Image, layout: int) Texture +

          Load cubemap from image, multiple image cubemap layouts supported

          -pyray.load_texture_from_image(image: Image | list | tuple) Texture
          -

          Load texture from image data.

          +pyray.load_texture_from_image(image: Image) Texture +

          Load texture from image data

          pyray.load_utf8(codepoints: Any, length: int) str
          -

          Load UTF-8 text encoded from codepoints array.

          +

          Load UTF-8 text encoded from codepoints array

          -pyray.load_vr_stereo_config(device: VrDeviceInfo | list | tuple) VrStereoConfig
          -

          Load VR stereo config for VR simulator device parameters.

          +pyray.load_vr_stereo_config(device: VrDeviceInfo) VrStereoConfig +

          Load VR stereo config for VR simulator device parameters

          pyray.load_wave(fileName: str) Wave
          -

          Load wave data from file.

          +

          Load wave data from file

          pyray.load_wave_from_memory(fileType: str, fileData: str, dataSize: int) Wave
          -

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

          +

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

          -pyray.load_wave_samples(wave: Wave | list | tuple) Any
          -

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

          +pyray.load_wave_samples(wave: Wave) Any +

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

          pyray.make_directory(dirPath: str) int
          -

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

          +

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

          -pyray.matrix_add(left: Matrix | list | tuple, right: Matrix | list | tuple) Matrix
          -

          .

          -
          +pyray.matrix_add(left: Matrix, right: Matrix) Matrix +
          -pyray.matrix_decompose(mat: Matrix | list | tuple, translation: Any | list | tuple, rotation: Any | list | tuple, scale: Any | list | tuple) None
          -

          .

          -
          +pyray.matrix_decompose(mat: Matrix, translation: Any, rotation: Any, scale: Any) None +
          -pyray.matrix_determinant(mat: Matrix | list | tuple) float
          -

          .

          -
          +pyray.matrix_determinant(mat: Matrix) float +
          pyray.matrix_frustum(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float) Matrix
          -

          .

          -
          +
          pyray.matrix_identity() Matrix
          -

          .

          -
          +
          -pyray.matrix_invert(mat: Matrix | list | tuple) Matrix
          -

          .

          -
          +pyray.matrix_invert(mat: Matrix) Matrix +
          -pyray.matrix_look_at(eye: Vector3 | list | tuple, target: Vector3 | list | tuple, up: Vector3 | list | tuple) Matrix
          -

          .

          -
          +pyray.matrix_look_at(eye: Vector3, target: Vector3, up: Vector3) Matrix +
          -pyray.matrix_multiply(left: Matrix | list | tuple, right: Matrix | list | tuple) Matrix
          -

          .

          -
          +pyray.matrix_multiply(left: Matrix, right: Matrix) Matrix +
          pyray.matrix_ortho(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float) Matrix
          -

          .

          -
          +
          pyray.matrix_perspective(fovY: float, aspect: float, nearPlane: float, farPlane: float) Matrix
          -

          .

          -
          +
          -pyray.matrix_rotate(axis: Vector3 | list | tuple, angle: float) Matrix
          -

          .

          -
          +pyray.matrix_rotate(axis: Vector3, angle: float) Matrix +
          pyray.matrix_rotate_x(angle: float) Matrix
          -

          .

          -
          +
          -pyray.matrix_rotate_xyz(angle: Vector3 | list | tuple) Matrix
          -

          .

          -
          +pyray.matrix_rotate_xyz(angle: Vector3) Matrix +
          pyray.matrix_rotate_y(angle: float) Matrix
          -

          .

          -
          +
          pyray.matrix_rotate_z(angle: float) Matrix
          -

          .

          -
          +
          -pyray.matrix_rotate_zyx(angle: Vector3 | list | tuple) Matrix
          -

          .

          -
          +pyray.matrix_rotate_zyx(angle: Vector3) Matrix +
          pyray.matrix_scale(x: float, y: float, z: float) Matrix
          -

          .

          -
          +
          -pyray.matrix_subtract(left: Matrix | list | tuple, right: Matrix | list | tuple) Matrix
          -

          .

          -
          +pyray.matrix_subtract(left: Matrix, right: Matrix) Matrix +
          -pyray.matrix_to_float_v(mat: Matrix | list | tuple) float16
          -

          .

          -
          +pyray.matrix_to_float_v(mat: Matrix) float16 +
          -pyray.matrix_trace(mat: Matrix | list | tuple) float
          -

          .

          -
          +pyray.matrix_trace(mat: Matrix) float +
          pyray.matrix_translate(x: float, y: float, z: float) Matrix
          -

          .

          -
          +
          -pyray.matrix_transpose(mat: Matrix | list | tuple) Matrix
          -

          .

          -
          +pyray.matrix_transpose(mat: Matrix) Matrix +
          pyray.maximize_window() None
          -

          Set window state: maximized, if resizable.

          +

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

          pyray.measure_text(text: str, fontSize: int) int
          -

          Measure string width for default font.

          +

          Measure string width for default font

          -pyray.measure_text_ex(font: Font | list | tuple, text: str, fontSize: float, spacing: float) Vector2
          -

          Measure string size for Font.

          +pyray.measure_text_ex(font: Font, text: str, fontSize: float, spacing: float) Vector2 +

          Measure string size for Font

          pyray.mem_alloc(size: int) Any
          -

          Internal memory allocator.

          +

          Internal memory allocator

          pyray.mem_free(ptr: Any) None
          -

          Internal memory free.

          +

          Internal memory free

          pyray.mem_realloc(ptr: Any, size: int) Any
          -

          Internal memory reallocator.

          +

          Internal memory reallocator

          pyray.minimize_window() None
          -

          Set window state: minimized, if resizable.

          +

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

          pyray.normalize(value: float, start: float, end: float) float
          -

          .

          -
          +
          pyray.open_url(url: str) None
          -

          Open URL with default system browser (if available).

          +

          Open URL with default system browser (if available)

          -pyray.pause_audio_stream(stream: AudioStream | list | tuple) None
          -

          Pause audio stream.

          +pyray.pause_audio_stream(stream: AudioStream) None +

          Pause audio stream

          -pyray.pause_music_stream(music: Music | list | tuple) None
          -

          Pause music playing.

          +pyray.pause_music_stream(music: Music) None +

          Pause music playing

          -pyray.pause_sound(sound: Sound | list | tuple) None
          -

          Pause a sound.

          +pyray.pause_sound(sound: Sound) None +

          Pause a sound

          -pyray.physics_add_force(body: Any | list | tuple, force: Vector2 | list | tuple) None
          -

          Adds a force to a physics body.

          +pyray.physics_add_force(body: Any, force: Vector2) None +

          Adds a force to a physics body

          -pyray.physics_add_torque(body: Any | list | tuple, amount: float) None
          -

          Adds an angular force to a physics body.

          +pyray.physics_add_torque(body: Any, amount: float) None +

          Adds an angular force to a physics body

          -pyray.physics_shatter(body: Any | list | tuple, position: Vector2 | list | tuple, force: float) None
          -

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

          +pyray.physics_shatter(body: Any, position: Vector2, force: float) None +

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

          -pyray.play_audio_stream(stream: AudioStream | list | tuple) None
          -

          Play audio stream.

          +pyray.play_audio_stream(stream: AudioStream) None +

          Play audio stream

          -pyray.play_automation_event(event: AutomationEvent | list | tuple) None
          -

          Play a recorded automation event.

          +pyray.play_automation_event(event: AutomationEvent) None +

          Play a recorded automation event

          -pyray.play_music_stream(music: Music | list | tuple) None
          -

          Start music playing.

          +pyray.play_music_stream(music: Music) None +

          Start music playing

          -pyray.play_sound(sound: Sound | list | tuple) None
          -

          Play a sound.

          +pyray.play_sound(sound: Sound) None +

          Play a sound

          pyray.poll_input_events() None
          -

          Register all input events.

          +

          Register all input events

          -pyray.quaternion_add(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.quaternion_add(q1: Vector4, q2: Vector4) Vector4 +
          -pyray.quaternion_add_value(q: Vector4 | list | tuple, add: float) Vector4
          -

          .

          -
          +pyray.quaternion_add_value(q: Vector4, add: float) Vector4 +
          -pyray.quaternion_cubic_hermite_spline(q1: Vector4 | list | tuple, outTangent1: Vector4 | list | tuple, q2: Vector4 | list | tuple, inTangent2: Vector4 | list | tuple, t: float) Vector4
          -

          .

          -
          +pyray.quaternion_cubic_hermite_spline(q1: Vector4, outTangent1: Vector4, q2: Vector4, inTangent2: Vector4, t: float) Vector4 +
          -pyray.quaternion_divide(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.quaternion_divide(q1: Vector4, q2: Vector4) Vector4 +
          -pyray.quaternion_equals(p: Vector4 | list | tuple, q: Vector4 | list | tuple) int
          -

          .

          -
          +pyray.quaternion_equals(p: Vector4, q: Vector4) int +
          -pyray.quaternion_from_axis_angle(axis: Vector3 | list | tuple, angle: float) Vector4
          -

          .

          -
          +pyray.quaternion_from_axis_angle(axis: Vector3, angle: float) Vector4 +
          pyray.quaternion_from_euler(pitch: float, yaw: float, roll: float) Vector4
          -

          .

          -
          +
          -pyray.quaternion_from_matrix(mat: Matrix | list | tuple) Vector4
          -

          .

          -
          +pyray.quaternion_from_matrix(mat: Matrix) Vector4 +
          -pyray.quaternion_from_vector3_to_vector3(from_0: Vector3 | list | tuple, to: Vector3 | list | tuple) Vector4
          -

          .

          -
          +pyray.quaternion_from_vector3_to_vector3(from_0: Vector3, to: Vector3) Vector4 +
          pyray.quaternion_identity() Vector4
          -

          .

          -
          +
          -pyray.quaternion_invert(q: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.quaternion_invert(q: Vector4) Vector4 +
          -pyray.quaternion_length(q: Vector4 | list | tuple) float
          -

          .

          -
          +pyray.quaternion_length(q: Vector4) float +
          -pyray.quaternion_lerp(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple, amount: float) Vector4
          -

          .

          -
          +pyray.quaternion_lerp(q1: Vector4, q2: Vector4, amount: float) Vector4 +
          -pyray.quaternion_multiply(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.quaternion_multiply(q1: Vector4, q2: Vector4) Vector4 +
          -pyray.quaternion_nlerp(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple, amount: float) Vector4
          -

          .

          -
          +pyray.quaternion_nlerp(q1: Vector4, q2: Vector4, amount: float) Vector4 +
          -pyray.quaternion_normalize(q: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.quaternion_normalize(q: Vector4) Vector4 +
          -pyray.quaternion_scale(q: Vector4 | list | tuple, mul: float) Vector4
          -

          .

          -
          +pyray.quaternion_scale(q: Vector4, mul: float) Vector4 +
          -pyray.quaternion_slerp(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple, amount: float) Vector4
          -

          .

          -
          +pyray.quaternion_slerp(q1: Vector4, q2: Vector4, amount: float) Vector4 +
          -pyray.quaternion_subtract(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.quaternion_subtract(q1: Vector4, q2: Vector4) Vector4 +
          -pyray.quaternion_subtract_value(q: Vector4 | list | tuple, sub: float) Vector4
          -

          .

          -
          +pyray.quaternion_subtract_value(q: Vector4, sub: float) Vector4 +
          -pyray.quaternion_to_axis_angle(q: Vector4 | list | tuple, outAxis: Any | list | tuple, outAngle: Any) None
          -

          .

          -
          +pyray.quaternion_to_axis_angle(q: Vector4, outAxis: Any, outAngle: Any) None +
          -pyray.quaternion_to_euler(q: Vector4 | list | tuple) Vector3
          -

          .

          -
          +pyray.quaternion_to_euler(q: Vector4) Vector3 +
          -pyray.quaternion_to_matrix(q: Vector4 | list | tuple) Matrix
          -

          .

          -
          +pyray.quaternion_to_matrix(q: Vector4) Matrix +
          -pyray.quaternion_transform(q: Vector4 | list | tuple, mat: Matrix | list | tuple) Vector4
          -

          .

          -
          +pyray.quaternion_transform(q: Vector4, mat: Matrix) Vector4 +
          pyray.remap(value: float, inputStart: float, inputEnd: float, outputStart: float, outputEnd: float) float
          -

          .

          -
          +
          pyray.reset_physics() None
          -

          Reset physics system (global variables).

          +

          Reset physics system (global variables)

          pyray.restore_window() None
          -

          Set window state: not minimized/maximized.

          +

          Set window state: not minimized/maximized (only PLATFORM_DESKTOP)

          -pyray.resume_audio_stream(stream: AudioStream | list | tuple) None
          -

          Resume audio stream.

          +pyray.resume_audio_stream(stream: AudioStream) None +

          Resume audio stream

          -pyray.resume_music_stream(music: Music | list | tuple) None
          -

          Resume playing paused music.

          +pyray.resume_music_stream(music: Music) None +

          Resume playing paused music

          -pyray.resume_sound(sound: Sound | list | tuple) None
          -

          Resume a paused sound.

          -
          - -
          -
          -class pyray.rlBlendMode
          -

          Color blending modes (pre-defined).

          -
          -
          -RL_BLEND_ADDITIVE = 1
          -
          - -
          -
          -RL_BLEND_ADD_COLORS = 3
          -
          - -
          -
          -RL_BLEND_ALPHA = 0
          -
          - -
          -
          -RL_BLEND_ALPHA_PREMULTIPLY = 5
          -
          - -
          -
          -RL_BLEND_CUSTOM = 6
          -
          - -
          -
          -RL_BLEND_CUSTOM_SEPARATE = 7
          -
          - -
          -
          -RL_BLEND_MULTIPLIED = 2
          -
          - -
          -
          -RL_BLEND_SUBTRACT_COLORS = 4
          -
          - -
          - -
          -
          -class pyray.rlCullMode
          -

          Face culling mode.

          -
          -
          -RL_CULL_FACE_BACK = 1
          -
          - -
          -
          -RL_CULL_FACE_FRONT = 0
          -
          - +pyray.resume_sound(sound: Sound) None +

          Resume a paused sound

          -class pyray.rlDrawCall(mode: int | None = None, vertexCount: int | None = None, vertexAlignment: int | None = None, textureId: int | None = None)
          -

          of those state-change happens (this is done in core module).

          +class pyray.rlDrawCall(mode, vertexCount, vertexAlignment, textureId) +

          struct

          -mode: int = None
          +mode
          -textureId: int = None
          +textureId
          -vertexAlignment: int = None
          +vertexAlignment
          -vertexCount: int = None
          -
          - -
          - -
          -
          -class pyray.rlFramebufferAttachTextureType
          -

          Framebuffer texture attachment type.

          -
          -
          -RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1
          -
          - -
          -
          -RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3
          -
          - -
          -
          -RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5
          -
          - -
          -
          -RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0
          -
          - -
          -
          -RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2
          -
          - -
          -
          -RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4
          -
          - -
          -
          -RL_ATTACHMENT_RENDERBUFFER = 200
          -
          - -
          -
          -RL_ATTACHMENT_TEXTURE2D = 100
          -
          - -
          - -
          -
          -class pyray.rlFramebufferAttachType
          -

          Framebuffer attachment type.

          -
          -
          -RL_ATTACHMENT_COLOR_CHANNEL0 = 0
          -
          - -
          -
          -RL_ATTACHMENT_COLOR_CHANNEL1 = 1
          -
          - -
          -
          -RL_ATTACHMENT_COLOR_CHANNEL2 = 2
          -
          - -
          -
          -RL_ATTACHMENT_COLOR_CHANNEL3 = 3
          -
          - -
          -
          -RL_ATTACHMENT_COLOR_CHANNEL4 = 4
          -
          - -
          -
          -RL_ATTACHMENT_COLOR_CHANNEL5 = 5
          -
          - -
          -
          -RL_ATTACHMENT_COLOR_CHANNEL6 = 6
          -
          - -
          -
          -RL_ATTACHMENT_COLOR_CHANNEL7 = 7
          -
          - -
          -
          -RL_ATTACHMENT_DEPTH = 100
          -
          - -
          -
          -RL_ATTACHMENT_STENCIL = 200
          -
          - -
          - -
          -
          -class pyray.rlGlVersion
          -

          OpenGL version.

          -
          -
          -RL_OPENGL_11 = 1
          -
          - -
          -
          -RL_OPENGL_21 = 2
          -
          - -
          -
          -RL_OPENGL_33 = 3
          -
          - -
          -
          -RL_OPENGL_43 = 4
          -
          - -
          -
          -RL_OPENGL_ES_20 = 5
          -
          - -
          -
          -RL_OPENGL_ES_30 = 6
          -
          - -
          - -
          -
          -class pyray.rlPixelFormat
          -

          Texture pixel formats.

          -
          -
          -RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23
          -
          - -
          -
          -RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24
          -
          - -
          -
          -RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 14
          -
          - -
          -
          -RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15
          -
          - -
          -
          -RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16
          -
          - -
          -
          -RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17
          -
          - -
          -
          -RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 18
          -
          - -
          -
          -RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20
          -
          - -
          -
          -RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 19
          -
          - -
          -
          -RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 21
          -
          - -
          -
          -RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_R16 = 11
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4
          -
          - -
          -
          -RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7
          +vertexCount
          -class pyray.rlRenderBatch(bufferCount: int | None = None, currentBuffer: int | None = None, vertexBuffer: Any | None = None, draws: Any | None = None, drawCounter: int | None = None, currentDepth: float | None = None)
          -

          rlRenderBatch type.

          +class pyray.rlRenderBatch(bufferCount, currentBuffer, vertexBuffer, draws, drawCounter, currentDepth) +

          struct

          -bufferCount: int = None
          +bufferCount
          -currentBuffer: int = None
          +currentBuffer
          -currentDepth: float = None
          +currentDepth
          -drawCounter: int = None
          +drawCounter
          -draws: Any = None
          +draws
          -vertexBuffer: Any = None
          -
          - -
          - -
          -
          -class pyray.rlShaderAttributeDataType
          -

          Shader attribute data types.

          -
          -
          -RL_SHADER_ATTRIB_FLOAT = 0
          -
          - -
          -
          -RL_SHADER_ATTRIB_VEC2 = 1
          -
          - -
          -
          -RL_SHADER_ATTRIB_VEC3 = 2
          -
          - -
          -
          -RL_SHADER_ATTRIB_VEC4 = 3
          -
          - -
          - -
          -
          -class pyray.rlShaderLocationIndex
          -

          Shader location point type.

          -
          -
          -RL_SHADER_LOC_COLOR_AMBIENT = 14
          -
          - -
          -
          -RL_SHADER_LOC_COLOR_DIFFUSE = 12
          -
          - -
          -
          -RL_SHADER_LOC_COLOR_SPECULAR = 13
          -
          - -
          -
          -RL_SHADER_LOC_MAP_ALBEDO = 15
          -
          - -
          -
          -RL_SHADER_LOC_MAP_BRDF = 25
          -
          - -
          -
          -RL_SHADER_LOC_MAP_CUBEMAP = 22
          -
          - -
          -
          -RL_SHADER_LOC_MAP_EMISSION = 20
          -
          - -
          -
          -RL_SHADER_LOC_MAP_HEIGHT = 21
          -
          - -
          -
          -RL_SHADER_LOC_MAP_IRRADIANCE = 23
          -
          - -
          -
          -RL_SHADER_LOC_MAP_METALNESS = 16
          -
          - -
          -
          -RL_SHADER_LOC_MAP_NORMAL = 17
          -
          - -
          -
          -RL_SHADER_LOC_MAP_OCCLUSION = 19
          -
          - -
          -
          -RL_SHADER_LOC_MAP_PREFILTER = 24
          -
          - -
          -
          -RL_SHADER_LOC_MAP_ROUGHNESS = 18
          -
          - -
          -
          -RL_SHADER_LOC_MATRIX_MODEL = 9
          -
          - -
          -
          -RL_SHADER_LOC_MATRIX_MVP = 6
          -
          - -
          -
          -RL_SHADER_LOC_MATRIX_NORMAL = 10
          -
          - -
          -
          -RL_SHADER_LOC_MATRIX_PROJECTION = 8
          -
          - -
          -
          -RL_SHADER_LOC_MATRIX_VIEW = 7
          -
          - -
          -
          -RL_SHADER_LOC_VECTOR_VIEW = 11
          -
          - -
          -
          -RL_SHADER_LOC_VERTEX_COLOR = 5
          -
          - -
          -
          -RL_SHADER_LOC_VERTEX_NORMAL = 3
          -
          - -
          -
          -RL_SHADER_LOC_VERTEX_POSITION = 0
          -
          - -
          -
          -RL_SHADER_LOC_VERTEX_TANGENT = 4
          -
          - -
          -
          -RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1
          -
          - -
          -
          -RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2
          -
          - -
          - -
          -
          -class pyray.rlShaderUniformDataType
          -

          Shader uniform data type.

          -
          -
          -RL_SHADER_UNIFORM_FLOAT = 0
          -
          - -
          -
          -RL_SHADER_UNIFORM_INT = 4
          -
          - -
          -
          -RL_SHADER_UNIFORM_IVEC2 = 5
          -
          - -
          -
          -RL_SHADER_UNIFORM_IVEC3 = 6
          -
          - -
          -
          -RL_SHADER_UNIFORM_IVEC4 = 7
          -
          - -
          -
          -RL_SHADER_UNIFORM_SAMPLER2D = 12
          -
          - -
          -
          -RL_SHADER_UNIFORM_UINT = 8
          -
          - -
          -
          -RL_SHADER_UNIFORM_UIVEC2 = 9
          -
          - -
          -
          -RL_SHADER_UNIFORM_UIVEC3 = 10
          -
          - -
          -
          -RL_SHADER_UNIFORM_UIVEC4 = 11
          -
          - -
          -
          -RL_SHADER_UNIFORM_VEC2 = 1
          -
          - -
          -
          -RL_SHADER_UNIFORM_VEC3 = 2
          -
          - -
          -
          -RL_SHADER_UNIFORM_VEC4 = 3
          -
          - -
          - -
          -
          -class pyray.rlTextureFilter
          -

          Texture parameters: filter mode.

          -
          -
          -RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5
          -
          - -
          -
          -RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3
          -
          - -
          -
          -RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4
          -
          - -
          -
          -RL_TEXTURE_FILTER_BILINEAR = 1
          -
          - -
          -
          -RL_TEXTURE_FILTER_POINT = 0
          -
          - -
          -
          -RL_TEXTURE_FILTER_TRILINEAR = 2
          -
          - -
          - -
          -
          -class pyray.rlTraceLogLevel
          -

          Trace log level.

          -
          -
          -RL_LOG_ALL = 0
          -
          - -
          -
          -RL_LOG_DEBUG = 2
          -
          - -
          -
          -RL_LOG_ERROR = 5
          -
          - -
          -
          -RL_LOG_FATAL = 6
          -
          - -
          -
          -RL_LOG_INFO = 3
          -
          - -
          -
          -RL_LOG_NONE = 7
          -
          - -
          -
          -RL_LOG_TRACE = 1
          -
          - -
          -
          -RL_LOG_WARNING = 4
          +vertexBuffer
          -class pyray.rlVertexBuffer(elementCount: int | None = None, vertices: Any | None = None, texcoords: Any | None = None, normals: Any | None = None, colors: str | None = None, indices: Any | None = None, vaoId: int | None = None, vboId: list | None = None)
          -

          Dynamic vertex buffers (position + texcoords + colors + indices arrays).

          +class pyray.rlVertexBuffer(elementCount, vertices, texcoords, normals, colors, indices, vaoId, vboId) +

          struct

          -colors: str = None
          +colors
          -elementCount: int = None
          +elementCount
          -indices: Any = None
          +indices
          -normals: Any = None
          +normals
          -texcoords: Any = None
          +texcoords
          -vaoId: int = None
          +vaoId
          -vboId: list = None
          +vboId
          -vertices: Any = None
          +vertices
          @@ -12351,1351 +11376,1349 @@
          pyray.rl_active_draw_buffers(count: int) None
          -

          Activate multiple draw color buffers.

          +

          Activate multiple draw color buffers

          pyray.rl_active_texture_slot(slot: int) None
          -

          Select and active a texture slot.

          +

          Select and active a texture slot

          pyray.rl_begin(mode: int) None
          -

          Initialize drawing mode (how to organize vertex).

          +

          Initialize drawing mode (how to organize vertex)

          pyray.rl_bind_framebuffer(target: int, framebuffer: int) None
          -

          Bind framebuffer (FBO).

          +

          Bind framebuffer (FBO)

          pyray.rl_bind_image_texture(id: int, index: int, format: int, readonly: bool) None
          -

          Bind image texture.

          +

          Bind image texture

          pyray.rl_bind_shader_buffer(id: int, index: int) None
          -

          Bind SSBO buffer.

          +

          Bind SSBO buffer

          pyray.rl_blit_framebuffer(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.

          +

          Blit active framebuffer to main framebuffer

          pyray.rl_check_errors() None
          -

          Check and log OpenGL error codes.

          +

          Check and log OpenGL error codes

          pyray.rl_check_render_batch_limit(vCount: int) bool
          -

          Check internal buffer overflow for a given number of vertex.

          +

          Check internal buffer overflow for a given number of vertex

          -pyray.rl_clear_color(r: int, g: int, b: int, a: int) None
          -

          Clear color buffer with color.

          +pyray.rl_clear_color(r: str, g: str, b: str, a: str) None +

          Clear color buffer with color

          pyray.rl_clear_screen_buffers() None
          -

          Clear used screen buffers (color and depth).

          +

          Clear used screen buffers (color and depth)

          pyray.rl_color3f(x: float, y: float, z: float) None
          -

          Define one vertex (color) - 3 float.

          +

          Define one vertex (color) - 3 float

          pyray.rl_color4f(x: float, y: float, z: float, w: float) None
          -

          Define one vertex (color) - 4 float.

          +

          Define one vertex (color) - 4 float

          -pyray.rl_color4ub(r: int, g: int, b: int, a: int) None
          -

          Define one vertex (color) - 4 byte.

          +pyray.rl_color4ub(r: str, g: str, b: str, a: str) None +

          Define one vertex (color) - 4 byte

          pyray.rl_color_mask(r: bool, g: bool, b: bool, a: bool) None
          -

          Color mask control.

          +

          Color mask control

          pyray.rl_compile_shader(shaderCode: str, type: int) int
          -

          Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER).

          +

          Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)

          pyray.rl_compute_shader_dispatch(groupX: int, groupY: int, groupZ: int) None
          -

          Dispatch compute shader (equivalent to draw for graphics pipeline).

          +

          Dispatch compute shader (equivalent to draw for graphics pipeline)

          pyray.rl_copy_shader_buffer(destId: int, srcId: int, destOffset: int, srcOffset: int, count: int) None
          -

          Copy SSBO data between buffers.

          +

          Copy SSBO data between buffers

          pyray.rl_cubemap_parameters(id: int, param: int, value: int) None
          -

          Set cubemap parameters (filter, wrap).

          +

          Set cubemap parameters (filter, wrap)

          pyray.rl_disable_backface_culling() None
          -

          Disable backface culling.

          +

          Disable backface culling

          pyray.rl_disable_color_blend() None
          -

          Disable color blending.

          +

          Disable color blending

          pyray.rl_disable_depth_mask() None
          -

          Disable depth write.

          +

          Disable depth write

          pyray.rl_disable_depth_test() None
          -

          Disable depth test.

          +

          Disable depth test

          pyray.rl_disable_framebuffer() None
          -

          Disable render texture (fbo), return to default framebuffer.

          +

          Disable render texture (fbo), return to default framebuffer

          pyray.rl_disable_scissor_test() None
          -

          Disable scissor test.

          +

          Disable scissor test

          pyray.rl_disable_shader() None
          -

          Disable shader program.

          +

          Disable shader program

          pyray.rl_disable_smooth_lines() None
          -

          Disable line aliasing.

          +

          Disable line aliasing

          pyray.rl_disable_stereo_render() None
          -

          Disable stereo rendering.

          +

          Disable stereo rendering

          pyray.rl_disable_texture() None
          -

          Disable texture.

          +

          Disable texture

          pyray.rl_disable_texture_cubemap() None
          -

          Disable texture cubemap.

          +

          Disable texture cubemap

          pyray.rl_disable_vertex_array() None
          -

          Disable vertex array (VAO, if supported).

          +

          Disable vertex array (VAO, if supported)

          pyray.rl_disable_vertex_attribute(index: int) None
          -

          Disable vertex attribute index.

          +

          Disable vertex attribute index

          pyray.rl_disable_vertex_buffer() None
          -

          Disable vertex buffer (VBO).

          +

          Disable vertex buffer (VBO)

          pyray.rl_disable_vertex_buffer_element() None
          -

          Disable vertex buffer element (VBO element).

          +

          Disable vertex buffer element (VBO element)

          pyray.rl_disable_wire_mode() None
          -

          Disable wire (and point) mode.

          +

          Disable wire (and point) mode

          -pyray.rl_draw_render_batch(batch: Any | list | tuple) None
          -

          Draw render batch data (Update->Draw->Reset).

          +pyray.rl_draw_render_batch(batch: Any) None +

          Draw render batch data (Update->Draw->Reset)

          pyray.rl_draw_render_batch_active() None
          -

          Update and draw internal render batch.

          +

          Update and draw internal render batch

          pyray.rl_draw_vertex_array(offset: int, count: int) None
          -

          Draw vertex array (currently active vao).

          +

          Draw vertex array (currently active vao)

          pyray.rl_draw_vertex_array_elements(offset: int, count: int, buffer: Any) None
          -

          Draw vertex array elements.

          +

          Draw vertex array elements

          pyray.rl_draw_vertex_array_elements_instanced(offset: int, count: int, buffer: Any, instances: int) None
          -

          Draw vertex array elements with instancing.

          +

          Draw vertex array elements with instancing

          pyray.rl_draw_vertex_array_instanced(offset: int, count: int, instances: int) None
          -

          Draw vertex array (currently active vao) with instancing.

          +

          Draw vertex array (currently active vao) with instancing

          pyray.rl_enable_backface_culling() None
          -

          Enable backface culling.

          +

          Enable backface culling

          pyray.rl_enable_color_blend() None
          -

          Enable color blending.

          +

          Enable color blending

          pyray.rl_enable_depth_mask() None
          -

          Enable depth write.

          +

          Enable depth write

          pyray.rl_enable_depth_test() None
          -

          Enable depth test.

          +

          Enable depth test

          pyray.rl_enable_framebuffer(id: int) None
          -

          Enable render texture (fbo).

          +

          Enable render texture (fbo)

          pyray.rl_enable_point_mode() None
          -

          Enable point mode.

          +

          Enable point mode

          pyray.rl_enable_scissor_test() None
          -

          Enable scissor test.

          +

          Enable scissor test

          pyray.rl_enable_shader(id: int) None
          -

          Enable shader program.

          +

          Enable shader program

          pyray.rl_enable_smooth_lines() None
          -

          Enable line aliasing.

          +

          Enable line aliasing

          pyray.rl_enable_stereo_render() None
          -

          Enable stereo rendering.

          +

          Enable stereo rendering

          pyray.rl_enable_texture(id: int) None
          -

          Enable texture.

          +

          Enable texture

          pyray.rl_enable_texture_cubemap(id: int) None
          -

          Enable texture cubemap.

          +

          Enable texture cubemap

          pyray.rl_enable_vertex_array(vaoId: int) bool
          -

          Enable vertex array (VAO, if supported).

          +

          Enable vertex array (VAO, if supported)

          pyray.rl_enable_vertex_attribute(index: int) None
          -

          Enable vertex attribute index.

          +

          Enable vertex attribute index

          pyray.rl_enable_vertex_buffer(id: int) None
          -

          Enable vertex buffer (VBO).

          +

          Enable vertex buffer (VBO)

          pyray.rl_enable_vertex_buffer_element(id: int) None
          -

          Enable vertex buffer element (VBO element).

          +

          Enable vertex buffer element (VBO element)

          pyray.rl_enable_wire_mode() None
          -

          Enable wire mode.

          +

          Enable wire mode

          pyray.rl_end() None
          -

          Finish vertex providing.

          +

          Finish vertex providing

          pyray.rl_framebuffer_attach(fboId: int, texId: int, attachType: int, texType: int, mipLevel: int) None
          -

          Attach texture/renderbuffer to a framebuffer.

          +

          Attach texture/renderbuffer to a framebuffer

          pyray.rl_framebuffer_complete(id: int) bool
          -

          Verify framebuffer is complete.

          +

          Verify framebuffer is complete

          pyray.rl_frustum(left: float, right: float, bottom: float, top: float, znear: float, zfar: float) None
          -

          .

          -
          +
          pyray.rl_gen_texture_mipmaps(id: int, width: int, height: int, format: int, mipmaps: Any) None
          -

          Generate mipmap data for selected texture.

          +

          Generate mipmap data for selected texture

          pyray.rl_get_active_framebuffer() int
          -

          Get the currently active render texture (fbo), 0 for default framebuffer.

          +

          Get the currently active render texture (fbo), 0 for default framebuffer

          pyray.rl_get_cull_distance_far() float
          -

          Get cull plane distance far.

          +

          Get cull plane distance far

          pyray.rl_get_cull_distance_near() float
          -

          Get cull plane distance near.

          +

          Get cull plane distance near

          pyray.rl_get_framebuffer_height() int
          -

          Get default framebuffer height.

          +

          Get default framebuffer height

          pyray.rl_get_framebuffer_width() int
          -

          Get default framebuffer width.

          +

          Get default framebuffer width

          pyray.rl_get_gl_texture_formats(format: int, glInternalFormat: Any, glFormat: Any, glType: Any) None
          -

          Get OpenGL internal formats.

          +

          Get OpenGL internal formats

          pyray.rl_get_line_width() float
          -

          Get the line drawing width.

          +

          Get the line drawing width

          pyray.rl_get_location_attrib(shaderId: int, attribName: str) int
          -

          Get shader location attribute.

          +

          Get shader location attribute

          pyray.rl_get_location_uniform(shaderId: int, uniformName: str) int
          -

          Get shader location uniform.

          +

          Get shader location uniform

          pyray.rl_get_matrix_modelview() Matrix
          -

          Get internal modelview matrix.

          +

          Get internal modelview matrix

          pyray.rl_get_matrix_projection() Matrix
          -

          Get internal projection matrix.

          +

          Get internal projection matrix

          pyray.rl_get_matrix_projection_stereo(eye: int) Matrix
          -

          Get internal projection matrix for stereo render (selected eye).

          +

          Get internal projection matrix for stereo render (selected eye)

          pyray.rl_get_matrix_transform() Matrix
          -

          Get internal accumulated transform matrix.

          +

          Get internal accumulated transform matrix

          pyray.rl_get_matrix_view_offset_stereo(eye: int) Matrix
          -

          Get internal view offset matrix for stereo render (selected eye).

          +

          Get internal view offset matrix for stereo render (selected eye)

          pyray.rl_get_pixel_format_name(format: int) str
          -

          Get name string for pixel format.

          +

          Get name string for pixel format

          pyray.rl_get_shader_buffer_size(id: int) int
          -

          Get SSBO buffer size.

          +

          Get SSBO buffer size

          pyray.rl_get_shader_id_default() int
          -

          Get default shader id.

          +

          Get default shader id

          pyray.rl_get_shader_locs_default() Any
          -

          Get default shader locations.

          +

          Get default shader locations

          pyray.rl_get_texture_id_default() int
          -

          Get default texture id.

          +

          Get default texture id

          pyray.rl_get_version() int
          -

          Get current OpenGL version.

          +

          Get current OpenGL version

          pyray.rl_is_stereo_render_enabled() bool
          -

          Check if stereo render is enabled.

          +

          Check if stereo render is enabled

          pyray.rl_load_compute_shader_program(shaderId: int) int
          -

          Load compute shader program.

          +

          Load compute shader program

          pyray.rl_load_draw_cube() None
          -

          Load and draw a cube.

          +

          Load and draw a cube

          pyray.rl_load_draw_quad() None
          -

          Load and draw a quad.

          +

          Load and draw a quad

          pyray.rl_load_extensions(loader: Any) None
          -

          Load OpenGL extensions (loader function required).

          +

          Load OpenGL extensions (loader function required)

          pyray.rl_load_framebuffer() int
          -

          Load an empty framebuffer.

          +

          Load an empty framebuffer

          pyray.rl_load_identity() None
          -

          Reset current matrix to identity matrix.

          +

          Reset current matrix to identity matrix

          pyray.rl_load_render_batch(numBuffers: int, bufferElements: int) rlRenderBatch
          -

          Load a render batch system.

          +

          Load a render batch system

          pyray.rl_load_shader_buffer(size: int, data: Any, usageHint: int) int
          -

          Load shader storage buffer object (SSBO).

          +

          Load shader storage buffer object (SSBO)

          pyray.rl_load_shader_code(vsCode: str, fsCode: str) int
          -

          Load shader from code strings.

          +

          Load shader from code strings

          pyray.rl_load_shader_program(vShaderId: int, fShaderId: int) int
          -

          Load custom shader program.

          +

          Load custom shader program

          pyray.rl_load_texture(data: Any, width: int, height: int, format: int, mipmapCount: int) int
          -

          Load texture data.

          +

          Load texture data

          -pyray.rl_load_texture_cubemap(data: Any, size: int, format: int, mipmapCount: int) int
          -

          Load texture cubemap data.

          +pyray.rl_load_texture_cubemap(data: Any, size: int, format: int) int +

          Load texture cubemap data

          pyray.rl_load_texture_depth(width: int, height: int, useRenderBuffer: bool) int
          -

          Load depth texture/renderbuffer (to be attached to fbo).

          +

          Load depth texture/renderbuffer (to be attached to fbo)

          pyray.rl_load_vertex_array() int
          -

          Load vertex array (vao) if supported.

          +

          Load vertex array (vao) if supported

          pyray.rl_load_vertex_buffer(buffer: Any, size: int, dynamic: bool) int
          -

          Load a vertex buffer object.

          +

          Load a vertex buffer object

          pyray.rl_load_vertex_buffer_element(buffer: Any, size: int, dynamic: bool) int
          -

          Load vertex buffer elements object.

          +

          Load vertex buffer elements object

          pyray.rl_matrix_mode(mode: int) None
          -

          Choose the current matrix to be transformed.

          +

          Choose the current matrix to be transformed

          pyray.rl_mult_matrixf(matf: Any) None
          -

          Multiply the current matrix by another matrix.

          +

          Multiply the current matrix by another matrix

          pyray.rl_normal3f(x: float, y: float, z: float) None
          -

          Define one vertex (normal) - 3 float.

          +

          Define one vertex (normal) - 3 float

          pyray.rl_ortho(left: float, right: float, bottom: float, top: float, znear: float, zfar: float) None
          -

          .

          -
          +
          pyray.rl_pop_matrix() None
          -

          Pop latest inserted matrix from stack.

          +

          Pop latest inserted matrix from stack

          pyray.rl_push_matrix() None
          -

          Push the current matrix to stack.

          +

          Push the current matrix to stack

          pyray.rl_read_screen_pixels(width: int, height: int) str
          -

          Read screen pixel data (color buffer).

          +

          Read screen pixel data (color buffer)

          pyray.rl_read_shader_buffer(id: int, dest: Any, count: int, offset: int) None
          -

          Read SSBO buffer data (GPU->CPU).

          +

          Read SSBO buffer data (GPU->CPU)

          pyray.rl_read_texture_pixels(id: int, width: int, height: int, format: int) Any
          -

          Read texture pixel data.

          +

          Read texture pixel data

          pyray.rl_rotatef(angle: float, x: float, y: float, z: float) None
          -

          Multiply the current matrix by a rotation matrix.

          +

          Multiply the current matrix by a rotation matrix

          pyray.rl_scalef(x: float, y: float, z: float) None
          -

          Multiply the current matrix by a scaling matrix.

          +

          Multiply the current matrix by a scaling matrix

          pyray.rl_scissor(x: int, y: int, width: int, height: int) None
          -

          Scissor test.

          +

          Scissor test

          pyray.rl_set_blend_factors(glSrcFactor: int, glDstFactor: int, glEquation: int) None
          -

          Set blending mode factor and equation (using OpenGL factors).

          +

          Set blending mode factor and equation (using OpenGL factors)

          pyray.rl_set_blend_factors_separate(glSrcRGB: int, glDstRGB: int, glSrcAlpha: int, glDstAlpha: int, glEqRGB: int, glEqAlpha: int) None
          -

          Set blending mode factors and equations separately (using OpenGL factors).

          +

          Set blending mode factors and equations separately (using OpenGL factors)

          pyray.rl_set_blend_mode(mode: int) None
          -

          Set blending mode.

          +

          Set blending mode

          pyray.rl_set_clip_planes(nearPlane: float, farPlane: float) None
          -

          Set clip planes distances.

          +

          Set clip planes distances

          pyray.rl_set_cull_face(mode: int) None
          -

          Set face culling mode.

          +

          Set face culling mode

          pyray.rl_set_framebuffer_height(height: int) None
          -

          Set current framebuffer height.

          +

          Set current framebuffer height

          pyray.rl_set_framebuffer_width(width: int) None
          -

          Set current framebuffer width.

          +

          Set current framebuffer width

          pyray.rl_set_line_width(width: float) None
          -

          Set the line drawing width.

          +

          Set the line drawing width

          -pyray.rl_set_matrix_modelview(view: Matrix | list | tuple) None
          -

          Set a custom modelview matrix (replaces internal modelview matrix).

          +pyray.rl_set_matrix_modelview(view: Matrix) None +

          Set a custom modelview matrix (replaces internal modelview matrix)

          -pyray.rl_set_matrix_projection(proj: Matrix | list | tuple) None
          -

          Set a custom projection matrix (replaces internal projection matrix).

          +pyray.rl_set_matrix_projection(proj: Matrix) None +

          Set a custom projection matrix (replaces internal projection matrix)

          -pyray.rl_set_matrix_projection_stereo(right: Matrix | list | tuple, left: Matrix | list | tuple) None
          -

          Set eyes projection matrices for stereo rendering.

          +pyray.rl_set_matrix_projection_stereo(right: Matrix, left: Matrix) None +

          Set eyes projection matrices for stereo rendering

          -pyray.rl_set_matrix_view_offset_stereo(right: Matrix | list | tuple, left: Matrix | list | tuple) None
          -

          Set eyes view offsets matrices for stereo rendering.

          +pyray.rl_set_matrix_view_offset_stereo(right: Matrix, left: Matrix) None +

          Set eyes view offsets matrices for stereo rendering

          -pyray.rl_set_render_batch_active(batch: Any | list | tuple) None
          -

          Set the active render batch for rlgl (NULL for default internal).

          +pyray.rl_set_render_batch_active(batch: Any) None +

          Set the active render batch for rlgl (NULL for default internal)

          pyray.rl_set_shader(id: int, locs: Any) None
          -

          Set shader currently active (id and locations).

          +

          Set shader currently active (id and locations)

          pyray.rl_set_texture(id: int) None
          -

          Set current texture for render batch and check buffers limits.

          +

          Set current texture for render batch and check buffers limits

          pyray.rl_set_uniform(locIndex: int, value: Any, uniformType: int, count: int) None
          -

          Set shader value uniform.

          +

          Set shader value uniform

          -pyray.rl_set_uniform_matrices(locIndex: int, mat: Any | list | tuple, count: int) None
          -

          Set shader value matrices.

          +pyray.rl_set_uniform_matrices(locIndex: int, mat: Any, count: int) None +

          Set shader value matrices

          -pyray.rl_set_uniform_matrix(locIndex: int, mat: Matrix | list | tuple) None
          -

          Set shader value matrix.

          +pyray.rl_set_uniform_matrix(locIndex: int, mat: Matrix) None +

          Set shader value matrix

          pyray.rl_set_uniform_sampler(locIndex: int, textureId: int) None
          -

          Set shader value sampler.

          +

          Set shader value sampler

          pyray.rl_set_vertex_attribute(index: int, compSize: int, type: int, normalized: bool, stride: int, offset: int) None
          -

          Set vertex attribute data configuration.

          +

          Set vertex attribute data configuration

          pyray.rl_set_vertex_attribute_default(locIndex: int, value: Any, attribType: int, count: int) None
          -

          Set vertex attribute default value, when attribute to provided.

          +

          Set vertex attribute default value, when attribute to provided

          pyray.rl_set_vertex_attribute_divisor(index: int, divisor: int) None
          -

          Set vertex attribute data divisor.

          +

          Set vertex attribute data divisor

          pyray.rl_tex_coord2f(x: float, y: float) None
          -

          Define one vertex (texture coordinate) - 2 float.

          +

          Define one vertex (texture coordinate) - 2 float

          pyray.rl_texture_parameters(id: int, param: int, value: int) None
          -

          Set texture parameters (filter, wrap).

          +

          Set texture parameters (filter, wrap)

          pyray.rl_translatef(x: float, y: float, z: float) None
          -

          Multiply the current matrix by a translation matrix.

          +

          Multiply the current matrix by a translation matrix

          pyray.rl_unload_framebuffer(id: int) None
          -

          Delete framebuffer from GPU.

          +

          Delete framebuffer from GPU

          -pyray.rl_unload_render_batch(batch: rlRenderBatch | list | tuple) None
          -

          Unload render batch system.

          +pyray.rl_unload_render_batch(batch: rlRenderBatch) None +

          Unload render batch system

          pyray.rl_unload_shader_buffer(ssboId: int) None
          -

          Unload shader storage buffer object (SSBO).

          +

          Unload shader storage buffer object (SSBO)

          pyray.rl_unload_shader_program(id: int) None
          -

          Unload shader program.

          +

          Unload shader program

          pyray.rl_unload_texture(id: int) None
          -

          Unload texture from GPU memory.

          +

          Unload texture from GPU memory

          pyray.rl_unload_vertex_array(vaoId: int) None
          -

          Unload vertex array (vao).

          +

          Unload vertex array (vao)

          pyray.rl_unload_vertex_buffer(vboId: int) None
          -

          Unload vertex buffer object.

          +

          Unload vertex buffer object

          pyray.rl_update_shader_buffer(id: int, data: Any, dataSize: int, offset: int) None
          -

          Update SSBO buffer data.

          +

          Update SSBO buffer data

          pyray.rl_update_texture(id: int, offsetX: int, offsetY: int, width: int, height: int, format: int, data: Any) None
          -

          Update texture with new data on GPU.

          +

          Update texture with new data on GPU

          pyray.rl_update_vertex_buffer(bufferId: int, data: Any, dataSize: int, offset: int) None
          -

          Update vertex buffer object data on GPU buffer.

          +

          Update vertex buffer object data on GPU buffer

          pyray.rl_update_vertex_buffer_elements(id: int, data: Any, dataSize: int, offset: int) None
          -

          Update vertex buffer elements data on GPU buffer.

          +

          Update vertex buffer elements data on GPU buffer

          pyray.rl_vertex2f(x: float, y: float) None
          -

          Define one vertex (position) - 2 float.

          +

          Define one vertex (position) - 2 float

          pyray.rl_vertex2i(x: int, y: int) None
          -

          Define one vertex (position) - 2 int.

          +

          Define one vertex (position) - 2 int

          pyray.rl_vertex3f(x: float, y: float, z: float) None
          -

          Define one vertex (position) - 3 float.

          +

          Define one vertex (position) - 3 float

          pyray.rl_viewport(x: int, y: int, width: int, height: int) None
          -

          Set the viewport area.

          +

          Set the viewport area

          pyray.rlgl_close() None
          -

          De-initialize rlgl (buffers, shaders, textures).

          +

          De-initialize rlgl (buffers, shaders, textures)

          pyray.rlgl_init(width: int, height: int) None
          -

          Initialize rlgl (buffers, shaders, textures, states).

          +

          Initialize rlgl (buffers, shaders, textures, states)

          pyray.save_file_data(fileName: str, data: Any, dataSize: int) bool
          -

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

          +

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

          pyray.save_file_text(fileName: str, text: str) bool
          -

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

          +

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

          -pyray.seek_music_stream(music: Music | list | tuple, position: float) None
          -

          Seek music to a position (in seconds).

          +pyray.seek_music_stream(music: Music, position: float) None +

          Seek music to a position (in seconds)

          pyray.set_audio_stream_buffer_size_default(size: int) None
          -

          Default size for new audio streams.

          +

          Default size for new audio streams

          -pyray.set_audio_stream_callback(stream: AudioStream | list | tuple, callback: Any) None
          -

          Audio thread callback to request new data.

          +pyray.set_audio_stream_callback(stream: AudioStream, callback: Any) None +

          Audio thread callback to request new data

          -pyray.set_audio_stream_pan(stream: AudioStream | list | tuple, pan: float) None
          -

          Set pan for audio stream (0.5 is centered).

          +pyray.set_audio_stream_pan(stream: AudioStream, pan: float) None +

          Set pan for audio stream (0.5 is centered)

          -pyray.set_audio_stream_pitch(stream: AudioStream | list | tuple, pitch: float) None
          -

          Set pitch for audio stream (1.0 is base level).

          +pyray.set_audio_stream_pitch(stream: AudioStream, pitch: float) None +

          Set pitch for audio stream (1.0 is base level)

          -pyray.set_audio_stream_volume(stream: AudioStream | list | tuple, volume: float) None
          -

          Set volume for audio stream (1.0 is max level).

          +pyray.set_audio_stream_volume(stream: AudioStream, volume: float) None +

          Set volume for audio stream (1.0 is max level)

          pyray.set_automation_event_base_frame(frame: int) None
          -

          Set automation event internal base frame to start recording.

          +

          Set automation event internal base frame to start recording

          -pyray.set_automation_event_list(list_0: Any | list | tuple) None
          -

          Set automation event list to record to.

          +pyray.set_automation_event_list(list_0: Any) None +

          Set automation event list to record to

          pyray.set_clipboard_text(text: str) None
          -

          Set clipboard text content.

          +

          Set clipboard text content

          pyray.set_config_flags(flags: int) None
          -

          Setup init configuration flags (view FLAGS).

          +

          Setup init configuration flags (view FLAGS)

          pyray.set_exit_key(key: int) None
          -

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

          +

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

          pyray.set_gamepad_mappings(mappings: str) int
          -

          Set internal gamepad mappings (SDL_GameControllerDB).

          +

          Set internal gamepad mappings (SDL_GameControllerDB)

          -pyray.set_gamepad_vibration(gamepad: int, leftMotor: float, rightMotor: float, duration: float) None
          -

          Set gamepad vibration for both motors (duration in seconds).

          +pyray.set_gamepad_vibration(gamepad: int, leftMotor: float, rightMotor: float) None +

          Set gamepad vibration for both motors

          pyray.set_gestures_enabled(flags: int) None
          -

          Enable a set of gestures using flags.

          +

          Enable a set of gestures using flags

          pyray.set_load_file_data_callback(callback: str) None
          -

          Set custom file binary data loader.

          +

          Set custom file binary data loader

          pyray.set_load_file_text_callback(callback: str) None
          -

          Set custom file text data loader.

          +

          Set custom file text data loader

          pyray.set_master_volume(volume: float) None
          -

          Set master volume (listener).

          +

          Set master volume (listener)

          -pyray.set_material_texture(material: Any | list | tuple, mapType: int, texture: Texture | list | tuple) None
          -

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

          +pyray.set_material_texture(material: Any, mapType: int, texture: Texture) None +

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

          -pyray.set_model_mesh_material(model: Any | list | tuple, meshId: int, materialId: int) None
          -

          Set material for a mesh.

          +pyray.set_model_mesh_material(model: Any, meshId: int, materialId: int) None +

          Set material for a mesh

          pyray.set_mouse_cursor(cursor: int) None
          -

          Set mouse cursor.

          +

          Set mouse cursor

          pyray.set_mouse_offset(offsetX: int, offsetY: int) None
          -

          Set mouse offset.

          +

          Set mouse offset

          pyray.set_mouse_position(x: int, y: int) None
          -

          Set mouse position XY.

          +

          Set mouse position XY

          pyray.set_mouse_scale(scaleX: float, scaleY: float) None
          -

          Set mouse scaling.

          +

          Set mouse scaling

          -pyray.set_music_pan(music: Music | list | tuple, pan: float) None
          -

          Set pan for a music (0.5 is center).

          +pyray.set_music_pan(music: Music, pan: float) None +

          Set pan for a music (0.5 is center)

          -pyray.set_music_pitch(music: Music | list | tuple, pitch: float) None
          -

          Set pitch for a music (1.0 is base level).

          +pyray.set_music_pitch(music: Music, pitch: float) None +

          Set pitch for a music (1.0 is base level)

          -pyray.set_music_volume(music: Music | list | tuple, volume: float) None
          -

          Set volume for music (1.0 is max level).

          +pyray.set_music_volume(music: Music, volume: float) None +

          Set volume for music (1.0 is max level)

          -pyray.set_physics_body_rotation(body: Any | list | tuple, radians: float) None
          -

          Sets physics body shape transform based on radians parameter.

          +pyray.set_physics_body_rotation(body: Any, radians: float) None +

          Sets physics body shape transform based on radians parameter

          pyray.set_physics_gravity(x: float, y: float) None
          -

          Sets physics global gravity force.

          +

          Sets physics global gravity force

          pyray.set_physics_time_step(delta: float) None
          -

          Sets physics fixed time step in milliseconds. 1.666666 by default.

          +

          Sets physics fixed time step in milliseconds. 1.666666 by default

          -pyray.set_pixel_color(dstPtr: Any, color: Color | list | tuple, format: int) None
          -

          Set color formatted into destination pixel pointer.

          +pyray.set_pixel_color(dstPtr: Any, color: Color, format: int) None +

          Set color formatted into destination pixel pointer

          pyray.set_random_seed(seed: int) None
          -

          Set the seed for the random number generator.

          +

          Set the seed for the random number generator

          pyray.set_save_file_data_callback(callback: str) None
          -

          Set custom file binary data saver.

          +

          Set custom file binary data saver

          pyray.set_save_file_text_callback(callback: str) None
          -

          Set custom file text data saver.

          +

          Set custom file text data saver

          -pyray.set_shader_value(shader: Shader | list | tuple, locIndex: int, value: Any, uniformType: int) None
          -

          Set shader uniform value.

          +pyray.set_shader_value(shader: Shader, locIndex: int, value: Any, uniformType: int) None +

          Set shader uniform value

          -pyray.set_shader_value_matrix(shader: Shader | list | tuple, locIndex: int, mat: Matrix | list | tuple) None
          -

          Set shader uniform value (matrix 4x4).

          +pyray.set_shader_value_matrix(shader: Shader, locIndex: int, mat: Matrix) None +

          Set shader uniform value (matrix 4x4)

          -pyray.set_shader_value_texture(shader: Shader | list | tuple, locIndex: int, texture: Texture | list | tuple) None
          -

          Set shader uniform value for texture (sampler2d).

          +pyray.set_shader_value_texture(shader: Shader, locIndex: int, texture: Texture) None +

          Set shader uniform value for texture (sampler2d)

          -pyray.set_shader_value_v(shader: Shader | list | tuple, locIndex: int, value: Any, uniformType: int, count: int) None
          -

          Set shader uniform value vector.

          +pyray.set_shader_value_v(shader: Shader, locIndex: int, value: Any, uniformType: int, count: int) None +

          Set shader uniform value vector

          -pyray.set_shapes_texture(texture: Texture | list | tuple, source: Rectangle | list | tuple) None
          -

          Set texture and rectangle to be used on shapes drawing.

          +pyray.set_shapes_texture(texture: Texture, source: Rectangle) None +

          Set texture and rectangle to be used on shapes drawing

          -pyray.set_sound_pan(sound: Sound | list | tuple, pan: float) None
          -

          Set pan for a sound (0.5 is center).

          +pyray.set_sound_pan(sound: Sound, pan: float) None +

          Set pan for a sound (0.5 is center)

          -pyray.set_sound_pitch(sound: Sound | list | tuple, pitch: float) None
          -

          Set pitch for a sound (1.0 is base level).

          +pyray.set_sound_pitch(sound: Sound, pitch: float) None +

          Set pitch for a sound (1.0 is base level)

          -pyray.set_sound_volume(sound: Sound | list | tuple, volume: float) None
          -

          Set volume for a sound (1.0 is max level).

          +pyray.set_sound_volume(sound: Sound, volume: float) None +

          Set volume for a sound (1.0 is max level)

          pyray.set_target_fps(fps: int) None
          -

          Set target FPS (maximum).

          +

          Set target FPS (maximum)

          pyray.set_text_line_spacing(spacing: int) None
          -

          Set vertical line spacing when drawing with line-breaks.

          +

          Set vertical line spacing when drawing with line-breaks

          -pyray.set_texture_filter(texture: Texture | list | tuple, filter: int) None
          -

          Set texture scaling filter mode.

          +pyray.set_texture_filter(texture: Texture, filter: int) None +

          Set texture scaling filter mode

          -pyray.set_texture_wrap(texture: Texture | list | tuple, wrap: int) None
          -

          Set texture wrapping mode.

          +pyray.set_texture_wrap(texture: Texture, wrap: int) None +

          Set texture wrapping mode

          pyray.set_trace_log_callback(callback: str) None
          -

          Set custom trace log.

          +

          Set custom trace log

          pyray.set_trace_log_level(logLevel: int) None
          -

          Set the current threshold (minimum) log level.

          +

          Set the current threshold (minimum) log level

          pyray.set_window_focused() None
          -

          Set window focused.

          +

          Set window focused (only PLATFORM_DESKTOP)

          -pyray.set_window_icon(image: Image | list | tuple) None
          -

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

          +pyray.set_window_icon(image: Image) None +

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

          -pyray.set_window_icons(images: Any | list | tuple, count: int) None
          -

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

          +pyray.set_window_icons(images: Any, count: int) None +

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

          pyray.set_window_max_size(width: int, height: int) None
          -

          Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE).

          +

          Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)

          pyray.set_window_min_size(width: int, height: int) None
          -

          Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE).

          +

          Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)

          pyray.set_window_monitor(monitor: int) None
          -

          Set monitor for the current window.

          +

          Set monitor for the current window

          pyray.set_window_opacity(opacity: float) None
          -

          Set window opacity [0.0f..1.0f].

          +

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

          pyray.set_window_position(x: int, y: int) None
          -

          Set window position on screen.

          +

          Set window position on screen (only PLATFORM_DESKTOP)

          pyray.set_window_size(width: int, height: int) None
          -

          Set window dimensions.

          +

          Set window dimensions

          pyray.set_window_state(flags: int) None
          -

          Set window configuration state using flags.

          +

          Set window configuration state using flags (only PLATFORM_DESKTOP)

          pyray.set_window_title(title: str) None
          -

          Set title for window.

          +

          Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)

          pyray.show_cursor() None
          -

          Shows cursor.

          +

          Shows cursor

          pyray.start_automation_event_recording() None
          -

          Start recording automation events (AutomationEventList must be set).

          +

          Start recording automation events (AutomationEventList must be set)

          -pyray.stop_audio_stream(stream: AudioStream | list | tuple) None
          -

          Stop audio stream.

          +pyray.stop_audio_stream(stream: AudioStream) None +

          Stop audio stream

          pyray.stop_automation_event_recording() None
          -

          Stop recording automation events.

          +

          Stop recording automation events

          -pyray.stop_music_stream(music: Music | list | tuple) None
          -

          Stop music playing.

          +pyray.stop_music_stream(music: Music) None +

          Stop music playing

          -pyray.stop_sound(sound: Sound | list | tuple) None
          -

          Stop playing a sound.

          +pyray.stop_sound(sound: Sound) None +

          Stop playing a sound

          pyray.swap_screen_buffer() None
          -

          Swap back buffer with front buffer (screen drawing).

          +

          Swap back buffer with front buffer (screen drawing)

          pyray.take_screenshot(fileName: str) None
          -

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

          +

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

          pyray.text_append(text: str, append: str, position: Any) None
          -

          Append text at specific position and move cursor!.

          +

          Append text at specific position and move cursor!

          pyray.text_copy(dst: str, src: str) int
          -

          Copy one string to another, returns bytes copied.

          +

          Copy one string to another, returns bytes copied

          pyray.text_find_index(text: str, find: str) int
          -

          Find first text occurrence within a string.

          +

          Find first text occurrence within a string

          @@ -13707,97 +12730,97 @@
          pyray.text_insert(text: str, insert: str, position: int) str
          -

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

          +

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

          pyray.text_is_equal(text1: str, text2: str) bool
          -

          Check if two text string are equal.

          +

          Check if two text string are equal

          pyray.text_join(textList: list[str], count: int, delimiter: str) str
          -

          Join text strings with delimiter.

          +

          Join text strings with delimiter

          pyray.text_length(text: str) int
          -

          Get text length, checks for ‘' ending.

          +

          Get text length, checks for ‘' ending

          pyray.text_replace(text: str, replace: str, by: str) str
          -

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

          +

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

          pyray.text_split(text: str, delimiter: str, count: Any) list[str]
          -

          Split text into multiple strings.

          +

          Split text into multiple strings

          pyray.text_subtext(text: str, position: int, length: int) str
          -

          Get a piece of a text string.

          +

          Get a piece of a text string

          pyray.text_to_camel(text: str) str
          -

          Get Camel case notation version of provided string.

          +

          Get Camel case notation version of provided string

          pyray.text_to_float(text: str) float
          -

          Get float value from text (negative values not supported).

          +

          Get float value from text (negative values not supported)

          pyray.text_to_integer(text: str) int
          -

          Get integer value from text (negative values not supported).

          +

          Get integer value from text (negative values not supported)

          pyray.text_to_lower(text: str) str
          -

          Get lower case version of provided string.

          +

          Get lower case version of provided string

          pyray.text_to_pascal(text: str) str
          -

          Get Pascal case notation version of provided string.

          +

          Get Pascal case notation version of provided string

          pyray.text_to_snake(text: str) str
          -

          Get Snake case notation version of provided string.

          +

          Get Snake case notation version of provided string

          pyray.text_to_upper(text: str) str
          -

          Get upper case version of provided string.

          +

          Get upper case version of provided string

          pyray.toggle_borderless_windowed() None
          -

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

          +

          Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)

          pyray.toggle_fullscreen() None
          -

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

          +

          Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)

          @@ -13808,825 +12831,733 @@
          -pyray.unload_audio_stream(stream: AudioStream | list | tuple) None
          -

          Unload audio stream and free memory.

          +pyray.unload_audio_stream(stream: AudioStream) None +

          Unload audio stream and free memory

          -pyray.unload_automation_event_list(list_0: AutomationEventList | list | tuple) None
          -

          Unload automation events list from file.

          +pyray.unload_automation_event_list(list_0: AutomationEventList) None +

          Unload automation events list from file

          pyray.unload_codepoints(codepoints: Any) None
          -

          Unload codepoints data from memory.

          +

          Unload codepoints data from memory

          -pyray.unload_directory_files(files: FilePathList | list | tuple) None
          -

          Unload filepaths.

          +pyray.unload_directory_files(files: FilePathList) None +

          Unload filepaths

          -pyray.unload_dropped_files(files: FilePathList | list | tuple) None
          -

          Unload dropped filepaths.

          +pyray.unload_dropped_files(files: FilePathList) None +

          Unload dropped filepaths

          pyray.unload_file_data(data: str) None
          -

          Unload file data allocated by LoadFileData().

          +

          Unload file data allocated by LoadFileData()

          pyray.unload_file_text(text: str) None
          -

          Unload file text data allocated by LoadFileText().

          +

          Unload file text data allocated by LoadFileText()

          -pyray.unload_font(font: Font | list | tuple) None
          -

          Unload font from GPU memory (VRAM).

          +pyray.unload_font(font: Font) None +

          Unload font from GPU memory (VRAM)

          -pyray.unload_font_data(glyphs: Any | list | tuple, glyphCount: int) None
          -

          Unload font chars info data (RAM).

          +pyray.unload_font_data(glyphs: Any, glyphCount: int) None +

          Unload font chars info data (RAM)

          -pyray.unload_image(image: Image | list | tuple) None
          -

          Unload image from CPU memory (RAM).

          +pyray.unload_image(image: Image) None +

          Unload image from CPU memory (RAM)

          -pyray.unload_image_colors(colors: Any | list | tuple) None
          -

          Unload color data loaded with LoadImageColors().

          +pyray.unload_image_colors(colors: Any) None +

          Unload color data loaded with LoadImageColors()

          -pyray.unload_image_palette(colors: Any | list | tuple) None
          -

          Unload colors palette loaded with LoadImagePalette().

          +pyray.unload_image_palette(colors: Any) None +

          Unload colors palette loaded with LoadImagePalette()

          -pyray.unload_material(material: Material | list | tuple) None
          -

          Unload material from GPU memory (VRAM).

          +pyray.unload_material(material: Material) None +

          Unload material from GPU memory (VRAM)

          -pyray.unload_mesh(mesh: Mesh | list | tuple) None
          -

          Unload mesh data from CPU and GPU.

          +pyray.unload_mesh(mesh: Mesh) None +

          Unload mesh data from CPU and GPU

          -pyray.unload_model(model: Model | list | tuple) None
          -

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

          +pyray.unload_model(model: Model) None +

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

          -pyray.unload_model_animation(anim: ModelAnimation | list | tuple) None
          -

          Unload animation data.

          +pyray.unload_model_animation(anim: ModelAnimation) None +

          Unload animation data

          -pyray.unload_model_animations(animations: Any | list | tuple, animCount: int) None
          -

          Unload animation array data.

          +pyray.unload_model_animations(animations: Any, animCount: int) None +

          Unload animation array data

          -pyray.unload_music_stream(music: Music | list | tuple) None
          -

          Unload music stream.

          +pyray.unload_music_stream(music: Music) None +

          Unload music stream

          pyray.unload_random_sequence(sequence: Any) None
          -

          Unload random values sequence.

          +

          Unload random values sequence

          -pyray.unload_render_texture(target: RenderTexture | list | tuple) None
          -

          Unload render texture from GPU memory (VRAM).

          +pyray.unload_render_texture(target: RenderTexture) None +

          Unload render texture from GPU memory (VRAM)

          -pyray.unload_shader(shader: Shader | list | tuple) None
          -

          Unload shader from GPU memory (VRAM).

          +pyray.unload_shader(shader: Shader) None +

          Unload shader from GPU memory (VRAM)

          -pyray.unload_sound(sound: Sound | list | tuple) None
          -

          Unload sound.

          +pyray.unload_sound(sound: Sound) None +

          Unload sound

          -pyray.unload_sound_alias(alias: Sound | list | tuple) None
          -

          Unload a sound alias (does not deallocate sample data).

          +pyray.unload_sound_alias(alias: Sound) None +

          Unload a sound alias (does not deallocate sample data)

          -pyray.unload_texture(texture: Texture | list | tuple) None
          -

          Unload texture from GPU memory (VRAM).

          +pyray.unload_texture(texture: Texture) None +

          Unload texture from GPU memory (VRAM)

          pyray.unload_utf8(text: str) None
          -

          Unload UTF-8 text encoded from codepoints array.

          +

          Unload UTF-8 text encoded from codepoints array

          -pyray.unload_vr_stereo_config(config: VrStereoConfig | list | tuple) None
          -

          Unload VR stereo config.

          +pyray.unload_vr_stereo_config(config: VrStereoConfig) None +

          Unload VR stereo config

          -pyray.unload_wave(wave: Wave | list | tuple) None
          -

          Unload wave data.

          +pyray.unload_wave(wave: Wave) None +

          Unload wave data

          pyray.unload_wave_samples(samples: Any) None
          -

          Unload samples data loaded with LoadWaveSamples().

          +

          Unload samples data loaded with LoadWaveSamples()

          -pyray.update_audio_stream(stream: AudioStream | list | tuple, data: Any, frameCount: int) None
          -

          Update audio stream buffers with data.

          +pyray.update_audio_stream(stream: AudioStream, data: Any, frameCount: int) None +

          Update audio stream buffers with data

          -pyray.update_camera(camera: Any | list | tuple, mode: int) None
          -

          Update camera position for selected mode.

          +pyray.update_camera(camera: Any, mode: int) None +

          Update camera position for selected mode

          -pyray.update_camera_pro(camera: Any | list | tuple, movement: Vector3 | list | tuple, rotation: Vector3 | list | tuple, zoom: float) None
          -

          Update camera movement/rotation.

          +pyray.update_camera_pro(camera: Any, movement: Vector3, rotation: Vector3, zoom: float) None +

          Update camera movement/rotation

          -pyray.update_mesh_buffer(mesh: Mesh | list | tuple, index: int, data: Any, dataSize: int, offset: int) None
          -

          Update mesh vertex data in GPU for a specific buffer index.

          +pyray.update_mesh_buffer(mesh: Mesh, index: int, data: Any, dataSize: int, offset: int) None +

          Update mesh vertex data in GPU for a specific buffer index

          -pyray.update_model_animation(model: Model | list | tuple, anim: ModelAnimation | list | tuple, frame: int) None
          -

          Update model animation pose (CPU).

          +pyray.update_model_animation(model: Model, anim: ModelAnimation, frame: int) None +

          Update model animation pose

          -
          -pyray.update_model_animation_bones(model: Model | list | tuple, anim: ModelAnimation | list | tuple, frame: int) None
          -

          Update model animation mesh bone matrices (GPU skinning).

          +
          +pyray.update_model_animation_bone_matrices(model: Model, anim: ModelAnimation, frame: int) None
          +

          Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)

          -pyray.update_music_stream(music: Music | list | tuple) None
          -

          Updates buffers for music streaming.

          +pyray.update_music_stream(music: Music) None +

          Updates buffers for music streaming

          pyray.update_physics() None
          -

          Update physics system.

          +

          Update physics system

          -pyray.update_sound(sound: Sound | list | tuple, data: Any, sampleCount: int) None
          -

          Update sound buffer with new data.

          +pyray.update_sound(sound: Sound, data: Any, sampleCount: int) None +

          Update sound buffer with new data

          -pyray.update_texture(texture: Texture | list | tuple, pixels: Any) None
          -

          Update GPU texture with new data.

          +pyray.update_texture(texture: Texture, pixels: Any) None +

          Update GPU texture with new data

          -pyray.update_texture_rec(texture: Texture | list | tuple, rec: Rectangle | list | tuple, pixels: Any) None
          -

          Update GPU texture rectangle with new data.

          +pyray.update_texture_rec(texture: Texture, rec: Rectangle, pixels: Any) None +

          Update GPU texture rectangle with new data

          -pyray.upload_mesh(mesh: Any | list | tuple, dynamic: bool) None
          -

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

          +pyray.upload_mesh(mesh: Any, dynamic: bool) None +

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

          -pyray.vector2_add(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +pyray.vector2_add(v1: Vector2, v2: Vector2) Vector2 +
          -pyray.vector2_add_value(v: Vector2 | list | tuple, add: float) Vector2
          -

          .

          -
          +pyray.vector2_add_value(v: Vector2, add: float) Vector2 +
          -pyray.vector2_angle(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) float
          -

          .

          -
          +pyray.vector2_angle(v1: Vector2, v2: Vector2) float +
          -pyray.vector2_clamp(v: Vector2 | list | tuple, min_1: Vector2 | list | tuple, max_2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +pyray.vector2_clamp(v: Vector2, min_1: Vector2, max_2: Vector2) Vector2 +
          -pyray.vector2_clamp_value(v: Vector2 | list | tuple, min_1: float, max_2: float) Vector2
          -

          .

          -
          - -
          -
          -pyray.vector2_distance(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) float
          -

          .

          -
          - -
          -
          -pyray.vector2_distance_sqr(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) float
          -

          .

          -
          - -
          -
          -pyray.vector2_divide(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
          -

          .

          -
          - -
          -
          -pyray.vector2_dot_product(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) float
          -

          .

          -
          +pyray.vector2_clamp_value(v: Vector2, min_1: float, max_2: float) Vector2 +
          -pyray.vector2_equals(p: Vector2 | list | tuple, q: Vector2 | list | tuple) int
          -

          .

          -
          +pyray.vector2_equals(p: Vector2, q: Vector2) int +
          -pyray.vector2_invert(v: Vector2 | list | tuple) Vector2
          -

          .

          -
          +pyray.vector2_invert(v: Vector2) Vector2 +
          -pyray.vector2_length(v: Vector2 | list | tuple) float
          -

          .

          -
          +pyray.vector2_length(v: Vector2) float +
          -pyray.vector2_length_sqr(v: Vector2 | list | tuple) float
          -

          .

          -
          +pyray.vector2_length_sqr(v: Vector2) float +
          -pyray.vector2_lerp(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, amount: float) Vector2
          -

          .

          -
          +pyray.vector2_lerp(v1: Vector2, v2: Vector2, amount: float) Vector2 +
          -pyray.vector2_line_angle(start: Vector2 | list | tuple, end: Vector2 | list | tuple) float
          -

          .

          -
          +pyray.vector2_line_angle(start: Vector2, end: Vector2) float +
          -pyray.vector2_max(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +pyray.vector2_max(v1: Vector2, v2: Vector2) Vector2 +
          -pyray.vector2_min(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +pyray.vector2_min(v1: Vector2, v2: Vector2) Vector2 +
          -pyray.vector2_move_towards(v: Vector2 | list | tuple, target: Vector2 | list | tuple, maxDistance: float) Vector2
          -

          .

          -
          +pyray.vector2_move_towards(v: Vector2, target: Vector2, maxDistance: float) Vector2 +
          -pyray.vector2_multiply(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +pyray.vector2_multiply(v1: Vector2, v2: Vector2) Vector2 +
          -pyray.vector2_negate(v: Vector2 | list | tuple) Vector2
          -

          .

          -
          +pyray.vector2_negate(v: Vector2) Vector2 +
          -pyray.vector2_normalize(v: Vector2 | list | tuple) Vector2
          -

          .

          -
          +pyray.vector2_normalize(v: Vector2) Vector2 +
          pyray.vector2_one() Vector2
          -

          .

          -
          +
          -pyray.vector2_reflect(v: Vector2 | list | tuple, normal: Vector2 | list | tuple) Vector2
          -

          .

          -
          +pyray.vector2_reflect(v: Vector2, normal: Vector2) Vector2 +
          -pyray.vector2_refract(v: Vector2 | list | tuple, n: Vector2 | list | tuple, r: float) Vector2
          -

          .

          -
          +pyray.vector2_refract(v: Vector2, n: Vector2, r: float) Vector2 +
          -pyray.vector2_rotate(v: Vector2 | list | tuple, angle: float) Vector2
          -

          .

          -
          +pyray.vector2_rotate(v: Vector2, angle: float) Vector2 +
          -pyray.vector2_scale(v: Vector2 | list | tuple, scale: float) Vector2
          -

          .

          -
          +pyray.vector2_scale(v: Vector2, scale: float) Vector2 +
          -pyray.vector2_subtract(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +pyray.vector2_subtract(v1: Vector2, v2: Vector2) Vector2 +
          -pyray.vector2_subtract_value(v: Vector2 | list | tuple, sub: float) Vector2
          -

          .

          -
          +pyray.vector2_subtract_value(v: Vector2, sub: float) Vector2 +
          -pyray.vector2_transform(v: Vector2 | list | tuple, mat: Matrix | list | tuple) Vector2
          -

          .

          -
          +pyray.vector2_transform(v: Vector2, mat: Matrix) Vector2 +
          pyray.vector2_zero() Vector2
          -

          .

          -
          +
          -pyray.vector3_add(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_add(v1: Vector3, v2: Vector3) Vector3 +
          -pyray.vector3_add_value(v: Vector3 | list | tuple, add: float) Vector3
          -

          .

          -
          +pyray.vector3_add_value(v: Vector3, add: float) Vector3 +
          -pyray.vector3_angle(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) float
          -

          .

          -
          +pyray.vector3_angle(v1: Vector3, v2: Vector3) float +
          -pyray.vector3_barycenter(p: Vector3 | list | tuple, a: Vector3 | list | tuple, b: Vector3 | list | tuple, c: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_barycenter(p: Vector3, a: Vector3, b: Vector3, c: Vector3) Vector3 +
          -pyray.vector3_clamp(v: Vector3 | list | tuple, min_1: Vector3 | list | tuple, max_2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_clamp(v: Vector3, min_1: Vector3, max_2: Vector3) Vector3 +
          -pyray.vector3_clamp_value(v: Vector3 | list | tuple, min_1: float, max_2: float) Vector3
          -

          .

          -
          +pyray.vector3_clamp_value(v: Vector3, min_1: float, max_2: float) Vector3 +
          -pyray.vector3_cross_product(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_cross_product(v1: Vector3, v2: Vector3) Vector3 +
          -pyray.vector3_cubic_hermite(v1: Vector3 | list | tuple, tangent1: Vector3 | list | tuple, v2: Vector3 | list | tuple, tangent2: Vector3 | list | tuple, amount: float) Vector3
          -

          .

          -
          - -
          -
          -pyray.vector3_distance(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) float
          -

          .

          -
          - -
          -
          -pyray.vector3_distance_sqr(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) float
          -

          .

          -
          - -
          -
          -pyray.vector3_divide(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          - -
          -
          -pyray.vector3_dot_product(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) float
          -

          .

          -
          +pyray.vector3_cubic_hermite(v1: Vector3, tangent1: Vector3, v2: Vector3, tangent2: Vector3, amount: float) Vector3 +
          -pyray.vector3_equals(p: Vector3 | list | tuple, q: Vector3 | list | tuple) int
          -

          .

          -
          +pyray.vector3_equals(p: Vector3, q: Vector3) int +
          -pyray.vector3_invert(v: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_invert(v: Vector3) Vector3 +
          -pyray.vector3_length(v: Vector3 | list | tuple) float
          -

          .

          -
          +pyray.vector3_length(v: Vector3) float +
          -pyray.vector3_length_sqr(v: Vector3 | list | tuple) float
          -

          .

          -
          +pyray.vector3_length_sqr(v: Vector3) float +
          -pyray.vector3_lerp(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple, amount: float) Vector3
          -

          .

          -
          +pyray.vector3_lerp(v1: Vector3, v2: Vector3, amount: float) Vector3 +
          -pyray.vector3_max(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_max(v1: Vector3, v2: Vector3) Vector3 +
          -pyray.vector3_min(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_min(v1: Vector3, v2: Vector3) Vector3 +
          -pyray.vector3_move_towards(v: Vector3 | list | tuple, target: Vector3 | list | tuple, maxDistance: float) Vector3
          -

          .

          -
          +pyray.vector3_move_towards(v: Vector3, target: Vector3, maxDistance: float) Vector3 +
          -pyray.vector3_multiply(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_multiply(v1: Vector3, v2: Vector3) Vector3 +
          -pyray.vector3_negate(v: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_negate(v: Vector3) Vector3 +
          -pyray.vector3_normalize(v: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_normalize(v: Vector3) Vector3 +
          pyray.vector3_one() Vector3
          -

          .

          -
          +
          -pyray.vector3_ortho_normalize(v1: Any | list | tuple, v2: Any | list | tuple) None
          -

          .

          -
          +pyray.vector3_ortho_normalize(v1: Any, v2: Any) None +
          -pyray.vector3_perpendicular(v: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_perpendicular(v: Vector3) Vector3 +
          -pyray.vector3_project(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_project(v1: Vector3, v2: Vector3) Vector3 +
          -pyray.vector3_reflect(v: Vector3 | list | tuple, normal: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_reflect(v: Vector3, normal: Vector3) Vector3 +
          -pyray.vector3_refract(v: Vector3 | list | tuple, n: Vector3 | list | tuple, r: float) Vector3
          -

          .

          -
          +pyray.vector3_refract(v: Vector3, n: Vector3, r: float) Vector3 +
          -pyray.vector3_reject(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_reject(v1: Vector3, v2: Vector3) Vector3 +
          -pyray.vector3_rotate_by_axis_angle(v: Vector3 | list | tuple, axis: Vector3 | list | tuple, angle: float) Vector3
          -

          .

          -
          +pyray.vector3_rotate_by_axis_angle(v: Vector3, axis: Vector3, angle: float) Vector3 +
          -pyray.vector3_rotate_by_quaternion(v: Vector3 | list | tuple, q: Vector4 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_rotate_by_quaternion(v: Vector3, q: Vector4) Vector3 +
          -pyray.vector3_scale(v: Vector3 | list | tuple, scalar: float) Vector3
          -

          .

          -
          +pyray.vector3_scale(v: Vector3, scalar: float) Vector3 +
          -pyray.vector3_subtract(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_subtract(v1: Vector3, v2: Vector3) Vector3 +
          -pyray.vector3_subtract_value(v: Vector3 | list | tuple, sub: float) Vector3
          -

          .

          -
          +pyray.vector3_subtract_value(v: Vector3, sub: float) Vector3 +
          -pyray.vector3_to_float_v(v: Vector3 | list | tuple) float3
          -

          .

          -
          +pyray.vector3_to_float_v(v: Vector3) float3 +
          -pyray.vector3_transform(v: Vector3 | list | tuple, mat: Matrix | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_transform(v: Vector3, mat: Matrix) Vector3 +
          -pyray.vector3_unproject(source: Vector3 | list | tuple, projection: Matrix | list | tuple, view: Matrix | list | tuple) Vector3
          -

          .

          -
          +pyray.vector3_unproject(source: Vector3, projection: Matrix, view: Matrix) Vector3 +
          pyray.vector3_zero() Vector3
          -

          .

          -
          +
          -pyray.vector4_add(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.vector4_add(v1: Vector4, v2: Vector4) Vector4 +
          -pyray.vector4_add_value(v: Vector4 | list | tuple, add: float) Vector4
          -

          .

          -
          +pyray.vector4_add_value(v: Vector4, add: float) Vector4 +
          -pyray.vector4_distance(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) float
          -

          .

          -
          +pyray.vector4_distance(v1: Vector4, v2: Vector4) float +
          -pyray.vector4_distance_sqr(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) float
          -

          .

          -
          +pyray.vector4_distance_sqr(v1: Vector4, v2: Vector4) float +
          -pyray.vector4_divide(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.vector4_divide(v1: Vector4, v2: Vector4) Vector4 +
          -pyray.vector4_dot_product(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) float
          -

          .

          -
          +pyray.vector4_dot_product(v1: Vector4, v2: Vector4) float +
          -pyray.vector4_equals(p: Vector4 | list | tuple, q: Vector4 | list | tuple) int
          -

          .

          -
          +pyray.vector4_equals(p: Vector4, q: Vector4) int +
          -pyray.vector4_invert(v: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.vector4_invert(v: Vector4) Vector4 +
          -pyray.vector4_length(v: Vector4 | list | tuple) float
          -

          .

          -
          +pyray.vector4_length(v: Vector4) float +
          -pyray.vector4_length_sqr(v: Vector4 | list | tuple) float
          -

          .

          -
          +pyray.vector4_length_sqr(v: Vector4) float +
          -pyray.vector4_lerp(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple, amount: float) Vector4
          -

          .

          -
          +pyray.vector4_lerp(v1: Vector4, v2: Vector4, amount: float) Vector4 +
          -pyray.vector4_max(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.vector4_max(v1: Vector4, v2: Vector4) Vector4 +
          -pyray.vector4_min(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.vector4_min(v1: Vector4, v2: Vector4) Vector4 +
          -pyray.vector4_move_towards(v: Vector4 | list | tuple, target: Vector4 | list | tuple, maxDistance: float) Vector4
          -

          .

          -
          +pyray.vector4_move_towards(v: Vector4, target: Vector4, maxDistance: float) Vector4 +
          -pyray.vector4_multiply(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.vector4_multiply(v1: Vector4, v2: Vector4) Vector4 +
          -pyray.vector4_negate(v: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.vector4_negate(v: Vector4) Vector4 +
          -pyray.vector4_normalize(v: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.vector4_normalize(v: Vector4) Vector4 +
          pyray.vector4_one() Vector4
          -

          .

          -
          +
          -pyray.vector4_scale(v: Vector4 | list | tuple, scale: float) Vector4
          -

          .

          -
          +pyray.vector4_scale(v: Vector4, scale: float) Vector4 +
          -pyray.vector4_subtract(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +pyray.vector4_subtract(v1: Vector4, v2: Vector4) Vector4 +
          -pyray.vector4_subtract_value(v: Vector4 | list | tuple, add: float) Vector4
          -

          .

          -
          +pyray.vector4_subtract_value(v: Vector4, add: float) Vector4 +
          pyray.vector4_zero() Vector4
          -

          .

          -
          +
          + +
          +
          +pyray.vector_2distance(v1: Vector2, v2: Vector2) float
          +
          + +
          +
          +pyray.vector_2distance_sqr(v1: Vector2, v2: Vector2) float
          +
          + +
          +
          +pyray.vector_2divide(v1: Vector2, v2: Vector2) Vector2
          +
          + +
          +
          +pyray.vector_2dot_product(v1: Vector2, v2: Vector2) float
          +
          + +
          +
          +pyray.vector_3distance(v1: Vector3, v2: Vector3) float
          +
          + +
          +
          +pyray.vector_3distance_sqr(v1: Vector3, v2: Vector3) float
          +
          + +
          +
          +pyray.vector_3divide(v1: Vector3, v2: Vector3) Vector3
          +
          + +
          +
          +pyray.vector_3dot_product(v1: Vector3, v2: Vector3) float
          +
          pyray.wait_time(seconds: float) None
          -

          Wait for some time (halt program execution).

          +

          Wait for some time (halt program execution)

          -pyray.wave_copy(wave: Wave | list | tuple) Wave
          -

          Copy a wave to a new wave.

          +pyray.wave_copy(wave: Wave) Wave +

          Copy a wave to a new wave

          -pyray.wave_crop(wave: Any | list | tuple, initFrame: int, finalFrame: int) None
          -

          Crop a wave to defined frames range.

          +pyray.wave_crop(wave: Any, initFrame: int, finalFrame: int) None +

          Crop a wave to defined frames range

          -pyray.wave_format(wave: Any | list | tuple, sampleRate: int, sampleSize: int, channels: int) None
          -

          Convert wave data to desired format.

          +pyray.wave_format(wave: Any, sampleRate: int, sampleSize: int, channels: int) None +

          Convert wave data to desired format

          pyray.window_should_close() bool
          -

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

          +

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

          pyray.wrap(value: float, min_1: float, max_2: float) float
          -

          .

          -
          +
          diff --git a/docs/raylib.html b/docs/raylib.html index 6145b60..5263f52 100644 --- a/docs/raylib.html +++ b/docs/raylib.html @@ -7,7 +7,7 @@ C API — Raylib Python documentation - + @@ -48,7 +48,6 @@
        • Python Bindings for Raylib 5.5
        • Quickstart
        • Installation
        • -
        • Backends
        • How to use
        • Running in a web browser
        • App showcase
        • @@ -66,26 +65,9 @@
        • ARROW_PADDING
        • AttachAudioMixedProcessor()
        • AttachAudioStreamProcessor()
        • -
        • AudioStream -
        • -
        • AutomationEvent -
        • -
        • AutomationEventList -
        • +
        • AudioStream
        • +
        • AutomationEvent
        • +
        • AutomationEventList
        • BACKGROUND_COLOR
        • BASE_COLOR_DISABLED
        • BASE_COLOR_FOCUSED
        • @@ -119,16 +101,8 @@
        • BeginTextureMode()
        • BeginVrStereoMode()
        • BlendMode
        • -
        • BoneInfo -
        • -
        • BoundingBox -
        • +
        • BoneInfo
        • +
        • BoundingBox
        • CAMERA_CUSTOM
        • CAMERA_FIRST_PERSON
        • CAMERA_FREE
        • @@ -148,29 +122,10 @@
        • CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR
        • CUBEMAP_LAYOUT_LINE_HORIZONTAL
        • CUBEMAP_LAYOUT_LINE_VERTICAL
        • -
        • Camera -
        • -
        • Camera2D -
        • -
        • Camera3D -
        • +
        • CUBEMAP_LAYOUT_PANORAMA
        • +
        • Camera
        • +
        • Camera2D
        • +
        • Camera3D
        • CameraMode
        • CameraProjection
        • ChangeDirectory()
        • @@ -194,13 +149,7 @@
        • ClosePhysics()
        • CloseWindow()
        • CodepointToUTF8()
        • -
        • Color -
        • +
        • Color
        • ColorAlpha()
        • ColorAlphaBlend()
        • ColorBrightness()
        • @@ -216,7 +165,6 @@
        • CompressData()
        • ComputeCRC32()
        • ComputeMD5()
        • -
        • ComputeSHA1()
        • ConfigFlags
        • CreatePhysicsBodyCircle()
        • CreatePhysicsBodyPolygon()
        • @@ -374,22 +322,9 @@
        • FONT_SDF
        • Fade()
        • FileExists()
        • -
        • FilePathList -
        • +
        • FilePathList
        • FloatEquals()
        • -
        • Font -
        • +
        • Font
        • FontType
        • GAMEPAD_AXIS_LEFT_TRIGGER
        • GAMEPAD_AXIS_LEFT_X
        • @@ -426,42 +361,13 @@
        • GESTURE_SWIPE_RIGHT
        • GESTURE_SWIPE_UP
        • GESTURE_TAP
        • -
        • GLFWallocator -
        • +
        • GLFWallocator
        • GLFWcursor
        • -
        • GLFWgamepadstate -
        • -
        • GLFWgammaramp -
        • -
        • GLFWimage -
        • +
        • GLFWgamepadstate
        • +
        • GLFWgammaramp
        • +
        • GLFWimage
        • GLFWmonitor
        • -
        • GLFWvidmode -
        • +
        • GLFWvidmode
        • GLFWwindow
        • GOLD
        • GRAY
        • @@ -497,7 +403,6 @@
        • GetCameraMatrix()
        • GetCameraMatrix2D()
        • GetCharPressed()
        • -
        • GetClipboardImage()
        • GetClipboardText()
        • GetCodepoint()
        • GetCodepointCount()
        • @@ -593,14 +498,7 @@
        • GetWorldToScreen()
        • GetWorldToScreen2D()
        • GetWorldToScreenEx()
        • -
        • GlyphInfo -
        • +
        • GlyphInfo
        • GuiButton()
        • GuiCheckBox()
        • GuiCheckBoxProperty
        • @@ -662,12 +560,7 @@
        • GuiSpinnerProperty
        • GuiState
        • GuiStatusBar()
        • -
        • GuiStyleProp -
        • +
        • GuiStyleProp
        • GuiTabBar()
        • GuiTextAlignment
        • GuiTextAlignmentVertical
        • @@ -944,14 +837,7 @@
        • ICON_ZOOM_CENTER
        • ICON_ZOOM_MEDIUM
        • ICON_ZOOM_SMALL
        • -
        • Image -
        • +
        • Image
        • ImageAlphaClear()
        • ImageAlphaCrop()
        • ImageAlphaMask()
        • @@ -1257,45 +1143,11 @@
        • MOUSE_CURSOR_RESIZE_NS
        • MOUSE_CURSOR_RESIZE_NWSE
        • MakeDirectory()
        • -
        • Material -
        • -
        • MaterialMap -
        • +
        • Material
        • +
        • MaterialMap
        • MaterialMapIndex
        • -
        • Matrix -
        • -
        • Matrix2x2 -
        • +
        • Matrix
        • +
        • Matrix2x2
        • MatrixAdd()
        • MatrixDecompose()
        • MatrixDeterminant()
        • @@ -1324,69 +1176,17 @@
        • MemAlloc()
        • MemFree()
        • MemRealloc()
        • -
        • Mesh -
        • +
        • Mesh
        • MinimizeWindow()
        • -
        • Model -
        • -
        • ModelAnimation -
        • +
        • Model
        • +
        • ModelAnimation
        • MouseButton
        • MouseCursor
        • -
        • Music -
        • +
        • Music
        • NPATCH_NINE_PATCH
        • NPATCH_THREE_PATCH_HORIZONTAL
        • NPATCH_THREE_PATCH_VERTICAL
        • -
        • NPatchInfo -
        • +
        • NPatchInfo
        • NPatchLayout
        • Normalize()
        • ORANGE
        • @@ -1426,70 +1226,19 @@
        • PauseSound()
        • PhysicsAddForce()
        • PhysicsAddTorque()
        • -
        • PhysicsBodyData -
        • -
        • PhysicsManifoldData -
        • -
        • PhysicsShape -
        • +
        • PhysicsBodyData
        • +
        • PhysicsManifoldData
        • +
        • PhysicsShape
        • PhysicsShapeType
        • PhysicsShatter()
        • -
        • PhysicsVertexData -
        • +
        • PhysicsVertexData
        • PixelFormat
        • PlayAudioStream()
        • PlayAutomationEvent()
        • PlayMusicStream()
        • PlaySound()
        • PollInputEvents()
        • -
        • Quaternion -
        • +
        • Quaternion
        • QuaternionAdd()
        • QuaternionAddValue()
        • QuaternionCubicHermiteSpline()
        • @@ -1631,38 +1380,12 @@
        • RL_TEXTURE_FILTER_BILINEAR
        • RL_TEXTURE_FILTER_POINT
        • RL_TEXTURE_FILTER_TRILINEAR
        • -
        • Ray -
        • -
        • RayCollision -
        • -
        • Rectangle -
        • +
        • Ray
        • +
        • RayCollision
        • +
        • Rectangle
        • Remap()
        • -
        • RenderTexture -
        • -
        • RenderTexture2D -
        • +
        • RenderTexture
        • +
        • RenderTexture2D
        • ResetPhysics()
        • RestoreWindow()
        • ResumeAudioStream()
        • @@ -1789,20 +1512,12 @@
        • SetWindowSize()
        • SetWindowState()
        • SetWindowTitle()
        • -
        • Shader -
        • +
        • Shader
        • ShaderAttributeDataType
        • ShaderLocationIndex
        • ShaderUniformDataType
        • ShowCursor()
        • -
        • Sound -
        • +
        • Sound
        • StartAutomationEventRecording()
        • StopAudioStream()
        • StopAutomationEventRecording()
        • @@ -1861,42 +1576,16 @@
        • TextToPascal()
        • TextToSnake()
        • TextToUpper()
        • -
        • Texture -
        • -
        • Texture2D -
        • -
        • TextureCubemap -
        • +
        • Texture
        • +
        • Texture2D
        • +
        • TextureCubemap
        • TextureFilter
        • TextureWrap
        • ToggleBorderlessWindowed()
        • ToggleFullscreen()
        • TraceLog()
        • TraceLogLevel
        • -
        • Transform -
        • +
        • Transform
        • UnloadAudioStream()
        • UnloadAutomationEventList()
        • UnloadCodepoints()
        • @@ -1930,7 +1619,7 @@
        • UpdateCameraPro()
        • UpdateMeshBuffer()
        • UpdateModelAnimation()
        • -
        • UpdateModelAnimationBones()
        • +
        • UpdateModelAnimationBoneMatrices()
        • UpdateMusicStream()
        • UpdatePhysics()
        • UpdateSound()
        • @@ -1939,11 +1628,7 @@
        • UploadMesh()
        • VALUEBOX
        • VIOLET
        • -
        • Vector2 -
        • +
        • Vector2
        • Vector2Add()
        • Vector2AddValue()
        • Vector2Angle()
        • @@ -1974,12 +1659,7 @@
        • Vector2SubtractValue()
        • Vector2Transform()
        • Vector2Zero()
        • -
        • Vector3 -
        • +
        • Vector3
        • Vector3Add()
        • Vector3AddValue()
        • Vector3Angle()
        • @@ -2019,13 +1699,7 @@
        • Vector3Transform()
        • Vector3Unproject()
        • Vector3Zero()
        • -
        • Vector4 -
        • +
        • Vector4
        • Vector4Add()
        • Vector4AddValue()
        • Vector4Distance()
        • @@ -2048,39 +1722,11 @@
        • Vector4Subtract()
        • Vector4SubtractValue()
        • Vector4Zero()
        • -
        • VrDeviceInfo -
        • -
        • VrStereoConfig -
        • +
        • VrDeviceInfo
        • +
        • VrStereoConfig
        • WHITE
        • WaitTime()
        • -
        • Wave -
        • +
        • Wave
        • WaveCopy()
        • WaveCrop()
        • WaveFormat()
        • @@ -2088,14 +1734,8 @@
        • Wrap()
        • YELLOW
        • ffi
        • -
        • float16 -
        • -
        • float3 -
        • +
        • float16
        • +
        • float3
        • glfwCreateCursor()
        • glfwCreateStandardCursor()
        • glfwCreateWindow()
        • @@ -2256,13 +1896,7 @@
        • rlDisableVertexBuffer()
        • rlDisableVertexBufferElement()
        • rlDisableWireMode()
        • -
        • rlDrawCall -
        • +
        • rlDrawCall
        • rlDrawRenderBatch()
        • rlDrawRenderBatchActive()
        • rlDrawVertexArray()
        • @@ -2341,15 +1975,7 @@
        • rlReadScreenPixels()
        • rlReadShaderBuffer()
        • rlReadTexturePixels()
        • -
        • rlRenderBatch -
        • +
        • rlRenderBatch
        • rlRotatef()
        • rlScalef()
        • rlScissor()
        • @@ -2397,17 +2023,7 @@
        • rlVertex2f()
        • rlVertex2i()
        • rlVertex3f()
        • -
        • rlVertexBuffer -
        • +
        • rlVertexBuffer
        • rlViewport()
        • rlglClose()
        • rlglInit()
        • @@ -2451,7 +2067,7 @@ So the example programs are very, very similar to the C originals.

          Example program:

          -
          from raylib import *
          +
          from raylib import *
           
           InitWindow(800, 450, b"Hello Raylib")
           SetTargetFPS(60)
          @@ -2471,7 +2087,7 @@ are very, very similar to the C originals.

          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
          +
          from raylib import ffi, rl, colors
           
           rl.InitWindow(800, 450, b"Hello Raylib")
           rl.SetTargetFPS(60)
          @@ -2513,85 +2129,30 @@ are very, very similar to the C originals.

          raylib.AttachAudioMixedProcessor(processor: Any) None
          -

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

          +

          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’.

          +raylib.AttachAudioStreamProcessor(stream: AudioStream, processor: Any) None +

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

          -
          +
          -class raylib.AudioStream
          -
          -
          -buffer: Any
          +raylib.AudioStream: struct
          -
          -
          -channels: int
          -
          - -
          -
          -processor: Any
          -
          - -
          -
          -sampleRate: int
          -
          - -
          -
          -sampleSize: int
          -
          - -
          - -
          +
          -class raylib.AutomationEvent
          -
          -
          -frame: int
          +raylib.AutomationEvent: struct
          -
          -
          -params: list
          -
          - -
          -
          -type: int
          -
          - -
          - -
          +
          -class raylib.AutomationEventList
          -
          -
          -capacity: int
          +raylib.AutomationEventList: struct
          -
          -
          -count: int
          -
          - -
          -
          -events: Any
          -
          - -
          -
          raylib.BACKGROUND_COLOR: int
          @@ -2619,17 +2180,17 @@ are very, very similar to the C originals.

          -raylib.BEIGE: Color
          +raylib.BEIGE: Color
          -raylib.BLACK: Color
          +raylib.BLACK: Color
          -raylib.BLANK: Color
          +raylib.BLANK: Color
          @@ -2674,7 +2235,7 @@ are very, very similar to the C originals.

          -raylib.BLUE: Color
          +raylib.BLUE: Color
          @@ -2704,7 +2265,7 @@ are very, very similar to the C originals.

          -raylib.BROWN: Color
          +raylib.BROWN: Color
          @@ -2715,86 +2276,66 @@ are very, very similar to the C originals.

          raylib.BeginBlendMode(mode: int) None
          -

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

          +

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

          raylib.BeginDrawing() None
          -

          Setup canvas (framebuffer) to start drawing.

          +

          Setup canvas (framebuffer) to start drawing

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

          Begin 2D mode with custom camera (2D).

          +raylib.BeginMode2D(camera: Camera2D) None +

          Begin 2D mode with custom camera (2D)

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

          Begin 3D mode with custom camera (3D).

          +raylib.BeginMode3D(camera: Camera3D) 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).

          +

          Begin scissor mode (define screen area for following drawing)

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

          Begin custom shader drawing.

          +raylib.BeginShaderMode(shader: Shader) None +

          Begin custom shader drawing

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

          Begin drawing to render texture.

          +raylib.BeginTextureMode(target: RenderTexture) None +

          Begin drawing to render texture

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

          Begin stereo rendering (requires VR simulator).

          +raylib.BeginVrStereoMode(config: VrStereoConfig) None +

          Begin stereo rendering (requires VR simulator)

          -raylib.BlendMode
          +raylib.BlendMode: int
          -
          +
          -class raylib.BoneInfo
          -
          -
          -name: bytes
          +raylib.BoneInfo: struct
          -
          -
          -parent: int
          -
          - -
          - -
          +
          -class raylib.BoundingBox
          -
          -
          -max: Vector3
          +raylib.BoundingBox: struct
          -
          -
          -min: Vector3
          -
          - -
          -
          raylib.CAMERA_CUSTOM: int
          @@ -2890,399 +2431,307 @@ are very, very similar to the C originals.

          raylib.CUBEMAP_LAYOUT_LINE_VERTICAL: int
          -
          +
          +
          +raylib.CUBEMAP_LAYOUT_PANORAMA: int
          +
          + +
          -class raylib.Camera
          -
          -
          -fovy: float
          +raylib.Camera: struct
          -
          -
          -position: Vector3
          -
          - -
          -
          -projection: int
          -
          - -
          -
          -target: Vector3
          -
          - -
          -
          -up: Vector3
          -
          - -
          - -
          +
          -class raylib.Camera2D
          -
          -
          -offset: Vector2
          +raylib.Camera2D: struct
          -
          -
          -rotation: float
          -
          - -
          -
          -target: Vector2
          -
          - -
          -
          -zoom: float
          -
          - -
          - -
          +
          -class raylib.Camera3D
          -
          -
          -fovy: float
          +raylib.Camera3D: struct
          -
          -
          -position: Vector3
          -
          - -
          -
          -projection: int
          -
          - -
          -
          -target: Vector3
          -
          - -
          -
          -up: Vector3
          -
          - -
          -
          -raylib.CameraMode
          +raylib.CameraMode: int
          -raylib.CameraProjection
          +raylib.CameraProjection: int
          -raylib.ChangeDirectory(dir: bytes) bool
          -

          Change working directory, return true on success.

          +raylib.ChangeDirectory(dir: str) 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.CheckCollisionBoxSphere(box: BoundingBox, center: Vector3, 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.CheckCollisionBoxes(box1: BoundingBox, box2: BoundingBox) 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.CheckCollisionCircleLine(center: Vector2, radius: float, p1: Vector2, p2: Vector2) 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.CheckCollisionCircleRec(center: Vector2, radius: float, rec: Rectangle) 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.CheckCollisionCircles(center1: Vector2, radius1: float, center2: Vector2, 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.CheckCollisionLines(startPos1: Vector2, endPos1: Vector2, startPos2: Vector2, endPos2: Vector2, collisionPoint: Any) 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.CheckCollisionPointCircle(point: Vector2, center: Vector2, 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.CheckCollisionPointLine(point: Vector2, p1: Vector2, p2: Vector2, 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.CheckCollisionPointPoly(point: Vector2, points: Any, 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.CheckCollisionPointRec(point: Vector2, rec: Rectangle) 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.CheckCollisionPointTriangle(point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2) 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.CheckCollisionRecs(rec1: Rectangle, rec2: Rectangle) 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.CheckCollisionSpheres(center1: Vector3, radius1: float, center2: Vector3, 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.ClearBackground(color: Color) None +

          Set background color (framebuffer clear color)

          raylib.ClearWindowState(flags: int) None
          -

          Clear window configuration state flags.

          +

          Clear window configuration state flags

          raylib.CloseAudioDevice() None
          -

          Close the audio device and context.

          +

          Close the audio device and context

          raylib.ClosePhysics() None
          -

          Close physics system and unload used memory.

          +

          Close physics system and unload used memory

          raylib.CloseWindow() None
          -

          Close window and unload OpenGL context.

          +

          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).

          +raylib.CodepointToUTF8(codepoint: int, utf8Size: Any) str +

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

          -
          +
          -class raylib.Color
          -
          -
          -a: bytes
          +raylib.Color: struct
          -
          -
          -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.ColorAlpha(color: Color, 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.ColorAlphaBlend(dst: Color, src: Color, tint: Color) 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.ColorBrightness(color: Color, 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.ColorContrast(color: Color, 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.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.ColorFromNormalized(normalized: Vector4) 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.ColorIsEqual(col1: Color, col2: Color) 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.ColorLerp(color1: Color, color2: Color, 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.ColorNormalize(color: Color) 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.ColorTint(color: Color, tint: Color) 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.ColorToHSV(color: Color) 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.ColorToInt(color: Color) 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.CompressData(data: str, dataSize: int, compDataSize: Any) str +

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

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

          Compute CRC32 hash code.

          +raylib.ComputeCRC32(data: str, 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.ComputeMD5(data: str, dataSize: int) Any +

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

          -raylib.ConfigFlags
          +raylib.ConfigFlags: int
          -raylib.CreatePhysicsBodyCircle(pos: Vector2 | list | tuple, radius: float, density: float) Any
          -

          Creates a new circle physics body with generic parameters.

          +raylib.CreatePhysicsBodyCircle(pos: Vector2, 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.CreatePhysicsBodyPolygon(pos: Vector2, 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.CreatePhysicsBodyRectangle(pos: Vector2, width: float, height: float, density: float) Any +

          Creates a new rectangle physics body with generic parameters

          -raylib.CubemapLayout
          +raylib.CubemapLayout: int
          -raylib.DARKBLUE: Color
          +raylib.DARKBLUE: Color
          -raylib.DARKBROWN: Color
          +raylib.DARKBROWN: Color
          -raylib.DARKGRAY: Color
          +raylib.DARKGRAY: Color
          -raylib.DARKGREEN: Color
          +raylib.DARKGREEN: Color
          -raylib.DARKPURPLE: Color
          +raylib.DARKPURPLE: Color
          @@ -3312,728 +2761,728 @@ are very, very similar to the C originals.

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

          Decode Base64 string data, memory must be MemFree().

          +raylib.DecodeDataBase64(data: str, outputSize: Any) str +

          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.DecompressData(compData: str, compDataSize: int, dataSize: Any) str +

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

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

          Destroy a physics body.

          +raylib.DestroyPhysicsBody(body: Any) None +

          Destroy a physics body

          raylib.DetachAudioMixedProcessor(processor: Any) None
          -

          Detach audio stream processor from the entire audio pipeline.

          +

          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.DetachAudioStreamProcessor(stream: AudioStream, processor: Any) None +

          Detach audio stream processor from stream

          -raylib.DirectoryExists(dirPath: bytes) bool
          -

          Check if a directory path exists.

          +raylib.DirectoryExists(dirPath: str) bool +

          Check if a directory path exists

          raylib.DisableCursor() None
          -

          Disables cursor (lock cursor).

          +

          Disables cursor (lock cursor)

          raylib.DisableEventWaiting() None
          -

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

          +

          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.DrawBillboard(camera: Camera3D, texture: Texture, position: Vector3, scale: float, tint: Color) 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.DrawBillboardPro(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: float, tint: Color) 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.DrawBillboardRec(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, size: Vector2, tint: Color) None +

          Draw a billboard texture defined by source

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

          Draw bounding box (wires).

          +raylib.DrawBoundingBox(box: BoundingBox, color: Color) 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.DrawCapsule(startPos: Vector3, endPos: Vector3, radius: float, slices: int, rings: int, color: Color) 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.DrawCapsuleWires(startPos: Vector3, endPos: Vector3, radius: float, slices: int, rings: int, color: Color) 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.DrawCircle(centerX: int, centerY: int, radius: float, color: Color) 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.DrawCircle3D(center: Vector3, radius: float, rotationAxis: Vector3, rotationAngle: float, color: Color) 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.DrawCircleGradient(centerX: int, centerY: int, radius: float, inner: Color, outer: Color) None +

          Draw a gradient-filled circle

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

          Draw circle outline.

          +raylib.DrawCircleLines(centerX: int, centerY: int, radius: float, color: Color) None +

          Draw circle outline

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

          Draw circle outline (Vector version).

          +raylib.DrawCircleLinesV(center: Vector2, radius: float, color: Color) 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.DrawCircleSector(center: Vector2, radius: float, startAngle: float, endAngle: float, segments: int, color: Color) 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.DrawCircleSectorLines(center: Vector2, radius: float, startAngle: float, endAngle: float, segments: int, color: Color) 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.DrawCircleV(center: Vector2, radius: float, color: Color) 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.DrawCube(position: Vector3, width: float, height: float, length: float, color: Color) None +

          Draw cube

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

          Draw cube (Vector version).

          +raylib.DrawCubeV(position: Vector3, size: Vector3, color: Color) 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.DrawCubeWires(position: Vector3, width: float, height: float, length: float, color: Color) 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.DrawCubeWiresV(position: Vector3, size: Vector3, color: Color) 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.DrawCylinder(position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color) 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.DrawCylinderEx(startPos: Vector3, endPos: Vector3, startRadius: float, endRadius: float, sides: int, color: Color) 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.DrawCylinderWires(position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color) 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.DrawCylinderWiresEx(startPos: Vector3, endPos: Vector3, startRadius: float, endRadius: float, sides: int, color: Color) 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.DrawEllipse(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color) None +

          Draw ellipse

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

          Draw ellipse outline.

          +raylib.DrawEllipseLines(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color) None +

          Draw ellipse outline

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

          Draw current FPS.

          +

          Draw current FPS

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

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

          +

          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.DrawLine(startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color) 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.DrawLine3D(startPos: Vector3, endPos: Vector3, color: Color) 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.DrawLineBezier(startPos: Vector2, endPos: Vector2, thick: float, color: Color) 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.DrawLineEx(startPos: Vector2, endPos: Vector2, thick: float, color: Color) 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.DrawLineStrip(points: Any, pointCount: int, color: Color) 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.DrawLineV(startPos: Vector2, endPos: Vector2, color: Color) 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.DrawMesh(mesh: Mesh, material: Material, transform: Matrix) 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.DrawMeshInstanced(mesh: Mesh, material: Material, transforms: Any, 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.DrawModel(model: Model, position: Vector3, scale: float, tint: Color) 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.DrawModelEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color) 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.DrawModelPoints(model: Model, position: Vector3, scale: float, tint: Color) 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.DrawModelPointsEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color) 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.DrawModelWires(model: Model, position: Vector3, scale: float, tint: Color) 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.DrawModelWiresEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color) 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.DrawPixel(posX: int, posY: int, color: Color) 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.DrawPixelV(position: Vector2, color: Color) 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.DrawPlane(centerPos: Vector3, size: Vector2, color: Color) 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.DrawPoint3D(position: Vector3, color: Color) 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.DrawPoly(center: Vector2, sides: int, radius: float, rotation: float, color: Color) 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.DrawPolyLines(center: Vector2, sides: int, radius: float, rotation: float, color: Color) 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.DrawPolyLinesEx(center: Vector2, sides: int, radius: float, rotation: float, lineThick: float, color: Color) 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.DrawRay(ray: Ray, color: Color) 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.DrawRectangle(posX: int, posY: int, width: int, height: int, color: Color) 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.DrawRectangleGradientEx(rec: Rectangle, topLeft: Color, bottomLeft: Color, topRight: Color, bottomRight: Color) 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.DrawRectangleGradientH(posX: int, posY: int, width: int, height: int, left: Color, right: Color) 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.DrawRectangleGradientV(posX: int, posY: int, width: int, height: int, top: Color, bottom: Color) 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.DrawRectangleLines(posX: int, posY: int, width: int, height: int, color: Color) None +

          Draw rectangle outline

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

          Draw rectangle outline with extended parameters.

          +raylib.DrawRectangleLinesEx(rec: Rectangle, lineThick: float, color: Color) 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.DrawRectanglePro(rec: Rectangle, origin: Vector2, rotation: float, color: Color) 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.DrawRectangleRec(rec: Rectangle, color: Color) 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.DrawRectangleRounded(rec: Rectangle, roundness: float, segments: int, color: Color) 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.DrawRectangleRoundedLines(rec: Rectangle, roundness: float, segments: int, color: Color) 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.DrawRectangleRoundedLinesEx(rec: Rectangle, roundness: float, segments: int, lineThick: float, color: Color) 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.DrawRectangleV(position: Vector2, size: Vector2, color: Color) 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.DrawRing(center: Vector2, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color) 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.DrawRingLines(center: Vector2, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color) None +

          Draw ring outline

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

          Draw sphere.

          +raylib.DrawSphere(centerPos: Vector3, radius: float, color: Color) 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.DrawSphereEx(centerPos: Vector3, radius: float, rings: int, slices: int, color: Color) 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.DrawSphereWires(centerPos: Vector3, radius: float, rings: int, slices: int, color: Color) 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.DrawSplineBasis(points: Any, pointCount: int, thick: float, color: Color) 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.DrawSplineBezierCubic(points: Any, pointCount: int, thick: float, color: Color) 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.DrawSplineBezierQuadratic(points: Any, pointCount: int, thick: float, color: Color) 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.DrawSplineCatmullRom(points: Any, pointCount: int, thick: float, color: Color) 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.DrawSplineLinear(points: Any, pointCount: int, thick: float, color: Color) 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.DrawSplineSegmentBasis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: float, color: Color) 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.DrawSplineSegmentBezierCubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, thick: float, color: Color) 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.DrawSplineSegmentBezierQuadratic(p1: Vector2, c2: Vector2, p3: Vector2, thick: float, color: Color) 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.DrawSplineSegmentCatmullRom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: float, color: Color) 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.DrawSplineSegmentLinear(p1: Vector2, p2: Vector2, thick: float, color: Color) 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.DrawText(text: str, posX: int, posY: int, fontSize: int, color: Color) 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.DrawTextCodepoint(font: Font, codepoint: int, position: Vector2, fontSize: float, tint: Color) 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.DrawTextCodepoints(font: Font, codepoints: Any, codepointCount: int, position: Vector2, fontSize: float, spacing: float, tint: Color) 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.DrawTextEx(font: Font, text: str, position: Vector2, fontSize: float, spacing: float, tint: Color) 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.DrawTextPro(font: Font, text: str, position: Vector2, origin: Vector2, rotation: float, fontSize: float, spacing: float, tint: Color) 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.DrawTexture(texture: Texture, posX: int, posY: int, tint: Color) 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.DrawTextureEx(texture: Texture, position: Vector2, rotation: float, scale: float, tint: Color) 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.DrawTextureNPatch(texture: Texture, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: float, tint: Color) 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.DrawTexturePro(texture: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: float, tint: Color) 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.DrawTextureRec(texture: Texture, source: Rectangle, position: Vector2, tint: Color) 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.DrawTextureV(texture: Texture, position: Vector2, tint: Color) 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.DrawTriangle(v1: Vector2, v2: Vector2, v3: Vector2, color: Color) 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.DrawTriangle3D(v1: Vector3, v2: Vector3, v3: Vector3, color: Color) 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.DrawTriangleFan(points: Any, pointCount: int, color: Color) 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.DrawTriangleLines(v1: Vector2, v2: Vector2, v3: Vector2, color: Color) 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.DrawTriangleStrip(points: Any, pointCount: int, color: Color) 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.DrawTriangleStrip3D(points: Any, pointCount: int, color: Color) None +

          Draw a triangle strip defined by points

          raylib.EnableCursor() None
          -

          Enables cursor (unlock cursor).

          +

          Enables cursor (unlock cursor)

          raylib.EnableEventWaiting() None
          -

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

          +

          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.EncodeDataBase64(data: str, dataSize: int, outputSize: Any) str +

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

          raylib.EndBlendMode() None
          -

          End blending mode (reset to default: alpha blending).

          +

          End blending mode (reset to default: alpha blending)

          raylib.EndDrawing() None
          -

          End canvas drawing and swap buffers (double buffering).

          +

          End canvas drawing and swap buffers (double buffering)

          raylib.EndMode2D() None
          -

          Ends 2D mode with custom camera.

          +

          Ends 2D mode with custom camera

          raylib.EndMode3D() None
          -

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

          +

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

          raylib.EndScissorMode() None
          -

          End scissor mode.

          +

          End scissor mode

          raylib.EndShaderMode() None
          -

          End custom shader drawing (use default shader).

          +

          End custom shader drawing (use default shader)

          raylib.EndTextureMode() None
          -

          Ends drawing to render texture.

          +

          Ends drawing to render texture

          raylib.EndVrStereoMode() None
          -

          End stereo rendering (requires VR simulator).

          +

          End stereo rendering (requires VR simulator)

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

          Export automation events list as text file.

          +raylib.ExportAutomationEventList(list_0: AutomationEventList, fileName: str) 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.ExportDataAsCode(data: str, dataSize: int, fileName: str) 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.ExportFontAsCode(font: Font, fileName: str) 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.ExportImage(image: Image, fileName: str) 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.ExportImageAsCode(image: Image, fileName: str) 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.ExportImageToMemory(image: Image, fileType: str, fileSize: Any) str +

          Export image to memory buffer

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

          Export mesh data to file, returns true on success.

          +raylib.ExportMesh(mesh: Mesh, fileName: str) 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.ExportMeshAsCode(mesh: Mesh, fileName: str) 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.ExportWave(wave: Wave, fileName: str) 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.ExportWaveAsCode(wave: Wave, fileName: str) bool +

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

          @@ -4133,80 +3582,34 @@ are very, very similar to the C originals.

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

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

          +raylib.Fade(color: Color, 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.

          +raylib.FileExists(fileName: str) bool +

          Check if file exists

          -
          +
          -class raylib.FilePathList
          -
          -
          -capacity: int
          +raylib.FilePathList: struct
          -
          -
          -count: int
          -
          - -
          -
          -paths: list[bytes]
          -
          - -
          -
          raylib.FloatEquals(x: float, y: float) int
          -

          .

          -
          +
          -
          +
          -class raylib.Font
          -
          -
          -baseSize: int
          +raylib.Font: struct
          -
          -
          -glyphCount: int
          -
          - -
          -
          -glyphPadding: int
          -
          - -
          -
          -glyphs: Any
          -
          - -
          -
          -recs: Any
          -
          - -
          -
          -texture: Texture
          -
          - -
          -
          -raylib.FontType
          +raylib.FontType: int
          @@ -4384,154 +3787,59 @@ are very, very similar to the C originals.

          raylib.GESTURE_TAP: int
          -
          +
          -class raylib.GLFWallocator
          -
          -
          -allocate: Any
          +raylib.GLFWallocator: struct
          -
          -
          -deallocate: Any
          -
          - -
          -
          -reallocate: Any
          -
          - -
          -
          -user: Any
          -
          - -
          - -
          +
          -class raylib.GLFWcursor
          +raylib.GLFWcursor: struct
          -
          +
          -class raylib.GLFWgamepadstate
          -
          -
          -axes: list
          +raylib.GLFWgamepadstate: struct
          -
          -
          -buttons: bytes
          -
          - -
          - -
          +
          -class raylib.GLFWgammaramp
          -
          -
          -blue: Any
          +raylib.GLFWgammaramp: struct
          -
          -
          -green: Any
          -
          - -
          -
          -red: Any
          -
          - -
          -
          -size: int
          -
          - -
          - -
          +
          -class raylib.GLFWimage
          -
          -
          -height: int
          +raylib.GLFWimage: struct
          -
          -
          -pixels: bytes
          -
          - -
          -
          -width: int
          -
          - -
          - -
          +
          -class raylib.GLFWmonitor
          +raylib.GLFWmonitor: struct
          -
          +
          -class raylib.GLFWvidmode
          -
          -
          -blueBits: int
          +raylib.GLFWvidmode: struct
          -
          -
          -greenBits: int
          -
          - -
          -
          -height: int
          -
          - -
          -
          -redBits: int
          -
          - -
          -
          -refreshRate: int
          -
          - -
          -
          -width: int
          -
          - -
          - -
          +
          -class raylib.GLFWwindow
          +raylib.GLFWwindow: struct
          -raylib.GOLD: Color
          +raylib.GOLD: Color
          -raylib.GRAY: Color
          +raylib.GRAY: Color
          -raylib.GREEN: Color
          +raylib.GREEN: Color
          @@ -4541,1242 +3849,1196 @@ are very, very similar to the C originals.

          -raylib.GamepadAxis
          +raylib.GamepadAxis: int
          -raylib.GamepadButton
          +raylib.GamepadButton: int
          -raylib.GenImageCellular(width: int, height: int, tileSize: int) Image
          -

          Generate image: cellular algorithm, bigger tileSize means bigger cells.

          +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.GenImageChecked(width: int, height: int, checksX: int, checksY: int, col1: Color, col2: Color) Image +

          Generate image: checked

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

          Generate image: plain color.

          +raylib.GenImageColor(width: int, height: int, color: Color) 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.GenImageFontAtlas(glyphs: Any, glyphRecs: Any, 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.GenImageGradientLinear(width: int, height: int, direction: int, start: Color, end: Color) 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.GenImageGradientRadial(width: int, height: int, density: float, inner: Color, outer: Color) 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.GenImageGradientSquare(width: int, height: int, density: float, inner: Color, outer: Color) Image +

          Generate image: square gradient

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

          Generate image: perlin noise.

          +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.GenImageText(width: int, height: int, text: str) Image +

          Generate image: grayscale image from text data

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

          Generate image: white noise.

          +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.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.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.GenMeshCubicmap(cubicmap: Image, cubeSize: Vector3) Mesh +

          Generate cubes-based map mesh from image data

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

          Generate cylinder mesh.

          +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.GenMeshHeightmap(heightmap: Image, size: Vector3) Mesh +

          Generate heightmap mesh from image data

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

          Generate half-sphere mesh (no bottom cap).

          +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.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.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.GenMeshPoly(sides: int, radius: float) Mesh +

          Generate polygonal mesh

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

          Generate sphere mesh (standard sphere).

          +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.GenMeshTangents(mesh: Any) None +

          Compute mesh tangents

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

          Generate torus mesh.

          +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.GenTextureMipmaps(texture: Any) None +

          Generate GPU mipmaps for a texture

          -raylib.Gesture
          +raylib.Gesture: int
          -raylib.GetApplicationDirectory() bytes
          -

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

          +raylib.GetApplicationDirectory() str +

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

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

          Get camera transform matrix (view matrix).

          +raylib.GetCameraMatrix(camera: Camera3D) Matrix +

          Get camera transform matrix (view matrix)

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

          Get camera 2d transform matrix.

          +raylib.GetCameraMatrix2D(camera: Camera2D) 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.

          +

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

          -raylib.GetClipboardText() bytes
          -

          Get clipboard text content.

          +raylib.GetClipboardText() str +

          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.GetCodepoint(text: str, 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.GetCodepointCount(text: str) 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.GetCodepointNext(text: str, 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.GetCodepointPrevious(text: str, 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.GetCollisionRec(rec1: Rectangle, rec2: Rectangle) Rectangle +

          Get collision rectangle for two rectangles collision

          -raylib.GetColor(hexValue: int) Color
          -

          Get Color structure from hexadecimal value.

          +raylib.GetColor(hexValue: int) Color +

          Get Color structure from hexadecimal value

          raylib.GetCurrentMonitor() int
          -

          Get current monitor where window is placed.

          +

          Get current connected monitor

          -raylib.GetDirectoryPath(filePath: bytes) bytes
          -

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

          +raylib.GetDirectoryPath(filePath: str) str +

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

          raylib.GetFPS() int
          -

          Get current FPS.

          +

          Get current FPS

          -raylib.GetFileExtension(fileName: bytes) bytes
          -

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

          +raylib.GetFileExtension(fileName: str) str +

          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.GetFileLength(fileName: str) 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.GetFileModTime(fileName: str) int +

          Get file modification time (last write time)

          -raylib.GetFileName(filePath: bytes) bytes
          -

          Get pointer to filename for a path string.

          +raylib.GetFileName(filePath: str) str +

          Get pointer to filename for a path string

          -raylib.GetFileNameWithoutExt(filePath: bytes) bytes
          -

          Get filename string without extension (uses static string).

          +raylib.GetFileNameWithoutExt(filePath: str) str +

          Get filename string without extension (uses static string)

          -raylib.GetFontDefault() Font
          -

          Get the default Font.

          +raylib.GetFontDefault() Font +

          Get the default Font

          raylib.GetFrameTime() float
          -

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

          +

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

          raylib.GetGamepadAxisCount(gamepad: int) int
          -

          Get gamepad axis count for a gamepad.

          +

          Get gamepad axis count for a gamepad

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

          Get axis movement value for a gamepad axis.

          +

          Get axis movement value for a gamepad axis

          raylib.GetGamepadButtonPressed() int
          -

          Get the last gamepad button pressed.

          +

          Get the last gamepad button pressed

          -raylib.GetGamepadName(gamepad: int) bytes
          -

          Get gamepad internal name id.

          +raylib.GetGamepadName(gamepad: int) str +

          Get gamepad internal name id

          raylib.GetGestureDetected() int
          -

          Get latest detected gesture.

          +

          Get latest detected gesture

          raylib.GetGestureDragAngle() float
          -

          Get gesture drag angle.

          +

          Get gesture drag angle

          -raylib.GetGestureDragVector() Vector2
          -

          Get gesture drag vector.

          +raylib.GetGestureDragVector() Vector2 +

          Get gesture drag vector

          raylib.GetGestureHoldDuration() float
          -

          Get gesture hold time in seconds.

          +

          Get gesture hold time in milliseconds

          raylib.GetGesturePinchAngle() float
          -

          Get gesture pinch angle.

          +

          Get gesture pinch angle

          -raylib.GetGesturePinchVector() Vector2
          -

          Get gesture pinch delta.

          +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.GetGlyphAtlasRec(font: Font, 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.GetGlyphIndex(font: Font, 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.GetGlyphInfo(font: Font, 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.GetImageAlphaBorder(image: Image, 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.GetImageColor(image: Image, 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.

          +

          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).

          +

          Get master volume (listener)

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

          Compute mesh bounding box limits.

          +raylib.GetMeshBoundingBox(mesh: Mesh) BoundingBox +

          Compute mesh bounding box limits

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

          Compute model bounding box limits (considers all meshes).

          +raylib.GetModelBoundingBox(model: Model) BoundingBox +

          Compute model bounding box limits (considers all meshes)

          raylib.GetMonitorCount() int
          -

          Get number of connected monitors.

          +

          Get number of connected monitors

          raylib.GetMonitorHeight(monitor: int) int
          -

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

          +

          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.GetMonitorName(monitor: int) str +

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

          raylib.GetMonitorPhysicalHeight(monitor: int) int
          -

          Get specified monitor physical height in millimetres.

          +

          Get specified monitor physical height in millimetres

          raylib.GetMonitorPhysicalWidth(monitor: int) int
          -

          Get specified monitor physical width in millimetres.

          +

          Get specified monitor physical width in millimetres

          -raylib.GetMonitorPosition(monitor: int) Vector2
          -

          Get specified monitor position.

          +raylib.GetMonitorPosition(monitor: int) Vector2 +

          Get specified monitor position

          raylib.GetMonitorRefreshRate(monitor: int) int
          -

          Get specified monitor refresh rate.

          +

          Get specified monitor refresh rate

          raylib.GetMonitorWidth(monitor: int) int
          -

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

          +

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

          -raylib.GetMouseDelta() Vector2
          -

          Get mouse delta between frames.

          +raylib.GetMouseDelta() Vector2 +

          Get mouse delta between frames

          -raylib.GetMousePosition() Vector2
          -

          Get mouse position XY.

          +raylib.GetMousePosition() Vector2 +

          Get mouse position XY

          raylib.GetMouseWheelMove() float
          -

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

          +

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

          -raylib.GetMouseWheelMoveV() Vector2
          -

          Get mouse wheel movement for both X and Y.

          +raylib.GetMouseWheelMoveV() Vector2 +

          Get mouse wheel movement for both X and Y

          raylib.GetMouseX() int
          -

          Get mouse position X.

          +

          Get mouse position X

          raylib.GetMouseY() int
          -

          Get mouse position Y.

          +

          Get mouse position Y

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

          Get music time length (in seconds).

          +raylib.GetMusicTimeLength(music: Music) float +

          Get music time length (in seconds)

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

          Get current music time played (in seconds).

          +raylib.GetMusicTimePlayed(music: Music) float +

          Get current music time played (in seconds)

          raylib.GetPhysicsBodiesCount() int
          -

          Returns the current amount of created physics bodies.

          +

          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.

          +

          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).

          +

          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.GetPhysicsShapeVertex(body: Any, 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.

          +

          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.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.

          +

          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.GetPrevDirectoryPath(dirPath: str) str +

          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).

          +

          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.GetRayCollisionBox(ray: Ray, box: BoundingBox) 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.GetRayCollisionMesh(ray: Ray, mesh: Mesh, transform: Matrix) 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.GetRayCollisionQuad(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3) 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.GetRayCollisionSphere(ray: Ray, center: Vector3, 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.GetRayCollisionTriangle(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3) RayCollision +

          Get collision info between ray and triangle

          raylib.GetRenderHeight() int
          -

          Get current render height (it considers HiDPI).

          +

          Get current render height (it considers HiDPI)

          raylib.GetRenderWidth() int
          -

          Get current render width (it considers HiDPI).

          +

          Get current render width (it considers HiDPI)

          raylib.GetScreenHeight() int
          -

          Get current screen height.

          +

          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.GetScreenToWorld2D(position: Vector2, camera: Camera2D) 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.GetScreenToWorldRay(position: Vector2, camera: Camera3D) 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.GetScreenToWorldRayEx(position: Vector2, camera: Camera3D, 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.

          +

          Get current screen width

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

          Get shader uniform location.

          +raylib.GetShaderLocation(shader: Shader, uniformName: str) int +

          Get shader uniform location

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

          Get shader attribute location.

          +raylib.GetShaderLocationAttrib(shader: Shader, attribName: str) int +

          Get shader attribute location

          -raylib.GetShapesTexture() Texture
          -

          Get texture that is used for shapes drawing.

          +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.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.GetSplinePointBasis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, 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.GetSplinePointBezierCubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, 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.GetSplinePointBezierQuad(p1: Vector2, c2: Vector2, p3: Vector2, 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.GetSplinePointCatmullRom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, 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.GetSplinePointLinear(startPos: Vector2, endPos: Vector2, t: float) Vector2 +

          Get (evaluate) spline point: Linear

          raylib.GetTime() float
          -

          Get elapsed time in seconds since InitWindow().

          +

          Get elapsed time in seconds since InitWindow()

          raylib.GetTouchPointCount() int
          -

          Get number of touch points.

          +

          Get number of touch points

          raylib.GetTouchPointId(index: int) int
          -

          Get touch point identifier for given index.

          +

          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.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).

          +

          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).

          +

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

          raylib.GetWindowHandle() Any
          -

          Get native window handle.

          +

          Get native window handle

          -raylib.GetWindowPosition() Vector2
          -

          Get window position XY on monitor.

          +raylib.GetWindowPosition() Vector2 +

          Get window position XY on monitor

          -raylib.GetWindowScaleDPI() Vector2
          -

          Get window scale DPI factor.

          +raylib.GetWindowScaleDPI() Vector2 +

          Get window scale DPI factor

          -raylib.GetWorkingDirectory() bytes
          -

          Get current working directory (uses static string).

          +raylib.GetWorkingDirectory() str +

          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.GetWorldToScreen(position: Vector3, camera: Camera3D) 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.GetWorldToScreen2D(position: Vector2, camera: Camera2D) 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.

          +raylib.GetWorldToScreenEx(position: Vector3, camera: Camera3D, width: int, height: int) Vector2 +

          Get size position for a 3d world space position

          -
          +
          -class raylib.GlyphInfo
          -
          -
          -advanceX: int
          +raylib.GlyphInfo: struct
          -
          -
          -image: Image
          -
          - -
          -
          -offsetX: int
          -
          - -
          -
          -offsetY: int
          -
          - -
          -
          -value: int
          -
          - -
          -
          -raylib.GuiButton(bounds: Rectangle | list | tuple, text: bytes) int
          -

          Button control, returns true when clicked.

          +raylib.GuiButton(bounds: Rectangle, text: str) 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.GuiCheckBox(bounds: Rectangle, text: str, checked: Any) int +

          Check Box control, returns true when active

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

          Color Bar Alpha control.

          +raylib.GuiColorBarAlpha(bounds: Rectangle, text: str, alpha: Any) int +

          Color Bar Alpha control

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

          Color Bar Hue control.

          +raylib.GuiColorBarHue(bounds: Rectangle, text: str, value: Any) int +

          Color Bar Hue control

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

          Color Panel control.

          +raylib.GuiColorPanel(bounds: Rectangle, text: str, color: Any) 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.GuiColorPanelHSV(bounds: Rectangle, text: str, colorHsv: Any) 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.GuiColorPicker(bounds: Rectangle, text: str, color: Any) 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.GuiColorPickerHSV(bounds: Rectangle, text: str, colorHsv: Any) int +

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

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

          Combo Box control.

          +raylib.GuiComboBox(bounds: Rectangle, text: str, active: Any) int +

          Combo Box control

          -raylib.GuiComboBoxProperty
          +raylib.GuiComboBoxProperty: int
          -raylib.GuiControl
          +raylib.GuiControl: int
          -raylib.GuiControlProperty
          +raylib.GuiControlProperty: int
          -raylib.GuiDefaultProperty
          +raylib.GuiDefaultProperty: int
          raylib.GuiDisable() None
          -

          Disable gui controls (global state).

          +

          Disable gui controls (global state)

          raylib.GuiDisableTooltip() None
          -

          Disable gui tooltips (global state).

          +

          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.GuiDrawIcon(iconId: int, posX: int, posY: int, pixelSize: int, color: Color) 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.GuiDropdownBox(bounds: Rectangle, text: str, active: Any, editMode: bool) int +

          Dropdown Box control

          -raylib.GuiDropdownBoxProperty
          +raylib.GuiDropdownBoxProperty: int
          -raylib.GuiDummyRec(bounds: Rectangle | list | tuple, text: bytes) int
          -

          Dummy control for placeholders.

          +raylib.GuiDummyRec(bounds: Rectangle, text: str) int +

          Dummy control for placeholders

          raylib.GuiEnable() None
          -

          Enable gui controls (global state).

          +

          Enable gui controls (global state)

          raylib.GuiEnableTooltip() None
          -

          Enable gui tooltips (global state).

          +

          Enable gui tooltips (global state)

          -raylib.GuiGetFont() Font
          -

          Get gui custom font (global state).

          +raylib.GuiGetFont() Font +

          Get gui custom font (global state)

          raylib.GuiGetIcons() Any
          -

          Get raygui icons data pointer.

          +

          Get raygui icons data pointer

          raylib.GuiGetState() int
          -

          Get gui state (global state).

          +

          Get gui state (global state)

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

          Get one style property.

          +

          Get one style property

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

          Grid control.

          +raylib.GuiGrid(bounds: Rectangle, text: str, spacing: float, subdivs: int, mouseCell: Any) int +

          Grid control

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

          Group Box control with text name.

          +raylib.GuiGroupBox(bounds: Rectangle, text: str) int +

          Group Box control with text name

          -raylib.GuiIconName
          +raylib.GuiIconName: int
          -raylib.GuiIconText(iconId: int, text: bytes) bytes
          -

          Get text with icon id prepended (if supported).

          +raylib.GuiIconText(iconId: int, text: str) str +

          Get text with icon id prepended (if supported)

          raylib.GuiIsLocked() bool
          -

          Check if gui is locked (global state).

          +

          Check if gui is locked (global state)

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

          Label control.

          +raylib.GuiLabel(bounds: Rectangle, text: str) int +

          Label control

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

          Label button control, returns true when clicked.

          +raylib.GuiLabelButton(bounds: Rectangle, text: str) int +

          Label button control, returns true when clicked

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

          Line separator control, could contain text.

          +raylib.GuiLine(bounds: Rectangle, text: str) int +

          Line separator control, could contain text

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

          List View control.

          +raylib.GuiListView(bounds: Rectangle, text: str, 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.GuiListViewEx(bounds: Rectangle, text: list[str], count: int, scrollIndex: Any, active: Any, focus: Any) int +

          List View with extended parameters

          -raylib.GuiListViewProperty
          +raylib.GuiListViewProperty: int
          -raylib.GuiLoadIcons(fileName: bytes, loadIconsName: bool) list[bytes]
          -

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

          +raylib.GuiLoadIcons(fileName: str, loadIconsName: bool) list[str] +

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

          -raylib.GuiLoadStyle(fileName: bytes) None
          -

          Load style file over global style variable (.rgs).

          +raylib.GuiLoadStyle(fileName: str) None +

          Load style file over global style variable (.rgs)

          raylib.GuiLoadStyleDefault() None
          -

          Load style default over global style.

          +

          Load style default over global style

          raylib.GuiLock() None
          -

          Lock gui controls (global state).

          +

          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.GuiMessageBox(bounds: Rectangle, title: str, message: str, buttons: str) int +

          Message Box control, displays a message

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

          Panel control, useful to group controls.

          +raylib.GuiPanel(bounds: Rectangle, text: str) 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.GuiProgressBar(bounds: Rectangle, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float) int +

          Progress Bar control

          -raylib.GuiProgressBarProperty
          +raylib.GuiProgressBarProperty: int
          -raylib.GuiScrollBarProperty
          +raylib.GuiScrollBarProperty: int
          -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.GuiScrollPanel(bounds: Rectangle, text: str, content: Rectangle, scroll: Any, view: Any) int +

          Scroll Panel control

          raylib.GuiSetAlpha(alpha: float) None
          -

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

          +

          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.GuiSetFont(font: Font) None +

          Set gui custom font (global state)

          raylib.GuiSetIconScale(scale: int) None
          -

          Set default icon drawing size.

          +

          Set default icon drawing size

          raylib.GuiSetState(state: int) None
          -

          Set gui state (global state).

          +

          Set gui state (global state)

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

          Set one style property.

          +

          Set one style property

          -raylib.GuiSetTooltip(tooltip: bytes) None
          -

          Set tooltip string.

          +raylib.GuiSetTooltip(tooltip: str) None +

          Set tooltip string

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

          Slider control.

          +raylib.GuiSlider(bounds: Rectangle, textLeft: str, textRight: str, 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.GuiSliderBar(bounds: Rectangle, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float) int +

          Slider Bar control

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

          Spinner control.

          +raylib.GuiSpinner(bounds: Rectangle, text: str, value: Any, minValue: int, maxValue: int, editMode: bool) int +

          Spinner control

          -raylib.GuiSpinnerProperty
          +raylib.GuiSpinnerProperty: int
          -raylib.GuiState
          +raylib.GuiState: int
          -raylib.GuiStatusBar(bounds: Rectangle | list | tuple, text: bytes) int
          -

          Status Bar control, shows info text.

          +raylib.GuiStatusBar(bounds: Rectangle, text: str) int +

          Status Bar control, shows info text

          -
          +
          -class raylib.GuiStyleProp
          -
          -
          -controlId: int
          +raylib.GuiStyleProp: struct
          -
          -
          -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.GuiTabBar(bounds: Rectangle, text: list[str], count: int, active: Any) int +

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

          -raylib.GuiTextAlignment
          +raylib.GuiTextAlignment: int
          -raylib.GuiTextAlignmentVertical
          +raylib.GuiTextAlignmentVertical: int
          -raylib.GuiTextBox(bounds: Rectangle | list | tuple, text: bytes, textSize: int, editMode: bool) int
          -

          Text Box control, updates input text.

          +raylib.GuiTextBox(bounds: Rectangle, text: str, textSize: int, editMode: bool) int +

          Text Box control, updates input text

          -raylib.GuiTextBoxProperty
          +raylib.GuiTextBoxProperty: int
          -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.GuiTextInputBox(bounds: Rectangle, title: str, message: str, buttons: str, text: str, textMaxSize: int, secretViewActive: Any) int +

          Text Input Box control, ask for text, supports secret

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

          Toggle Button control.

          +raylib.GuiToggle(bounds: Rectangle, text: str, active: Any) int +

          Toggle Button control

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

          Toggle Group control.

          +raylib.GuiToggleGroup(bounds: Rectangle, text: str, active: Any) int +

          Toggle Group control

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

          Toggle Slider control.

          +raylib.GuiToggleSlider(bounds: Rectangle, text: str, active: Any) int +

          Toggle Slider control

          raylib.GuiUnlock() None
          -

          Unlock gui controls (global state).

          +

          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.GuiValueBox(bounds: Rectangle, text: str, 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.GuiValueBoxFloat(bounds: Rectangle, text: str, textValue: str, 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.GuiWindowBox(bounds: Rectangle, title: str) int +

          Window Box control, shows a window that can be closed

          @@ -5802,7 +5064,7 @@ are very, very similar to the C originals.

          raylib.HideCursor() None
          -

          Hides cursor.

          +

          Hides cursor

          @@ -7085,640 +6347,615 @@ are very, very similar to the C originals.

          raylib.ICON_ZOOM_SMALL: int
          -
          +
          -class raylib.Image
          -
          -
          -data: Any
          +raylib.Image: struct
          -
          -
          -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.ImageAlphaClear(image: Any, color: Color, 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.ImageAlphaCrop(image: Any, 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.ImageAlphaMask(image: Any, alphaMask: Image) None +

          Apply alpha mask to image

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

          Premultiply alpha channel.

          +raylib.ImageAlphaPremultiply(image: Any) None +

          Premultiply alpha channel

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

          Apply Gaussian blur using a box blur approximation.

          +raylib.ImageBlurGaussian(image: Any, 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.ImageClearBackground(dst: Any, color: Color) None +

          Clear image background with given color

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

          Modify image color: brightness (-255 to 255).

          +raylib.ImageColorBrightness(image: Any, 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.ImageColorContrast(image: Any, contrast: float) None +

          Modify image color: contrast (-100 to 100)

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

          Modify image color: grayscale.

          +raylib.ImageColorGrayscale(image: Any) None +

          Modify image color: grayscale

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

          Modify image color: invert.

          +raylib.ImageColorInvert(image: Any) 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.ImageColorReplace(image: Any, color: Color, replace: Color) None +

          Modify image color: replace color

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

          Modify image color: tint.

          +raylib.ImageColorTint(image: Any, color: Color) None +

          Modify image color: tint

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

          Create an image duplicate (useful for transformations).

          +raylib.ImageCopy(image: Image) 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.ImageCrop(image: Any, crop: Rectangle) 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.ImageDither(image: Any, 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.ImageDraw(dst: Any, src: Image, srcRec: Rectangle, dstRec: Rectangle, tint: Color) 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.ImageDrawCircle(dst: Any, centerX: int, centerY: int, radius: int, color: Color) 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.ImageDrawCircleLines(dst: Any, centerX: int, centerY: int, radius: int, color: Color) 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.ImageDrawCircleLinesV(dst: Any, center: Vector2, radius: int, color: Color) 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.ImageDrawCircleV(dst: Any, center: Vector2, radius: int, color: Color) 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.ImageDrawLine(dst: Any, startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color) 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.ImageDrawLineEx(dst: Any, start: Vector2, end: Vector2, thick: int, color: Color) 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.ImageDrawLineV(dst: Any, start: Vector2, end: Vector2, color: Color) 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.ImageDrawPixel(dst: Any, posX: int, posY: int, color: Color) 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.ImageDrawPixelV(dst: Any, position: Vector2, color: Color) 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.ImageDrawRectangle(dst: Any, posX: int, posY: int, width: int, height: int, color: Color) 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.ImageDrawRectangleLines(dst: Any, rec: Rectangle, thick: int, color: Color) 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.ImageDrawRectangleRec(dst: Any, rec: Rectangle, color: Color) 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.ImageDrawRectangleV(dst: Any, position: Vector2, size: Vector2, color: Color) 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.ImageDrawText(dst: Any, text: str, posX: int, posY: int, fontSize: int, color: Color) 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.ImageDrawTextEx(dst: Any, font: Font, text: str, position: Vector2, fontSize: float, spacing: float, tint: Color) 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.ImageDrawTriangle(dst: Any, v1: Vector2, v2: Vector2, v3: Vector2, color: Color) 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.ImageDrawTriangleEx(dst: Any, v1: Vector2, v2: Vector2, v3: Vector2, c1: Color, c2: Color, c3: Color) 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.ImageDrawTriangleFan(dst: Any, points: Any, pointCount: int, color: Color) 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.ImageDrawTriangleLines(dst: Any, v1: Vector2, v2: Vector2, v3: Vector2, color: Color) 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.ImageDrawTriangleStrip(dst: Any, points: Any, pointCount: int, color: Color) None +

          Draw a triangle strip defined by points within an image

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

          Flip image horizontally.

          +raylib.ImageFlipHorizontal(image: Any) None +

          Flip image horizontally

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

          Flip image vertically.

          +raylib.ImageFlipVertical(image: Any) None +

          Flip image vertically

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

          Convert image data to desired format.

          +raylib.ImageFormat(image: Any, 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.ImageFromChannel(image: Image, 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.ImageFromImage(image: Image, rec: Rectangle) 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.ImageKernelConvolution(image: Any, 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.ImageMipmaps(image: Any) 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.ImageResize(image: Any, 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.ImageResizeCanvas(image: Any, newWidth: int, newHeight: int, offsetX: int, offsetY: int, fill: Color) 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.ImageResizeNN(image: Any, 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.ImageRotate(image: Any, 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.ImageRotateCCW(image: Any) None +

          Rotate image counter-clockwise 90deg

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

          Rotate image clockwise 90deg.

          +raylib.ImageRotateCW(image: Any) None +

          Rotate image clockwise 90deg

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

          Create an image from text (default font).

          +raylib.ImageText(text: str, fontSize: int, color: Color) 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.ImageTextEx(font: Font, text: str, fontSize: float, spacing: float, tint: Color) 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.ImageToPOT(image: Any, fill: Color) None +

          Convert image to POT (power-of-two)

          raylib.InitAudioDevice() None
          -

          Initialize audio device and context.

          +

          Initialize audio device and context

          raylib.InitPhysics() None
          -

          Initializes physics system.

          +

          Initializes physics system

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

          Initialize window and OpenGL context.

          +raylib.InitWindow(width: int, height: int, title: str) None +

          Initialize window and OpenGL context

          raylib.IsAudioDeviceReady() bool
          -

          Check if audio device has been initialized successfully.

          +

          Check if audio device has been initialized successfully

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

          Check if audio stream is playing.

          +raylib.IsAudioStreamPlaying(stream: AudioStream) bool +

          Check if audio stream is playing

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

          Check if any audio stream buffers requires refill.

          +raylib.IsAudioStreamProcessed(stream: AudioStream) 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.IsAudioStreamValid(stream: AudioStream) bool +

          Checks if an audio stream is valid (buffers initialized)

          raylib.IsCursorHidden() bool
          -

          Check if cursor is not visible.

          +

          Check if cursor is not visible

          raylib.IsCursorOnScreen() bool
          -

          Check if cursor is on the screen.

          +

          Check if cursor is on the screen

          raylib.IsFileDropped() bool
          -

          Check if a file has been dropped into window.

          +

          Check if a file has been dropped into window

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

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

          +raylib.IsFileExtension(fileName: str, ext: str) bool +

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

          -raylib.IsFileNameValid(fileName: bytes) bool
          -

          Check if fileName is valid for the platform/OS.

          +raylib.IsFileNameValid(fileName: str) 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.IsFontValid(font: Font) 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.

          +

          Check if a gamepad is available

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

          Check if a gamepad button is being pressed.

          +

          Check if a gamepad button is being pressed

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

          Check if a gamepad button has been pressed once.

          +

          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.

          +

          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.

          +

          Check if a gamepad button is NOT being pressed

          raylib.IsGestureDetected(gesture: int) bool
          -

          Check if a gesture have been detected.

          +

          Check if a gesture have been detected

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

          Check if an image is valid (data and parameters).

          +raylib.IsImageValid(image: Image) bool +

          Check if an image is valid (data and parameters)

          raylib.IsKeyDown(key: int) bool
          -

          Check if a key is being pressed.

          +

          Check if a key is being pressed

          raylib.IsKeyPressed(key: int) bool
          -

          Check if a key has been pressed once.

          +

          Check if a key has been pressed once

          raylib.IsKeyPressedRepeat(key: int) bool
          -

          Check if a key has been pressed again.

          +

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

          raylib.IsKeyReleased(key: int) bool
          -

          Check if a key has been released once.

          +

          Check if a key has been released once

          raylib.IsKeyUp(key: int) bool
          -

          Check if a key is NOT being pressed.

          +

          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.IsMaterialValid(material: Material) 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.IsModelAnimationValid(model: Model, anim: ModelAnimation) 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.IsModelValid(model: Model) 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.

          +

          Check if a mouse button is being pressed

          raylib.IsMouseButtonPressed(button: int) bool
          -

          Check if a mouse button has been pressed once.

          +

          Check if a mouse button has been pressed once

          raylib.IsMouseButtonReleased(button: int) bool
          -

          Check if a mouse button has been released once.

          +

          Check if a mouse button has been released once

          raylib.IsMouseButtonUp(button: int) bool
          -

          Check if a mouse button is NOT being pressed.

          +

          Check if a mouse button is NOT being pressed

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

          Check if music is playing.

          +raylib.IsMusicStreamPlaying(music: Music) 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.IsMusicValid(music: Music) 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.IsPathFile(path: str) 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.IsRenderTextureValid(target: RenderTexture) 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.IsShaderValid(shader: Shader) 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.IsSoundPlaying(sound: Sound) 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.IsSoundValid(sound: Sound) 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.IsTextureValid(texture: Texture) 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.IsWaveValid(wave: Wave) bool +

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

          raylib.IsWindowFocused() bool
          -

          Check if window is currently focused.

          +

          Check if window is currently focused (only PLATFORM_DESKTOP)

          raylib.IsWindowFullscreen() bool
          -

          Check if window is currently fullscreen.

          +

          Check if window is currently fullscreen

          raylib.IsWindowHidden() bool
          -

          Check if window is currently hidden.

          +

          Check if window is currently hidden (only PLATFORM_DESKTOP)

          raylib.IsWindowMaximized() bool
          -

          Check if window is currently maximized.

          +

          Check if window is currently maximized (only PLATFORM_DESKTOP)

          raylib.IsWindowMinimized() bool
          -

          Check if window is currently minimized.

          +

          Check if window is currently minimized (only PLATFORM_DESKTOP)

          raylib.IsWindowReady() bool
          -

          Check if window has been initialized successfully.

          +

          Check if window has been initialized successfully

          raylib.IsWindowResized() bool
          -

          Check if window has been resized last frame.

          +

          Check if window has been resized last frame

          raylib.IsWindowState(flag: int) bool
          -

          Check if one specific window flag is enabled.

          +

          Check if one specific window flag is enabled

          @@ -8273,7 +7510,7 @@ are very, very similar to the C originals.

          -raylib.KeyboardKey
          +raylib.KeyboardKey: int
          @@ -8283,12 +7520,12 @@ are very, very similar to the C originals.

          -raylib.LIGHTGRAY: Color
          +raylib.LIGHTGRAY: Color
          -raylib.LIME: Color
          +raylib.LIME: Color
          @@ -8359,281 +7596,280 @@ are very, very similar to the C originals.

          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.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.LoadAutomationEventList(fileName: str) 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.LoadCodepoints(text: str, 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.LoadDirectoryFiles(dirPath: str) 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.LoadDirectoryFilesEx(basePath: str, filter: str, 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.LoadDroppedFiles() FilePathList +

          Load dropped filepaths

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

          Load file data as byte array (read).

          +raylib.LoadFileData(fileName: str, dataSize: Any) str +

          Load file data as byte array (read)

          -raylib.LoadFileText(fileName: bytes) bytes
          -

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

          +raylib.LoadFileText(fileName: str) str +

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

          -raylib.LoadFont(fileName: bytes) Font
          -

          Load font from file into GPU memory (VRAM).

          +raylib.LoadFont(fileName: str) 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.LoadFontData(fileData: str, 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.LoadFontEx(fileName: str, 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.LoadFontFromImage(image: Image, key: Color, 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.LoadFontFromMemory(fileType: str, fileData: str, 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.LoadImage(fileName: str) 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.LoadImageAnim(fileName: str, 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.LoadImageAnimFromMemory(fileType: str, fileData: str, 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.LoadImageColors(image: Image) 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.LoadImageFromMemory(fileType: str, fileData: str, 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.LoadImageFromScreen() Image +

          Load image from screen buffer and (screenshot)

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

          Load image from GPU texture data.

          +raylib.LoadImageFromTexture(texture: Texture) 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.LoadImagePalette(image: Image, 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.LoadImageRaw(fileName: str, 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.LoadMaterialDefault() Material +

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

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

          Load materials from model file.

          +raylib.LoadMaterials(fileName: str, materialCount: Any) Any +

          Load materials from model file

          -raylib.LoadModel(fileName: bytes) Model
          -

          Load model from files (meshes and materials).

          +raylib.LoadModel(fileName: str) Model +

          Load model from files (meshes and materials)

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

          Load model animations from file.

          +raylib.LoadModelAnimations(fileName: str, animCount: Any) Any +

          Load model animations from file

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

          Load model from generated mesh (default material).

          +raylib.LoadModelFromMesh(mesh: Mesh) Model +

          Load model from generated mesh (default material)

          -raylib.LoadMusicStream(fileName: bytes) Music
          -

          Load music stream from file.

          +raylib.LoadMusicStream(fileName: str) Music +

          Load music stream from file

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

          Load music stream from data.

          +raylib.LoadMusicStreamFromMemory(fileType: str, data: str, 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.

          +

          Load random values sequence, no values repeated

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

          Load texture for rendering (framebuffer).

          +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.LoadShader(vsFileName: str, fsFileName: str) 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.LoadShaderFromMemory(vsCode: str, fsCode: str) Shader +

          Load shader from code strings and bind default locations

          -raylib.LoadSound(fileName: bytes) Sound
          -

          Load sound from file.

          +raylib.LoadSound(fileName: str) 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.LoadSoundAlias(source: Sound) 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.LoadSoundFromWave(wave: Wave) Sound +

          Load sound from wave data

          -raylib.LoadTexture(fileName: bytes) Texture
          -

          Load texture from file into GPU memory (VRAM).

          +raylib.LoadTexture(fileName: str) 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.LoadTextureCubemap(image: Image, 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.LoadTextureFromImage(image: Image) Texture +

          Load texture from image data

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

          Load UTF-8 text encoded from codepoints array.

          +raylib.LoadUTF8(codepoints: Any, length: int) str +

          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.LoadVrStereoConfig(device: VrDeviceInfo) VrStereoConfig +

          Load VR stereo config for VR simulator device parameters

          -raylib.LoadWave(fileName: bytes) Wave
          -

          Load wave data from file.

          +raylib.LoadWave(fileName: str) 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.LoadWaveFromMemory(fileType: str, fileData: str, 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.LoadWaveSamples(wave: Wave) Any +

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

          -raylib.MAGENTA: Color
          +raylib.MAGENTA: Color
          -raylib.MAROON: Color
          +raylib.MAROON: Color
          @@ -8783,549 +8019,217 @@ are very, very similar to the C originals.

          -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.MakeDirectory(dirPath: str) int +

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

          +
          +
          +raylib.Material: struct
          +
          + +
          +
          +raylib.MaterialMap: struct
          +
          +
          -raylib.MaterialMapIndex
          +raylib.MaterialMapIndex: int
          -
          +
          -class raylib.Matrix
          -
          -
          -m0: float
          +raylib.Matrix: struct
          -
          -
          -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
          +raylib.Matrix2x2: struct
          -
          -
          -m01: float
          -
          - -
          -
          -m10: float
          -
          - -
          -
          -m11: float
          -
          - -
          -
          -raylib.MatrixAdd(left: Matrix | list | tuple, right: Matrix | list | tuple) Matrix
          -

          .

          -
          +raylib.MatrixAdd(left: Matrix, right: Matrix) Matrix +
          -raylib.MatrixDecompose(mat: Matrix | list | tuple, translation: Any | list | tuple, rotation: Any | list | tuple, scale: Any | list | tuple) None
          -

          .

          -
          +raylib.MatrixDecompose(mat: Matrix, translation: Any, rotation: Any, scale: Any) None +
          -raylib.MatrixDeterminant(mat: Matrix | list | tuple) float
          -

          .

          -
          +raylib.MatrixDeterminant(mat: Matrix) float +
          -raylib.MatrixFrustum(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float) Matrix
          -

          .

          -
          +raylib.MatrixFrustum(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float) Matrix +
          -raylib.MatrixIdentity() Matrix
          -

          .

          -
          +raylib.MatrixIdentity() Matrix +
          -raylib.MatrixInvert(mat: Matrix | list | tuple) Matrix
          -

          .

          -
          +raylib.MatrixInvert(mat: Matrix) Matrix +
          -raylib.MatrixLookAt(eye: Vector3 | list | tuple, target: Vector3 | list | tuple, up: Vector3 | list | tuple) Matrix
          -

          .

          -
          +raylib.MatrixLookAt(eye: Vector3, target: Vector3, up: Vector3) Matrix +
          -raylib.MatrixMultiply(left: Matrix | list | tuple, right: Matrix | list | tuple) Matrix
          -

          .

          -
          +raylib.MatrixMultiply(left: Matrix, right: Matrix) Matrix +
          -raylib.MatrixOrtho(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float) 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.MatrixPerspective(fovY: float, aspect: float, nearPlane: float, farPlane: float) Matrix +
          -raylib.MatrixRotate(axis: Vector3 | list | tuple, angle: float) Matrix
          -

          .

          -
          +raylib.MatrixRotate(axis: Vector3, angle: float) Matrix +
          -raylib.MatrixRotateX(angle: float) Matrix
          -

          .

          -
          +raylib.MatrixRotateX(angle: float) Matrix +
          -raylib.MatrixRotateXYZ(angle: Vector3 | list | tuple) Matrix
          -

          .

          -
          +raylib.MatrixRotateXYZ(angle: Vector3) Matrix +
          -raylib.MatrixRotateY(angle: float) Matrix
          -

          .

          -
          +raylib.MatrixRotateY(angle: float) Matrix +
          -raylib.MatrixRotateZ(angle: float) Matrix
          -

          .

          -
          +raylib.MatrixRotateZ(angle: float) Matrix +
          -raylib.MatrixRotateZYX(angle: Vector3 | list | tuple) Matrix
          -

          .

          -
          +raylib.MatrixRotateZYX(angle: Vector3) Matrix +
          -raylib.MatrixScale(x: float, y: float, z: float) Matrix
          -

          .

          -
          +raylib.MatrixScale(x: float, y: float, z: float) Matrix +
          -raylib.MatrixSubtract(left: Matrix | list | tuple, right: Matrix | list | tuple) Matrix
          -

          .

          -
          +raylib.MatrixSubtract(left: Matrix, right: Matrix) Matrix +
          -raylib.MatrixToFloatV(mat: Matrix | list | tuple) float16
          -

          .

          -
          +raylib.MatrixToFloatV(mat: Matrix) float16 +
          -raylib.MatrixTrace(mat: Matrix | list | tuple) float
          -

          .

          -
          +raylib.MatrixTrace(mat: Matrix) float +
          -raylib.MatrixTranslate(x: float, y: float, z: float) Matrix
          -

          .

          -
          +raylib.MatrixTranslate(x: float, y: float, z: float) Matrix +
          -raylib.MatrixTranspose(mat: Matrix | list | tuple) Matrix
          -

          .

          -
          +raylib.MatrixTranspose(mat: Matrix) Matrix +
          raylib.MaximizeWindow() None
          -

          Set window state: maximized, if resizable.

          +

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

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

          Measure string width for default font.

          +raylib.MeasureText(text: str, 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.MeasureTextEx(font: Font, text: str, fontSize: float, spacing: float) Vector2 +

          Measure string size for Font

          raylib.MemAlloc(size: int) Any
          -

          Internal memory allocator.

          +

          Internal memory allocator

          raylib.MemFree(ptr: Any) None
          -

          Internal memory free.

          +

          Internal memory free

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

          Internal memory reallocator.

          +

          Internal memory reallocator

          -
          +
          -class raylib.Mesh
          -
          -
          -animNormals: Any
          +raylib.Mesh: struct
          -
          -
          -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
          -
          - +

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

          +
          +
          +raylib.Model: struct
          +
          + +
          +
          +raylib.ModelAnimation: struct
          +
          +
          -raylib.MouseButton
          +raylib.MouseButton: int
          -raylib.MouseCursor
          +raylib.MouseCursor: int
          -
          +
          -class raylib.Music
          -
          -
          -ctxData: Any
          +raylib.Music: struct
          -
          -
          -ctxType: int
          -
          - -
          -
          -frameCount: int
          -
          - -
          -
          -looping: bool
          -
          - -
          -
          -stream: AudioStream
          -
          - -
          -
          raylib.NPATCH_NINE_PATCH: int
          @@ -9341,61 +8245,30 @@ are very, very similar to the C originals.

          raylib.NPATCH_THREE_PATCH_VERTICAL: int
          -
          +
          -class raylib.NPatchInfo
          -
          -
          -bottom: int
          +raylib.NPatchInfo: struct
          -
          -
          -layout: int
          -
          - -
          -
          -left: int
          -
          - -
          -
          -right: int
          -
          - -
          -
          -source: Rectangle
          -
          - -
          -
          -top: int
          -
          - -
          -
          -raylib.NPatchLayout
          +raylib.NPatchLayout: int
          raylib.Normalize(value: float, start: float, end: float) float
          -

          .

          -
          +
          -raylib.ORANGE: Color
          +raylib.ORANGE: Color
          -raylib.OpenURL(url: bytes) None
          -

          Open URL with default system browser (if available).

          +raylib.OpenURL(url: str) None +

          Open URL with default system browser (if available)

          @@ -9410,7 +8283,7 @@ are very, very similar to the C originals.

          -raylib.PINK: Color
          +raylib.PINK: Color
          @@ -9545,467 +8418,238 @@ are very, very similar to the C originals.

          -raylib.PURPLE: Color
          +raylib.PURPLE: Color
          -raylib.PauseAudioStream(stream: AudioStream | list | tuple) None
          -

          Pause audio stream.

          +raylib.PauseAudioStream(stream: AudioStream) None +

          Pause audio stream

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

          Pause music playing.

          +raylib.PauseMusicStream(music: Music) None +

          Pause music playing

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

          Pause a sound.

          +raylib.PauseSound(sound: Sound) None +

          Pause a sound

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

          Adds a force to a physics body.

          +raylib.PhysicsAddForce(body: Any, force: Vector2) 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.PhysicsAddTorque(body: Any, amount: float) None +

          Adds an angular force to a physics body

          +
          +
          +raylib.PhysicsBodyData: struct
          +
          + +
          +
          +raylib.PhysicsManifoldData: struct
          +
          + +
          +
          +raylib.PhysicsShape: struct
          +
          +
          -raylib.PhysicsShapeType
          +raylib.PhysicsShapeType: int
          -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.PhysicsShatter(body: Any, position: Vector2, force: float) None +

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

          +
          +
          +raylib.PhysicsVertexData: struct
          +
          +
          -raylib.PixelFormat
          +raylib.PixelFormat: int
          -raylib.PlayAudioStream(stream: AudioStream | list | tuple) None
          -

          Play audio stream.

          +raylib.PlayAudioStream(stream: AudioStream) None +

          Play audio stream

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

          Play a recorded automation event.

          +raylib.PlayAutomationEvent(event: AutomationEvent) None +

          Play a recorded automation event

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

          Start music playing.

          +raylib.PlayMusicStream(music: Music) None +

          Start music playing

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

          Play a sound.

          +raylib.PlaySound(sound: Sound) 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
          -

          .

          +

          Register all input events

          +
          +
          +raylib.Quaternion: struct
          +
          + +
          +
          +raylib.QuaternionAdd(q1: Vector4, q2: Vector4) Vector4
          +
          + +
          +
          +raylib.QuaternionAddValue(q: Vector4, add: float) Vector4
          +
          + +
          +
          +raylib.QuaternionCubicHermiteSpline(q1: Vector4, outTangent1: Vector4, q2: Vector4, inTangent2: Vector4, t: float) Vector4
          +
          + +
          +
          +raylib.QuaternionDivide(q1: Vector4, q2: Vector4) Vector4
          +
          + +
          +
          +raylib.QuaternionEquals(p: Vector4, q: Vector4) int
          +
          + +
          +
          +raylib.QuaternionFromAxisAngle(axis: Vector3, angle: float) Vector4
          +
          + +
          +
          +raylib.QuaternionFromEuler(pitch: float, yaw: float, roll: float) Vector4
          +
          + +
          +
          +raylib.QuaternionFromMatrix(mat: Matrix) Vector4
          +
          + +
          +
          +raylib.QuaternionFromVector3ToVector3(from_0: Vector3, to: Vector3) Vector4
          +
          + +
          +
          +raylib.QuaternionIdentity() Vector4
          +
          + +
          +
          +raylib.QuaternionInvert(q: Vector4) Vector4
          +
          + +
          +
          +raylib.QuaternionLength(q: Vector4) float
          +
          + +
          +
          +raylib.QuaternionLerp(q1: Vector4, q2: Vector4, amount: float) Vector4
          +
          + +
          +
          +raylib.QuaternionMultiply(q1: Vector4, q2: Vector4) Vector4
          +
          + +
          +
          +raylib.QuaternionNlerp(q1: Vector4, q2: Vector4, amount: float) Vector4
          +
          + +
          +
          +raylib.QuaternionNormalize(q: Vector4) Vector4
          +
          + +
          +
          +raylib.QuaternionScale(q: Vector4, mul: float) Vector4
          +
          + +
          +
          +raylib.QuaternionSlerp(q1: Vector4, q2: Vector4, amount: float) Vector4
          +
          + +
          +
          +raylib.QuaternionSubtract(q1: Vector4, q2: Vector4) Vector4
          +
          + +
          +
          +raylib.QuaternionSubtractValue(q: Vector4, sub: float) Vector4
          +
          + +
          +
          +raylib.QuaternionToAxisAngle(q: Vector4, outAxis: Any, outAngle: Any) None
          +
          + +
          +
          +raylib.QuaternionToEuler(q: Vector4) Vector3
          +
          + +
          +
          +raylib.QuaternionToMatrix(q: Vector4) Matrix
          +
          + +
          +
          +raylib.QuaternionTransform(q: Vector4, mat: Matrix) Vector4
          +
          +
          -raylib.RAYWHITE: Color
          +raylib.RAYWHITE: Color
          -raylib.RED: Color
          +raylib.RED: Color
          @@ -10583,145 +9227,64 @@ are very, very similar to the C originals.

          raylib.RL_TEXTURE_FILTER_TRILINEAR: int
          -
          +
          -class raylib.Ray
          -
          -
          -direction: Vector3
          +raylib.Ray: struct
          -
          -
          -position: Vector3
          -
          - -
          - -
          +
          -class raylib.RayCollision
          -
          -
          -distance: float
          +raylib.RayCollision: struct
          -
          -
          -hit: bool
          -
          - -
          -
          -normal: Vector3
          -
          - -
          -
          -point: Vector3
          -
          - -
          - -
          +
          -class raylib.Rectangle
          -
          -
          -height: float
          +raylib.Rectangle: struct
          -
          -
          -width: float
          -
          - -
          -
          -x: float
          -
          - -
          -
          -y: float
          -
          - -
          -
          raylib.Remap(value: float, inputStart: float, inputEnd: float, outputStart: float, outputEnd: float) float
          -

          .

          -
          +
          -
          +
          -class raylib.RenderTexture
          -
          -
          -depth: Texture
          +raylib.RenderTexture: struct
          -
          -
          -id: int
          -
          - -
          -
          -texture: Texture
          -
          - -
          - -
          +
          -class raylib.RenderTexture2D
          -
          -
          -depth: Texture
          +raylib.RenderTexture2D: struct
          -
          -
          -id: int
          -
          - -
          -
          -texture: Texture
          -
          - -
          -
          raylib.ResetPhysics() None
          -

          Reset physics system (global variables).

          +

          Reset physics system (global variables)

          raylib.RestoreWindow() None
          -

          Set window state: not minimized/maximized.

          +

          Set window state: not minimized/maximized (only PLATFORM_DESKTOP)

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

          Resume audio stream.

          +raylib.ResumeAudioStream(stream: AudioStream) None +

          Resume audio stream

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

          Resume playing paused music.

          +raylib.ResumeMusicStream(music: Music) None +

          Resume playing paused music

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

          Resume a paused sound.

          +raylib.ResumeSound(sound: Sound) None +

          Resume a paused sound

          @@ -10971,7 +9534,7 @@ are very, very similar to the C originals.

          -raylib.SKYBLUE: Color
          +raylib.SKYBLUE: Color
          @@ -11031,449 +9594,429 @@ are very, very similar to the C originals.

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

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

          +raylib.SaveFileData(fileName: str, 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.SaveFileText(fileName: str, text: str) 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.SeekMusicStream(music: Music, position: float) None +

          Seek music to a position (in seconds)

          raylib.SetAudioStreamBufferSizeDefault(size: int) None
          -

          Default size for new audio streams.

          +

          Default size for new audio streams

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

          Audio thread callback to request new data.

          +raylib.SetAudioStreamCallback(stream: AudioStream, 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.SetAudioStreamPan(stream: AudioStream, 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.SetAudioStreamPitch(stream: AudioStream, 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.SetAudioStreamVolume(stream: AudioStream, 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.

          +

          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.SetAutomationEventList(list_0: Any) None +

          Set automation event list to record to

          -raylib.SetClipboardText(text: bytes) None
          -

          Set clipboard text content.

          +raylib.SetClipboardText(text: str) None +

          Set clipboard text content

          raylib.SetConfigFlags(flags: int) None
          -

          Setup init configuration flags (view FLAGS).

          +

          Setup init configuration flags (view FLAGS)

          raylib.SetExitKey(key: int) None
          -

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

          +

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

          -raylib.SetGamepadMappings(mappings: bytes) int
          -

          Set internal gamepad mappings (SDL_GameControllerDB).

          +raylib.SetGamepadMappings(mappings: str) 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.SetGamepadVibration(gamepad: int, leftMotor: float, rightMotor: float) None +

          Set gamepad vibration for both motors

          raylib.SetGesturesEnabled(flags: int) None
          -

          Enable a set of gestures using flags.

          +

          Enable a set of gestures using flags

          -raylib.SetLoadFileDataCallback(callback: bytes) None
          -

          Set custom file binary data loader.

          +raylib.SetLoadFileDataCallback(callback: str) None +

          Set custom file binary data loader

          -raylib.SetLoadFileTextCallback(callback: bytes) None
          -

          Set custom file text data loader.

          +raylib.SetLoadFileTextCallback(callback: str) None +

          Set custom file text data loader

          raylib.SetMasterVolume(volume: float) None
          -

          Set master volume (listener).

          +

          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.SetMaterialTexture(material: Any, mapType: int, texture: Texture) 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.SetModelMeshMaterial(model: Any, meshId: int, materialId: int) None +

          Set material for a mesh

          raylib.SetMouseCursor(cursor: int) None
          -

          Set mouse cursor.

          +

          Set mouse cursor

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

          Set mouse offset.

          +

          Set mouse offset

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

          Set mouse position XY.

          +

          Set mouse position XY

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

          Set mouse scaling.

          +

          Set mouse scaling

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

          Set pan for a music (0.5 is center).

          +raylib.SetMusicPan(music: Music, 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.SetMusicPitch(music: Music, 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.SetMusicVolume(music: Music, 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.SetPhysicsBodyRotation(body: Any, radians: float) None +

          Sets physics body shape transform based on radians parameter

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

          Sets physics global gravity force.

          +

          Sets physics global gravity force

          raylib.SetPhysicsTimeStep(delta: float) None
          -

          Sets physics fixed time step in milliseconds. 1.666666 by default.

          +

          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.SetPixelColor(dstPtr: Any, color: Color, format: int) None +

          Set color formatted into destination pixel pointer

          raylib.SetRandomSeed(seed: int) None
          -

          Set the seed for the random number generator.

          +

          Set the seed for the random number generator

          -raylib.SetSaveFileDataCallback(callback: bytes) None
          -

          Set custom file binary data saver.

          +raylib.SetSaveFileDataCallback(callback: str) None +

          Set custom file binary data saver

          -raylib.SetSaveFileTextCallback(callback: bytes) None
          -

          Set custom file text data saver.

          +raylib.SetSaveFileTextCallback(callback: str) 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.SetShaderValue(shader: Shader, 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.SetShaderValueMatrix(shader: Shader, locIndex: int, mat: Matrix) 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.SetShaderValueTexture(shader: Shader, locIndex: int, texture: Texture) 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.SetShaderValueV(shader: Shader, 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.SetShapesTexture(texture: Texture, source: Rectangle) 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.SetSoundPan(sound: Sound, 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.SetSoundPitch(sound: Sound, 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.SetSoundVolume(sound: Sound, volume: float) None +

          Set volume for a sound (1.0 is max level)

          raylib.SetTargetFPS(fps: int) None
          -

          Set target FPS (maximum).

          +

          Set target FPS (maximum)

          raylib.SetTextLineSpacing(spacing: int) None
          -

          Set vertical line spacing when drawing with line-breaks.

          +

          Set vertical line spacing when drawing with line-breaks

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

          Set texture scaling filter mode.

          +raylib.SetTextureFilter(texture: Texture, filter: int) None +

          Set texture scaling filter mode

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

          Set texture wrapping mode.

          +raylib.SetTextureWrap(texture: Texture, wrap: int) None +

          Set texture wrapping mode

          -raylib.SetTraceLogCallback(callback: bytes) None
          -

          Set custom trace log.

          +raylib.SetTraceLogCallback(callback: str) None +

          Set custom trace log

          raylib.SetTraceLogLevel(logLevel: int) None
          -

          Set the current threshold (minimum) log level.

          +

          Set the current threshold (minimum) log level

          raylib.SetWindowFocused() None
          -

          Set window focused.

          +

          Set window focused (only PLATFORM_DESKTOP)

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

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

          +raylib.SetWindowIcon(image: Image) None +

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

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

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

          +raylib.SetWindowIcons(images: Any, count: int) None +

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

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

          Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE).

          +

          Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)

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

          Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE).

          +

          Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)

          raylib.SetWindowMonitor(monitor: int) None
          -

          Set monitor for the current window.

          +

          Set monitor for the current window

          raylib.SetWindowOpacity(opacity: float) None
          -

          Set window opacity [0.0f..1.0f].

          +

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

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

          Set window position on screen.

          +

          Set window position on screen (only PLATFORM_DESKTOP)

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

          Set window dimensions.

          +

          Set window dimensions

          raylib.SetWindowState(flags: int) None
          -

          Set window configuration state using flags.

          +

          Set window configuration state using flags (only PLATFORM_DESKTOP)

          -raylib.SetWindowTitle(title: bytes) None
          -

          Set title for window.

          -
          - -
          -
          -class raylib.Shader
          -
          -
          -id: int
          -
          - -
          -
          -locs: Any
          -
          - +raylib.SetWindowTitle(title: str) None +

          Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)

          +
          +
          +raylib.Shader: struct
          +
          +
          -raylib.ShaderAttributeDataType
          +raylib.ShaderAttributeDataType: int
          -raylib.ShaderLocationIndex
          +raylib.ShaderLocationIndex: int
          -raylib.ShaderUniformDataType
          +raylib.ShaderUniformDataType: int
          raylib.ShowCursor() None
          -

          Shows cursor.

          +

          Shows cursor

          -
          +
          -class raylib.Sound
          -
          -
          -frameCount: int
          +raylib.Sound: struct
          -
          -
          -stream: AudioStream
          -
          - -
          -
          raylib.StartAutomationEventRecording() None
          -

          Start recording automation events (AutomationEventList must be set).

          +

          Start recording automation events (AutomationEventList must be set)

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

          Stop audio stream.

          +raylib.StopAudioStream(stream: AudioStream) None +

          Stop audio stream

          raylib.StopAutomationEventRecording() None
          -

          Stop recording automation events.

          +

          Stop recording automation events

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

          Stop music playing.

          +raylib.StopMusicStream(music: Music) None +

          Stop music playing

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

          Stop playing a sound.

          +raylib.StopSound(sound: Sound) None +

          Stop playing a sound

          raylib.SwapScreenBuffer() None
          -

          Swap back buffer with front buffer (screen drawing).

          +

          Swap back buffer with front buffer (screen drawing)

          @@ -11643,228 +10186,153 @@ are very, very similar to the C originals.

          -raylib.TakeScreenshot(fileName: bytes) None
          -

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

          +raylib.TakeScreenshot(fileName: str) 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.TextAppend(text: str, append: str, 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.TextCopy(dst: str, src: str) int +

          Copy one string to another, returns bytes copied

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

          Find first text occurrence within a string.

          +raylib.TextFindIndex(text: str, find: str) int +

          Find first text occurrence within a string

          -raylib.TextFormat(*args) bytes
          +raylib.TextFormat(*args) str

          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.TextInsert(text: str, insert: str, position: int) str +

          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.TextIsEqual(text1: str, text2: str) bool +

          Check if two text string are equal

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

          Join text strings with delimiter.

          +raylib.TextJoin(textList: list[str], count: int, delimiter: str) str +

          Join text strings with delimiter

          -raylib.TextLength(text: bytes) int
          -

          Get text length, checks for ‘' ending.

          +raylib.TextLength(text: str) 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.TextReplace(text: str, replace: str, by: str) str +

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

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

          Split text into multiple strings.

          +raylib.TextSplit(text: str, delimiter: str, count: Any) list[str] +

          Split text into multiple strings

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

          Get a piece of a text string.

          +raylib.TextSubtext(text: str, position: int, length: int) str +

          Get a piece of a text string

          -raylib.TextToCamel(text: bytes) bytes
          -

          Get Camel case notation version of provided string.

          +raylib.TextToCamel(text: str) str +

          Get Camel case notation version of provided string

          -raylib.TextToFloat(text: bytes) float
          -

          Get float value from text (negative values not supported).

          +raylib.TextToFloat(text: str) 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.TextToInteger(text: str) int +

          Get integer value from text (negative values not supported)

          -raylib.TextToLower(text: bytes) bytes
          -

          Get lower case version of provided string.

          +raylib.TextToLower(text: str) str +

          Get lower case version of provided string

          -raylib.TextToPascal(text: bytes) bytes
          -

          Get Pascal case notation version of provided string.

          +raylib.TextToPascal(text: str) str +

          Get Pascal case notation version of provided string

          -raylib.TextToSnake(text: bytes) bytes
          -

          Get Snake case notation version of provided string.

          +raylib.TextToSnake(text: str) str +

          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.TextToUpper(text: str) str +

          Get upper case version of provided string

          +
          +
          +raylib.Texture: struct
          +
          + +
          +
          +raylib.Texture2D: struct
          +
          + +
          +
          +raylib.TextureCubemap: struct
          +
          +
          -raylib.TextureFilter
          +raylib.TextureFilter: int
          -raylib.TextureWrap
          +raylib.TextureWrap: int
          raylib.ToggleBorderlessWindowed() None
          -

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

          +

          Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)

          raylib.ToggleFullscreen() None
          -

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

          +

          Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)

          @@ -11875,267 +10343,252 @@ are very, very similar to the C originals.

          -raylib.TraceLogLevel
          +raylib.TraceLogLevel: int
          -
          +
          -class raylib.Transform
          -
          -
          -rotation: Vector4
          +raylib.Transform: struct
          -
          -
          -scale: Vector3
          -
          - -
          -
          -translation: Vector3
          -
          - -
          -
          -raylib.UnloadAudioStream(stream: AudioStream | list | tuple) None
          -

          Unload audio stream and free memory.

          +raylib.UnloadAudioStream(stream: AudioStream) None +

          Unload audio stream and free memory

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

          Unload automation events list from file.

          +raylib.UnloadAutomationEventList(list_0: AutomationEventList) None +

          Unload automation events list from file

          raylib.UnloadCodepoints(codepoints: Any) None
          -

          Unload codepoints data from memory.

          +

          Unload codepoints data from memory

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

          Unload filepaths.

          +raylib.UnloadDirectoryFiles(files: FilePathList) None +

          Unload filepaths

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

          Unload dropped filepaths.

          +raylib.UnloadDroppedFiles(files: FilePathList) None +

          Unload dropped filepaths

          -raylib.UnloadFileData(data: bytes) None
          -

          Unload file data allocated by LoadFileData().

          +raylib.UnloadFileData(data: str) None +

          Unload file data allocated by LoadFileData()

          -raylib.UnloadFileText(text: bytes) None
          -

          Unload file text data allocated by LoadFileText().

          +raylib.UnloadFileText(text: str) None +

          Unload file text data allocated by LoadFileText()

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

          Unload font from GPU memory (VRAM).

          +raylib.UnloadFont(font: Font) None +

          Unload font from GPU memory (VRAM)

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

          Unload font chars info data (RAM).

          +raylib.UnloadFontData(glyphs: Any, glyphCount: int) None +

          Unload font chars info data (RAM)

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

          Unload image from CPU memory (RAM).

          +raylib.UnloadImage(image: Image) None +

          Unload image from CPU memory (RAM)

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

          Unload color data loaded with LoadImageColors().

          +raylib.UnloadImageColors(colors: Any) None +

          Unload color data loaded with LoadImageColors()

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

          Unload colors palette loaded with LoadImagePalette().

          +raylib.UnloadImagePalette(colors: Any) None +

          Unload colors palette loaded with LoadImagePalette()

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

          Unload material from GPU memory (VRAM).

          +raylib.UnloadMaterial(material: Material) None +

          Unload material from GPU memory (VRAM)

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

          Unload mesh data from CPU and GPU.

          +raylib.UnloadMesh(mesh: Mesh) 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.UnloadModel(model: Model) None +

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

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

          Unload animation data.

          +raylib.UnloadModelAnimation(anim: ModelAnimation) None +

          Unload animation data

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

          Unload animation array data.

          +raylib.UnloadModelAnimations(animations: Any, animCount: int) None +

          Unload animation array data

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

          Unload music stream.

          +raylib.UnloadMusicStream(music: Music) None +

          Unload music stream

          raylib.UnloadRandomSequence(sequence: Any) None
          -

          Unload random values sequence.

          +

          Unload random values sequence

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

          Unload render texture from GPU memory (VRAM).

          +raylib.UnloadRenderTexture(target: RenderTexture) None +

          Unload render texture from GPU memory (VRAM)

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

          Unload shader from GPU memory (VRAM).

          +raylib.UnloadShader(shader: Shader) None +

          Unload shader from GPU memory (VRAM)

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

          Unload sound.

          +raylib.UnloadSound(sound: Sound) None +

          Unload sound

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

          Unload a sound alias (does not deallocate sample data).

          +raylib.UnloadSoundAlias(alias: Sound) None +

          Unload a sound alias (does not deallocate sample data)

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

          Unload texture from GPU memory (VRAM).

          +raylib.UnloadTexture(texture: Texture) None +

          Unload texture from GPU memory (VRAM)

          -raylib.UnloadUTF8(text: bytes) None
          -

          Unload UTF-8 text encoded from codepoints array.

          +raylib.UnloadUTF8(text: str) None +

          Unload UTF-8 text encoded from codepoints array

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

          Unload VR stereo config.

          +raylib.UnloadVrStereoConfig(config: VrStereoConfig) None +

          Unload VR stereo config

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

          Unload wave data.

          +raylib.UnloadWave(wave: Wave) None +

          Unload wave data

          raylib.UnloadWaveSamples(samples: Any) None
          -

          Unload samples data loaded with LoadWaveSamples().

          +

          Unload samples data loaded with LoadWaveSamples()

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

          Update audio stream buffers with data.

          +raylib.UpdateAudioStream(stream: AudioStream, 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.UpdateCamera(camera: Any, 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.UpdateCameraPro(camera: Any, movement: Vector3, rotation: Vector3, 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.UpdateMeshBuffer(mesh: Mesh, 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.UpdateModelAnimation(model: Model, anim: ModelAnimation, frame: int) None +

          Update model animation pose

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

          Update model animation mesh bone matrices (GPU skinning).

          +
          +raylib.UpdateModelAnimationBoneMatrices(model: Model, anim: ModelAnimation, frame: int) None
          +

          Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)

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

          Updates buffers for music streaming.

          +raylib.UpdateMusicStream(music: Music) None +

          Updates buffers for music streaming

          raylib.UpdatePhysics() None
          -

          Update physics system.

          +

          Update physics system

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

          Update sound buffer with new data.

          +raylib.UpdateSound(sound: Sound, 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.UpdateTexture(texture: Texture, 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.UpdateTextureRec(texture: Texture, rec: Rectangle, 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.UploadMesh(mesh: Any, dynamic: bool) None +

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

          @@ -12145,784 +10598,537 @@ are very, very similar to the C originals.

          -raylib.VIOLET: Color
          +raylib.VIOLET: Color
          -
          +
          -class raylib.Vector2
          -
          -
          -x: float
          +raylib.Vector2: struct
          -
          -
          -y: float
          -
          - -
          -
          -raylib.Vector2Add(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +raylib.Vector2Add(v1: Vector2, v2: Vector2) Vector2 +
          -raylib.Vector2AddValue(v: Vector2 | list | tuple, add: float) Vector2
          -

          .

          -
          +raylib.Vector2AddValue(v: Vector2, add: float) Vector2 +
          -raylib.Vector2Angle(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) float
          -

          .

          -
          +raylib.Vector2Angle(v1: Vector2, v2: Vector2) float +
          -raylib.Vector2Clamp(v: Vector2 | list | tuple, min_1: Vector2 | list | tuple, max_2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +raylib.Vector2Clamp(v: Vector2, min_1: Vector2, max_2: Vector2) Vector2 +
          -raylib.Vector2ClampValue(v: Vector2 | list | tuple, min_1: float, max_2: float) Vector2
          -

          .

          -
          +raylib.Vector2ClampValue(v: Vector2, min_1: float, max_2: float) Vector2 +
          -raylib.Vector2Distance(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) float
          -

          .

          -
          +raylib.Vector2Distance(v1: Vector2, v2: Vector2) float +
          -raylib.Vector2DistanceSqr(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) float
          -

          .

          -
          +raylib.Vector2DistanceSqr(v1: Vector2, v2: Vector2) float +
          -raylib.Vector2Divide(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +raylib.Vector2Divide(v1: Vector2, v2: Vector2) Vector2 +
          -raylib.Vector2DotProduct(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) float
          -

          .

          -
          +raylib.Vector2DotProduct(v1: Vector2, v2: Vector2) float +
          -raylib.Vector2Equals(p: Vector2 | list | tuple, q: Vector2 | list | tuple) int
          -

          .

          -
          +raylib.Vector2Equals(p: Vector2, q: Vector2) int +
          -raylib.Vector2Invert(v: Vector2 | list | tuple) Vector2
          -

          .

          -
          +raylib.Vector2Invert(v: Vector2) Vector2 +
          -raylib.Vector2Length(v: Vector2 | list | tuple) float
          -

          .

          -
          +raylib.Vector2Length(v: Vector2) float +
          -raylib.Vector2LengthSqr(v: Vector2 | list | tuple) float
          -

          .

          -
          +raylib.Vector2LengthSqr(v: Vector2) float +
          -raylib.Vector2Lerp(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, amount: float) Vector2
          -

          .

          -
          +raylib.Vector2Lerp(v1: Vector2, v2: Vector2, amount: float) Vector2 +
          -raylib.Vector2LineAngle(start: Vector2 | list | tuple, end: Vector2 | list | tuple) float
          -

          .

          -
          +raylib.Vector2LineAngle(start: Vector2, end: Vector2) float +
          -raylib.Vector2Max(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +raylib.Vector2Max(v1: Vector2, v2: Vector2) Vector2 +
          -raylib.Vector2Min(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +raylib.Vector2Min(v1: Vector2, v2: Vector2) Vector2 +
          -raylib.Vector2MoveTowards(v: Vector2 | list | tuple, target: Vector2 | list | tuple, maxDistance: float) Vector2
          -

          .

          -
          +raylib.Vector2MoveTowards(v: Vector2, target: Vector2, maxDistance: float) Vector2 +
          -raylib.Vector2Multiply(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +raylib.Vector2Multiply(v1: Vector2, v2: Vector2) Vector2 +
          -raylib.Vector2Negate(v: Vector2 | list | tuple) Vector2
          -

          .

          -
          +raylib.Vector2Negate(v: Vector2) Vector2 +
          -raylib.Vector2Normalize(v: Vector2 | list | tuple) Vector2
          -

          .

          -
          +raylib.Vector2Normalize(v: Vector2) Vector2 +
          -raylib.Vector2One() Vector2
          -

          .

          -
          +raylib.Vector2One() Vector2 +
          -raylib.Vector2Reflect(v: Vector2 | list | tuple, normal: Vector2 | list | tuple) Vector2
          -

          .

          -
          +raylib.Vector2Reflect(v: Vector2, normal: Vector2) Vector2 +
          -raylib.Vector2Refract(v: Vector2 | list | tuple, n: Vector2 | list | tuple, r: float) Vector2
          -

          .

          -
          +raylib.Vector2Refract(v: Vector2, n: Vector2, r: float) Vector2 +
          -raylib.Vector2Rotate(v: Vector2 | list | tuple, angle: float) Vector2
          -

          .

          -
          +raylib.Vector2Rotate(v: Vector2, angle: float) Vector2 +
          -raylib.Vector2Scale(v: Vector2 | list | tuple, scale: float) Vector2
          -

          .

          -
          +raylib.Vector2Scale(v: Vector2, scale: float) Vector2 +
          -raylib.Vector2Subtract(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
          -

          .

          -
          +raylib.Vector2Subtract(v1: Vector2, v2: Vector2) Vector2 +
          -raylib.Vector2SubtractValue(v: Vector2 | list | tuple, sub: float) Vector2
          -

          .

          -
          +raylib.Vector2SubtractValue(v: Vector2, sub: float) Vector2 +
          -raylib.Vector2Transform(v: Vector2 | list | tuple, mat: Matrix | list | tuple) Vector2
          -

          .

          -
          +raylib.Vector2Transform(v: Vector2, mat: Matrix) Vector2 +
          -raylib.Vector2Zero() Vector2
          -

          .

          -
          +raylib.Vector2Zero() Vector2 +
          -
          +
          -class raylib.Vector3
          -
          -
          -x: float
          +raylib.Vector3: struct
          -
          -
          -y: float
          -
          - -
          -
          -z: float
          -
          - -
          -
          -raylib.Vector3Add(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Add(v1: Vector3, v2: Vector3) Vector3 +
          -raylib.Vector3AddValue(v: Vector3 | list | tuple, add: float) Vector3
          -

          .

          -
          +raylib.Vector3AddValue(v: Vector3, add: float) Vector3 +
          -raylib.Vector3Angle(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) float
          -

          .

          -
          +raylib.Vector3Angle(v1: Vector3, v2: Vector3) float +
          -raylib.Vector3Barycenter(p: Vector3 | list | tuple, a: Vector3 | list | tuple, b: Vector3 | list | tuple, c: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Barycenter(p: Vector3, a: Vector3, b: Vector3, c: Vector3) Vector3 +
          -raylib.Vector3Clamp(v: Vector3 | list | tuple, min_1: Vector3 | list | tuple, max_2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Clamp(v: Vector3, min_1: Vector3, max_2: Vector3) Vector3 +
          -raylib.Vector3ClampValue(v: Vector3 | list | tuple, min_1: float, max_2: float) Vector3
          -

          .

          -
          +raylib.Vector3ClampValue(v: Vector3, min_1: float, max_2: float) Vector3 +
          -raylib.Vector3CrossProduct(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3CrossProduct(v1: Vector3, v2: Vector3) Vector3 +
          -raylib.Vector3CubicHermite(v1: Vector3 | list | tuple, tangent1: Vector3 | list | tuple, v2: Vector3 | list | tuple, tangent2: Vector3 | list | tuple, amount: float) Vector3
          -

          .

          -
          +raylib.Vector3CubicHermite(v1: Vector3, tangent1: Vector3, v2: Vector3, tangent2: Vector3, amount: float) Vector3 +
          -raylib.Vector3Distance(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) float
          -

          .

          -
          +raylib.Vector3Distance(v1: Vector3, v2: Vector3) float +
          -raylib.Vector3DistanceSqr(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) float
          -

          .

          -
          +raylib.Vector3DistanceSqr(v1: Vector3, v2: Vector3) float +
          -raylib.Vector3Divide(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Divide(v1: Vector3, v2: Vector3) Vector3 +
          -raylib.Vector3DotProduct(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) float
          -

          .

          -
          +raylib.Vector3DotProduct(v1: Vector3, v2: Vector3) float +
          -raylib.Vector3Equals(p: Vector3 | list | tuple, q: Vector3 | list | tuple) int
          -

          .

          -
          +raylib.Vector3Equals(p: Vector3, q: Vector3) int +
          -raylib.Vector3Invert(v: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Invert(v: Vector3) Vector3 +
          -raylib.Vector3Length(v: Vector3 | list | tuple) float
          -

          .

          -
          +raylib.Vector3Length(v: Vector3) float +
          -raylib.Vector3LengthSqr(v: Vector3 | list | tuple) float
          -

          .

          -
          +raylib.Vector3LengthSqr(v: Vector3) float +
          -raylib.Vector3Lerp(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple, amount: float) Vector3
          -

          .

          -
          +raylib.Vector3Lerp(v1: Vector3, v2: Vector3, amount: float) Vector3 +
          -raylib.Vector3Max(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Max(v1: Vector3, v2: Vector3) Vector3 +
          -raylib.Vector3Min(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Min(v1: Vector3, v2: Vector3) Vector3 +
          -raylib.Vector3MoveTowards(v: Vector3 | list | tuple, target: Vector3 | list | tuple, maxDistance: float) Vector3
          -

          .

          -
          +raylib.Vector3MoveTowards(v: Vector3, target: Vector3, maxDistance: float) Vector3 +
          -raylib.Vector3Multiply(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Multiply(v1: Vector3, v2: Vector3) Vector3 +
          -raylib.Vector3Negate(v: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Negate(v: Vector3) Vector3 +
          -raylib.Vector3Normalize(v: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Normalize(v: Vector3) Vector3 +
          -raylib.Vector3One() Vector3
          -

          .

          -
          +raylib.Vector3One() Vector3 +
          -raylib.Vector3OrthoNormalize(v1: Any | list | tuple, v2: Any | list | tuple) None
          -

          .

          -
          +raylib.Vector3OrthoNormalize(v1: Any, v2: Any) None +
          -raylib.Vector3Perpendicular(v: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Perpendicular(v: Vector3) Vector3 +
          -raylib.Vector3Project(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Project(v1: Vector3, v2: Vector3) Vector3 +
          -raylib.Vector3Reflect(v: Vector3 | list | tuple, normal: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Reflect(v: Vector3, normal: Vector3) Vector3 +
          -raylib.Vector3Refract(v: Vector3 | list | tuple, n: Vector3 | list | tuple, r: float) Vector3
          -

          .

          -
          +raylib.Vector3Refract(v: Vector3, n: Vector3, r: float) Vector3 +
          -raylib.Vector3Reject(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Reject(v1: Vector3, v2: Vector3) Vector3 +
          -raylib.Vector3RotateByAxisAngle(v: Vector3 | list | tuple, axis: Vector3 | list | tuple, angle: float) Vector3
          -

          .

          -
          +raylib.Vector3RotateByAxisAngle(v: Vector3, axis: Vector3, angle: float) Vector3 +
          -raylib.Vector3RotateByQuaternion(v: Vector3 | list | tuple, q: Vector4 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3RotateByQuaternion(v: Vector3, q: Vector4) Vector3 +
          -raylib.Vector3Scale(v: Vector3 | list | tuple, scalar: float) Vector3
          -

          .

          -
          +raylib.Vector3Scale(v: Vector3, scalar: float) Vector3 +
          -raylib.Vector3Subtract(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Subtract(v1: Vector3, v2: Vector3) Vector3 +
          -raylib.Vector3SubtractValue(v: Vector3 | list | tuple, sub: float) Vector3
          -

          .

          -
          +raylib.Vector3SubtractValue(v: Vector3, sub: float) Vector3 +
          -raylib.Vector3ToFloatV(v: Vector3 | list | tuple) float3
          -

          .

          -
          +raylib.Vector3ToFloatV(v: Vector3) float3 +
          -raylib.Vector3Transform(v: Vector3 | list | tuple, mat: Matrix | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Transform(v: Vector3, mat: Matrix) Vector3 +
          -raylib.Vector3Unproject(source: Vector3 | list | tuple, projection: Matrix | list | tuple, view: Matrix | list | tuple) Vector3
          -

          .

          -
          +raylib.Vector3Unproject(source: Vector3, projection: Matrix, view: Matrix) Vector3 +
          -raylib.Vector3Zero() Vector3
          -

          .

          -
          +raylib.Vector3Zero() Vector3 +
          -
          +
          -class raylib.Vector4
          -
          -
          -w: float
          +raylib.Vector4: struct
          -
          -
          -x: float
          -
          - -
          -
          -y: float
          -
          - -
          -
          -z: float
          -
          - -
          -
          -raylib.Vector4Add(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +raylib.Vector4Add(v1: Vector4, v2: Vector4) Vector4 +
          -raylib.Vector4AddValue(v: Vector4 | list | tuple, add: float) Vector4
          -

          .

          -
          +raylib.Vector4AddValue(v: Vector4, add: float) Vector4 +
          -raylib.Vector4Distance(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) float
          -

          .

          -
          +raylib.Vector4Distance(v1: Vector4, v2: Vector4) float +
          -raylib.Vector4DistanceSqr(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) float
          -

          .

          -
          +raylib.Vector4DistanceSqr(v1: Vector4, v2: Vector4) float +
          -raylib.Vector4Divide(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +raylib.Vector4Divide(v1: Vector4, v2: Vector4) Vector4 +
          -raylib.Vector4DotProduct(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) float
          -

          .

          -
          +raylib.Vector4DotProduct(v1: Vector4, v2: Vector4) float +
          -raylib.Vector4Equals(p: Vector4 | list | tuple, q: Vector4 | list | tuple) int
          -

          .

          -
          +raylib.Vector4Equals(p: Vector4, q: Vector4) int +
          -raylib.Vector4Invert(v: Vector4 | list | tuple) Vector4
          -

          .

          -
          +raylib.Vector4Invert(v: Vector4) Vector4 +
          -raylib.Vector4Length(v: Vector4 | list | tuple) float
          -

          .

          -
          +raylib.Vector4Length(v: Vector4) float +
          -raylib.Vector4LengthSqr(v: Vector4 | list | tuple) float
          -

          .

          -
          +raylib.Vector4LengthSqr(v: Vector4) float +
          -raylib.Vector4Lerp(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple, amount: float) Vector4
          -

          .

          -
          +raylib.Vector4Lerp(v1: Vector4, v2: Vector4, amount: float) Vector4 +
          -raylib.Vector4Max(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +raylib.Vector4Max(v1: Vector4, v2: Vector4) Vector4 +
          -raylib.Vector4Min(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +raylib.Vector4Min(v1: Vector4, v2: Vector4) Vector4 +
          -raylib.Vector4MoveTowards(v: Vector4 | list | tuple, target: Vector4 | list | tuple, maxDistance: float) Vector4
          -

          .

          -
          +raylib.Vector4MoveTowards(v: Vector4, target: Vector4, maxDistance: float) Vector4 +
          -raylib.Vector4Multiply(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +raylib.Vector4Multiply(v1: Vector4, v2: Vector4) Vector4 +
          -raylib.Vector4Negate(v: Vector4 | list | tuple) Vector4
          -

          .

          -
          +raylib.Vector4Negate(v: Vector4) Vector4 +
          -raylib.Vector4Normalize(v: Vector4 | list | tuple) Vector4
          -

          .

          -
          +raylib.Vector4Normalize(v: Vector4) Vector4 +
          -raylib.Vector4One() Vector4
          -

          .

          -
          +raylib.Vector4One() Vector4 +
          -raylib.Vector4Scale(v: Vector4 | list | tuple, scale: float) Vector4
          -

          .

          -
          +raylib.Vector4Scale(v: Vector4, scale: float) Vector4 +
          -raylib.Vector4Subtract(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
          -

          .

          -
          +raylib.Vector4Subtract(v1: Vector4, v2: Vector4) Vector4 +
          -raylib.Vector4SubtractValue(v: Vector4 | list | tuple, add: float) Vector4
          -

          .

          -
          +raylib.Vector4SubtractValue(v: Vector4, add: float) Vector4 +
          -raylib.Vector4Zero() Vector4
          -

          .

          -
          +raylib.Vector4Zero() Vector4 +
          -
          +
          -class raylib.VrDeviceInfo
          -
          -
          -chromaAbCorrection: list
          +raylib.VrDeviceInfo: struct
          -
          -
          -eyeToScreenDistance: float
          -
          - -
          -
          -hResolution: int
          -
          - -
          -
          -hScreenSize: float
          -
          - -
          -
          -interpupillaryDistance: float
          -
          - -
          -
          -lensDistortionValues: list
          -
          - -
          -
          -lensSeparationDistance: float
          -
          - -
          -
          -vResolution: int
          -
          - -
          -
          -vScreenSize: float
          -
          - -
          - -
          +
          -class raylib.VrStereoConfig
          -
          -
          -leftLensCenter: list
          +raylib.VrStereoConfig: struct
          -
          -
          -leftScreenCenter: list
          -
          - -
          -
          -projection: list
          -
          - -
          -
          -rightLensCenter: list
          -
          - -
          -
          -rightScreenCenter: list
          -
          - -
          -
          -scale: list
          -
          - -
          -
          -scaleIn: list
          -
          - -
          -
          -viewOffset: list
          -
          - -
          -
          -raylib.WHITE: Color
          +raylib.WHITE: Color
          raylib.WaitTime(seconds: float) None
          -

          Wait for some time (halt program execution).

          +

          Wait for some time (halt program execution)

          -
          +
          -class raylib.Wave
          -
          -
          -channels: int
          +raylib.Wave: struct
          -
          -
          -data: Any
          -
          - -
          -
          -frameCount: int
          -
          - -
          -
          -sampleRate: int
          -
          - -
          -
          -sampleSize: int
          -
          - -
          -
          -raylib.WaveCopy(wave: Wave | list | tuple) Wave
          -

          Copy a wave to a new wave.

          +raylib.WaveCopy(wave: Wave) 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.WaveCrop(wave: Any, 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.WaveFormat(wave: Any, 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).

          +

          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.YELLOW: Color
          @@ -12930,754 +11136,624 @@ are very, very similar to the C originals.

          raylib.ffi: _cffi_backend.FFI
          -
          +
          -class raylib.float16
          -
          -
          -v: list
          +raylib.float16: struct
          -
          - -
          +
          -class raylib.float3
          -
          -
          -v: list
          +raylib.float3: struct
          -
          -
          -raylib.glfwCreateCursor(image: Any | list | tuple, xhot: int, yhot: int) Any
          -

          .

          -
          +raylib.glfwCreateCursor(image: Any, 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.glfwCreateWindow(width: int, height: int, title: str, monitor: Any, share: Any) Any +
          raylib.glfwDefaultWindowHints() None
          -

          .

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

          .

          -
          +raylib.glfwDestroyCursor(cursor: Any) None +
          -raylib.glfwDestroyWindow(window: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwDestroyWindow(window: Any) None +
          -raylib.glfwExtensionSupported(extension: bytes) int
          -

          .

          -
          +raylib.glfwExtensionSupported(extension: str) int +
          -raylib.glfwFocusWindow(window: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwFocusWindow(window: Any) None +
          -raylib.glfwGetClipboardString(window: Any | list | tuple) bytes
          -

          .

          -
          +raylib.glfwGetClipboardString(window: Any) str +
          raylib.glfwGetCurrentContext() Any
          -

          .

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

          .

          -
          +raylib.glfwGetCursorPos(window: Any, xpos: Any, ypos: Any) None +
          -raylib.glfwGetError(description: list[bytes]) int
          -

          .

          -
          +raylib.glfwGetError(description: list[str]) int +
          -raylib.glfwGetFramebufferSize(window: Any | list | tuple, width: Any, height: Any) None
          -

          .

          -
          +raylib.glfwGetFramebufferSize(window: Any, width: Any, height: Any) None +
          -raylib.glfwGetGamepadName(jid: int) bytes
          -

          .

          -
          +raylib.glfwGetGamepadName(jid: int) str +
          -raylib.glfwGetGamepadState(jid: int, state: Any | list | tuple) int
          -

          .

          -
          +raylib.glfwGetGamepadState(jid: int, state: Any) int +
          -raylib.glfwGetGammaRamp(monitor: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwGetGammaRamp(monitor: Any) Any +
          -raylib.glfwGetInputMode(window: Any | list | tuple, mode: int) int
          -

          .

          -
          +raylib.glfwGetInputMode(window: Any, mode: int) int +
          raylib.glfwGetJoystickAxes(jid: int, count: Any) Any
          -

          .

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

          .

          -
          +raylib.glfwGetJoystickButtons(jid: int, count: Any) str +
          -raylib.glfwGetJoystickGUID(jid: int) bytes
          -

          .

          -
          +raylib.glfwGetJoystickGUID(jid: int) str +
          -raylib.glfwGetJoystickHats(jid: int, count: Any) bytes
          -

          .

          -
          +raylib.glfwGetJoystickHats(jid: int, count: Any) str +
          -raylib.glfwGetJoystickName(jid: int) bytes
          -

          .

          -
          +raylib.glfwGetJoystickName(jid: int) str +
          raylib.glfwGetJoystickUserPointer(jid: int) Any
          -

          .

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

          .

          -
          +raylib.glfwGetKey(window: Any, key: int) int +
          -raylib.glfwGetKeyName(key: int, scancode: int) bytes
          -

          .

          -
          +raylib.glfwGetKeyName(key: int, scancode: int) str +
          raylib.glfwGetKeyScancode(key: int) int
          -

          .

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

          .

          -
          +raylib.glfwGetMonitorContentScale(monitor: Any, xscale: Any, yscale: Any) None +
          -raylib.glfwGetMonitorName(monitor: Any | list | tuple) bytes
          -

          .

          -
          +raylib.glfwGetMonitorName(monitor: Any) str +
          -raylib.glfwGetMonitorPhysicalSize(monitor: Any | list | tuple, widthMM: Any, heightMM: Any) None
          -

          .

          -
          +raylib.glfwGetMonitorPhysicalSize(monitor: Any, widthMM: Any, heightMM: Any) None +
          -raylib.glfwGetMonitorPos(monitor: Any | list | tuple, xpos: Any, ypos: Any) None
          -

          .

          -
          +raylib.glfwGetMonitorPos(monitor: Any, xpos: Any, ypos: Any) None +
          -raylib.glfwGetMonitorUserPointer(monitor: Any | list | tuple) Any
          -

          .

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

          .

          -
          +raylib.glfwGetMonitorWorkarea(monitor: Any, xpos: Any, ypos: Any, width: Any, height: Any) None +
          raylib.glfwGetMonitors(count: Any) Any
          -

          .

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

          .

          -
          +raylib.glfwGetMouseButton(window: Any, button: int) int +
          raylib.glfwGetPlatform() int
          -

          .

          -
          +
          raylib.glfwGetPrimaryMonitor() Any
          -

          .

          -
          +
          -raylib.glfwGetProcAddress(procname: bytes) Any
          -

          .

          -
          +raylib.glfwGetProcAddress(procname: str) Any +
          -raylib.glfwGetRequiredInstanceExtensions(count: Any) list[bytes]
          -

          .

          -
          +raylib.glfwGetRequiredInstanceExtensions(count: Any) list[str] +
          raylib.glfwGetTime() float
          -

          .

          -
          +
          raylib.glfwGetTimerFrequency() int
          -

          .

          -
          +
          raylib.glfwGetTimerValue() int
          -

          .

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

          .

          -
          +
          -raylib.glfwGetVersionString() bytes
          -

          .

          -
          +raylib.glfwGetVersionString() str +
          -raylib.glfwGetVideoMode(monitor: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwGetVideoMode(monitor: Any) Any +
          -raylib.glfwGetVideoModes(monitor: Any | list | tuple, count: Any) Any
          -

          .

          -
          +raylib.glfwGetVideoModes(monitor: Any, count: Any) Any +
          -raylib.glfwGetWindowAttrib(window: Any | list | tuple, attrib: int) int
          -

          .

          -
          +raylib.glfwGetWindowAttrib(window: Any, attrib: int) int +
          -raylib.glfwGetWindowContentScale(window: Any | list | tuple, xscale: Any, yscale: Any) None
          -

          .

          -
          +raylib.glfwGetWindowContentScale(window: Any, xscale: Any, yscale: Any) None +
          -raylib.glfwGetWindowFrameSize(window: Any | list | tuple, left: Any, top: Any, right: Any, bottom: Any) None
          -

          .

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

          .

          -
          +raylib.glfwGetWindowMonitor(window: Any) Any +
          -raylib.glfwGetWindowOpacity(window: Any | list | tuple) float
          -

          .

          -
          +raylib.glfwGetWindowOpacity(window: Any) float +
          -raylib.glfwGetWindowPos(window: Any | list | tuple, xpos: Any, ypos: Any) None
          -

          .

          -
          +raylib.glfwGetWindowPos(window: Any, xpos: Any, ypos: Any) None +
          -raylib.glfwGetWindowSize(window: Any | list | tuple, width: Any, height: Any) None
          -

          .

          -
          +raylib.glfwGetWindowSize(window: Any, width: Any, height: Any) None +
          -raylib.glfwGetWindowTitle(window: Any | list | tuple) bytes
          -

          .

          -
          +raylib.glfwGetWindowTitle(window: Any) str +
          -raylib.glfwGetWindowUserPointer(window: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwGetWindowUserPointer(window: Any) Any +
          -raylib.glfwHideWindow(window: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwHideWindow(window: Any) None +
          -raylib.glfwIconifyWindow(window: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwIconifyWindow(window: Any) None +
          raylib.glfwInit() int
          -

          .

          -
          +
          -raylib.glfwInitAllocator(allocator: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwInitAllocator(allocator: Any) 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.glfwMakeContextCurrent(window: Any) None +
          -raylib.glfwMaximizeWindow(window: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwMaximizeWindow(window: Any) None +
          raylib.glfwPlatformSupported(platform: int) int
          -

          .

          -
          +
          raylib.glfwPollEvents() None
          -

          .

          -
          +
          raylib.glfwPostEmptyEvent() None
          -

          .

          -
          +
          raylib.glfwRawMouseMotionSupported() int
          -

          .

          -
          +
          -raylib.glfwRequestWindowAttention(window: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwRequestWindowAttention(window: Any) None +
          -raylib.glfwRestoreWindow(window: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwRestoreWindow(window: Any) None +
          -raylib.glfwSetCharCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetCharCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetCharModsCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetCharModsCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetClipboardString(window: Any | list | tuple, string: bytes) None
          -

          .

          -
          +raylib.glfwSetClipboardString(window: Any, string: str) None +
          -raylib.glfwSetCursor(window: Any | list | tuple, cursor: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwSetCursor(window: Any, cursor: Any) None +
          -raylib.glfwSetCursorEnterCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetCursorEnterCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetCursorPos(window: Any | list | tuple, xpos: float, ypos: float) None
          -

          .

          -
          +raylib.glfwSetCursorPos(window: Any, xpos: float, ypos: float) None +
          -raylib.glfwSetCursorPosCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetCursorPosCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetDropCallback(window: Any | list | tuple, callback: list[bytes] | list | tuple) list[bytes]
          -

          .

          -
          +raylib.glfwSetDropCallback(window: Any, callback: list[str]) list[str] +
          -raylib.glfwSetErrorCallback(callback: bytes) bytes
          -

          .

          -
          +raylib.glfwSetErrorCallback(callback: str) str +
          -raylib.glfwSetFramebufferSizeCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetFramebufferSizeCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetGamma(monitor: Any | list | tuple, gamma: float) None
          -

          .

          -
          +raylib.glfwSetGamma(monitor: Any, gamma: float) None +
          -raylib.glfwSetGammaRamp(monitor: Any | list | tuple, ramp: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwSetGammaRamp(monitor: Any, ramp: Any) None +
          -raylib.glfwSetInputMode(window: Any | list | tuple, mode: int, value: int) None
          -

          .

          -
          +raylib.glfwSetInputMode(window: Any, 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.glfwSetKeyCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetMonitorCallback(callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetMonitorCallback(callback: Any) Any +
          -raylib.glfwSetMonitorUserPointer(monitor: Any | list | tuple, pointer: Any) None
          -

          .

          -
          +raylib.glfwSetMonitorUserPointer(monitor: Any, pointer: Any) None +
          -raylib.glfwSetMouseButtonCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetMouseButtonCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetScrollCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetScrollCallback(window: Any, callback: Any) Any +
          raylib.glfwSetTime(time: float) None
          -

          .

          -
          +
          -raylib.glfwSetWindowAspectRatio(window: Any | list | tuple, numer: int, denom: int) None
          -

          .

          -
          +raylib.glfwSetWindowAspectRatio(window: Any, numer: int, denom: int) None +
          -raylib.glfwSetWindowAttrib(window: Any | list | tuple, attrib: int, value: int) None
          -

          .

          -
          +raylib.glfwSetWindowAttrib(window: Any, attrib: int, value: int) None +
          -raylib.glfwSetWindowCloseCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetWindowCloseCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetWindowContentScaleCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetWindowContentScaleCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetWindowFocusCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetWindowFocusCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetWindowIcon(window: Any | list | tuple, count: int, images: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwSetWindowIcon(window: Any, count: int, images: Any) None +
          -raylib.glfwSetWindowIconifyCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetWindowIconifyCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetWindowMaximizeCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetWindowMaximizeCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetWindowMonitor(window: Any | list | tuple, monitor: Any | list | tuple, xpos: int, ypos: int, width: int, height: int, refreshRate: int) None
          -

          .

          -
          +raylib.glfwSetWindowMonitor(window: Any, monitor: Any, xpos: int, ypos: int, width: int, height: int, refreshRate: int) None +
          -raylib.glfwSetWindowOpacity(window: Any | list | tuple, opacity: float) None
          -

          .

          -
          +raylib.glfwSetWindowOpacity(window: Any, opacity: float) None +
          -raylib.glfwSetWindowPos(window: Any | list | tuple, xpos: int, ypos: int) None
          -

          .

          -
          +raylib.glfwSetWindowPos(window: Any, xpos: int, ypos: int) None +
          -raylib.glfwSetWindowPosCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetWindowPosCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetWindowRefreshCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetWindowRefreshCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetWindowShouldClose(window: Any | list | tuple, value: int) None
          -

          .

          -
          +raylib.glfwSetWindowShouldClose(window: Any, value: int) None +
          -raylib.glfwSetWindowSize(window: Any | list | tuple, width: int, height: int) None
          -

          .

          -
          +raylib.glfwSetWindowSize(window: Any, width: int, height: int) None +
          -raylib.glfwSetWindowSizeCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
          -

          .

          -
          +raylib.glfwSetWindowSizeCallback(window: Any, callback: Any) Any +
          -raylib.glfwSetWindowSizeLimits(window: Any | list | tuple, minwidth: int, minheight: int, maxwidth: int, maxheight: int) None
          -

          .

          -
          +raylib.glfwSetWindowSizeLimits(window: Any, minwidth: int, minheight: int, maxwidth: int, maxheight: int) None +
          -raylib.glfwSetWindowTitle(window: Any | list | tuple, title: bytes) None
          -

          .

          -
          +raylib.glfwSetWindowTitle(window: Any, title: str) None +
          -raylib.glfwSetWindowUserPointer(window: Any | list | tuple, pointer: Any) None
          -

          .

          -
          +raylib.glfwSetWindowUserPointer(window: Any, pointer: Any) None +
          -raylib.glfwShowWindow(window: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwShowWindow(window: Any) None +
          -raylib.glfwSwapBuffers(window: Any | list | tuple) None
          -

          .

          -
          +raylib.glfwSwapBuffers(window: Any) None +
          raylib.glfwSwapInterval(interval: int) None
          -

          .

          -
          +
          raylib.glfwTerminate() None
          -

          .

          -
          +
          -raylib.glfwUpdateGamepadMappings(string: bytes) int
          -

          .

          -
          +raylib.glfwUpdateGamepadMappings(string: str) 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.glfwWindowHintString(hint: int, value: str) None +
          -raylib.glfwWindowShouldClose(window: Any | list | tuple) int
          -

          .

          -
          - -
          -
          -class raylib.rAudioBuffer
          +raylib.glfwWindowShouldClose(window: Any) int
          -
          +
          +
          +raylib.rAudioBuffer: struct
          +
          + +
          -class raylib.rAudioProcessor
          +raylib.rAudioProcessor: struct
          @@ -13688,1090 +11764,998 @@ are very, very similar to the C originals.

          raylib.rlActiveDrawBuffers(count: int) None
          -

          Activate multiple draw color buffers.

          +

          Activate multiple draw color buffers

          raylib.rlActiveTextureSlot(slot: int) None
          -

          Select and active a texture slot.

          +

          Select and active a texture slot

          raylib.rlBegin(mode: int) None
          -

          Initialize drawing mode (how to organize vertex).

          +

          Initialize drawing mode (how to organize vertex)

          raylib.rlBindFramebuffer(target: int, framebuffer: int) None
          -

          Bind framebuffer (FBO).

          +

          Bind framebuffer (FBO)

          raylib.rlBindImageTexture(id: int, index: int, format: int, readonly: bool) None
          -

          Bind image texture.

          +

          Bind image texture

          raylib.rlBindShaderBuffer(id: int, index: int) None
          -

          Bind SSBO buffer.

          +

          Bind SSBO buffer

          -raylib.rlBlendMode
          +raylib.rlBlendMode: int
          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.

          +

          Blit active framebuffer to main framebuffer

          raylib.rlCheckErrors() None
          -

          Check and log OpenGL error codes.

          +

          Check and log OpenGL error codes

          raylib.rlCheckRenderBatchLimit(vCount: int) bool
          -

          Check internal buffer overflow for a given number of vertex.

          +

          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.rlClearColor(r: str, g: str, b: str, a: str) None +

          Clear color buffer with color

          raylib.rlClearScreenBuffers() None
          -

          Clear used screen buffers (color and depth).

          +

          Clear used screen buffers (color and depth)

          raylib.rlColor3f(x: float, y: float, z: float) None
          -

          Define one vertex (color) - 3 float.

          +

          Define one vertex (color) - 3 float

          raylib.rlColor4f(x: float, y: float, z: float, w: float) None
          -

          Define one vertex (color) - 4 float.

          +

          Define one vertex (color) - 4 float

          -raylib.rlColor4ub(r: bytes, g: bytes, b: bytes, a: bytes) None
          -

          Define one vertex (color) - 4 byte.

          +raylib.rlColor4ub(r: str, g: str, b: str, a: str) None +

          Define one vertex (color) - 4 byte

          raylib.rlColorMask(r: bool, g: bool, b: bool, a: bool) None
          -

          Color mask control.

          +

          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.rlCompileShader(shaderCode: str, 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).

          +

          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.

          +

          Copy SSBO data between buffers

          raylib.rlCubemapParameters(id: int, param: int, value: int) None
          -

          Set cubemap parameters (filter, wrap).

          +

          Set cubemap parameters (filter, wrap)

          -raylib.rlCullMode
          +raylib.rlCullMode: int
          raylib.rlDisableBackfaceCulling() None
          -

          Disable backface culling.

          +

          Disable backface culling

          raylib.rlDisableColorBlend() None
          -

          Disable color blending.

          +

          Disable color blending

          raylib.rlDisableDepthMask() None
          -

          Disable depth write.

          +

          Disable depth write

          raylib.rlDisableDepthTest() None
          -

          Disable depth test.

          +

          Disable depth test

          raylib.rlDisableFramebuffer() None
          -

          Disable render texture (fbo), return to default framebuffer.

          +

          Disable render texture (fbo), return to default framebuffer

          raylib.rlDisableScissorTest() None
          -

          Disable scissor test.

          +

          Disable scissor test

          raylib.rlDisableShader() None
          -

          Disable shader program.

          +

          Disable shader program

          raylib.rlDisableSmoothLines() None
          -

          Disable line aliasing.

          +

          Disable line aliasing

          raylib.rlDisableStereoRender() None
          -

          Disable stereo rendering.

          +

          Disable stereo rendering

          raylib.rlDisableTexture() None
          -

          Disable texture.

          +

          Disable texture

          raylib.rlDisableTextureCubemap() None
          -

          Disable texture cubemap.

          +

          Disable texture cubemap

          raylib.rlDisableVertexArray() None
          -

          Disable vertex array (VAO, if supported).

          +

          Disable vertex array (VAO, if supported)

          raylib.rlDisableVertexAttribute(index: int) None
          -

          Disable vertex attribute index.

          +

          Disable vertex attribute index

          raylib.rlDisableVertexBuffer() None
          -

          Disable vertex buffer (VBO).

          +

          Disable vertex buffer (VBO)

          raylib.rlDisableVertexBufferElement() None
          -

          Disable vertex buffer element (VBO element).

          +

          Disable vertex buffer element (VBO element)

          raylib.rlDisableWireMode() None
          -

          Disable wire (and point) mode.

          +

          Disable wire (and point) mode

          -
          +
          -class raylib.rlDrawCall
          -
          -
          -mode: int
          +raylib.rlDrawCall: struct
          -
          -
          -textureId: int
          -
          - -
          -
          -vertexAlignment: int
          -
          - -
          -
          -vertexCount: int
          -
          - -
          -
          -raylib.rlDrawRenderBatch(batch: Any | list | tuple) None
          -

          Draw render batch data (Update->Draw->Reset).

          +raylib.rlDrawRenderBatch(batch: Any) None +

          Draw render batch data (Update->Draw->Reset)

          raylib.rlDrawRenderBatchActive() None
          -

          Update and draw internal render batch.

          +

          Update and draw internal render batch

          raylib.rlDrawVertexArray(offset: int, count: int) None
          -

          Draw vertex array (currently active vao).

          +

          Draw vertex array (currently active vao)

          raylib.rlDrawVertexArrayElements(offset: int, count: int, buffer: Any) None
          -

          Draw vertex array elements.

          +

          Draw vertex array elements

          raylib.rlDrawVertexArrayElementsInstanced(offset: int, count: int, buffer: Any, instances: int) None
          -

          Draw vertex array elements with instancing.

          +

          Draw vertex array elements with instancing

          raylib.rlDrawVertexArrayInstanced(offset: int, count: int, instances: int) None
          -

          Draw vertex array (currently active vao) with instancing.

          +

          Draw vertex array (currently active vao) with instancing

          raylib.rlEnableBackfaceCulling() None
          -

          Enable backface culling.

          +

          Enable backface culling

          raylib.rlEnableColorBlend() None
          -

          Enable color blending.

          +

          Enable color blending

          raylib.rlEnableDepthMask() None
          -

          Enable depth write.

          +

          Enable depth write

          raylib.rlEnableDepthTest() None
          -

          Enable depth test.

          +

          Enable depth test

          raylib.rlEnableFramebuffer(id: int) None
          -

          Enable render texture (fbo).

          +

          Enable render texture (fbo)

          raylib.rlEnablePointMode() None
          -

          Enable point mode.

          +

          Enable point mode

          raylib.rlEnableScissorTest() None
          -

          Enable scissor test.

          +

          Enable scissor test

          raylib.rlEnableShader(id: int) None
          -

          Enable shader program.

          +

          Enable shader program

          raylib.rlEnableSmoothLines() None
          -

          Enable line aliasing.

          +

          Enable line aliasing

          raylib.rlEnableStereoRender() None
          -

          Enable stereo rendering.

          +

          Enable stereo rendering

          raylib.rlEnableTexture(id: int) None
          -

          Enable texture.

          +

          Enable texture

          raylib.rlEnableTextureCubemap(id: int) None
          -

          Enable texture cubemap.

          +

          Enable texture cubemap

          raylib.rlEnableVertexArray(vaoId: int) bool
          -

          Enable vertex array (VAO, if supported).

          +

          Enable vertex array (VAO, if supported)

          raylib.rlEnableVertexAttribute(index: int) None
          -

          Enable vertex attribute index.

          +

          Enable vertex attribute index

          raylib.rlEnableVertexBuffer(id: int) None
          -

          Enable vertex buffer (VBO).

          +

          Enable vertex buffer (VBO)

          raylib.rlEnableVertexBufferElement(id: int) None
          -

          Enable vertex buffer element (VBO element).

          +

          Enable vertex buffer element (VBO element)

          raylib.rlEnableWireMode() None
          -

          Enable wire mode.

          +

          Enable wire mode

          raylib.rlEnd() None
          -

          Finish vertex providing.

          +

          Finish vertex providing

          raylib.rlFramebufferAttach(fboId: int, texId: int, attachType: int, texType: int, mipLevel: int) None
          -

          Attach texture/renderbuffer to a framebuffer.

          +

          Attach texture/renderbuffer to a framebuffer

          -raylib.rlFramebufferAttachTextureType
          +raylib.rlFramebufferAttachTextureType: int
          -raylib.rlFramebufferAttachType
          +raylib.rlFramebufferAttachType: int
          raylib.rlFramebufferComplete(id: int) bool
          -

          Verify framebuffer is complete.

          +

          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.

          +

          Generate mipmap data for selected texture

          raylib.rlGetActiveFramebuffer() int
          -

          Get the currently active render texture (fbo), 0 for default framebuffer.

          +

          Get the currently active render texture (fbo), 0 for default framebuffer

          raylib.rlGetCullDistanceFar() float
          -

          Get cull plane distance far.

          +

          Get cull plane distance far

          raylib.rlGetCullDistanceNear() float
          -

          Get cull plane distance near.

          +

          Get cull plane distance near

          raylib.rlGetFramebufferHeight() int
          -

          Get default framebuffer height.

          +

          Get default framebuffer height

          raylib.rlGetFramebufferWidth() int
          -

          Get default framebuffer width.

          +

          Get default framebuffer width

          raylib.rlGetGlTextureFormats(format: int, glInternalFormat: Any, glFormat: Any, glType: Any) None
          -

          Get OpenGL internal formats.

          +

          Get OpenGL internal formats

          raylib.rlGetLineWidth() float
          -

          Get the line drawing width.

          +

          Get the line drawing width

          -raylib.rlGetLocationAttrib(shaderId: int, attribName: bytes) int
          -

          Get shader location attribute.

          +raylib.rlGetLocationAttrib(shaderId: int, attribName: str) int +

          Get shader location attribute

          -raylib.rlGetLocationUniform(shaderId: int, uniformName: bytes) int
          -

          Get shader location uniform.

          +raylib.rlGetLocationUniform(shaderId: int, uniformName: str) int +

          Get shader location uniform

          -raylib.rlGetMatrixModelview() Matrix
          -

          Get internal modelview matrix.

          +raylib.rlGetMatrixModelview() Matrix +

          Get internal modelview matrix

          -raylib.rlGetMatrixProjection() Matrix
          -

          Get internal projection matrix.

          +raylib.rlGetMatrixProjection() Matrix +

          Get internal projection matrix

          -raylib.rlGetMatrixProjectionStereo(eye: int) Matrix
          -

          Get internal projection matrix for stereo render (selected eye).

          +raylib.rlGetMatrixProjectionStereo(eye: int) Matrix +

          Get internal projection matrix for stereo render (selected eye)

          -raylib.rlGetMatrixTransform() Matrix
          -

          Get internal accumulated transform matrix.

          +raylib.rlGetMatrixTransform() Matrix +

          Get internal accumulated transform matrix

          -raylib.rlGetMatrixViewOffsetStereo(eye: int) Matrix
          -

          Get internal view offset matrix for stereo render (selected eye).

          +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.rlGetPixelFormatName(format: int) str +

          Get name string for pixel format

          raylib.rlGetShaderBufferSize(id: int) int
          -

          Get SSBO buffer size.

          +

          Get SSBO buffer size

          raylib.rlGetShaderIdDefault() int
          -

          Get default shader id.

          +

          Get default shader id

          raylib.rlGetShaderLocsDefault() Any
          -

          Get default shader locations.

          +

          Get default shader locations

          raylib.rlGetTextureIdDefault() int
          -

          Get default texture id.

          +

          Get default texture id

          raylib.rlGetVersion() int
          -

          Get current OpenGL version.

          +

          Get current OpenGL version

          -raylib.rlGlVersion
          +raylib.rlGlVersion: int
          raylib.rlIsStereoRenderEnabled() bool
          -

          Check if stereo render is enabled.

          +

          Check if stereo render is enabled

          raylib.rlLoadComputeShaderProgram(shaderId: int) int
          -

          Load compute shader program.

          +

          Load compute shader program

          raylib.rlLoadDrawCube() None
          -

          Load and draw a cube.

          +

          Load and draw a cube

          raylib.rlLoadDrawQuad() None
          -

          Load and draw a quad.

          +

          Load and draw a quad

          raylib.rlLoadExtensions(loader: Any) None
          -

          Load OpenGL extensions (loader function required).

          +

          Load OpenGL extensions (loader function required)

          raylib.rlLoadFramebuffer() int
          -

          Load an empty framebuffer.

          +

          Load an empty framebuffer

          raylib.rlLoadIdentity() None
          -

          Reset current matrix to identity matrix.

          +

          Reset current matrix to identity matrix

          -raylib.rlLoadRenderBatch(numBuffers: int, bufferElements: int) rlRenderBatch
          -

          Load a render batch system.

          +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).

          +

          Load shader storage buffer object (SSBO)

          -raylib.rlLoadShaderCode(vsCode: bytes, fsCode: bytes) int
          -

          Load shader from code strings.

          +raylib.rlLoadShaderCode(vsCode: str, fsCode: str) int +

          Load shader from code strings

          raylib.rlLoadShaderProgram(vShaderId: int, fShaderId: int) int
          -

          Load custom shader program.

          +

          Load custom shader program

          raylib.rlLoadTexture(data: Any, width: int, height: int, format: int, mipmapCount: int) int
          -

          Load texture data.

          +

          Load texture data

          -raylib.rlLoadTextureCubemap(data: Any, size: int, format: int, mipmapCount: int) int
          -

          Load texture cubemap data.

          +raylib.rlLoadTextureCubemap(data: Any, size: int, format: int) int +

          Load texture cubemap data

          raylib.rlLoadTextureDepth(width: int, height: int, useRenderBuffer: bool) int
          -

          Load depth texture/renderbuffer (to be attached to fbo).

          +

          Load depth texture/renderbuffer (to be attached to fbo)

          raylib.rlLoadVertexArray() int
          -

          Load vertex array (vao) if supported.

          +

          Load vertex array (vao) if supported

          raylib.rlLoadVertexBuffer(buffer: Any, size: int, dynamic: bool) int
          -

          Load a vertex buffer object.

          +

          Load a vertex buffer object

          raylib.rlLoadVertexBufferElement(buffer: Any, size: int, dynamic: bool) int
          -

          Load vertex buffer elements object.

          +

          Load vertex buffer elements object

          raylib.rlMatrixMode(mode: int) None
          -

          Choose the current matrix to be transformed.

          +

          Choose the current matrix to be transformed

          raylib.rlMultMatrixf(matf: Any) None
          -

          Multiply the current matrix by another matrix.

          +

          Multiply the current matrix by another matrix

          raylib.rlNormal3f(x: float, y: float, z: float) None
          -

          Define one vertex (normal) - 3 float.

          +

          Define one vertex (normal) - 3 float

          raylib.rlOrtho(left: float, right: float, bottom: float, top: float, znear: float, zfar: float) None
          -

          .

          -
          +
          -raylib.rlPixelFormat
          +raylib.rlPixelFormat: int
          raylib.rlPopMatrix() None
          -

          Pop latest inserted matrix from stack.

          +

          Pop latest inserted matrix from stack

          raylib.rlPushMatrix() None
          -

          Push the current matrix to stack.

          +

          Push the current matrix to stack

          -raylib.rlReadScreenPixels(width: int, height: int) bytes
          -

          Read screen pixel data (color buffer).

          +raylib.rlReadScreenPixels(width: int, height: int) str +

          Read screen pixel data (color buffer)

          raylib.rlReadShaderBuffer(id: int, dest: Any, count: int, offset: int) None
          -

          Read SSBO buffer data (GPU->CPU).

          +

          Read SSBO buffer data (GPU->CPU)

          raylib.rlReadTexturePixels(id: int, width: int, height: int, format: int) Any
          -

          Read texture pixel data.

          +

          Read texture pixel data

          -
          +
          -class raylib.rlRenderBatch
          -
          -
          -bufferCount: int
          +raylib.rlRenderBatch: struct
          -
          -
          -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.

          +

          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.

          +

          Multiply the current matrix by a scaling matrix

          raylib.rlScissor(x: int, y: int, width: int, height: int) None
          -

          Scissor test.

          +

          Scissor test

          raylib.rlSetBlendFactors(glSrcFactor: int, glDstFactor: int, glEquation: int) None
          -

          Set blending mode factor and equation (using OpenGL factors).

          +

          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).

          +

          Set blending mode factors and equations separately (using OpenGL factors)

          raylib.rlSetBlendMode(mode: int) None
          -

          Set blending mode.

          +

          Set blending mode

          raylib.rlSetClipPlanes(nearPlane: float, farPlane: float) None
          -

          Set clip planes distances.

          +

          Set clip planes distances

          raylib.rlSetCullFace(mode: int) None
          -

          Set face culling mode.

          +

          Set face culling mode

          raylib.rlSetFramebufferHeight(height: int) None
          -

          Set current framebuffer height.

          +

          Set current framebuffer height

          raylib.rlSetFramebufferWidth(width: int) None
          -

          Set current framebuffer width.

          +

          Set current framebuffer width

          raylib.rlSetLineWidth(width: float) None
          -

          Set the line drawing width.

          +

          Set the line drawing width

          -raylib.rlSetMatrixModelview(view: Matrix | list | tuple) None
          -

          Set a custom modelview matrix (replaces internal modelview matrix).

          +raylib.rlSetMatrixModelview(view: Matrix) 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.rlSetMatrixProjection(proj: Matrix) 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.rlSetMatrixProjectionStereo(right: Matrix, left: Matrix) 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.rlSetMatrixViewOffsetStereo(right: Matrix, left: Matrix) 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.rlSetRenderBatchActive(batch: Any) 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).

          +

          Set shader currently active (id and locations)

          raylib.rlSetTexture(id: int) None
          -

          Set current texture for render batch and check buffers limits.

          +

          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.

          +

          Set shader value uniform

          -raylib.rlSetUniformMatrices(locIndex: int, mat: Any | list | tuple, count: int) None
          -

          Set shader value matrices.

          +raylib.rlSetUniformMatrices(locIndex: int, mat: Any, count: int) None +

          Set shader value matrices

          -raylib.rlSetUniformMatrix(locIndex: int, mat: Matrix | list | tuple) None
          -

          Set shader value matrix.

          +raylib.rlSetUniformMatrix(locIndex: int, mat: Matrix) None +

          Set shader value matrix

          raylib.rlSetUniformSampler(locIndex: int, textureId: int) None
          -

          Set shader value sampler.

          +

          Set shader value sampler

          raylib.rlSetVertexAttribute(index: int, compSize: int, type: int, normalized: bool, stride: int, offset: int) None
          -

          Set vertex attribute data configuration.

          +

          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.

          +

          Set vertex attribute default value, when attribute to provided

          raylib.rlSetVertexAttributeDivisor(index: int, divisor: int) None
          -

          Set vertex attribute data divisor.

          +

          Set vertex attribute data divisor

          -raylib.rlShaderAttributeDataType
          +raylib.rlShaderAttributeDataType: int
          -raylib.rlShaderLocationIndex
          +raylib.rlShaderLocationIndex: int
          -raylib.rlShaderUniformDataType
          +raylib.rlShaderUniformDataType: int
          raylib.rlTexCoord2f(x: float, y: float) None
          -

          Define one vertex (texture coordinate) - 2 float.

          +

          Define one vertex (texture coordinate) - 2 float

          -raylib.rlTextureFilter
          +raylib.rlTextureFilter: int
          raylib.rlTextureParameters(id: int, param: int, value: int) None
          -

          Set texture parameters (filter, wrap).

          +

          Set texture parameters (filter, wrap)

          -raylib.rlTraceLogLevel
          +raylib.rlTraceLogLevel: int
          raylib.rlTranslatef(x: float, y: float, z: float) None
          -

          Multiply the current matrix by a translation matrix.

          +

          Multiply the current matrix by a translation matrix

          raylib.rlUnloadFramebuffer(id: int) None
          -

          Delete framebuffer from GPU.

          +

          Delete framebuffer from GPU

          -raylib.rlUnloadRenderBatch(batch: rlRenderBatch | list | tuple) None
          -

          Unload render batch system.

          +raylib.rlUnloadRenderBatch(batch: rlRenderBatch) None +

          Unload render batch system

          raylib.rlUnloadShaderBuffer(ssboId: int) None
          -

          Unload shader storage buffer object (SSBO).

          +

          Unload shader storage buffer object (SSBO)

          raylib.rlUnloadShaderProgram(id: int) None
          -

          Unload shader program.

          +

          Unload shader program

          raylib.rlUnloadTexture(id: int) None
          -

          Unload texture from GPU memory.

          +

          Unload texture from GPU memory

          raylib.rlUnloadVertexArray(vaoId: int) None
          -

          Unload vertex array (vao).

          +

          Unload vertex array (vao)

          raylib.rlUnloadVertexBuffer(vboId: int) None
          -

          Unload vertex buffer object.

          +

          Unload vertex buffer object

          raylib.rlUpdateShaderBuffer(id: int, data: Any, dataSize: int, offset: int) None
          -

          Update SSBO buffer data.

          +

          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.

          +

          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.

          +

          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.

          +

          Update vertex buffer elements data on GPU buffer

          raylib.rlVertex2f(x: float, y: float) None
          -

          Define one vertex (position) - 2 float.

          +

          Define one vertex (position) - 2 float

          raylib.rlVertex2i(x: int, y: int) None
          -

          Define one vertex (position) - 2 int.

          +

          Define one vertex (position) - 2 int

          raylib.rlVertex3f(x: float, y: float, z: float) None
          -

          Define one vertex (position) - 3 float.

          +

          Define one vertex (position) - 3 float

          -
          +
          -class raylib.rlVertexBuffer
          -
          -
          -colors: bytes
          +raylib.rlVertexBuffer: struct
          -
          -
          -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.

          +

          Set the viewport area

          raylib.rlglClose() None
          -

          De-initialize rlgl (buffers, shaders, textures).

          +

          De-initialize rlgl (buffers, shaders, textures)

          raylib.rlglInit(width: int, height: int) None
          -

          Initialize rlgl (buffers, shaders, textures, states).

          +

          Initialize rlgl (buffers, shaders, textures, states)

          -class raylib.struct
          +class raylib.struct
          diff --git a/docs/search.html b/docs/search.html index c2b2bf9..13a3b4f 100644 --- a/docs/search.html +++ b/docs/search.html @@ -6,7 +6,7 @@ Search — Raylib Python documentation - + @@ -48,7 +48,6 @@
        • Python Bindings for Raylib 5.5
        • Quickstart
        • Installation
        • -
        • Backends
        • How to use
        • Running in a web browser
        • App showcase
        • diff --git a/docs/searchindex.js b/docs/searchindex.js index 7039ee4..64c271c 100644 --- a/docs/searchindex.js +++ b/docs/searchindex.js @@ -1 +1 @@ -Search.setIndex({"alltitles":{"API reference":[[5,"module-pyray"]],"Advert":[[1,"advert"]],"App showcase":[[1,"app-showcase"]],"Backends":[[1,"backends"]],"Backends: Desktop, SDL, DRM, Web":[[1,"backends-desktop-sdl-drm-web"]],"Building from source":[[0,null]],"Bunnymark":[[1,"bunnymark"]],"C API":[[6,null]],"Contents:":[[4,null]],"DRM backend":[[1,"drm-backend"]],"Dynamic Bindings":[[3,null]],"Dynamic binding version":[[1,"dynamic-binding-version"]],"Examples":[[5,"examples"]],"Functions API reference":[[6,"module-raylib"]],"Have Pip build from source":[[0,"have-pip-build-from-source"]],"Help wanted":[[1,"help-wanted"]],"How to use":[[1,"how-to-use"]],"If you are familiar with C coding and the Raylib C library and you want to use an exact copy of the C API":[[1,"if-you-are-familiar-with-c-coding-and-the-raylib-c-library-and-you-want-to-use-an-exact-copy-of-the-c-api"]],"If you prefer a more Pythonistic API":[[1,"if-you-prefer-a-more-pythonistic-api"]],"Installation":[[1,"installation"]],"Libraries: raymath, raygui, rlgl, physac and GLFW":[[1,"libraries-raymath-raygui-rlgl-physac-and-glfw"]],"License":[[1,"license"]],"Linux":[[1,"linux"]],"Linux manual build":[[0,"linux-manual-build"]],"MacOS":[[1,"macos"]],"Macos manual build":[[0,"macos-manual-build"]],"Option 1: Binary wheel":[[2,"option-1-binary-wheel"]],"Option 2: Compile Raylib from source X11 mode":[[2,"option-2-compile-raylib-from-source-x11-mode"]],"Option 3: Compile Raylib from source DRM mode":[[2,"option-3-compile-raylib-from-source-drm-mode"]],"Or, Build from source manually":[[0,"or-build-from-source-manually"]],"Packaging your app":[[1,"packaging-your-app"]],"Performance":[[1,"performance"]],"Platforms: Windows, Mac, Linux, Raspberry Pi, Web":[[1,"platforms-windows-mac-linux-raspberry-pi-web"]],"Problems?":[[1,"problems"]],"Python API":[[5,null]],"Python Bindings for Raylib 5.5":[[1,null]],"Quickstart":[[1,"quickstart"]],"RLZero":[[1,"rlzero"]],"Raspberry Pi":[[1,"raspberry-pi"],[2,null]],"Raylib Python":[[4,null]],"Running in a web browser":[[1,"running-in-a-web-browser"]],"SDL backend":[[1,"sdl-backend"]],"Todo":[[0,"id1"],[0,"id2"]],"Windows":[[1,"windows"]],"Windows manual build":[[0,"windows-manual-build"]]},"docnames":["BUILDING","README","RPI","dynamic","index","pyray","raylib"],"envversion":{"sphinx":65,"sphinx.domains.c":3,"sphinx.domains.changeset":1,"sphinx.domains.citation":1,"sphinx.domains.cpp":9,"sphinx.domains.index":1,"sphinx.domains.javascript":3,"sphinx.domains.math":2,"sphinx.domains.python":4,"sphinx.domains.rst":2,"sphinx.domains.std":2,"sphinx.ext.todo":2},"filenames":["BUILDING.rst","README.md","RPI.rst","dynamic.rst","index.rst","pyray.rst","raylib.rst"],"indexentries":{"a (pyray.color 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attribute)":[[5,"pyray.GuiControlProperty.BASE_COLOR_FOCUSED",false]],"base_color_normal (in module raylib)":[[6,"raylib.BASE_COLOR_NORMAL",false]],"base_color_normal (pyray.guicontrolproperty attribute)":[[5,"pyray.GuiControlProperty.BASE_COLOR_NORMAL",false]],"base_color_pressed (in module raylib)":[[6,"raylib.BASE_COLOR_PRESSED",false]],"base_color_pressed (pyray.guicontrolproperty attribute)":[[5,"pyray.GuiControlProperty.BASE_COLOR_PRESSED",false]],"basesize (pyray.font attribute)":[[5,"pyray.Font.baseSize",false]],"basesize (raylib.font attribute)":[[6,"raylib.Font.baseSize",false]],"begin_blend_mode() (in module pyray)":[[5,"pyray.begin_blend_mode",false]],"begin_drawing() (in module pyray)":[[5,"pyray.begin_drawing",false]],"begin_mode_2d() (in module pyray)":[[5,"pyray.begin_mode_2d",false]],"begin_mode_3d() (in module pyray)":[[5,"pyray.begin_mode_3d",false]],"begin_scissor_mode() (in module pyray)":[[5,"pyray.begin_scissor_mode",false]],"begin_shader_mode() (in module 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"get_physics_body() (in module pyray)": [[5, "pyray.get_physics_body", false]], "get_physics_shape_type() (in module pyray)": [[5, "pyray.get_physics_shape_type", false]], "get_physics_shape_vertex() (in module pyray)": [[5, "pyray.get_physics_shape_vertex", false]], "get_physics_shape_vertices_count() (in module pyray)": [[5, "pyray.get_physics_shape_vertices_count", false]], "get_pixel_color() (in module pyray)": [[5, "pyray.get_pixel_color", false]], "get_pixel_data_size() (in module pyray)": [[5, "pyray.get_pixel_data_size", false]], "get_prev_directory_path() (in module pyray)": [[5, "pyray.get_prev_directory_path", false]], "get_random_value() (in module pyray)": [[5, "pyray.get_random_value", false]], "get_ray_collision_box() (in module pyray)": [[5, "pyray.get_ray_collision_box", false]], "get_ray_collision_mesh() (in module pyray)": [[5, "pyray.get_ray_collision_mesh", false]], "get_ray_collision_quad() (in module pyray)": [[5, "pyray.get_ray_collision_quad", false]], "get_ray_collision_sphere() (in module pyray)": [[5, "pyray.get_ray_collision_sphere", false]], "get_ray_collision_triangle() (in module pyray)": [[5, "pyray.get_ray_collision_triangle", false]], "get_render_height() (in module pyray)": [[5, "pyray.get_render_height", false]], "get_render_width() (in module pyray)": [[5, "pyray.get_render_width", false]], "get_screen_height() (in module pyray)": [[5, "pyray.get_screen_height", false]], "get_screen_to_world_2d() (in module pyray)": [[5, "pyray.get_screen_to_world_2d", false]], "get_screen_to_world_ray() (in module pyray)": [[5, "pyray.get_screen_to_world_ray", false]], "get_screen_to_world_ray_ex() (in module pyray)": [[5, "pyray.get_screen_to_world_ray_ex", false]], "get_screen_width() (in module pyray)": [[5, "pyray.get_screen_width", false]], "get_shader_location() (in module pyray)": [[5, "pyray.get_shader_location", false]], "get_shader_location_attrib() (in module pyray)": [[5, "pyray.get_shader_location_attrib", false]], 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false]], "get_touch_x() (in module pyray)": [[5, "pyray.get_touch_x", false]], "get_touch_y() (in module pyray)": [[5, "pyray.get_touch_y", false]], "get_window_handle() (in module pyray)": [[5, "pyray.get_window_handle", false]], "get_window_position() (in module pyray)": [[5, "pyray.get_window_position", false]], "get_window_scale_dpi() (in module pyray)": [[5, "pyray.get_window_scale_dpi", false]], "get_working_directory() (in module pyray)": [[5, "pyray.get_working_directory", false]], "get_world_to_screen() (in module pyray)": [[5, "pyray.get_world_to_screen", false]], "get_world_to_screen_2d() (in module pyray)": [[5, "pyray.get_world_to_screen_2d", false]], "get_world_to_screen_ex() (in module pyray)": [[5, "pyray.get_world_to_screen_ex", false]], "getapplicationdirectory() (in module raylib)": [[6, "raylib.GetApplicationDirectory", false]], "getcameramatrix() (in module raylib)": [[6, "raylib.GetCameraMatrix", false]], "getcameramatrix2d() (in module raylib)": [[6, 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"getgesturedragvector() (in module raylib)": [[6, "raylib.GetGestureDragVector", false]], "getgestureholdduration() (in module raylib)": [[6, "raylib.GetGestureHoldDuration", false]], "getgesturepinchangle() (in module raylib)": [[6, "raylib.GetGesturePinchAngle", false]], "getgesturepinchvector() (in module raylib)": [[6, "raylib.GetGesturePinchVector", false]], "getglyphatlasrec() (in module raylib)": [[6, "raylib.GetGlyphAtlasRec", false]], "getglyphindex() (in module raylib)": [[6, "raylib.GetGlyphIndex", false]], "getglyphinfo() (in module raylib)": [[6, "raylib.GetGlyphInfo", false]], "getimagealphaborder() (in module raylib)": [[6, "raylib.GetImageAlphaBorder", false]], "getimagecolor() (in module raylib)": [[6, "raylib.GetImageColor", false]], "getkeypressed() (in module raylib)": [[6, "raylib.GetKeyPressed", false]], "getmastervolume() (in module raylib)": [[6, "raylib.GetMasterVolume", false]], "getmeshboundingbox() (in module raylib)": [[6, "raylib.GetMeshBoundingBox", false]], "getmodelboundingbox() (in module raylib)": [[6, "raylib.GetModelBoundingBox", false]], "getmonitorcount() (in module raylib)": [[6, "raylib.GetMonitorCount", false]], "getmonitorheight() (in module raylib)": [[6, "raylib.GetMonitorHeight", false]], "getmonitorname() (in module raylib)": [[6, "raylib.GetMonitorName", false]], "getmonitorphysicalheight() (in module raylib)": [[6, "raylib.GetMonitorPhysicalHeight", false]], "getmonitorphysicalwidth() (in module raylib)": [[6, "raylib.GetMonitorPhysicalWidth", false]], "getmonitorposition() (in module raylib)": [[6, "raylib.GetMonitorPosition", false]], "getmonitorrefreshrate() (in module raylib)": [[6, "raylib.GetMonitorRefreshRate", false]], "getmonitorwidth() (in module raylib)": [[6, "raylib.GetMonitorWidth", false]], "getmousedelta() (in module raylib)": [[6, "raylib.GetMouseDelta", false]], "getmouseposition() (in module raylib)": [[6, "raylib.GetMousePosition", false]], "getmousewheelmove() (in module raylib)": [[6, 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raylib)": [[6, "raylib.GetPixelDataSize", false]], "getprevdirectorypath() (in module raylib)": [[6, "raylib.GetPrevDirectoryPath", false]], "getrandomvalue() (in module raylib)": [[6, "raylib.GetRandomValue", false]], "getraycollisionbox() (in module raylib)": [[6, "raylib.GetRayCollisionBox", false]], "getraycollisionmesh() (in module raylib)": [[6, "raylib.GetRayCollisionMesh", false]], "getraycollisionquad() (in module raylib)": [[6, "raylib.GetRayCollisionQuad", false]], "getraycollisionsphere() (in module raylib)": [[6, "raylib.GetRayCollisionSphere", false]], "getraycollisiontriangle() (in module raylib)": [[6, "raylib.GetRayCollisionTriangle", false]], "getrenderheight() (in module raylib)": [[6, "raylib.GetRenderHeight", false]], "getrenderwidth() (in module raylib)": [[6, "raylib.GetRenderWidth", false]], "getscreenheight() (in module raylib)": [[6, "raylib.GetScreenHeight", false]], "getscreentoworld2d() (in module raylib)": [[6, "raylib.GetScreenToWorld2D", false]], "getscreentoworldray() (in module raylib)": [[6, "raylib.GetScreenToWorldRay", false]], "getscreentoworldrayex() (in module raylib)": [[6, "raylib.GetScreenToWorldRayEx", false]], "getscreenwidth() (in module raylib)": [[6, "raylib.GetScreenWidth", false]], "getshaderlocation() (in module raylib)": [[6, "raylib.GetShaderLocation", false]], "getshaderlocationattrib() (in module raylib)": [[6, "raylib.GetShaderLocationAttrib", false]], "getshapestexture() (in module raylib)": [[6, "raylib.GetShapesTexture", false]], "getshapestexturerectangle() (in module raylib)": [[6, "raylib.GetShapesTextureRectangle", false]], "getsplinepointbasis() (in module raylib)": [[6, "raylib.GetSplinePointBasis", false]], "getsplinepointbeziercubic() (in module raylib)": [[6, "raylib.GetSplinePointBezierCubic", false]], "getsplinepointbezierquad() (in module raylib)": [[6, "raylib.GetSplinePointBezierQuad", false]], "getsplinepointcatmullrom() (in module raylib)": [[6, "raylib.GetSplinePointCatmullRom", false]], "getsplinepointlinear() (in module raylib)": [[6, "raylib.GetSplinePointLinear", false]], "gettime() (in module raylib)": [[6, "raylib.GetTime", false]], "gettouchpointcount() (in module raylib)": [[6, "raylib.GetTouchPointCount", false]], "gettouchpointid() (in module raylib)": [[6, "raylib.GetTouchPointId", false]], "gettouchposition() (in module raylib)": [[6, "raylib.GetTouchPosition", false]], "gettouchx() (in module raylib)": [[6, "raylib.GetTouchX", false]], "gettouchy() (in module raylib)": [[6, "raylib.GetTouchY", false]], "getwindowhandle() (in module raylib)": [[6, "raylib.GetWindowHandle", false]], "getwindowposition() (in module raylib)": [[6, "raylib.GetWindowPosition", false]], "getwindowscaledpi() (in module raylib)": [[6, "raylib.GetWindowScaleDPI", false]], "getworkingdirectory() (in module raylib)": [[6, "raylib.GetWorkingDirectory", false]], "getworldtoscreen() (in module raylib)": [[6, "raylib.GetWorldToScreen", false]], "getworldtoscreen2d() (in module 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false]], "glfw_set_monitor_callback() (in module pyray)": [[5, "pyray.glfw_set_monitor_callback", false]], "glfw_set_monitor_user_pointer() (in module pyray)": [[5, "pyray.glfw_set_monitor_user_pointer", false]], "glfw_set_mouse_button_callback() (in module pyray)": [[5, "pyray.glfw_set_mouse_button_callback", false]], "glfw_set_scroll_callback() (in module pyray)": [[5, "pyray.glfw_set_scroll_callback", false]], "glfw_set_time() (in module pyray)": [[5, "pyray.glfw_set_time", false]], "glfw_set_window_aspect_ratio() (in module pyray)": [[5, "pyray.glfw_set_window_aspect_ratio", false]], "glfw_set_window_attrib() (in module pyray)": [[5, "pyray.glfw_set_window_attrib", false]], "glfw_set_window_close_callback() (in module pyray)": [[5, "pyray.glfw_set_window_close_callback", false]], "glfw_set_window_content_scale_callback() (in module pyray)": [[5, "pyray.glfw_set_window_content_scale_callback", false]], "glfw_set_window_focus_callback() (in module pyray)": [[5, 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"glfwdestroywindow() (in module raylib)": [[6, "raylib.glfwDestroyWindow", false]], "glfwextensionsupported() (in module raylib)": [[6, "raylib.glfwExtensionSupported", false]], "glfwfocuswindow() (in module raylib)": [[6, "raylib.glfwFocusWindow", false]], "glfwgamepadstate (in module raylib)": [[6, "raylib.GLFWgamepadstate", false]], "glfwgammaramp (in module raylib)": [[6, "raylib.GLFWgammaramp", false]], "glfwgetclipboardstring() (in module raylib)": [[6, "raylib.glfwGetClipboardString", false]], "glfwgetcurrentcontext() (in module raylib)": [[6, "raylib.glfwGetCurrentContext", false]], "glfwgetcursorpos() (in module raylib)": [[6, "raylib.glfwGetCursorPos", false]], "glfwgeterror() (in module raylib)": [[6, "raylib.glfwGetError", false]], "glfwgetframebuffersize() (in module raylib)": [[6, "raylib.glfwGetFramebufferSize", false]], "glfwgetgamepadname() (in module raylib)": [[6, "raylib.glfwGetGamepadName", false]], "glfwgetgamepadstate() (in module raylib)": [[6, "raylib.glfwGetGamepadState", false]], "glfwgetgammaramp() (in module raylib)": [[6, "raylib.glfwGetGammaRamp", false]], "glfwgetinputmode() (in module raylib)": [[6, "raylib.glfwGetInputMode", false]], "glfwgetjoystickaxes() (in module raylib)": [[6, "raylib.glfwGetJoystickAxes", false]], "glfwgetjoystickbuttons() (in module raylib)": [[6, "raylib.glfwGetJoystickButtons", false]], "glfwgetjoystickguid() (in module raylib)": [[6, "raylib.glfwGetJoystickGUID", false]], "glfwgetjoystickhats() (in module raylib)": [[6, "raylib.glfwGetJoystickHats", false]], "glfwgetjoystickname() (in module raylib)": [[6, "raylib.glfwGetJoystickName", false]], "glfwgetjoystickuserpointer() (in module raylib)": [[6, "raylib.glfwGetJoystickUserPointer", false]], "glfwgetkey() (in module raylib)": [[6, "raylib.glfwGetKey", false]], "glfwgetkeyname() (in module raylib)": [[6, "raylib.glfwGetKeyName", false]], "glfwgetkeyscancode() (in module raylib)": [[6, "raylib.glfwGetKeyScancode", false]], "glfwgetmonitorcontentscale() (in module raylib)": [[6, "raylib.glfwGetMonitorContentScale", false]], "glfwgetmonitorname() (in module raylib)": [[6, "raylib.glfwGetMonitorName", false]], "glfwgetmonitorphysicalsize() (in module raylib)": [[6, "raylib.glfwGetMonitorPhysicalSize", false]], "glfwgetmonitorpos() (in module raylib)": [[6, "raylib.glfwGetMonitorPos", false]], "glfwgetmonitors() (in module raylib)": [[6, "raylib.glfwGetMonitors", false]], "glfwgetmonitoruserpointer() (in module raylib)": [[6, "raylib.glfwGetMonitorUserPointer", false]], "glfwgetmonitorworkarea() (in module raylib)": [[6, "raylib.glfwGetMonitorWorkarea", false]], "glfwgetmousebutton() (in module raylib)": [[6, "raylib.glfwGetMouseButton", false]], "glfwgetplatform() (in module raylib)": [[6, "raylib.glfwGetPlatform", false]], "glfwgetprimarymonitor() (in module raylib)": [[6, "raylib.glfwGetPrimaryMonitor", false]], "glfwgetprocaddress() (in module raylib)": [[6, "raylib.glfwGetProcAddress", false]], 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"icon_player_next (in module raylib)": [[6, "raylib.ICON_PLAYER_NEXT", false]], "icon_player_next (pyray.guiiconname attribute)": [[5, "pyray.GuiIconName.ICON_PLAYER_NEXT", false]], "icon_player_pause (in module raylib)": [[6, "raylib.ICON_PLAYER_PAUSE", false]], "icon_player_pause (pyray.guiiconname attribute)": [[5, "pyray.GuiIconName.ICON_PLAYER_PAUSE", false]], "icon_player_play (in module raylib)": [[6, "raylib.ICON_PLAYER_PLAY", false]], "icon_player_play (pyray.guiiconname attribute)": [[5, "pyray.GuiIconName.ICON_PLAYER_PLAY", false]], "icon_player_play_back (in module raylib)": [[6, "raylib.ICON_PLAYER_PLAY_BACK", false]], "icon_player_play_back (pyray.guiiconname attribute)": [[5, "pyray.GuiIconName.ICON_PLAYER_PLAY_BACK", false]], "icon_player_previous (in module raylib)": [[6, "raylib.ICON_PLAYER_PREVIOUS", false]], "icon_player_previous (pyray.guiiconname attribute)": [[5, "pyray.GuiIconName.ICON_PLAYER_PREVIOUS", false]], "icon_player_record (in module raylib)": [[6, 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1, "have": 0, "help": 1, "how": 1, "instal": 1, "librari": 1, "licens": 1, "linux": [0, 1], "maco": [0, 1], "manual": 0, "mode": 2, "more": 1, "option": 2, "packag": 1, "perform": 1, "physac": 1, "pi": [1, 2], "pip": 0, "prefer": 1, "problem": 1, "python": [1, 4, 5], "pythonist": 1, "quickstart": 1, "raspberri": [1, 2], "raygui": 1, "raylib": [1, 2, 4], "raymath": 1, "refer": [5, 6], "rlgl": 1, "rlzero": 1, "run": 1, "sdl": 1, "showcas": 1, "sourc": [0, 2], "todo": 0, "us": 1, "version": 1, "want": 1, "web": 1, "wheel": 2, "window": [0, 1], "x11": 2, "you": 1, "your": 1}}) \ No newline at end of file diff --git a/dynamic/MANIFEST.in b/dynamic/MANIFEST.in index a22ebe4..aecf00b 100644 --- a/dynamic/MANIFEST.in +++ b/dynamic/MANIFEST.in @@ -8,6 +8,4 @@ include raylib/*.so include version.py exclude raylib/*.a exclude raylib/*.c -exclude raylib/*.o -include raylib/py.typed -include pyray/py.typed \ No newline at end of file +exclude raylib/*.o \ No newline at end of file diff --git a/dynamic/raylib/__init__.py b/dynamic/raylib/__init__.py index 75ab2d6..a030bf0 100644 --- a/dynamic/raylib/__init__.py +++ b/dynamic/raylib/__init__.py @@ -22,10 +22,9 @@ import itertools import os import pathlib import platform -import logging from .version import __version__ -logger = logging.getLogger(__name__) + MODULE = pathlib.Path(__file__).parent def raylib_library_path(): @@ -55,9 +54,9 @@ ffi.cdef(open(MODULE / "raylib_modified.h").read().replace('RLAPI ', '')) try: raylib_fname = raylib_library_path() rl = ffi.dlopen(raylib_fname) - logger.warning('LOADED DYNAMICALLY SHARED LIB {} {}'.format(__version__, raylib_fname)) + print('LOADED DYNAMICALLY SHARED LIB {} {}'.format(__version__, raylib_fname)) except Exception as e: - logger.exception(e) + print(e) LIGHTGRAY =( 200, 200, 200, 255 ) GRAY =( 130, 130, 130, 255 ) diff --git a/dynamic/raylib/__init__.pyi b/dynamic/raylib/__init__.pyi index c1b492f..5e19f03 100644 --- a/dynamic/raylib/__init__.pyi +++ b/dynamic/raylib/__init__.pyi @@ -1,10 +1,9 @@ from typing import Any -from warnings import deprecated -import _cffi_backend # type: ignore + +import _cffi_backend ffi: _cffi_backend.FFI rl: _cffi_backend.Lib -PhysicsShapeType = int class struct: ... @@ -13,11 +12,11 @@ ARROWS_SIZE: int ARROWS_VISIBLE: int ARROW_PADDING: int def AttachAudioMixedProcessor(processor: Any,) -> None: - """Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'.""" - ... -def AttachAudioStreamProcessor(stream: AudioStream|list|tuple,processor: Any,) -> None: - """Attach audio stream processor to stream, receives the samples as 'float'.""" - ... + """Attach audio stream processor to the entire audio pipeline, receives the samples as s""" + ... +def AttachAudioStreamProcessor(stream: AudioStream,processor: Any,) -> None: + """Attach audio stream processor to stream, receives the samples as s""" + ... BACKGROUND_COLOR: int BASE_COLOR_DISABLED: int BASE_COLOR_FOCUSED: int @@ -38,29 +37,29 @@ BORDER_COLOR_PRESSED: int BORDER_WIDTH: int BUTTON: int def BeginBlendMode(mode: int,) -> None: - """Begin blending mode (alpha, additive, multiplied, subtract, custom).""" - ... + """Begin blending mode (alpha, additive, multiplied, subtract, custom)""" + ... def BeginDrawing() -> None: - """Setup canvas (framebuffer) to start drawing.""" - ... -def BeginMode2D(camera: Camera2D|list|tuple,) -> None: - """Begin 2D mode with custom camera (2D).""" - ... -def BeginMode3D(camera: Camera3D|list|tuple,) -> None: - """Begin 3D mode with custom camera (3D).""" - ... + """Setup canvas (framebuffer) to start drawing""" + ... +def BeginMode2D(camera: Camera2D,) -> None: + """Begin 2D mode with custom camera (2D)""" + ... +def BeginMode3D(camera: Camera3D,) -> None: + """Begin 3D mode with custom camera (3D)""" + ... def BeginScissorMode(x: int,y: int,width: int,height: int,) -> None: - """Begin scissor mode (define screen area for following drawing).""" - ... -def BeginShaderMode(shader: Shader|list|tuple,) -> None: - """Begin custom shader drawing.""" - ... -def BeginTextureMode(target: RenderTexture|list|tuple,) -> None: - """Begin drawing to render texture.""" - ... -def BeginVrStereoMode(config: VrStereoConfig|list|tuple,) -> None: - """Begin stereo rendering (requires VR simulator).""" - ... + """Begin scissor mode (define screen area for following drawing)""" + ... +def BeginShaderMode(shader: Shader,) -> None: + """Begin custom shader drawing""" + ... +def BeginTextureMode(target: RenderTexture,) -> None: + """Begin drawing to render texture""" + ... +def BeginVrStereoMode(config: VrStereoConfig,) -> None: + """Begin stereo rendering (requires VR simulator)""" + ... CAMERA_CUSTOM: int CAMERA_FIRST_PERSON: int CAMERA_FREE: int @@ -80,499 +79,475 @@ CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE: int CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR: int CUBEMAP_LAYOUT_LINE_HORIZONTAL: int CUBEMAP_LAYOUT_LINE_VERTICAL: int -def ChangeDirectory(dir: bytes,) -> bool: - """Change working directory, return true on success.""" - ... -def CheckCollisionBoxSphere(box: BoundingBox|list|tuple,center: Vector3|list|tuple,radius: float,) -> bool: - """Check collision between box and sphere.""" - ... -def CheckCollisionBoxes(box1: BoundingBox|list|tuple,box2: BoundingBox|list|tuple,) -> bool: - """Check collision between two bounding boxes.""" - ... -def 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].""" - ... -def CheckCollisionCircleRec(center: Vector2|list|tuple,radius: float,rec: Rectangle|list|tuple,) -> bool: - """Check collision between circle and rectangle.""" - ... -def CheckCollisionCircles(center1: Vector2|list|tuple,radius1: float,center2: Vector2|list|tuple,radius2: float,) -> bool: - """Check collision between two circles.""" - ... -def 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.""" - ... -def CheckCollisionPointCircle(point: Vector2|list|tuple,center: Vector2|list|tuple,radius: float,) -> bool: - """Check if point is inside circle.""" - ... -def 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].""" - ... -def CheckCollisionPointPoly(point: Vector2|list|tuple,points: Any|list|tuple,pointCount: int,) -> bool: - """Check if point is within a polygon described by array of vertices.""" - ... -def CheckCollisionPointRec(point: Vector2|list|tuple,rec: Rectangle|list|tuple,) -> bool: - """Check if point is inside rectangle.""" - ... -def 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.""" - ... -def CheckCollisionRecs(rec1: Rectangle|list|tuple,rec2: Rectangle|list|tuple,) -> bool: - """Check collision between two rectangles.""" - ... -def CheckCollisionSpheres(center1: Vector3|list|tuple,radius1: float,center2: Vector3|list|tuple,radius2: float,) -> bool: - """Check collision between two spheres.""" - ... -def Clamp(value: float,min_1: float,max_2: float,) -> float: - """.""" - ... -def ClearBackground(color: Color|list|tuple,) -> None: - """Set background color (framebuffer clear color).""" - ... +CUBEMAP_LAYOUT_PANORAMA: int +def ChangeDirectory(dir: str,) -> bool: + """Change working directory, return true on success""" + ... +def CheckCollisionBoxSphere(box: BoundingBox,center: Vector3,radius: float,) -> bool: + """Check collision between box and sphere""" + ... +def CheckCollisionBoxes(box1: BoundingBox,box2: BoundingBox,) -> bool: + """Check collision between two bounding boxes""" + ... +def CheckCollisionCircleRec(center: Vector2,radius: float,rec: Rectangle,) -> bool: + """Check collision between circle and rectangle""" + ... +def CheckCollisionCircles(center1: Vector2,radius1: float,center2: Vector2,radius2: float,) -> bool: + """Check collision between two circles""" + ... +def CheckCollisionLines(startPos1: Vector2,endPos1: Vector2,startPos2: Vector2,endPos2: Vector2,collisionPoint: Any,) -> bool: + """Check the collision between two lines defined by two points each, returns collision point by reference""" + ... +def CheckCollisionPointCircle(point: Vector2,center: Vector2,radius: float,) -> bool: + """Check if point is inside circle""" + ... +def CheckCollisionPointLine(point: Vector2,p1: Vector2,p2: Vector2,threshold: int,) -> bool: + """Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]""" + ... +def CheckCollisionPointPoly(point: Vector2,points: Any,pointCount: int,) -> bool: + """Check if point is within a polygon described by array of vertices""" + ... +def CheckCollisionPointRec(point: Vector2,rec: Rectangle,) -> bool: + """Check if point is inside rectangle""" + ... +def CheckCollisionPointTriangle(point: Vector2,p1: Vector2,p2: Vector2,p3: Vector2,) -> bool: + """Check if point is inside a triangle""" + ... +def CheckCollisionRecs(rec1: Rectangle,rec2: Rectangle,) -> bool: + """Check collision between two rectangles""" + ... +def CheckCollisionSpheres(center1: Vector3,radius1: float,center2: Vector3,radius2: float,) -> bool: + """Check collision between two spheres""" + ... +def Clamp(float_0: float,float_1: float,float_2: float,) -> float: + """float Clamp(float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def ClearBackground(color: Color,) -> None: + """Set background color (framebuffer clear color)""" + ... def ClearWindowState(flags: int,) -> None: - """Clear window configuration state flags.""" - ... + """Clear window configuration state flags""" + ... def CloseAudioDevice() -> None: - """Close the audio device and context.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") + """Close the audio device and context""" + ... def ClosePhysics() -> None: - """Unitializes physics pointers and closes physics loop thread.""" - ... + """void ClosePhysics(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def CloseWindow() -> None: - """Close window and unload OpenGL context.""" - ... -def CodepointToUTF8(codepoint: int,utf8Size: Any,) -> bytes: - """Encode one codepoint into UTF-8 byte array (array length returned as parameter).""" - ... -def ColorAlpha(color: Color|list|tuple,alpha: float,) -> Color: - """Get color with alpha applied, alpha goes from 0.0f to 1.0f.""" - ... -def ColorAlphaBlend(dst: Color|list|tuple,src: Color|list|tuple,tint: Color|list|tuple,) -> Color: - """Get src alpha-blended into dst color with tint.""" - ... -def ColorBrightness(color: Color|list|tuple,factor: float,) -> Color: - """Get color with brightness correction, brightness factor goes from -1.0f to 1.0f.""" - ... -def ColorContrast(color: Color|list|tuple,contrast: float,) -> Color: - """Get color with contrast correction, contrast values between -1.0f and 1.0f.""" - ... + """Close window and unload OpenGL context""" + ... +def CodepointToUTF8(codepoint: int,utf8Size: Any,) -> str: + """Encode one codepoint into UTF-8 byte array (array length returned as parameter)""" + ... +def ColorAlpha(color: Color,alpha: float,) -> Color: + """Get color with alpha applied, alpha goes from 0.0f to 1.0f""" + ... +def ColorAlphaBlend(dst: Color,src: Color,tint: Color,) -> Color: + """Get src alpha-blended into dst color with tint""" + ... +def ColorBrightness(color: Color,factor: float,) -> Color: + """Get color with brightness correction, brightness factor goes from -1.0f to 1.0f""" + ... +def ColorContrast(color: Color,contrast: float,) -> Color: + """Get color with contrast correction, contrast values between -1.0f and 1.0f""" + ... def ColorFromHSV(hue: float,saturation: float,value: float,) -> Color: - """Get a Color from HSV values, hue [0..360], saturation/value [0..1].""" - ... -def ColorFromNormalized(normalized: Vector4|list|tuple,) -> Color: - """Get Color from normalized values [0..1].""" - ... -def ColorIsEqual(col1: Color|list|tuple,col2: Color|list|tuple,) -> bool: - """Check if two colors are equal.""" - ... -def ColorLerp(color1: Color|list|tuple,color2: Color|list|tuple,factor: float,) -> Color: - """Get color lerp interpolation between two colors, factor [0.0f..1.0f].""" - ... -def ColorNormalize(color: Color|list|tuple,) -> Vector4: - """Get Color normalized as float [0..1].""" - ... -def ColorTint(color: Color|list|tuple,tint: Color|list|tuple,) -> Color: - """Get color multiplied with another color.""" - ... -def ColorToHSV(color: Color|list|tuple,) -> Vector3: - """Get HSV values for a Color, hue [0..360], saturation/value [0..1].""" - ... -def ColorToInt(color: Color|list|tuple,) -> int: - """Get hexadecimal value for a Color (0xRRGGBBAA).""" - ... -def CompressData(data: bytes,dataSize: int,compDataSize: Any,) -> bytes: - """Compress data (DEFLATE algorithm), memory must be MemFree().""" - ... -def ComputeCRC32(data: bytes,dataSize: int,) -> int: - """Compute CRC32 hash code.""" - ... -def ComputeMD5(data: bytes,dataSize: int,) -> Any: - """Compute MD5 hash code, returns static int[4] (16 bytes).""" - ... -def ComputeSHA1(data: bytes,dataSize: int,) -> Any: - """Compute SHA1 hash code, returns static int[5] (20 bytes).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def CreatePhysicsBodyCircle(pos: Vector2|list|tuple,radius: float,density: float,) -> Any: - """Creates a new circle physics body with generic parameters.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def CreatePhysicsBodyPolygon(pos: Vector2|list|tuple,radius: float,sides: int,density: float,) -> Any: - """Creates a new polygon physics body with generic parameters.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def CreatePhysicsBodyRectangle(pos: Vector2|list|tuple,width: float,height: float,density: float,) -> Any: - """Creates a new rectangle physics body with generic parameters.""" - ... + """Get a Color from HSV values, hue [0..360], saturation/value [0..1]""" + ... +def ColorFromNormalized(normalized: Vector4,) -> Color: + """Get Color from normalized values [0..1]""" + ... +def ColorNormalize(color: Color,) -> Vector4: + """Get Color normalized as float [0..1]""" + ... +def ColorTint(color: Color,tint: Color,) -> Color: + """Get color multiplied with another color""" + ... +def ColorToHSV(color: Color,) -> Vector3: + """Get HSV values for a Color, hue [0..360], saturation/value [0..1]""" + ... +def ColorToInt(color: Color,) -> int: + """Get hexadecimal value for a Color""" + ... +def CompressData(data: str,dataSize: int,compDataSize: Any,) -> str: + """Compress data (DEFLATE algorithm), memory must be MemFree()""" + ... +def CreatePhysicsBodyCircle(Vector2_0: Vector2,float_1: float,float_2: float,) -> Any: + """struct PhysicsBodyData *CreatePhysicsBodyCircle(struct Vector2, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def CreatePhysicsBodyPolygon(Vector2_0: Vector2,float_1: float,int_2: int,float_3: float,) -> Any: + """struct PhysicsBodyData *CreatePhysicsBodyPolygon(struct Vector2, float, int, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def CreatePhysicsBodyRectangle(Vector2_0: Vector2,float_1: float,float_2: float,float_3: float,) -> Any: + """struct PhysicsBodyData *CreatePhysicsBodyRectangle(struct Vector2, float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... DEFAULT: int DROPDOWNBOX: int -DROPDOWN_ARROW_HIDDEN: int DROPDOWN_ITEMS_SPACING: int -DROPDOWN_ROLL_UP: int -def DecodeDataBase64(data: bytes,outputSize: Any,) -> bytes: - """Decode Base64 string data, memory must be MemFree().""" - ... -def DecompressData(compData: bytes,compDataSize: int,dataSize: Any,) -> bytes: - """Decompress data (DEFLATE algorithm), memory must be MemFree().""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def DestroyPhysicsBody(body: Any|list|tuple,) -> None: - """Unitializes and destroy a physics body.""" - ... +def DecodeDataBase64(data: str,outputSize: Any,) -> str: + """Decode Base64 string data, memory must be MemFree()""" + ... +def DecompressData(compData: str,compDataSize: int,dataSize: Any,) -> str: + """Decompress data (DEFLATE algorithm), memory must be MemFree()""" + ... +def DestroyPhysicsBody(PhysicsBodyData_pointer_0: Any,) -> None: + """void DestroyPhysicsBody(struct PhysicsBodyData *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def DetachAudioMixedProcessor(processor: Any,) -> None: - """Detach audio stream processor from the entire audio pipeline.""" - ... -def DetachAudioStreamProcessor(stream: AudioStream|list|tuple,processor: Any,) -> None: - """Detach audio stream processor from stream.""" - ... -def DirectoryExists(dirPath: bytes,) -> bool: - """Check if a directory path exists.""" - ... + """Detach audio stream processor from the entire audio pipeline""" + ... +def DetachAudioStreamProcessor(stream: AudioStream,processor: Any,) -> None: + """Detach audio stream processor from stream""" + ... +def DirectoryExists(dirPath: str,) -> bool: + """Check if a directory path exists""" + ... def DisableCursor() -> None: - """Disables cursor (lock cursor).""" - ... + """Disables cursor (lock cursor)""" + ... def DisableEventWaiting() -> None: - """Disable waiting for events on EndDrawing(), automatic events polling.""" - ... -def DrawBillboard(camera: Camera3D|list|tuple,texture: Texture|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: - """Draw a billboard texture.""" - ... -def 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.""" - ... -def 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.""" - ... -def DrawBoundingBox(box: BoundingBox|list|tuple,color: Color|list|tuple,) -> None: - """Draw bounding box (wires).""" - ... -def 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.""" - ... -def 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.""" - ... -def DrawCircle(centerX: int,centerY: int,radius: float,color: Color|list|tuple,) -> None: - """Draw a color-filled circle.""" - ... -def 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.""" - ... -def DrawCircleGradient(centerX: int,centerY: int,radius: float,inner: Color|list|tuple,outer: Color|list|tuple,) -> None: - """Draw a gradient-filled circle.""" - ... -def DrawCircleLines(centerX: int,centerY: int,radius: float,color: Color|list|tuple,) -> None: - """Draw circle outline.""" - ... -def DrawCircleLinesV(center: Vector2|list|tuple,radius: float,color: Color|list|tuple,) -> None: - """Draw circle outline (Vector version).""" - ... -def DrawCircleSector(center: Vector2|list|tuple,radius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: - """Draw a piece of a circle.""" - ... -def DrawCircleSectorLines(center: Vector2|list|tuple,radius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: - """Draw circle sector outline.""" - ... -def DrawCircleV(center: Vector2|list|tuple,radius: float,color: Color|list|tuple,) -> None: - """Draw a color-filled circle (Vector version).""" - ... -def DrawCube(position: Vector3|list|tuple,width: float,height: float,length: float,color: Color|list|tuple,) -> None: - """Draw cube.""" - ... -def DrawCubeV(position: Vector3|list|tuple,size: Vector3|list|tuple,color: Color|list|tuple,) -> None: - """Draw cube (Vector version).""" - ... -def DrawCubeWires(position: Vector3|list|tuple,width: float,height: float,length: float,color: Color|list|tuple,) -> None: - """Draw cube wires.""" - ... -def DrawCubeWiresV(position: Vector3|list|tuple,size: Vector3|list|tuple,color: Color|list|tuple,) -> None: - """Draw cube wires (Vector version).""" - ... -def DrawCylinder(position: Vector3|list|tuple,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color|list|tuple,) -> None: - """Draw a cylinder/cone.""" - ... -def 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.""" - ... -def DrawCylinderWires(position: Vector3|list|tuple,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color|list|tuple,) -> None: - """Draw a cylinder/cone wires.""" - ... -def 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.""" - ... -def DrawEllipse(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color|list|tuple,) -> None: - """Draw ellipse.""" - ... -def DrawEllipseLines(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color|list|tuple,) -> None: - """Draw ellipse outline.""" - ... + """Disable waiting for events on EndDrawing(), automatic events polling""" + ... +def DrawBillboard(camera: Camera3D,texture: Texture,position: Vector3,size: float,tint: Color,) -> None: + """Draw a billboard texture""" + ... +def DrawBillboardPro(camera: Camera3D,texture: Texture,source: Rectangle,position: Vector3,up: Vector3,size: Vector2,origin: Vector2,rotation: float,tint: Color,) -> None: + """Draw a billboard texture defined by source and rotation""" + ... +def DrawBillboardRec(camera: Camera3D,texture: Texture,source: Rectangle,position: Vector3,size: Vector2,tint: Color,) -> None: + """Draw a billboard texture defined by source""" + ... +def DrawBoundingBox(box: BoundingBox,color: Color,) -> None: + """Draw bounding box (wires)""" + ... +def DrawCapsule(startPos: Vector3,endPos: Vector3,radius: float,slices: int,rings: int,color: Color,) -> None: + """Draw a capsule with the center of its sphere caps at startPos and endPos""" + ... +def DrawCapsuleWires(startPos: Vector3,endPos: Vector3,radius: float,slices: int,rings: int,color: Color,) -> None: + """Draw capsule wireframe with the center of its sphere caps at startPos and endPos""" + ... +def DrawCircle(centerX: int,centerY: int,radius: float,color: Color,) -> None: + """Draw a color-filled circle""" + ... +def DrawCircle3D(center: Vector3,radius: float,rotationAxis: Vector3,rotationAngle: float,color: Color,) -> None: + """Draw a circle in 3D world space""" + ... +def DrawCircleGradient(centerX: int,centerY: int,radius: float,color1: Color,color2: Color,) -> None: + """Draw a gradient-filled circle""" + ... +def DrawCircleLines(centerX: int,centerY: int,radius: float,color: Color,) -> None: + """Draw circle outline""" + ... +def DrawCircleLinesV(center: Vector2,radius: float,color: Color,) -> None: + """Draw circle outline (Vector version)""" + ... +def DrawCircleSector(center: Vector2,radius: float,startAngle: float,endAngle: float,segments: int,color: Color,) -> None: + """Draw a piece of a circle""" + ... +def DrawCircleSectorLines(center: Vector2,radius: float,startAngle: float,endAngle: float,segments: int,color: Color,) -> None: + """Draw circle sector outline""" + ... +def DrawCircleV(center: Vector2,radius: float,color: Color,) -> None: + """Draw a color-filled circle (Vector version)""" + ... +def DrawCube(position: Vector3,width: float,height: float,length: float,color: Color,) -> None: + """Draw cube""" + ... +def DrawCubeV(position: Vector3,size: Vector3,color: Color,) -> None: + """Draw cube (Vector version)""" + ... +def DrawCubeWires(position: Vector3,width: float,height: float,length: float,color: Color,) -> None: + """Draw cube wires""" + ... +def DrawCubeWiresV(position: Vector3,size: Vector3,color: Color,) -> None: + """Draw cube wires (Vector version)""" + ... +def DrawCylinder(position: Vector3,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color,) -> None: + """Draw a cylinder/cone""" + ... +def DrawCylinderEx(startPos: Vector3,endPos: Vector3,startRadius: float,endRadius: float,sides: int,color: Color,) -> None: + """Draw a cylinder with base at startPos and top at endPos""" + ... +def DrawCylinderWires(position: Vector3,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color,) -> None: + """Draw a cylinder/cone wires""" + ... +def DrawCylinderWiresEx(startPos: Vector3,endPos: Vector3,startRadius: float,endRadius: float,sides: int,color: Color,) -> None: + """Draw a cylinder wires with base at startPos and top at endPos""" + ... +def DrawEllipse(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color,) -> None: + """Draw ellipse""" + ... +def DrawEllipseLines(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color,) -> None: + """Draw ellipse outline""" + ... def DrawFPS(posX: int,posY: int,) -> None: - """Draw current FPS.""" - ... + """Draw current FPS""" + ... def DrawGrid(slices: int,spacing: float,) -> None: - """Draw a grid (centered at (0, 0, 0)).""" - ... -def DrawLine(startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color|list|tuple,) -> None: - """Draw a line.""" - ... -def DrawLine3D(startPos: Vector3|list|tuple,endPos: Vector3|list|tuple,color: Color|list|tuple,) -> None: - """Draw a line in 3D world space.""" - ... -def DrawLineBezier(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: - """Draw line segment cubic-bezier in-out interpolation.""" - ... -def DrawLineEx(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: - """Draw a line (using triangles/quads).""" - ... -def DrawLineStrip(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: - """Draw lines sequence (using gl lines).""" - ... -def DrawLineV(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw a line (using gl lines).""" - ... -def DrawMesh(mesh: Mesh|list|tuple,material: Material|list|tuple,transform: Matrix|list|tuple,) -> None: - """Draw a 3d mesh with material and transform.""" - ... -def 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.""" - ... -def DrawModel(model: Model|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: - """Draw a model (with texture if set).""" - ... -def 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.""" - ... -def DrawModelPoints(model: Model|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: - """Draw a model as points.""" - ... -def 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.""" - ... -def DrawModelWires(model: Model|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: - """Draw a model wires (with texture if set).""" - ... -def 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.""" - ... -def DrawPixel(posX: int,posY: int,color: Color|list|tuple,) -> None: - """Draw a pixel using geometry [Can be slow, use with care].""" - ... -def DrawPixelV(position: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw a pixel using geometry (Vector version) [Can be slow, use with care].""" - ... -def DrawPlane(centerPos: Vector3|list|tuple,size: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw a plane XZ.""" - ... -def DrawPoint3D(position: Vector3|list|tuple,color: Color|list|tuple,) -> None: - """Draw a point in 3D space, actually a small line.""" - ... -def DrawPoly(center: Vector2|list|tuple,sides: int,radius: float,rotation: float,color: Color|list|tuple,) -> None: - """Draw a regular polygon (Vector version).""" - ... -def DrawPolyLines(center: Vector2|list|tuple,sides: int,radius: float,rotation: float,color: Color|list|tuple,) -> None: - """Draw a polygon outline of n sides.""" - ... -def 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.""" - ... -def DrawRay(ray: Ray|list|tuple,color: Color|list|tuple,) -> None: - """Draw a ray line.""" - ... -def DrawRectangle(posX: int,posY: int,width: int,height: int,color: Color|list|tuple,) -> None: - """Draw a color-filled rectangle.""" - ... -def 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.""" - ... -def DrawRectangleGradientH(posX: int,posY: int,width: int,height: int,left: Color|list|tuple,right: Color|list|tuple,) -> None: - """Draw a horizontal-gradient-filled rectangle.""" - ... -def DrawRectangleGradientV(posX: int,posY: int,width: int,height: int,top: Color|list|tuple,bottom: Color|list|tuple,) -> None: - """Draw a vertical-gradient-filled rectangle.""" - ... -def DrawRectangleLines(posX: int,posY: int,width: int,height: int,color: Color|list|tuple,) -> None: - """Draw rectangle outline.""" - ... -def DrawRectangleLinesEx(rec: Rectangle|list|tuple,lineThick: float,color: Color|list|tuple,) -> None: - """Draw rectangle outline with extended parameters.""" - ... -def DrawRectanglePro(rec: Rectangle|list|tuple,origin: Vector2|list|tuple,rotation: float,color: Color|list|tuple,) -> None: - """Draw a color-filled rectangle with pro parameters.""" - ... -def DrawRectangleRec(rec: Rectangle|list|tuple,color: Color|list|tuple,) -> None: - """Draw a color-filled rectangle.""" - ... -def DrawRectangleRounded(rec: Rectangle|list|tuple,roundness: float,segments: int,color: Color|list|tuple,) -> None: - """Draw rectangle with rounded edges.""" - ... -def DrawRectangleRoundedLines(rec: Rectangle|list|tuple,roundness: float,segments: int,color: Color|list|tuple,) -> None: - """Draw rectangle lines with rounded edges.""" - ... -def DrawRectangleRoundedLinesEx(rec: Rectangle|list|tuple,roundness: float,segments: int,lineThick: float,color: Color|list|tuple,) -> None: - """Draw rectangle with rounded edges outline.""" - ... -def DrawRectangleV(position: Vector2|list|tuple,size: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw a color-filled rectangle (Vector version).""" - ... -def DrawRing(center: Vector2|list|tuple,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: - """Draw ring.""" - ... -def DrawRingLines(center: Vector2|list|tuple,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: - """Draw ring outline.""" - ... -def DrawSphere(centerPos: Vector3|list|tuple,radius: float,color: Color|list|tuple,) -> None: - """Draw sphere.""" - ... -def DrawSphereEx(centerPos: Vector3|list|tuple,radius: float,rings: int,slices: int,color: Color|list|tuple,) -> None: - """Draw sphere with extended parameters.""" - ... -def DrawSphereWires(centerPos: Vector3|list|tuple,radius: float,rings: int,slices: int,color: Color|list|tuple,) -> None: - """Draw sphere wires.""" - ... -def DrawSplineBasis(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: - """Draw spline: B-Spline, minimum 4 points.""" - ... -def 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...].""" - ... -def 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...].""" - ... -def DrawSplineCatmullRom(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: - """Draw spline: Catmull-Rom, minimum 4 points.""" - ... -def DrawSplineLinear(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: - """Draw spline: Linear, minimum 2 points.""" - ... -def 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.""" - ... -def 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.""" - ... -def 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.""" - ... -def 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.""" - ... -def DrawSplineSegmentLinear(p1: Vector2|list|tuple,p2: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: - """Draw spline segment: Linear, 2 points.""" - ... -def DrawText(text: bytes,posX: int,posY: int,fontSize: int,color: Color|list|tuple,) -> None: - """Draw text (using default font).""" - ... -def DrawTextCodepoint(font: Font|list|tuple,codepoint: int,position: Vector2|list|tuple,fontSize: float,tint: Color|list|tuple,) -> None: - """Draw one character (codepoint).""" - ... -def 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).""" - ... -def 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.""" - ... -def 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).""" - ... -def DrawTexture(texture: Texture|list|tuple,posX: int,posY: int,tint: Color|list|tuple,) -> None: - """Draw a Texture2D.""" - ... -def DrawTextureEx(texture: Texture|list|tuple,position: Vector2|list|tuple,rotation: float,scale: float,tint: Color|list|tuple,) -> None: - """Draw a Texture2D with extended parameters.""" - ... -def 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.""" - ... -def 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.""" - ... -def 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.""" - ... -def DrawTextureV(texture: Texture|list|tuple,position: Vector2|list|tuple,tint: Color|list|tuple,) -> None: - """Draw a Texture2D with position defined as Vector2.""" - ... -def 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!).""" - ... -def 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!).""" - ... -def DrawTriangleFan(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: - """Draw a triangle fan defined by points (first vertex is the center).""" - ... -def 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!).""" - ... -def DrawTriangleStrip(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: - """Draw a triangle strip defined by points.""" - ... -def DrawTriangleStrip3D(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: - """Draw a triangle strip defined by points.""" - ... + """Draw a grid (centered at (0, 0, 0))""" + ... +def DrawLine(startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color,) -> None: + """Draw a line""" + ... +def DrawLine3D(startPos: Vector3,endPos: Vector3,color: Color,) -> None: + """Draw a line in 3D world space""" + ... +def DrawLineBezier(startPos: Vector2,endPos: Vector2,thick: float,color: Color,) -> None: + """Draw line segment cubic-bezier in-out interpolation""" + ... +def DrawLineEx(startPos: Vector2,endPos: Vector2,thick: float,color: Color,) -> None: + """Draw a line (using triangles/quads)""" + ... +def DrawLineStrip(points: Any,pointCount: int,color: Color,) -> None: + """Draw lines sequence (using gl lines)""" + ... +def DrawLineV(startPos: Vector2,endPos: Vector2,color: Color,) -> None: + """Draw a line (using gl lines)""" + ... +def DrawMesh(mesh: Mesh,material: Material,transform: Matrix,) -> None: + """Draw a 3d mesh with material and transform""" + ... +def DrawMeshInstanced(mesh: Mesh,material: Material,transforms: Any,instances: int,) -> None: + """Draw multiple mesh instances with material and different transforms""" + ... +def DrawModel(model: Model,position: Vector3,scale: float,tint: Color,) -> None: + """Draw a model (with texture if set)""" + ... +def DrawModelEx(model: Model,position: Vector3,rotationAxis: Vector3,rotationAngle: float,scale: Vector3,tint: Color,) -> None: + """Draw a model with extended parameters""" + ... +def DrawModelWires(model: Model,position: Vector3,scale: float,tint: Color,) -> None: + """Draw a model wires (with texture if set)""" + ... +def DrawModelWiresEx(model: Model,position: Vector3,rotationAxis: Vector3,rotationAngle: float,scale: Vector3,tint: Color,) -> None: + """Draw a model wires (with texture if set) with extended parameters""" + ... +def DrawPixel(posX: int,posY: int,color: Color,) -> None: + """Draw a pixel""" + ... +def DrawPixelV(position: Vector2,color: Color,) -> None: + """Draw a pixel (Vector version)""" + ... +def DrawPlane(centerPos: Vector3,size: Vector2,color: Color,) -> None: + """Draw a plane XZ""" + ... +def DrawPoint3D(position: Vector3,color: Color,) -> None: + """Draw a point in 3D space, actually a small line""" + ... +def DrawPoly(center: Vector2,sides: int,radius: float,rotation: float,color: Color,) -> None: + """Draw a regular polygon (Vector version)""" + ... +def DrawPolyLines(center: Vector2,sides: int,radius: float,rotation: float,color: Color,) -> None: + """Draw a polygon outline of n sides""" + ... +def DrawPolyLinesEx(center: Vector2,sides: int,radius: float,rotation: float,lineThick: float,color: Color,) -> None: + """Draw a polygon outline of n sides with extended parameters""" + ... +def DrawRay(ray: Ray,color: Color,) -> None: + """Draw a ray line""" + ... +def DrawRectangle(posX: int,posY: int,width: int,height: int,color: Color,) -> None: + """Draw a color-filled rectangle""" + ... +def DrawRectangleGradientEx(rec: Rectangle,col1: Color,col2: Color,col3: Color,col4: Color,) -> None: + """Draw a gradient-filled rectangle with custom vertex colors""" + ... +def DrawRectangleGradientH(posX: int,posY: int,width: int,height: int,color1: Color,color2: Color,) -> None: + """Draw a horizontal-gradient-filled rectangle""" + ... +def DrawRectangleGradientV(posX: int,posY: int,width: int,height: int,color1: Color,color2: Color,) -> None: + """Draw a vertical-gradient-filled rectangle""" + ... +def DrawRectangleLines(posX: int,posY: int,width: int,height: int,color: Color,) -> None: + """Draw rectangle outline""" + ... +def DrawRectangleLinesEx(rec: Rectangle,lineThick: float,color: Color,) -> None: + """Draw rectangle outline with extended parameters""" + ... +def DrawRectanglePro(rec: Rectangle,origin: Vector2,rotation: float,color: Color,) -> None: + """Draw a color-filled rectangle with pro parameters""" + ... +def DrawRectangleRec(rec: Rectangle,color: Color,) -> None: + """Draw a color-filled rectangle""" + ... +def DrawRectangleRounded(rec: Rectangle,roundness: float,segments: int,color: Color,) -> None: + """Draw rectangle with rounded edges""" + ... +def DrawRectangleRoundedLines(rec: Rectangle,roundness: float,segments: int,lineThick: float,color: Color,) -> None: + """Draw rectangle with rounded edges outline""" + ... +def DrawRectangleV(position: Vector2,size: Vector2,color: Color,) -> None: + """Draw a color-filled rectangle (Vector version)""" + ... +def DrawRing(center: Vector2,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color,) -> None: + """Draw ring""" + ... +def DrawRingLines(center: Vector2,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color,) -> None: + """Draw ring outline""" + ... +def DrawSphere(centerPos: Vector3,radius: float,color: Color,) -> None: + """Draw sphere""" + ... +def DrawSphereEx(centerPos: Vector3,radius: float,rings: int,slices: int,color: Color,) -> None: + """Draw sphere with extended parameters""" + ... +def DrawSphereWires(centerPos: Vector3,radius: float,rings: int,slices: int,color: Color,) -> None: + """Draw sphere wires""" + ... +def DrawSplineBasis(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: B-Spline, minimum 4 points""" + ... +def DrawSplineBezierCubic(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]""" + ... +def DrawSplineBezierQuadratic(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]""" + ... +def DrawSplineCatmullRom(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: Catmull-Rom, minimum 4 points""" + ... +def DrawSplineLinear(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: Linear, minimum 2 points""" + ... +def DrawSplineSegmentBasis(p1: Vector2,p2: Vector2,p3: Vector2,p4: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: B-Spline, 4 points""" + ... +def DrawSplineSegmentBezierCubic(p1: Vector2,c2: Vector2,c3: Vector2,p4: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: Cubic Bezier, 2 points, 2 control points""" + ... +def DrawSplineSegmentBezierQuadratic(p1: Vector2,c2: Vector2,p3: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: Quadratic Bezier, 2 points, 1 control point""" + ... +def DrawSplineSegmentCatmullRom(p1: Vector2,p2: Vector2,p3: Vector2,p4: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: Catmull-Rom, 4 points""" + ... +def DrawSplineSegmentLinear(p1: Vector2,p2: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: Linear, 2 points""" + ... +def DrawText(text: str,posX: int,posY: int,fontSize: int,color: Color,) -> None: + """Draw text (using default font)""" + ... +def DrawTextCodepoint(font: Font,codepoint: int,position: Vector2,fontSize: float,tint: Color,) -> None: + """Draw one character (codepoint)""" + ... +def DrawTextCodepoints(font: Font,codepoints: Any,codepointCount: int,position: Vector2,fontSize: float,spacing: float,tint: Color,) -> None: + """Draw multiple character (codepoint)""" + ... +def DrawTextEx(font: Font,text: str,position: Vector2,fontSize: float,spacing: float,tint: Color,) -> None: + """Draw text using font and additional parameters""" + ... +def DrawTextPro(font: Font,text: str,position: Vector2,origin: Vector2,rotation: float,fontSize: float,spacing: float,tint: Color,) -> None: + """Draw text using Font and pro parameters (rotation)""" + ... +def DrawTexture(texture: Texture,posX: int,posY: int,tint: Color,) -> None: + """Draw a Texture2D""" + ... +def DrawTextureEx(texture: Texture,position: Vector2,rotation: float,scale: float,tint: Color,) -> None: + """Draw a Texture2D with extended parameters""" + ... +def DrawTextureNPatch(texture: Texture,nPatchInfo: NPatchInfo,dest: Rectangle,origin: Vector2,rotation: float,tint: Color,) -> None: + """Draws a texture (or part of it) that stretches or shrinks nicely""" + ... +def DrawTexturePro(texture: Texture,source: Rectangle,dest: Rectangle,origin: Vector2,rotation: float,tint: Color,) -> None: + """Draw a part of a texture defined by a rectangle with 'pro' parameters""" + ... +def DrawTextureRec(texture: Texture,source: Rectangle,position: Vector2,tint: Color,) -> None: + """Draw a part of a texture defined by a rectangle""" + ... +def DrawTextureV(texture: Texture,position: Vector2,tint: Color,) -> None: + """Draw a Texture2D with position defined as Vector2""" + ... +def DrawTriangle(v1: Vector2,v2: Vector2,v3: Vector2,color: Color,) -> None: + """Draw a color-filled triangle (vertex in counter-clockwise order!)""" + ... +def DrawTriangle3D(v1: Vector3,v2: Vector3,v3: Vector3,color: Color,) -> None: + """Draw a color-filled triangle (vertex in counter-clockwise order!)""" + ... +def DrawTriangleFan(points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle fan defined by points (first vertex is the center)""" + ... +def DrawTriangleLines(v1: Vector2,v2: Vector2,v3: Vector2,color: Color,) -> None: + """Draw triangle outline (vertex in counter-clockwise order!)""" + ... +def DrawTriangleStrip(points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle strip defined by points""" + ... +def DrawTriangleStrip3D(points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle strip defined by points""" + ... def EnableCursor() -> None: - """Enables cursor (unlock cursor).""" - ... + """Enables cursor (unlock cursor)""" + ... def EnableEventWaiting() -> None: - """Enable waiting for events on EndDrawing(), no automatic event polling.""" - ... -def EncodeDataBase64(data: bytes,dataSize: int,outputSize: Any,) -> bytes: - """Encode data to Base64 string, memory must be MemFree().""" - ... + """Enable waiting for events on EndDrawing(), no automatic event polling""" + ... +def EncodeDataBase64(data: str,dataSize: int,outputSize: Any,) -> str: + """Encode data to Base64 string, memory must be MemFree()""" + ... def EndBlendMode() -> None: - """End blending mode (reset to default: alpha blending).""" - ... + """End blending mode (reset to default: alpha blending)""" + ... def EndDrawing() -> None: - """End canvas drawing and swap buffers (double buffering).""" - ... + """End canvas drawing and swap buffers (double buffering)""" + ... def EndMode2D() -> None: - """Ends 2D mode with custom camera.""" - ... + """Ends 2D mode with custom camera""" + ... def EndMode3D() -> None: - """Ends 3D mode and returns to default 2D orthographic mode.""" - ... + """Ends 3D mode and returns to default 2D orthographic mode""" + ... def EndScissorMode() -> None: - """End scissor mode.""" - ... + """End scissor mode""" + ... def EndShaderMode() -> None: - """End custom shader drawing (use default shader).""" - ... + """End custom shader drawing (use default shader)""" + ... def EndTextureMode() -> None: - """Ends drawing to render texture.""" - ... + """Ends drawing to render texture""" + ... def EndVrStereoMode() -> None: - """End stereo rendering (requires VR simulator).""" - ... -def ExportAutomationEventList(list_0: AutomationEventList|list|tuple,fileName: bytes,) -> bool: - """Export automation events list as text file.""" - ... -def ExportDataAsCode(data: bytes,dataSize: int,fileName: bytes,) -> bool: - """Export data to code (.h), returns true on success.""" - ... -def ExportFontAsCode(font: Font|list|tuple,fileName: bytes,) -> bool: - """Export font as code file, returns true on success.""" - ... -def ExportImage(image: Image|list|tuple,fileName: bytes,) -> bool: - """Export image data to file, returns true on success.""" - ... -def ExportImageAsCode(image: Image|list|tuple,fileName: bytes,) -> bool: - """Export image as code file defining an array of bytes, returns true on success.""" - ... -def ExportImageToMemory(image: Image|list|tuple,fileType: bytes,fileSize: Any,) -> bytes: - """Export image to memory buffer.""" - ... -def ExportMesh(mesh: Mesh|list|tuple,fileName: bytes,) -> bool: - """Export mesh data to file, returns true on success.""" - ... -def ExportMeshAsCode(mesh: Mesh|list|tuple,fileName: bytes,) -> bool: - """Export mesh as code file (.h) defining multiple arrays of vertex attributes.""" - ... -def ExportWave(wave: Wave|list|tuple,fileName: bytes,) -> bool: - """Export wave data to file, returns true on success.""" - ... -def ExportWaveAsCode(wave: Wave|list|tuple,fileName: bytes,) -> bool: - """Export wave sample data to code (.h), returns true on success.""" - ... + """End stereo rendering (requires VR simulator)""" + ... +def ExportAutomationEventList(list: AutomationEventList,fileName: str,) -> bool: + """Export automation events list as text file""" + ... +def ExportDataAsCode(data: str,dataSize: int,fileName: str,) -> bool: + """Export data to code (.h), returns true on success""" + ... +def ExportFontAsCode(font: Font,fileName: str,) -> bool: + """Export font as code file, returns true on success""" + ... +def ExportImage(image: Image,fileName: str,) -> bool: + """Export image data to file, returns true on success""" + ... +def ExportImageAsCode(image: Image,fileName: str,) -> bool: + """Export image as code file defining an array of bytes, returns true on success""" + ... +def ExportImageToMemory(image: Image,fileType: str,fileSize: Any,) -> str: + """Export image to memory buffer""" + ... +def ExportMesh(mesh: Mesh,fileName: str,) -> bool: + """Export mesh data to file, returns true on success""" + ... +def ExportWave(wave: Wave,fileName: str,) -> bool: + """Export wave data to file, returns true on success""" + ... +def ExportWaveAsCode(wave: Wave,fileName: str,) -> bool: + """Export wave sample data to code (.h), returns true on success""" + ... FLAG_BORDERLESS_WINDOWED_MODE: int FLAG_FULLSCREEN_MODE: int FLAG_INTERLACED_HINT: int @@ -592,15 +567,17 @@ FLAG_WINDOW_UNFOCUSED: int FONT_BITMAP: int FONT_DEFAULT: int FONT_SDF: int -def Fade(color: Color|list|tuple,alpha: float,) -> Color: - """Get color with alpha applied, alpha goes from 0.0f to 1.0f.""" - ... -def FileExists(fileName: bytes,) -> bool: - """Check if file exists.""" - ... -def FloatEquals(x: float,y: float,) -> int: - """.""" - ... +def Fade(color: Color,alpha: float,) -> Color: + """Get color with alpha applied, alpha goes from 0.0f to 1.0f""" + ... +def FileExists(fileName: str,) -> bool: + """Check if file exists""" + ... +def FloatEquals(float_0: float,float_1: float,) -> int: + """int FloatEquals(float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... GAMEPAD_AXIS_LEFT_TRIGGER: int GAMEPAD_AXIS_LEFT_X: int GAMEPAD_AXIS_LEFT_Y: int @@ -638,558 +615,669 @@ GESTURE_SWIPE_UP: int GESTURE_TAP: int GROUP_PADDING: int def GenImageCellular(width: int,height: int,tileSize: int,) -> Image: - """Generate image: cellular algorithm, bigger tileSize means bigger cells.""" - ... -def GenImageChecked(width: int,height: int,checksX: int,checksY: int,col1: Color|list|tuple,col2: Color|list|tuple,) -> Image: - """Generate image: checked.""" - ... -def GenImageColor(width: int,height: int,color: Color|list|tuple,) -> Image: - """Generate image: plain color.""" - ... -def 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.""" - ... -def 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.""" - ... -def GenImageGradientRadial(width: int,height: int,density: float,inner: Color|list|tuple,outer: Color|list|tuple,) -> Image: - """Generate image: radial gradient.""" - ... -def GenImageGradientSquare(width: int,height: int,density: float,inner: Color|list|tuple,outer: Color|list|tuple,) -> Image: - """Generate image: square gradient.""" - ... + """Generate image: cellular algorithm, bigger tileSize means bigger cells""" + ... +def GenImageChecked(width: int,height: int,checksX: int,checksY: int,col1: Color,col2: Color,) -> Image: + """Generate image: checked""" + ... +def GenImageColor(width: int,height: int,color: Color,) -> Image: + """Generate image: plain color""" + ... +def GenImageFontAtlas(glyphs: Any,glyphRecs: Any,glyphCount: int,fontSize: int,padding: int,packMethod: int,) -> Image: + """Generate image font atlas using chars info""" + ... +def GenImageGradientLinear(width: int,height: int,direction: int,start: Color,end: Color,) -> Image: + """Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient""" + ... +def GenImageGradientRadial(width: int,height: int,density: float,inner: Color,outer: Color,) -> Image: + """Generate image: radial gradient""" + ... +def GenImageGradientSquare(width: int,height: int,density: float,inner: Color,outer: Color,) -> Image: + """Generate image: square gradient""" + ... def GenImagePerlinNoise(width: int,height: int,offsetX: int,offsetY: int,scale: float,) -> Image: - """Generate image: perlin noise.""" - ... -def GenImageText(width: int,height: int,text: bytes,) -> Image: - """Generate image: grayscale image from text data.""" - ... + """Generate image: perlin noise""" + ... +def GenImageText(width: int,height: int,text: str,) -> Image: + """Generate image: grayscale image from text data""" + ... def GenImageWhiteNoise(width: int,height: int,factor: float,) -> Image: - """Generate image: white noise.""" - ... + """Generate image: white noise""" + ... def GenMeshCone(radius: float,height: float,slices: int,) -> Mesh: - """Generate cone/pyramid mesh.""" - ... + """Generate cone/pyramid mesh""" + ... def GenMeshCube(width: float,height: float,length: float,) -> Mesh: - """Generate cuboid mesh.""" - ... -def GenMeshCubicmap(cubicmap: Image|list|tuple,cubeSize: Vector3|list|tuple,) -> Mesh: - """Generate cubes-based map mesh from image data.""" - ... + """Generate cuboid mesh""" + ... +def GenMeshCubicmap(cubicmap: Image,cubeSize: Vector3,) -> Mesh: + """Generate cubes-based map mesh from image data""" + ... def GenMeshCylinder(radius: float,height: float,slices: int,) -> Mesh: - """Generate cylinder mesh.""" - ... -def GenMeshHeightmap(heightmap: Image|list|tuple,size: Vector3|list|tuple,) -> Mesh: - """Generate heightmap mesh from image data.""" - ... + """Generate cylinder mesh""" + ... +def GenMeshHeightmap(heightmap: Image,size: Vector3,) -> Mesh: + """Generate heightmap mesh from image data""" + ... def GenMeshHemiSphere(radius: float,rings: int,slices: int,) -> Mesh: - """Generate half-sphere mesh (no bottom cap).""" - ... + """Generate half-sphere mesh (no bottom cap)""" + ... def GenMeshKnot(radius: float,size: float,radSeg: int,sides: int,) -> Mesh: - """Generate trefoil knot mesh.""" - ... + """Generate trefoil knot mesh""" + ... def GenMeshPlane(width: float,length: float,resX: int,resZ: int,) -> Mesh: - """Generate plane mesh (with subdivisions).""" - ... + """Generate plane mesh (with subdivisions)""" + ... def GenMeshPoly(sides: int,radius: float,) -> Mesh: - """Generate polygonal mesh.""" - ... + """Generate polygonal mesh""" + ... def GenMeshSphere(radius: float,rings: int,slices: int,) -> Mesh: - """Generate sphere mesh (standard sphere).""" - ... -def GenMeshTangents(mesh: Any|list|tuple,) -> None: - """Compute mesh tangents.""" - ... + """Generate sphere mesh (standard sphere)""" + ... +def GenMeshTangents(mesh: Any,) -> None: + """Compute mesh tangents""" + ... def GenMeshTorus(radius: float,size: float,radSeg: int,sides: int,) -> Mesh: - """Generate torus mesh.""" - ... -def GenTextureMipmaps(texture: Any|list|tuple,) -> None: - """Generate GPU mipmaps for a texture.""" - ... -def GetApplicationDirectory() -> bytes: - """Get the directory of the running application (uses static string).""" - ... -def GetCameraMatrix(camera: Camera3D|list|tuple,) -> Matrix: - """Get camera transform matrix (view matrix).""" - ... -def GetCameraMatrix2D(camera: Camera2D|list|tuple,) -> Matrix: - """Get camera 2d transform matrix.""" - ... + """Generate torus mesh""" + ... +def GenTextureMipmaps(texture: Any,) -> None: + """Generate GPU mipmaps for a texture""" + ... +def GetApplicationDirectory() -> str: + """Get the directory of the running application (uses static string)""" + ... +def GetCameraMatrix(camera: Camera3D,) -> Matrix: + """Get camera transform matrix (view matrix)""" + ... +def GetCameraMatrix2D(camera: Camera2D,) -> Matrix: + """Get camera 2d transform matrix""" + ... def GetCharPressed() -> int: - """Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty.""" - ... -def GetClipboardImage() -> Image: - """Get clipboard image content.""" - ... -def GetClipboardText() -> bytes: - """Get clipboard text content.""" - ... -def GetCodepoint(text: bytes,codepointSize: Any,) -> int: - """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure.""" - ... -def GetCodepointCount(text: bytes,) -> int: - """Get total number of codepoints in a UTF-8 encoded string.""" - ... -def GetCodepointNext(text: bytes,codepointSize: Any,) -> int: - """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure.""" - ... -def GetCodepointPrevious(text: bytes,codepointSize: Any,) -> int: - """Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure.""" - ... -def GetCollisionRec(rec1: Rectangle|list|tuple,rec2: Rectangle|list|tuple,) -> Rectangle: - """Get collision rectangle for two rectangles collision.""" - ... + """Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty""" + ... +def GetClipboardText() -> str: + """Get clipboard text content""" + ... +def GetCodepoint(text: str,codepointSize: Any,) -> int: + """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure""" + ... +def GetCodepointCount(text: str,) -> int: + """Get total number of codepoints in a UTF-8 encoded string""" + ... +def GetCodepointNext(text: str,codepointSize: Any,) -> int: + """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure""" + ... +def GetCodepointPrevious(text: str,codepointSize: Any,) -> int: + """Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure""" + ... +def GetCollisionRec(rec1: Rectangle,rec2: Rectangle,) -> Rectangle: + """Get collision rectangle for two rectangles collision""" + ... def GetColor(hexValue: int,) -> Color: - """Get Color structure from hexadecimal value.""" - ... + """Get Color structure from hexadecimal value""" + ... def GetCurrentMonitor() -> int: - """Get current monitor where window is placed.""" - ... -def GetDirectoryPath(filePath: bytes,) -> bytes: - """Get full path for a given fileName with path (uses static string).""" - ... + """Get current connected monitor""" + ... +def GetDirectoryPath(filePath: str,) -> str: + """Get full path for a given fileName with path (uses static string)""" + ... def GetFPS() -> int: - """Get current FPS.""" - ... -def GetFileExtension(fileName: bytes,) -> bytes: - """Get pointer to extension for a filename string (includes dot: '.png').""" - ... -def GetFileLength(fileName: bytes,) -> int: - """Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h).""" - ... -def GetFileModTime(fileName: bytes,) -> int: - """Get file modification time (last write time).""" - ... -def GetFileName(filePath: bytes,) -> bytes: - """Get pointer to filename for a path string.""" - ... -def GetFileNameWithoutExt(filePath: bytes,) -> bytes: - """Get filename string without extension (uses static string).""" - ... + """Get current FPS""" + ... +def GetFileExtension(fileName: str,) -> str: + """Get pointer to extension for a filename string (includes dot: '.png')""" + ... +def GetFileLength(fileName: str,) -> int: + """Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)""" + ... +def GetFileModTime(fileName: str,) -> int: + """Get file modification time (last write time)""" + ... +def GetFileName(filePath: str,) -> str: + """Get pointer to filename for a path string""" + ... +def GetFileNameWithoutExt(filePath: str,) -> str: + """Get filename string without extension (uses static string)""" + ... def GetFontDefault() -> Font: - """Get the default Font.""" - ... + """Get the default Font""" + ... def GetFrameTime() -> float: - """Get time in seconds for last frame drawn (delta time).""" - ... + """Get time in seconds for last frame drawn (delta time)""" + ... def GetGamepadAxisCount(gamepad: int,) -> int: - """Get gamepad axis count for a gamepad.""" - ... + """Get gamepad axis count for a gamepad""" + ... def GetGamepadAxisMovement(gamepad: int,axis: int,) -> float: - """Get axis movement value for a gamepad axis.""" - ... + """Get axis movement value for a gamepad axis""" + ... def GetGamepadButtonPressed() -> int: - """Get the last gamepad button pressed.""" - ... -def GetGamepadName(gamepad: int,) -> bytes: - """Get gamepad internal name id.""" - ... + """Get the last gamepad button pressed""" + ... +def GetGamepadName(gamepad: int,) -> str: + """Get gamepad internal name id""" + ... def GetGestureDetected() -> int: - """Get latest detected gesture.""" - ... + """Get latest detected gesture""" + ... def GetGestureDragAngle() -> float: - """Get gesture drag angle.""" - ... + """Get gesture drag angle""" + ... def GetGestureDragVector() -> Vector2: - """Get gesture drag vector.""" - ... + """Get gesture drag vector""" + ... def GetGestureHoldDuration() -> float: - """Get gesture hold time in seconds.""" - ... + """Get gesture hold time in milliseconds""" + ... def GetGesturePinchAngle() -> float: - """Get gesture pinch angle.""" - ... + """Get gesture pinch angle""" + ... def GetGesturePinchVector() -> Vector2: - """Get gesture pinch delta.""" - ... -def GetGlyphAtlasRec(font: Font|list|tuple,codepoint: int,) -> Rectangle: - """Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found.""" - ... -def GetGlyphIndex(font: Font|list|tuple,codepoint: int,) -> int: - """Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found.""" - ... -def GetGlyphInfo(font: Font|list|tuple,codepoint: int,) -> GlyphInfo: - """Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found.""" - ... -def GetImageAlphaBorder(image: Image|list|tuple,threshold: float,) -> Rectangle: - """Get image alpha border rectangle.""" - ... -def GetImageColor(image: Image|list|tuple,x: int,y: int,) -> Color: - """Get image pixel color at (x, y) position.""" - ... + """Get gesture pinch delta""" + ... +def GetGlyphAtlasRec(font: Font,codepoint: int,) -> Rectangle: + """Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found""" + ... +def GetGlyphIndex(font: Font,codepoint: int,) -> int: + """Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found""" + ... +def GetGlyphInfo(font: Font,codepoint: int,) -> GlyphInfo: + """Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found""" + ... +def GetImageAlphaBorder(image: Image,threshold: float,) -> Rectangle: + """Get image alpha border rectangle""" + ... +def GetImageColor(image: Image,x: int,y: int,) -> Color: + """Get image pixel color at (x, y) position""" + ... def GetKeyPressed() -> int: - """Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty.""" - ... + """Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty""" + ... def GetMasterVolume() -> float: - """Get master volume (listener).""" - ... -def GetMeshBoundingBox(mesh: Mesh|list|tuple,) -> BoundingBox: - """Compute mesh bounding box limits.""" - ... -def GetModelBoundingBox(model: Model|list|tuple,) -> BoundingBox: - """Compute model bounding box limits (considers all meshes).""" - ... + """Get master volume (listener)""" + ... +def GetMeshBoundingBox(mesh: Mesh,) -> BoundingBox: + """Compute mesh bounding box limits""" + ... +def GetModelBoundingBox(model: Model,) -> BoundingBox: + """Compute model bounding box limits (considers all meshes)""" + ... def GetMonitorCount() -> int: - """Get number of connected monitors.""" - ... + """Get number of connected monitors""" + ... def GetMonitorHeight(monitor: int,) -> int: - """Get specified monitor height (current video mode used by monitor).""" - ... -def GetMonitorName(monitor: int,) -> bytes: - """Get the human-readable, UTF-8 encoded name of the specified monitor.""" - ... + """Get specified monitor height (current video mode used by monitor)""" + ... +def GetMonitorName(monitor: int,) -> str: + """Get the human-readable, UTF-8 encoded name of the specified monitor""" + ... def GetMonitorPhysicalHeight(monitor: int,) -> int: - """Get specified monitor physical height in millimetres.""" - ... + """Get specified monitor physical height in millimetres""" + ... def GetMonitorPhysicalWidth(monitor: int,) -> int: - """Get specified monitor physical width in millimetres.""" - ... + """Get specified monitor physical width in millimetres""" + ... def GetMonitorPosition(monitor: int,) -> Vector2: - """Get specified monitor position.""" - ... + """Get specified monitor position""" + ... def GetMonitorRefreshRate(monitor: int,) -> int: - """Get specified monitor refresh rate.""" - ... + """Get specified monitor refresh rate""" + ... def GetMonitorWidth(monitor: int,) -> int: - """Get specified monitor width (current video mode used by monitor).""" - ... + """Get specified monitor width (current video mode used by monitor)""" + ... def GetMouseDelta() -> Vector2: - """Get mouse delta between frames.""" - ... + """Get mouse delta between frames""" + ... def GetMousePosition() -> Vector2: - """Get mouse position XY.""" - ... + """Get mouse position XY""" + ... +def GetMouseRay(mousePosition: Vector2,camera: Camera3D,) -> Ray: + """Get a ray trace from mouse position""" + ... def GetMouseWheelMove() -> float: - """Get mouse wheel movement for X or Y, whichever is larger.""" - ... + """Get mouse wheel movement for X or Y, whichever is larger""" + ... def GetMouseWheelMoveV() -> Vector2: - """Get mouse wheel movement for both X and Y.""" - ... + """Get mouse wheel movement for both X and Y""" + ... def GetMouseX() -> int: - """Get mouse position X.""" - ... + """Get mouse position X""" + ... def GetMouseY() -> int: - """Get mouse position Y.""" - ... -def GetMusicTimeLength(music: Music|list|tuple,) -> float: - """Get music time length (in seconds).""" - ... -def GetMusicTimePlayed(music: Music|list|tuple,) -> float: - """Get current music time played (in seconds).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") + """Get mouse position Y""" + ... +def GetMusicTimeLength(music: Music,) -> float: + """Get music time length (in seconds)""" + ... +def GetMusicTimePlayed(music: Music,) -> float: + """Get current music time played (in seconds)""" + ... def GetPhysicsBodiesCount() -> int: - """Returns the current amount of created physics bodies.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def GetPhysicsBody(index: int,) -> Any: - """Returns a physics body of the bodies pool at a specific index.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def GetPhysicsShapeType(index: int,) -> int: - """Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def GetPhysicsShapeVertex(body: Any|list|tuple,vertex: int,) -> Vector2: - """Returns transformed position of a body shape (body position + vertex transformed position).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def GetPhysicsShapeVerticesCount(index: int,) -> int: - """Returns the amount of vertices of a physics body shape.""" - ... + """int GetPhysicsBodiesCount(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GetPhysicsBody(int_0: int,) -> Any: + """struct PhysicsBodyData *GetPhysicsBody(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GetPhysicsShapeType(int_0: int,) -> int: + """int GetPhysicsShapeType(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GetPhysicsShapeVertex(PhysicsBodyData_pointer_0: Any,int_1: int,) -> Vector2: + """struct Vector2 GetPhysicsShapeVertex(struct PhysicsBodyData *, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GetPhysicsShapeVerticesCount(int_0: int,) -> int: + """int GetPhysicsShapeVerticesCount(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def GetPixelColor(srcPtr: Any,format: int,) -> Color: - """Get Color from a source pixel pointer of certain format.""" - ... + """Get Color from a source pixel pointer of certain format""" + ... def GetPixelDataSize(width: int,height: int,format: int,) -> int: - """Get pixel data size in bytes for certain format.""" - ... -def GetPrevDirectoryPath(dirPath: bytes,) -> bytes: - """Get previous directory path for a given path (uses static string).""" - ... -def GetRandomValue(min_0: int,max_1: int,) -> int: - """Get a random value between min and max (both included).""" - ... -def GetRayCollisionBox(ray: Ray|list|tuple,box: BoundingBox|list|tuple,) -> RayCollision: - """Get collision info between ray and box.""" - ... -def GetRayCollisionMesh(ray: Ray|list|tuple,mesh: Mesh|list|tuple,transform: Matrix|list|tuple,) -> RayCollision: - """Get collision info between ray and mesh.""" - ... -def 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.""" - ... -def GetRayCollisionSphere(ray: Ray|list|tuple,center: Vector3|list|tuple,radius: float,) -> RayCollision: - """Get collision info between ray and sphere.""" - ... -def 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.""" - ... + """Get pixel data size in bytes for certain format""" + ... +def GetPrevDirectoryPath(dirPath: str,) -> str: + """Get previous directory path for a given path (uses static string)""" + ... +def GetRandomValue(min: int,max: int,) -> int: + """Get a random value between min and max (both included)""" + ... +def GetRayCollisionBox(ray: Ray,box: BoundingBox,) -> RayCollision: + """Get collision info between ray and box""" + ... +def GetRayCollisionMesh(ray: Ray,mesh: Mesh,transform: Matrix,) -> RayCollision: + """Get collision info between ray and mesh""" + ... +def GetRayCollisionQuad(ray: Ray,p1: Vector3,p2: Vector3,p3: Vector3,p4: Vector3,) -> RayCollision: + """Get collision info between ray and quad""" + ... +def GetRayCollisionSphere(ray: Ray,center: Vector3,radius: float,) -> RayCollision: + """Get collision info between ray and sphere""" + ... +def GetRayCollisionTriangle(ray: Ray,p1: Vector3,p2: Vector3,p3: Vector3,) -> RayCollision: + """Get collision info between ray and triangle""" + ... def GetRenderHeight() -> int: - """Get current render height (it considers HiDPI).""" - ... + """Get current render height (it considers HiDPI)""" + ... def GetRenderWidth() -> int: - """Get current render width (it considers HiDPI).""" - ... + """Get current render width (it considers HiDPI)""" + ... def GetScreenHeight() -> int: - """Get current screen height.""" - ... -def GetScreenToWorld2D(position: Vector2|list|tuple,camera: Camera2D|list|tuple,) -> Vector2: - """Get the world space position for a 2d camera screen space position.""" - ... -def GetScreenToWorldRay(position: Vector2|list|tuple,camera: Camera3D|list|tuple,) -> Ray: - """Get a ray trace from screen position (i.e mouse).""" - ... -def 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.""" - ... + """Get current screen height""" + ... +def GetScreenToWorld2D(position: Vector2,camera: Camera2D,) -> Vector2: + """Get the world space position for a 2d camera screen space position""" + ... def GetScreenWidth() -> int: - """Get current screen width.""" - ... -def GetShaderLocation(shader: Shader|list|tuple,uniformName: bytes,) -> int: - """Get shader uniform location.""" - ... -def GetShaderLocationAttrib(shader: Shader|list|tuple,attribName: bytes,) -> int: - """Get shader attribute location.""" - ... -def GetShapesTexture() -> Texture: - """Get texture that is used for shapes drawing.""" - ... -def GetShapesTextureRectangle() -> Rectangle: - """Get texture source rectangle that is used for shapes drawing.""" - ... -def 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.""" - ... -def 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.""" - ... -def GetSplinePointBezierQuad(p1: Vector2|list|tuple,c2: Vector2|list|tuple,p3: Vector2|list|tuple,t: float,) -> Vector2: - """Get (evaluate) spline point: Quadratic Bezier.""" - ... -def 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.""" - ... -def GetSplinePointLinear(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,t: float,) -> Vector2: - """Get (evaluate) spline point: Linear.""" - ... + """Get current screen width""" + ... +def GetShaderLocation(shader: Shader,uniformName: str,) -> int: + """Get shader uniform location""" + ... +def GetShaderLocationAttrib(shader: Shader,attribName: str,) -> int: + """Get shader attribute location""" + ... +def GetSplinePointBasis(p1: Vector2,p2: Vector2,p3: Vector2,p4: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: B-Spline""" + ... +def GetSplinePointBezierCubic(p1: Vector2,c2: Vector2,c3: Vector2,p4: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: Cubic Bezier""" + ... +def GetSplinePointBezierQuad(p1: Vector2,c2: Vector2,p3: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: Quadratic Bezier""" + ... +def GetSplinePointCatmullRom(p1: Vector2,p2: Vector2,p3: Vector2,p4: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: Catmull-Rom""" + ... +def GetSplinePointLinear(startPos: Vector2,endPos: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: Linear""" + ... def GetTime() -> float: - """Get elapsed time in seconds since InitWindow().""" - ... + """Get elapsed time in seconds since InitWindow()""" + ... def GetTouchPointCount() -> int: - """Get number of touch points.""" - ... + """Get number of touch points""" + ... def GetTouchPointId(index: int,) -> int: - """Get touch point identifier for given index.""" - ... + """Get touch point identifier for given index""" + ... def GetTouchPosition(index: int,) -> Vector2: - """Get touch position XY for a touch point index (relative to screen size).""" - ... + """Get touch position XY for a touch point index (relative to screen size)""" + ... def GetTouchX() -> int: - """Get touch position X for touch point 0 (relative to screen size).""" - ... + """Get touch position X for touch point 0 (relative to screen size)""" + ... def GetTouchY() -> int: - """Get touch position Y for touch point 0 (relative to screen size).""" - ... + """Get touch position Y for touch point 0 (relative to screen size)""" + ... def GetWindowHandle() -> Any: - """Get native window handle.""" - ... + """Get native window handle""" + ... def GetWindowPosition() -> Vector2: - """Get window position XY on monitor.""" - ... + """Get window position XY on monitor""" + ... def GetWindowScaleDPI() -> Vector2: - """Get window scale DPI factor.""" - ... -def GetWorkingDirectory() -> bytes: - """Get current working directory (uses static string).""" - ... -def GetWorldToScreen(position: Vector3|list|tuple,camera: Camera3D|list|tuple,) -> Vector2: - """Get the screen space position for a 3d world space position.""" - ... -def GetWorldToScreen2D(position: Vector2|list|tuple,camera: Camera2D|list|tuple,) -> Vector2: - """Get the screen space position for a 2d camera world space position.""" - ... -def GetWorldToScreenEx(position: Vector3|list|tuple,camera: Camera3D|list|tuple,width: int,height: int,) -> Vector2: - """Get size position for a 3d world space position.""" - ... -def GuiButton(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Button control, returns true when clicked.""" - ... -def GuiCheckBox(bounds: Rectangle|list|tuple,text: bytes,checked: Any,) -> int: - """Check Box control, returns true when active.""" - ... -def GuiColorBarAlpha(bounds: Rectangle|list|tuple,text: bytes,alpha: Any,) -> int: - """Color Bar Alpha control.""" - ... -def GuiColorBarHue(bounds: Rectangle|list|tuple,text: bytes,value: Any,) -> int: - """Color Bar Hue control.""" - ... -def GuiColorPanel(bounds: Rectangle|list|tuple,text: bytes,color: Any|list|tuple,) -> int: - """Color Panel control.""" - ... -def 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().""" - ... -def GuiColorPicker(bounds: Rectangle|list|tuple,text: bytes,color: Any|list|tuple,) -> int: - """Color Picker control (multiple color controls).""" - ... -def 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).""" - ... -def GuiComboBox(bounds: Rectangle|list|tuple,text: bytes,active: Any,) -> int: - """Combo Box control.""" - ... + """Get window scale DPI factor""" + ... +def GetWorkingDirectory() -> str: + """Get current working directory (uses static string)""" + ... +def GetWorldToScreen(position: Vector3,camera: Camera3D,) -> Vector2: + """Get the screen space position for a 3d world space position""" + ... +def GetWorldToScreen2D(position: Vector2,camera: Camera2D,) -> Vector2: + """Get the screen space position for a 2d camera world space position""" + ... +def GetWorldToScreenEx(position: Vector3,camera: Camera3D,width: int,height: int,) -> Vector2: + """Get size position for a 3d world space position""" + ... +def GuiButton(Rectangle_0: Rectangle,str_1: str,) -> int: + """int GuiButton(struct Rectangle, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiCheckBox(Rectangle_0: Rectangle,str_1: str,_Bool_pointer_2: Any,) -> int: + """int GuiCheckBox(struct Rectangle, char *, _Bool *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiColorBarAlpha(Rectangle_0: Rectangle,str_1: str,float_pointer_2: Any,) -> int: + """int GuiColorBarAlpha(struct Rectangle, char *, float *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiColorBarHue(Rectangle_0: Rectangle,str_1: str,float_pointer_2: Any,) -> int: + """int GuiColorBarHue(struct Rectangle, char *, float *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiColorPanel(Rectangle_0: Rectangle,str_1: str,Color_pointer_2: Any,) -> int: + """int GuiColorPanel(struct Rectangle, char *, struct Color *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiColorPanelHSV(Rectangle_0: Rectangle,str_1: str,Vector3_pointer_2: Any,) -> int: + """int GuiColorPanelHSV(struct Rectangle, char *, struct Vector3 *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiColorPicker(Rectangle_0: Rectangle,str_1: str,Color_pointer_2: Any,) -> int: + """int GuiColorPicker(struct Rectangle, char *, struct Color *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiColorPickerHSV(Rectangle_0: Rectangle,str_1: str,Vector3_pointer_2: Any,) -> int: + """int GuiColorPickerHSV(struct Rectangle, char *, struct Vector3 *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiComboBox(Rectangle_0: Rectangle,str_1: str,int_pointer_2: Any,) -> int: + """int GuiComboBox(struct Rectangle, char *, int *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def GuiDisable() -> None: - """Disable gui controls (global state).""" - ... + """void GuiDisable(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def GuiDisableTooltip() -> None: - """Disable gui tooltips (global state).""" - ... -def GuiDrawIcon(iconId: int,posX: int,posY: int,pixelSize: int,color: Color|list|tuple,) -> None: - """Draw icon using pixel size at specified position.""" - ... -def GuiDropdownBox(bounds: Rectangle|list|tuple,text: bytes,active: Any,editMode: bool,) -> int: - """Dropdown Box control.""" - ... -def GuiDummyRec(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Dummy control for placeholders.""" - ... + """void GuiDisableTooltip(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiDrawIcon(int_0: int,int_1: int,int_2: int,int_3: int,Color_4: Color,) -> None: + """void GuiDrawIcon(int, int, int, int, struct Color); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiDropdownBox(Rectangle_0: Rectangle,str_1: str,int_pointer_2: Any,_Bool_3: bool,) -> int: + """int GuiDropdownBox(struct Rectangle, char *, int *, _Bool); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiDummyRec(Rectangle_0: Rectangle,str_1: str,) -> int: + """int GuiDummyRec(struct Rectangle, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def GuiEnable() -> None: - """Enable gui controls (global state).""" - ... + """void GuiEnable(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def GuiEnableTooltip() -> None: - """Enable gui tooltips (global state).""" - ... + """void GuiEnableTooltip(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def GuiGetFont() -> Font: - """Get gui custom font (global state).""" - ... + """struct Font GuiGetFont(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def GuiGetIcons() -> Any: - """Get raygui icons data pointer.""" - ... + """unsigned int *GuiGetIcons(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def GuiGetState() -> int: - """Get gui state (global state).""" - ... -def GuiGetStyle(control: int,property: int,) -> int: - """Get one style property.""" - ... -def GuiGrid(bounds: Rectangle|list|tuple,text: bytes,spacing: float,subdivs: int,mouseCell: Any|list|tuple,) -> int: - """Grid control.""" - ... -def GuiGroupBox(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Group Box control with text name.""" - ... -def GuiIconText(iconId: int,text: bytes,) -> bytes: - """Get text with icon id prepended (if supported).""" - ... + """int GuiGetState(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiGetStyle(int_0: int,int_1: int,) -> int: + """int GuiGetStyle(int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiGrid(Rectangle_0: Rectangle,str_1: str,float_2: float,int_3: int,Vector2_pointer_4: Any,) -> int: + """int GuiGrid(struct Rectangle, char *, float, int, struct Vector2 *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiGroupBox(Rectangle_0: Rectangle,str_1: str,) -> int: + """int GuiGroupBox(struct Rectangle, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiIconText(int_0: int,str_1: str,) -> str: + """char *GuiIconText(int, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def GuiIsLocked() -> bool: - """Check if gui is locked (global state).""" - ... -def GuiLabel(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Label control.""" - ... -def GuiLabelButton(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Label button control, returns true when clicked.""" - ... -def GuiLine(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Line separator control, could contain text.""" - ... -def GuiListView(bounds: Rectangle|list|tuple,text: bytes,scrollIndex: Any,active: Any,) -> int: - """List View control.""" - ... -def GuiListViewEx(bounds: Rectangle|list|tuple,text: list[bytes],count: int,scrollIndex: Any,active: Any,focus: Any,) -> int: - """List View with extended parameters.""" - ... -def GuiLoadIcons(fileName: bytes,loadIconsName: bool,) -> list[bytes]: - """Load raygui icons file (.rgi) into internal icons data.""" - ... -def GuiLoadStyle(fileName: bytes,) -> None: - """Load style file over global style variable (.rgs).""" - ... + """_Bool GuiIsLocked(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiLabel(Rectangle_0: Rectangle,str_1: str,) -> int: + """int GuiLabel(struct Rectangle, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiLabelButton(Rectangle_0: Rectangle,str_1: str,) -> int: + """int GuiLabelButton(struct Rectangle, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiLine(Rectangle_0: Rectangle,str_1: str,) -> int: + """int GuiLine(struct Rectangle, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiListView(Rectangle_0: Rectangle,str_1: str,int_pointer_2: Any,int_pointer_3: Any,) -> int: + """int GuiListView(struct Rectangle, char *, int *, int *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiListViewEx(Rectangle_0: Rectangle,str_pointer_1: str,int_2: int,int_pointer_3: Any,int_pointer_4: Any,int_pointer_5: Any,) -> int: + """int GuiListViewEx(struct Rectangle, char * *, int, int *, int *, int *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiLoadIcons(str_0: str,_Bool_1: bool,) -> str: + """char * *GuiLoadIcons(char *, _Bool); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiLoadStyle(str_0: str,) -> None: + """void GuiLoadStyle(char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def GuiLoadStyleDefault() -> None: - """Load style default over global style.""" - ... + """void GuiLoadStyleDefault(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def GuiLock() -> None: - """Lock gui controls (global state).""" - ... -def GuiMessageBox(bounds: Rectangle|list|tuple,title: bytes,message: bytes,buttons: bytes,) -> int: - """Message Box control, displays a message.""" - ... -def GuiPanel(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Panel control, useful to group controls.""" - ... -def GuiProgressBar(bounds: Rectangle|list|tuple,textLeft: bytes,textRight: bytes,value: Any,minValue: float,maxValue: float,) -> int: - """Progress Bar control.""" - ... -def GuiScrollPanel(bounds: Rectangle|list|tuple,text: bytes,content: Rectangle|list|tuple,scroll: Any|list|tuple,view: Any|list|tuple,) -> int: - """Scroll Panel control.""" - ... -def GuiSetAlpha(alpha: float,) -> None: - """Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f.""" - ... -def GuiSetFont(font: Font|list|tuple,) -> None: - """Set gui custom font (global state).""" - ... -def GuiSetIconScale(scale: int,) -> None: - """Set default icon drawing size.""" - ... -def GuiSetState(state: int,) -> None: - """Set gui state (global state).""" - ... -def GuiSetStyle(control: int,property: int,value: int,) -> None: - """Set one style property.""" - ... -def GuiSetTooltip(tooltip: bytes,) -> None: - """Set tooltip string.""" - ... -def GuiSlider(bounds: Rectangle|list|tuple,textLeft: bytes,textRight: bytes,value: Any,minValue: float,maxValue: float,) -> int: - """Slider control.""" - ... -def GuiSliderBar(bounds: Rectangle|list|tuple,textLeft: bytes,textRight: bytes,value: Any,minValue: float,maxValue: float,) -> int: - """Slider Bar control.""" - ... -def GuiSpinner(bounds: Rectangle|list|tuple,text: bytes,value: Any,minValue: int,maxValue: int,editMode: bool,) -> int: - """Spinner control.""" - ... -def GuiStatusBar(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Status Bar control, shows info text.""" - ... -def GuiTabBar(bounds: Rectangle|list|tuple,text: list[bytes],count: int,active: Any,) -> int: - """Tab Bar control, returns TAB to be closed or -1.""" - ... -def GuiTextBox(bounds: Rectangle|list|tuple,text: bytes,textSize: int,editMode: bool,) -> int: - """Text Box control, updates input text.""" - ... -def 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.""" - ... -def GuiToggle(bounds: Rectangle|list|tuple,text: bytes,active: Any,) -> int: - """Toggle Button control.""" - ... -def GuiToggleGroup(bounds: Rectangle|list|tuple,text: bytes,active: Any,) -> int: - """Toggle Group control.""" - ... -def GuiToggleSlider(bounds: Rectangle|list|tuple,text: bytes,active: Any,) -> int: - """Toggle Slider control.""" - ... + """void GuiLock(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiMessageBox(Rectangle_0: Rectangle,str_1: str,str_2: str,str_3: str,) -> int: + """int GuiMessageBox(struct Rectangle, char *, char *, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiPanel(Rectangle_0: Rectangle,str_1: str,) -> int: + """int GuiPanel(struct Rectangle, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiProgressBar(Rectangle_0: Rectangle,str_1: str,str_2: str,float_pointer_3: Any,float_4: float,float_5: float,) -> int: + """int GuiProgressBar(struct Rectangle, char *, char *, float *, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiScrollPanel(Rectangle_0: Rectangle,str_1: str,Rectangle_2: Rectangle,Vector2_pointer_3: Any,Rectangle_pointer_4: Any,) -> int: + """int GuiScrollPanel(struct Rectangle, char *, struct Rectangle, struct Vector2 *, struct Rectangle *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiSetAlpha(float_0: float,) -> None: + """void GuiSetAlpha(float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiSetFont(Font_0: Font,) -> None: + """void GuiSetFont(struct Font); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiSetIconScale(int_0: int,) -> None: + """void GuiSetIconScale(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiSetState(int_0: int,) -> None: + """void GuiSetState(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiSetStyle(int_0: int,int_1: int,int_2: int,) -> None: + """void GuiSetStyle(int, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiSetTooltip(str_0: str,) -> None: + """void GuiSetTooltip(char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiSlider(Rectangle_0: Rectangle,str_1: str,str_2: str,float_pointer_3: Any,float_4: float,float_5: float,) -> int: + """int GuiSlider(struct Rectangle, char *, char *, float *, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiSliderBar(Rectangle_0: Rectangle,str_1: str,str_2: str,float_pointer_3: Any,float_4: float,float_5: float,) -> int: + """int GuiSliderBar(struct Rectangle, char *, char *, float *, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiSpinner(Rectangle_0: Rectangle,str_1: str,int_pointer_2: Any,int_3: int,int_4: int,_Bool_5: bool,) -> int: + """int GuiSpinner(struct Rectangle, char *, int *, int, int, _Bool); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiStatusBar(Rectangle_0: Rectangle,str_1: str,) -> int: + """int GuiStatusBar(struct Rectangle, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiTabBar(Rectangle_0: Rectangle,str_pointer_1: str,int_2: int,int_pointer_3: Any,) -> int: + """int GuiTabBar(struct Rectangle, char * *, int, int *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiTextBox(Rectangle_0: Rectangle,str_1: str,int_2: int,_Bool_3: bool,) -> int: + """int GuiTextBox(struct Rectangle, char *, int, _Bool); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiTextInputBox(Rectangle_0: Rectangle,str_1: str,str_2: str,str_3: str,str_4: str,int_5: int,_Bool_pointer_6: Any,) -> int: + """int GuiTextInputBox(struct Rectangle, char *, char *, char *, char *, int, _Bool *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiToggle(Rectangle_0: Rectangle,str_1: str,_Bool_pointer_2: Any,) -> int: + """int GuiToggle(struct Rectangle, char *, _Bool *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiToggleGroup(Rectangle_0: Rectangle,str_1: str,int_pointer_2: Any,) -> int: + """int GuiToggleGroup(struct Rectangle, char *, int *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiToggleSlider(Rectangle_0: Rectangle,str_1: str,int_pointer_2: Any,) -> int: + """int GuiToggleSlider(struct Rectangle, char *, int *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def GuiUnlock() -> None: - """Unlock gui controls (global state).""" - ... -def GuiValueBox(bounds: Rectangle|list|tuple,text: bytes,value: Any,minValue: int,maxValue: int,editMode: bool,) -> int: - """Value Box control, updates input text with numbers.""" - ... -def GuiValueBoxFloat(bounds: Rectangle|list|tuple,text: bytes,textValue: bytes,value: Any,editMode: bool,) -> int: - """Value box control for float values.""" - ... -def GuiWindowBox(bounds: Rectangle|list|tuple,title: bytes,) -> int: - """Window Box control, shows a window that can be closed.""" - ... + """void GuiUnlock(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiValueBox(Rectangle_0: Rectangle,str_1: str,int_pointer_2: Any,int_3: int,int_4: int,_Bool_5: bool,) -> int: + """int GuiValueBox(struct Rectangle, char *, int *, int, int, _Bool); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def GuiWindowBox(Rectangle_0: Rectangle,str_1: str,) -> int: + """int GuiWindowBox(struct Rectangle, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... HUEBAR_PADDING: int HUEBAR_SELECTOR_HEIGHT: int HUEBAR_SELECTOR_OVERFLOW: int HUEBAR_WIDTH: int def HideCursor() -> None: - """Hides cursor.""" - ... + """Hides cursor""" + ... ICON_1UP: int +ICON_220: int +ICON_221: int +ICON_222: int +ICON_223: int +ICON_224: int +ICON_225: int +ICON_226: int +ICON_227: int +ICON_228: int ICON_229: int ICON_230: int ICON_231: int @@ -1335,18 +1423,13 @@ ICON_GRID_FILL: int ICON_HAND_POINTER: int ICON_HEART: int ICON_HELP: int -ICON_HELP_BOX: int ICON_HEX: int ICON_HIDPI: int -ICON_HOT: int ICON_HOUSE: int ICON_INFO: int -ICON_INFO_BOX: int ICON_KEY: int ICON_LASER: int ICON_LAYERS: int -ICON_LAYERS2: int -ICON_LAYERS_ISO: int ICON_LAYERS_VISIBLE: int ICON_LENS: int ICON_LENS_BIG: int @@ -1360,9 +1443,7 @@ ICON_LOCK_CLOSE: int ICON_LOCK_OPEN: int ICON_MAGNET: int ICON_MAILBOX: int -ICON_MAPS: int ICON_MIPMAPS: int -ICON_MLAYERS: int ICON_MODE_2D: int ICON_MODE_3D: int ICON_MONITOR: int @@ -1386,7 +1467,6 @@ ICON_PLAYER_RECORD: int ICON_PLAYER_STOP: int ICON_POT: int ICON_PRINTER: int -ICON_PRIORITY: int ICON_REDO: int ICON_REDO_FILL: int ICON_REG_EXP: int @@ -1433,7 +1513,6 @@ ICON_UNDO: int ICON_UNDO_FILL: int ICON_VERTICAL_BARS: int ICON_VERTICAL_BARS_FILL: int -ICON_WARNING: int ICON_WATER_DROP: int ICON_WAVE: int ICON_WAVE_SINUS: int @@ -1445,314 +1524,284 @@ ICON_ZOOM_BIG: int ICON_ZOOM_CENTER: int ICON_ZOOM_MEDIUM: int ICON_ZOOM_SMALL: int -def ImageAlphaClear(image: Any|list|tuple,color: Color|list|tuple,threshold: float,) -> None: - """Clear alpha channel to desired color.""" - ... -def ImageAlphaCrop(image: Any|list|tuple,threshold: float,) -> None: - """Crop image depending on alpha value.""" - ... -def ImageAlphaMask(image: Any|list|tuple,alphaMask: Image|list|tuple,) -> None: - """Apply alpha mask to image.""" - ... -def ImageAlphaPremultiply(image: Any|list|tuple,) -> None: - """Premultiply alpha channel.""" - ... -def ImageBlurGaussian(image: Any|list|tuple,blurSize: int,) -> None: - """Apply Gaussian blur using a box blur approximation.""" - ... -def ImageClearBackground(dst: Any|list|tuple,color: Color|list|tuple,) -> None: - """Clear image background with given color.""" - ... -def ImageColorBrightness(image: Any|list|tuple,brightness: int,) -> None: - """Modify image color: brightness (-255 to 255).""" - ... -def ImageColorContrast(image: Any|list|tuple,contrast: float,) -> None: - """Modify image color: contrast (-100 to 100).""" - ... -def ImageColorGrayscale(image: Any|list|tuple,) -> None: - """Modify image color: grayscale.""" - ... -def ImageColorInvert(image: Any|list|tuple,) -> None: - """Modify image color: invert.""" - ... -def ImageColorReplace(image: Any|list|tuple,color: Color|list|tuple,replace: Color|list|tuple,) -> None: - """Modify image color: replace color.""" - ... -def ImageColorTint(image: Any|list|tuple,color: Color|list|tuple,) -> None: - """Modify image color: tint.""" - ... -def ImageCopy(image: Image|list|tuple,) -> Image: - """Create an image duplicate (useful for transformations).""" - ... -def ImageCrop(image: Any|list|tuple,crop: Rectangle|list|tuple,) -> None: - """Crop an image to a defined rectangle.""" - ... -def ImageDither(image: Any|list|tuple,rBpp: int,gBpp: int,bBpp: int,aBpp: int,) -> None: - """Dither image data to 16bpp or lower (Floyd-Steinberg dithering).""" - ... -def 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).""" - ... -def ImageDrawCircle(dst: Any|list|tuple,centerX: int,centerY: int,radius: int,color: Color|list|tuple,) -> None: - """Draw a filled circle within an image.""" - ... -def ImageDrawCircleLines(dst: Any|list|tuple,centerX: int,centerY: int,radius: int,color: Color|list|tuple,) -> None: - """Draw circle outline within an image.""" - ... -def ImageDrawCircleLinesV(dst: Any|list|tuple,center: Vector2|list|tuple,radius: int,color: Color|list|tuple,) -> None: - """Draw circle outline within an image (Vector version).""" - ... -def 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).""" - ... -def ImageDrawLine(dst: Any|list|tuple,startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color|list|tuple,) -> None: - """Draw line within an image.""" - ... -def 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.""" - ... -def 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).""" - ... -def ImageDrawPixel(dst: Any|list|tuple,posX: int,posY: int,color: Color|list|tuple,) -> None: - """Draw pixel within an image.""" - ... -def ImageDrawPixelV(dst: Any|list|tuple,position: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw pixel within an image (Vector version).""" - ... -def ImageDrawRectangle(dst: Any|list|tuple,posX: int,posY: int,width: int,height: int,color: Color|list|tuple,) -> None: - """Draw rectangle within an image.""" - ... -def ImageDrawRectangleLines(dst: Any|list|tuple,rec: Rectangle|list|tuple,thick: int,color: Color|list|tuple,) -> None: - """Draw rectangle lines within an image.""" - ... -def ImageDrawRectangleRec(dst: Any|list|tuple,rec: Rectangle|list|tuple,color: Color|list|tuple,) -> None: - """Draw rectangle within an image.""" - ... -def 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).""" - ... -def 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).""" - ... -def 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).""" - ... -def 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.""" - ... -def 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.""" - ... -def 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).""" - ... -def 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.""" - ... -def 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.""" - ... -def ImageFlipHorizontal(image: Any|list|tuple,) -> None: - """Flip image horizontally.""" - ... -def ImageFlipVertical(image: Any|list|tuple,) -> None: - """Flip image vertically.""" - ... -def ImageFormat(image: Any|list|tuple,newFormat: int,) -> None: - """Convert image data to desired format.""" - ... -def ImageFromChannel(image: Image|list|tuple,selectedChannel: int,) -> Image: - """Create an image from a selected channel of another image (GRAYSCALE).""" - ... -def ImageFromImage(image: Image|list|tuple,rec: Rectangle|list|tuple,) -> Image: - """Create an image from another image piece.""" - ... -def ImageKernelConvolution(image: Any|list|tuple,kernel: Any,kernelSize: int,) -> None: - """Apply custom square convolution kernel to image.""" - ... -def ImageMipmaps(image: Any|list|tuple,) -> None: - """Compute all mipmap levels for a provided image.""" - ... -def ImageResize(image: Any|list|tuple,newWidth: int,newHeight: int,) -> None: - """Resize image (Bicubic scaling algorithm).""" - ... -def ImageResizeCanvas(image: Any|list|tuple,newWidth: int,newHeight: int,offsetX: int,offsetY: int,fill: Color|list|tuple,) -> None: - """Resize canvas and fill with color.""" - ... -def ImageResizeNN(image: Any|list|tuple,newWidth: int,newHeight: int,) -> None: - """Resize image (Nearest-Neighbor scaling algorithm).""" - ... -def ImageRotate(image: Any|list|tuple,degrees: int,) -> None: - """Rotate image by input angle in degrees (-359 to 359).""" - ... -def ImageRotateCCW(image: Any|list|tuple,) -> None: - """Rotate image counter-clockwise 90deg.""" - ... -def ImageRotateCW(image: Any|list|tuple,) -> None: - """Rotate image clockwise 90deg.""" - ... -def ImageText(text: bytes,fontSize: int,color: Color|list|tuple,) -> Image: - """Create an image from text (default font).""" - ... -def ImageTextEx(font: Font|list|tuple,text: bytes,fontSize: float,spacing: float,tint: Color|list|tuple,) -> Image: - """Create an image from text (custom sprite font).""" - ... -def ImageToPOT(image: Any|list|tuple,fill: Color|list|tuple,) -> None: - """Convert image to POT (power-of-two).""" - ... +def ImageAlphaClear(image: Any,color: Color,threshold: float,) -> None: + """Clear alpha channel to desired color""" + ... +def ImageAlphaCrop(image: Any,threshold: float,) -> None: + """Crop image depending on alpha value""" + ... +def ImageAlphaMask(image: Any,alphaMask: Image,) -> None: + """Apply alpha mask to image""" + ... +def ImageAlphaPremultiply(image: Any,) -> None: + """Premultiply alpha channel""" + ... +def ImageBlurGaussian(image: Any,blurSize: int,) -> None: + """Apply Gaussian blur using a box blur approximation""" + ... +def ImageClearBackground(dst: Any,color: Color,) -> None: + """Clear image background with given color""" + ... +def ImageColorBrightness(image: Any,brightness: int,) -> None: + """Modify image color: brightness (-255 to 255)""" + ... +def ImageColorContrast(image: Any,contrast: float,) -> None: + """Modify image color: contrast (-100 to 100)""" + ... +def ImageColorGrayscale(image: Any,) -> None: + """Modify image color: grayscale""" + ... +def ImageColorInvert(image: Any,) -> None: + """Modify image color: invert""" + ... +def ImageColorReplace(image: Any,color: Color,replace: Color,) -> None: + """Modify image color: replace color""" + ... +def ImageColorTint(image: Any,color: Color,) -> None: + """Modify image color: tint""" + ... +def ImageCopy(image: Image,) -> Image: + """Create an image duplicate (useful for transformations)""" + ... +def ImageCrop(image: Any,crop: Rectangle,) -> None: + """Crop an image to a defined rectangle""" + ... +def ImageDither(image: Any,rBpp: int,gBpp: int,bBpp: int,aBpp: int,) -> None: + """Dither image data to 16bpp or lower (Floyd-Steinberg dithering)""" + ... +def ImageDraw(dst: Any,src: Image,srcRec: Rectangle,dstRec: Rectangle,tint: Color,) -> None: + """Draw a source image within a destination image (tint applied to source)""" + ... +def ImageDrawCircle(dst: Any,centerX: int,centerY: int,radius: int,color: Color,) -> None: + """Draw a filled circle within an image""" + ... +def ImageDrawCircleLines(dst: Any,centerX: int,centerY: int,radius: int,color: Color,) -> None: + """Draw circle outline within an image""" + ... +def ImageDrawCircleLinesV(dst: Any,center: Vector2,radius: int,color: Color,) -> None: + """Draw circle outline within an image (Vector version)""" + ... +def ImageDrawCircleV(dst: Any,center: Vector2,radius: int,color: Color,) -> None: + """Draw a filled circle within an image (Vector version)""" + ... +def ImageDrawLine(dst: Any,startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color,) -> None: + """Draw line within an image""" + ... +def ImageDrawLineV(dst: Any,start: Vector2,end: Vector2,color: Color,) -> None: + """Draw line within an image (Vector version)""" + ... +def ImageDrawPixel(dst: Any,posX: int,posY: int,color: Color,) -> None: + """Draw pixel within an image""" + ... +def ImageDrawPixelV(dst: Any,position: Vector2,color: Color,) -> None: + """Draw pixel within an image (Vector version)""" + ... +def ImageDrawRectangle(dst: Any,posX: int,posY: int,width: int,height: int,color: Color,) -> None: + """Draw rectangle within an image""" + ... +def ImageDrawRectangleLines(dst: Any,rec: Rectangle,thick: int,color: Color,) -> None: + """Draw rectangle lines within an image""" + ... +def ImageDrawRectangleRec(dst: Any,rec: Rectangle,color: Color,) -> None: + """Draw rectangle within an image""" + ... +def ImageDrawRectangleV(dst: Any,position: Vector2,size: Vector2,color: Color,) -> None: + """Draw rectangle within an image (Vector version)""" + ... +def ImageDrawText(dst: Any,text: str,posX: int,posY: int,fontSize: int,color: Color,) -> None: + """Draw text (using default font) within an image (destination)""" + ... +def ImageDrawTextEx(dst: Any,font: Font,text: str,position: Vector2,fontSize: float,spacing: float,tint: Color,) -> None: + """Draw text (custom sprite font) within an image (destination)""" + ... +def ImageFlipHorizontal(image: Any,) -> None: + """Flip image horizontally""" + ... +def ImageFlipVertical(image: Any,) -> None: + """Flip image vertically""" + ... +def ImageFormat(image: Any,newFormat: int,) -> None: + """Convert image data to desired format""" + ... +def ImageFromImage(image: Image,rec: Rectangle,) -> Image: + """Create an image from another image piece""" + ... +def ImageMipmaps(image: Any,) -> None: + """Compute all mipmap levels for a provided image""" + ... +def ImageResize(image: Any,newWidth: int,newHeight: int,) -> None: + """Resize image (Bicubic scaling algorithm)""" + ... +def ImageResizeCanvas(image: Any,newWidth: int,newHeight: int,offsetX: int,offsetY: int,fill: Color,) -> None: + """Resize canvas and fill with color""" + ... +def ImageResizeNN(image: Any,newWidth: int,newHeight: int,) -> None: + """Resize image (Nearest-Neighbor scaling algorithm)""" + ... +def ImageRotate(image: Any,degrees: int,) -> None: + """Rotate image by input angle in degrees (-359 to 359)""" + ... +def ImageRotateCCW(image: Any,) -> None: + """Rotate image counter-clockwise 90deg""" + ... +def ImageRotateCW(image: Any,) -> None: + """Rotate image clockwise 90deg""" + ... +def ImageText(text: str,fontSize: int,color: Color,) -> Image: + """Create an image from text (default font)""" + ... +def ImageTextEx(font: Font,text: str,fontSize: float,spacing: float,tint: Color,) -> Image: + """Create an image from text (custom sprite font)""" + ... +def ImageToPOT(image: Any,fill: Color,) -> None: + """Convert image to POT (power-of-two)""" + ... def InitAudioDevice() -> None: - """Initialize audio device and context.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") + """Initialize audio device and context""" + ... def InitPhysics() -> None: - """Initializes physics values, pointers and creates physics loop thread.""" - ... -def InitWindow(width: int,height: int,title: bytes,) -> None: - """Initialize window and OpenGL context.""" - ... + """void InitPhysics(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def InitWindow(width: int,height: int,title: str,) -> None: + """Initialize window and OpenGL context""" + ... def IsAudioDeviceReady() -> bool: - """Check if audio device has been initialized successfully.""" - ... -def IsAudioStreamPlaying(stream: AudioStream|list|tuple,) -> bool: - """Check if audio stream is playing.""" - ... -def IsAudioStreamProcessed(stream: AudioStream|list|tuple,) -> bool: - """Check if any audio stream buffers requires refill.""" - ... -def IsAudioStreamValid(stream: AudioStream|list|tuple,) -> bool: - """Checks if an audio stream is valid (buffers initialized).""" - ... + """Check if audio device has been initialized successfully""" + ... +def IsAudioStreamPlaying(stream: AudioStream,) -> bool: + """Check if audio stream is playing""" + ... +def IsAudioStreamProcessed(stream: AudioStream,) -> bool: + """Check if any audio stream buffers requires refill""" + ... +def IsAudioStreamReady(stream: AudioStream,) -> bool: + """Checks if an audio stream is ready""" + ... def IsCursorHidden() -> bool: - """Check if cursor is not visible.""" - ... + """Check if cursor is not visible""" + ... def IsCursorOnScreen() -> bool: - """Check if cursor is on the screen.""" - ... + """Check if cursor is on the screen""" + ... def IsFileDropped() -> bool: - """Check if a file has been dropped into window.""" - ... -def IsFileExtension(fileName: bytes,ext: bytes,) -> bool: - """Check file extension (including point: .png, .wav).""" - ... -def IsFileNameValid(fileName: bytes,) -> bool: - """Check if fileName is valid for the platform/OS.""" - ... -def IsFontValid(font: Font|list|tuple,) -> bool: - """Check if a font is valid (font data loaded, WARNING: GPU texture not checked).""" - ... + """Check if a file has been dropped into window""" + ... +def IsFileExtension(fileName: str,ext: str,) -> bool: + """Check file extension (including point: .png, .wav)""" + ... +def IsFontReady(font: Font,) -> bool: + """Check if a font is ready""" + ... def IsGamepadAvailable(gamepad: int,) -> bool: - """Check if a gamepad is available.""" - ... + """Check if a gamepad is available""" + ... def IsGamepadButtonDown(gamepad: int,button: int,) -> bool: - """Check if a gamepad button is being pressed.""" - ... + """Check if a gamepad button is being pressed""" + ... def IsGamepadButtonPressed(gamepad: int,button: int,) -> bool: - """Check if a gamepad button has been pressed once.""" - ... + """Check if a gamepad button has been pressed once""" + ... def IsGamepadButtonReleased(gamepad: int,button: int,) -> bool: - """Check if a gamepad button has been released once.""" - ... + """Check if a gamepad button has been released once""" + ... def IsGamepadButtonUp(gamepad: int,button: int,) -> bool: - """Check if a gamepad button is NOT being pressed.""" - ... + """Check if a gamepad button is NOT being pressed""" + ... def IsGestureDetected(gesture: int,) -> bool: - """Check if a gesture have been detected.""" - ... -def IsImageValid(image: Image|list|tuple,) -> bool: - """Check if an image is valid (data and parameters).""" - ... + """Check if a gesture have been detected""" + ... +def IsImageReady(image: Image,) -> bool: + """Check if an image is ready""" + ... def IsKeyDown(key: int,) -> bool: - """Check if a key is being pressed.""" - ... + """Check if a key is being pressed""" + ... def IsKeyPressed(key: int,) -> bool: - """Check if a key has been pressed once.""" - ... + """Check if a key has been pressed once""" + ... def IsKeyPressedRepeat(key: int,) -> bool: - """Check if a key has been pressed again.""" - ... + """Check if a key has been pressed again (Only PLATFORM_DESKTOP)""" + ... def IsKeyReleased(key: int,) -> bool: - """Check if a key has been released once.""" - ... + """Check if a key has been released once""" + ... def IsKeyUp(key: int,) -> bool: - """Check if a key is NOT being pressed.""" - ... -def IsMaterialValid(material: Material|list|tuple,) -> bool: - """Check if a material is valid (shader assigned, map textures loaded in GPU).""" - ... -def IsModelAnimationValid(model: Model|list|tuple,anim: ModelAnimation|list|tuple,) -> bool: - """Check model animation skeleton match.""" - ... -def IsModelValid(model: Model|list|tuple,) -> bool: - """Check if a model is valid (loaded in GPU, VAO/VBOs).""" - ... + """Check if a key is NOT being pressed""" + ... +def IsMaterialReady(material: Material,) -> bool: + """Check if a material is ready""" + ... +def IsModelAnimationValid(model: Model,anim: ModelAnimation,) -> bool: + """Check model animation skeleton match""" + ... +def IsModelReady(model: Model,) -> bool: + """Check if a model is ready""" + ... def IsMouseButtonDown(button: int,) -> bool: - """Check if a mouse button is being pressed.""" - ... + """Check if a mouse button is being pressed""" + ... def IsMouseButtonPressed(button: int,) -> bool: - """Check if a mouse button has been pressed once.""" - ... + """Check if a mouse button has been pressed once""" + ... def IsMouseButtonReleased(button: int,) -> bool: - """Check if a mouse button has been released once.""" - ... + """Check if a mouse button has been released once""" + ... def IsMouseButtonUp(button: int,) -> bool: - """Check if a mouse button is NOT being pressed.""" - ... -def IsMusicStreamPlaying(music: Music|list|tuple,) -> bool: - """Check if music is playing.""" - ... -def IsMusicValid(music: Music|list|tuple,) -> bool: - """Checks if a music stream is valid (context and buffers initialized).""" - ... -def IsPathFile(path: bytes,) -> bool: - """Check if a given path is a file or a directory.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def IsPhysicsEnabled() -> bool: - """Returns true if physics thread is currently enabled.""" - ... -def IsRenderTextureValid(target: RenderTexture|list|tuple,) -> bool: - """Check if a render texture is valid (loaded in GPU).""" - ... -def IsShaderValid(shader: Shader|list|tuple,) -> bool: - """Check if a shader is valid (loaded on GPU).""" - ... -def IsSoundPlaying(sound: Sound|list|tuple,) -> bool: - """Check if a sound is currently playing.""" - ... -def IsSoundValid(sound: Sound|list|tuple,) -> bool: - """Checks if a sound is valid (data loaded and buffers initialized).""" - ... -def IsTextureValid(texture: Texture|list|tuple,) -> bool: - """Check if a texture is valid (loaded in GPU).""" - ... -def IsWaveValid(wave: Wave|list|tuple,) -> bool: - """Checks if wave data is valid (data loaded and parameters).""" - ... + """Check if a mouse button is NOT being pressed""" + ... +def IsMusicReady(music: Music,) -> bool: + """Checks if a music stream is ready""" + ... +def IsMusicStreamPlaying(music: Music,) -> bool: + """Check if music is playing""" + ... +def IsPathFile(path: str,) -> bool: + """Check if a given path is a file or a directory""" + ... +def IsRenderTextureReady(target: RenderTexture,) -> bool: + """Check if a render texture is ready""" + ... +def IsShaderReady(shader: Shader,) -> bool: + """Check if a shader is ready""" + ... +def IsSoundPlaying(sound: Sound,) -> bool: + """Check if a sound is currently playing""" + ... +def IsSoundReady(sound: Sound,) -> bool: + """Checks if a sound is ready""" + ... +def IsTextureReady(texture: Texture,) -> bool: + """Check if a texture is ready""" + ... +def IsWaveReady(wave: Wave,) -> bool: + """Checks if wave data is ready""" + ... def IsWindowFocused() -> bool: - """Check if window is currently focused.""" - ... + """Check if window is currently focused (only PLATFORM_DESKTOP)""" + ... def IsWindowFullscreen() -> bool: - """Check if window is currently fullscreen.""" - ... + """Check if window is currently fullscreen""" + ... def IsWindowHidden() -> bool: - """Check if window is currently hidden.""" - ... + """Check if window is currently hidden (only PLATFORM_DESKTOP)""" + ... def IsWindowMaximized() -> bool: - """Check if window is currently maximized.""" - ... + """Check if window is currently maximized (only PLATFORM_DESKTOP)""" + ... def IsWindowMinimized() -> bool: - """Check if window is currently minimized.""" - ... + """Check if window is currently minimized (only PLATFORM_DESKTOP)""" + ... def IsWindowReady() -> bool: - """Check if window has been initialized successfully.""" - ... + """Check if window has been initialized successfully""" + ... def IsWindowResized() -> bool: - """Check if window has been resized last frame.""" - ... + """Check if window has been resized last frame""" + ... def IsWindowState(flag: int,) -> bool: - """Check if one specific window flag is enabled.""" - ... + """Check if one specific window flag is enabled""" + ... KEY_A: int KEY_APOSTROPHE: int KEY_B: int @@ -1866,7 +1915,6 @@ KEY_ZERO: int LABEL: int LINE_COLOR: int LISTVIEW: int -LIST_ITEMS_BORDER_WIDTH: int LIST_ITEMS_HEIGHT: int LIST_ITEMS_SPACING: int LOG_ALL: int @@ -1877,141 +1925,143 @@ LOG_INFO: int LOG_NONE: int LOG_TRACE: int LOG_WARNING: int -def Lerp(start: float,end: float,amount: float,) -> float: - """.""" - ... +def Lerp(float_0: float,float_1: float,float_2: float,) -> float: + """float Lerp(float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def LoadAudioStream(sampleRate: int,sampleSize: int,channels: int,) -> AudioStream: - """Load audio stream (to stream raw audio pcm data).""" - ... -def LoadAutomationEventList(fileName: bytes,) -> AutomationEventList: - """Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS.""" - ... -def LoadCodepoints(text: bytes,count: Any,) -> Any: - """Load all codepoints from a UTF-8 text string, codepoints count returned by parameter.""" - ... -def LoadDirectoryFiles(dirPath: bytes,) -> FilePathList: - """Load directory filepaths.""" - ... -def 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.""" - ... + """Load audio stream (to stream raw audio pcm data)""" + ... +def LoadAutomationEventList(fileName: str,) -> AutomationEventList: + """Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS""" + ... +def LoadCodepoints(text: str,count: Any,) -> Any: + """Load all codepoints from a UTF-8 text string, codepoints count returned by parameter""" + ... +def LoadDirectoryFiles(dirPath: str,) -> FilePathList: + """Load directory filepaths""" + ... +def LoadDirectoryFilesEx(basePath: str,filter: str,scanSubdirs: bool,) -> FilePathList: + """Load directory filepaths with extension filtering and recursive directory scan""" + ... def LoadDroppedFiles() -> FilePathList: - """Load dropped filepaths.""" - ... -def LoadFileData(fileName: bytes,dataSize: Any,) -> bytes: - """Load file data as byte array (read).""" - ... -def LoadFileText(fileName: bytes,) -> bytes: - """Load text data from file (read), returns a '\0' terminated string.""" - ... -def LoadFont(fileName: bytes,) -> Font: - """Load font from file into GPU memory (VRAM).""" - ... -def LoadFontData(fileData: bytes,dataSize: int,fontSize: int,codepoints: Any,codepointCount: int,type: int,) -> Any: - """Load font data for further use.""" - ... -def 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.""" - ... -def LoadFontFromImage(image: Image|list|tuple,key: Color|list|tuple,firstChar: int,) -> Font: - """Load font from Image (XNA style).""" - ... -def 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'.""" - ... -def LoadImage(fileName: bytes,) -> Image: - """Load image from file into CPU memory (RAM).""" - ... -def LoadImageAnim(fileName: bytes,frames: Any,) -> Image: - """Load image sequence from file (frames appended to image.data).""" - ... -def LoadImageAnimFromMemory(fileType: bytes,fileData: bytes,dataSize: int,frames: Any,) -> Image: - """Load image sequence from memory buffer.""" - ... -def LoadImageColors(image: Image|list|tuple,) -> Any: - """Load color data from image as a Color array (RGBA - 32bit).""" - ... -def LoadImageFromMemory(fileType: bytes,fileData: bytes,dataSize: int,) -> Image: - """Load image from memory buffer, fileType refers to extension: i.e. '.png'.""" - ... + """Load dropped filepaths""" + ... +def LoadFileData(fileName: str,dataSize: Any,) -> str: + """Load file data as byte array (read)""" + ... +def LoadFileText(fileName: str,) -> str: + """Load text data from file (read), returns a '\0' terminated string""" + ... +def LoadFont(fileName: str,) -> Font: + """Load font from file into GPU memory (VRAM)""" + ... +def LoadFontData(fileData: str,dataSize: int,fontSize: int,codepoints: Any,codepointCount: int,type: int,) -> Any: + """Load font data for further use""" + ... +def LoadFontEx(fileName: str,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 setFont""" + ... +def LoadFontFromImage(image: Image,key: Color,firstChar: int,) -> Font: + """Load font from Image (XNA style)""" + ... +def LoadFontFromMemory(fileType: str,fileData: str,dataSize: int,fontSize: int,codepoints: Any,codepointCount: int,) -> Font: + """Load font from memory buffer, fileType refers to extension: i.e. '.ttf'""" + ... +def LoadImage(fileName: str,) -> Image: + """Load image from file into CPU memory (RAM)""" + ... +def LoadImageAnim(fileName: str,frames: Any,) -> Image: + """Load image sequence from file (frames appended to image.data)""" + ... +def LoadImageColors(image: Image,) -> Any: + """Load color data from image as a Color array (RGBA - 32bit)""" + ... +def LoadImageFromMemory(fileType: str,fileData: str,dataSize: int,) -> Image: + """Load image from memory buffer, fileType refers to extension: i.e. '.png'""" + ... def LoadImageFromScreen() -> Image: - """Load image from screen buffer and (screenshot).""" - ... -def LoadImageFromTexture(texture: Texture|list|tuple,) -> Image: - """Load image from GPU texture data.""" - ... -def LoadImagePalette(image: Image|list|tuple,maxPaletteSize: int,colorCount: Any,) -> Any: - """Load colors palette from image as a Color array (RGBA - 32bit).""" - ... -def LoadImageRaw(fileName: bytes,width: int,height: int,format: int,headerSize: int,) -> Image: - """Load image from RAW file data.""" - ... + """Load image from screen buffer and (screenshot)""" + ... +def LoadImageFromTexture(texture: Texture,) -> Image: + """Load image from GPU texture data""" + ... +def LoadImagePalette(image: Image,maxPaletteSize: int,colorCount: Any,) -> Any: + """Load colors palette from image as a Color array (RGBA - 32bit)""" + ... +def LoadImageRaw(fileName: str,width: int,height: int,format: int,headerSize: int,) -> Image: + """Load image from RAW file data""" + ... +def LoadImageSvg(fileNameOrString: str,width: int,height: int,) -> Image: + """Load image from SVG file data or string with specified size""" + ... def LoadMaterialDefault() -> Material: - """Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps).""" - ... -def LoadMaterials(fileName: bytes,materialCount: Any,) -> Any: - """Load materials from model file.""" - ... -def LoadModel(fileName: bytes,) -> Model: - """Load model from files (meshes and materials).""" - ... -def LoadModelAnimations(fileName: bytes,animCount: Any,) -> Any: - """Load model animations from file.""" - ... -def LoadModelFromMesh(mesh: Mesh|list|tuple,) -> Model: - """Load model from generated mesh (default material).""" - ... -def LoadMusicStream(fileName: bytes,) -> Music: - """Load music stream from file.""" - ... -def LoadMusicStreamFromMemory(fileType: bytes,data: bytes,dataSize: int,) -> Music: - """Load music stream from data.""" - ... -def LoadRandomSequence(count: int,min_1: int,max_2: int,) -> Any: - """Load random values sequence, no values repeated.""" - ... + """Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)""" + ... +def LoadMaterials(fileName: str,materialCount: Any,) -> Any: + """Load materials from model file""" + ... +def LoadModel(fileName: str,) -> Model: + """Load model from files (meshes and materials)""" + ... +def LoadModelAnimations(fileName: str,animCount: Any,) -> Any: + """Load model animations from file""" + ... +def LoadModelFromMesh(mesh: Mesh,) -> Model: + """Load model from generated mesh (default material)""" + ... +def LoadMusicStream(fileName: str,) -> Music: + """Load music stream from file""" + ... +def LoadMusicStreamFromMemory(fileType: str,data: str,dataSize: int,) -> Music: + """Load music stream from data""" + ... +def LoadRandomSequence(count: int,min: int,max: int,) -> Any: + """Load random values sequence, no values repeated""" + ... def LoadRenderTexture(width: int,height: int,) -> RenderTexture: - """Load texture for rendering (framebuffer).""" - ... -def LoadShader(vsFileName: bytes,fsFileName: bytes,) -> Shader: - """Load shader from files and bind default locations.""" - ... -def LoadShaderFromMemory(vsCode: bytes,fsCode: bytes,) -> Shader: - """Load shader from code strings and bind default locations.""" - ... -def LoadSound(fileName: bytes,) -> Sound: - """Load sound from file.""" - ... -def 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.""" - ... -def LoadSoundFromWave(wave: Wave|list|tuple,) -> Sound: - """Load sound from wave data.""" - ... -def LoadTexture(fileName: bytes,) -> Texture: - """Load texture from file into GPU memory (VRAM).""" - ... -def LoadTextureCubemap(image: Image|list|tuple,layout: int,) -> Texture: - """Load cubemap from image, multiple image cubemap layouts supported.""" - ... -def LoadTextureFromImage(image: Image|list|tuple,) -> Texture: - """Load texture from image data.""" - ... -def LoadUTF8(codepoints: Any,length: int,) -> bytes: - """Load UTF-8 text encoded from codepoints array.""" - ... -def LoadVrStereoConfig(device: VrDeviceInfo|list|tuple,) -> VrStereoConfig: - """Load VR stereo config for VR simulator device parameters.""" - ... -def LoadWave(fileName: bytes,) -> Wave: - """Load wave data from file.""" - ... -def LoadWaveFromMemory(fileType: bytes,fileData: bytes,dataSize: int,) -> Wave: - """Load wave from memory buffer, fileType refers to extension: i.e. '.wav'.""" - ... -def LoadWaveSamples(wave: Wave|list|tuple,) -> Any: - """Load samples data from wave as a 32bit float data array.""" - ... + """Load texture for rendering (framebuffer)""" + ... +def LoadShader(vsFileName: str,fsFileName: str,) -> Shader: + """Load shader from files and bind default locations""" + ... +def LoadShaderFromMemory(vsCode: str,fsCode: str,) -> Shader: + """Load shader from code strings and bind default locations""" + ... +def LoadSound(fileName: str,) -> Sound: + """Load sound from file""" + ... +def LoadSoundAlias(source: Sound,) -> Sound: + """Create a new sound that shares the same sample data as the source sound, does not own the sound data""" + ... +def LoadSoundFromWave(wave: Wave,) -> Sound: + """Load sound from wave data""" + ... +def LoadTexture(fileName: str,) -> Texture: + """Load texture from file into GPU memory (VRAM)""" + ... +def LoadTextureCubemap(image: Image,layout: int,) -> Texture: + """Load cubemap from image, multiple image cubemap layouts supported""" + ... +def LoadTextureFromImage(image: Image,) -> Texture: + """Load texture from image data""" + ... +def LoadUTF8(codepoints: Any,length: int,) -> str: + """Load UTF-8 text encoded from codepoints array""" + ... +def LoadVrStereoConfig(device: VrDeviceInfo,) -> VrStereoConfig: + """Load VR stereo config for VR simulator device parameters""" + ... +def LoadWave(fileName: str,) -> Wave: + """Load wave data from file""" + ... +def LoadWaveFromMemory(fileType: str,fileData: str,dataSize: int,) -> Wave: + """Load wave from memory buffer, fileType refers to extension: i.e. '.wav'""" + ... +def LoadWaveSamples(wave: Wave,) -> Any: + """Load samples data from wave as a 32bit float data array""" + ... MATERIAL_MAP_ALBEDO: int MATERIAL_MAP_BRDF: int MATERIAL_MAP_CUBEMAP: int @@ -2041,105 +2091,143 @@ MOUSE_CURSOR_RESIZE_EW: int MOUSE_CURSOR_RESIZE_NESW: int MOUSE_CURSOR_RESIZE_NS: int MOUSE_CURSOR_RESIZE_NWSE: int -def MakeDirectory(dirPath: bytes,) -> int: - """Create directories (including full path requested), returns 0 on success.""" - ... -def MatrixAdd(left: Matrix|list|tuple,right: Matrix|list|tuple,) -> Matrix: - """.""" - ... -def MatrixDecompose(mat: Matrix|list|tuple,translation: Any|list|tuple,rotation: Any|list|tuple,scale: Any|list|tuple,) -> None: - """.""" - ... -def MatrixDeterminant(mat: Matrix|list|tuple,) -> float: - """.""" - ... -def MatrixFrustum(left: float,right: float,bottom: float,top: float,nearPlane: float,farPlane: float,) -> Matrix: - """.""" - ... +def MatrixAdd(Matrix_0: Matrix,Matrix_1: Matrix,) -> Matrix: + """struct Matrix MatrixAdd(struct Matrix, struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixDeterminant(Matrix_0: Matrix,) -> float: + """float MatrixDeterminant(struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixFrustum(double_0: float,double_1: float,double_2: float,double_3: float,double_4: float,double_5: float,) -> Matrix: + """struct Matrix MatrixFrustum(double, double, double, double, double, double); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def MatrixIdentity() -> Matrix: - """.""" - ... -def MatrixInvert(mat: Matrix|list|tuple,) -> Matrix: - """.""" - ... -def MatrixLookAt(eye: Vector3|list|tuple,target: Vector3|list|tuple,up: Vector3|list|tuple,) -> Matrix: - """.""" - ... -def MatrixMultiply(left: Matrix|list|tuple,right: Matrix|list|tuple,) -> Matrix: - """.""" - ... -def MatrixOrtho(left: float,right: float,bottom: float,top: float,nearPlane: float,farPlane: float,) -> Matrix: - """.""" - ... -def MatrixPerspective(fovY: float,aspect: float,nearPlane: float,farPlane: float,) -> Matrix: - """.""" - ... -def MatrixRotate(axis: Vector3|list|tuple,angle: float,) -> Matrix: - """.""" - ... -def MatrixRotateX(angle: float,) -> Matrix: - """.""" - ... -def MatrixRotateXYZ(angle: Vector3|list|tuple,) -> Matrix: - """.""" - ... -def MatrixRotateY(angle: float,) -> Matrix: - """.""" - ... -def MatrixRotateZ(angle: float,) -> Matrix: - """.""" - ... -def MatrixRotateZYX(angle: Vector3|list|tuple,) -> Matrix: - """.""" - ... -def MatrixScale(x: float,y: float,z: float,) -> Matrix: - """.""" - ... -def MatrixSubtract(left: Matrix|list|tuple,right: Matrix|list|tuple,) -> Matrix: - """.""" - ... -def MatrixToFloatV(mat: Matrix|list|tuple,) -> float16: - """.""" - ... -def MatrixTrace(mat: Matrix|list|tuple,) -> float: - """.""" - ... -def MatrixTranslate(x: float,y: float,z: float,) -> Matrix: - """.""" - ... -def MatrixTranspose(mat: Matrix|list|tuple,) -> Matrix: - """.""" - ... + """struct Matrix MatrixIdentity(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixInvert(Matrix_0: Matrix,) -> Matrix: + """struct Matrix MatrixInvert(struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixLookAt(Vector3_0: Vector3,Vector3_1: Vector3,Vector3_2: Vector3,) -> Matrix: + """struct Matrix MatrixLookAt(struct Vector3, struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixMultiply(Matrix_0: Matrix,Matrix_1: Matrix,) -> Matrix: + """struct Matrix MatrixMultiply(struct Matrix, struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixOrtho(double_0: float,double_1: float,double_2: float,double_3: float,double_4: float,double_5: float,) -> Matrix: + """struct Matrix MatrixOrtho(double, double, double, double, double, double); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixPerspective(double_0: float,double_1: float,double_2: float,double_3: float,) -> Matrix: + """struct Matrix MatrixPerspective(double, double, double, double); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixRotate(Vector3_0: Vector3,float_1: float,) -> Matrix: + """struct Matrix MatrixRotate(struct Vector3, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixRotateX(float_0: float,) -> Matrix: + """struct Matrix MatrixRotateX(float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixRotateXYZ(Vector3_0: Vector3,) -> Matrix: + """struct Matrix MatrixRotateXYZ(struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixRotateY(float_0: float,) -> Matrix: + """struct Matrix MatrixRotateY(float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixRotateZ(float_0: float,) -> Matrix: + """struct Matrix MatrixRotateZ(float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixRotateZYX(Vector3_0: Vector3,) -> Matrix: + """struct Matrix MatrixRotateZYX(struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixScale(float_0: float,float_1: float,float_2: float,) -> Matrix: + """struct Matrix MatrixScale(float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixSubtract(Matrix_0: Matrix,Matrix_1: Matrix,) -> Matrix: + """struct Matrix MatrixSubtract(struct Matrix, struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixToFloatV(Matrix_0: Matrix,) -> float16: + """struct float16 MatrixToFloatV(struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixTrace(Matrix_0: Matrix,) -> float: + """float MatrixTrace(struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixTranslate(float_0: float,float_1: float,float_2: float,) -> Matrix: + """struct Matrix MatrixTranslate(float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def MatrixTranspose(Matrix_0: Matrix,) -> Matrix: + """struct Matrix MatrixTranspose(struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def MaximizeWindow() -> None: - """Set window state: maximized, if resizable.""" - ... -def MeasureText(text: bytes,fontSize: int,) -> int: - """Measure string width for default font.""" - ... -def MeasureTextEx(font: Font|list|tuple,text: bytes,fontSize: float,spacing: float,) -> Vector2: - """Measure string size for Font.""" - ... + """Set window state: maximized, if resizable (only PLATFORM_DESKTOP)""" + ... +def MeasureText(text: str,fontSize: int,) -> int: + """Measure string width for default font""" + ... +def MeasureTextEx(font: Font,text: str,fontSize: float,spacing: float,) -> Vector2: + """Measure string size for Font""" + ... def MemAlloc(size: int,) -> Any: - """Internal memory allocator.""" - ... + """Internal memory allocator""" + ... def MemFree(ptr: Any,) -> None: - """Internal memory free.""" - ... + """Internal memory free""" + ... def MemRealloc(ptr: Any,size: int,) -> Any: - """Internal memory reallocator.""" - ... + """Internal memory reallocator""" + ... def MinimizeWindow() -> None: - """Set window state: minimized, if resizable.""" - ... + """Set window state: minimized, if resizable (only PLATFORM_DESKTOP)""" + ... NPATCH_NINE_PATCH: int NPATCH_THREE_PATCH_HORIZONTAL: int NPATCH_THREE_PATCH_VERTICAL: int -def Normalize(value: float,start: float,end: float,) -> float: - """.""" - ... -def OpenURL(url: bytes,) -> None: - """Open URL with default system browser (if available).""" - ... +def Normalize(float_0: float,float_1: float,float_2: float,) -> float: + """float Normalize(float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def OpenURL(url: str,) -> None: + """Open URL with default system browser (if available)""" + ... PHYSICS_CIRCLE: int PHYSICS_POLYGON: int PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: int @@ -2168,114 +2256,160 @@ PIXELFORMAT_UNCOMPRESSED_R8G8B8: int PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: int PROGRESSBAR: int PROGRESS_PADDING: int -def PauseAudioStream(stream: AudioStream|list|tuple,) -> None: - """Pause audio stream.""" - ... -def PauseMusicStream(music: Music|list|tuple,) -> None: - """Pause music playing.""" - ... -def PauseSound(sound: Sound|list|tuple,) -> None: - """Pause a sound.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def PhysicsAddForce(body: Any|list|tuple,force: Vector2|list|tuple,) -> None: - """Adds a force to a physics body.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def PhysicsAddTorque(body: Any|list|tuple,amount: float,) -> None: - """Adds an angular force to a physics body.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def 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.""" - ... -def PlayAudioStream(stream: AudioStream|list|tuple,) -> None: - """Play audio stream.""" - ... -def PlayAutomationEvent(event: AutomationEvent|list|tuple,) -> None: - """Play a recorded automation event.""" - ... -def PlayMusicStream(music: Music|list|tuple,) -> None: - """Start music playing.""" - ... -def PlaySound(sound: Sound|list|tuple,) -> None: - """Play a sound.""" - ... +def PauseAudioStream(stream: AudioStream,) -> None: + """Pause audio stream""" + ... +def PauseMusicStream(music: Music,) -> None: + """Pause music playing""" + ... +def PauseSound(sound: Sound,) -> None: + """Pause a sound""" + ... +def PhysicsAddForce(PhysicsBodyData_pointer_0: Any,Vector2_1: Vector2,) -> None: + """void PhysicsAddForce(struct PhysicsBodyData *, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def PhysicsAddTorque(PhysicsBodyData_pointer_0: Any,float_1: float,) -> None: + """void PhysicsAddTorque(struct PhysicsBodyData *, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def PhysicsShatter(PhysicsBodyData_pointer_0: Any,Vector2_1: Vector2,float_2: float,) -> None: + """void PhysicsShatter(struct PhysicsBodyData *, struct Vector2, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def PlayAudioStream(stream: AudioStream,) -> None: + """Play audio stream""" + ... +def PlayAutomationEvent(event: AutomationEvent,) -> None: + """Play a recorded automation event""" + ... +def PlayMusicStream(music: Music,) -> None: + """Start music playing""" + ... +def PlaySound(sound: Sound,) -> None: + """Play a sound""" + ... def PollInputEvents() -> None: - """Register all input events.""" - ... -def QuaternionAdd(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionAddValue(q: Vector4|list|tuple,add: float,) -> Vector4: - """.""" - ... -def QuaternionCubicHermiteSpline(q1: Vector4|list|tuple,outTangent1: Vector4|list|tuple,q2: Vector4|list|tuple,inTangent2: Vector4|list|tuple,t: float,) -> Vector4: - """.""" - ... -def QuaternionDivide(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionEquals(p: Vector4|list|tuple,q: Vector4|list|tuple,) -> int: - """.""" - ... -def QuaternionFromAxisAngle(axis: Vector3|list|tuple,angle: float,) -> Vector4: - """.""" - ... -def QuaternionFromEuler(pitch: float,yaw: float,roll: float,) -> Vector4: - """.""" - ... -def QuaternionFromMatrix(mat: Matrix|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionFromVector3ToVector3(from_0: Vector3|list|tuple,to: Vector3|list|tuple,) -> Vector4: - """.""" - ... + """Register all input events""" + ... +def QuaternionAdd(Vector4_0: Vector4,Vector4_1: Vector4,) -> Vector4: + """struct Vector4 QuaternionAdd(struct Vector4, struct Vector4); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionAddValue(Vector4_0: Vector4,float_1: float,) -> Vector4: + """struct Vector4 QuaternionAddValue(struct Vector4, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionDivide(Vector4_0: Vector4,Vector4_1: Vector4,) -> Vector4: + """struct Vector4 QuaternionDivide(struct Vector4, struct Vector4); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionEquals(Vector4_0: Vector4,Vector4_1: Vector4,) -> int: + """int QuaternionEquals(struct Vector4, struct Vector4); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionFromAxisAngle(Vector3_0: Vector3,float_1: float,) -> Vector4: + """struct Vector4 QuaternionFromAxisAngle(struct Vector3, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionFromEuler(float_0: float,float_1: float,float_2: float,) -> Vector4: + """struct Vector4 QuaternionFromEuler(float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionFromMatrix(Matrix_0: Matrix,) -> Vector4: + """struct Vector4 QuaternionFromMatrix(struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionFromVector3ToVector3(Vector3_0: Vector3,Vector3_1: Vector3,) -> Vector4: + """struct Vector4 QuaternionFromVector3ToVector3(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def QuaternionIdentity() -> Vector4: - """.""" - ... -def QuaternionInvert(q: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionLength(q: Vector4|list|tuple,) -> float: - """.""" - ... -def QuaternionLerp(q1: Vector4|list|tuple,q2: Vector4|list|tuple,amount: float,) -> Vector4: - """.""" - ... -def QuaternionMultiply(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionNlerp(q1: Vector4|list|tuple,q2: Vector4|list|tuple,amount: float,) -> Vector4: - """.""" - ... -def QuaternionNormalize(q: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionScale(q: Vector4|list|tuple,mul: float,) -> Vector4: - """.""" - ... -def QuaternionSlerp(q1: Vector4|list|tuple,q2: Vector4|list|tuple,amount: float,) -> Vector4: - """.""" - ... -def QuaternionSubtract(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionSubtractValue(q: Vector4|list|tuple,sub: float,) -> Vector4: - """.""" - ... -def QuaternionToAxisAngle(q: Vector4|list|tuple,outAxis: Any|list|tuple,outAngle: Any,) -> None: - """.""" - ... -def QuaternionToEuler(q: Vector4|list|tuple,) -> Vector3: - """.""" - ... -def QuaternionToMatrix(q: Vector4|list|tuple,) -> Matrix: - """.""" - ... -def QuaternionTransform(q: Vector4|list|tuple,mat: Matrix|list|tuple,) -> Vector4: - """.""" - ... + """struct Vector4 QuaternionIdentity(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionInvert(Vector4_0: Vector4,) -> Vector4: + """struct Vector4 QuaternionInvert(struct Vector4); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionLength(Vector4_0: Vector4,) -> float: + """float QuaternionLength(struct Vector4); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionLerp(Vector4_0: Vector4,Vector4_1: Vector4,float_2: float,) -> Vector4: + """struct Vector4 QuaternionLerp(struct Vector4, struct Vector4, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionMultiply(Vector4_0: Vector4,Vector4_1: Vector4,) -> Vector4: + """struct Vector4 QuaternionMultiply(struct Vector4, struct Vector4); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionNlerp(Vector4_0: Vector4,Vector4_1: Vector4,float_2: float,) -> Vector4: + """struct Vector4 QuaternionNlerp(struct Vector4, struct Vector4, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionNormalize(Vector4_0: Vector4,) -> Vector4: + """struct Vector4 QuaternionNormalize(struct Vector4); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionScale(Vector4_0: Vector4,float_1: float,) -> Vector4: + """struct Vector4 QuaternionScale(struct Vector4, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionSlerp(Vector4_0: Vector4,Vector4_1: Vector4,float_2: float,) -> Vector4: + """struct Vector4 QuaternionSlerp(struct Vector4, struct Vector4, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionSubtract(Vector4_0: Vector4,Vector4_1: Vector4,) -> Vector4: + """struct Vector4 QuaternionSubtract(struct Vector4, struct Vector4); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionSubtractValue(Vector4_0: Vector4,float_1: float,) -> Vector4: + """struct Vector4 QuaternionSubtractValue(struct Vector4, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionToAxisAngle(Vector4_0: Vector4,Vector3_pointer_1: Any,float_pointer_2: Any,) -> None: + """void QuaternionToAxisAngle(struct Vector4, struct Vector3 *, float *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionToEuler(Vector4_0: Vector4,) -> Vector3: + """struct Vector3 QuaternionToEuler(struct Vector4); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionToMatrix(Vector4_0: Vector4,) -> Matrix: + """struct Matrix QuaternionToMatrix(struct Vector4); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def QuaternionTransform(Vector4_0: Vector4,Matrix_1: Matrix,) -> Vector4: + """struct Vector4 QuaternionTransform(struct Vector4, struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... RL_ATTACHMENT_COLOR_CHANNEL0: int RL_ATTACHMENT_COLOR_CHANNEL1: int RL_ATTACHMENT_COLOR_CHANNEL2: int @@ -2378,10 +2512,6 @@ RL_SHADER_UNIFORM_IVEC2: int RL_SHADER_UNIFORM_IVEC3: int RL_SHADER_UNIFORM_IVEC4: int RL_SHADER_UNIFORM_SAMPLER2D: int -RL_SHADER_UNIFORM_UINT: int -RL_SHADER_UNIFORM_UIVEC2: int -RL_SHADER_UNIFORM_UIVEC3: int -RL_SHADER_UNIFORM_UIVEC4: int RL_SHADER_UNIFORM_VEC2: int RL_SHADER_UNIFORM_VEC3: int RL_SHADER_UNIFORM_VEC4: int @@ -2391,25 +2521,28 @@ RL_TEXTURE_FILTER_ANISOTROPIC_8X: int RL_TEXTURE_FILTER_BILINEAR: int RL_TEXTURE_FILTER_POINT: int RL_TEXTURE_FILTER_TRILINEAR: int -def Remap(value: float,inputStart: float,inputEnd: float,outputStart: float,outputEnd: float,) -> float: - """.""" - ... +def Remap(float_0: float,float_1: float,float_2: float,float_3: float,float_4: float,) -> float: + """float Remap(float, float, float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def ResetPhysics() -> None: + """void ResetPhysics(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def RestoreWindow() -> None: - """Set window state: not minimized/maximized.""" - ... -def ResumeAudioStream(stream: AudioStream|list|tuple,) -> None: - """Resume audio stream.""" - ... -def ResumeMusicStream(music: Music|list|tuple,) -> None: - """Resume playing paused music.""" - ... -def ResumeSound(sound: Sound|list|tuple,) -> None: - """Resume a paused sound.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def RunPhysicsStep() -> None: - """Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop.""" - ... + """Set window state: not minimized/maximized (only PLATFORM_DESKTOP)""" + ... +def ResumeAudioStream(stream: AudioStream,) -> None: + """Resume audio stream""" + ... +def ResumeMusicStream(music: Music,) -> None: + """Resume playing paused music""" + ... +def ResumeSound(sound: Sound,) -> None: + """Resume a paused sound""" + ... SCROLLBAR: int SCROLLBAR_SIDE: int SCROLLBAR_WIDTH: int @@ -2421,7 +2554,6 @@ SHADER_ATTRIB_FLOAT: int SHADER_ATTRIB_VEC2: int SHADER_ATTRIB_VEC3: int SHADER_ATTRIB_VEC4: int -SHADER_LOC_BONE_MATRICES: int SHADER_LOC_COLOR_AMBIENT: int SHADER_LOC_COLOR_DIFFUSE: int SHADER_LOC_COLOR_SPECULAR: int @@ -2442,8 +2574,6 @@ SHADER_LOC_MATRIX_NORMAL: int SHADER_LOC_MATRIX_PROJECTION: int SHADER_LOC_MATRIX_VIEW: int SHADER_LOC_VECTOR_VIEW: int -SHADER_LOC_VERTEX_BONEIDS: int -SHADER_LOC_VERTEX_BONEWEIGHTS: int SHADER_LOC_VERTEX_COLOR: int SHADER_LOC_VERTEX_NORMAL: int SHADER_LOC_VERTEX_POSITION: int @@ -2470,210 +2600,210 @@ STATE_FOCUSED: int STATE_NORMAL: int STATE_PRESSED: int STATUSBAR: int -def SaveFileData(fileName: bytes,data: Any,dataSize: int,) -> bool: - """Save data to file from byte array (write), returns true on success.""" - ... -def SaveFileText(fileName: bytes,text: bytes,) -> bool: - """Save text data to file (write), string must be '\0' terminated, returns true on success.""" - ... -def SeekMusicStream(music: Music|list|tuple,position: float,) -> None: - """Seek music to a position (in seconds).""" - ... +def SaveFileData(fileName: str,data: Any,dataSize: int,) -> bool: + """Save data to file from byte array (write), returns true on success""" + ... +def SaveFileText(fileName: str,text: str,) -> bool: + """Save text data to file (write), string must be '\0' terminated, returns true on success""" + ... +def SeekMusicStream(music: Music,position: float,) -> None: + """Seek music to a position (in seconds)""" + ... def SetAudioStreamBufferSizeDefault(size: int,) -> None: - """Default size for new audio streams.""" - ... -def SetAudioStreamCallback(stream: AudioStream|list|tuple,callback: Any,) -> None: - """Audio thread callback to request new data.""" - ... -def SetAudioStreamPan(stream: AudioStream|list|tuple,pan: float,) -> None: - """Set pan for audio stream (0.5 is centered).""" - ... -def SetAudioStreamPitch(stream: AudioStream|list|tuple,pitch: float,) -> None: - """Set pitch for audio stream (1.0 is base level).""" - ... -def SetAudioStreamVolume(stream: AudioStream|list|tuple,volume: float,) -> None: - """Set volume for audio stream (1.0 is max level).""" - ... + """Default size for new audio streams""" + ... +def SetAudioStreamCallback(stream: AudioStream,callback: Any,) -> None: + """Audio thread callback to request new data""" + ... +def SetAudioStreamPan(stream: AudioStream,pan: float,) -> None: + """Set pan for audio stream (0.5 is centered)""" + ... +def SetAudioStreamPitch(stream: AudioStream,pitch: float,) -> None: + """Set pitch for audio stream (1.0 is base level)""" + ... +def SetAudioStreamVolume(stream: AudioStream,volume: float,) -> None: + """Set volume for audio stream (1.0 is max level)""" + ... def SetAutomationEventBaseFrame(frame: int,) -> None: - """Set automation event internal base frame to start recording.""" - ... -def SetAutomationEventList(list_0: Any|list|tuple,) -> None: - """Set automation event list to record to.""" - ... -def SetClipboardText(text: bytes,) -> None: - """Set clipboard text content.""" - ... + """Set automation event internal base frame to start recording""" + ... +def SetAutomationEventList(list: Any,) -> None: + """Set automation event list to record to""" + ... +def SetClipboardText(text: str,) -> None: + """Set clipboard text content""" + ... def SetConfigFlags(flags: int,) -> None: - """Setup init configuration flags (view FLAGS).""" - ... + """Setup init configuration flags (view FLAGS)""" + ... def SetExitKey(key: int,) -> None: - """Set a custom key to exit program (default is ESC).""" - ... -def SetGamepadMappings(mappings: bytes,) -> int: - """Set internal gamepad mappings (SDL_GameControllerDB).""" - ... -def SetGamepadVibration(gamepad: int,leftMotor: float,rightMotor: float,duration: float,) -> None: - """Set gamepad vibration for both motors (duration in seconds).""" - ... + """Set a custom key to exit program (default is ESC)""" + ... +def SetGamepadMappings(mappings: str,) -> int: + """Set internal gamepad mappings (SDL_GameControllerDB)""" + ... def SetGesturesEnabled(flags: int,) -> None: - """Enable a set of gestures using flags.""" - ... -def SetLoadFileDataCallback(callback: bytes,) -> None: - """Set custom file binary data loader.""" - ... -def SetLoadFileTextCallback(callback: bytes,) -> None: - """Set custom file text data loader.""" - ... + """Enable a set of gestures using flags""" + ... +def SetLoadFileDataCallback(callback: str,) -> None: + """Set custom file binary data loader""" + ... +def SetLoadFileTextCallback(callback: str,) -> None: + """Set custom file text data loader""" + ... def SetMasterVolume(volume: float,) -> None: - """Set master volume (listener).""" - ... -def 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...).""" - ... -def SetModelMeshMaterial(model: Any|list|tuple,meshId: int,materialId: int,) -> None: - """Set material for a mesh.""" - ... + """Set master volume (listener)""" + ... +def SetMaterialTexture(material: Any,mapType: int,texture: Texture,) -> None: + """Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)""" + ... +def SetModelMeshMaterial(model: Any,meshId: int,materialId: int,) -> None: + """Set material for a mesh""" + ... def SetMouseCursor(cursor: int,) -> None: - """Set mouse cursor.""" - ... + """Set mouse cursor""" + ... def SetMouseOffset(offsetX: int,offsetY: int,) -> None: - """Set mouse offset.""" - ... + """Set mouse offset""" + ... def SetMousePosition(x: int,y: int,) -> None: - """Set mouse position XY.""" - ... + """Set mouse position XY""" + ... def SetMouseScale(scaleX: float,scaleY: float,) -> None: - """Set mouse scaling.""" - ... -def SetMusicPan(music: Music|list|tuple,pan: float,) -> None: - """Set pan for a music (0.5 is center).""" - ... -def SetMusicPitch(music: Music|list|tuple,pitch: float,) -> None: - """Set pitch for a music (1.0 is base level).""" - ... -def SetMusicVolume(music: Music|list|tuple,volume: float,) -> None: - """Set volume for music (1.0 is max level).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def SetPhysicsBodyRotation(body: Any|list|tuple,radians: float,) -> None: - """Sets physics body shape transform based on radians parameter.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def SetPhysicsGravity(x: float,y: float,) -> None: - """Sets physics global gravity force.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def SetPhysicsTimeStep(delta: float,) -> None: - """Sets physics fixed time step in milliseconds. 1.666666 by default.""" - ... -def SetPixelColor(dstPtr: Any,color: Color|list|tuple,format: int,) -> None: - """Set color formatted into destination pixel pointer.""" - ... + """Set mouse scaling""" + ... +def SetMusicPan(music: Music,pan: float,) -> None: + """Set pan for a music (0.5 is center)""" + ... +def SetMusicPitch(music: Music,pitch: float,) -> None: + """Set pitch for a music (1.0 is base level)""" + ... +def SetMusicVolume(music: Music,volume: float,) -> None: + """Set volume for music (1.0 is max level)""" + ... +def SetPhysicsBodyRotation(PhysicsBodyData_pointer_0: Any,float_1: float,) -> None: + """void SetPhysicsBodyRotation(struct PhysicsBodyData *, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def SetPhysicsGravity(float_0: float,float_1: float,) -> None: + """void SetPhysicsGravity(float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def SetPhysicsTimeStep(double_0: float,) -> None: + """void SetPhysicsTimeStep(double); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def SetPixelColor(dstPtr: Any,color: Color,format: int,) -> None: + """Set color formatted into destination pixel pointer""" + ... def SetRandomSeed(seed: int,) -> None: - """Set the seed for the random number generator.""" - ... -def SetSaveFileDataCallback(callback: bytes,) -> None: - """Set custom file binary data saver.""" - ... -def SetSaveFileTextCallback(callback: bytes,) -> None: - """Set custom file text data saver.""" - ... -def SetShaderValue(shader: Shader|list|tuple,locIndex: int,value: Any,uniformType: int,) -> None: - """Set shader uniform value.""" - ... -def SetShaderValueMatrix(shader: Shader|list|tuple,locIndex: int,mat: Matrix|list|tuple,) -> None: - """Set shader uniform value (matrix 4x4).""" - ... -def SetShaderValueTexture(shader: Shader|list|tuple,locIndex: int,texture: Texture|list|tuple,) -> None: - """Set shader uniform value for texture (sampler2d).""" - ... -def SetShaderValueV(shader: Shader|list|tuple,locIndex: int,value: Any,uniformType: int,count: int,) -> None: - """Set shader uniform value vector.""" - ... -def SetShapesTexture(texture: Texture|list|tuple,source: Rectangle|list|tuple,) -> None: - """Set texture and rectangle to be used on shapes drawing.""" - ... -def SetSoundPan(sound: Sound|list|tuple,pan: float,) -> None: - """Set pan for a sound (0.5 is center).""" - ... -def SetSoundPitch(sound: Sound|list|tuple,pitch: float,) -> None: - """Set pitch for a sound (1.0 is base level).""" - ... -def SetSoundVolume(sound: Sound|list|tuple,volume: float,) -> None: - """Set volume for a sound (1.0 is max level).""" - ... + """Set the seed for the random number generator""" + ... +def SetSaveFileDataCallback(callback: str,) -> None: + """Set custom file binary data saver""" + ... +def SetSaveFileTextCallback(callback: str,) -> None: + """Set custom file text data saver""" + ... +def SetShaderValue(shader: Shader,locIndex: int,value: Any,uniformType: int,) -> None: + """Set shader uniform value""" + ... +def SetShaderValueMatrix(shader: Shader,locIndex: int,mat: Matrix,) -> None: + """Set shader uniform value (matrix 4x4)""" + ... +def SetShaderValueTexture(shader: Shader,locIndex: int,texture: Texture,) -> None: + """Set shader uniform value for texture (sampler2d)""" + ... +def SetShaderValueV(shader: Shader,locIndex: int,value: Any,uniformType: int,count: int,) -> None: + """Set shader uniform value vector""" + ... +def SetShapesTexture(texture: Texture,source: Rectangle,) -> None: + """Set texture and rectangle to be used on shapes drawing""" + ... +def SetSoundPan(sound: Sound,pan: float,) -> None: + """Set pan for a sound (0.5 is center)""" + ... +def SetSoundPitch(sound: Sound,pitch: float,) -> None: + """Set pitch for a sound (1.0 is base level)""" + ... +def SetSoundVolume(sound: Sound,volume: float,) -> None: + """Set volume for a sound (1.0 is max level)""" + ... def SetTargetFPS(fps: int,) -> None: - """Set target FPS (maximum).""" - ... + """Set target FPS (maximum)""" + ... def SetTextLineSpacing(spacing: int,) -> None: - """Set vertical line spacing when drawing with line-breaks.""" - ... -def SetTextureFilter(texture: Texture|list|tuple,filter: int,) -> None: - """Set texture scaling filter mode.""" - ... -def SetTextureWrap(texture: Texture|list|tuple,wrap: int,) -> None: - """Set texture wrapping mode.""" - ... -def SetTraceLogCallback(callback: bytes,) -> None: - """Set custom trace log.""" - ... + """Set vertical line spacing when drawing with line-breaks""" + ... +def SetTextureFilter(texture: Texture,filter: int,) -> None: + """Set texture scaling filter mode""" + ... +def SetTextureWrap(texture: Texture,wrap: int,) -> None: + """Set texture wrapping mode""" + ... +def SetTraceLogCallback(callback: str,) -> None: + """Set custom trace log""" + ... def SetTraceLogLevel(logLevel: int,) -> None: - """Set the current threshold (minimum) log level.""" - ... + """Set the current threshold (minimum) log level""" + ... def SetWindowFocused() -> None: - """Set window focused.""" - ... -def SetWindowIcon(image: Image|list|tuple,) -> None: - """Set icon for window (single image, RGBA 32bit).""" - ... -def SetWindowIcons(images: Any|list|tuple,count: int,) -> None: - """Set icon for window (multiple images, RGBA 32bit).""" - ... + """Set window focused (only PLATFORM_DESKTOP)""" + ... +def SetWindowIcon(image: Image,) -> None: + """Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)""" + ... +def SetWindowIcons(images: Any,count: int,) -> None: + """Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)""" + ... def SetWindowMaxSize(width: int,height: int,) -> None: - """Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE).""" - ... + """Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)""" + ... def SetWindowMinSize(width: int,height: int,) -> None: - """Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE).""" - ... + """Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)""" + ... def SetWindowMonitor(monitor: int,) -> None: - """Set monitor for the current window.""" - ... + """Set monitor for the current window""" + ... def SetWindowOpacity(opacity: float,) -> None: - """Set window opacity [0.0f..1.0f].""" - ... + """Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)""" + ... def SetWindowPosition(x: int,y: int,) -> None: - """Set window position on screen.""" - ... + """Set window position on screen (only PLATFORM_DESKTOP)""" + ... def SetWindowSize(width: int,height: int,) -> None: - """Set window dimensions.""" - ... + """Set window dimensions""" + ... def SetWindowState(flags: int,) -> None: - """Set window configuration state using flags.""" - ... -def SetWindowTitle(title: bytes,) -> None: - """Set title for window.""" - ... + """Set window configuration state using flags (only PLATFORM_DESKTOP)""" + ... +def SetWindowTitle(title: str,) -> None: + """Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)""" + ... def ShowCursor() -> None: - """Shows cursor.""" - ... + """Shows cursor""" + ... def StartAutomationEventRecording() -> None: - """Start recording automation events (AutomationEventList must be set).""" - ... -def StopAudioStream(stream: AudioStream|list|tuple,) -> None: - """Stop audio stream.""" - ... + """Start recording automation events (AutomationEventList must be set)""" + ... +def StopAudioStream(stream: AudioStream,) -> None: + """Stop audio stream""" + ... def StopAutomationEventRecording() -> None: - """Stop recording automation events.""" - ... -def StopMusicStream(music: Music|list|tuple,) -> None: - """Stop music playing.""" - ... -def StopSound(sound: Sound|list|tuple,) -> None: - """Stop playing a sound.""" - ... + """Stop recording automation events""" + ... +def StopMusicStream(music: Music,) -> None: + """Stop music playing""" + ... +def StopSound(sound: Sound,) -> None: + """Stop playing a sound""" + ... def SwapScreenBuffer() -> None: - """Swap back buffer with front buffer (screen drawing).""" - ... + """Swap back buffer with front buffer (screen drawing)""" + ... TEXTBOX: int TEXTURE_FILTER_ANISOTROPIC_16X: int TEXTURE_FILTER_ANISOTROPIC_4X: int @@ -2707,1717 +2837,1400 @@ TEXT_WRAP_MODE: int TEXT_WRAP_NONE: int TEXT_WRAP_WORD: int TOGGLE: int -def TakeScreenshot(fileName: bytes,) -> None: - """Takes a screenshot of current screen (filename extension defines format).""" - ... -def TextAppend(text: bytes,append: bytes,position: Any,) -> None: - """Append text at specific position and move cursor!.""" - ... -def TextCopy(dst: bytes,src: bytes,) -> int: - """Copy one string to another, returns bytes copied.""" - ... -def TextFindIndex(text: bytes,find: bytes,) -> int: - """Find first text occurrence within a string.""" - ... -def TextFormat(*args) -> bytes: +def TakeScreenshot(fileName: str,) -> None: + """Takes a screenshot of current screen (filename extension defines format)""" + ... +def TextAppend(text: str,append: str,position: Any,) -> None: + """Append text at specific position and move cursor!""" + ... +def TextCopy(dst: str,src: str,) -> int: + """Copy one string to another, returns bytes copied""" + ... +def TextFindIndex(text: str,find: str,) -> int: + """Find first text occurrence within a string""" + ... +def TextFormat(*args) -> str: """VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI""" ... -def TextInsert(text: bytes,insert: bytes,position: int,) -> bytes: - """Insert text in a position (WARNING: memory must be freed!).""" - ... -def TextIsEqual(text1: bytes,text2: bytes,) -> bool: - """Check if two text string are equal.""" - ... -def TextJoin(textList: list[bytes],count: int,delimiter: bytes,) -> bytes: - """Join text strings with delimiter.""" - ... -def TextLength(text: bytes,) -> int: - """Get text length, checks for '\0' ending.""" - ... -def TextReplace(text: bytes,replace: bytes,by: bytes,) -> bytes: - """Replace text string (WARNING: memory must be freed!).""" - ... -def TextSplit(text: bytes,delimiter: bytes,count: Any,) -> list[bytes]: - """Split text into multiple strings.""" - ... -def TextSubtext(text: bytes,position: int,length: int,) -> bytes: - """Get a piece of a text string.""" - ... -def TextToCamel(text: bytes,) -> bytes: - """Get Camel case notation version of provided string.""" - ... -def TextToFloat(text: bytes,) -> float: - """Get float value from text (negative values not supported).""" - ... -def TextToInteger(text: bytes,) -> int: - """Get integer value from text (negative values not supported).""" - ... -def TextToLower(text: bytes,) -> bytes: - """Get lower case version of provided string.""" - ... -def TextToPascal(text: bytes,) -> bytes: - """Get Pascal case notation version of provided string.""" - ... -def TextToSnake(text: bytes,) -> bytes: - """Get Snake case notation version of provided string.""" - ... -def TextToUpper(text: bytes,) -> bytes: - """Get upper case version of provided string.""" - ... +def TextInsert(text: str,insert: str,position: int,) -> str: + """Insert text in a position (WARNING: memory must be freed!)""" + ... +def TextIsEqual(text1: str,text2: str,) -> bool: + """Check if two text string are equal""" + ... +def TextJoin(textList: str,count: int,delimiter: str,) -> str: + """Join text strings with delimiter""" + ... +def TextLength(text: str,) -> int: + """Get text length, checks for '\0' ending""" + ... +def TextReplace(text: str,replace: str,by: str,) -> str: + """Replace text string (WARNING: memory must be freed!)""" + ... +def TextSplit(text: str,delimiter: str,count: Any,) -> str: + """Split text into multiple strings""" + ... +def TextSubtext(text: str,position: int,length: int,) -> str: + """Get a piece of a text string""" + ... +def TextToInteger(text: str,) -> int: + """Get integer value from text (negative values not supported)""" + ... +def TextToLower(text: str,) -> str: + """Get lower case version of provided string""" + ... +def TextToPascal(text: str,) -> str: + """Get Pascal case notation version of provided string""" + ... +def TextToUpper(text: str,) -> str: + """Get upper case version of provided string""" + ... def ToggleBorderlessWindowed() -> None: - """Toggle window state: borderless windowed, resizes window to match monitor resolution.""" - ... + """Toggle window state: borderless windowed (only PLATFORM_DESKTOP)""" + ... def ToggleFullscreen() -> None: - """Toggle window state: fullscreen/windowed, resizes monitor to match window resolution.""" - ... + """Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)""" + ... def TraceLog(*args) -> None: """VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI""" ... -def UnloadAudioStream(stream: AudioStream|list|tuple,) -> None: - """Unload audio stream and free memory.""" - ... -def UnloadAutomationEventList(list_0: AutomationEventList|list|tuple,) -> None: - """Unload automation events list from file.""" - ... +def UnloadAudioStream(stream: AudioStream,) -> None: + """Unload audio stream and free memory""" + ... +def UnloadAutomationEventList(list: Any,) -> None: + """Unload automation events list from file""" + ... def UnloadCodepoints(codepoints: Any,) -> None: - """Unload codepoints data from memory.""" - ... -def UnloadDirectoryFiles(files: FilePathList|list|tuple,) -> None: - """Unload filepaths.""" - ... -def UnloadDroppedFiles(files: FilePathList|list|tuple,) -> None: - """Unload dropped filepaths.""" - ... -def UnloadFileData(data: bytes,) -> None: - """Unload file data allocated by LoadFileData().""" - ... -def UnloadFileText(text: bytes,) -> None: - """Unload file text data allocated by LoadFileText().""" - ... -def UnloadFont(font: Font|list|tuple,) -> None: - """Unload font from GPU memory (VRAM).""" - ... -def UnloadFontData(glyphs: Any|list|tuple,glyphCount: int,) -> None: - """Unload font chars info data (RAM).""" - ... -def UnloadImage(image: Image|list|tuple,) -> None: - """Unload image from CPU memory (RAM).""" - ... -def UnloadImageColors(colors: Any|list|tuple,) -> None: - """Unload color data loaded with LoadImageColors().""" - ... -def UnloadImagePalette(colors: Any|list|tuple,) -> None: - """Unload colors palette loaded with LoadImagePalette().""" - ... -def UnloadMaterial(material: Material|list|tuple,) -> None: - """Unload material from GPU memory (VRAM).""" - ... -def UnloadMesh(mesh: Mesh|list|tuple,) -> None: - """Unload mesh data from CPU and GPU.""" - ... -def UnloadModel(model: Model|list|tuple,) -> None: - """Unload model (including meshes) from memory (RAM and/or VRAM).""" - ... -def UnloadModelAnimation(anim: ModelAnimation|list|tuple,) -> None: - """Unload animation data.""" - ... -def UnloadModelAnimations(animations: Any|list|tuple,animCount: int,) -> None: - """Unload animation array data.""" - ... -def UnloadMusicStream(music: Music|list|tuple,) -> None: - """Unload music stream.""" - ... + """Unload codepoints data from memory""" + ... +def UnloadDirectoryFiles(files: FilePathList,) -> None: + """Unload filepaths""" + ... +def UnloadDroppedFiles(files: FilePathList,) -> None: + """Unload dropped filepaths""" + ... +def UnloadFileData(data: str,) -> None: + """Unload file data allocated by LoadFileData()""" + ... +def UnloadFileText(text: str,) -> None: + """Unload file text data allocated by LoadFileText()""" + ... +def UnloadFont(font: Font,) -> None: + """Unload font from GPU memory (VRAM)""" + ... +def UnloadFontData(glyphs: Any,glyphCount: int,) -> None: + """Unload font chars info data (RAM)""" + ... +def UnloadImage(image: Image,) -> None: + """Unload image from CPU memory (RAM)""" + ... +def UnloadImageColors(colors: Any,) -> None: + """Unload color data loaded with LoadImageColors()""" + ... +def UnloadImagePalette(colors: Any,) -> None: + """Unload colors palette loaded with LoadImagePalette()""" + ... +def UnloadMaterial(material: Material,) -> None: + """Unload material from GPU memory (VRAM)""" + ... +def UnloadMesh(mesh: Mesh,) -> None: + """Unload mesh data from CPU and GPU""" + ... +def UnloadModel(model: Model,) -> None: + """Unload model (including meshes) from memory (RAM and/or VRAM)""" + ... +def UnloadModelAnimation(anim: ModelAnimation,) -> None: + """Unload animation data""" + ... +def UnloadModelAnimations(animations: Any,animCount: int,) -> None: + """Unload animation array data""" + ... +def UnloadMusicStream(music: Music,) -> None: + """Unload music stream""" + ... def UnloadRandomSequence(sequence: Any,) -> None: - """Unload random values sequence.""" - ... -def UnloadRenderTexture(target: RenderTexture|list|tuple,) -> None: - """Unload render texture from GPU memory (VRAM).""" - ... -def UnloadShader(shader: Shader|list|tuple,) -> None: - """Unload shader from GPU memory (VRAM).""" - ... -def UnloadSound(sound: Sound|list|tuple,) -> None: - """Unload sound.""" - ... -def UnloadSoundAlias(alias: Sound|list|tuple,) -> None: - """Unload a sound alias (does not deallocate sample data).""" - ... -def UnloadTexture(texture: Texture|list|tuple,) -> None: - """Unload texture from GPU memory (VRAM).""" - ... -def UnloadUTF8(text: bytes,) -> None: - """Unload UTF-8 text encoded from codepoints array.""" - ... -def UnloadVrStereoConfig(config: VrStereoConfig|list|tuple,) -> None: - """Unload VR stereo config.""" - ... -def UnloadWave(wave: Wave|list|tuple,) -> None: - """Unload wave data.""" - ... + """Unload random values sequence""" + ... +def UnloadRenderTexture(target: RenderTexture,) -> None: + """Unload render texture from GPU memory (VRAM)""" + ... +def UnloadShader(shader: Shader,) -> None: + """Unload shader from GPU memory (VRAM)""" + ... +def UnloadSound(sound: Sound,) -> None: + """Unload sound""" + ... +def UnloadSoundAlias(alias: Sound,) -> None: + """Unload a sound alias (does not deallocate sample data)""" + ... +def UnloadTexture(texture: Texture,) -> None: + """Unload texture from GPU memory (VRAM)""" + ... +def UnloadUTF8(text: str,) -> None: + """Unload UTF-8 text encoded from codepoints array""" + ... +def UnloadVrStereoConfig(config: VrStereoConfig,) -> None: + """Unload VR stereo config""" + ... +def UnloadWave(wave: Wave,) -> None: + """Unload wave data""" + ... def UnloadWaveSamples(samples: Any,) -> None: - """Unload samples data loaded with LoadWaveSamples().""" - ... -def UpdateAudioStream(stream: AudioStream|list|tuple,data: Any,frameCount: int,) -> None: - """Update audio stream buffers with data.""" - ... -def UpdateCamera(camera: Any|list|tuple,mode: int,) -> None: - """Update camera position for selected mode.""" - ... -def UpdateCameraPro(camera: Any|list|tuple,movement: Vector3|list|tuple,rotation: Vector3|list|tuple,zoom: float,) -> None: - """Update camera movement/rotation.""" - ... -def 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.""" - ... -def UpdateModelAnimation(model: Model|list|tuple,anim: ModelAnimation|list|tuple,frame: int,) -> None: - """Update model animation pose (CPU).""" - ... -def UpdateModelAnimationBones(model: Model|list|tuple,anim: ModelAnimation|list|tuple,frame: int,) -> None: - """Update model animation mesh bone matrices (GPU skinning).""" - ... -def UpdateMusicStream(music: Music|list|tuple,) -> None: - """Updates buffers for music streaming.""" - ... -def UpdateSound(sound: Sound|list|tuple,data: Any,sampleCount: int,) -> None: - """Update sound buffer with new data.""" - ... -def UpdateTexture(texture: Texture|list|tuple,pixels: Any,) -> None: - """Update GPU texture with new data.""" - ... -def UpdateTextureRec(texture: Texture|list|tuple,rec: Rectangle|list|tuple,pixels: Any,) -> None: - """Update GPU texture rectangle with new data.""" - ... -def UploadMesh(mesh: Any|list|tuple,dynamic: bool,) -> None: - """Upload mesh vertex data in GPU and provide VAO/VBO ids.""" - ... + """Unload samples data loaded with LoadWaveSamples()""" + ... +def UpdateAudioStream(stream: AudioStream,data: Any,frameCount: int,) -> None: + """Update audio stream buffers with data""" + ... +def UpdateCamera(camera: Any,mode: int,) -> None: + """Update camera position for selected mode""" + ... +def UpdateCameraPro(camera: Any,movement: Vector3,rotation: Vector3,zoom: float,) -> None: + """Update camera movement/rotation""" + ... +def UpdateMeshBuffer(mesh: Mesh,index: int,data: Any,dataSize: int,offset: int,) -> None: + """Update mesh vertex data in GPU for a specific buffer index""" + ... +def UpdateModelAnimation(model: Model,anim: ModelAnimation,frame: int,) -> None: + """Update model animation pose""" + ... +def UpdateMusicStream(music: Music,) -> None: + """Updates buffers for music streaming""" + ... +def UpdatePhysics() -> None: + """void UpdatePhysics(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def UpdateSound(sound: Sound,data: Any,sampleCount: int,) -> None: + """Update sound buffer with new data""" + ... +def UpdateTexture(texture: Texture,pixels: Any,) -> None: + """Update GPU texture with new data""" + ... +def UpdateTextureRec(texture: Texture,rec: Rectangle,pixels: Any,) -> None: + """Update GPU texture rectangle with new data""" + ... +def UploadMesh(mesh: Any,dynamic: bool,) -> None: + """Upload mesh vertex data in GPU and provide VAO/VBO ids""" + ... VALUEBOX: int -def Vector2Add(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2AddValue(v: Vector2|list|tuple,add: float,) -> Vector2: - """.""" - ... -def Vector2Angle(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2Clamp(v: Vector2|list|tuple,min_1: Vector2|list|tuple,max_2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2ClampValue(v: Vector2|list|tuple,min_1: float,max_2: float,) -> Vector2: - """.""" - ... -def Vector2Distance(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2DistanceSqr(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2Divide(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2DotProduct(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2Equals(p: Vector2|list|tuple,q: Vector2|list|tuple,) -> int: - """.""" - ... -def Vector2Invert(v: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2Length(v: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2LengthSqr(v: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2Lerp(v1: Vector2|list|tuple,v2: Vector2|list|tuple,amount: float,) -> Vector2: - """.""" - ... -def Vector2LineAngle(start: Vector2|list|tuple,end: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2Max(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2Min(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2MoveTowards(v: Vector2|list|tuple,target: Vector2|list|tuple,maxDistance: float,) -> Vector2: - """.""" - ... -def Vector2Multiply(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2Negate(v: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2Normalize(v: Vector2|list|tuple,) -> Vector2: - """.""" - ... +def Vector2Add(Vector2_0: Vector2,Vector2_1: Vector2,) -> Vector2: + """struct Vector2 Vector2Add(struct Vector2, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2AddValue(Vector2_0: Vector2,float_1: float,) -> Vector2: + """struct Vector2 Vector2AddValue(struct Vector2, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Angle(Vector2_0: Vector2,Vector2_1: Vector2,) -> float: + """float Vector2Angle(struct Vector2, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Clamp(Vector2_0: Vector2,Vector2_1: Vector2,Vector2_2: Vector2,) -> Vector2: + """struct Vector2 Vector2Clamp(struct Vector2, struct Vector2, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2ClampValue(Vector2_0: Vector2,float_1: float,float_2: float,) -> Vector2: + """struct Vector2 Vector2ClampValue(struct Vector2, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Distance(Vector2_0: Vector2,Vector2_1: Vector2,) -> float: + """float Vector2Distance(struct Vector2, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2DistanceSqr(Vector2_0: Vector2,Vector2_1: Vector2,) -> float: + """float Vector2DistanceSqr(struct Vector2, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Divide(Vector2_0: Vector2,Vector2_1: Vector2,) -> Vector2: + """struct Vector2 Vector2Divide(struct Vector2, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2DotProduct(Vector2_0: Vector2,Vector2_1: Vector2,) -> float: + """float Vector2DotProduct(struct Vector2, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Equals(Vector2_0: Vector2,Vector2_1: Vector2,) -> int: + """int Vector2Equals(struct Vector2, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Invert(Vector2_0: Vector2,) -> Vector2: + """struct Vector2 Vector2Invert(struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Length(Vector2_0: Vector2,) -> float: + """float Vector2Length(struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2LengthSqr(Vector2_0: Vector2,) -> float: + """float Vector2LengthSqr(struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Lerp(Vector2_0: Vector2,Vector2_1: Vector2,float_2: float,) -> Vector2: + """struct Vector2 Vector2Lerp(struct Vector2, struct Vector2, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2LineAngle(Vector2_0: Vector2,Vector2_1: Vector2,) -> float: + """float Vector2LineAngle(struct Vector2, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2MoveTowards(Vector2_0: Vector2,Vector2_1: Vector2,float_2: float,) -> Vector2: + """struct Vector2 Vector2MoveTowards(struct Vector2, struct Vector2, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Multiply(Vector2_0: Vector2,Vector2_1: Vector2,) -> Vector2: + """struct Vector2 Vector2Multiply(struct Vector2, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Negate(Vector2_0: Vector2,) -> Vector2: + """struct Vector2 Vector2Negate(struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Normalize(Vector2_0: Vector2,) -> Vector2: + """struct Vector2 Vector2Normalize(struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def Vector2One() -> Vector2: - """.""" - ... -def Vector2Reflect(v: Vector2|list|tuple,normal: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2Refract(v: Vector2|list|tuple,n: Vector2|list|tuple,r: float,) -> Vector2: - """.""" - ... -def Vector2Rotate(v: Vector2|list|tuple,angle: float,) -> Vector2: - """.""" - ... -def Vector2Scale(v: Vector2|list|tuple,scale: float,) -> Vector2: - """.""" - ... -def Vector2Subtract(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2SubtractValue(v: Vector2|list|tuple,sub: float,) -> Vector2: - """.""" - ... -def Vector2Transform(v: Vector2|list|tuple,mat: Matrix|list|tuple,) -> Vector2: - """.""" - ... + """struct Vector2 Vector2One(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Reflect(Vector2_0: Vector2,Vector2_1: Vector2,) -> Vector2: + """struct Vector2 Vector2Reflect(struct Vector2, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Rotate(Vector2_0: Vector2,float_1: float,) -> Vector2: + """struct Vector2 Vector2Rotate(struct Vector2, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Scale(Vector2_0: Vector2,float_1: float,) -> Vector2: + """struct Vector2 Vector2Scale(struct Vector2, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Subtract(Vector2_0: Vector2,Vector2_1: Vector2,) -> Vector2: + """struct Vector2 Vector2Subtract(struct Vector2, struct Vector2); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2SubtractValue(Vector2_0: Vector2,float_1: float,) -> Vector2: + """struct Vector2 Vector2SubtractValue(struct Vector2, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector2Transform(Vector2_0: Vector2,Matrix_1: Matrix,) -> Vector2: + """struct Vector2 Vector2Transform(struct Vector2, struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def Vector2Zero() -> Vector2: - """.""" - ... -def Vector3Add(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3AddValue(v: Vector3|list|tuple,add: float,) -> Vector3: - """.""" - ... -def Vector3Angle(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: - """.""" - ... -def Vector3Barycenter(p: Vector3|list|tuple,a: Vector3|list|tuple,b: Vector3|list|tuple,c: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Clamp(v: Vector3|list|tuple,min_1: Vector3|list|tuple,max_2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3ClampValue(v: Vector3|list|tuple,min_1: float,max_2: float,) -> Vector3: - """.""" - ... -def Vector3CrossProduct(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3CubicHermite(v1: Vector3|list|tuple,tangent1: Vector3|list|tuple,v2: Vector3|list|tuple,tangent2: Vector3|list|tuple,amount: float,) -> Vector3: - """.""" - ... -def Vector3Distance(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: - """.""" - ... -def Vector3DistanceSqr(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: - """.""" - ... -def Vector3Divide(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3DotProduct(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: - """.""" - ... -def Vector3Equals(p: Vector3|list|tuple,q: Vector3|list|tuple,) -> int: - """.""" - ... -def Vector3Invert(v: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Length(v: Vector3|list|tuple,) -> float: - """.""" - ... -def Vector3LengthSqr(v: Vector3|list|tuple,) -> float: - """.""" - ... -def Vector3Lerp(v1: Vector3|list|tuple,v2: Vector3|list|tuple,amount: float,) -> Vector3: - """.""" - ... -def Vector3Max(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Min(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3MoveTowards(v: Vector3|list|tuple,target: Vector3|list|tuple,maxDistance: float,) -> Vector3: - """.""" - ... -def Vector3Multiply(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Negate(v: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Normalize(v: Vector3|list|tuple,) -> Vector3: - """.""" - ... + """struct Vector2 Vector2Zero(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Add(Vector3_0: Vector3,Vector3_1: Vector3,) -> Vector3: + """struct Vector3 Vector3Add(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3AddValue(Vector3_0: Vector3,float_1: float,) -> Vector3: + """struct Vector3 Vector3AddValue(struct Vector3, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Angle(Vector3_0: Vector3,Vector3_1: Vector3,) -> float: + """float Vector3Angle(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Barycenter(Vector3_0: Vector3,Vector3_1: Vector3,Vector3_2: Vector3,Vector3_3: Vector3,) -> Vector3: + """struct Vector3 Vector3Barycenter(struct Vector3, struct Vector3, struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Clamp(Vector3_0: Vector3,Vector3_1: Vector3,Vector3_2: Vector3,) -> Vector3: + """struct Vector3 Vector3Clamp(struct Vector3, struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3ClampValue(Vector3_0: Vector3,float_1: float,float_2: float,) -> Vector3: + """struct Vector3 Vector3ClampValue(struct Vector3, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3CrossProduct(Vector3_0: Vector3,Vector3_1: Vector3,) -> Vector3: + """struct Vector3 Vector3CrossProduct(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Distance(Vector3_0: Vector3,Vector3_1: Vector3,) -> float: + """float Vector3Distance(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3DistanceSqr(Vector3_0: Vector3,Vector3_1: Vector3,) -> float: + """float Vector3DistanceSqr(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Divide(Vector3_0: Vector3,Vector3_1: Vector3,) -> Vector3: + """struct Vector3 Vector3Divide(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3DotProduct(Vector3_0: Vector3,Vector3_1: Vector3,) -> float: + """float Vector3DotProduct(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Equals(Vector3_0: Vector3,Vector3_1: Vector3,) -> int: + """int Vector3Equals(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Invert(Vector3_0: Vector3,) -> Vector3: + """struct Vector3 Vector3Invert(struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Length(Vector3_0: Vector3,) -> float: + """float Vector3Length(struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3LengthSqr(Vector3_0: Vector3,) -> float: + """float Vector3LengthSqr(struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Lerp(Vector3_0: Vector3,Vector3_1: Vector3,float_2: float,) -> Vector3: + """struct Vector3 Vector3Lerp(struct Vector3, struct Vector3, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Max(Vector3_0: Vector3,Vector3_1: Vector3,) -> Vector3: + """struct Vector3 Vector3Max(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Min(Vector3_0: Vector3,Vector3_1: Vector3,) -> Vector3: + """struct Vector3 Vector3Min(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Multiply(Vector3_0: Vector3,Vector3_1: Vector3,) -> Vector3: + """struct Vector3 Vector3Multiply(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Negate(Vector3_0: Vector3,) -> Vector3: + """struct Vector3 Vector3Negate(struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Normalize(Vector3_0: Vector3,) -> Vector3: + """struct Vector3 Vector3Normalize(struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def Vector3One() -> Vector3: - """.""" - ... -def Vector3OrthoNormalize(v1: Any|list|tuple,v2: Any|list|tuple,) -> None: - """.""" - ... -def Vector3Perpendicular(v: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Project(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Reflect(v: Vector3|list|tuple,normal: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Refract(v: Vector3|list|tuple,n: Vector3|list|tuple,r: float,) -> Vector3: - """.""" - ... -def Vector3Reject(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3RotateByAxisAngle(v: Vector3|list|tuple,axis: Vector3|list|tuple,angle: float,) -> Vector3: - """.""" - ... -def Vector3RotateByQuaternion(v: Vector3|list|tuple,q: Vector4|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Scale(v: Vector3|list|tuple,scalar: float,) -> Vector3: - """.""" - ... -def Vector3Subtract(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3SubtractValue(v: Vector3|list|tuple,sub: float,) -> Vector3: - """.""" - ... -def Vector3ToFloatV(v: Vector3|list|tuple,) -> float3: - """.""" - ... -def Vector3Transform(v: Vector3|list|tuple,mat: Matrix|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Unproject(source: Vector3|list|tuple,projection: Matrix|list|tuple,view: Matrix|list|tuple,) -> Vector3: - """.""" - ... + """struct Vector3 Vector3One(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3OrthoNormalize(Vector3_pointer_0: Any,Vector3_pointer_1: Any,) -> None: + """void Vector3OrthoNormalize(struct Vector3 *, struct Vector3 *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Perpendicular(Vector3_0: Vector3,) -> Vector3: + """struct Vector3 Vector3Perpendicular(struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Project(Vector3_0: Vector3,Vector3_1: Vector3,) -> Vector3: + """struct Vector3 Vector3Project(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Reflect(Vector3_0: Vector3,Vector3_1: Vector3,) -> Vector3: + """struct Vector3 Vector3Reflect(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Refract(Vector3_0: Vector3,Vector3_1: Vector3,float_2: float,) -> Vector3: + """struct Vector3 Vector3Refract(struct Vector3, struct Vector3, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Reject(Vector3_0: Vector3,Vector3_1: Vector3,) -> Vector3: + """struct Vector3 Vector3Reject(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3RotateByAxisAngle(Vector3_0: Vector3,Vector3_1: Vector3,float_2: float,) -> Vector3: + """struct Vector3 Vector3RotateByAxisAngle(struct Vector3, struct Vector3, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3RotateByQuaternion(Vector3_0: Vector3,Vector4_1: Vector4,) -> Vector3: + """struct Vector3 Vector3RotateByQuaternion(struct Vector3, struct Vector4); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Scale(Vector3_0: Vector3,float_1: float,) -> Vector3: + """struct Vector3 Vector3Scale(struct Vector3, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Subtract(Vector3_0: Vector3,Vector3_1: Vector3,) -> Vector3: + """struct Vector3 Vector3Subtract(struct Vector3, struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3SubtractValue(Vector3_0: Vector3,float_1: float,) -> Vector3: + """struct Vector3 Vector3SubtractValue(struct Vector3, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3ToFloatV(Vector3_0: Vector3,) -> float3: + """struct float3 Vector3ToFloatV(struct Vector3); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Transform(Vector3_0: Vector3,Matrix_1: Matrix,) -> Vector3: + """struct Vector3 Vector3Transform(struct Vector3, struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def Vector3Unproject(Vector3_0: Vector3,Matrix_1: Matrix,Matrix_2: Matrix,) -> Vector3: + """struct Vector3 Vector3Unproject(struct Vector3, struct Matrix, struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def Vector3Zero() -> Vector3: - """.""" - ... -def Vector4Add(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4AddValue(v: Vector4|list|tuple,add: float,) -> Vector4: - """.""" - ... -def Vector4Distance(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> float: - """.""" - ... -def Vector4DistanceSqr(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> float: - """.""" - ... -def Vector4Divide(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4DotProduct(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> float: - """.""" - ... -def Vector4Equals(p: Vector4|list|tuple,q: Vector4|list|tuple,) -> int: - """.""" - ... -def Vector4Invert(v: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4Length(v: Vector4|list|tuple,) -> float: - """.""" - ... -def Vector4LengthSqr(v: Vector4|list|tuple,) -> float: - """.""" - ... -def Vector4Lerp(v1: Vector4|list|tuple,v2: Vector4|list|tuple,amount: float,) -> Vector4: - """.""" - ... -def Vector4Max(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4Min(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4MoveTowards(v: Vector4|list|tuple,target: Vector4|list|tuple,maxDistance: float,) -> Vector4: - """.""" - ... -def Vector4Multiply(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4Negate(v: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4Normalize(v: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4One() -> Vector4: - """.""" - ... -def Vector4Scale(v: Vector4|list|tuple,scale: float,) -> Vector4: - """.""" - ... -def Vector4Subtract(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4SubtractValue(v: Vector4|list|tuple,add: float,) -> Vector4: - """.""" - ... -def Vector4Zero() -> Vector4: - """.""" - ... + """struct Vector3 Vector3Zero(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def WaitTime(seconds: float,) -> None: - """Wait for some time (halt program execution).""" - ... -def WaveCopy(wave: Wave|list|tuple,) -> Wave: - """Copy a wave to a new wave.""" - ... -def WaveCrop(wave: Any|list|tuple,initFrame: int,finalFrame: int,) -> None: - """Crop a wave to defined frames range.""" - ... -def WaveFormat(wave: Any|list|tuple,sampleRate: int,sampleSize: int,channels: int,) -> None: - """Convert wave data to desired format.""" - ... + """Wait for some time (halt program execution)""" + ... +def WaveCopy(wave: Wave,) -> Wave: + """Copy a wave to a new wave""" + ... +def WaveCrop(wave: Any,initSample: int,finalSample: int,) -> None: + """Crop a wave to defined samples range""" + ... +def WaveFormat(wave: Any,sampleRate: int,sampleSize: int,channels: int,) -> None: + """Convert wave data to desired format""" + ... def WindowShouldClose() -> bool: - """Check if application should close (KEY_ESCAPE pressed or windows close icon clicked).""" - ... -def Wrap(value: float,min_1: float,max_2: float,) -> float: - """.""" - ... -def glfwCreateCursor(image: Any|list|tuple,xhot: int,yhot: int,) -> Any: - """.""" - ... -def glfwCreateStandardCursor(shape: int,) -> Any: - """.""" - ... -def glfwCreateWindow(width: int,height: int,title: bytes,monitor: Any|list|tuple,share: Any|list|tuple,) -> Any: - """.""" - ... -def glfwDefaultWindowHints() -> None: - """.""" - ... -def glfwDestroyCursor(cursor: Any|list|tuple,) -> None: - """.""" - ... -def glfwDestroyWindow(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwExtensionSupported(extension: bytes,) -> int: - """.""" - ... -def glfwFocusWindow(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwGetClipboardString(window: Any|list|tuple,) -> bytes: - """.""" - ... -def glfwGetCurrentContext() -> Any: - """.""" - ... -def glfwGetCursorPos(window: Any|list|tuple,xpos: Any,ypos: Any,) -> None: - """.""" - ... -def glfwGetError(description: list[bytes],) -> int: - """.""" - ... -def glfwGetFramebufferSize(window: Any|list|tuple,width: Any,height: Any,) -> None: - """.""" - ... -def glfwGetGamepadName(jid: int,) -> bytes: - """.""" - ... -def glfwGetGamepadState(jid: int,state: Any|list|tuple,) -> int: - """.""" - ... -def glfwGetGammaRamp(monitor: Any|list|tuple,) -> Any: - """.""" - ... -def glfwGetInputMode(window: Any|list|tuple,mode: int,) -> int: - """.""" - ... -def glfwGetJoystickAxes(jid: int,count: Any,) -> Any: - """.""" - ... -def glfwGetJoystickButtons(jid: int,count: Any,) -> bytes: - """.""" - ... -def glfwGetJoystickGUID(jid: int,) -> bytes: - """.""" - ... -def glfwGetJoystickHats(jid: int,count: Any,) -> bytes: - """.""" - ... -def glfwGetJoystickName(jid: int,) -> bytes: - """.""" - ... -def glfwGetJoystickUserPointer(jid: int,) -> Any: - """.""" - ... -def glfwGetKey(window: Any|list|tuple,key: int,) -> int: - """.""" - ... -def glfwGetKeyName(key: int,scancode: int,) -> bytes: - """.""" - ... -def glfwGetKeyScancode(key: int,) -> int: - """.""" - ... -def glfwGetMonitorContentScale(monitor: Any|list|tuple,xscale: Any,yscale: Any,) -> None: - """.""" - ... -def glfwGetMonitorName(monitor: Any|list|tuple,) -> bytes: - """.""" - ... -def glfwGetMonitorPhysicalSize(monitor: Any|list|tuple,widthMM: Any,heightMM: Any,) -> None: - """.""" - ... -def glfwGetMonitorPos(monitor: Any|list|tuple,xpos: Any,ypos: Any,) -> None: - """.""" - ... -def glfwGetMonitorUserPointer(monitor: Any|list|tuple,) -> Any: - """.""" - ... -def glfwGetMonitorWorkarea(monitor: Any|list|tuple,xpos: Any,ypos: Any,width: Any,height: Any,) -> None: - """.""" - ... -def glfwGetMonitors(count: Any,) -> Any: - """.""" - ... -def glfwGetMouseButton(window: Any|list|tuple,button: int,) -> int: - """.""" - ... -def glfwGetPlatform() -> int: - """.""" - ... -def glfwGetPrimaryMonitor() -> Any: - """.""" - ... -def glfwGetProcAddress(procname: bytes,) -> Any: - """.""" - ... -def glfwGetRequiredInstanceExtensions(count: Any,) -> list[bytes]: - """.""" - ... -def glfwGetTime() -> float: - """.""" - ... -def glfwGetTimerFrequency() -> int: - """.""" - ... -def glfwGetTimerValue() -> int: - """.""" - ... -def glfwGetVersion(major: Any,minor: Any,rev: Any,) -> None: - """.""" - ... -def glfwGetVersionString() -> bytes: - """.""" - ... -def glfwGetVideoMode(monitor: Any|list|tuple,) -> Any: - """.""" - ... -def glfwGetVideoModes(monitor: Any|list|tuple,count: Any,) -> Any: - """.""" - ... -def glfwGetWindowAttrib(window: Any|list|tuple,attrib: int,) -> int: - """.""" - ... -def glfwGetWindowContentScale(window: Any|list|tuple,xscale: Any,yscale: Any,) -> None: - """.""" - ... -def glfwGetWindowFrameSize(window: Any|list|tuple,left: Any,top: Any,right: Any,bottom: Any,) -> None: - """.""" - ... -def glfwGetWindowMonitor(window: Any|list|tuple,) -> Any: - """.""" - ... -def glfwGetWindowOpacity(window: Any|list|tuple,) -> float: - """.""" - ... -def glfwGetWindowPos(window: Any|list|tuple,xpos: Any,ypos: Any,) -> None: - """.""" - ... -def glfwGetWindowSize(window: Any|list|tuple,width: Any,height: Any,) -> None: - """.""" - ... -def glfwGetWindowTitle(window: Any|list|tuple,) -> bytes: - """.""" - ... -def glfwGetWindowUserPointer(window: Any|list|tuple,) -> Any: - """.""" - ... -def glfwHideWindow(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwIconifyWindow(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwInit() -> int: - """.""" - ... -def glfwInitAllocator(allocator: Any|list|tuple,) -> None: - """.""" - ... -def glfwInitHint(hint: int,value: int,) -> None: - """.""" - ... -def glfwJoystickIsGamepad(jid: int,) -> int: - """.""" - ... -def glfwJoystickPresent(jid: int,) -> int: - """.""" - ... -def glfwMakeContextCurrent(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwMaximizeWindow(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwPlatformSupported(platform: int,) -> int: - """.""" - ... -def glfwPollEvents() -> None: - """.""" - ... -def glfwPostEmptyEvent() -> None: - """.""" - ... -def glfwRawMouseMotionSupported() -> int: - """.""" - ... -def glfwRequestWindowAttention(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwRestoreWindow(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwSetCharCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetCharModsCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetClipboardString(window: Any|list|tuple,string: bytes,) -> None: - """.""" - ... -def glfwSetCursor(window: Any|list|tuple,cursor: Any|list|tuple,) -> None: - """.""" - ... -def glfwSetCursorEnterCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetCursorPos(window: Any|list|tuple,xpos: float,ypos: float,) -> None: - """.""" - ... -def glfwSetCursorPosCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetDropCallback(window: Any|list|tuple,callback: list[bytes]|list|tuple,) -> list[bytes]: - """.""" - ... -def glfwSetErrorCallback(callback: bytes,) -> bytes: - """.""" - ... -def glfwSetFramebufferSizeCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetGamma(monitor: Any|list|tuple,gamma: float,) -> None: - """.""" - ... -def glfwSetGammaRamp(monitor: Any|list|tuple,ramp: Any|list|tuple,) -> None: - """.""" - ... -def glfwSetInputMode(window: Any|list|tuple,mode: int,value: int,) -> None: - """.""" - ... -def glfwSetJoystickCallback(callback: Any,) -> Any: - """.""" - ... -def glfwSetJoystickUserPointer(jid: int,pointer: Any,) -> None: - """.""" - ... -def glfwSetKeyCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetMonitorCallback(callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetMonitorUserPointer(monitor: Any|list|tuple,pointer: Any,) -> None: - """.""" - ... -def glfwSetMouseButtonCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetScrollCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetTime(time: float,) -> None: - """.""" - ... -def glfwSetWindowAspectRatio(window: Any|list|tuple,numer: int,denom: int,) -> None: - """.""" - ... -def glfwSetWindowAttrib(window: Any|list|tuple,attrib: int,value: int,) -> None: - """.""" - ... -def glfwSetWindowCloseCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowContentScaleCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowFocusCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowIcon(window: Any|list|tuple,count: int,images: Any|list|tuple,) -> None: - """.""" - ... -def glfwSetWindowIconifyCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowMaximizeCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowMonitor(window: Any|list|tuple,monitor: Any|list|tuple,xpos: int,ypos: int,width: int,height: int,refreshRate: int,) -> None: - """.""" - ... -def glfwSetWindowOpacity(window: Any|list|tuple,opacity: float,) -> None: - """.""" - ... -def glfwSetWindowPos(window: Any|list|tuple,xpos: int,ypos: int,) -> None: - """.""" - ... -def glfwSetWindowPosCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowRefreshCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowShouldClose(window: Any|list|tuple,value: int,) -> None: - """.""" - ... -def glfwSetWindowSize(window: Any|list|tuple,width: int,height: int,) -> None: - """.""" - ... -def glfwSetWindowSizeCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowSizeLimits(window: Any|list|tuple,minwidth: int,minheight: int,maxwidth: int,maxheight: int,) -> None: - """.""" - ... -def glfwSetWindowTitle(window: Any|list|tuple,title: bytes,) -> None: - """.""" - ... -def glfwSetWindowUserPointer(window: Any|list|tuple,pointer: Any,) -> None: - """.""" - ... -def glfwShowWindow(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwSwapBuffers(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwSwapInterval(interval: int,) -> None: - """.""" - ... -def glfwTerminate() -> None: - """.""" - ... -def glfwUpdateGamepadMappings(string: bytes,) -> int: - """.""" - ... -def glfwVulkanSupported() -> int: - """.""" - ... -def glfwWaitEvents() -> None: - """.""" - ... -def glfwWaitEventsTimeout(timeout: float,) -> None: - """.""" - ... -def glfwWindowHint(hint: int,value: int,) -> None: - """.""" - ... -def glfwWindowHintString(hint: int,value: bytes,) -> None: - """.""" - ... -def glfwWindowShouldClose(window: Any|list|tuple,) -> int: - """.""" - ... -def rlActiveDrawBuffers(count: int,) -> None: - """Activate multiple draw color buffers.""" - ... -def rlActiveTextureSlot(slot: int,) -> None: - """Select and active a texture slot.""" - ... -def rlBegin(mode: int,) -> None: - """Initialize drawing mode (how to organize vertex).""" - ... -def rlBindFramebuffer(target: int,framebuffer: int,) -> None: - """Bind framebuffer (FBO).""" - ... -def rlBindImageTexture(id: int,index: int,format: int,readonly: bool,) -> None: - """Bind image texture.""" - ... -def rlBindShaderBuffer(id: int,index: int,) -> None: - """Bind SSBO buffer.""" - ... -def 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.""" - ... + """Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)""" + ... +def Wrap(float_0: float,float_1: float,float_2: float,) -> float: + """float Wrap(float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlActiveDrawBuffers(int_0: int,) -> None: + """void rlActiveDrawBuffers(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlActiveTextureSlot(int_0: int,) -> None: + """void rlActiveTextureSlot(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlBegin(int_0: int,) -> None: + """void rlBegin(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlBindImageTexture(unsignedint_0: int,unsignedint_1: int,int_2: int,_Bool_3: bool,) -> None: + """void rlBindImageTexture(unsigned int, unsigned int, int, _Bool); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlBindShaderBuffer(unsignedint_0: int,unsignedint_1: int,) -> None: + """void rlBindShaderBuffer(unsigned int, unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlBlitFramebuffer(int_0: int,int_1: int,int_2: int,int_3: int,int_4: int,int_5: int,int_6: int,int_7: int,int_8: int,) -> None: + """void rlBlitFramebuffer(int, int, int, int, int, int, int, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlCheckErrors() -> None: - """Check and log OpenGL error codes.""" - ... -def rlCheckRenderBatchLimit(vCount: int,) -> bool: - """Check internal buffer overflow for a given number of vertex.""" - ... -def rlClearColor(r: bytes,g: bytes,b: bytes,a: bytes,) -> None: - """Clear color buffer with color.""" - ... + """void rlCheckErrors(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlCheckRenderBatchLimit(int_0: int,) -> bool: + """_Bool rlCheckRenderBatchLimit(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlClearColor(unsignedchar_0: str,unsignedchar_1: str,unsignedchar_2: str,unsignedchar_3: str,) -> None: + """void rlClearColor(unsigned char, unsigned char, unsigned char, unsigned char); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlClearScreenBuffers() -> None: - """Clear used screen buffers (color and depth).""" - ... -def rlColor3f(x: float,y: float,z: float,) -> None: - """Define one vertex (color) - 3 float.""" - ... -def rlColor4f(x: float,y: float,z: float,w: float,) -> None: - """Define one vertex (color) - 4 float.""" - ... -def rlColor4ub(r: bytes,g: bytes,b: bytes,a: bytes,) -> None: - """Define one vertex (color) - 4 byte.""" - ... -def rlColorMask(r: bool,g: bool,b: bool,a: bool,) -> None: - """Color mask control.""" - ... -def rlCompileShader(shaderCode: bytes,type: int,) -> int: - """Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER).""" - ... -def rlComputeShaderDispatch(groupX: int,groupY: int,groupZ: int,) -> None: - """Dispatch compute shader (equivalent to *draw* for graphics pipeline).""" - ... -def rlCopyShaderBuffer(destId: int,srcId: int,destOffset: int,srcOffset: int,count: int,) -> None: - """Copy SSBO data between buffers.""" - ... -def rlCubemapParameters(id: int,param: int,value: int,) -> None: - """Set cubemap parameters (filter, wrap).""" - ... + """void rlClearScreenBuffers(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlColor3f(float_0: float,float_1: float,float_2: float,) -> None: + """void rlColor3f(float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlColor4f(float_0: float,float_1: float,float_2: float,float_3: float,) -> None: + """void rlColor4f(float, float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlColor4ub(unsignedchar_0: str,unsignedchar_1: str,unsignedchar_2: str,unsignedchar_3: str,) -> None: + """void rlColor4ub(unsigned char, unsigned char, unsigned char, unsigned char); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlCompileShader(str_0: str,int_1: int,) -> int: + """unsigned int rlCompileShader(char *, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlComputeShaderDispatch(unsignedint_0: int,unsignedint_1: int,unsignedint_2: int,) -> None: + """void rlComputeShaderDispatch(unsigned int, unsigned int, unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlCopyShaderBuffer(unsignedint_0: int,unsignedint_1: int,unsignedint_2: int,unsignedint_3: int,unsignedint_4: int,) -> None: + """void rlCopyShaderBuffer(unsigned int, unsigned int, unsigned int, unsigned int, unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlCubemapParameters(unsignedint_0: int,int_1: int,int_2: int,) -> None: + """void rlCubemapParameters(unsigned int, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableBackfaceCulling() -> None: - """Disable backface culling.""" - ... + """void rlDisableBackfaceCulling(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableColorBlend() -> None: - """Disable color blending.""" - ... + """void rlDisableColorBlend(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableDepthMask() -> None: - """Disable depth write.""" - ... + """void rlDisableDepthMask(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableDepthTest() -> None: - """Disable depth test.""" - ... + """void rlDisableDepthTest(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableFramebuffer() -> None: - """Disable render texture (fbo), return to default framebuffer.""" - ... + """void rlDisableFramebuffer(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableScissorTest() -> None: - """Disable scissor test.""" - ... + """void rlDisableScissorTest(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableShader() -> None: - """Disable shader program.""" - ... + """void rlDisableShader(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableSmoothLines() -> None: - """Disable line aliasing.""" - ... + """void rlDisableSmoothLines(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableStereoRender() -> None: - """Disable stereo rendering.""" - ... + """void rlDisableStereoRender(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableTexture() -> None: - """Disable texture.""" - ... + """void rlDisableTexture(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableTextureCubemap() -> None: - """Disable texture cubemap.""" - ... + """void rlDisableTextureCubemap(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableVertexArray() -> None: - """Disable vertex array (VAO, if supported).""" - ... -def rlDisableVertexAttribute(index: int,) -> None: - """Disable vertex attribute index.""" - ... + """void rlDisableVertexArray(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlDisableVertexAttribute(unsignedint_0: int,) -> None: + """void rlDisableVertexAttribute(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableVertexBuffer() -> None: - """Disable vertex buffer (VBO).""" - ... + """void rlDisableVertexBuffer(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableVertexBufferElement() -> None: - """Disable vertex buffer element (VBO element).""" - ... + """void rlDisableVertexBufferElement(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDisableWireMode() -> None: - """Disable wire (and point) mode.""" - ... -def rlDrawRenderBatch(batch: Any|list|tuple,) -> None: - """Draw render batch data (Update->Draw->Reset).""" - ... + """void rlDisableWireMode(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlDrawRenderBatch(rlRenderBatch_pointer_0: Any,) -> None: + """void rlDrawRenderBatch(struct rlRenderBatch *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlDrawRenderBatchActive() -> None: - """Update and draw internal render batch.""" - ... -def rlDrawVertexArray(offset: int,count: int,) -> None: - """Draw vertex array (currently active vao).""" - ... -def rlDrawVertexArrayElements(offset: int,count: int,buffer: Any,) -> None: - """Draw vertex array elements.""" - ... -def rlDrawVertexArrayElementsInstanced(offset: int,count: int,buffer: Any,instances: int,) -> None: - """Draw vertex array elements with instancing.""" - ... -def rlDrawVertexArrayInstanced(offset: int,count: int,instances: int,) -> None: - """Draw vertex array (currently active vao) with instancing.""" - ... + """void rlDrawRenderBatchActive(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlDrawVertexArray(int_0: int,int_1: int,) -> None: + """void rlDrawVertexArray(int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlDrawVertexArrayElements(int_0: int,int_1: int,void_pointer_2: Any,) -> None: + """void rlDrawVertexArrayElements(int, int, void *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlDrawVertexArrayElementsInstanced(int_0: int,int_1: int,void_pointer_2: Any,int_3: int,) -> None: + """void rlDrawVertexArrayElementsInstanced(int, int, void *, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlDrawVertexArrayInstanced(int_0: int,int_1: int,int_2: int,) -> None: + """void rlDrawVertexArrayInstanced(int, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlEnableBackfaceCulling() -> None: - """Enable backface culling.""" - ... + """void rlEnableBackfaceCulling(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlEnableColorBlend() -> None: - """Enable color blending.""" - ... + """void rlEnableColorBlend(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlEnableDepthMask() -> None: - """Enable depth write.""" - ... + """void rlEnableDepthMask(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlEnableDepthTest() -> None: - """Enable depth test.""" - ... -def rlEnableFramebuffer(id: int,) -> None: - """Enable render texture (fbo).""" - ... + """void rlEnableDepthTest(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlEnableFramebuffer(unsignedint_0: int,) -> None: + """void rlEnableFramebuffer(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlEnablePointMode() -> None: - """Enable point mode.""" - ... + """void rlEnablePointMode(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlEnableScissorTest() -> None: - """Enable scissor test.""" - ... -def rlEnableShader(id: int,) -> None: - """Enable shader program.""" - ... + """void rlEnableScissorTest(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlEnableShader(unsignedint_0: int,) -> None: + """void rlEnableShader(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlEnableSmoothLines() -> None: - """Enable line aliasing.""" - ... + """void rlEnableSmoothLines(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlEnableStereoRender() -> None: - """Enable stereo rendering.""" - ... -def rlEnableTexture(id: int,) -> None: - """Enable texture.""" - ... -def rlEnableTextureCubemap(id: int,) -> None: - """Enable texture cubemap.""" - ... -def rlEnableVertexArray(vaoId: int,) -> bool: - """Enable vertex array (VAO, if supported).""" - ... -def rlEnableVertexAttribute(index: int,) -> None: - """Enable vertex attribute index.""" - ... -def rlEnableVertexBuffer(id: int,) -> None: - """Enable vertex buffer (VBO).""" - ... -def rlEnableVertexBufferElement(id: int,) -> None: - """Enable vertex buffer element (VBO element).""" - ... + """void rlEnableStereoRender(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlEnableTexture(unsignedint_0: int,) -> None: + """void rlEnableTexture(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlEnableTextureCubemap(unsignedint_0: int,) -> None: + """void rlEnableTextureCubemap(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlEnableVertexArray(unsignedint_0: int,) -> bool: + """_Bool rlEnableVertexArray(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlEnableVertexAttribute(unsignedint_0: int,) -> None: + """void rlEnableVertexAttribute(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlEnableVertexBuffer(unsignedint_0: int,) -> None: + """void rlEnableVertexBuffer(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlEnableVertexBufferElement(unsignedint_0: int,) -> None: + """void rlEnableVertexBufferElement(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlEnableWireMode() -> None: - """Enable wire mode.""" - ... + """void rlEnableWireMode(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlEnd() -> None: - """Finish vertex providing.""" - ... -def rlFramebufferAttach(fboId: int,texId: int,attachType: int,texType: int,mipLevel: int,) -> None: - """Attach texture/renderbuffer to a framebuffer.""" - ... -def rlFramebufferComplete(id: int,) -> bool: - """Verify framebuffer is complete.""" - ... -def rlFrustum(left: float,right: float,bottom: float,top: float,znear: float,zfar: float,) -> None: - """.""" - ... -def rlGenTextureMipmaps(id: int,width: int,height: int,format: int,mipmaps: Any,) -> None: - """Generate mipmap data for selected texture.""" - ... -def rlGetActiveFramebuffer() -> int: - """Get the currently active render texture (fbo), 0 for default framebuffer.""" - ... -def rlGetCullDistanceFar() -> float: - """Get cull plane distance far.""" - ... -def rlGetCullDistanceNear() -> float: - """Get cull plane distance near.""" - ... + """void rlEnd(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlFramebufferAttach(unsignedint_0: int,unsignedint_1: int,int_2: int,int_3: int,int_4: int,) -> None: + """void rlFramebufferAttach(unsigned int, unsigned int, int, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlFramebufferComplete(unsignedint_0: int,) -> bool: + """_Bool rlFramebufferComplete(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlFrustum(double_0: float,double_1: float,double_2: float,double_3: float,double_4: float,double_5: float,) -> None: + """void rlFrustum(double, double, double, double, double, double); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlGenTextureMipmaps(unsignedint_0: int,int_1: int,int_2: int,int_3: int,int_pointer_4: Any,) -> None: + """void rlGenTextureMipmaps(unsigned int, int, int, int, int *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlGetFramebufferHeight() -> int: - """Get default framebuffer height.""" - ... + """int rlGetFramebufferHeight(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlGetFramebufferWidth() -> int: - """Get default framebuffer width.""" - ... -def rlGetGlTextureFormats(format: int,glInternalFormat: Any,glFormat: Any,glType: Any,) -> None: - """Get OpenGL internal formats.""" - ... + """int rlGetFramebufferWidth(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlGetGlTextureFormats(int_0: int,unsignedint_pointer_1: Any,unsignedint_pointer_2: Any,unsignedint_pointer_3: Any,) -> None: + """void rlGetGlTextureFormats(int, unsigned int *, unsigned int *, unsigned int *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlGetLineWidth() -> float: - """Get the line drawing width.""" - ... -def rlGetLocationAttrib(shaderId: int,attribName: bytes,) -> int: - """Get shader location attribute.""" - ... -def rlGetLocationUniform(shaderId: int,uniformName: bytes,) -> int: - """Get shader location uniform.""" - ... + """float rlGetLineWidth(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlGetLocationAttrib(unsignedint_0: int,str_1: str,) -> int: + """int rlGetLocationAttrib(unsigned int, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlGetLocationUniform(unsignedint_0: int,str_1: str,) -> int: + """int rlGetLocationUniform(unsigned int, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlGetMatrixModelview() -> Matrix: - """Get internal modelview matrix.""" - ... + """struct Matrix rlGetMatrixModelview(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlGetMatrixProjection() -> Matrix: - """Get internal projection matrix.""" - ... -def rlGetMatrixProjectionStereo(eye: int,) -> Matrix: - """Get internal projection matrix for stereo render (selected eye).""" - ... + """struct Matrix rlGetMatrixProjection(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlGetMatrixProjectionStereo(int_0: int,) -> Matrix: + """struct Matrix rlGetMatrixProjectionStereo(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlGetMatrixTransform() -> Matrix: - """Get internal accumulated transform matrix.""" - ... -def rlGetMatrixViewOffsetStereo(eye: int,) -> Matrix: - """Get internal view offset matrix for stereo render (selected eye).""" - ... -def rlGetPixelFormatName(format: int,) -> bytes: - """Get name string for pixel format.""" - ... -def rlGetShaderBufferSize(id: int,) -> int: - """Get SSBO buffer size.""" - ... + """struct Matrix rlGetMatrixTransform(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlGetMatrixViewOffsetStereo(int_0: int,) -> Matrix: + """struct Matrix rlGetMatrixViewOffsetStereo(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlGetPixelFormatName(unsignedint_0: int,) -> str: + """char *rlGetPixelFormatName(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlGetShaderBufferSize(unsignedint_0: int,) -> int: + """unsigned int rlGetShaderBufferSize(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlGetShaderIdDefault() -> int: - """Get default shader id.""" - ... + """unsigned int rlGetShaderIdDefault(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlGetShaderLocsDefault() -> Any: - """Get default shader locations.""" - ... + """int *rlGetShaderLocsDefault(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlGetTextureIdDefault() -> int: - """Get default texture id.""" - ... + """unsigned int rlGetTextureIdDefault(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlGetVersion() -> int: - """Get current OpenGL version.""" - ... + """int rlGetVersion(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlIsStereoRenderEnabled() -> bool: - """Check if stereo render is enabled.""" - ... -def rlLoadComputeShaderProgram(shaderId: int,) -> int: - """Load compute shader program.""" - ... + """_Bool rlIsStereoRenderEnabled(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlLoadComputeShaderProgram(unsignedint_0: int,) -> int: + """unsigned int rlLoadComputeShaderProgram(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlLoadDrawCube() -> None: - """Load and draw a cube.""" - ... + """void rlLoadDrawCube(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlLoadDrawQuad() -> None: - """Load and draw a quad.""" - ... -def rlLoadExtensions(loader: Any,) -> None: - """Load OpenGL extensions (loader function required).""" - ... -def rlLoadFramebuffer() -> int: - """Load an empty framebuffer.""" - ... + """void rlLoadDrawQuad(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlLoadExtensions(void_pointer_0: Any,) -> None: + """void rlLoadExtensions(void *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlLoadFramebuffer(int_0: int,int_1: int,) -> int: + """unsigned int rlLoadFramebuffer(int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlLoadIdentity() -> None: - """Reset current matrix to identity matrix.""" - ... -def rlLoadRenderBatch(numBuffers: int,bufferElements: int,) -> rlRenderBatch: - """Load a render batch system.""" - ... -def rlLoadShaderBuffer(size: int,data: Any,usageHint: int,) -> int: - """Load shader storage buffer object (SSBO).""" - ... -def rlLoadShaderCode(vsCode: bytes,fsCode: bytes,) -> int: - """Load shader from code strings.""" - ... -def rlLoadShaderProgram(vShaderId: int,fShaderId: int,) -> int: - """Load custom shader program.""" - ... -def rlLoadTexture(data: Any,width: int,height: int,format: int,mipmapCount: int,) -> int: - """Load texture data.""" - ... -def rlLoadTextureCubemap(data: Any,size: int,format: int,mipmapCount: int,) -> int: - """Load texture cubemap data.""" - ... -def rlLoadTextureDepth(width: int,height: int,useRenderBuffer: bool,) -> int: - """Load depth texture/renderbuffer (to be attached to fbo).""" - ... + """void rlLoadIdentity(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlLoadRenderBatch(int_0: int,int_1: int,) -> rlRenderBatch: + """struct rlRenderBatch rlLoadRenderBatch(int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlLoadShaderBuffer(unsignedint_0: int,void_pointer_1: Any,int_2: int,) -> int: + """unsigned int rlLoadShaderBuffer(unsigned int, void *, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlLoadShaderCode(str_0: str,str_1: str,) -> int: + """unsigned int rlLoadShaderCode(char *, char *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlLoadShaderProgram(unsignedint_0: int,unsignedint_1: int,) -> int: + """unsigned int rlLoadShaderProgram(unsigned int, unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlLoadTexture(void_pointer_0: Any,int_1: int,int_2: int,int_3: int,int_4: int,) -> int: + """unsigned int rlLoadTexture(void *, int, int, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlLoadTextureCubemap(void_pointer_0: Any,int_1: int,int_2: int,) -> int: + """unsigned int rlLoadTextureCubemap(void *, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlLoadTextureDepth(int_0: int,int_1: int,_Bool_2: bool,) -> int: + """unsigned int rlLoadTextureDepth(int, int, _Bool); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlLoadVertexArray() -> int: - """Load vertex array (vao) if supported.""" - ... -def rlLoadVertexBuffer(buffer: Any,size: int,dynamic: bool,) -> int: - """Load a vertex buffer object.""" - ... -def rlLoadVertexBufferElement(buffer: Any,size: int,dynamic: bool,) -> int: - """Load vertex buffer elements object.""" - ... -def rlMatrixMode(mode: int,) -> None: - """Choose the current matrix to be transformed.""" - ... -def rlMultMatrixf(matf: Any,) -> None: - """Multiply the current matrix by another matrix.""" - ... -def rlNormal3f(x: float,y: float,z: float,) -> None: - """Define one vertex (normal) - 3 float.""" - ... -def rlOrtho(left: float,right: float,bottom: float,top: float,znear: float,zfar: float,) -> None: - """.""" - ... + """unsigned int rlLoadVertexArray(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlLoadVertexBuffer(void_pointer_0: Any,int_1: int,_Bool_2: bool,) -> int: + """unsigned int rlLoadVertexBuffer(void *, int, _Bool); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlLoadVertexBufferElement(void_pointer_0: Any,int_1: int,_Bool_2: bool,) -> int: + """unsigned int rlLoadVertexBufferElement(void *, int, _Bool); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlMatrixMode(int_0: int,) -> None: + """void rlMatrixMode(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlMultMatrixf(float_pointer_0: Any,) -> None: + """void rlMultMatrixf(float *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlNormal3f(float_0: float,float_1: float,float_2: float,) -> None: + """void rlNormal3f(float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlOrtho(double_0: float,double_1: float,double_2: float,double_3: float,double_4: float,double_5: float,) -> None: + """void rlOrtho(double, double, double, double, double, double); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlPopMatrix() -> None: - """Pop latest inserted matrix from stack.""" - ... + """void rlPopMatrix(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlPushMatrix() -> None: - """Push the current matrix to stack.""" - ... -def rlReadScreenPixels(width: int,height: int,) -> bytes: - """Read screen pixel data (color buffer).""" - ... -def rlReadShaderBuffer(id: int,dest: Any,count: int,offset: int,) -> None: - """Read SSBO buffer data (GPU->CPU).""" - ... -def rlReadTexturePixels(id: int,width: int,height: int,format: int,) -> Any: - """Read texture pixel data.""" - ... -def rlRotatef(angle: float,x: float,y: float,z: float,) -> None: - """Multiply the current matrix by a rotation matrix.""" - ... -def rlScalef(x: float,y: float,z: float,) -> None: - """Multiply the current matrix by a scaling matrix.""" - ... -def rlScissor(x: int,y: int,width: int,height: int,) -> None: - """Scissor test.""" - ... -def rlSetBlendFactors(glSrcFactor: int,glDstFactor: int,glEquation: int,) -> None: - """Set blending mode factor and equation (using OpenGL factors).""" - ... -def rlSetBlendFactorsSeparate(glSrcRGB: int,glDstRGB: int,glSrcAlpha: int,glDstAlpha: int,glEqRGB: int,glEqAlpha: int,) -> None: - """Set blending mode factors and equations separately (using OpenGL factors).""" - ... -def rlSetBlendMode(mode: int,) -> None: - """Set blending mode.""" - ... -def rlSetClipPlanes(nearPlane: float,farPlane: float,) -> None: - """Set clip planes distances.""" - ... -def rlSetCullFace(mode: int,) -> None: - """Set face culling mode.""" - ... -def rlSetFramebufferHeight(height: int,) -> None: - """Set current framebuffer height.""" - ... -def rlSetFramebufferWidth(width: int,) -> None: - """Set current framebuffer width.""" - ... -def rlSetLineWidth(width: float,) -> None: - """Set the line drawing width.""" - ... -def rlSetMatrixModelview(view: Matrix|list|tuple,) -> None: - """Set a custom modelview matrix (replaces internal modelview matrix).""" - ... -def rlSetMatrixProjection(proj: Matrix|list|tuple,) -> None: - """Set a custom projection matrix (replaces internal projection matrix).""" - ... -def rlSetMatrixProjectionStereo(right: Matrix|list|tuple,left: Matrix|list|tuple,) -> None: - """Set eyes projection matrices for stereo rendering.""" - ... -def rlSetMatrixViewOffsetStereo(right: Matrix|list|tuple,left: Matrix|list|tuple,) -> None: - """Set eyes view offsets matrices for stereo rendering.""" - ... -def rlSetRenderBatchActive(batch: Any|list|tuple,) -> None: - """Set the active render batch for rlgl (NULL for default internal).""" - ... -def rlSetShader(id: int,locs: Any,) -> None: - """Set shader currently active (id and locations).""" - ... -def rlSetTexture(id: int,) -> None: - """Set current texture for render batch and check buffers limits.""" - ... -def rlSetUniform(locIndex: int,value: Any,uniformType: int,count: int,) -> None: - """Set shader value uniform.""" - ... -def rlSetUniformMatrices(locIndex: int,mat: Any|list|tuple,count: int,) -> None: - """Set shader value matrices.""" - ... -def rlSetUniformMatrix(locIndex: int,mat: Matrix|list|tuple,) -> None: - """Set shader value matrix.""" - ... -def rlSetUniformSampler(locIndex: int,textureId: int,) -> None: - """Set shader value sampler.""" - ... -def rlSetVertexAttribute(index: int,compSize: int,type: int,normalized: bool,stride: int,offset: int,) -> None: - """Set vertex attribute data configuration.""" - ... -def rlSetVertexAttributeDefault(locIndex: int,value: Any,attribType: int,count: int,) -> None: - """Set vertex attribute default value, when attribute to provided.""" - ... -def rlSetVertexAttributeDivisor(index: int,divisor: int,) -> None: - """Set vertex attribute data divisor.""" - ... -def rlTexCoord2f(x: float,y: float,) -> None: - """Define one vertex (texture coordinate) - 2 float.""" - ... -def rlTextureParameters(id: int,param: int,value: int,) -> None: - """Set texture parameters (filter, wrap).""" - ... -def rlTranslatef(x: float,y: float,z: float,) -> None: - """Multiply the current matrix by a translation matrix.""" - ... -def rlUnloadFramebuffer(id: int,) -> None: - """Delete framebuffer from GPU.""" - ... -def rlUnloadRenderBatch(batch: rlRenderBatch|list|tuple,) -> None: - """Unload render batch system.""" - ... -def rlUnloadShaderBuffer(ssboId: int,) -> None: - """Unload shader storage buffer object (SSBO).""" - ... -def rlUnloadShaderProgram(id: int,) -> None: - """Unload shader program.""" - ... -def rlUnloadTexture(id: int,) -> None: - """Unload texture from GPU memory.""" - ... -def rlUnloadVertexArray(vaoId: int,) -> None: - """Unload vertex array (vao).""" - ... -def rlUnloadVertexBuffer(vboId: int,) -> None: - """Unload vertex buffer object.""" - ... -def rlUpdateShaderBuffer(id: int,data: Any,dataSize: int,offset: int,) -> None: - """Update SSBO buffer data.""" - ... -def rlUpdateTexture(id: int,offsetX: int,offsetY: int,width: int,height: int,format: int,data: Any,) -> None: - """Update texture with new data on GPU.""" - ... -def rlUpdateVertexBuffer(bufferId: int,data: Any,dataSize: int,offset: int,) -> None: - """Update vertex buffer object data on GPU buffer.""" - ... -def rlUpdateVertexBufferElements(id: int,data: Any,dataSize: int,offset: int,) -> None: - """Update vertex buffer elements data on GPU buffer.""" - ... -def rlVertex2f(x: float,y: float,) -> None: - """Define one vertex (position) - 2 float.""" - ... -def rlVertex2i(x: int,y: int,) -> None: - """Define one vertex (position) - 2 int.""" - ... -def rlVertex3f(x: float,y: float,z: float,) -> None: - """Define one vertex (position) - 3 float.""" - ... -def rlViewport(x: int,y: int,width: int,height: int,) -> None: - """Set the viewport area.""" - ... + """void rlPushMatrix(); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlReadScreenPixels(int_0: int,int_1: int,) -> str: + """unsigned char *rlReadScreenPixels(int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlReadShaderBuffer(unsignedint_0: int,void_pointer_1: Any,unsignedint_2: int,unsignedint_3: int,) -> None: + """void rlReadShaderBuffer(unsigned int, void *, unsigned int, unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlReadTexturePixels(unsignedint_0: int,int_1: int,int_2: int,int_3: int,) -> Any: + """void *rlReadTexturePixels(unsigned int, int, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlRotatef(float_0: float,float_1: float,float_2: float,float_3: float,) -> None: + """void rlRotatef(float, float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlScalef(float_0: float,float_1: float,float_2: float,) -> None: + """void rlScalef(float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlScissor(int_0: int,int_1: int,int_2: int,int_3: int,) -> None: + """void rlScissor(int, int, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetBlendFactors(int_0: int,int_1: int,int_2: int,) -> None: + """void rlSetBlendFactors(int, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetBlendFactorsSeparate(int_0: int,int_1: int,int_2: int,int_3: int,int_4: int,int_5: int,) -> None: + """void rlSetBlendFactorsSeparate(int, int, int, int, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetBlendMode(int_0: int,) -> None: + """void rlSetBlendMode(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetCullFace(int_0: int,) -> None: + """void rlSetCullFace(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetFramebufferHeight(int_0: int,) -> None: + """void rlSetFramebufferHeight(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetFramebufferWidth(int_0: int,) -> None: + """void rlSetFramebufferWidth(int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetLineWidth(float_0: float,) -> None: + """void rlSetLineWidth(float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetMatrixModelview(Matrix_0: Matrix,) -> None: + """void rlSetMatrixModelview(struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetMatrixProjection(Matrix_0: Matrix,) -> None: + """void rlSetMatrixProjection(struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetMatrixProjectionStereo(Matrix_0: Matrix,Matrix_1: Matrix,) -> None: + """void rlSetMatrixProjectionStereo(struct Matrix, struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetMatrixViewOffsetStereo(Matrix_0: Matrix,Matrix_1: Matrix,) -> None: + """void rlSetMatrixViewOffsetStereo(struct Matrix, struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetRenderBatchActive(rlRenderBatch_pointer_0: Any,) -> None: + """void rlSetRenderBatchActive(struct rlRenderBatch *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetShader(unsignedint_0: int,int_pointer_1: Any,) -> None: + """void rlSetShader(unsigned int, int *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetTexture(unsignedint_0: int,) -> None: + """void rlSetTexture(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetUniform(int_0: int,void_pointer_1: Any,int_2: int,int_3: int,) -> None: + """void rlSetUniform(int, void *, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetUniformMatrix(int_0: int,Matrix_1: Matrix,) -> None: + """void rlSetUniformMatrix(int, struct Matrix); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetUniformSampler(int_0: int,unsignedint_1: int,) -> None: + """void rlSetUniformSampler(int, unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetVertexAttribute(unsignedint_0: int,int_1: int,int_2: int,_Bool_3: bool,int_4: int,void_pointer_5: Any,) -> None: + """void rlSetVertexAttribute(unsigned int, int, int, _Bool, int, void *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetVertexAttributeDefault(int_0: int,void_pointer_1: Any,int_2: int,int_3: int,) -> None: + """void rlSetVertexAttributeDefault(int, void *, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlSetVertexAttributeDivisor(unsignedint_0: int,int_1: int,) -> None: + """void rlSetVertexAttributeDivisor(unsigned int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlTexCoord2f(float_0: float,float_1: float,) -> None: + """void rlTexCoord2f(float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlTextureParameters(unsignedint_0: int,int_1: int,int_2: int,) -> None: + """void rlTextureParameters(unsigned int, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlTranslatef(float_0: float,float_1: float,float_2: float,) -> None: + """void rlTranslatef(float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlUnloadFramebuffer(unsignedint_0: int,) -> None: + """void rlUnloadFramebuffer(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlUnloadRenderBatch(rlRenderBatch_0: rlRenderBatch,) -> None: + """void rlUnloadRenderBatch(struct rlRenderBatch); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlUnloadShaderBuffer(unsignedint_0: int,) -> None: + """void rlUnloadShaderBuffer(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlUnloadShaderProgram(unsignedint_0: int,) -> None: + """void rlUnloadShaderProgram(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlUnloadTexture(unsignedint_0: int,) -> None: + """void rlUnloadTexture(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlUnloadVertexArray(unsignedint_0: int,) -> None: + """void rlUnloadVertexArray(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlUnloadVertexBuffer(unsignedint_0: int,) -> None: + """void rlUnloadVertexBuffer(unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlUpdateShaderBuffer(unsignedint_0: int,void_pointer_1: Any,unsignedint_2: int,unsignedint_3: int,) -> None: + """void rlUpdateShaderBuffer(unsigned int, void *, unsigned int, unsigned int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlUpdateTexture(unsignedint_0: int,int_1: int,int_2: int,int_3: int,int_4: int,int_5: int,void_pointer_6: Any,) -> None: + """void rlUpdateTexture(unsigned int, int, int, int, int, int, void *); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlUpdateVertexBuffer(unsignedint_0: int,void_pointer_1: Any,int_2: int,int_3: int,) -> None: + """void rlUpdateVertexBuffer(unsigned int, void *, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlUpdateVertexBufferElements(unsignedint_0: int,void_pointer_1: Any,int_2: int,int_3: int,) -> None: + """void rlUpdateVertexBufferElements(unsigned int, void *, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlVertex2f(float_0: float,float_1: float,) -> None: + """void rlVertex2f(float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlVertex2i(int_0: int,int_1: int,) -> None: + """void rlVertex2i(int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlVertex3f(float_0: float,float_1: float,float_2: float,) -> None: + """void rlVertex3f(float, float, float); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlViewport(int_0: int,int_1: int,int_2: int,int_3: int,) -> None: + """void rlViewport(int, int, int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... def rlglClose() -> None: - """De-initialize rlgl (buffers, shaders, textures).""" - ... -def rlglInit(width: int,height: int,) -> None: - """Initialize rlgl (buffers, shaders, textures, states).""" - ... -class AudioStream: - buffer: Any - processor: Any - sampleRate: int - sampleSize: int - channels: int -class AutomationEvent: - frame: int - type: int - params: list -class AutomationEventList: - capacity: int - count: int - events: Any -BlendMode = int -class BoneInfo: - name: bytes - parent: int -class BoundingBox: - min: Vector3 - max: Vector3 -class Camera: - position: Vector3 - target: Vector3 - up: Vector3 - fovy: float - projection: int -class Camera2D: - offset: Vector2 - target: Vector2 - rotation: float - zoom: float -class Camera3D: - position: Vector3 - target: Vector3 - up: Vector3 - fovy: float - projection: int -CameraMode = int -CameraProjection = int -class Color: - r: bytes - g: bytes - b: bytes - a: bytes -ConfigFlags = int -CubemapLayout = int -class FilePathList: - capacity: int - count: int - paths: list[bytes] -class Font: - baseSize: int - glyphCount: int - glyphPadding: int - texture: Texture - recs: Any - glyphs: Any -FontType = int -class GLFWallocator: - allocate: Any - reallocate: Any - deallocate: Any - user: Any -class GLFWcursor: - ... -class GLFWgamepadstate: - buttons: bytes - axes: list -class GLFWgammaramp: - red: Any - green: Any - blue: Any - size: int -class GLFWimage: - width: int - height: int - pixels: bytes -class GLFWmonitor: - ... -class GLFWvidmode: - width: int - height: int - redBits: int - greenBits: int - blueBits: int - refreshRate: int -class GLFWwindow: - ... -GamepadAxis = int -GamepadButton = int -Gesture = int -class GlyphInfo: - value: int - offsetX: int - offsetY: int - advanceX: int - image: Image -GuiCheckBoxProperty = int -GuiColorPickerProperty = int -GuiComboBoxProperty = int -GuiControl = int -GuiControlProperty = int -GuiDefaultProperty = int -GuiDropdownBoxProperty = int -GuiIconName = int -GuiListViewProperty = int -GuiProgressBarProperty = int -GuiScrollBarProperty = int -GuiSliderProperty = int -GuiSpinnerProperty = int -GuiState = int -class GuiStyleProp: - controlId: int - propertyId: int - propertyValue: int -GuiTextAlignment = int -GuiTextAlignmentVertical = int -GuiTextBoxProperty = int -GuiTextWrapMode = int -GuiToggleProperty = int -class Image: - data: Any - width: int - height: int - mipmaps: int - format: int -KeyboardKey = int -class Mat2: - m00: float - m01: float - m10: float - m11: float -class Material: - shader: Shader - maps: Any - params: list -class MaterialMap: - texture: Texture - color: Color - value: float -MaterialMapIndex = int -class Matrix: - m0: float - m4: float - m8: float - m12: float - m1: float - m5: float - m9: float - m13: float - m2: float - m6: float - m10: float - m14: float - m3: float - m7: float - m11: float - m15: float -class Mesh: - vertexCount: int - triangleCount: int - vertices: Any - texcoords: Any - texcoords2: Any - normals: Any - tangents: Any - colors: bytes - indices: Any - animVertices: Any - animNormals: Any - boneIds: bytes - boneWeights: Any - boneMatrices: Any - boneCount: int - vaoId: int - vboId: Any -class Model: - transform: Matrix - meshCount: int - materialCount: int - meshes: Any - materials: Any - meshMaterial: Any - boneCount: int - bones: Any - bindPose: Any -class ModelAnimation: - boneCount: int - frameCount: int - bones: Any - framePoses: Any - name: bytes -MouseButton = int -MouseCursor = int -class Music: - stream: AudioStream - frameCount: int - looping: bool - ctxType: int - ctxData: Any -class NPatchInfo: - source: Rectangle - left: int - top: int - right: int - bottom: int - layout: int -NPatchLayout = int -class PhysicsBodyData: - id: int - enabled: bool - position: Vector2 - velocity: Vector2 - force: Vector2 - angularVelocity: float - torque: float - orient: float - inertia: float - inverseInertia: float - mass: float - inverseMass: float - staticFriction: float - dynamicFriction: float - restitution: float - useGravity: bool - isGrounded: bool - freezeOrient: bool - shape: PhysicsShape -class PhysicsManifoldData: - id: int - bodyA: Any - bodyB: Any - penetration: float - normal: Vector2 - contacts: list - contactsCount: int - restitution: float - dynamicFriction: float - staticFriction: float -class PhysicsShape: - type: PhysicsShapeType - body: Any - radius: float - transform: Mat2 - vertexData: PolygonData -PhysicsShapeType = int -PixelFormat = int -class PolygonData: - vertexCount: int - positions: list - normals: list -class Quaternion: - x: float - y: float - z: float - w: float -class Ray: - position: Vector3 - direction: Vector3 -class RayCollision: - hit: bool - distance: float - point: Vector3 - normal: Vector3 -class Rectangle: - x: float - y: float - width: float - height: float -class RenderTexture: - id: int - texture: Texture - depth: Texture -class RenderTexture2D: - id: int - texture: Texture - depth: Texture -class Shader: - id: int - locs: Any -ShaderAttributeDataType = int -ShaderLocationIndex = int -ShaderUniformDataType = int -class Sound: - stream: AudioStream - frameCount: int -class Texture: - id: int - width: int - height: int - mipmaps: int - format: int -class Texture2D: - id: int - width: int - height: int - mipmaps: int - format: int -class TextureCubemap: - id: int - width: int - height: int - mipmaps: int - format: int -TextureFilter = int -TextureWrap = int -TraceLogLevel = int -class Transform: - translation: Vector3 - rotation: Vector4 - scale: Vector3 -class Vector2: - x: float - y: float -class Vector3: - x: float - y: float - z: float -class Vector4: - x: float - y: float - z: float - w: float -class VrDeviceInfo: - hResolution: int - vResolution: int - hScreenSize: float - vScreenSize: float - eyeToScreenDistance: float - lensSeparationDistance: float - interpupillaryDistance: float - lensDistortionValues: list - chromaAbCorrection: list -class VrStereoConfig: - projection: list - viewOffset: list - leftLensCenter: list - rightLensCenter: list - leftScreenCenter: list - rightScreenCenter: list - scale: list - scaleIn: list -class Wave: - frameCount: int - sampleRate: int - sampleSize: int - channels: int - data: Any -class float16: - v: list -class float3: - v: list -class rAudioBuffer: - ... -class rAudioProcessor: - ... -rlBlendMode = int -rlCullMode = int -class rlDrawCall: - mode: int - vertexCount: int - vertexAlignment: int - textureId: int -rlFramebufferAttachTextureType = int -rlFramebufferAttachType = int -rlGlVersion = int -rlPixelFormat = int -class rlRenderBatch: - bufferCount: int - currentBuffer: int - vertexBuffer: Any - draws: Any - drawCounter: int - currentDepth: float -rlShaderAttributeDataType = int -rlShaderLocationIndex = int -rlShaderUniformDataType = int -rlTextureFilter = int -rlTraceLogLevel = int -class rlVertexBuffer: - elementCount: int - vertices: Any - texcoords: Any - normals: Any - colors: bytes - indices: Any - vaoId: int - vboId: list + """void rlglClose(); -LIGHTGRAY : Color -GRAY : Color -DARKGRAY : Color -YELLOW : Color -GOLD : Color -ORANGE : Color -PINK : Color -RED : Color -MAROON : Color -GREEN : Color -LIME : Color -DARKGREEN : Color -SKYBLUE : Color -BLUE : Color -DARKBLUE : Color -PURPLE : Color -VIOLET : Color -DARKPURPLE : Color -BEIGE : Color -BROWN : Color -DARKBROWN : Color -WHITE : Color -BLACK : Color -BLANK : Color -MAGENTA : Color -RAYWHITE : Color +CFFI C function from raylib._raylib_cffi.lib""" + ... +def rlglInit(int_0: int,int_1: int,) -> None: + """void rlglInit(int, int); + +CFFI C function from raylib._raylib_cffi.lib""" + ... +AudioStream: struct +AutomationEvent: struct +AutomationEventList: struct +BlendMode: int +BoneInfo: struct +BoundingBox: struct +Camera: struct +Camera2D: struct +Camera3D: struct +CameraMode: int +CameraProjection: int +Color: struct +ConfigFlags: int +CubemapLayout: int +FilePathList: struct +Font: struct +FontType: int +GamepadAxis: int +GamepadButton: int +Gesture: int +GlyphInfo: struct +GuiCheckBoxProperty: int +GuiColorPickerProperty: int +GuiComboBoxProperty: int +GuiControl: int +GuiControlProperty: int +GuiDefaultProperty: int +GuiDropdownBoxProperty: int +GuiIconName: int +GuiListViewProperty: int +GuiProgressBarProperty: int +GuiScrollBarProperty: int +GuiSliderProperty: int +GuiSpinnerProperty: int +GuiState: int +GuiStyleProp: struct +GuiTextAlignment: int +GuiTextAlignmentVertical: int +GuiTextBoxProperty: int +GuiTextWrapMode: int +GuiToggleProperty: int +Image: struct +KeyboardKey: int +Material: struct +MaterialMap: struct +MaterialMapIndex: int +Matrix: struct +Matrix2x2: struct +Mesh: struct +Model: struct +ModelAnimation: struct +MouseButton: int +MouseCursor: int +Music: struct +NPatchInfo: struct +NPatchLayout: int +PhysicsBodyData: struct +PhysicsManifoldData: struct +PhysicsShape: struct +PhysicsShapeType: int +PhysicsVertexData: struct +PixelFormat: int +Quaternion: struct +Ray: struct +RayCollision: struct +Rectangle: struct +RenderTexture: struct +RenderTexture2D: struct +Shader: struct +ShaderAttributeDataType: int +ShaderLocationIndex: int +ShaderUniformDataType: int +Sound: struct +Texture: struct +Texture2D: struct +TextureCubemap: struct +TextureFilter: int +TextureWrap: int +TraceLogLevel: int +Transform: struct +Vector2: struct +Vector3: struct +Vector4: struct +VrDeviceInfo: struct +VrStereoConfig: struct +Wave: struct +float16: struct +float3: struct +rAudioBuffer: struct +rAudioProcessor: struct +rlBlendMode: int +rlCullMode: int +rlDrawCall: struct +rlFramebufferAttachTextureType: int +rlFramebufferAttachType: int +rlGlVersion: int +rlPixelFormat: int +rlRenderBatch: struct +rlShaderAttributeDataType: int +rlShaderLocationIndex: int +rlShaderUniformDataType: int +rlTextureFilter: int +rlTraceLogLevel: int +rlVertexBuffer: struct +# Copyright (c) 2021 Richard Smith and others +# +# This program and the accompanying materials are made available under the +# terms of the Eclipse Public License 2.0 which is available at +# http://www.eclipse.org/legal/epl-2.0. +# +# This Source Code may also be made available under the following Secondary +# licenses when the conditions for such availability set forth in the Eclipse +# Public License, v. 2.0 are satisfied: GNU General Public License, version 2 +# with the GNU Classpath Exception which is +# available at https://www.gnu.org/software/classpath/license.html. +# +# SPDX-License-Identifier: EPL-2.0 OR GPL-2.0 WITH Classpath-exception-2.0 + +LIGHTGRAY =( 200, 200, 200, 255 ) +GRAY =( 130, 130, 130, 255 ) +DARKGRAY =( 80, 80, 80, 255 ) +YELLOW =( 253, 249, 0, 255 ) +GOLD =( 255, 203, 0, 255 ) +ORANGE =( 255, 161, 0, 255 ) +PINK =( 255, 109, 194, 255 ) +RED =( 230, 41, 55, 255 ) +MAROON =( 190, 33, 55, 255 ) +GREEN =( 0, 228, 48, 255 ) +LIME =( 0, 158, 47, 255 ) +DARKGREEN =( 0, 117, 44, 255 ) +SKYBLUE =( 102, 191, 255, 255 ) +BLUE =( 0, 121, 241, 255 ) +DARKBLUE =( 0, 82, 172, 255 ) +PURPLE =( 200, 122, 255, 255 ) +VIOLET =( 135, 60, 190, 255 ) +DARKPURPLE =( 112, 31, 126, 255 ) +BEIGE =( 211, 176, 131, 255 ) +BROWN =( 127, 106, 79, 255 ) +DARKBROWN =( 76, 63, 47, 255 ) +WHITE =( 255, 255, 255, 255 ) +BLACK =( 0, 0, 0, 255 ) +BLANK =( 0, 0, 0, 0 ) +MAGENTA =( 255, 0, 255, 255 ) +RAYWHITE =( 245, 245, 245, 255 ) diff --git a/dynamic/raylib/defines.py b/dynamic/raylib/defines.py index fe706d3..b430146 100644 --- a/dynamic/raylib/defines.py +++ b/dynamic/raylib/defines.py @@ -3,7 +3,7 @@ import raylib RAYLIB_VERSION_MAJOR: int = 5 RAYLIB_VERSION_MINOR: int = 5 RAYLIB_VERSION_PATCH: int = 0 -RAYLIB_VERSION: str = "5.5" +RAYLIB_VERSION: str = "5.5-dev" PI: float = 3.141592653589793 DEG2RAD = PI / 180.0 RAD2DEG = 180.0 / PI @@ -14,7 +14,10 @@ MATERIAL_MAP_DIFFUSE = raylib.MATERIAL_MAP_ALBEDO MATERIAL_MAP_SPECULAR = raylib.MATERIAL_MAP_METALNESS SHADER_LOC_MAP_DIFFUSE = raylib.SHADER_LOC_MAP_ALBEDO SHADER_LOC_MAP_SPECULAR = raylib.SHADER_LOC_MAP_METALNESS +PI: float = 3.141592653589793 EPSILON: float = 1e-06 +DEG2RAD = PI / 180.0 +RAD2DEG = 180.0 / PI RLGL_VERSION: str = "5.0" RL_DEFAULT_BATCH_BUFFER_ELEMENTS: int = 8192 RL_DEFAULT_BATCH_BUFFERS: int = 1 @@ -99,6 +102,9 @@ RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS: int = 7 RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS: int = 8 RL_SHADER_LOC_MAP_DIFFUSE = raylib.RL_SHADER_LOC_MAP_ALBEDO RL_SHADER_LOC_MAP_SPECULAR = raylib.RL_SHADER_LOC_MAP_METALNESS +PI: float = 3.141592653589793 +DEG2RAD = PI / 180.0 +RAD2DEG = 180.0 / PI GL_SHADING_LANGUAGE_VERSION: int = 35724 GL_COMPRESSED_RGB_S3TC_DXT1_EXT: int = 33776 GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: int = 33777 @@ -186,10 +192,12 @@ RAYGUI_TEXTFORMAT_MAX_SIZE: int = 256 PHYSAC_MAX_BODIES: int = 64 PHYSAC_MAX_MANIFOLDS: int = 4096 PHYSAC_MAX_VERTICES: int = 24 -PHYSAC_CIRCLE_VERTICES: int = 24 -PHYSAC_COLLISION_ITERATIONS: int = 20 +PHYSAC_DEFAULT_CIRCLE_VERTICES: int = 24 +PHYSAC_COLLISION_ITERATIONS: int = 100 PHYSAC_PENETRATION_ALLOWANCE: float = 0.05 PHYSAC_PENETRATION_CORRECTION: float = 0.4 +PHYSAC_PI: float = 3.141592653589793 +PHYSAC_DEG2RAD = PHYSAC_PI / 180.0 PHYSAC_FLT_MAX: float = 3.402823466e+38 PHYSAC_EPSILON: float = 1e-06 GLFW_VERSION_MAJOR: int = 3 diff --git a/dynamic/raylib/enums.py b/dynamic/raylib/enums.py index d33b987..b0ecb4f 100644 --- a/dynamic/raylib/enums.py +++ b/dynamic/raylib/enums.py @@ -1,7 +1,6 @@ from enum import IntEnum class ConfigFlags(IntEnum): - """System/Window config flags.""" FLAG_VSYNC_HINT = 64 FLAG_FULLSCREEN_MODE = 2 FLAG_WINDOW_RESIZABLE = 4 @@ -20,7 +19,6 @@ class ConfigFlags(IntEnum): FLAG_INTERLACED_HINT = 65536 class TraceLogLevel(IntEnum): - """Trace log level.""" LOG_ALL = 0 LOG_TRACE = 1 LOG_DEBUG = 2 @@ -31,7 +29,6 @@ class TraceLogLevel(IntEnum): LOG_NONE = 7 class KeyboardKey(IntEnum): - """Keyboard keys (US keyboard layout).""" KEY_NULL = 0 KEY_APOSTROPHE = 39 KEY_COMMA = 44 @@ -144,7 +141,6 @@ class KeyboardKey(IntEnum): KEY_VOLUME_DOWN = 25 class MouseButton(IntEnum): - """Mouse buttons.""" MOUSE_BUTTON_LEFT = 0 MOUSE_BUTTON_RIGHT = 1 MOUSE_BUTTON_MIDDLE = 2 @@ -154,7 +150,6 @@ class MouseButton(IntEnum): MOUSE_BUTTON_BACK = 6 class MouseCursor(IntEnum): - """Mouse cursor.""" MOUSE_CURSOR_DEFAULT = 0 MOUSE_CURSOR_ARROW = 1 MOUSE_CURSOR_IBEAM = 2 @@ -168,7 +163,6 @@ class MouseCursor(IntEnum): MOUSE_CURSOR_NOT_ALLOWED = 10 class GamepadButton(IntEnum): - """Gamepad buttons.""" GAMEPAD_BUTTON_UNKNOWN = 0 GAMEPAD_BUTTON_LEFT_FACE_UP = 1 GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2 @@ -189,7 +183,6 @@ class GamepadButton(IntEnum): GAMEPAD_BUTTON_RIGHT_THUMB = 17 class GamepadAxis(IntEnum): - """Gamepad axis.""" GAMEPAD_AXIS_LEFT_X = 0 GAMEPAD_AXIS_LEFT_Y = 1 GAMEPAD_AXIS_RIGHT_X = 2 @@ -198,7 +191,6 @@ class GamepadAxis(IntEnum): GAMEPAD_AXIS_RIGHT_TRIGGER = 5 class MaterialMapIndex(IntEnum): - """Material map index.""" MATERIAL_MAP_ALBEDO = 0 MATERIAL_MAP_METALNESS = 1 MATERIAL_MAP_NORMAL = 2 @@ -212,7 +204,6 @@ class MaterialMapIndex(IntEnum): MATERIAL_MAP_BRDF = 10 class ShaderLocationIndex(IntEnum): - """Shader location index.""" SHADER_LOC_VERTEX_POSITION = 0 SHADER_LOC_VERTEX_TEXCOORD01 = 1 SHADER_LOC_VERTEX_TEXCOORD02 = 2 @@ -244,7 +235,6 @@ class ShaderLocationIndex(IntEnum): SHADER_LOC_BONE_MATRICES = 28 class ShaderUniformDataType(IntEnum): - """Shader uniform data type.""" SHADER_UNIFORM_FLOAT = 0 SHADER_UNIFORM_VEC2 = 1 SHADER_UNIFORM_VEC3 = 2 @@ -256,14 +246,12 @@ class ShaderUniformDataType(IntEnum): SHADER_UNIFORM_SAMPLER2D = 8 class ShaderAttributeDataType(IntEnum): - """Shader attribute data types.""" SHADER_ATTRIB_FLOAT = 0 SHADER_ATTRIB_VEC2 = 1 SHADER_ATTRIB_VEC3 = 2 SHADER_ATTRIB_VEC4 = 3 class PixelFormat(IntEnum): - """Pixel formats.""" PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 @@ -290,7 +278,6 @@ class PixelFormat(IntEnum): PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 class TextureFilter(IntEnum): - """Texture parameters: filter mode.""" TEXTURE_FILTER_POINT = 0 TEXTURE_FILTER_BILINEAR = 1 TEXTURE_FILTER_TRILINEAR = 2 @@ -299,28 +286,25 @@ class TextureFilter(IntEnum): TEXTURE_FILTER_ANISOTROPIC_16X = 5 class TextureWrap(IntEnum): - """Texture parameters: wrap mode.""" TEXTURE_WRAP_REPEAT = 0 TEXTURE_WRAP_CLAMP = 1 TEXTURE_WRAP_MIRROR_REPEAT = 2 TEXTURE_WRAP_MIRROR_CLAMP = 3 class CubemapLayout(IntEnum): - """Cubemap layouts.""" CUBEMAP_LAYOUT_AUTO_DETECT = 0 CUBEMAP_LAYOUT_LINE_VERTICAL = 1 CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 + CUBEMAP_LAYOUT_PANORAMA = 5 class FontType(IntEnum): - """Font type, defines generation method.""" FONT_DEFAULT = 0 FONT_BITMAP = 1 FONT_SDF = 2 class BlendMode(IntEnum): - """Color blending modes (pre-defined).""" BLEND_ALPHA = 0 BLEND_ADDITIVE = 1 BLEND_MULTIPLIED = 2 @@ -331,7 +315,6 @@ class BlendMode(IntEnum): BLEND_CUSTOM_SEPARATE = 7 class Gesture(IntEnum): - """Gesture.""" GESTURE_NONE = 0 GESTURE_TAP = 1 GESTURE_DOUBLETAP = 2 @@ -345,7 +328,6 @@ class Gesture(IntEnum): GESTURE_PINCH_OUT = 512 class CameraMode(IntEnum): - """Camera system modes.""" CAMERA_CUSTOM = 0 CAMERA_FREE = 1 CAMERA_ORBITAL = 2 @@ -353,43 +335,36 @@ class CameraMode(IntEnum): CAMERA_THIRD_PERSON = 4 class CameraProjection(IntEnum): - """Camera projection.""" CAMERA_PERSPECTIVE = 0 CAMERA_ORTHOGRAPHIC = 1 class NPatchLayout(IntEnum): - """N-patch layout.""" NPATCH_NINE_PATCH = 0 NPATCH_THREE_PATCH_VERTICAL = 1 NPATCH_THREE_PATCH_HORIZONTAL = 2 class GuiState(IntEnum): - """Gui control state.""" STATE_NORMAL = 0 STATE_FOCUSED = 1 STATE_PRESSED = 2 STATE_DISABLED = 3 class GuiTextAlignment(IntEnum): - """Gui control text alignment.""" TEXT_ALIGN_LEFT = 0 TEXT_ALIGN_CENTER = 1 TEXT_ALIGN_RIGHT = 2 class GuiTextAlignmentVertical(IntEnum): - """Gui control text alignment vertical.""" TEXT_ALIGN_TOP = 0 TEXT_ALIGN_MIDDLE = 1 TEXT_ALIGN_BOTTOM = 2 class GuiTextWrapMode(IntEnum): - """Gui control text wrap mode.""" TEXT_WRAP_NONE = 0 TEXT_WRAP_CHAR = 1 TEXT_WRAP_WORD = 2 class GuiControl(IntEnum): - """Gui controls.""" DEFAULT = 0 LABEL = 1 BUTTON = 2 @@ -408,7 +383,6 @@ class GuiControl(IntEnum): STATUSBAR = 15 class GuiControlProperty(IntEnum): - """Gui base properties for every control.""" BORDER_COLOR_NORMAL = 0 BASE_COLOR_NORMAL = 1 TEXT_COLOR_NORMAL = 2 @@ -426,7 +400,6 @@ class GuiControlProperty(IntEnum): TEXT_ALIGNMENT = 14 class GuiDefaultProperty(IntEnum): - """DEFAULT extended properties.""" TEXT_SIZE = 16 TEXT_SPACING = 17 LINE_COLOR = 18 @@ -436,20 +409,16 @@ class GuiDefaultProperty(IntEnum): TEXT_WRAP_MODE = 22 class GuiToggleProperty(IntEnum): - """Toggle/ToggleGroup.""" GROUP_PADDING = 16 class GuiSliderProperty(IntEnum): - """Slider/SliderBar.""" SLIDER_WIDTH = 16 SLIDER_PADDING = 17 class GuiProgressBarProperty(IntEnum): - """ProgressBar.""" PROGRESS_PADDING = 16 class GuiScrollBarProperty(IntEnum): - """ScrollBar.""" ARROWS_SIZE = 16 ARROWS_VISIBLE = 17 SCROLL_SLIDER_PADDING = 18 @@ -458,32 +427,26 @@ class GuiScrollBarProperty(IntEnum): SCROLL_SPEED = 21 class GuiCheckBoxProperty(IntEnum): - """CheckBox.""" CHECK_PADDING = 16 class GuiComboBoxProperty(IntEnum): - """ComboBox.""" COMBO_BUTTON_WIDTH = 16 COMBO_BUTTON_SPACING = 17 class GuiDropdownBoxProperty(IntEnum): - """DropdownBox.""" ARROW_PADDING = 16 DROPDOWN_ITEMS_SPACING = 17 DROPDOWN_ARROW_HIDDEN = 18 DROPDOWN_ROLL_UP = 19 class GuiTextBoxProperty(IntEnum): - """TextBox/TextBoxMulti/ValueBox/Spinner.""" TEXT_READONLY = 16 class GuiSpinnerProperty(IntEnum): - """Spinner.""" SPIN_BUTTON_WIDTH = 16 SPIN_BUTTON_SPACING = 17 class GuiListViewProperty(IntEnum): - """ListView.""" LIST_ITEMS_HEIGHT = 16 LIST_ITEMS_SPACING = 17 SCROLLBAR_WIDTH = 18 @@ -491,7 +454,6 @@ class GuiListViewProperty(IntEnum): LIST_ITEMS_BORDER_WIDTH = 20 class GuiColorPickerProperty(IntEnum): - """ColorPicker.""" COLOR_SELECTOR_SIZE = 16 HUEBAR_WIDTH = 17 HUEBAR_PADDING = 18 @@ -499,7 +461,6 @@ class GuiColorPickerProperty(IntEnum): HUEBAR_SELECTOR_OVERFLOW = 20 class GuiIconName(IntEnum): - """.""" ICON_NONE = 0 ICON_FOLDER_FILE_OPEN = 1 ICON_FILE_SAVE_CLASSIC = 2 diff --git a/dynamic/raylib/libraylib.dylib b/dynamic/raylib/libraylib.dylib index 5019b64..24e7911 100755 Binary files a/dynamic/raylib/libraylib.dylib and b/dynamic/raylib/libraylib.dylib differ diff --git a/dynamic/raylib/libraylib.so b/dynamic/raylib/libraylib.so index 0771502..f297e6e 100755 Binary files a/dynamic/raylib/libraylib.so and b/dynamic/raylib/libraylib.so differ diff --git a/dynamic/raylib/py.typed b/dynamic/raylib/py.typed deleted file mode 100644 index e69de29..0000000 diff --git a/dynamic/raylib/raylib.dll b/dynamic/raylib/raylib.dll index 12ea7c8..a9d218b 100644 Binary files a/dynamic/raylib/raylib.dll and b/dynamic/raylib/raylib.dll differ diff --git a/dynamic/raylib/raylib_modified.h b/dynamic/raylib/raylib_modified.h deleted file mode 120000 index c9bb387..0000000 --- a/dynamic/raylib/raylib_modified.h +++ /dev/null @@ -1 +0,0 @@ -../../raylib/raylib.h.modified \ No newline at end of file diff --git a/dynamic/raylib/raylib_modified.h b/dynamic/raylib/raylib_modified.h new file mode 100644 index 0000000..158519a --- /dev/null +++ b/dynamic/raylib/raylib_modified.h @@ -0,0 +1,1409 @@ +/********************************************************************************************** +* +* raylib v5.0 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) +* +* FEATURES: +* - NO external dependencies, all required libraries included with raylib +* - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, +* MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5. +* - Written in plain C code (C99) in PascalCase/camelCase notation +* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile) +* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] +* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) +* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) +* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! +* - Flexible Materials system, supporting classic maps and PBR maps +* - Animated 3D models supported (skeletal bones animation) (IQM) +* - Shaders support, including Model shaders and Postprocessing shaders +* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] +* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) +* - VR stereo rendering with configurable HMD device parameters +* - Bindings to multiple programming languages available! +* +* NOTES: +* - One default Font is loaded on InitWindow()->LoadFontDefault() [core, text] +* - One default Texture2D is loaded on rlglInit(), 1x1 white pixel R8G8B8A8 [rlgl] (OpenGL 3.3 or ES2) +* - One default Shader is loaded on rlglInit()->rlLoadShaderDefault() [rlgl] (OpenGL 3.3 or ES2) +* - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) +* +* DEPENDENCIES (included): +* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) +* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) +* [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management +* +* OPTIONAL DEPENDENCIES (included): +* [rcore] msf_gif (Miles Fogle) for GIF recording +* [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm +* [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm +* [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) +* [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG) +* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms +* [rtext] stb_truetype (Sean Barret) for ttf fonts loading +* [rtext] stb_rect_pack (Sean Barret) for rectangles packing +* [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation +* [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) +* [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) +* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) +* [raudio] dr_wav (David Reid) for WAV audio file loading +* [raudio] dr_flac (David Reid) for FLAC audio file loading +* [raudio] dr_mp3 (David Reid) for MP3 audio file loading +* [raudio] stb_vorbis (Sean Barret) for OGG audio loading +* [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading +* [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading +* +* +* LICENSE: zlib/libpng +* +* raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software: +* +* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ +// Function specifiers in case library is build/used as a shared library (Windows) +// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll +//---------------------------------------------------------------------------------- +// Some basic Defines +//---------------------------------------------------------------------------------- +// Allow custom memory allocators +// NOTE: Require recompiling raylib sources +// NOTE: MSVC C++ compiler does not support compound literals (C99 feature) +// Plain structures in C++ (without constructors) can be initialized with { } +// This is called aggregate initialization (C++11 feature) +// Some compilers (mostly macos clang) default to C++98, +// where aggregate initialization can't be used +// So, give a more clear error stating how to fix this +// NOTE: We set some defines with some data types declared by raylib +// Other modules (raymath, rlgl) also require some of those types, so, +// to be able to use those other modules as standalone (not depending on raylib) +// this defines are very useful for internal check and avoid type (re)definitions +// Some Basic Colors +// NOTE: Custom raylib color palette for amazing visuals on WHITE background +//---------------------------------------------------------------------------------- +// Structures Definition +//---------------------------------------------------------------------------------- +// Boolean type +// Vector2, 2 components +typedef struct Vector2 { + float x; // Vector x component + float y; // Vector y component +} Vector2; +// Vector3, 3 components +typedef struct Vector3 { + float x; // Vector x component + float y; // Vector y component + float z; // Vector z component +} Vector3; +// Vector4, 4 components +typedef struct Vector4 { + float x; // Vector x component + float y; // Vector y component + float z; // Vector z component + float w; // Vector w component +} Vector4; +// Quaternion, 4 components (Vector4 alias) +typedef Vector4 Quaternion; +// Matrix, 4x4 components, column major, OpenGL style, right-handed +typedef struct Matrix { + float m0, m4, m8, m12; // Matrix first row (4 components) + float m1, m5, m9, m13; // Matrix second row (4 components) + float m2, m6, m10, m14; // Matrix third row (4 components) + float m3, m7, m11, m15; // Matrix fourth row (4 components) +} Matrix; +// Color, 4 components, R8G8B8A8 (32bit) +typedef struct Color { + unsigned char r; // Color red value + unsigned char g; // Color green value + unsigned char b; // Color blue value + unsigned char a; // Color alpha value +} Color; +// Rectangle, 4 components +typedef struct Rectangle { + float x; // Rectangle top-left corner position x + float y; // Rectangle top-left corner position y + float width; // Rectangle width + float height; // Rectangle height +} Rectangle; +// Image, pixel data stored in CPU memory (RAM) +typedef struct Image { + void *data; // Image raw data + int width; // Image base width + int height; // Image base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (PixelFormat type) +} Image; +// Texture, tex data stored in GPU memory (VRAM) +typedef struct Texture { + unsigned int id; // OpenGL texture id + int width; // Texture base width + int height; // Texture base height + int mipmaps; // Mipmap levels, 1 by default + int format; // Data format (PixelFormat type) +} Texture; +// Texture2D, same as Texture +typedef Texture Texture2D; +// TextureCubemap, same as Texture +typedef Texture TextureCubemap; +// RenderTexture, fbo for texture rendering +typedef struct RenderTexture { + unsigned int id; // OpenGL framebuffer object id + Texture texture; // Color buffer attachment texture + Texture depth; // Depth buffer attachment texture +} RenderTexture; +// RenderTexture2D, same as RenderTexture +typedef RenderTexture RenderTexture2D; +// NPatchInfo, n-patch layout info +typedef struct NPatchInfo { + Rectangle source; // Texture source rectangle + int left; // Left border offset + int top; // Top border offset + int right; // Right border offset + int bottom; // Bottom border offset + int layout; // Layout of the n-patch: 3x3, 1x3 or 3x1 +} NPatchInfo; +// GlyphInfo, font characters glyphs info +typedef struct GlyphInfo { + int value; // Character value (Unicode) + int offsetX; // Character offset X when drawing + int offsetY; // Character offset Y when drawing + int advanceX; // Character advance position X + Image image; // Character image data +} GlyphInfo; +// Font, font texture and GlyphInfo array data +typedef struct Font { + int baseSize; // Base size (default chars height) + int glyphCount; // Number of glyph characters + int glyphPadding; // Padding around the glyph characters + Texture2D texture; // Texture atlas containing the glyphs + Rectangle *recs; // Rectangles in texture for the glyphs + GlyphInfo *glyphs; // Glyphs info data +} Font; +// Camera, defines position/orientation in 3d space +typedef struct Camera3D { + Vector3 position; // Camera position + Vector3 target; // Camera target it looks-at + Vector3 up; // Camera up vector (rotation over its axis) + float fovy; // Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic + int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC +} Camera3D; +typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D +// Camera2D, defines position/orientation in 2d space +typedef struct Camera2D { + Vector2 offset; // Camera offset (displacement from target) + Vector2 target; // Camera target (rotation and zoom origin) + float rotation; // Camera rotation in degrees + float zoom; // Camera zoom (scaling), should be 1.0f by default +} Camera2D; +// Mesh, vertex data and vao/vbo +typedef struct Mesh { + int vertexCount; // Number of vertices stored in arrays + int triangleCount; // Number of triangles stored (indexed or not) + // Vertex attributes data + float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0) + float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) + float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5) + float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) + float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) + unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) + unsigned short *indices; // Vertex indices (in case vertex data comes indexed) + // Animation vertex data + float *animVertices; // Animated vertex positions (after bones transformations) + float *animNormals; // Animated normals (after bones transformations) + unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) + float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) + // OpenGL identifiers + unsigned int vaoId; // OpenGL Vertex Array Object id + unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data) +} Mesh; +// Shader +typedef struct Shader { + unsigned int id; // Shader program id + int *locs; // Shader locations array (RL_MAX_SHADER_LOCATIONS) +} Shader; +// MaterialMap +typedef struct MaterialMap { + Texture2D texture; // Material map texture + Color color; // Material map color + float value; // Material map value +} MaterialMap; +// Material, includes shader and maps +typedef struct Material { + Shader shader; // Material shader + MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS) + float params[4]; // Material generic parameters (if required) +} Material; +// Transform, vertex transformation data +typedef struct Transform { + Vector3 translation; // Translation + Quaternion rotation; // Rotation + Vector3 scale; // Scale +} Transform; +// Bone, skeletal animation bone +typedef struct BoneInfo { + char name[32]; // Bone name + int parent; // Bone parent +} BoneInfo; +// Model, meshes, materials and animation data +typedef struct Model { + Matrix transform; // Local transform matrix + int meshCount; // Number of meshes + int materialCount; // Number of materials + Mesh *meshes; // Meshes array + Material *materials; // Materials array + int *meshMaterial; // Mesh material number + // Animation data + int boneCount; // Number of bones + BoneInfo *bones; // Bones information (skeleton) + Transform *bindPose; // Bones base transformation (pose) +} Model; +// ModelAnimation +typedef struct ModelAnimation { + int boneCount; // Number of bones + int frameCount; // Number of animation frames + BoneInfo *bones; // Bones information (skeleton) + Transform **framePoses; // Poses array by frame + char name[32]; // Animation name +} ModelAnimation; +// Ray, ray for raycasting +typedef struct Ray { + Vector3 position; // Ray position (origin) + Vector3 direction; // Ray direction +} Ray; +// RayCollision, ray hit information +typedef struct RayCollision { + bool hit; // Did the ray hit something? + float distance; // Distance to the nearest hit + Vector3 point; // Point of the nearest hit + Vector3 normal; // Surface normal of hit +} RayCollision; +// BoundingBox +typedef struct BoundingBox { + Vector3 min; // Minimum vertex box-corner + Vector3 max; // Maximum vertex box-corner +} BoundingBox; +// Wave, audio wave data +typedef struct Wave { + unsigned int frameCount; // Total number of frames (considering channels) + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) + void *data; // Buffer data pointer +} Wave; +// Opaque structs declaration +// NOTE: Actual structs are defined internally in raudio module +typedef struct rAudioBuffer rAudioBuffer; +typedef struct rAudioProcessor rAudioProcessor; +// AudioStream, custom audio stream +typedef struct AudioStream { + rAudioBuffer *buffer; // Pointer to internal data used by the audio system + rAudioProcessor *processor; // Pointer to internal data processor, useful for audio effects + unsigned int sampleRate; // Frequency (samples per second) + unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported) + unsigned int channels; // Number of channels (1-mono, 2-stereo, ...) +} AudioStream; +// Sound +typedef struct Sound { + AudioStream stream; // Audio stream + unsigned int frameCount; // Total number of frames (considering channels) +} Sound; +// Music, audio stream, anything longer than ~10 seconds should be streamed +typedef struct Music { + AudioStream stream; // Audio stream + unsigned int frameCount; // Total number of frames (considering channels) + bool looping; // Music looping enable + int ctxType; // Type of music context (audio filetype) + void *ctxData; // Audio context data, depends on type +} Music; +// VrDeviceInfo, Head-Mounted-Display device parameters +typedef struct VrDeviceInfo { + int hResolution; // Horizontal resolution in pixels + int vResolution; // Vertical resolution in pixels + float hScreenSize; // Horizontal size in meters + float vScreenSize; // Vertical size in meters + float vScreenCenter; // Screen center in meters + float eyeToScreenDistance; // Distance between eye and display in meters + float lensSeparationDistance; // Lens separation distance in meters + float interpupillaryDistance; // IPD (distance between pupils) in meters + float lensDistortionValues[4]; // Lens distortion constant parameters + float chromaAbCorrection[4]; // Chromatic aberration correction parameters +} VrDeviceInfo; +// VrStereoConfig, VR stereo rendering configuration for simulator +typedef struct VrStereoConfig { + Matrix projection[2]; // VR projection matrices (per eye) + Matrix viewOffset[2]; // VR view offset matrices (per eye) + float leftLensCenter[2]; // VR left lens center + float rightLensCenter[2]; // VR right lens center + float leftScreenCenter[2]; // VR left screen center + float rightScreenCenter[2]; // VR right screen center + float scale[2]; // VR distortion scale + float scaleIn[2]; // VR distortion scale in +} VrStereoConfig; +// File path list +typedef struct FilePathList { + unsigned int capacity; // Filepaths max entries + unsigned int count; // Filepaths entries count + char **paths; // Filepaths entries +} FilePathList; +// Automation event +typedef struct AutomationEvent { + unsigned int frame; // Event frame + unsigned int type; // Event type (AutomationEventType) + int params[4]; // Event parameters (if required) +} AutomationEvent; +// Automation event list +typedef struct AutomationEventList { + unsigned int capacity; // Events max entries (MAX_AUTOMATION_EVENTS) + unsigned int count; // Events entries count + AutomationEvent *events; // Events entries +} AutomationEventList; +//---------------------------------------------------------------------------------- +// Enumerators Definition +//---------------------------------------------------------------------------------- +// System/Window config flags +// NOTE: Every bit registers one state (use it with bit masks) +// By default all flags are set to 0 +typedef enum { + FLAG_VSYNC_HINT = 0x00000040, // Set to try enabling V-Sync on GPU + FLAG_FULLSCREEN_MODE = 0x00000002, // Set to run program in fullscreen + FLAG_WINDOW_RESIZABLE = 0x00000004, // Set to allow resizable window + FLAG_WINDOW_UNDECORATED = 0x00000008, // Set to disable window decoration (frame and buttons) + FLAG_WINDOW_HIDDEN = 0x00000080, // Set to hide window + FLAG_WINDOW_MINIMIZED = 0x00000200, // Set to minimize window (iconify) + FLAG_WINDOW_MAXIMIZED = 0x00000400, // Set to maximize window (expanded to monitor) + FLAG_WINDOW_UNFOCUSED = 0x00000800, // Set to window non focused + FLAG_WINDOW_TOPMOST = 0x00001000, // Set to window always on top + FLAG_WINDOW_ALWAYS_RUN = 0x00000100, // Set to allow windows running while minimized + FLAG_WINDOW_TRANSPARENT = 0x00000010, // Set to allow transparent framebuffer + FLAG_WINDOW_HIGHDPI = 0x00002000, // Set to support HighDPI + FLAG_WINDOW_MOUSE_PASSTHROUGH = 0x00004000, // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED + FLAG_BORDERLESS_WINDOWED_MODE = 0x00008000, // Set to run program in borderless windowed mode + FLAG_MSAA_4X_HINT = 0x00000020, // Set to try enabling MSAA 4X + FLAG_INTERLACED_HINT = 0x00010000 // Set to try enabling interlaced video format (for V3D) +} ConfigFlags; +// Trace log level +// NOTE: Organized by priority level +typedef enum { + LOG_ALL = 0, // Display all logs + LOG_TRACE, // Trace logging, intended for internal use only + LOG_DEBUG, // Debug logging, used for internal debugging, it should be disabled on release builds + LOG_INFO, // Info logging, used for program execution info + LOG_WARNING, // Warning logging, used on recoverable failures + LOG_ERROR, // Error logging, used on unrecoverable failures + LOG_FATAL, // Fatal logging, used to abort program: exit(EXIT_FAILURE) + LOG_NONE // Disable logging +} TraceLogLevel; +// Keyboard keys (US keyboard layout) +// NOTE: Use GetKeyPressed() to allow redefining +// required keys for alternative layouts +typedef enum { + KEY_NULL = 0, // Key: NULL, used for no key pressed + // Alphanumeric keys + KEY_APOSTROPHE = 39, // Key: ' + KEY_COMMA = 44, // Key: , + KEY_MINUS = 45, // Key: - + KEY_PERIOD = 46, // Key: . + KEY_SLASH = 47, // Key: / + KEY_ZERO = 48, // Key: 0 + KEY_ONE = 49, // Key: 1 + KEY_TWO = 50, // Key: 2 + KEY_THREE = 51, // Key: 3 + KEY_FOUR = 52, // Key: 4 + KEY_FIVE = 53, // Key: 5 + KEY_SIX = 54, // Key: 6 + KEY_SEVEN = 55, // Key: 7 + KEY_EIGHT = 56, // Key: 8 + KEY_NINE = 57, // Key: 9 + KEY_SEMICOLON = 59, // Key: ; + KEY_EQUAL = 61, // Key: = + KEY_A = 65, // Key: A | a + KEY_B = 66, // Key: B | b + KEY_C = 67, // Key: C | c + KEY_D = 68, // Key: D | d + KEY_E = 69, // Key: E | e + KEY_F = 70, // Key: F | f + KEY_G = 71, // Key: G | g + KEY_H = 72, // Key: H | h + KEY_I = 73, // Key: I | i + KEY_J = 74, // Key: J | j + KEY_K = 75, // Key: K | k + KEY_L = 76, // Key: L | l + KEY_M = 77, // Key: M | m + KEY_N = 78, // Key: N | n + KEY_O = 79, // Key: O | o + KEY_P = 80, // Key: P | p + KEY_Q = 81, // Key: Q | q + KEY_R = 82, // Key: R | r + KEY_S = 83, // Key: S | s + KEY_T = 84, // Key: T | t + KEY_U = 85, // Key: U | u + KEY_V = 86, // Key: V | v + KEY_W = 87, // Key: W | w + KEY_X = 88, // Key: X | x + KEY_Y = 89, // Key: Y | y + KEY_Z = 90, // Key: Z | z + KEY_LEFT_BRACKET = 91, // Key: [ + KEY_BACKSLASH = 92, // Key: '\' + KEY_RIGHT_BRACKET = 93, // Key: ] + KEY_GRAVE = 96, // Key: ` + // Function keys + KEY_SPACE = 32, // Key: Space + KEY_ESCAPE = 256, // Key: Esc + KEY_ENTER = 257, // Key: Enter + KEY_TAB = 258, // Key: Tab + KEY_BACKSPACE = 259, // Key: Backspace + KEY_INSERT = 260, // Key: Ins + KEY_DELETE = 261, // Key: Del + KEY_RIGHT = 262, // Key: Cursor right + KEY_LEFT = 263, // Key: Cursor left + KEY_DOWN = 264, // Key: Cursor down + KEY_UP = 265, // Key: Cursor up + KEY_PAGE_UP = 266, // Key: Page up + KEY_PAGE_DOWN = 267, // Key: Page down + KEY_HOME = 268, // Key: Home + KEY_END = 269, // Key: End + KEY_CAPS_LOCK = 280, // Key: Caps lock + KEY_SCROLL_LOCK = 281, // Key: Scroll down + KEY_NUM_LOCK = 282, // Key: Num lock + KEY_PRINT_SCREEN = 283, // Key: Print screen + KEY_PAUSE = 284, // Key: Pause + KEY_F1 = 290, // Key: F1 + KEY_F2 = 291, // Key: F2 + KEY_F3 = 292, // Key: F3 + KEY_F4 = 293, // Key: F4 + KEY_F5 = 294, // Key: F5 + KEY_F6 = 295, // Key: F6 + KEY_F7 = 296, // Key: F7 + KEY_F8 = 297, // Key: F8 + KEY_F9 = 298, // Key: F9 + KEY_F10 = 299, // Key: F10 + KEY_F11 = 300, // Key: F11 + KEY_F12 = 301, // Key: F12 + KEY_LEFT_SHIFT = 340, // Key: Shift left + KEY_LEFT_CONTROL = 341, // Key: Control left + KEY_LEFT_ALT = 342, // Key: Alt left + KEY_LEFT_SUPER = 343, // Key: Super left + KEY_RIGHT_SHIFT = 344, // Key: Shift right + KEY_RIGHT_CONTROL = 345, // Key: Control right + KEY_RIGHT_ALT = 346, // Key: Alt right + KEY_RIGHT_SUPER = 347, // Key: Super right + KEY_KB_MENU = 348, // Key: KB menu + // Keypad keys + KEY_KP_0 = 320, // Key: Keypad 0 + KEY_KP_1 = 321, // Key: Keypad 1 + KEY_KP_2 = 322, // Key: Keypad 2 + KEY_KP_3 = 323, // Key: Keypad 3 + KEY_KP_4 = 324, // Key: Keypad 4 + KEY_KP_5 = 325, // Key: Keypad 5 + KEY_KP_6 = 326, // Key: Keypad 6 + KEY_KP_7 = 327, // Key: Keypad 7 + KEY_KP_8 = 328, // Key: Keypad 8 + KEY_KP_9 = 329, // Key: Keypad 9 + KEY_KP_DECIMAL = 330, // Key: Keypad . + KEY_KP_DIVIDE = 331, // Key: Keypad / + KEY_KP_MULTIPLY = 332, // Key: Keypad * + KEY_KP_SUBTRACT = 333, // Key: Keypad - + KEY_KP_ADD = 334, // Key: Keypad + + KEY_KP_ENTER = 335, // Key: Keypad Enter + KEY_KP_EQUAL = 336, // Key: Keypad = + // Android key buttons + KEY_BACK = 4, // Key: Android back button + KEY_MENU = 82, // Key: Android menu button + KEY_VOLUME_UP = 24, // Key: Android volume up button + KEY_VOLUME_DOWN = 25 // Key: Android volume down button +} KeyboardKey; +// Add backwards compatibility support for deprecated names +// Mouse buttons +typedef enum { + MOUSE_BUTTON_LEFT = 0, // Mouse button left + MOUSE_BUTTON_RIGHT = 1, // Mouse button right + MOUSE_BUTTON_MIDDLE = 2, // Mouse button middle (pressed wheel) + MOUSE_BUTTON_SIDE = 3, // Mouse button side (advanced mouse device) + MOUSE_BUTTON_EXTRA = 4, // Mouse button extra (advanced mouse device) + MOUSE_BUTTON_FORWARD = 5, // Mouse button forward (advanced mouse device) + MOUSE_BUTTON_BACK = 6, // Mouse button back (advanced mouse device) +} MouseButton; +// Mouse cursor +typedef enum { + MOUSE_CURSOR_DEFAULT = 0, // Default pointer shape + MOUSE_CURSOR_ARROW = 1, // Arrow shape + MOUSE_CURSOR_IBEAM = 2, // Text writing cursor shape + MOUSE_CURSOR_CROSSHAIR = 3, // Cross shape + MOUSE_CURSOR_POINTING_HAND = 4, // Pointing hand cursor + MOUSE_CURSOR_RESIZE_EW = 5, // Horizontal resize/move arrow shape + MOUSE_CURSOR_RESIZE_NS = 6, // Vertical resize/move arrow shape + MOUSE_CURSOR_RESIZE_NWSE = 7, // Top-left to bottom-right diagonal resize/move arrow shape + MOUSE_CURSOR_RESIZE_NESW = 8, // The top-right to bottom-left diagonal resize/move arrow shape + MOUSE_CURSOR_RESIZE_ALL = 9, // The omnidirectional resize/move cursor shape + MOUSE_CURSOR_NOT_ALLOWED = 10 // The operation-not-allowed shape +} MouseCursor; +// Gamepad buttons +typedef enum { + GAMEPAD_BUTTON_UNKNOWN = 0, // Unknown button, just for error checking + GAMEPAD_BUTTON_LEFT_FACE_UP, // Gamepad left DPAD up button + GAMEPAD_BUTTON_LEFT_FACE_RIGHT, // Gamepad left DPAD right button + GAMEPAD_BUTTON_LEFT_FACE_DOWN, // Gamepad left DPAD down button + GAMEPAD_BUTTON_LEFT_FACE_LEFT, // Gamepad left DPAD left button + GAMEPAD_BUTTON_RIGHT_FACE_UP, // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) + GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, // Gamepad right button right (i.e. PS3: Square, Xbox: X) + GAMEPAD_BUTTON_RIGHT_FACE_DOWN, // Gamepad right button down (i.e. PS3: Cross, Xbox: A) + GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Gamepad right button left (i.e. PS3: Circle, Xbox: B) + GAMEPAD_BUTTON_LEFT_TRIGGER_1, // Gamepad top/back trigger left (first), it could be a trailing button + GAMEPAD_BUTTON_LEFT_TRIGGER_2, // Gamepad top/back trigger left (second), it could be a trailing button + GAMEPAD_BUTTON_RIGHT_TRIGGER_1, // Gamepad top/back trigger right (one), it could be a trailing button + GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // Gamepad top/back trigger right (second), it could be a trailing button + GAMEPAD_BUTTON_MIDDLE_LEFT, // Gamepad center buttons, left one (i.e. PS3: Select) + GAMEPAD_BUTTON_MIDDLE, // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) + GAMEPAD_BUTTON_MIDDLE_RIGHT, // Gamepad center buttons, right one (i.e. PS3: Start) + GAMEPAD_BUTTON_LEFT_THUMB, // Gamepad joystick pressed button left + GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right +} GamepadButton; +// Gamepad axis +typedef enum { + GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis + GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis + GAMEPAD_AXIS_RIGHT_X = 2, // Gamepad right stick X axis + GAMEPAD_AXIS_RIGHT_Y = 3, // Gamepad right stick Y axis + GAMEPAD_AXIS_LEFT_TRIGGER = 4, // Gamepad back trigger left, pressure level: [1..-1] + GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // Gamepad back trigger right, pressure level: [1..-1] +} GamepadAxis; +// Material map index +typedef enum { + MATERIAL_MAP_ALBEDO = 0, // Albedo material (same as: MATERIAL_MAP_DIFFUSE) + MATERIAL_MAP_METALNESS, // Metalness material (same as: MATERIAL_MAP_SPECULAR) + MATERIAL_MAP_NORMAL, // Normal material + MATERIAL_MAP_ROUGHNESS, // Roughness material + MATERIAL_MAP_OCCLUSION, // Ambient occlusion material + MATERIAL_MAP_EMISSION, // Emission material + MATERIAL_MAP_HEIGHT, // Heightmap material + MATERIAL_MAP_CUBEMAP, // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + MATERIAL_MAP_IRRADIANCE, // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + MATERIAL_MAP_PREFILTER, // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) + MATERIAL_MAP_BRDF // Brdf material +} MaterialMapIndex; +// Shader location index +typedef enum { + SHADER_LOC_VERTEX_POSITION = 0, // Shader location: vertex attribute: position + SHADER_LOC_VERTEX_TEXCOORD01, // Shader location: vertex attribute: texcoord01 + SHADER_LOC_VERTEX_TEXCOORD02, // Shader location: vertex attribute: texcoord02 + SHADER_LOC_VERTEX_NORMAL, // Shader location: vertex attribute: normal + SHADER_LOC_VERTEX_TANGENT, // Shader location: vertex attribute: tangent + SHADER_LOC_VERTEX_COLOR, // Shader location: vertex attribute: color + SHADER_LOC_MATRIX_MVP, // Shader location: matrix uniform: model-view-projection + SHADER_LOC_MATRIX_VIEW, // Shader location: matrix uniform: view (camera transform) + SHADER_LOC_MATRIX_PROJECTION, // Shader location: matrix uniform: projection + SHADER_LOC_MATRIX_MODEL, // Shader location: matrix uniform: model (transform) + SHADER_LOC_MATRIX_NORMAL, // Shader location: matrix uniform: normal + SHADER_LOC_VECTOR_VIEW, // Shader location: vector uniform: view + SHADER_LOC_COLOR_DIFFUSE, // Shader location: vector uniform: diffuse color + SHADER_LOC_COLOR_SPECULAR, // Shader location: vector uniform: specular color + SHADER_LOC_COLOR_AMBIENT, // Shader location: vector uniform: ambient color + SHADER_LOC_MAP_ALBEDO, // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) + SHADER_LOC_MAP_METALNESS, // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) + SHADER_LOC_MAP_NORMAL, // Shader location: sampler2d texture: normal + SHADER_LOC_MAP_ROUGHNESS, // Shader location: sampler2d texture: roughness + SHADER_LOC_MAP_OCCLUSION, // Shader location: sampler2d texture: occlusion + SHADER_LOC_MAP_EMISSION, // Shader location: sampler2d texture: emission + SHADER_LOC_MAP_HEIGHT, // Shader location: sampler2d texture: height + SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap + SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance + SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter + SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf +} ShaderLocationIndex; +// Shader uniform data type +typedef enum { + SHADER_UNIFORM_FLOAT = 0, // Shader uniform type: float + SHADER_UNIFORM_VEC2, // Shader uniform type: vec2 (2 float) + SHADER_UNIFORM_VEC3, // Shader uniform type: vec3 (3 float) + SHADER_UNIFORM_VEC4, // Shader uniform type: vec4 (4 float) + SHADER_UNIFORM_INT, // Shader uniform type: int + SHADER_UNIFORM_IVEC2, // Shader uniform type: ivec2 (2 int) + SHADER_UNIFORM_IVEC3, // Shader uniform type: ivec3 (3 int) + SHADER_UNIFORM_IVEC4, // Shader uniform type: ivec4 (4 int) + SHADER_UNIFORM_SAMPLER2D // Shader uniform type: sampler2d +} ShaderUniformDataType; +// Shader attribute data types +typedef enum { + SHADER_ATTRIB_FLOAT = 0, // Shader attribute type: float + SHADER_ATTRIB_VEC2, // Shader attribute type: vec2 (2 float) + SHADER_ATTRIB_VEC3, // Shader attribute type: vec3 (3 float) + SHADER_ATTRIB_VEC4 // Shader attribute type: vec4 (4 float) +} ShaderAttributeDataType; +// Pixel formats +// NOTE: Support depends on OpenGL version and platform +typedef enum { + PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1, // 8 bit per pixel (no alpha) + PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA, // 8*2 bpp (2 channels) + PIXELFORMAT_UNCOMPRESSED_R5G6B5, // 16 bpp + PIXELFORMAT_UNCOMPRESSED_R8G8B8, // 24 bpp + PIXELFORMAT_UNCOMPRESSED_R5G5B5A1, // 16 bpp (1 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R4G4B4A4, // 16 bpp (4 bit alpha) + PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, // 32 bpp + PIXELFORMAT_UNCOMPRESSED_R32, // 32 bpp (1 channel - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32, // 32*3 bpp (3 channels - float) + PIXELFORMAT_UNCOMPRESSED_R32G32B32A32, // 32*4 bpp (4 channels - float) + PIXELFORMAT_UNCOMPRESSED_R16, // 16 bpp (1 channel - half float) + PIXELFORMAT_UNCOMPRESSED_R16G16B16, // 16*3 bpp (3 channels - half float) + PIXELFORMAT_UNCOMPRESSED_R16G16B16A16, // 16*4 bpp (4 channels - half float) + PIXELFORMAT_COMPRESSED_DXT1_RGB, // 4 bpp (no alpha) + PIXELFORMAT_COMPRESSED_DXT1_RGBA, // 4 bpp (1 bit alpha) + PIXELFORMAT_COMPRESSED_DXT3_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_DXT5_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ETC1_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGB, // 4 bpp + PIXELFORMAT_COMPRESSED_PVRT_RGBA, // 4 bpp + PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA, // 8 bpp + PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA // 2 bpp +} PixelFormat; +// Texture parameters: filter mode +// NOTE 1: Filtering considers mipmaps if available in the texture +// NOTE 2: Filter is accordingly set for minification and magnification +typedef enum { + TEXTURE_FILTER_POINT = 0, // No filter, just pixel approximation + TEXTURE_FILTER_BILINEAR, // Linear filtering + TEXTURE_FILTER_TRILINEAR, // Trilinear filtering (linear with mipmaps) + TEXTURE_FILTER_ANISOTROPIC_4X, // Anisotropic filtering 4x + TEXTURE_FILTER_ANISOTROPIC_8X, // Anisotropic filtering 8x + TEXTURE_FILTER_ANISOTROPIC_16X, // Anisotropic filtering 16x +} TextureFilter; +// Texture parameters: wrap mode +typedef enum { + TEXTURE_WRAP_REPEAT = 0, // Repeats texture in tiled mode + TEXTURE_WRAP_CLAMP, // Clamps texture to edge pixel in tiled mode + TEXTURE_WRAP_MIRROR_REPEAT, // Mirrors and repeats the texture in tiled mode + TEXTURE_WRAP_MIRROR_CLAMP // Mirrors and clamps to border the texture in tiled mode +} TextureWrap; +// Cubemap layouts +typedef enum { + CUBEMAP_LAYOUT_AUTO_DETECT = 0, // Automatically detect layout type + CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces + CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces + CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces + CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces + CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map) +} CubemapLayout; +// Font type, defines generation method +typedef enum { + FONT_DEFAULT = 0, // Default font generation, anti-aliased + FONT_BITMAP, // Bitmap font generation, no anti-aliasing + FONT_SDF // SDF font generation, requires external shader +} FontType; +// Color blending modes (pre-defined) +typedef enum { + BLEND_ALPHA = 0, // Blend textures considering alpha (default) + BLEND_ADDITIVE, // Blend textures adding colors + BLEND_MULTIPLIED, // Blend textures multiplying colors + BLEND_ADD_COLORS, // Blend textures adding colors (alternative) + BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative) + BLEND_ALPHA_PREMULTIPLY, // Blend premultiplied textures considering alpha + BLEND_CUSTOM, // Blend textures using custom src/dst factors (use rlSetBlendFactors()) + BLEND_CUSTOM_SEPARATE // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) +} BlendMode; +// Gesture +// NOTE: Provided as bit-wise flags to enable only desired gestures +typedef enum { + GESTURE_NONE = 0, // No gesture + GESTURE_TAP = 1, // Tap gesture + GESTURE_DOUBLETAP = 2, // Double tap gesture + GESTURE_HOLD = 4, // Hold gesture + GESTURE_DRAG = 8, // Drag gesture + GESTURE_SWIPE_RIGHT = 16, // Swipe right gesture + GESTURE_SWIPE_LEFT = 32, // Swipe left gesture + GESTURE_SWIPE_UP = 64, // Swipe up gesture + GESTURE_SWIPE_DOWN = 128, // Swipe down gesture + GESTURE_PINCH_IN = 256, // Pinch in gesture + GESTURE_PINCH_OUT = 512 // Pinch out gesture +} Gesture; +// Camera system modes +typedef enum { + CAMERA_CUSTOM = 0, // Custom camera + CAMERA_FREE, // Free camera + CAMERA_ORBITAL, // Orbital camera + CAMERA_FIRST_PERSON, // First person camera + CAMERA_THIRD_PERSON // Third person camera +} CameraMode; +// Camera projection +typedef enum { + CAMERA_PERSPECTIVE = 0, // Perspective projection + CAMERA_ORTHOGRAPHIC // Orthographic projection +} CameraProjection; +// N-patch layout +typedef enum { + NPATCH_NINE_PATCH = 0, // Npatch layout: 3x3 tiles + NPATCH_THREE_PATCH_VERTICAL, // Npatch layout: 1x3 tiles + NPATCH_THREE_PATCH_HORIZONTAL // Npatch layout: 3x1 tiles +} NPatchLayout; +// Callbacks to hook some internal functions +// WARNING: These callbacks are intended for advance users +typedef void (*TraceLogCallback)(int logLevel, const char *text, void * args); // Logging: Redirect trace log messages +typedef unsigned char *(*LoadFileDataCallback)(const char *fileName, int *dataSize); // FileIO: Load binary data +typedef bool (*SaveFileDataCallback)(const char *fileName, void *data, int dataSize); // FileIO: Save binary data +typedef char *(*LoadFileTextCallback)(const char *fileName); // FileIO: Load text data +typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data +//------------------------------------------------------------------------------------ +// Global Variables Definition +//------------------------------------------------------------------------------------ +// It's lonely here... +//------------------------------------------------------------------------------------ +// Window and Graphics Device Functions (Module: core) +//------------------------------------------------------------------------------------ +// Window-related functions + void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context + void CloseWindow(void); // Close window and unload OpenGL context + bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) + bool IsWindowReady(void); // Check if window has been initialized successfully + bool IsWindowFullscreen(void); // Check if window is currently fullscreen + bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) + bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) + bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) + bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) + bool IsWindowResized(void); // Check if window has been resized last frame + bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled + void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) + void ClearWindowState(unsigned int flags); // Clear window configuration state flags + void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) + void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP) + void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) + void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) + void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) + void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) + void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) + void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) + void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) + void SetWindowMonitor(int monitor); // Set monitor for the current window + void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) + void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) + void SetWindowSize(int width, int height); // Set window dimensions + void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) + void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP) + void *GetWindowHandle(void); // Get native window handle + int GetScreenWidth(void); // Get current screen width + int GetScreenHeight(void); // Get current screen height + int GetRenderWidth(void); // Get current render width (it considers HiDPI) + int GetRenderHeight(void); // Get current render height (it considers HiDPI) + int GetMonitorCount(void); // Get number of connected monitors + int GetCurrentMonitor(void); // Get current connected monitor + Vector2 GetMonitorPosition(int monitor); // Get specified monitor position + int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) + int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) + int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres + int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres + int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate + Vector2 GetWindowPosition(void); // Get window position XY on monitor + Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor + const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor + void SetClipboardText(const char *text); // Set clipboard text content + const char *GetClipboardText(void); // Get clipboard text content + void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling + void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling +// Cursor-related functions + void ShowCursor(void); // Shows cursor + void HideCursor(void); // Hides cursor + bool IsCursorHidden(void); // Check if cursor is not visible + void EnableCursor(void); // Enables cursor (unlock cursor) + void DisableCursor(void); // Disables cursor (lock cursor) + bool IsCursorOnScreen(void); // Check if cursor is on the screen +// Drawing-related functions + void ClearBackground(Color color); // Set background color (framebuffer clear color) + void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing + void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) + void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) + void EndMode2D(void); // Ends 2D mode with custom camera + void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) + void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode + void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture + void EndTextureMode(void); // Ends drawing to render texture + void BeginShaderMode(Shader shader); // Begin custom shader drawing + void EndShaderMode(void); // End custom shader drawing (use default shader) + void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) + void EndBlendMode(void); // End blending mode (reset to default: alpha blending) + void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) + void EndScissorMode(void); // End scissor mode + void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) + void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) +// VR stereo config functions for VR simulator + VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters + void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config +// Shader management functions +// NOTE: Shader functionality is not available on OpenGL 1.1 + Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations + Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations + bool IsShaderReady(Shader shader); // Check if a shader is ready + int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location + int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location + void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value + void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector + void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) + void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) + void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) +// Screen-space-related functions + Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position + Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) + Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix + Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position + Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position + Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position + Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position +// Timing-related functions + void SetTargetFPS(int fps); // Set target FPS (maximum) + float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) + double GetTime(void); // Get elapsed time in seconds since InitWindow() + int GetFPS(void); // Get current FPS +// Custom frame control functions +// NOTE: Those functions are intended for advance users that want full control over the frame processing +// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() +// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL + void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) + void PollInputEvents(void); // Register all input events + void WaitTime(double seconds); // Wait for some time (halt program execution) +// Random values generation functions + void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator + int GetRandomValue(int min, int max); // Get a random value between min and max (both included) + int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated + void UnloadRandomSequence(int *sequence); // Unload random values sequence +// Misc. functions + void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) + void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) + void OpenURL(const char *url); // Open URL with default system browser (if available) +// NOTE: Following functions implemented in module [utils] +//------------------------------------------------------------------ + void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) + void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level + void *MemAlloc(unsigned int size); // Internal memory allocator + void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator + void MemFree(void *ptr); // Internal memory free +// Set custom callbacks +// WARNING: Callbacks setup is intended for advance users + void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log + void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader + void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver + void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader + void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver +// Files management functions + unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read) + void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() + bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success + bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success + char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string + void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() + bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success +//------------------------------------------------------------------ +// File system functions + bool FileExists(const char *fileName); // Check if file exists + bool DirectoryExists(const char *dirPath); // Check if a directory path exists + bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) + int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) + const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') + const char *GetFileName(const char *filePath); // Get pointer to filename for a path string + const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) + const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) + const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) + const char *GetWorkingDirectory(void); // Get current working directory (uses static string) + const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) + bool ChangeDirectory(const char *dir); // Change working directory, return true on success + bool IsPathFile(const char *path); // Check if a given path is a file or a directory + FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths + FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan + void UnloadDirectoryFiles(FilePathList files); // Unload filepaths + bool IsFileDropped(void); // Check if a file has been dropped into window + FilePathList LoadDroppedFiles(void); // Load dropped filepaths + void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths + long GetFileModTime(const char *fileName); // Get file modification time (last write time) +// Compression/Encoding functionality + unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() + unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() + char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() + unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() +// Automation events functionality + AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS + void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file + bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file + void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to + void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording + void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set) + void StopAutomationEventRecording(void); // Stop recording automation events + void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event +//------------------------------------------------------------------------------------ +// Input Handling Functions (Module: core) +//------------------------------------------------------------------------------------ +// Input-related functions: keyboard + bool IsKeyPressed(int key); // Check if a key has been pressed once + bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP) + bool IsKeyDown(int key); // Check if a key is being pressed + bool IsKeyReleased(int key); // Check if a key has been released once + bool IsKeyUp(int key); // Check if a key is NOT being pressed + int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty + int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty + void SetExitKey(int key); // Set a custom key to exit program (default is ESC) +// Input-related functions: gamepads + bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available + const char *GetGamepadName(int gamepad); // Get gamepad internal name id + bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once + bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed + bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once + bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed + int GetGamepadButtonPressed(void); // Get the last gamepad button pressed + int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad + float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis + int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) +// Input-related functions: mouse + bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once + bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed + bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once + bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed + int GetMouseX(void); // Get mouse position X + int GetMouseY(void); // Get mouse position Y + Vector2 GetMousePosition(void); // Get mouse position XY + Vector2 GetMouseDelta(void); // Get mouse delta between frames + void SetMousePosition(int x, int y); // Set mouse position XY + void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset + void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling + float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger + Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y + void SetMouseCursor(int cursor); // Set mouse cursor +// Input-related functions: touch + int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) + int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) + Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) + int GetTouchPointId(int index); // Get touch point identifier for given index + int GetTouchPointCount(void); // Get number of touch points +//------------------------------------------------------------------------------------ +// Gestures and Touch Handling Functions (Module: rgestures) +//------------------------------------------------------------------------------------ + void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags + bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected + int GetGestureDetected(void); // Get latest detected gesture + float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds + Vector2 GetGestureDragVector(void); // Get gesture drag vector + float GetGestureDragAngle(void); // Get gesture drag angle + Vector2 GetGesturePinchVector(void); // Get gesture pinch delta + float GetGesturePinchAngle(void); // Get gesture pinch angle +//------------------------------------------------------------------------------------ +// Camera System Functions (Module: rcamera) +//------------------------------------------------------------------------------------ + void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode + void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation +//------------------------------------------------------------------------------------ +// Basic Shapes Drawing Functions (Module: shapes) +//------------------------------------------------------------------------------------ +// Set texture and rectangle to be used on shapes drawing +// NOTE: It can be useful when using basic shapes and one single font, +// defining a font char white rectangle would allow drawing everything in a single draw call + void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing +// Basic shapes drawing functions + void DrawPixel(int posX, int posY, Color color); // Draw a pixel + void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) + void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line + void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines) + void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) + void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) + void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation + void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle + void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle + void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline + void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle + void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) + void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline + void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) + void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse + void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline + void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring + void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline + void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle + void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) + void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle + void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters + void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle + void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle + void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors + void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline + void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters + void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges + void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline + void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) + void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) + void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) + void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points + void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) + void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides + void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters +// Splines drawing functions + void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points + void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points + void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points + void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] + void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] + void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points + void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points + void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points + void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point + void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points +// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] + Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear + Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline + Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom + Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier + Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier +// Basic shapes collision detection functions + bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles + bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles + bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle + bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle + bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle + bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle + bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices + bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference + bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] + Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision +//------------------------------------------------------------------------------------ +// Texture Loading and Drawing Functions (Module: textures) +//------------------------------------------------------------------------------------ +// Image loading functions +// NOTE: These functions do not require GPU access + Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) + Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data + Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size + Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) + Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' + Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data + Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) + bool IsImageReady(Image image); // Check if an image is ready + void UnloadImage(Image image); // Unload image from CPU memory (RAM) + bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success + unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer + bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success +// Image generation functions + Image GenImageColor(int width, int height, Color color); // Generate image: plain color + Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient + Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient + Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient + Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked + Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise + Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise + Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells + Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data +// Image manipulation functions + Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) + Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece + Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) + Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) + void ImageFormat(Image *image, int newFormat); // Convert image data to desired format + void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) + void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle + void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value + void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color + void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image + void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel + void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation + void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) + void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) + void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color + void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image + void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) + void ImageFlipVertical(Image *image); // Flip image vertically + void ImageFlipHorizontal(Image *image); // Flip image horizontally + void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359) + void ImageRotateCW(Image *image); // Rotate image clockwise 90deg + void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg + void ImageColorTint(Image *image, Color color); // Modify image color: tint + void ImageColorInvert(Image *image); // Modify image color: invert + void ImageColorGrayscale(Image *image); // Modify image color: grayscale + void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) + void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) + void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color + Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) + Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) + void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() + void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() + Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle + Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position +// Image drawing functions +// NOTE: Image software-rendering functions (CPU) + void ImageClearBackground(Image *dst, Color color); // Clear image background with given color + void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image + void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) + void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image + void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) + void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image + void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) + void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image + void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version) + void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image + void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) + void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image + void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image + void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) + void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) + void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination) +// Texture loading functions +// NOTE: These functions require GPU access + Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) + Texture2D LoadTextureFromImage(Image image); // Load texture from image data + TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported + RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) + bool IsTextureReady(Texture2D texture); // Check if a texture is ready + void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) + bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready + void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) + void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data + void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data +// Texture configuration functions + void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture + void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode + void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode +// Texture drawing functions + void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D + void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 + void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters + void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle + void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters + void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely +// Color/pixel related functions + Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f + int ColorToInt(Color color); // Get hexadecimal value for a Color + Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] + Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] + Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] + Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] + Color ColorTint(Color color, Color tint); // Get color multiplied with another color + Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f + Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f + Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f + Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint + Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value + Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format + void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer + int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format +//------------------------------------------------------------------------------------ +// Font Loading and Text Drawing Functions (Module: text) +//------------------------------------------------------------------------------------ +// Font loading/unloading functions + Font GetFontDefault(void); // Get the default Font + Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) + Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set + Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) + Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' + bool IsFontReady(Font font); // Check if a font is ready + GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use + Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info + void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) + void UnloadFont(Font font); // Unload font from GPU memory (VRAM) + bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success +// Text drawing functions + void DrawFPS(int posX, int posY); // Draw current FPS + void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) + void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters + void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) + void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) + void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) +// Text font info functions + void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks + int MeasureText(const char *text, int fontSize); // Measure string width for default font + Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font + int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found + GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found + Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found +// Text codepoints management functions (unicode characters) + char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array + void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array + int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter + void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory + int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string + int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) +// Text strings management functions (no UTF-8 strings, only byte chars) +// NOTE: Some strings allocate memory internally for returned strings, just be careful! + int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied + bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal + unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending + const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) + const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string + char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) + char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) + const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter + const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings + void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! + int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string + const char *TextToUpper(const char *text); // Get upper case version of provided string + const char *TextToLower(const char *text); // Get lower case version of provided string + const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string + int TextToInteger(const char *text); // Get integer value from text (negative values not supported) +//------------------------------------------------------------------------------------ +// Basic 3d Shapes Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ +// Basic geometric 3D shapes drawing functions + void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space + void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line + void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space + void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) + void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points + void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube + void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) + void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires + void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) + void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere + void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters + void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires + void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone + void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos + void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires + void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos + void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos + void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos + void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ + void DrawRay(Ray ray, Color color); // Draw a ray line + void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) +//------------------------------------------------------------------------------------ +// Model 3d Loading and Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ +// Model management functions + Model LoadModel(const char *fileName); // Load model from files (meshes and materials) + Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) + bool IsModelReady(Model model); // Check if a model is ready + void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) + BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) +// Model drawing functions + void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) + void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters + void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) + void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters + void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) + void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture + void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source + void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation +// Mesh management functions + void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids + void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index + void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU + void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform + void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms + bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success + BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits + void GenMeshTangents(Mesh *mesh); // Compute mesh tangents +// Mesh generation functions + Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh + Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) + Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh + Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) + Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) + Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh + Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh + Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh + Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh + Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data + Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data +// Material loading/unloading functions + Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file + Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) + bool IsMaterialReady(Material material); // Check if a material is ready + void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) + void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) + void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh +// Model animations loading/unloading functions + ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file + void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose + void UnloadModelAnimation(ModelAnimation anim); // Unload animation data + void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data + bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match +// Collision detection functions + bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres + bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes + bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere + RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere + RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box + RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh + RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle + RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad +//------------------------------------------------------------------------------------ +// Audio Loading and Playing Functions (Module: audio) +//------------------------------------------------------------------------------------ +typedef void (*AudioCallback)(void *bufferData, unsigned int frames); +// Audio device management functions + void InitAudioDevice(void); // Initialize audio device and context + void CloseAudioDevice(void); // Close the audio device and context + bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully + void SetMasterVolume(float volume); // Set master volume (listener) + float GetMasterVolume(void); // Get master volume (listener) +// Wave/Sound loading/unloading functions + Wave LoadWave(const char *fileName); // Load wave data from file + Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' + bool IsWaveReady(Wave wave); // Checks if wave data is ready + Sound LoadSound(const char *fileName); // Load sound from file + Sound LoadSoundFromWave(Wave wave); // Load sound from wave data + Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data + bool IsSoundReady(Sound sound); // Checks if a sound is ready + void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data + void UnloadWave(Wave wave); // Unload wave data + void UnloadSound(Sound sound); // Unload sound + void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data) + bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success + bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success +// Wave/Sound management functions + void PlaySound(Sound sound); // Play a sound + void StopSound(Sound sound); // Stop playing a sound + void PauseSound(Sound sound); // Pause a sound + void ResumeSound(Sound sound); // Resume a paused sound + bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing + void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) + void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) + void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) + Wave WaveCopy(Wave wave); // Copy a wave to a new wave + void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range + void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format + float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array + void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() +// Music management functions + Music LoadMusicStream(const char *fileName); // Load music stream from file + Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data + bool IsMusicReady(Music music); // Checks if a music stream is ready + void UnloadMusicStream(Music music); // Unload music stream + void PlayMusicStream(Music music); // Start music playing + bool IsMusicStreamPlaying(Music music); // Check if music is playing + void UpdateMusicStream(Music music); // Updates buffers for music streaming + void StopMusicStream(Music music); // Stop music playing + void PauseMusicStream(Music music); // Pause music playing + void ResumeMusicStream(Music music); // Resume playing paused music + void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) + void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) + void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) + void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) + float GetMusicTimeLength(Music music); // Get music time length (in seconds) + float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) +// AudioStream management functions + AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) + bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready + void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory + void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data + bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill + void PlayAudioStream(AudioStream stream); // Play audio stream + void PauseAudioStream(AudioStream stream); // Pause audio stream + void ResumeAudioStream(AudioStream stream); // Resume audio stream + bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing + void StopAudioStream(AudioStream stream); // Stop audio stream + void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) + void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) + void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) + void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams + void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data + void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as s + void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream + void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as s + void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline \ No newline at end of file diff --git a/examples/audio/audio_module_playing.py b/examples/audio/audio_module_playing.py index 94c7e25..e8694b1 100644 --- a/examples/audio/audio_module_playing.py +++ b/examples/audio/audio_module_playing.py @@ -6,6 +6,26 @@ raylib [audio] example - playing import dataclasses import pyray import raylib as rl +from raylib.colors import ( + RAYWHITE, + ORANGE, + RED, + GOLD, + LIME, + BLUE, + VIOLET, + BROWN, + LIGHTGRAY, + PINK, + YELLOW, + GREEN, + SKYBLUE, + PURPLE, + BEIGE, + MAROON, + GRAY, + BLACK +) MAX_CIRCLES=64 @@ -13,11 +33,12 @@ MAX_CIRCLES=64 @dataclasses.dataclass class CircleWave: - position: pyray.Vector2 + position: 'rl.Vector2' radius: float alpha: float speed: float - color: pyray.Color + color: 'rl.Color' + screenWidth = 800 screenHeight = 450 @@ -28,8 +49,8 @@ rl.InitWindow(screenWidth, screenHeight, b"raylib [audio] example - module playi rl.InitAudioDevice() # Initialize audio device -colors = [pyray.ORANGE, pyray.RED, pyray.GOLD, pyray.LIME, pyray.BLUE, pyray.VIOLET, pyray.BROWN, pyray.LIGHTGRAY, pyray.PINK, - pyray.YELLOW, pyray.GREEN, pyray.SKYBLUE, pyray.PURPLE, pyray.BEIGE] +colors = [ ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, + YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE ] # Creates some circles for visual effect circles = [] @@ -120,23 +141,23 @@ while not rl.WindowShouldClose(): # Detect window close button or ESC key #---------------------------------------------------------------------------------- pyray.begin_drawing() - pyray.clear_background(pyray.RAYWHITE) + pyray.clear_background(RAYWHITE) for i in range(MAX_CIRCLES): - pyray.draw_circle_v(circles[i].position, circles[i].radius, pyray.fade(circles[i].color, circles[i].alpha)) + pyray.draw_circle_v(circles[i].position, circles[i].radius, rl.Fade(circles[i].color, circles[i].alpha)) # Draw time bar - pyray.draw_rectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, pyray.LIGHTGRAY) - pyray.draw_rectangle(20, screenHeight - 20 - 12, int(timePlayed), 12, pyray.MAROON) - pyray.draw_rectangle_lines(20, screenHeight - 20 - 12, screenWidth - 40, 12, pyray.GRAY) + pyray.draw_rectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY) + pyray.draw_rectangle(20, screenHeight - 20 - 12, int(timePlayed), 12, MAROON) + pyray.draw_rectangle_lines(20, screenHeight - 20 - 12, screenWidth - 40, 12, GRAY) # Draw help instructions - pyray.draw_rectangle(20, 20, 425, 145, pyray.RAYWHITE) - pyray.draw_rectangle_lines(20, 20, 425, 145, pyray.GRAY) - pyray.draw_text("PRESS SPACE TO RESTART MUSIC", 40, 40, 20, pyray.BLACK) - pyray.draw_text("PRESS P TO PAUSE/RESUME", 40, 70, 20, pyray.BLACK) - pyray.draw_text("PRESS UP/DOWN TO CHANGE SPEED", 40, 100, 20, pyray.BLACK) - pyray.draw_text(f"SPEED: {pitch}", 40, 130, 20, pyray.MAROON) + pyray.draw_rectangle(20, 20, 425, 145, RAYWHITE) + pyray.draw_rectangle_lines(20, 20, 425, 145, GRAY) + pyray.draw_text("PRESS SPACE TO RESTART MUSIC", 40, 40, 20, BLACK) + pyray.draw_text("PRESS P TO PAUSE/RESUME", 40, 70, 20, BLACK) + pyray.draw_text("PRESS UP/DOWN TO CHANGE SPEED", 40, 100, 20, BLACK) + pyray.draw_text(f"SPEED: {pitch}", 40, 130, 20, MAROON) pyray.end_drawing() #---------------------------------------------------------------------------------- diff --git a/examples/audio/audio_music_stream.py b/examples/audio/audio_music_stream.py deleted file mode 100644 index 46f88ad..0000000 --- a/examples/audio/audio_music_stream.py +++ /dev/null @@ -1,101 +0,0 @@ -"""checked with raylib-python-cffi 5.5.0.2 -raylib [audio] example - Music playing (streaming) -Example complexity rating: [★☆☆☆] 1/4 -Example originally created with raylib 1.3, last time updated with raylib 4.0 -Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, -BSD-like license that allows static linking with closed source software -Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) - -This source has been converted from C raylib examples to Python. -""" - -import pyray as rl -from pathlib import Path - -THIS_DIR = Path(__file__).resolve().parent - - -# ------------------------------------------------------------------------------------ -# Program main entry point -# ------------------------------------------------------------------------------------ -def main(): - # Initialization - # -------------------------------------------------------------------------------------- - screen_width = 800 - screen_height = 450 - - rl.init_window( - screen_width, - screen_height, - "raylib [audio] example - music playing (streaming)", - ) - - rl.init_audio_device() # Initialize audio device - - music = rl.load_music_stream(str(THIS_DIR / "resources/country.mp3")) - - rl.play_music_stream(music) - - time_played = 0.0 # Time played normalized [0.0f..1.0f] - pause = False # Music playing paused - - rl.set_target_fps(30) # Set our game to run at 30 frames-per-second - # -------------------------------------------------------------------------------------- - - # Main game loop - while not rl.window_should_close(): # Detect window close button or ESC key - # Update - # ---------------------------------------------------------------------------------- - rl.update_music_stream(music) # Update music buffer with new stream data - - # Restart music playing (stop and play) - if rl.is_key_pressed(rl.KEY_SPACE): - rl.stop_music_stream(music) - rl.play_music_stream(music) - - # Pause/Resume music playing - if rl.is_key_pressed(rl.KEY_P): - pause = not pause - - if pause: - rl.pause_music_stream(music) - else: - rl.resume_music_stream(music) - - # Get normalized time played for current music stream - time_played = rl.get_music_time_played(music) / rl.get_music_time_length(music) - - if time_played > 1.0: - time_played = 1.0 # Make sure time played is no longer than music - # ---------------------------------------------------------------------------------- - - # Draw - # ---------------------------------------------------------------------------------- - rl.begin_drawing() - - rl.clear_background(rl.RAYWHITE) - - rl.draw_text("MUSIC SHOULD BE PLAYING!", 255, 150, 20, rl.LIGHTGRAY) - - rl.draw_rectangle(200, 200, 400, 12, rl.LIGHTGRAY) - rl.draw_rectangle(200, 200, int(time_played * 400.0), 12, rl.MAROON) - rl.draw_rectangle_lines(200, 200, 400, 12, rl.GRAY) - - rl.draw_text("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, rl.LIGHTGRAY) - rl.draw_text("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, rl.LIGHTGRAY) - - rl.end_drawing() - # ---------------------------------------------------------------------------------- - - # De-Initialization - # -------------------------------------------------------------------------------------- - rl.unload_music_stream(music) # Unload music stream buffers from RAM - - rl.close_audio_device() # Close audio device (music streaming is automatically stopped) - - rl.close_window() # Close window and OpenGL context - # -------------------------------------------------------------------------------------- - - -if __name__ == "__main__": - main() diff --git a/examples/audio/audio_sound_loading.py b/examples/audio/audio_sound_loading.py deleted file mode 100644 index 3854293..0000000 --- a/examples/audio/audio_sound_loading.py +++ /dev/null @@ -1,67 +0,0 @@ -"""checked with raylib-python-cffi 5.5.0.2 -raylib [audio] example - Sound loading and playing -Example complexity rating: [★☆☆☆] 1/4 -Example originally created with raylib 1.1, last time updated with raylib 3.5 -Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, -BSD-like license that allows static linking with closed source software -Copyright (c) 2014-2025 Ramon Santamaria (@raysan5) - -This source has been converted from C raylib examples to Python. -""" - -import pyray as rl -from pathlib import Path - -# Get the directory where this script is located -THIS_DIR = Path(__file__).resolve().parent - -# Initialization -# -------------------------------------------------------------------------------------- -screen_width = 800 -screen_height = 450 - -rl.init_window( - screen_width, screen_height, "raylib [audio] example - sound loading and playing" -) - -rl.init_audio_device() # Initialize audio device - -# Load WAV audio file using proper path resolution -fx_wav = rl.load_sound(str(THIS_DIR / "resources/sound.wav")) -# Load OGG audio file using proper path resolution -fx_ogg = rl.load_sound(str(THIS_DIR / "resources/target.ogg")) - -rl.set_target_fps(60) # Set our game to run at 60 frames-per-second -# -------------------------------------------------------------------------------------- - -# Main game loop -while not rl.window_should_close(): # Detect window close button or ESC key - # Update - # ---------------------------------------------------------------------------------- - if rl.is_key_pressed(rl.KeyboardKey.KEY_SPACE): - rl.play_sound(fx_wav) # Play WAV sound - if rl.is_key_pressed(rl.KeyboardKey.KEY_ENTER): - rl.play_sound(fx_ogg) # Play OGG sound - # ---------------------------------------------------------------------------------- - - # Draw - # ---------------------------------------------------------------------------------- - rl.begin_drawing() - - rl.clear_background(rl.RAYWHITE) - - rl.draw_text("Press SPACE to PLAY the WAV sound!", 200, 180, 20, rl.LIGHTGRAY) - rl.draw_text("Press ENTER to PLAY the OGG sound!", 200, 220, 20, rl.LIGHTGRAY) - - rl.end_drawing() - # ---------------------------------------------------------------------------------- - -# De-Initialization -# -------------------------------------------------------------------------------------- -rl.unload_sound(fx_wav) # Unload sound data -rl.unload_sound(fx_ogg) # Unload sound data - -rl.close_audio_device() # Close audio device - -rl.close_window() # Close window and OpenGL context -# -------------------------------------------------------------------------------------- diff --git a/examples/audio/audio_sound_multi.py b/examples/audio/audio_sound_multi.py deleted file mode 100644 index 0cc6c82..0000000 --- a/examples/audio/audio_sound_multi.py +++ /dev/null @@ -1,86 +0,0 @@ -"""checked with raylib-python-cffi 5.5.0.2 -raylib [audio] example - Playing sound multiple times -Example complexity rating: [★★☆☆] 2/4 -Example originally created with raylib 4.6, last time updated with raylib 4.6 -Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5) -Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, -BSD-like license that allows static linking with closed source software -Copyright (c) 2023-2025 Jeffery Myers (@JeffM2501) - -This source has been converted from C raylib examples to Python. -""" - -from typing import List - -import pyray as rl -from pathlib import Path - -# Get the directory where this script is located -THIS_DIR = Path(__file__).resolve().parent - -MAX_SOUNDS = 10 -sound_array: List[rl.Sound] = [] -current_sound = 0 - -# Initialization -# -------------------------------------------------------------------------------------- -screen_width = 800 -screen_height = 450 - -rl.init_window( - screen_width, screen_height, "raylib [audio] example - playing sound multiple times" -) - -rl.init_audio_device() # Initialize audio device - -# Load the sound list -sound_array.append( - rl.load_sound(str(THIS_DIR / "resources/sound.wav")) -) # Load WAV audio file into the first slot as the 'source' sound -# this sound owns the sample data -for i in range(1, MAX_SOUNDS): - sound_array.append( - rl.load_sound_alias(sound_array[0]) - ) # Load an alias of the sound into slots 1-9 - # These do not own the sound data, but can be played -current_sound = 0 # Set the sound list to the start - -rl.set_target_fps(60) # Set our game to run at 60 frames-per-second -# -------------------------------------------------------------------------------------- - -# Main game loop -while not rl.window_should_close(): # Detect window close button or ESC key - # Update - # ---------------------------------------------------------------------------------- - if rl.is_key_pressed(rl.KeyboardKey.KEY_SPACE): - rl.play_sound(sound_array[current_sound]) # Play the next open sound slot - current_sound += 1 # Increment the sound slot - if ( - current_sound >= MAX_SOUNDS - ): # If the sound slot is out of bounds, go back to 0 - current_sound = 0 - - # Note: a better way would be to look at the list for the first sound that is not playing and use that slot - # ---------------------------------------------------------------------------------- - - # Draw - # ---------------------------------------------------------------------------------- - rl.begin_drawing() - - rl.clear_background(rl.RAYWHITE) - - rl.draw_text("Press SPACE to PLAY a WAV sound!", 200, 180, 20, rl.LIGHTGRAY) - - rl.end_drawing() - # ---------------------------------------------------------------------------------- - -# De-Initialization -# -------------------------------------------------------------------------------------- -for i in range(1, MAX_SOUNDS): - rl.unload_sound_alias(sound_array[i]) # Unload sound aliases -rl.unload_sound(sound_array[0]) # Unload source sound data - -rl.close_audio_device() # Close audio device - -rl.close_window() # Close window and OpenGL context -# -------------------------------------------------------------------------------------- diff --git a/examples/audio/audio_sound_positioning.py b/examples/audio/audio_sound_positioning.py deleted file mode 100644 index f3e77cf..0000000 --- a/examples/audio/audio_sound_positioning.py +++ /dev/null @@ -1,112 +0,0 @@ -"""checked with raylib-python-cffi 5.5.0.2 -raylib [audio] example - Playing spatialized 3D sound -Example complexity rating: [★★☆☆] 2/4 -Example originally created with raylib 5.5, last time updated with raylib 5.5 -Example contributed by Le Juez Victor (@Bigfoot71) and reviewed by Ramon Santamaria (@raysan5) -Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, -BSD-like license that allows static linking with closed source software -Copyright (c) 2025 Le Juez Victor (@Bigfoot71) - -This source has been converted from C raylib examples to Python. -""" - -import pyray as rl -import math -from pathlib import Path - -# Get the directory where this script is located -THIS_DIR = Path(__file__).resolve().parent - - -# Sound positioning function -def set_sound_position(listener, sound, position, max_dist): - # Calculate direction vector and distance between listener and sound source - direction = rl.vector3_subtract(position, listener.position) - distance = rl.vector3_length(direction) - - # Apply logarithmic distance attenuation and clamp between 0-1 - attenuation = 1.0 / (1.0 + (distance / max_dist)) - attenuation = rl.clamp(attenuation, 0.0, 1.0) - - # Calculate normalized vectors for spatial positioning - normalized_direction = rl.vector3_normalize(direction) - forward = rl.vector3_normalize( - rl.vector3_subtract(listener.target, listener.position) - ) - right = rl.vector3_normalize(rl.vector3_cross_product(listener.up, forward)) - - # Reduce volume for sounds behind the listener - dot_product = rl.vector3_dot_product(forward, normalized_direction) - if dot_product < 0.0: - attenuation *= 1.0 + dot_product * 0.5 - - # Set stereo panning based on sound position relative to listener - pan = 0.5 + 0.5 * rl.vector3_dot_product(normalized_direction, right) - - # Apply final sound properties - rl.set_sound_volume(sound, attenuation) - rl.set_sound_pan(sound, pan) - - -# Initialization -# -------------------------------------------------------------------------------------- -screen_width = 800 -screen_height = 450 - -rl.init_window( - screen_width, screen_height, "raylib [audio] example - Playing spatialized 3D sound" -) - -rl.init_audio_device() - -sound = rl.load_sound(str(THIS_DIR / "resources/coin.wav")) - -camera = rl.Camera3D( - (0, 5, 5), - (0, 0, 0), - (0, 1, 0), - 60.0, - rl.CameraProjection.CAMERA_PERSPECTIVE, -) - -rl.disable_cursor() - -rl.set_target_fps(60) -# -------------------------------------------------------------------------------------- - -# Main game loop -while not rl.window_should_close(): - # Update - # ---------------------------------------------------------------------------------- - rl.update_camera(camera, rl.CameraMode.CAMERA_FREE) - - th = rl.get_time() - - sphere_pos = rl.Vector3(5.0 * math.cos(th), 0.0, 5.0 * math.sin(th)) - - set_sound_position(camera, sound, sphere_pos, 20.0) - if not rl.is_sound_playing(sound): - rl.play_sound(sound) - # ---------------------------------------------------------------------------------- - - # Draw - # ---------------------------------------------------------------------------------- - rl.begin_drawing() - - rl.clear_background(rl.RAYWHITE) - - rl.begin_mode_3d(camera) - rl.draw_grid(10, 2) - rl.draw_sphere(sphere_pos, 0.5, rl.RED) - rl.end_mode_3d() - - rl.end_drawing() - # ---------------------------------------------------------------------------------- - -# De-Initialization -# -------------------------------------------------------------------------------------- -rl.unload_sound(sound) -rl.close_audio_device() # Close audio device - -rl.close_window() # Close window and OpenGL context -# -------------------------------------------------------------------------------------- diff --git a/examples/audio/resources/coin.wav b/examples/audio/resources/coin.wav deleted file mode 100644 index ad95bfb..0000000 Binary files a/examples/audio/resources/coin.wav and /dev/null differ diff --git a/examples/audio/resources/sound.wav b/examples/audio/resources/sound.wav deleted file mode 100644 index b5d01c9..0000000 Binary files a/examples/audio/resources/sound.wav and /dev/null differ diff --git a/examples/audio/resources/target.ogg b/examples/audio/resources/target.ogg deleted file mode 100644 index 2b73e1c..0000000 Binary files a/examples/audio/resources/target.ogg and /dev/null differ diff --git a/examples/core/core_2d_camera.py b/examples/core/core_2d_camera.py index 8a6bc05..e95ea64 100644 --- a/examples/core/core_2d_camera.py +++ b/examples/core/core_2d_camera.py @@ -57,18 +57,18 @@ while not pyray.window_should_close(): # Detect window close button or ESC key # Update # Player movement - if pyray.is_key_down(pyray.KeyboardKey.KEY_RIGHT): + if pyray.is_key_down(pyray.KEY_RIGHT): player.x += 2 - elif pyray.is_key_down(pyray.KeyboardKey.KEY_LEFT): + elif pyray.is_key_down(pyray.KEY_LEFT): player.x -= 2 # Camera target follows player camera.target = pyray.Vector2(player.x + 20, player.y + 20) # Camera rotation controls - if pyray.is_key_down(pyray.KeyboardKey.KEY_A): + if pyray.is_key_down(pyray.KEY_A): camera.rotation -= 1 - elif pyray.is_key_down(pyray.KeyboardKey.KEY_S): + elif pyray.is_key_down(pyray.KEY_S): camera.rotation += 1 # Limit camera rotation to 80 degrees (-40 to 40) @@ -86,7 +86,7 @@ while not pyray.window_should_close(): # Detect window close button or ESC key camera.zoom = 0.1 # Camera reset (zoom and rotation) - if pyray.is_key_pressed(pyray.KeyboardKey.KEY_R): + if pyray.is_key_pressed(pyray.KEY_R): camera.zoom = 1.0 camera.rotation = 0.0 diff --git a/examples/core/core_2d_camera_mouse_zoom.py b/examples/core/core_2d_camera_mouse_zoom.py index aeeabf2..ad4e1b9 100644 --- a/examples/core/core_2d_camera_mouse_zoom.py +++ b/examples/core/core_2d_camera_mouse_zoom.py @@ -13,14 +13,15 @@ pyray.set_target_fps(60) camera = pyray.Camera2D() +camera = pyray.Camera2D() camera.zoom = 1.0 -pyray.set_target_fps(60) +pyray.set_target_fps(60); # main game loop while not pyray.window_should_close(): # update - if pyray.is_mouse_button_down(pyray.MouseButton.MOUSE_BUTTON_RIGHT): + if pyray.is_mouse_button_down(pyray.MOUSE_BUTTON_RIGHT): delta = pyray.get_mouse_delta() delta = pyray.vector2_scale(delta, -1.0 / camera.zoom) camera.target = pyray.vector2_add(camera.target, delta) @@ -57,7 +58,7 @@ while not pyray.window_should_close(): pyray.end_mode_2d() - pyray.draw_text("Mouse right button drag to move, mouse wheel to zoom", 10, 10, 20, pyray.WHITE) + pyray.draw_text("Mouse right button drag to move, mouse wheel to zoom", 10, 10, 20, pyray.WHITE); pyray.end_drawing() diff --git a/examples/core/core_2d_camera_platformer.py b/examples/core/core_2d_camera_platformer.py index db8ed8f..35f4de9 100644 --- a/examples/core/core_2d_camera_platformer.py +++ b/examples/core/core_2d_camera_platformer.py @@ -62,11 +62,11 @@ class EnvItem: def update_player(player, env_items, delta): - if pyray.is_key_down(pyray.KeyboardKey.KEY_LEFT): + if pyray.is_key_down(pyray.KEY_LEFT): player.position.x -= PLAYER_HOR_SPD * delta - if pyray.is_key_down(pyray.KeyboardKey.KEY_RIGHT): + if pyray.is_key_down(pyray.KEY_RIGHT): player.position.x += PLAYER_HOR_SPD * delta - if pyray.is_key_down(pyray.KeyboardKey.KEY_SPACE) and player.can_jump: + if pyray.is_key_down(pyray.KEY_SPACE) and player.can_jump: player.speed = -PLAYER_JUMP_SPD player.can_jump = False @@ -264,11 +264,11 @@ while not pyray.window_should_close(): # Detect window close button or ESC key elif camera.zoom < 0.25: camera.zoom = 0.25 - if pyray.is_key_pressed(pyray.KeyboardKey.KEY_R): + if pyray.is_key_pressed(pyray.KEY_R): camera.zoom = 1.0 player.position = pyray.Vector2(400, 280) - if pyray.is_key_pressed(pyray.KeyboardKey.KEY_C): + if pyray.is_key_pressed(pyray.KEY_C): camera_option = (camera_option + 1) % camera_updaters_length # Call update camera function by its pointer diff --git a/examples/core/core_3d_camera_first_person_incomplete.py b/examples/core/core_3d_camera_first_person_incomplete.py index 743903b..af8963b 100644 --- a/examples/core/core_3d_camera_first_person_incomplete.py +++ b/examples/core/core_3d_camera_first_person_incomplete.py @@ -10,7 +10,7 @@ MAX_COLUMNS = 20 SCREEN_WIDTH = 800 SCREEN_HEIGHT = 450 -pyray.init_window(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [core] example - 3d camera first person") +pyray.init_window(SCREEN_WIDTH, SCREEN_HEIGHT, b"raylib [core] example - 3d camera first person") # Define the camera to look into our 3d world (position, target, up vector) camera = pyray.Camera3D() @@ -18,24 +18,24 @@ camera.position = pyray.Vector3(4.0, 2.0, 4.0) camera.target = pyray.Vector3(0.0, 1.8, 0.0) camera.up = pyray.Vector3(0.0, 1.0, 0.0) camera.fovy = 60.0 -camera.projection = pyray.CameraProjection.CAMERA_PERSPECTIVE +camera.projection = pyray.CAMERA_PERSPECTIVE # Generates some random columns -heights = [] -positions = [] -colors = [] +heights = [None] * MAX_COLUMNS +positions = [None] * MAX_COLUMNS +colors = [None] * MAX_COLUMNS for i in range(MAX_COLUMNS): - heights.append(pyray.get_random_value(1, 12) * 1.0) - positions.append(pyray.Vector3(pyray.get_random_value(-15, 15) * 1.0, heights[i]/2.0 * 1.0, pyray.get_random_value(-15, 15) * 1.0)) - colors.append(pyray.Color(pyray.get_random_value(20, 255), pyray.get_random_value(10, 55), 30, 255)) + heights[i] = pyray.get_random_value(1, 12) * 1.0 + positions[i] = pyray.Vector3(pyray.get_random_value(-15, 15) * 1.0, heights[i]/2.0 * 1.0, pyray.get_random_value(-15, 15) * 1.0) + colors[i] = pyray.Color(pyray.get_random_value(20, 255), pyray.get_random_value(10, 55), 30, 255) pyray.set_target_fps(60) while not pyray.window_should_close(): - pyray.update_camera(camera, pyray.CameraMode.CAMERA_FIRST_PERSON) + pyray.update_camera(camera, pyray.CAMERA_FIRST_PERSON) pyray.begin_drawing() diff --git a/examples/core/core_3d_camera_free_incomplete.py b/examples/core/core_3d_camera_free_incomplete.py index a1e54ce..2ae7db0 100644 --- a/examples/core/core_3d_camera_free_incomplete.py +++ b/examples/core/core_3d_camera_free_incomplete.py @@ -25,7 +25,7 @@ while not window_should_close(): # Detect window close button or ESC key # Update update_camera(camera, CameraMode.CAMERA_FREE) - if is_key_pressed(KeyboardKey.KEY_Z): + if is_key_pressed(KEY_Z): camera.target = Vector3(0.0, 0.0, 0.0) # Draw diff --git a/examples/core/core_3d_camera_mode.py b/examples/core/core_3d_camera_mode.py index 715660c..79b7b63 100644 --- a/examples/core/core_3d_camera_mode.py +++ b/examples/core/core_3d_camera_mode.py @@ -40,7 +40,7 @@ while not pyray.window_should_close(): pyray.end_mode_3d() - pyray.draw_text("Welcome to the third dimension!", 10, 40, 20, pyray.DARKGRAY) + pyray.draw_text("Welcome to the third dimension!", 10, 40, 20, pyray.DARKGRAY); pyray.draw_fps(10, 10) diff --git a/examples/core/core_basic_screen_manager.py b/examples/core/core_basic_screen_manager.py index 5f3eb09..fbe473e 100644 --- a/examples/core/core_basic_screen_manager.py +++ b/examples/core/core_basic_screen_manager.py @@ -27,13 +27,13 @@ def main(): if frame_count > 120: current_screen = GameScreen.TITLE elif current_screen == GameScreen.TITLE: - if is_key_pressed(KeyboardKey.KEY_ENTER) or is_gesture_detected(Gesture.GESTURE_TAP): + if is_key_pressed(KEY_ENTER) or is_gesture_detected(GESTURE_TAP): current_screen = GameScreen.GAMEPLAY elif current_screen == GameScreen.GAMEPLAY: - if is_key_pressed(KeyboardKey.KEY_ENTER) or is_gesture_detected(Gesture.GESTURE_TAP): + if is_key_pressed(KEY_ENTER) or is_gesture_detected(GESTURE_TAP): current_screen = GameScreen.ENDING elif current_screen == GameScreen.ENDING: - if is_key_pressed(KeyboardKey.KEY_ENTER) or is_gesture_detected(Gesture.GESTURE_TAP): + if is_key_pressed(KEY_ENTER) or is_gesture_detected(GESTURE_TAP): current_screen = GameScreen.TITLE begin_drawing() diff --git a/examples/core/core_drop_files.py b/examples/core/core_drop_files.py index d627442..d55e4d3 100644 --- a/examples/core/core_drop_files.py +++ b/examples/core/core_drop_files.py @@ -11,6 +11,12 @@ """ import pyray +from raylib.colors import ( + RAYWHITE, + DARKGRAY, + LIGHTGRAY, + GRAY +) screenWidth = 800 screenHeight = 450 @@ -30,21 +36,21 @@ while not pyray.window_should_close(): pyray.begin_drawing() - pyray.clear_background(pyray.RAYWHITE) + pyray.clear_background(RAYWHITE) if droppedFiles.count == 0: - pyray.draw_text("Drop your files to this window!", 100, 40, 20, pyray.DARKGRAY) + pyray.draw_text("Drop your files to this window!", 100, 40, 20, DARKGRAY) else: - pyray.draw_text("Dropped files:", 100, 40, 20, pyray.DARKGRAY) + pyray.draw_text("Dropped files:", 100, 40, 20, DARKGRAY) for i in range(0, droppedFiles.count): if i % 2 == 0: - pyray.draw_rectangle(0, 85 + 40*i, screenWidth, 40, pyray.fade(pyray.LIGHTGRAY, 0.5)) + pyray.draw_rectangle(0, 85 + 40*i, screenWidth, 40, pyray.fade(LIGHTGRAY, 0.5)) else: - pyray.draw_rectangle(0, 85 + 40*i, screenWidth, 40, pyray.fade(pyray.LIGHTGRAY, 0.3)) - pyray.draw_text(droppedFiles.paths[i], 120, 100 + 40*i, 10, pyray.GRAY) + pyray.draw_rectangle(0, 85 + 40*i, screenWidth, 40, pyray.fade(LIGHTGRAY, 0.3)) + pyray.draw_text(droppedFiles.paths[i], 120, 100 + 40*i, 10, GRAY) - pyray.draw_text("Drop new files...", 100, 110 + 40*droppedFiles.count, 20, pyray.DARKGRAY) + pyray.draw_text("Drop new files...", 100, 110 + 40*droppedFiles.count, 20, DARKGRAY) pyray.end_drawing() # De-Initialization diff --git a/examples/core/core_input_gestures.py b/examples/core/core_input_gestures.py index 8d5bff5..86024ab 100644 --- a/examples/core/core_input_gestures.py +++ b/examples/core/core_input_gestures.py @@ -4,6 +4,13 @@ raylib [core] example - Input Gestures Detection """ import pyray +from raylib.colors import ( + RAYWHITE, + LIGHTGRAY, + DARKGRAY, + MAROON, + GRAY, +) @@ -19,20 +26,20 @@ touch_area = pyray.Rectangle(220, 10, SCREEN_WIDTH - 230, SCREEN_HEIGHT - 20) gesture_strings = [] -current_gesture = pyray.Gesture.GESTURE_NONE -last_gesture = pyray.Gesture.GESTURE_NONE +current_gesture = pyray.GESTURE_NONE +last_gesture = pyray.GESTURE_NONE GESTURE_LABELS = { - pyray.Gesture.GESTURE_TAP: 'GESTURE TAP', - pyray.Gesture.GESTURE_DOUBLETAP: 'GESTURE DOUBLETAP', - pyray.Gesture.GESTURE_HOLD: 'GESTURE HOLD', - pyray.Gesture.GESTURE_DRAG: 'GESTURE DRAG', - pyray.Gesture.GESTURE_SWIPE_RIGHT: 'GESTURE SWIPE RIGHT', - pyray.Gesture.GESTURE_SWIPE_LEFT: 'GESTURE SWIPE LEFT', - pyray.Gesture.GESTURE_SWIPE_UP: 'GESTURE SWIPE UP', - pyray.Gesture.GESTURE_SWIPE_DOWN: 'GESTURE SWIPE DOWN', - pyray.Gesture.GESTURE_PINCH_IN: 'GESTURE PINCH IN', - pyray.Gesture.GESTURE_PINCH_OUT: 'GESTURE PINCH OUT', + pyray.GESTURE_TAP: 'GESTURE TAP', + pyray.GESTURE_DOUBLETAP: 'GESTURE DOUBLETAP', + pyray.GESTURE_HOLD: 'GESTURE HOLD', + pyray.GESTURE_DRAG: 'GESTURE DRAG', + pyray.GESTURE_SWIPE_RIGHT: 'GESTURE SWIPE RIGHT', + pyray.GESTURE_SWIPE_LEFT: 'GESTURE SWIPE LEFT', + pyray.GESTURE_SWIPE_UP: 'GESTURE SWIPE UP', + pyray.GESTURE_SWIPE_DOWN: 'GESTURE SWIPE DOWN', + pyray.GESTURE_PINCH_IN: 'GESTURE PINCH IN', + pyray.GESTURE_PINCH_OUT: 'GESTURE PINCH OUT', } pyray.set_target_fps(60) # Set our game to run at 60 frames-per-second @@ -47,7 +54,7 @@ while not pyray.window_should_close(): # Detect window close button or ESC key if ( pyray.check_collision_point_rec(touch_position, touch_area) - and current_gesture != pyray.Gesture.GESTURE_NONE + and current_gesture != pyray.GESTURE_NONE ): if current_gesture != last_gesture: gesture_strings.append(GESTURE_LABELS[current_gesture]) @@ -59,34 +66,34 @@ while not pyray.window_should_close(): # Detect window close button or ESC key # Draw pyray.begin_drawing() - pyray.clear_background(pyray.RAYWHITE) + pyray.clear_background(RAYWHITE) - pyray.draw_rectangle_rec(touch_area, pyray.GRAY) + pyray.draw_rectangle_rec(touch_area, GRAY) pyray.draw_rectangle(225, 15, SCREEN_WIDTH - 240, SCREEN_HEIGHT - 30, - pyray.RAYWHITE) + RAYWHITE) pyray.draw_text( 'GESTURES TEST AREA', - SCREEN_WIDTH - 270, SCREEN_HEIGHT - 40, 20, pyray.fade(pyray.GRAY, 0.5) + SCREEN_WIDTH - 270, SCREEN_HEIGHT - 40, 20, pyray.fade(GRAY, 0.5) ) for i, val in enumerate(gesture_strings): if i % 2 == 0: pyray.draw_rectangle( - 10, 30 + 20 * i, 200, 20, pyray.fade(pyray.LIGHTGRAY, 0.5)) + 10, 30 + 20 * i, 200, 20, pyray.fade(LIGHTGRAY, 0.5)) else: pyray.draw_rectangle( - 10, 30 + 20 * i, 200, 20, pyray.fade(pyray.LIGHTGRAY, 0.3)) + 10, 30 + 20 * i, 200, 20, pyray.fade(LIGHTGRAY, 0.3)) if i < len(gesture_strings) - 1: - pyray.draw_text(val, 35, 36 + 20 * i, 10, pyray.DARKGRAY) + pyray.draw_text(val, 35, 36 + 20 * i, 10, DARKGRAY) else: - pyray.draw_text(val, 35, 36 + 20 * i, 10, pyray.MAROON) + pyray.draw_text(val, 35, 36 + 20 * i, 10, MAROON) - pyray.draw_rectangle_lines(10, 29, 200, SCREEN_HEIGHT - 50, pyray.GRAY) - pyray.draw_text('DETECTED GESTURES', 50, 15, 10, pyray.GRAY) + pyray.draw_rectangle_lines(10, 29, 200, SCREEN_HEIGHT - 50, GRAY) + pyray.draw_text('DETECTED GESTURES', 50, 15, 10, GRAY) - if current_gesture != pyray.Gesture.GESTURE_NONE: - pyray.draw_circle_v(touch_position, 30, pyray.MAROON) + if current_gesture != pyray.GESTURE_NONE: + pyray.draw_circle_v(touch_position, 30, MAROON) pyray.end_drawing() diff --git a/examples/core/core_input_keys.py b/examples/core/core_input_keys.py index 8635ee6..4c57544 100644 --- a/examples/core/core_input_keys.py +++ b/examples/core/core_input_keys.py @@ -19,13 +19,13 @@ pyray.set_target_fps(60) # Set our game to run at 60 frames-per-second # Main game loop while not pyray.window_should_close(): # Detect window close button or ESC key # Update - if pyray.is_key_down(pyray.KeyboardKey.KEY_RIGHT): + if pyray.is_key_down(pyray.KEY_RIGHT): ball_position.x += 2 - if pyray.is_key_down(pyray.KeyboardKey.KEY_LEFT): + if pyray.is_key_down(pyray.KEY_LEFT): ball_position.x -= 2 - if pyray.is_key_down(pyray.KeyboardKey.KEY_UP): + if pyray.is_key_down(pyray.KEY_UP): ball_position.y -= 2 - if pyray.is_key_down(pyray.KeyboardKey.KEY_DOWN): + if pyray.is_key_down(pyray.KEY_DOWN): ball_position.y += 2 # Draw diff --git a/examples/core/core_input_mouse.py b/examples/core/core_input_mouse.py index 5f1cce9..bea22e5 100644 --- a/examples/core/core_input_mouse.py +++ b/examples/core/core_input_mouse.py @@ -22,19 +22,19 @@ while not window_should_close(): # Detect window close button or ESC key # Update ball_position = get_mouse_position() - if is_mouse_button_pressed(MouseButton.MOUSE_BUTTON_LEFT): + if is_mouse_button_pressed(MOUSE_BUTTON_LEFT): ball_color = MAROON - elif is_mouse_button_pressed(MouseButton.MOUSE_BUTTON_MIDDLE): + elif is_mouse_button_pressed(MOUSE_BUTTON_MIDDLE): ball_color = LIME - elif is_mouse_button_pressed(MouseButton.MOUSE_BUTTON_RIGHT): + elif is_mouse_button_pressed(MOUSE_BUTTON_RIGHT): ball_color = DARKBLUE - elif is_mouse_button_pressed(MouseButton.MOUSE_BUTTON_SIDE): + elif is_mouse_button_pressed(MOUSE_BUTTON_SIDE): ball_color = PURPLE - elif is_mouse_button_pressed(MouseButton.MOUSE_BUTTON_EXTRA): + elif is_mouse_button_pressed(MOUSE_BUTTON_EXTRA): ball_color = YELLOW - elif is_mouse_button_pressed(MouseButton.MOUSE_BUTTON_FORWARD): + elif is_mouse_button_pressed(MOUSE_BUTTON_FORWARD): ball_color = ORANGE - elif is_mouse_button_pressed(MouseButton.MOUSE_BUTTON_BACK): + elif is_mouse_button_pressed(MOUSE_BUTTON_BACK): ball_color = BEIGE # Draw begin_drawing() diff --git a/examples/core/core_scissor_test.py b/examples/core/core_scissor_test.py index e54b214..c2e43ad 100644 --- a/examples/core/core_scissor_test.py +++ b/examples/core/core_scissor_test.py @@ -23,7 +23,7 @@ set_target_fps(60) # Set our game to run at 60 frames-per-second while not window_should_close(): # Detect window close button or ESC key # Update # ---------------------------------------------------------------------------------- - if is_key_pressed(KeyboardKey.KEY_S): + if is_key_pressed(KEY_S): scissorMode = not scissorMode # Centre the scissor area around the mouse position diff --git a/examples/core/core_smooth_pixel_perfect_camera.py b/examples/core/core_smooth_pixel_perfect_camera.py index fdf0604..1dcdc67 100644 --- a/examples/core/core_smooth_pixel_perfect_camera.py +++ b/examples/core/core_smooth_pixel_perfect_camera.py @@ -18,7 +18,7 @@ worldSpaceCamera.zoom = 1.0 screenSpaceCamera = Camera2D([0]) # Smoothing camera screenSpaceCamera.zoom = 1.0 -target = load_render_texture(virtualScreenWidth, virtualScreenHeight) # This is where we'll draw all our objects. +target = load_render_texture(virtualScreenWidth, virtualScreenHeight); # This is where we'll draw all our objects. rec01 = Rectangle(70.0, 35.0, 20.0, 20.0) rec02 = Rectangle(90.0, 55.0, 30.0, 10.0) @@ -42,7 +42,7 @@ while not window_should_close(): # Detect window close button or ESC key # Update - rotation += 60.0 *get_frame_time() # Rotate the rectangles, 60 degrees per second + rotation += 60.0 *get_frame_time(); # Rotate the rectangles, 60 degrees per second # Make the camera move to demonstrate the effect cameraX = (math.sin(get_time())*50.0) - 10.0 diff --git a/examples/core/core_split_screen.py b/examples/core/core_split_screen.py index 71b5640..a6961f2 100644 --- a/examples/core/core_split_screen.py +++ b/examples/core/core_split_screen.py @@ -66,21 +66,21 @@ while not window_should_close(): # Detect window close button or ESC key # Move Player1 forward and backwards (no turning) - if is_key_down(KeyboardKey.KEY_W): + if is_key_down(KEY_W): cameraPlayer1.position.z += offsetThisFrame cameraPlayer1.target.z += offsetThisFrame - elif is_key_down(KeyboardKey.KEY_S): + elif is_key_down(KEY_S): cameraPlayer1.position.z -= offsetThisFrame cameraPlayer1.target.z -= offsetThisFrame # Move Player2 forward and backwards (no turning) - if is_key_down(KeyboardKey.KEY_UP): + if is_key_down(KEY_UP): cameraPlayer2.position.x += offsetThisFrame cameraPlayer2.target.x += offsetThisFrame - elif is_key_down(KeyboardKey.KEY_DOWN): + elif is_key_down(KEY_DOWN): cameraPlayer2.position cameraPlayer2.position.x -= offsetThisFrame cameraPlayer2.target.x -= offsetThisFrame diff --git a/examples/core/core_vr_simulator.py b/examples/core/core_vr_simulator.py index 10573f2..59a4a61 100644 --- a/examples/core/core_vr_simulator.py +++ b/examples/core/core_vr_simulator.py @@ -17,6 +17,7 @@ device = pyray.VrDeviceInfo( 1200, # Vertical resolution in pixels 0.133793, # Horizontal size in meters 0.0669, # Vertical size in meters + 0.04678, # Screen center in meters 0.041, # Distance between eye and display in meters 0.07, # Lens separation distance in meters 0.07, # IPD (distance between pupils) in meters @@ -34,15 +35,15 @@ config = pyray.load_vr_stereo_config(device) distortion = pyray.load_shader(pyray.ffi.NULL, f"resources/distortion{GLSL_VERSION}.fs") # Update distortion shader with lens and distortion-scale parameters -pyray.set_shader_value(distortion, 2, pyray.ffi.new('char []', b"leftLensCenter"), pyray.ShaderUniformDataType.SHADER_UNIFORM_VEC2) -pyray.set_shader_value(distortion, 2,pyray.ffi.new('char []', b"rightLensCenter"), pyray.ShaderUniformDataType.SHADER_UNIFORM_VEC2) -pyray.set_shader_value(distortion, 2,pyray.ffi.new('char []', b"leftScreenCenter"), pyray.ShaderUniformDataType.SHADER_UNIFORM_VEC2) -pyray.set_shader_value(distortion, 2,pyray.ffi.new('char []', b"rightScreenCenter"), pyray.ShaderUniformDataType.SHADER_UNIFORM_VEC2) +pyray.set_shader_value(distortion, 2, pyray.ffi.new('char []', b"leftLensCenter"), pyray.SHADER_UNIFORM_VEC2) +pyray.set_shader_value(distortion, 2,pyray.ffi.new('char []', b"rightLensCenter"), pyray.SHADER_UNIFORM_VEC2) +pyray.set_shader_value(distortion, 2,pyray.ffi.new('char []', b"leftScreenCenter"), pyray.SHADER_UNIFORM_VEC2) +pyray.set_shader_value(distortion, 2,pyray.ffi.new('char []', b"rightScreenCenter"), pyray.SHADER_UNIFORM_VEC2) -pyray.set_shader_value(distortion, 2,pyray.ffi.new('char []', b"scale"), pyray.ShaderUniformDataType.SHADER_UNIFORM_VEC2) -pyray.set_shader_value(distortion, 2,pyray.ffi.new('char []', b"scaleIn"), pyray.ShaderUniformDataType.SHADER_UNIFORM_VEC2) -pyray.set_shader_value(distortion, 4,pyray.ffi.new('char []', b"deviceWarpParam"), pyray.ShaderUniformDataType.SHADER_UNIFORM_VEC4) -pyray.set_shader_value(distortion, 4,pyray.ffi.new('char []', b"chromaAbParam"), pyray.ShaderUniformDataType.SHADER_UNIFORM_VEC4) +pyray.set_shader_value(distortion, 2,pyray.ffi.new('char []', b"scale"), pyray.SHADER_UNIFORM_VEC2) +pyray.set_shader_value(distortion, 2,pyray.ffi.new('char []', b"scaleIn"), pyray.SHADER_UNIFORM_VEC2) +pyray.set_shader_value(distortion, 4,pyray.ffi.new('char []', b"deviceWarpParam"), pyray.SHADER_UNIFORM_VEC4) +pyray.set_shader_value(distortion, 4,pyray.ffi.new('char []', b"chromaAbParam"), pyray.SHADER_UNIFORM_VEC4) # Initialize framebuffer for stereo rendering # NOTE: Screen size should match HMD aspect ratio @@ -58,7 +59,7 @@ camera = pyray.Camera3D( pyray.Vector3(0.0, 2.0, 0.0), # Camera looking at point pyray.Vector3(0.0, 1.0, 0.0), # Camera up vector 60.0, # Camera field-of-view Y - pyray.CameraProjection.CAMERA_PERSPECTIVE # Camera projection type + pyray.CAMERA_PERSPECTIVE # Camera projection type ) cubePosition = pyray.Vector3(0.0, 0.0, 0.0) @@ -70,7 +71,7 @@ pyray.set_target_fps(90) # Set our game to run at 90 frames-per-sec # Main game loop while not pyray.window_should_close(): # Detect window close button or ESC key # Update - pyray.update_camera(camera, pyray.CameraMode.CAMERA_FIRST_PERSON) + pyray.update_camera(camera, pyray.CAMERA_FIRST_PERSON) # Draw pyray.begin_texture_mode(target) diff --git a/examples/core/core_window_flags.py b/examples/core/core_window_flags.py index 14569fe..89e5321 100644 --- a/examples/core/core_window_flags.py +++ b/examples/core/core_window_flags.py @@ -6,7 +6,7 @@ import pyray screen_width = 800 screen_height = 450 -init_window(screen_width, screen_height, "raylib [core] example - window flags") +init_window(screen_width, screen_height, b"raylib [core] example - window flags") ball_position = Vector2(get_screen_width() / 2.0, get_screen_height() / 2.0) ball_speed = Vector2(5.0, 4.0) @@ -18,71 +18,71 @@ frames_counter = 0 while not window_should_close(): # Detect window close button or ESC key # Update # ----------------------------------------------------- - if is_key_pressed(pyray.KeyboardKey.KEY_F): + if is_key_pressed(pyray.KEY_F): toggle_fullscreen() - if is_key_pressed(pyray.KeyboardKey.KEY_R): - if is_window_state(pyray.ConfigFlags.FLAG_WINDOW_RESIZABLE): - clear_window_state(pyray.ConfigFlags.FLAG_WINDOW_RESIZABLE) + if is_key_pressed(pyray.KEY_R): + if is_window_state(pyray.FLAG_WINDOW_RESIZABLE): + clear_window_state(pyray.FLAG_WINDOW_RESIZABLE) else: - set_window_state(pyray.ConfigFlags.FLAG_WINDOW_RESIZABLE) + set_window_state(pyray.FLAG_WINDOW_RESIZABLE) - if is_key_pressed(pyray.KeyboardKey.KEY_D): - if is_window_state(pyray.ConfigFlags.FLAG_WINDOW_UNDECORATED): - clear_window_state(pyray.ConfigFlags.FLAG_WINDOW_UNDECORATED) + if is_key_pressed(pyray.KEY_D): + if is_window_state(pyray.FLAG_WINDOW_UNDECORATED): + clear_window_state(pyray.FLAG_WINDOW_UNDECORATED) else: - set_window_state(pyray.ConfigFlags.FLAG_WINDOW_UNDECORATED) + set_window_state(pyray.FLAG_WINDOW_UNDECORATED) - if is_key_pressed(pyray.KeyboardKey.KEY_H): - if not is_window_state(pyray.ConfigFlags.FLAG_WINDOW_HIDDEN): - set_window_state(pyray.ConfigFlags.FLAG_WINDOW_HIDDEN) + if is_key_pressed(pyray.KEY_H): + if not is_window_state(pyray.FLAG_WINDOW_HIDDEN): + set_window_state(pyray.FLAG_WINDOW_HIDDEN) frames_counter = 0 - if is_window_state(pyray.ConfigFlags.FLAG_WINDOW_HIDDEN): + if is_window_state(pyray.FLAG_WINDOW_HIDDEN): frames_counter += 1 if frames_counter >= 240: - clear_window_state(pyray.ConfigFlags.FLAG_WINDOW_HIDDEN) # Show window after 3 seconds + clear_window_state(pyray.FLAG_WINDOW_HIDDEN) # Show window after 3 seconds - if is_key_pressed(pyray.KeyboardKey.KEY_N): - if not is_window_state(pyray.ConfigFlags.FLAG_WINDOW_MINIMIZED): + if is_key_pressed(pyray.KEY_N): + if not is_window_state(pyray.FLAG_WINDOW_MINIMIZED): minimize_window() frames_counter = 0 - if is_window_state(pyray.ConfigFlags.FLAG_WINDOW_MINIMIZED): + if is_window_state(pyray.FLAG_WINDOW_MINIMIZED): frames_counter += 1 if frames_counter >= 240: restore_window() # Restore window after 3 seconds - if is_key_pressed(pyray.KeyboardKey.KEY_M): - if is_window_state(pyray.ConfigFlags.FLAG_WINDOW_RESIZABLE): - if is_window_state(pyray.ConfigFlags.FLAG_WINDOW_MAXIMIZED): + if is_key_pressed(pyray.KEY_M): + if is_window_state(pyray.FLAG_WINDOW_RESIZABLE): + if is_window_state(pyray.FLAG_WINDOW_MAXIMIZED): restore_window() else: maximize_window() - if is_key_pressed(pyray.KeyboardKey.KEY_U): - if is_window_state(pyray.ConfigFlags.FLAG_WINDOW_UNFOCUSED): - clear_window_state(pyray.ConfigFlags.FLAG_WINDOW_UNFOCUSED) + if is_key_pressed(pyray.KEY_U): + if is_window_state(pyray.FLAG_WINDOW_UNFOCUSED): + clear_window_state(pyray.FLAG_WINDOW_UNFOCUSED) else: - set_window_state(pyray.ConfigFlags.FLAG_WINDOW_UNFOCUSED) + set_window_state(pyray.FLAG_WINDOW_UNFOCUSED) - if is_key_pressed(pyray.KeyboardKey.KEY_T): - if is_window_state(pyray.ConfigFlags.FLAG_WINDOW_TOPMOST): - clear_window_state(pyray.ConfigFlags.FLAG_WINDOW_TOPMOST) + if is_key_pressed(pyray.KEY_T): + if is_window_state(pyray.FLAG_WINDOW_TOPMOST): + clear_window_state(pyray.FLAG_WINDOW_TOPMOST) else: - set_window_state(pyray.ConfigFlags.FLAG_WINDOW_TOPMOST) + set_window_state(pyray.FLAG_WINDOW_TOPMOST) - if is_key_pressed(pyray.KeyboardKey.KEY_A): - if is_window_state(pyray.ConfigFlags.FLAG_WINDOW_ALWAYS_RUN): - clear_window_state(pyray.ConfigFlags.FLAG_WINDOW_ALWAYS_RUN) + if is_key_pressed(pyray.KEY_A): + if is_window_state(pyray.FLAG_WINDOW_ALWAYS_RUN): + clear_window_state(pyray.FLAG_WINDOW_ALWAYS_RUN) else: - set_window_state(pyray.ConfigFlags.FLAG_WINDOW_ALWAYS_RUN) + set_window_state(pyray.FLAG_WINDOW_ALWAYS_RUN) - if is_key_pressed(pyray.KeyboardKey.KEY_V): - if is_window_state(pyray.ConfigFlags.FLAG_VSYNC_HINT): - clear_window_state(pyray.ConfigFlags.FLAG_VSYNC_HINT) + if is_key_pressed(pyray.KEY_V): + if is_window_state(pyray.FLAG_VSYNC_HINT): + clear_window_state(pyray.FLAG_VSYNC_HINT) else: - set_window_state(pyray.ConfigFlags.FLAG_VSYNC_HINT) + set_window_state(pyray.FLAG_VSYNC_HINT) # Bouncing ball logic ball_position.x += ball_speed.x @@ -96,7 +96,7 @@ while not window_should_close(): # Detect window close button or ESC key # ----------------------------------------------------- begin_drawing() - if is_window_state(pyray.ConfigFlags.FLAG_WINDOW_TRANSPARENT): + if is_window_state(pyray.FLAG_WINDOW_TRANSPARENT): clear_background(BLANK) else: clear_background(RAYWHITE) @@ -113,16 +113,16 @@ while not window_should_close(): # Detect window close button or ESC key # Draw window state info draw_text("Following flags can be set after window creation:", 10, 60, 10, GRAY) flag_texts = [ - ("FLAG_FULLSCREEN_MODE", pyray.ConfigFlags.FLAG_FULLSCREEN_MODE), - ("FLAG_WINDOW_RESIZABLE", pyray.ConfigFlags.FLAG_WINDOW_RESIZABLE), - ("FLAG_WINDOW_UNDECORATED", pyray.ConfigFlags.FLAG_WINDOW_UNDECORATED), - ("FLAG_WINDOW_HIDDEN", pyray.ConfigFlags.FLAG_WINDOW_HIDDEN), - ("FLAG_WINDOW_MINIMIZED", pyray.ConfigFlags.FLAG_WINDOW_MINIMIZED), - ("FLAG_WINDOW_MAXIMIZED", pyray.ConfigFlags.FLAG_WINDOW_MAXIMIZED), - ("FLAG_WINDOW_UNFOCUSED", pyray.ConfigFlags.FLAG_WINDOW_UNFOCUSED), - ("FLAG_WINDOW_TOPMOST", pyray.ConfigFlags.FLAG_WINDOW_TOPMOST), - ("FLAG_WINDOW_ALWAYS_RUN", pyray.ConfigFlags.FLAG_WINDOW_ALWAYS_RUN), - ("FLAG_VSYNC_HINT", pyray.ConfigFlags.FLAG_VSYNC_HINT), + ("FLAG_FULLSCREEN_MODE", pyray.FLAG_FULLSCREEN_MODE), + ("FLAG_WINDOW_RESIZABLE", pyray.FLAG_WINDOW_RESIZABLE), + ("FLAG_WINDOW_UNDECORATED", pyray.FLAG_WINDOW_UNDECORATED), + ("FLAG_WINDOW_HIDDEN", pyray.FLAG_WINDOW_HIDDEN), + ("FLAG_WINDOW_MINIMIZED", pyray.FLAG_WINDOW_MINIMIZED), + ("FLAG_WINDOW_MAXIMIZED", pyray.FLAG_WINDOW_MAXIMIZED), + ("FLAG_WINDOW_UNFOCUSED", pyray.FLAG_WINDOW_UNFOCUSED), + ("FLAG_WINDOW_TOPMOST", pyray.FLAG_WINDOW_TOPMOST), + ("FLAG_WINDOW_ALWAYS_RUN", pyray.FLAG_WINDOW_ALWAYS_RUN), + ("FLAG_VSYNC_HINT", pyray.FLAG_VSYNC_HINT), ] y_offset = 80 for text, flag in flag_texts: @@ -133,15 +133,15 @@ while not window_should_close(): # Detect window close button or ESC key y_offset += 20 draw_text("Following flags can only be set before window creation:", 10, 300, 10, GRAY) - if is_window_state(pyray.ConfigFlags.FLAG_WINDOW_HIGHDPI): + if is_window_state(pyray.FLAG_WINDOW_HIGHDPI): draw_text("FLAG_WINDOW_HIGHDPI: on", 10, 320, 10, LIME) else: draw_text("FLAG_WINDOW_HIGHDPI: off", 10, 320, 10, MAROON) - if is_window_state(pyray.ConfigFlags.FLAG_WINDOW_TRANSPARENT): + if is_window_state(pyray.FLAG_WINDOW_TRANSPARENT): draw_text("FLAG_WINDOW_TRANSPARENT: on", 10, 340, 10, LIME) else: draw_text("FLAG_WINDOW_TRANSPARENT: off", 10, 340, 10, MAROON) - if is_window_state(pyray.ConfigFlags.FLAG_MSAA_4X_HINT): + if is_window_state(pyray.FLAG_MSAA_4X_HINT): draw_text("FLAG_MSAA_4X_HINT: on", 10, 360, 10, LIME) else: draw_text("FLAG_MSAA_4X_HINT: off", 10, 360, 10, MAROON) diff --git a/examples/core/core_window_should_close.py b/examples/core/core_window_should_close.py index a02d493..aecebe4 100644 --- a/examples/core/core_window_should_close.py +++ b/examples/core/core_window_should_close.py @@ -12,7 +12,7 @@ SCREEN_HEIGHT = 450 init_window(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [core] example - window should close") -set_exit_key(KeyboardKey.KEY_NULL) # Disable KEY_ESCAPE to close window, X-button still works +set_exit_key(KEY_NULL) # Disable KEY_ESCAPE to close window, X-button still works exitWindowRequested = False # Flag to request window to exit exitWindow = False # Flag to set window to exit @@ -26,7 +26,7 @@ while not exitWindow: # Update # ---------------------------------------------------------------------------------- # Detect if X-button or KEY_ESCAPE have been pressed to close window - if window_should_close() or is_key_pressed(KeyboardKey.KEY_ESCAPE): + if window_should_close() or is_key_pressed(KEY_ESCAPE): exitWindowRequested = True if exitWindowRequested: @@ -34,9 +34,9 @@ while not exitWindow: # A request for close window has been issued, we can save data before closing # or just show a message asking for confirmation - if is_key_pressed(KeyboardKey.KEY_Y): + if is_key_pressed(KEY_Y): exitWindow = True - elif is_key_pressed(KeyboardKey.KEY_N): + elif is_key_pressed(KEY_N): exitWindowRequested = False # ---------------------------------------------------------------------------------- diff --git a/examples/extra/extra_camera.py b/examples/extra/extra_camera.py index e1fcb0b..c02a821 100644 --- a/examples/extra/extra_camera.py +++ b/examples/extra/extra_camera.py @@ -1,7 +1,7 @@ # python3 -m pip install pyglm from math import sin, cos -import glm # type: ignore +import glm from raylib import rl, ffi diff --git a/examples/extra/extra_flow_field.py b/examples/extra/extra_flow_field.py index 7f88117..b9ef93e 100644 --- a/examples/extra/extra_flow_field.py +++ b/examples/extra/extra_flow_field.py @@ -8,8 +8,7 @@ python3 flow-field """ import sys, math, time, random -import glm # type: ignore -# Note package is PyGLM, not glm. +import glm # Note package is PyGLM, not glm. from raylib import rl, ffi from raylib.colors import * diff --git a/examples/extra/extra_transparent_undecorated_window.py b/examples/extra/extra_transparent_undecorated_window.py index 3c5895a..c0cef5f 100644 --- a/examples/extra/extra_transparent_undecorated_window.py +++ b/examples/extra/extra_transparent_undecorated_window.py @@ -18,9 +18,9 @@ Mac: """ import sys, time -import glm # type: ignore -import pytweening as tween # type: ignore -import screeninfo # type: ignore +import glm +import pytweening as tween +import screeninfo from raylib import rl, ffi from raylib.colors import * diff --git a/examples/extra/textures_opencv.py b/examples/extra/textures_opencv.py index 4edea98..f09e965 100644 --- a/examples/extra/textures_opencv.py +++ b/examples/extra/textures_opencv.py @@ -1,4 +1,4 @@ -import cv2 as cv # type:ignore +import cv2 as cv from pyray import * opencv_image = cv.imread("resources/raylib_logo.jpg") @@ -10,7 +10,7 @@ screenHeight = 450 init_window(screenWidth, screenHeight, "example - image loading") pointer_to_image_data = ffi.from_buffer(opencv_image.data) -raylib_image = Image(pointer_to_image_data, 256, 256, 1, PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8) +raylib_image = Image(pointer_to_image_data, 256, 256, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8) texture = load_texture_from_image(raylib_image) unload_image(raylib_image) diff --git a/examples/extra/vector2_extended.py b/examples/extra/vector2_extended.py deleted file mode 100644 index 87e665f..0000000 --- a/examples/extra/vector2_extended.py +++ /dev/null @@ -1,260 +0,0 @@ -# An OO wrapper around the Vector2 struct, by @Emtyloc - -from pyray import * - -class Vector2Ex(list): - def __init__(self, x, y): - super(Vector2Ex, self).__init__([x, y]) - - @property - def x(self): - return self[0] - - @x.setter - def x(self, value): - self[0]= value - - @property - def y(self): - return self[1] - - @y.setter - def y(self, value): - self[1]= value - - @staticmethod - def to_Vec2(v: Vector2): - """ - Cast Vector2 to Vec2. - """ - return Vector2Ex(v.x, v.y) - - def __repr__(self) -> str: - return f"{self.x}, {self.y}" - - def __eq__(self, other): - if isinstance(other, Vector2Ex): - return self.x == other.x and self.y == other.y - return False - - def __add__(self, other): - if isinstance(other, Vector2Ex): - return Vector2Ex(self.x + other.x, self.y + other.y) - return Vector2Ex(self.x + other, self.y + other) - - def __iadd__(self, other): - if isinstance(other, Vector2Ex): - self.x += other.x - self.y += other.y - else: - res = vector2_add_value(self, other) - self.x = res.x - self.y = res.y - return self - - def __radd__(self, other): - return self + other - - def __sub__(self, other): - if isinstance(other, Vector2Ex): - return Vector2Ex(self.x - other.x, self.y - other.y) - return Vector2Ex(self.x - other, self.y - other) - - def __isub__(self, other): - if isinstance(other, Vector2Ex): - self.x -= other.x - self.y -= other.y - else: - self.x -= other - self.y -= other - return self - - def __rsub__(self, other): - return Vector2Ex(other - self.x, other - self.y) - - def __mul__(self, other): - if isinstance(other, Vector2Ex): - res = vector2_multiply(self, other) - return self.to_Vec2(res) - return Vector2Ex(self.x * other, self.y * other) - - def __imul__(self, other): - if isinstance(other, Vector2Ex): - res = vector2_multiply(self, other) - else: - res = vector2_scale(self, other) - self.x = res.x - self.y = res.y - return self - - def __truediv__(self, other): - if isinstance(other, Vector2Ex): - res = vector_2divide(self, other) - return self.to_Vec2(res) - return Vector2Ex(self.x / other, self.y / other) - - def __itruediv__(self, other): - if isinstance(other, Vector2Ex): - res = vector_2divide(self, other) - else: - res = vector2_scale(self, 1/other) - self.x = res.x - self.y = res.y - return self - - def __neg__(self): - return Vector2Ex(-self.x, -self.y) - - def __pos__(self): - return Vector2Ex(self.x, self.y) - - def __pow__(self, exponent): - return Vector2Ex(self.x ** exponent, self.y ** exponent) - - # PyRay mapped vector2 functions - - def angle(self, vec2): - return vector2_angle(self, vec2) - - def clamp(self, min_vec2, max_vec2): - res = vector2_clamp(self, min_vec2, max_vec2) - return self.to_Vec2(res) - - def clamp_value(self, min_val: float, max_val: float): - res = vector2_clamp_value(self, min_val, max_val) - return self.to_Vec2(res) - - def distance(self, vec2): - return vector_2distance(self, vec2) - - def distance_sqr(self, vec2) -> float: - return vector_2distance_sqr(self, vec2) - - def dot_product(self, vec2) -> float: - return vector_2dot_product(self, vec2) - - def invert(self): - res = vector2_invert(self) - return self.to_Vec2(res) - - def length(self): - return vector2_length(self) - - def length_sqr(self) -> float: - return vector2_length_sqr(self) - - def lerp(self, vec2, amount: float): - res = vector2_lerp(self, vec2, amount) - return self.to_Vec2(res) - - def move_towards(self, target_vec2, max_distance: float): - res = vector2_move_towards(self, target_vec2, max_distance) - return self.to_Vec2(res) - - def negate(self): - res = vector2_negate(self) - return self.to_Vec2(res) - - def normalize(self): - res = vector2_normalize(self) - return self.to_Vec2(res) - - def reflect(self, normal_vec2): - res = vector2_reflect(self, normal_vec2) - return self.to_Vec2(res) - - def rotate(self, angle: float): - res = vector2_rotate(self, angle) - return self.to_Vec2(res) - - def transform(self, mat: Matrix): - res = vector2_transform(self, mat) - return self.to_Vec2(res) - - @staticmethod - def line_angle(start_vec2, end_vec2) -> float: - return vector2_line_angle(start_vec2, end_vec2) - - @staticmethod - def one(): - return Vector2Ex(1, 1) - - @staticmethod - def zero(): - return Vector2Ex(0, 0) - - -if __name__ == "__main__": - # Arithmetic ops - v1 = Vector2Ex(5, 5) - v2 = Vector2Ex(10, 10) - - print(v1 + v2) # 15, 15 - print(v1 - v2) # -5, -5 - - print(v1 * v2) # 50.0, 50.0 - print(v1 / v2) # 0.5, 0.5 - - print(v1 * 2) # 10, 10 - print(v2 / 2) # 5.0, 5.0 - - v1+=v2 - print(v1) #15, 15 - v2-=v1 - print(v2) #-5, -5 - - v1/=-v2 - print(v1) #3.0, 3.0 - v2*=v1 - print(v2) #-15.0, -15.0 - - v3 = Vector2Ex(3, 5) - print(v3 ** 2) #9, 25 - - v1 = Vector2Ex.one() - print(v1) - - v0 = Vector2Ex.zero() - print(v0) - - # Vector2 pyray methods - v1 = Vector2Ex(3, 4) - v2 = Vector2Ex(1, 2) - v_min = Vector2Ex(0, 0) - v_max = Vector2Ex(5, 5) - - print("Angle:", v1.angle(v2)) - - print("Clamp:", v1.clamp(v_min, v_max)) - - print("Clamp value:", v1.clamp_value(1.5, 3.5)) - - print("Distance:", v1.distance(v2)) - - print("Distance Sqr:", v1.distance_sqr(v2)) - - print("Dot Product:", v1.dot_product(v2)) - - print("Invert:", v1.invert()) - - print("Length:", v1.length()) - - print("Length Sqr:", v1.length_sqr()) - - print("Lerp:", v1.lerp(v2, 0.5)) - - print("Line Angle:", Vector2Ex.line_angle(v1, v2)) - - print("Move Towards:", v1.move_towards(v2, 0.5)) - - print("Negate:", v1.negate()) - - print("Normalize:", v1.normalize()) - - print("Reflect:", v1.reflect(v2)) - - print("Rotate:", v1.rotate(45)) - - # I don't know why this not work - # mat = Matrix2x2(1, 0, 0, 1) - # print("Transform:", v1.transform(mat)) diff --git a/examples/models/models_animation.py b/examples/models/models_animation.py index 9b40722..9cd5710 100644 --- a/examples/models/models_animation.py +++ b/examples/models/models_animation.py @@ -1,3 +1,4 @@ + import pyray as ray @@ -12,11 +13,11 @@ camera.position = ray.Vector3( 10.0, 10.0, 10.0 ) # Camera position camera.target = ray.Vector3( 0.0, 0.0, 0.0 ) # Camera looking at point camera.up = ray.Vector3( 0.0, 1.0, 0.0 ) # Camera up vector (rotation towards target) camera.fovy = 45.0 # Camera field-of-view Y -camera.projection = ray.CameraProjection.CAMERA_PERSPECTIVE # Camera mode type +camera.projection = ray.CAMERA_PERSPECTIVE # Camera mode type model = ray.load_model("resources/models/iqm/guy.iqm") # Load the animated model mesh and basic data texture = ray.load_texture("resources/models/iqm/guytex.png") # Load model texture and set material -ray.set_material_texture(model.materials, ray.MaterialMapIndex.MATERIAL_MAP_ALBEDO, texture) # Set model material map texture +ray.set_material_texture(model.materials, ray.MATERIAL_MAP_ALBEDO, texture) # Set model material map texture position = ( 0., 0., 0. ) # Set model position @@ -32,10 +33,10 @@ ray.set_target_fps(60) # Set our game to run at 60 frames-per- while not ray.window_should_close(): # Detect window close button or ESC key # Update #---------------------------------------------------------------------------------- - ray.update_camera(camera, ray.CameraMode.CAMERA_FREE) + ray.update_camera(camera, ray.CAMERA_FREE) # Play animation when spacebar is held down - if ray.is_key_down(ray.KeyboardKey.KEY_SPACE): + if ray.is_key_down(ray.KEY_SPACE): anim_frame_counter+=1 ray.update_model_animation(model, anims[0], anim_frame_counter) if anim_frame_counter >= anims[0].frameCount: diff --git a/examples/models/models_skybox_outdated_needs_update.py b/examples/models/models_skybox_outdated_needs_update.py index 5f193b7..a3dc441 100644 --- a/examples/models/models_skybox_outdated_needs_update.py +++ b/examples/models/models_skybox_outdated_needs_update.py @@ -1,4 +1,3 @@ -#type: ignore import raylib as rl from raylib.colors import * diff --git a/examples/models/models_waving_cubes.py b/examples/models/models_waving_cubes.py index af14105..a5b803a 100644 --- a/examples/models/models_waving_cubes.py +++ b/examples/models/models_waving_cubes.py @@ -15,7 +15,7 @@ camera.position = Vector3(30.0, 20.0, 30.0) # Camera position camera.target = Vector3(0.0, 0.0, 0.0) # Camera looking at point camera.up = Vector3(0.0, 1.0, 0.0) # Camera up vector (rotation towards target) camera.fovy = 70.0 # Camera field-of-view Y -camera.projection = pyray.CameraProjection.CAMERA_PERSPECTIVE # Camera projection type +camera.projection = pyray.CAMERA_PERSPECTIVE # Camera projection type # Specify the amount of blocks in each direction numBlocks = 15 diff --git a/examples/others/rlgl_standalone.py b/examples/others/rlgl_standalone.py index 0332b5a..29274ee 100644 --- a/examples/others/rlgl_standalone.py +++ b/examples/others/rlgl_standalone.py @@ -118,18 +118,18 @@ class Camera: # GLFW3: Error callback @ffi.callback("void(int, const char *)") def ErrorCallback(error: int, description: bytes): - print("%r" % description, file=sys.stderr) + print("%s" % description, file=sys.stderr) # GLFW3: Keyboard callback @ffi.callback("void(GLFWwindow *, int, int, int, int)") -def KeyCallback(window, key: int, scancode: int, action: int, mods: int): +def KeyCallback(window: 'GLFWwindow', key: int, scancode: int, action: int, mods: int): if key == GLFW_KEY_ESCAPE and action == GLFW_PRESS: rl.glfwSetWindowShouldClose(window, GLFW_TRUE) # Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally) -def DrawRectangleV(position, size, color: Color): +def DrawRectangleV(position: 'raylib.Vector2', size: 'raylib.Vector2', color: Color): rl.rlBegin(RL_TRIANGLES) rl.rlColor4ub(color.r, color.g, color.b, color.a) rl.rlVertex2f(position.x, position.y) @@ -168,7 +168,7 @@ def DrawGrid(slices: int, spacing: float): # Draw cube # NOTE: Cube position is the center position -def DrawCube(position, width: float, height: float, length: float, color: Color): +def DrawCube(position: 'raylib.Vector3', width: float, height: float, length: float, color: Color): x: float = 0.0 y: float = 0.0 z: float = 0.0 @@ -242,7 +242,7 @@ def DrawCube(position, width: float, height: float, length: float, color: Color) #Draw cube wires -def DrawCubeWires(position, width: float, height: float, length: float, color: Color): +def DrawCubeWires(position: 'raylib.Vector3', width: float, height: float, length: float, color: Color): x: float = 0.0 y: float = 0.0 z: float = 0.0 diff --git a/examples/physics/physac.py b/examples/physics/physac.py index 1556f34..dd36765 100644 --- a/examples/physics/physac.py +++ b/examples/physics/physac.py @@ -2,9 +2,13 @@ raylib [physac] example - physics demo """ - +from pyray import Vector2 from raylib import * - +from raylib.colors import ( + BLACK, + GREEN, + WHITE +) SCREEN_WIDTH = 800 SCREEN_HEIGHT = 450 @@ -14,10 +18,10 @@ InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, b'[physac] Basic demo') InitPhysics() -floor = CreatePhysicsBodyRectangle((SCREEN_WIDTH/2, SCREEN_HEIGHT), 500, 100, 10) +floor = CreatePhysicsBodyRectangle(Vector2(SCREEN_WIDTH/2, SCREEN_HEIGHT), 500, 100, 10) floor.enabled = False -circle = CreatePhysicsBodyCircle((SCREEN_WIDTH/2, SCREEN_HEIGHT/2), 45, 10) +circle = CreatePhysicsBodyCircle(Vector2(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), 45, 10) circle.enabled = False SetTargetFPS(60) @@ -25,15 +29,15 @@ SetTargetFPS(60) while not WindowShouldClose(): # Update # ---------------------------------------------------------------------- + UpdatePhysics() # Update physics system if IsKeyPressed(KEY_R): # Reset physics system - ClosePhysics() - InitPhysics() + ResetPhysics() - floor = CreatePhysicsBodyRectangle((SCREEN_WIDTH/2, SCREEN_HEIGHT), 500, 100, 10) + floor = CreatePhysicsBodyRectangle(Vector2(SCREEN_WIDTH/2, SCREEN_HEIGHT), 500, 100, 10) floor.enabled = False - circle = CreatePhysicsBodyCircle((SCREEN_WIDTH/2, SCREEN_HEIGHT/2), 45, 10) + circle = CreatePhysicsBodyCircle(Vector2(SCREEN_WIDTH/2, SCREEN_HEIGHT/2), 45, 10) circle.enabled = False # Physics body creation inputs diff --git a/examples/shaders/light_system.py b/examples/shaders/light_system.py index f07e483..e43b889 100644 --- a/examples/shaders/light_system.py +++ b/examples/shaders/light_system.py @@ -4,20 +4,20 @@ import raylib as rl class LightSystem: MAX_LIGHTS = 4 #// Max dynamic lights supported by shader lightsCount = 0 - lights: list['Light'] = [] + lights = [] def __init__(self, ambient = [ 0.2, 0.2, 0.2, 1.0 ], *ls): self.shader = rl.LoadShader(b"resources/shaders/fogLight.vs", b"resources/shaders/fogLight.fs"); #// Get some shader loactions - self.shader.locs[rl.SHADER_LOC_MATRIX_MODEL] = rl.GetShaderLocation(self.shader, b"matModel") - self.shader.locs[rl.SHADER_LOC_VECTOR_VIEW] = rl.GetShaderLocation(self.shader, b"viewPos") + self.shader.locs[rl.SHADER_LOC_MATRIX_MODEL] = rl.GetShaderLocation(self.shader, b"matModel"); + self.shader.locs[rl.SHADER_LOC_VECTOR_VIEW] = rl.GetShaderLocation(self.shader, b"viewPos"); #// ambient light level - self.ambientLoc = rl.GetShaderLocation(self.shader, b"ambient") + self.ambientLoc = rl.GetShaderLocation(self.shader, b"ambient"); v = rl.ffi.new("struct Vector4 *", ambient) - rl.SetShaderValue(self.shader, self.ambientLoc, v, rl.SHADER_UNIFORM_VEC4) + rl.SetShaderValue(self.shader, self.ambientLoc, v, rl.SHADER_UNIFORM_VEC4); for light in ls: self.add(light) diff --git a/examples/shaders/resources/shaders/glsl330/write_depth.fs b/examples/shaders/resources/shaders/glsl330/write_depth.fs deleted file mode 100644 index f0e07be..0000000 --- a/examples/shaders/resources/shaders/glsl330/write_depth.fs +++ /dev/null @@ -1,20 +0,0 @@ -#version 330 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; -in vec4 fragColor; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// Output fragment color -out vec4 finalColor; - -void main() -{ - vec4 texelColor = texture(texture0, fragTexCoord); - - finalColor = texelColor*colDiffuse*fragColor; - gl_FragDepth = 1.0 - finalColor.z; -} diff --git a/examples/shaders/shaders_basic_lighting.py b/examples/shaders/shaders_basic_lighting.py index 101c345..ee03684 100755 --- a/examples/shaders/shaders_basic_lighting.py +++ b/examples/shaders/shaders_basic_lighting.py @@ -48,7 +48,7 @@ screenWidth = 1200 screenHeight = 720 rl.SetConfigFlags( - rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE) # Enable Multi Sampling Anti Aliasing 4x (if available) + rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available) rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting") camera = rl.ffi.new('struct Camera3D *', [ diff --git a/examples/shaders/shaders_write_depth.py b/examples/shaders/shaders_write_depth.py deleted file mode 100644 index 4c51249..0000000 --- a/examples/shaders/shaders_write_depth.py +++ /dev/null @@ -1,123 +0,0 @@ -from pyray import * -import raylib as rl - -#------------------------------------------------------------------------------------ -# Define custom functions required for the example -#------------------------------------------------------------------------------------ -# Load custom render texture, create a writable depth texture buffer -def LoadRenderTextureDepthTex(width, height): - - target = RenderTexture() - - target.id = rl_load_framebuffer() # Load an empty framebuffer - - if target.id > 0: - - rl_enable_framebuffer(target.id) - - # Create color texture (default to RGBA) - target.texture.id = rl_load_texture(None, width, height, PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1) - target.texture.width = width - target.texture.height = height - target.texture.format = PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 - target.texture.mipmaps = 1 - - # Create depth texture buffer (instead of raylib default renderbuffer) - target.depth.id = rl_load_texture_depth(width, height, False) - target.depth.width = width - target.depth.height = height - target.depth.format = 19 #DEPTH_COMPONENT_24BIT? - target.depth.mipmaps = 1 - - # Attach color texture and depth texture to FBO - rl_framebuffer_attach(target.id, target.texture.id, rl.RL_ATTACHMENT_COLOR_CHANNEL0, rl.RL_ATTACHMENT_TEXTURE2D, 0) - rl_framebuffer_attach(target.id, target.depth.id, rl.RL_ATTACHMENT_DEPTH, rl.RL_ATTACHMENT_TEXTURE2D, 0) - - # Check if fbo is complete with attachments (valid) - if rl_framebuffer_complete(target.id): - print(f"FBO: [{target.id}] Framebuffer object created successfully") - - rl_disable_framebuffer() - - else: - print("FBO: Framebuffer object can not be created") - - return target - - -# Unload render texture from GPU memory (VRAM) -def UnloadRenderTextureDepthTex(target): - - if target.id > 0: - - # Color texture attached to FBO is deleted - rl_unload_texture(target.texture.id) - rl_unload_texture(target.depth.id) - - # NOTE: Depth texture is automatically - # queried and deleted before deleting framebuffer - rl_unload_framebuffer(target.id) - - - -screenWidth = 800 -screenHeight = 450 - -init_window(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer") - -# The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z` -shader = load_shader("","resources/shaders/glsl330/write_depth.fs") - -# Use Customized function to create writable depth texture buffer -target = LoadRenderTextureDepthTex(screenWidth, screenHeight) - -# Define the camera to look into our 3d world -camera = Camera3D((2.0, 2.0, 3.0),(0.0, 0.5, 0.0),(0.0, 1.0, 0.0),45.0, CameraProjection.CAMERA_PERSPECTIVE) - - -set_target_fps(60) # Set our game to run at 60 frames-per-second -#-------------------------------------------------------------------------------------- - -# Main game loop -while not window_should_close(): # Detect window close button or ESC key - - # Update - #---------------------------------------------------------------------------------- - update_camera(camera, CameraMode.CAMERA_ORBITAL) - #---------------------------------------------------------------------------------- - - # Draw - #---------------------------------------------------------------------------------- - - # Draw into our custom render texture (framebuffer) - begin_texture_mode(target) - clear_background(WHITE) - - begin_mode_3d(camera) - begin_shader_mode(shader) - draw_cube_wires_v((0.0, 0.5, 1.0) , (1.0,1.0, 1.0), RED) - draw_cube_v((0.0, 0.5, 1.0) , (1.0, 1.0, 1.0) , PURPLE) - draw_cube_wires_v((0.0, 0.5, -1.0), (1.0, 1.0, 1.0) , DARKGREEN) - draw_cube_v((0.0, 0.5, -1.0) , (1.0, 1.0, 1.0) , YELLOW) - draw_grid(10, 1.0) - end_shader_mode() - end_mode_3d() - end_texture_mode() - - # Draw into screen our custom render texture - begin_drawing() - clear_background(RAYWHITE) - - draw_texture_rec(target.texture, Rectangle(0, 0, screenWidth, -screenHeight) , (0, 0) , WHITE) - draw_fps(10, 10) - end_drawing() - - -# De-Initialization -#-------------------------------------------------------------------------------------- -UnloadRenderTextureDepthTex(target) -unload_shader(shader) - -close_window() # Close window and OpenGL context - - diff --git a/examples/shapes/shapes_basic_shapes.py b/examples/shapes/shapes_basic_shapes.py index 5f039a3..864346b 100644 --- a/examples/shapes/shapes_basic_shapes.py +++ b/examples/shapes/shapes_basic_shapes.py @@ -1,4 +1,19 @@ import pyray +from raylib.colors import ( + RAYWHITE, + DARKGRAY, + DARKBLUE, + SKYBLUE, + MAROON, + ORANGE, + RED, + VIOLET, + BEIGE, + BROWN, + BLACK, + GREEN, + GOLD +) # Initialization @@ -18,37 +33,37 @@ while not pyray.window_should_close(): # Draw pyray.begin_drawing() - pyray.clear_background(pyray.RAYWHITE) + pyray.clear_background(RAYWHITE) - pyray.draw_text("some basic shapes available on raylib", 20, 20, 20, pyray.DARKGRAY) + pyray.draw_text("some basic shapes available on raylib", 20, 20, 20, DARKGRAY) # Circle shapes and lines - pyray.draw_circle(screenWidth // 5, 120, 35, pyray.DARKBLUE) - pyray.draw_circle_gradient(screenWidth // 5, 220, 60, pyray.GREEN, pyray.SKYBLUE) - pyray.draw_circle_lines(screenWidth // 5, 340, 80, pyray.DARKBLUE) + pyray.draw_circle(screenWidth // 5, 120, 35, DARKBLUE) + pyray.draw_circle_gradient(screenWidth // 5, 220, 60, GREEN, SKYBLUE) + pyray.draw_circle_lines(screenWidth // 5, 340, 80, DARKBLUE) # Rectangle shapes and lines - pyray.draw_rectangle(screenWidth // 4 * 2 - 60, 100, 120, 60, pyray.RED) - pyray.draw_rectangle_gradient_h(screenWidth // 4 * 2 - 90, 170, 180, 130, pyray.MAROON, pyray.GOLD) - pyray.draw_rectangle_lines(screenWidth // 4 * 2 - 40, 320, 80, 60, pyray.ORANGE) + pyray.draw_rectangle(screenWidth // 4 * 2 - 60, 100, 120, 60, RED) + pyray.draw_rectangle_gradient_h(screenWidth // 4 * 2 - 90, 170, 180, 130, MAROON, GOLD) + pyray.draw_rectangle_lines(screenWidth // 4 * 2 - 40, 320, 80, 60, ORANGE) # Triangle shapes and lines pyray.draw_triangle(pyray.Vector2(screenWidth / 4.0 * 3.0, 80.0), pyray.Vector2(screenWidth / 4.0 * 3.0 - 60.0, 150.0), - pyray.Vector2(screenWidth / 4.0 * 3.0 + 60.0, 150.0), pyray.VIOLET) + pyray.Vector2(screenWidth / 4.0 * 3.0 + 60.0, 150.0), VIOLET) pyray.draw_triangle_lines(pyray.Vector2(screenWidth / 4.0 * 3.0, 160.0), pyray.Vector2(screenWidth / 4.0 * 3.0 - 20.0, 230.0), - pyray.Vector2(screenWidth / 4.0 * 3.0 + 20.0, 230.0), pyray.DARKBLUE) + pyray.Vector2(screenWidth / 4.0 * 3.0 + 20.0, 230.0), DARKBLUE) # Polygon shapes and lines - pyray.draw_poly(pyray.Vector2(screenWidth / 4.0 * 3, 330), 6, 80, rotation, pyray.BROWN) - pyray.draw_poly_lines(pyray.Vector2(screenWidth / 4.0 * 3, 330), 6, 90, rotation, pyray.BROWN) - pyray.draw_poly_lines_ex(pyray.Vector2(screenWidth / 4.0 * 3, 330), 6, 85, rotation, 6, pyray.BEIGE) + pyray.draw_poly(pyray.Vector2(screenWidth / 4.0 * 3, 330), 6, 80, rotation, BROWN) + pyray.draw_poly_lines(pyray.Vector2(screenWidth / 4.0 * 3, 330), 6, 90, rotation, BROWN) + pyray.draw_poly_lines_ex(pyray.Vector2(screenWidth / 4.0 * 3, 330), 6, 85, rotation, 6, BEIGE) # NOTE: We draw all LINES based shapes together to optimize internal drawing, # this way, all LINES are rendered in a single draw pass - pyray.draw_line(18, 42, screenWidth - 18, 42, pyray.BLACK) + pyray.draw_line(18, 42, screenWidth - 18, 42, BLACK) pyray.end_drawing() diff --git a/examples/shapes/shapes_bouncing_ball.py b/examples/shapes/shapes_bouncing_ball.py index cc38371..f0e60f2 100644 --- a/examples/shapes/shapes_bouncing_ball.py +++ b/examples/shapes/shapes_bouncing_ball.py @@ -17,7 +17,7 @@ pyray.set_target_fps(60) # Main game loop while not pyray.window_should_close(): # Update - if pyray.is_key_pressed(pyray.KeyboardKey.KEY_SPACE): + if pyray.is_key_pressed(pyray.KEY_SPACE): pause = not pause if not pause: diff --git a/examples/shapes/shapes_draw_rounded_rectangle_incomplete.py b/examples/shapes/shapes_draw_rounded_rectangle_incomplete.py index d20d98b..078b083 100644 --- a/examples/shapes/shapes_draw_rounded_rectangle_incomplete.py +++ b/examples/shapes/shapes_draw_rounded_rectangle_incomplete.py @@ -12,6 +12,13 @@ #********************************************************************************************/ import pyray +from raylib.colors import ( + RAYWHITE, + LIGHTGRAY, + DARKGRAY, + GOLD, + MAROON, +) SCREEN_WIDTH = 800 @@ -43,17 +50,17 @@ while not pyray.window_should_close(): #// Detect window close button or ESC ke #// Draw #//---------------------------------------------------------------------------------- pyray.begin_drawing() - pyray.clear_background(pyray.RAYWHITE) + pyray.clear_background(RAYWHITE) - pyray.draw_line(560,0,560,pyray.get_screen_height(),pyray.fade(pyray.LIGHTGRAY,0.6)) - pyray.draw_rectangle(560,0,pyray.get_screen_width()-500,pyray.get_screen_height(),pyray.fade(pyray.LIGHTGRAY,0.3)) + pyray.draw_line(560,0,560,pyray.get_screen_height(),pyray.fade(LIGHTGRAY,0.6)) + pyray.draw_rectangle(560,0,pyray.get_screen_width()-500,pyray.get_screen_height(),pyray.fade(LIGHTGRAY,0.3)) if drawRect: - pyray.draw_rectangle_rec(rec,pyray.fade(pyray.GOLD,0.6)) + pyray.draw_rectangle_rec(rec,pyray.fade(GOLD,0.6)) if drawRoundedRect: - pyray.draw_rectangle_rounded(rec,roundness,segments,pyray.fade(pyray.MAROON,0.2)) + pyray.draw_rectangle_rounded(rec,roundness,segments,pyray.fade(MAROON,0.2)) if drawRoundedLines: - pyray.draw_rectangle_rounded_lines(rec,roundness,segments,pyray.fade(pyray.MAROON,0.4)) + pyray.draw_rectangle_rounded_lines(rec,roundness,segments,lineThick,pyray.fade(MAROON,0.4)) #// Draw GUI controls #//------------------------------------------------------------------------------ @@ -72,7 +79,7 @@ while not pyray.window_should_close(): #// Detect window close button or ESC ke # drawRect = pyray.gui_check_box(pyray.Rectangle(640,380,20,20),"DrawRect",drawRect) #//------------------------------------------------------------------------------ - pyray.draw_text( "MANUAL" if segments >= 4 else "AUTO" , 640, 280, 10, pyray.MAROON if segments >= 4 else pyray.DARKGRAY) + pyray.draw_text( "MANUAL" if segments >= 4 else "AUTO" , 640, 280, 10, MAROON if segments >= 4 else DARKGRAY) pyray.draw_fps(10,10) pyray.end_drawing() #//------------------------------------------------------------------------------ diff --git a/examples/shapes/shapes_following_eyes.py b/examples/shapes/shapes_following_eyes.py index 66568eb..5f99e0e 100644 --- a/examples/shapes/shapes_following_eyes.py +++ b/examples/shapes/shapes_following_eyes.py @@ -5,7 +5,13 @@ raylib [shapes] example - Following Eyes """ from pyray import * - +from raylib.colors import ( + RAYWHITE, + BROWN, + BLACK, + LIGHTGRAY, + DARKGREEN, +) from math import ( atan2, cos, diff --git a/examples/shapes/shapes_lines_bezier.py b/examples/shapes/shapes_lines_bezier.py index 2b3d0af..c3c0952 100644 --- a/examples/shapes/shapes_lines_bezier.py +++ b/examples/shapes/shapes_lines_bezier.py @@ -5,6 +5,11 @@ raylib [shapes] example - Lines Bezier """ from pyray import * +from raylib.colors import ( + RAYWHITE, + GRAY, + RED +) # ------------------------------------------------------------------------------------ diff --git a/examples/shapes/shapes_logo_raylib.py b/examples/shapes/shapes_logo_raylib.py index 77579fc..d91bc0b 100644 --- a/examples/shapes/shapes_logo_raylib.py +++ b/examples/shapes/shapes_logo_raylib.py @@ -4,7 +4,11 @@ raylib [shapes] example - Logo Raylib """ from pyray import * - +from raylib.colors import ( + RAYWHITE, + BLACK, + GRAY +) # Initialization screenWidth = 800 diff --git a/examples/textures/textures_bunnymark.py b/examples/textures/textures_bunnymark.py index 0b8c7c2..d30c460 100644 --- a/examples/textures/textures_bunnymark.py +++ b/examples/textures/textures_bunnymark.py @@ -38,9 +38,9 @@ bunnies = [] for i in range(0, MAX_BUNNIES): bunnies.append(Bunny()) -bunniesCount = 0 # Bunnies counter +bunniesCount = 0; # Bunnies counter -SetTargetFPS(60) # Set our game to run at 60 frames-per-second +SetTargetFPS(60); # Set our game to run at 60 frames-per-second #//-------------------------------------------------------------------------------------- #// Main game loop @@ -63,8 +63,8 @@ while not WindowShouldClose(): #// Detect window close button or ESC key # // Update bunnies for i in range(0, bunniesCount): - bunnies[i].position.x += bunnies[i].speed.x - bunnies[i].position.y += bunnies[i].speed.y + bunnies[i].position.x += bunnies[i].speed.x; + bunnies[i].position.y += bunnies[i].speed.y; if ((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) or ((bunnies[i].position.x + texBunny.width/2) < 0): bunnies[i].speed.x *= -1 @@ -104,7 +104,7 @@ while not WindowShouldClose(): #// Detect window close button or ESC key #//-------------------------------------------------------------------------------------- -UnloadTexture(texBunny) #Unload bunny texture +UnloadTexture(texBunny); #Unload bunny texture CloseWindow() # Close window and OpenGL context #//-------------------------------------------------------------------------------------- diff --git a/examples/textures/textures_bunnymark_more_pythonic.py b/examples/textures/textures_bunnymark_more_pythonic.py index 9792da8..19768af 100644 --- a/examples/textures/textures_bunnymark_more_pythonic.py +++ b/examples/textures/textures_bunnymark_more_pythonic.py @@ -36,9 +36,9 @@ bunnies = [] for i in range(0, MAX_BUNNIES): bunnies.append(Bunny()) -bunniesCount = 0 # Bunnies counter +bunniesCount = 0; # Bunnies counter -SetTargetFPS(60) # Set our game to run at 60 frames-per-second +SetTargetFPS(60); # Set our game to run at 60 frames-per-second #//-------------------------------------------------------------------------------------- #// Main game loop diff --git a/examples/textures/textures_mouse_painting.py b/examples/textures/textures_mouse_painting.py index 787b332..9cf45c0 100644 --- a/examples/textures/textures_mouse_painting.py +++ b/examples/textures/textures_mouse_painting.py @@ -4,6 +4,16 @@ raylib [texture] example - Mouse Painting """ from pyray import * +from raylib.colors import * +from raylib import ( + KEY_RIGHT, + KEY_LEFT, + MOUSE_BUTTON_LEFT, + KEY_C, + GESTURE_DRAG, + MOUSE_BUTTON_RIGHT, + KEY_S +) MAX_COLORS_COUNT = 23 # Number of colors available @@ -52,9 +62,9 @@ while not window_should_close(): # Detect window close button or ESC key mousePos = get_mouse_position() # Move between colors with keys - if is_key_pressed(KeyboardKey.KEY_RIGHT): + if is_key_pressed(KEY_RIGHT): colorSelected += 1 - elif is_key_pressed(KeyboardKey.KEY_LEFT): + elif is_key_pressed(KEY_LEFT): colorSelected -= 1 if colorSelected >= MAX_COLORS_COUNT: @@ -70,7 +80,7 @@ while not window_should_close(): # Detect window close button or ESC key else: colorMouseHover = -1 - if colorMouseHover >= 0 and is_mouse_button_pressed(MouseButton.MOUSE_BUTTON_LEFT): + if colorMouseHover >= 0 and is_mouse_button_pressed(MOUSE_BUTTON_LEFT): colorSelected = colorMouseHover colorSelectedPrev = colorSelected @@ -79,13 +89,13 @@ while not window_should_close(): # Detect window close button or ESC key if brushSize < 2: brushSize = 2 if brushSize > 50: brushSize = 50 - if is_key_pressed(KeyboardKey.KEY_C): + if is_key_pressed(KEY_C): # Clear render texture to clear color begin_texture_mode(target) clear_background(colors[0]) end_texture_mode() - if is_mouse_button_pressed(MouseButton.MOUSE_BUTTON_LEFT) or get_gesture_detected() == Gesture.GESTURE_DRAG: + if is_mouse_button_pressed(MOUSE_BUTTON_LEFT) or get_gesture_detected() == GESTURE_DRAG: # Paint circle into render texture # NOTE: To avoid discontinuous circles, we could store @@ -94,7 +104,7 @@ while not window_should_close(): # Detect window close button or ESC key if mousePos.y > 50: draw_circle(int(mousePos.x), int(mousePos.y), brushSize, colors[colorSelected]) end_texture_mode() - if is_mouse_button_down(MouseButton.MOUSE_BUTTON_RIGHT): + if is_mouse_button_down(MOUSE_BUTTON_RIGHT): if not mouseWasPressed: colorSelectedPrev = colorSelected @@ -107,7 +117,7 @@ while not window_should_close(): # Detect window close button or ESC key if mousePos.y > 50: draw_circle(int(mousePos.x), int(mousePos.y), brushSize, colors[0]) end_texture_mode() - elif is_mouse_button_released(MouseButton.MOUSE_BUTTON_RIGHT) and mouseWasPressed: + elif is_mouse_button_released(MOUSE_BUTTON_RIGHT) and mouseWasPressed: colorSelected = colorSelectedPrev mouseWasPressed = False @@ -120,7 +130,7 @@ while not window_should_close(): # Detect window close button or ESC key # Image saving logic # NOTE: Saving painted texture to a default named image - if (btnSaveMouseHover and is_mouse_button_released(MouseButton.MOUSE_BUTTON_LEFT)) or is_key_pressed(KeyboardKey.KEY_S): + if (btnSaveMouseHover and is_mouse_button_released(MOUSE_BUTTON_LEFT)) or is_key_pressed(KEY_S): image = load_image_from_texture(target.texture) image_flip_vertical(image) export_image(image, "my_amazing_texture_painting.png") @@ -147,7 +157,7 @@ while not window_should_close(): # Detect window close button or ESC key # Draw drawing circle for reference if mousePos.y > 50: - if is_mouse_button_down(MouseButton.MOUSE_BUTTON_RIGHT): + if is_mouse_button_down(MOUSE_BUTTON_RIGHT): draw_circle_lines(int(mousePos.x), int(mousePos.y), brushSize, GRAY) else: draw_circle(get_mouse_x(), get_mouse_y(), brushSize, colors[colorSelected]) diff --git a/examples/textures/textures_sprite_anim.py b/examples/textures/textures_sprite_anim.py deleted file mode 100644 index c2b9788..0000000 --- a/examples/textures/textures_sprite_anim.py +++ /dev/null @@ -1,78 +0,0 @@ -# Tested with version: 5.5.0.2 -# by @Lightnet - -from pyray import * - - -currentFrame = 0 -framesCounter = 0 -framesSpeed = 8 -# Initialization -SCREEN_WIDTH = 800 -SCREEN_HEIGHT = 450 - -MAX_FRAME_SPEED = 15 -MIN_FRAME_SPEED = 1 - -init_window(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [texture] example - sprite anim") - -#need to set in case of animation snyc -set_target_fps(60) # Set our game to run at 60 frames-per-second - -scarfy = load_texture("resources/scarfy.png") # Texture loading - -frameRec = Rectangle(0.0, 0.0, scarfy.width/6, scarfy.height) - -position = Vector2(350.0, 280.0) - -# Main game loop -while not window_should_close(): # Detect window close button or ESC key - - framesCounter += 1 - - if framesCounter >= 60/framesSpeed: - framesCounter = 0 - currentFrame += 1 - if currentFrame > 5: - currentFrame = 0 - - frameRec.x = float(currentFrame) * float(scarfy.width/6) - # Control speed animation - if (is_key_pressed(KeyboardKey.KEY_RIGHT)): - framesSpeed += 1 - elif is_key_pressed(KeyboardKey.KEY_LEFT): - framesSpeed -= 1 - - if framesSpeed > MAX_FRAME_SPEED: - framesSpeed = MAX_FRAME_SPEED - elif framesSpeed < MIN_FRAME_SPEED: - framesSpeed = MIN_FRAME_SPEED - - begin_drawing() - - clear_background(RAYWHITE) - #draw sheet block - draw_rectangle_lines(15, 40, scarfy.width, scarfy.height, LIME) - #draw current frame render - draw_rectangle_lines(15 + int(frameRec.x), 40 + int(frameRec.y), int(frameRec.width), int(frameRec.height), RED) - draw_text("FRAME SPEED: ", 165, 210, 10, DARKGRAY) - draw_text(f" FPS {framesSpeed}", 575, 210, 10, DARKGRAY) #format string - draw_text("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 240, 10, DARKGRAY) - #display bar framesSpeed cap - for i in range(MAX_FRAME_SPEED): - if i < framesSpeed: - draw_rectangle(250 + 21*i, 205, 20, 20, RED) - draw_rectangle_lines(250 + 21*i, 205, 20, 20, MAROON) - #draw sprite sheet texture - draw_texture(scarfy, 15, 40, WHITE) - #draw sprite animation - draw_texture_rec(scarfy, frameRec, position,WHITE) - - draw_text("(c) Scarfy sprite by Eiden Marsal", SCREEN_WIDTH - 200, SCREEN_HEIGHT - 20, 10, GRAY) - - end_drawing() - -# De-Initialization -unload_texture(scarfy) - -close_window() # Close window and OpenGL context diff --git a/examples/textures/textures_to_image.py b/examples/textures/textures_to_image.py index 87ec5ab..9b713a7 100644 --- a/examples/textures/textures_to_image.py +++ b/examples/textures/textures_to_image.py @@ -39,8 +39,6 @@ while not window_should_close(): # Detect window close button or ESC key clear_background(RAYWHITE) - texture.width - draw_texture(texture, int(screenWidth/2 - texture.width/2), int(screenHeight/2 - texture.height/2), WHITE) draw_text("this IS a texture loaded from an image!", 300, 370, 10, GRAY) diff --git a/make_docs.sh b/make_docs.sh index fa748bc..9ca6ee5 100755 --- a/make_docs.sh +++ b/make_docs.sh @@ -12,12 +12,12 @@ cd ../.. echo "installing raylib headers to /usr/local/include" -sudo cp -v ./raylib-c/src/raylib.h /usr/local/include/ -sudo cp -v ./raylib-c/src/rlgl.h /usr/local/include/ -sudo cp -v ./raylib-c/src/raymath.h /usr/local/include/ -sudo cp -v ./raygui/src/raygui.h /usr/local/include/ -sudo cp -v ./physac/src/physac.h /usr/local/include/ -sudo cp -rv ./raylib-c/src/external/glfw/include/GLFW /usr/local/include/ +sudo cp ./raylib-c/src/raylib.h /usr/local/include/ +sudo cp ./raylib-c/src/rlgl.h /usr/local/include/ +sudo cp ./raylib-c/src/raymath.h /usr/local/include/ +sudo cp ./raygui/src/raygui.h /usr/local/include/ +sudo cp ./physac/src/physac.h /usr/local/include/ +sudo cp -r ./raylib-c/src/external/glfw/include/GLFW /usr/local/include/ echo "building raylib_parser" @@ -45,15 +45,17 @@ python3 create_enums.py > dynamic/raylib/enums.py echo "creating defines.py" -python3 create_define_consts.py | awk '!seen[$0]++' > raylib/defines.py -python3 create_define_consts.py | awk '!seen[$0]++' > dynamic/raylib/defines.py +python3 create_define_consts.py > raylib/defines.py +python3 create_define_consts.py > dynamic/raylib/defines.py echo "creating pyi files" python3 create_stub_pyray.py > pyray/__init__.pyi +python3 create_enums.py >> pyray/__init__.pyi + python3 create_stub_static.py >raylib/__init__.pyi -python3 create_stub_static.py >dynamic/raylib/__init__.pyi + echo "installing sphinx modules" diff --git a/physac b/physac index 587b639..4a8e17f 160000 --- a/physac +++ b/physac @@ -1 +1 @@ -Subproject commit 587b63926010593eedf29ef74e3aa22c1a507925 +Subproject commit 4a8e17f263fb8e1150b3fbafc96f880c7d7a4833 diff --git a/pyray/__init__.py b/pyray/__init__.py index 4a28587..4cb44ba 100644 --- a/pyray/__init__.py +++ b/pyray/__init__.py @@ -29,8 +29,9 @@ current_module = __import__(__name__) def _underscore(word: str) -> str: - word = re.sub('2D$', '_2d', word) - word = re.sub('3D$', '_3d', word) + """ + from inflection + """ word = re.sub(r"([A-Z]+)([A-Z][a-z])", r'\1_\2', word) word = re.sub(r"([a-z\d])([A-Z])", r'\1_\2', word) word = word.replace("-", "_") @@ -126,7 +127,7 @@ def _make_struct_constructor_function(struct): or isinstance(arg, (array, bytes, bytearray, memoryview)))): arg = ffi.from_buffer(field[1].type, arg) modified_args.append(arg) - s = ffi.new(f"{struct} *", modified_args)[0] + s = ffi.new(f"struct {struct} *", modified_args)[0] global_weakkeydict[s] = modified_args return s @@ -135,7 +136,7 @@ def _make_struct_constructor_function(struct): for name, attr in getmembers(rl): # print(name, attr) - uname = _underscore(name) + uname = _underscore(name).replace('3_d', '_3d').replace('2_d', '_2d') if isbuiltin(attr) or str(type(attr)) == "" or str( type(attr)) == "": # print(attr.__call__) diff --git a/pyray/__init__.pyi b/pyray/__init__.pyi index e8e8acb..50541cf 100644 --- a/pyray/__init__.pyi +++ b/pyray/__init__.pyi @@ -1,5 +1,3628 @@ -class ConfigFlags(int): - """System/Window config flags.""" +from typing import Any + + + +def attach_audio_mixed_processor(processor: Any,) -> None: + """Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'""" + ... +def attach_audio_stream_processor(stream: AudioStream,processor: Any,) -> None: + """Attach audio stream processor to stream, receives the samples as 'float'""" + ... +def begin_blend_mode(mode: int,) -> None: + """Begin blending mode (alpha, additive, multiplied, subtract, custom)""" + ... +def begin_drawing() -> None: + """Setup canvas (framebuffer) to start drawing""" + ... +def begin_mode_2d(camera: Camera2D,) -> None: + """Begin 2D mode with custom camera (2D)""" + ... +def begin_mode_3d(camera: Camera3D,) -> None: + """Begin 3D mode with custom camera (3D)""" + ... +def begin_scissor_mode(x: int,y: int,width: int,height: int,) -> None: + """Begin scissor mode (define screen area for following drawing)""" + ... +def begin_shader_mode(shader: Shader,) -> None: + """Begin custom shader drawing""" + ... +def begin_texture_mode(target: RenderTexture,) -> None: + """Begin drawing to render texture""" + ... +def begin_vr_stereo_mode(config: VrStereoConfig,) -> None: + """Begin stereo rendering (requires VR simulator)""" + ... +def change_directory(dir: str,) -> bool: + """Change working directory, return true on success""" + ... +def check_collision_box_sphere(box: BoundingBox,center: Vector3,radius: float,) -> bool: + """Check collision between box and sphere""" + ... +def check_collision_boxes(box1: BoundingBox,box2: BoundingBox,) -> bool: + """Check collision between two bounding boxes""" + ... +def check_collision_circle_line(center: Vector2,radius: float,p1: Vector2,p2: Vector2,) -> bool: + """Check if circle collides with a line created betweeen two points [p1] and [p2]""" + ... +def check_collision_circle_rec(center: Vector2,radius: float,rec: Rectangle,) -> bool: + """Check collision between circle and rectangle""" + ... +def check_collision_circles(center1: Vector2,radius1: float,center2: Vector2,radius2: float,) -> bool: + """Check collision between two circles""" + ... +def check_collision_lines(startPos1: Vector2,endPos1: Vector2,startPos2: Vector2,endPos2: Vector2,collisionPoint: Any,) -> bool: + """Check the collision between two lines defined by two points each, returns collision point by reference""" + ... +def check_collision_point_circle(point: Vector2,center: Vector2,radius: float,) -> bool: + """Check if point is inside circle""" + ... +def check_collision_point_line(point: Vector2,p1: Vector2,p2: Vector2,threshold: int,) -> bool: + """Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]""" + ... +def check_collision_point_poly(point: Vector2,points: Any,pointCount: int,) -> bool: + """Check if point is within a polygon described by array of vertices""" + ... +def check_collision_point_rec(point: Vector2,rec: Rectangle,) -> bool: + """Check if point is inside rectangle""" + ... +def check_collision_point_triangle(point: Vector2,p1: Vector2,p2: Vector2,p3: Vector2,) -> bool: + """Check if point is inside a triangle""" + ... +def check_collision_recs(rec1: Rectangle,rec2: Rectangle,) -> bool: + """Check collision between two rectangles""" + ... +def check_collision_spheres(center1: Vector3,radius1: float,center2: Vector3,radius2: float,) -> bool: + """Check collision between two spheres""" + ... +def clamp(value: float,min_1: float,max_2: float,) -> float: + """""" + ... +def clear_background(color: Color,) -> None: + """Set background color (framebuffer clear color)""" + ... +def clear_window_state(flags: int,) -> None: + """Clear window configuration state flags""" + ... +def close_audio_device() -> None: + """Close the audio device and context""" + ... +def close_physics() -> None: + """Close physics system and unload used memory""" + ... +def close_window() -> None: + """Close window and unload OpenGL context""" + ... +def codepoint_to_utf8(codepoint: int,utf8Size: Any,) -> str: + """Encode one codepoint into UTF-8 byte array (array length returned as parameter)""" + ... +def color_alpha(color: Color,alpha: float,) -> Color: + """Get color with alpha applied, alpha goes from 0.0f to 1.0f""" + ... +def color_alpha_blend(dst: Color,src: Color,tint: Color,) -> Color: + """Get src alpha-blended into dst color with tint""" + ... +def color_brightness(color: Color,factor: float,) -> Color: + """Get color with brightness correction, brightness factor goes from -1.0f to 1.0f""" + ... +def color_contrast(color: Color,contrast: float,) -> Color: + """Get color with contrast correction, contrast values between -1.0f and 1.0f""" + ... +def color_from_hsv(hue: float,saturation: float,value: float,) -> Color: + """Get a Color from HSV values, hue [0..360], saturation/value [0..1]""" + ... +def color_from_normalized(normalized: Vector4,) -> Color: + """Get Color from normalized values [0..1]""" + ... +def color_is_equal(col1: Color,col2: Color,) -> bool: + """Check if two colors are equal""" + ... +def color_lerp(color1: Color,color2: Color,factor: float,) -> Color: + """Get color lerp interpolation between two colors, factor [0.0f..1.0f]""" + ... +def color_normalize(color: Color,) -> Vector4: + """Get Color normalized as float [0..1]""" + ... +def color_tint(color: Color,tint: Color,) -> Color: + """Get color multiplied with another color""" + ... +def color_to_hsv(color: Color,) -> Vector3: + """Get HSV values for a Color, hue [0..360], saturation/value [0..1]""" + ... +def color_to_int(color: Color,) -> int: + """Get hexadecimal value for a Color (0xRRGGBBAA)""" + ... +def compress_data(data: str,dataSize: int,compDataSize: Any,) -> str: + """Compress data (DEFLATE algorithm), memory must be MemFree()""" + ... +def compute_crc32(data: str,dataSize: int,) -> int: + """Compute CRC32 hash code""" + ... +def compute_md5(data: str,dataSize: int,) -> Any: + """Compute MD5 hash code, returns static int[4] (16 bytes)""" + ... +def create_physics_body_circle(pos: Vector2,radius: float,density: float,) -> Any: + """Creates a new circle physics body with generic parameters""" + ... +def create_physics_body_polygon(pos: Vector2,radius: float,sides: int,density: float,) -> Any: + """Creates a new polygon physics body with generic parameters""" + ... +def create_physics_body_rectangle(pos: Vector2,width: float,height: float,density: float,) -> Any: + """Creates a new rectangle physics body with generic parameters""" + ... +def decode_data_base64(data: str,outputSize: Any,) -> str: + """Decode Base64 string data, memory must be MemFree()""" + ... +def decompress_data(compData: str,compDataSize: int,dataSize: Any,) -> str: + """Decompress data (DEFLATE algorithm), memory must be MemFree()""" + ... +def destroy_physics_body(body: Any,) -> None: + """Destroy a physics body""" + ... +def detach_audio_mixed_processor(processor: Any,) -> None: + """Detach audio stream processor from the entire audio pipeline""" + ... +def detach_audio_stream_processor(stream: AudioStream,processor: Any,) -> None: + """Detach audio stream processor from stream""" + ... +def directory_exists(dirPath: str,) -> bool: + """Check if a directory path exists""" + ... +def disable_cursor() -> None: + """Disables cursor (lock cursor)""" + ... +def disable_event_waiting() -> None: + """Disable waiting for events on EndDrawing(), automatic events polling""" + ... +def draw_billboard(camera: Camera3D,texture: Texture,position: Vector3,scale: float,tint: Color,) -> None: + """Draw a billboard texture""" + ... +def draw_billboard_pro(camera: Camera3D,texture: Texture,source: Rectangle,position: Vector3,up: Vector3,size: Vector2,origin: Vector2,rotation: float,tint: Color,) -> None: + """Draw a billboard texture defined by source and rotation""" + ... +def draw_billboard_rec(camera: Camera3D,texture: Texture,source: Rectangle,position: Vector3,size: Vector2,tint: Color,) -> None: + """Draw a billboard texture defined by source""" + ... +def draw_bounding_box(box: BoundingBox,color: Color,) -> None: + """Draw bounding box (wires)""" + ... +def draw_capsule(startPos: Vector3,endPos: Vector3,radius: float,slices: int,rings: int,color: Color,) -> None: + """Draw a capsule with the center of its sphere caps at startPos and endPos""" + ... +def draw_capsule_wires(startPos: Vector3,endPos: Vector3,radius: float,slices: int,rings: int,color: Color,) -> None: + """Draw capsule wireframe with the center of its sphere caps at startPos and endPos""" + ... +def draw_circle(centerX: int,centerY: int,radius: float,color: Color,) -> None: + """Draw a color-filled circle""" + ... +def draw_circle_3d(center: Vector3,radius: float,rotationAxis: Vector3,rotationAngle: float,color: Color,) -> None: + """Draw a circle in 3D world space""" + ... +def draw_circle_gradient(centerX: int,centerY: int,radius: float,inner: Color,outer: Color,) -> None: + """Draw a gradient-filled circle""" + ... +def draw_circle_lines(centerX: int,centerY: int,radius: float,color: Color,) -> None: + """Draw circle outline""" + ... +def draw_circle_lines_v(center: Vector2,radius: float,color: Color,) -> None: + """Draw circle outline (Vector version)""" + ... +def draw_circle_sector(center: Vector2,radius: float,startAngle: float,endAngle: float,segments: int,color: Color,) -> None: + """Draw a piece of a circle""" + ... +def draw_circle_sector_lines(center: Vector2,radius: float,startAngle: float,endAngle: float,segments: int,color: Color,) -> None: + """Draw circle sector outline""" + ... +def draw_circle_v(center: Vector2,radius: float,color: Color,) -> None: + """Draw a color-filled circle (Vector version)""" + ... +def draw_cube(position: Vector3,width: float,height: float,length: float,color: Color,) -> None: + """Draw cube""" + ... +def draw_cube_v(position: Vector3,size: Vector3,color: Color,) -> None: + """Draw cube (Vector version)""" + ... +def draw_cube_wires(position: Vector3,width: float,height: float,length: float,color: Color,) -> None: + """Draw cube wires""" + ... +def draw_cube_wires_v(position: Vector3,size: Vector3,color: Color,) -> None: + """Draw cube wires (Vector version)""" + ... +def draw_cylinder(position: Vector3,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color,) -> None: + """Draw a cylinder/cone""" + ... +def draw_cylinder_ex(startPos: Vector3,endPos: Vector3,startRadius: float,endRadius: float,sides: int,color: Color,) -> None: + """Draw a cylinder with base at startPos and top at endPos""" + ... +def draw_cylinder_wires(position: Vector3,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color,) -> None: + """Draw a cylinder/cone wires""" + ... +def draw_cylinder_wires_ex(startPos: Vector3,endPos: Vector3,startRadius: float,endRadius: float,sides: int,color: Color,) -> None: + """Draw a cylinder wires with base at startPos and top at endPos""" + ... +def draw_ellipse(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color,) -> None: + """Draw ellipse""" + ... +def draw_ellipse_lines(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color,) -> None: + """Draw ellipse outline""" + ... +def draw_fps(posX: int,posY: int,) -> None: + """Draw current FPS""" + ... +def draw_grid(slices: int,spacing: float,) -> None: + """Draw a grid (centered at (0, 0, 0))""" + ... +def draw_line(startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color,) -> None: + """Draw a line""" + ... +def draw_line_3d(startPos: Vector3,endPos: Vector3,color: Color,) -> None: + """Draw a line in 3D world space""" + ... +def draw_line_bezier(startPos: Vector2,endPos: Vector2,thick: float,color: Color,) -> None: + """Draw line segment cubic-bezier in-out interpolation""" + ... +def draw_line_ex(startPos: Vector2,endPos: Vector2,thick: float,color: Color,) -> None: + """Draw a line (using triangles/quads)""" + ... +def draw_line_strip(points: Any,pointCount: int,color: Color,) -> None: + """Draw lines sequence (using gl lines)""" + ... +def draw_line_v(startPos: Vector2,endPos: Vector2,color: Color,) -> None: + """Draw a line (using gl lines)""" + ... +def draw_mesh(mesh: Mesh,material: Material,transform: Matrix,) -> None: + """Draw a 3d mesh with material and transform""" + ... +def draw_mesh_instanced(mesh: Mesh,material: Material,transforms: Any,instances: int,) -> None: + """Draw multiple mesh instances with material and different transforms""" + ... +def draw_model(model: Model,position: Vector3,scale: float,tint: Color,) -> None: + """Draw a model (with texture if set)""" + ... +def draw_model_ex(model: Model,position: Vector3,rotationAxis: Vector3,rotationAngle: float,scale: Vector3,tint: Color,) -> None: + """Draw a model with extended parameters""" + ... +def draw_model_points(model: Model,position: Vector3,scale: float,tint: Color,) -> None: + """Draw a model as points""" + ... +def draw_model_points_ex(model: Model,position: Vector3,rotationAxis: Vector3,rotationAngle: float,scale: Vector3,tint: Color,) -> None: + """Draw a model as points with extended parameters""" + ... +def draw_model_wires(model: Model,position: Vector3,scale: float,tint: Color,) -> None: + """Draw a model wires (with texture if set)""" + ... +def draw_model_wires_ex(model: Model,position: Vector3,rotationAxis: Vector3,rotationAngle: float,scale: Vector3,tint: Color,) -> None: + """Draw a model wires (with texture if set) with extended parameters""" + ... +def draw_pixel(posX: int,posY: int,color: Color,) -> None: + """Draw a pixel using geometry [Can be slow, use with care]""" + ... +def draw_pixel_v(position: Vector2,color: Color,) -> None: + """Draw a pixel using geometry (Vector version) [Can be slow, use with care]""" + ... +def draw_plane(centerPos: Vector3,size: Vector2,color: Color,) -> None: + """Draw a plane XZ""" + ... +def draw_point_3d(position: Vector3,color: Color,) -> None: + """Draw a point in 3D space, actually a small line""" + ... +def draw_poly(center: Vector2,sides: int,radius: float,rotation: float,color: Color,) -> None: + """Draw a regular polygon (Vector version)""" + ... +def draw_poly_lines(center: Vector2,sides: int,radius: float,rotation: float,color: Color,) -> None: + """Draw a polygon outline of n sides""" + ... +def draw_poly_lines_ex(center: Vector2,sides: int,radius: float,rotation: float,lineThick: float,color: Color,) -> None: + """Draw a polygon outline of n sides with extended parameters""" + ... +def draw_ray(ray: Ray,color: Color,) -> None: + """Draw a ray line""" + ... +def draw_rectangle(posX: int,posY: int,width: int,height: int,color: Color,) -> None: + """Draw a color-filled rectangle""" + ... +def draw_rectangle_gradient_ex(rec: Rectangle,topLeft: Color,bottomLeft: Color,topRight: Color,bottomRight: Color,) -> None: + """Draw a gradient-filled rectangle with custom vertex colors""" + ... +def draw_rectangle_gradient_h(posX: int,posY: int,width: int,height: int,left: Color,right: Color,) -> None: + """Draw a horizontal-gradient-filled rectangle""" + ... +def draw_rectangle_gradient_v(posX: int,posY: int,width: int,height: int,top: Color,bottom: Color,) -> None: + """Draw a vertical-gradient-filled rectangle""" + ... +def draw_rectangle_lines(posX: int,posY: int,width: int,height: int,color: Color,) -> None: + """Draw rectangle outline""" + ... +def draw_rectangle_lines_ex(rec: Rectangle,lineThick: float,color: Color,) -> None: + """Draw rectangle outline with extended parameters""" + ... +def draw_rectangle_pro(rec: Rectangle,origin: Vector2,rotation: float,color: Color,) -> None: + """Draw a color-filled rectangle with pro parameters""" + ... +def draw_rectangle_rec(rec: Rectangle,color: Color,) -> None: + """Draw a color-filled rectangle""" + ... +def draw_rectangle_rounded(rec: Rectangle,roundness: float,segments: int,color: Color,) -> None: + """Draw rectangle with rounded edges""" + ... +def draw_rectangle_rounded_lines(rec: Rectangle,roundness: float,segments: int,color: Color,) -> None: + """Draw rectangle lines with rounded edges""" + ... +def draw_rectangle_rounded_lines_ex(rec: Rectangle,roundness: float,segments: int,lineThick: float,color: Color,) -> None: + """Draw rectangle with rounded edges outline""" + ... +def draw_rectangle_v(position: Vector2,size: Vector2,color: Color,) -> None: + """Draw a color-filled rectangle (Vector version)""" + ... +def draw_ring(center: Vector2,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color,) -> None: + """Draw ring""" + ... +def draw_ring_lines(center: Vector2,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color,) -> None: + """Draw ring outline""" + ... +def draw_sphere(centerPos: Vector3,radius: float,color: Color,) -> None: + """Draw sphere""" + ... +def draw_sphere_ex(centerPos: Vector3,radius: float,rings: int,slices: int,color: Color,) -> None: + """Draw sphere with extended parameters""" + ... +def draw_sphere_wires(centerPos: Vector3,radius: float,rings: int,slices: int,color: Color,) -> None: + """Draw sphere wires""" + ... +def draw_spline_basis(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: B-Spline, minimum 4 points""" + ... +def draw_spline_bezier_cubic(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]""" + ... +def draw_spline_bezier_quadratic(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]""" + ... +def draw_spline_catmull_rom(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: Catmull-Rom, minimum 4 points""" + ... +def draw_spline_linear(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: Linear, minimum 2 points""" + ... +def draw_spline_segment_basis(p1: Vector2,p2: Vector2,p3: Vector2,p4: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: B-Spline, 4 points""" + ... +def draw_spline_segment_bezier_cubic(p1: Vector2,c2: Vector2,c3: Vector2,p4: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: Cubic Bezier, 2 points, 2 control points""" + ... +def draw_spline_segment_bezier_quadratic(p1: Vector2,c2: Vector2,p3: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: Quadratic Bezier, 2 points, 1 control point""" + ... +def draw_spline_segment_catmull_rom(p1: Vector2,p2: Vector2,p3: Vector2,p4: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: Catmull-Rom, 4 points""" + ... +def draw_spline_segment_linear(p1: Vector2,p2: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: Linear, 2 points""" + ... +def draw_text(text: str,posX: int,posY: int,fontSize: int,color: Color,) -> None: + """Draw text (using default font)""" + ... +def draw_text_codepoint(font: Font,codepoint: int,position: Vector2,fontSize: float,tint: Color,) -> None: + """Draw one character (codepoint)""" + ... +def draw_text_codepoints(font: Font,codepoints: Any,codepointCount: int,position: Vector2,fontSize: float,spacing: float,tint: Color,) -> None: + """Draw multiple character (codepoint)""" + ... +def draw_text_ex(font: Font,text: str,position: Vector2,fontSize: float,spacing: float,tint: Color,) -> None: + """Draw text using font and additional parameters""" + ... +def draw_text_pro(font: Font,text: str,position: Vector2,origin: Vector2,rotation: float,fontSize: float,spacing: float,tint: Color,) -> None: + """Draw text using Font and pro parameters (rotation)""" + ... +def draw_texture(texture: Texture,posX: int,posY: int,tint: Color,) -> None: + """Draw a Texture2D""" + ... +def draw_texture_ex(texture: Texture,position: Vector2,rotation: float,scale: float,tint: Color,) -> None: + """Draw a Texture2D with extended parameters""" + ... +def draw_texture_n_patch(texture: Texture,nPatchInfo: NPatchInfo,dest: Rectangle,origin: Vector2,rotation: float,tint: Color,) -> None: + """Draws a texture (or part of it) that stretches or shrinks nicely""" + ... +def draw_texture_pro(texture: Texture,source: Rectangle,dest: Rectangle,origin: Vector2,rotation: float,tint: Color,) -> None: + """Draw a part of a texture defined by a rectangle with 'pro' parameters""" + ... +def draw_texture_rec(texture: Texture,source: Rectangle,position: Vector2,tint: Color,) -> None: + """Draw a part of a texture defined by a rectangle""" + ... +def draw_texture_v(texture: Texture,position: Vector2,tint: Color,) -> None: + """Draw a Texture2D with position defined as Vector2""" + ... +def draw_triangle(v1: Vector2,v2: Vector2,v3: Vector2,color: Color,) -> None: + """Draw a color-filled triangle (vertex in counter-clockwise order!)""" + ... +def draw_triangle_3d(v1: Vector3,v2: Vector3,v3: Vector3,color: Color,) -> None: + """Draw a color-filled triangle (vertex in counter-clockwise order!)""" + ... +def draw_triangle_fan(points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle fan defined by points (first vertex is the center)""" + ... +def draw_triangle_lines(v1: Vector2,v2: Vector2,v3: Vector2,color: Color,) -> None: + """Draw triangle outline (vertex in counter-clockwise order!)""" + ... +def draw_triangle_strip(points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle strip defined by points""" + ... +def draw_triangle_strip_3d(points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle strip defined by points""" + ... +def enable_cursor() -> None: + """Enables cursor (unlock cursor)""" + ... +def enable_event_waiting() -> None: + """Enable waiting for events on EndDrawing(), no automatic event polling""" + ... +def encode_data_base64(data: str,dataSize: int,outputSize: Any,) -> str: + """Encode data to Base64 string, memory must be MemFree()""" + ... +def end_blend_mode() -> None: + """End blending mode (reset to default: alpha blending)""" + ... +def end_drawing() -> None: + """End canvas drawing and swap buffers (double buffering)""" + ... +def end_mode_2d() -> None: + """Ends 2D mode with custom camera""" + ... +def end_mode_3d() -> None: + """Ends 3D mode and returns to default 2D orthographic mode""" + ... +def end_scissor_mode() -> None: + """End scissor mode""" + ... +def end_shader_mode() -> None: + """End custom shader drawing (use default shader)""" + ... +def end_texture_mode() -> None: + """Ends drawing to render texture""" + ... +def end_vr_stereo_mode() -> None: + """End stereo rendering (requires VR simulator)""" + ... +def export_automation_event_list(list_0: AutomationEventList,fileName: str,) -> bool: + """Export automation events list as text file""" + ... +def export_data_as_code(data: str,dataSize: int,fileName: str,) -> bool: + """Export data to code (.h), returns true on success""" + ... +def export_font_as_code(font: Font,fileName: str,) -> bool: + """Export font as code file, returns true on success""" + ... +def export_image(image: Image,fileName: str,) -> bool: + """Export image data to file, returns true on success""" + ... +def export_image_as_code(image: Image,fileName: str,) -> bool: + """Export image as code file defining an array of bytes, returns true on success""" + ... +def export_image_to_memory(image: Image,fileType: str,fileSize: Any,) -> str: + """Export image to memory buffer""" + ... +def export_mesh(mesh: Mesh,fileName: str,) -> bool: + """Export mesh data to file, returns true on success""" + ... +def export_mesh_as_code(mesh: Mesh,fileName: str,) -> bool: + """Export mesh as code file (.h) defining multiple arrays of vertex attributes""" + ... +def export_wave(wave: Wave,fileName: str,) -> bool: + """Export wave data to file, returns true on success""" + ... +def export_wave_as_code(wave: Wave,fileName: str,) -> bool: + """Export wave sample data to code (.h), returns true on success""" + ... +def fade(color: Color,alpha: float,) -> Color: + """Get color with alpha applied, alpha goes from 0.0f to 1.0f""" + ... +def file_exists(fileName: str,) -> bool: + """Check if file exists""" + ... +def float_equals(x: float,y: float,) -> int: + """""" + ... +def gen_image_cellular(width: int,height: int,tileSize: int,) -> Image: + """Generate image: cellular algorithm, bigger tileSize means bigger cells""" + ... +def gen_image_checked(width: int,height: int,checksX: int,checksY: int,col1: Color,col2: Color,) -> Image: + """Generate image: checked""" + ... +def gen_image_color(width: int,height: int,color: Color,) -> Image: + """Generate image: plain color""" + ... +def gen_image_font_atlas(glyphs: Any,glyphRecs: Any,glyphCount: int,fontSize: int,padding: int,packMethod: int,) -> Image: + """Generate image font atlas using chars info""" + ... +def gen_image_gradient_linear(width: int,height: int,direction: int,start: Color,end: Color,) -> Image: + """Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient""" + ... +def gen_image_gradient_radial(width: int,height: int,density: float,inner: Color,outer: Color,) -> Image: + """Generate image: radial gradient""" + ... +def gen_image_gradient_square(width: int,height: int,density: float,inner: Color,outer: Color,) -> Image: + """Generate image: square gradient""" + ... +def gen_image_perlin_noise(width: int,height: int,offsetX: int,offsetY: int,scale: float,) -> Image: + """Generate image: perlin noise""" + ... +def gen_image_text(width: int,height: int,text: str,) -> Image: + """Generate image: grayscale image from text data""" + ... +def gen_image_white_noise(width: int,height: int,factor: float,) -> Image: + """Generate image: white noise""" + ... +def gen_mesh_cone(radius: float,height: float,slices: int,) -> Mesh: + """Generate cone/pyramid mesh""" + ... +def gen_mesh_cube(width: float,height: float,length: float,) -> Mesh: + """Generate cuboid mesh""" + ... +def gen_mesh_cubicmap(cubicmap: Image,cubeSize: Vector3,) -> Mesh: + """Generate cubes-based map mesh from image data""" + ... +def gen_mesh_cylinder(radius: float,height: float,slices: int,) -> Mesh: + """Generate cylinder mesh""" + ... +def gen_mesh_heightmap(heightmap: Image,size: Vector3,) -> Mesh: + """Generate heightmap mesh from image data""" + ... +def gen_mesh_hemi_sphere(radius: float,rings: int,slices: int,) -> Mesh: + """Generate half-sphere mesh (no bottom cap)""" + ... +def gen_mesh_knot(radius: float,size: float,radSeg: int,sides: int,) -> Mesh: + """Generate trefoil knot mesh""" + ... +def gen_mesh_plane(width: float,length: float,resX: int,resZ: int,) -> Mesh: + """Generate plane mesh (with subdivisions)""" + ... +def gen_mesh_poly(sides: int,radius: float,) -> Mesh: + """Generate polygonal mesh""" + ... +def gen_mesh_sphere(radius: float,rings: int,slices: int,) -> Mesh: + """Generate sphere mesh (standard sphere)""" + ... +def gen_mesh_tangents(mesh: Any,) -> None: + """Compute mesh tangents""" + ... +def gen_mesh_torus(radius: float,size: float,radSeg: int,sides: int,) -> Mesh: + """Generate torus mesh""" + ... +def gen_texture_mipmaps(texture: Any,) -> None: + """Generate GPU mipmaps for a texture""" + ... +def get_application_directory() -> str: + """Get the directory of the running application (uses static string)""" + ... +def get_camera_matrix(camera: Camera3D,) -> Matrix: + """Get camera transform matrix (view matrix)""" + ... +def get_camera_matrix_2d(camera: Camera2D,) -> Matrix: + """Get camera 2d transform matrix""" + ... +def get_char_pressed() -> int: + """Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty""" + ... +def get_clipboard_text() -> str: + """Get clipboard text content""" + ... +def get_codepoint(text: str,codepointSize: Any,) -> int: + """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure""" + ... +def get_codepoint_count(text: str,) -> int: + """Get total number of codepoints in a UTF-8 encoded string""" + ... +def get_codepoint_next(text: str,codepointSize: Any,) -> int: + """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure""" + ... +def get_codepoint_previous(text: str,codepointSize: Any,) -> int: + """Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure""" + ... +def get_collision_rec(rec1: Rectangle,rec2: Rectangle,) -> Rectangle: + """Get collision rectangle for two rectangles collision""" + ... +def get_color(hexValue: int,) -> Color: + """Get Color structure from hexadecimal value""" + ... +def get_current_monitor() -> int: + """Get current connected monitor""" + ... +def get_directory_path(filePath: str,) -> str: + """Get full path for a given fileName with path (uses static string)""" + ... +def get_fps() -> int: + """Get current FPS""" + ... +def get_file_extension(fileName: str,) -> str: + """Get pointer to extension for a filename string (includes dot: '.png')""" + ... +def get_file_length(fileName: str,) -> int: + """Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)""" + ... +def get_file_mod_time(fileName: str,) -> int: + """Get file modification time (last write time)""" + ... +def get_file_name(filePath: str,) -> str: + """Get pointer to filename for a path string""" + ... +def get_file_name_without_ext(filePath: str,) -> str: + """Get filename string without extension (uses static string)""" + ... +def get_font_default() -> Font: + """Get the default Font""" + ... +def get_frame_time() -> float: + """Get time in seconds for last frame drawn (delta time)""" + ... +def get_gamepad_axis_count(gamepad: int,) -> int: + """Get gamepad axis count for a gamepad""" + ... +def get_gamepad_axis_movement(gamepad: int,axis: int,) -> float: + """Get axis movement value for a gamepad axis""" + ... +def get_gamepad_button_pressed() -> int: + """Get the last gamepad button pressed""" + ... +def get_gamepad_name(gamepad: int,) -> str: + """Get gamepad internal name id""" + ... +def get_gesture_detected() -> int: + """Get latest detected gesture""" + ... +def get_gesture_drag_angle() -> float: + """Get gesture drag angle""" + ... +def get_gesture_drag_vector() -> Vector2: + """Get gesture drag vector""" + ... +def get_gesture_hold_duration() -> float: + """Get gesture hold time in milliseconds""" + ... +def get_gesture_pinch_angle() -> float: + """Get gesture pinch angle""" + ... +def get_gesture_pinch_vector() -> Vector2: + """Get gesture pinch delta""" + ... +def get_glyph_atlas_rec(font: Font,codepoint: int,) -> Rectangle: + """Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found""" + ... +def get_glyph_index(font: Font,codepoint: int,) -> int: + """Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found""" + ... +def get_glyph_info(font: Font,codepoint: int,) -> GlyphInfo: + """Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found""" + ... +def get_image_alpha_border(image: Image,threshold: float,) -> Rectangle: + """Get image alpha border rectangle""" + ... +def get_image_color(image: Image,x: int,y: int,) -> Color: + """Get image pixel color at (x, y) position""" + ... +def get_key_pressed() -> int: + """Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty""" + ... +def get_master_volume() -> float: + """Get master volume (listener)""" + ... +def get_mesh_bounding_box(mesh: Mesh,) -> BoundingBox: + """Compute mesh bounding box limits""" + ... +def get_model_bounding_box(model: Model,) -> BoundingBox: + """Compute model bounding box limits (considers all meshes)""" + ... +def get_monitor_count() -> int: + """Get number of connected monitors""" + ... +def get_monitor_height(monitor: int,) -> int: + """Get specified monitor height (current video mode used by monitor)""" + ... +def get_monitor_name(monitor: int,) -> str: + """Get the human-readable, UTF-8 encoded name of the specified monitor""" + ... +def get_monitor_physical_height(monitor: int,) -> int: + """Get specified monitor physical height in millimetres""" + ... +def get_monitor_physical_width(monitor: int,) -> int: + """Get specified monitor physical width in millimetres""" + ... +def get_monitor_position(monitor: int,) -> Vector2: + """Get specified monitor position""" + ... +def get_monitor_refresh_rate(monitor: int,) -> int: + """Get specified monitor refresh rate""" + ... +def get_monitor_width(monitor: int,) -> int: + """Get specified monitor width (current video mode used by monitor)""" + ... +def get_mouse_delta() -> Vector2: + """Get mouse delta between frames""" + ... +def get_mouse_position() -> Vector2: + """Get mouse position XY""" + ... +def get_mouse_wheel_move() -> float: + """Get mouse wheel movement for X or Y, whichever is larger""" + ... +def get_mouse_wheel_move_v() -> Vector2: + """Get mouse wheel movement for both X and Y""" + ... +def get_mouse_x() -> int: + """Get mouse position X""" + ... +def get_mouse_y() -> int: + """Get mouse position Y""" + ... +def get_music_time_length(music: Music,) -> float: + """Get music time length (in seconds)""" + ... +def get_music_time_played(music: Music,) -> float: + """Get current music time played (in seconds)""" + ... +def get_physics_bodies_count() -> int: + """Returns the current amount of created physics bodies""" + ... +def get_physics_body(index: int,) -> Any: + """Returns a physics body of the bodies pool at a specific index""" + ... +def get_physics_shape_type(index: int,) -> int: + """Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)""" + ... +def get_physics_shape_vertex(body: Any,vertex: int,) -> Vector2: + """Returns transformed position of a body shape (body position + vertex transformed position)""" + ... +def get_physics_shape_vertices_count(index: int,) -> int: + """Returns the amount of vertices of a physics body shape""" + ... +def get_pixel_color(srcPtr: Any,format: int,) -> Color: + """Get Color from a source pixel pointer of certain format""" + ... +def get_pixel_data_size(width: int,height: int,format: int,) -> int: + """Get pixel data size in bytes for certain format""" + ... +def get_prev_directory_path(dirPath: str,) -> str: + """Get previous directory path for a given path (uses static string)""" + ... +def get_random_value(min_0: int,max_1: int,) -> int: + """Get a random value between min and max (both included)""" + ... +def get_ray_collision_box(ray: Ray,box: BoundingBox,) -> RayCollision: + """Get collision info between ray and box""" + ... +def get_ray_collision_mesh(ray: Ray,mesh: Mesh,transform: Matrix,) -> RayCollision: + """Get collision info between ray and mesh""" + ... +def get_ray_collision_quad(ray: Ray,p1: Vector3,p2: Vector3,p3: Vector3,p4: Vector3,) -> RayCollision: + """Get collision info between ray and quad""" + ... +def get_ray_collision_sphere(ray: Ray,center: Vector3,radius: float,) -> RayCollision: + """Get collision info between ray and sphere""" + ... +def get_ray_collision_triangle(ray: Ray,p1: Vector3,p2: Vector3,p3: Vector3,) -> RayCollision: + """Get collision info between ray and triangle""" + ... +def get_render_height() -> int: + """Get current render height (it considers HiDPI)""" + ... +def get_render_width() -> int: + """Get current render width (it considers HiDPI)""" + ... +def get_screen_height() -> int: + """Get current screen height""" + ... +def get_screen_to_world_2d(position: Vector2,camera: Camera2D,) -> Vector2: + """Get the world space position for a 2d camera screen space position""" + ... +def get_screen_to_world_ray(position: Vector2,camera: Camera3D,) -> Ray: + """Get a ray trace from screen position (i.e mouse)""" + ... +def get_screen_to_world_ray_ex(position: Vector2,camera: Camera3D,width: int,height: int,) -> Ray: + """Get a ray trace from screen position (i.e mouse) in a viewport""" + ... +def get_screen_width() -> int: + """Get current screen width""" + ... +def get_shader_location(shader: Shader,uniformName: str,) -> int: + """Get shader uniform location""" + ... +def get_shader_location_attrib(shader: Shader,attribName: str,) -> int: + """Get shader attribute location""" + ... +def get_shapes_texture() -> Texture: + """Get texture that is used for shapes drawing""" + ... +def get_shapes_texture_rectangle() -> Rectangle: + """Get texture source rectangle that is used for shapes drawing""" + ... +def get_spline_point_basis(p1: Vector2,p2: Vector2,p3: Vector2,p4: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: B-Spline""" + ... +def get_spline_point_bezier_cubic(p1: Vector2,c2: Vector2,c3: Vector2,p4: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: Cubic Bezier""" + ... +def get_spline_point_bezier_quad(p1: Vector2,c2: Vector2,p3: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: Quadratic Bezier""" + ... +def get_spline_point_catmull_rom(p1: Vector2,p2: Vector2,p3: Vector2,p4: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: Catmull-Rom""" + ... +def get_spline_point_linear(startPos: Vector2,endPos: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: Linear""" + ... +def get_time() -> float: + """Get elapsed time in seconds since InitWindow()""" + ... +def get_touch_point_count() -> int: + """Get number of touch points""" + ... +def get_touch_point_id(index: int,) -> int: + """Get touch point identifier for given index""" + ... +def get_touch_position(index: int,) -> Vector2: + """Get touch position XY for a touch point index (relative to screen size)""" + ... +def get_touch_x() -> int: + """Get touch position X for touch point 0 (relative to screen size)""" + ... +def get_touch_y() -> int: + """Get touch position Y for touch point 0 (relative to screen size)""" + ... +def get_window_handle() -> Any: + """Get native window handle""" + ... +def get_window_position() -> Vector2: + """Get window position XY on monitor""" + ... +def get_window_scale_dpi() -> Vector2: + """Get window scale DPI factor""" + ... +def get_working_directory() -> str: + """Get current working directory (uses static string)""" + ... +def get_world_to_screen(position: Vector3,camera: Camera3D,) -> Vector2: + """Get the screen space position for a 3d world space position""" + ... +def get_world_to_screen_2d(position: Vector2,camera: Camera2D,) -> Vector2: + """Get the screen space position for a 2d camera world space position""" + ... +def get_world_to_screen_ex(position: Vector3,camera: Camera3D,width: int,height: int,) -> Vector2: + """Get size position for a 3d world space position""" + ... +def gui_button(bounds: Rectangle,text: str,) -> int: + """Button control, returns true when clicked""" + ... +def gui_check_box(bounds: Rectangle,text: str,checked: Any,) -> int: + """Check Box control, returns true when active""" + ... +def gui_color_bar_alpha(bounds: Rectangle,text: str,alpha: Any,) -> int: + """Color Bar Alpha control""" + ... +def gui_color_bar_hue(bounds: Rectangle,text: str,value: Any,) -> int: + """Color Bar Hue control""" + ... +def gui_color_panel(bounds: Rectangle,text: str,color: Any,) -> int: + """Color Panel control""" + ... +def gui_color_panel_hsv(bounds: Rectangle,text: str,colorHsv: Any,) -> int: + """Color Panel control that updates Hue-Saturation-Value color value, used by GuiColorPickerHSV()""" + ... +def gui_color_picker(bounds: Rectangle,text: str,color: Any,) -> int: + """Color Picker control (multiple color controls)""" + ... +def gui_color_picker_hsv(bounds: Rectangle,text: str,colorHsv: Any,) -> int: + """Color Picker control that avoids conversion to RGB on each call (multiple color controls)""" + ... +def gui_combo_box(bounds: Rectangle,text: str,active: Any,) -> int: + """Combo Box control""" + ... +def gui_disable() -> None: + """Disable gui controls (global state)""" + ... +def gui_disable_tooltip() -> None: + """Disable gui tooltips (global state)""" + ... +def gui_draw_icon(iconId: int,posX: int,posY: int,pixelSize: int,color: Color,) -> None: + """Draw icon using pixel size at specified position""" + ... +def gui_dropdown_box(bounds: Rectangle,text: str,active: Any,editMode: bool,) -> int: + """Dropdown Box control""" + ... +def gui_dummy_rec(bounds: Rectangle,text: str,) -> int: + """Dummy control for placeholders""" + ... +def gui_enable() -> None: + """Enable gui controls (global state)""" + ... +def gui_enable_tooltip() -> None: + """Enable gui tooltips (global state)""" + ... +def gui_get_font() -> Font: + """Get gui custom font (global state)""" + ... +def gui_get_icons() -> Any: + """Get raygui icons data pointer""" + ... +def gui_get_state() -> int: + """Get gui state (global state)""" + ... +def gui_get_style(control: int,property: int,) -> int: + """Get one style property""" + ... +def gui_grid(bounds: Rectangle,text: str,spacing: float,subdivs: int,mouseCell: Any,) -> int: + """Grid control""" + ... +def gui_group_box(bounds: Rectangle,text: str,) -> int: + """Group Box control with text name""" + ... +def gui_icon_text(iconId: int,text: str,) -> str: + """Get text with icon id prepended (if supported)""" + ... +def gui_is_locked() -> bool: + """Check if gui is locked (global state)""" + ... +def gui_label(bounds: Rectangle,text: str,) -> int: + """Label control""" + ... +def gui_label_button(bounds: Rectangle,text: str,) -> int: + """Label button control, returns true when clicked""" + ... +def gui_line(bounds: Rectangle,text: str,) -> int: + """Line separator control, could contain text""" + ... +def gui_list_view(bounds: Rectangle,text: str,scrollIndex: Any,active: Any,) -> int: + """List View control""" + ... +def gui_list_view_ex(bounds: Rectangle,text: list[str],count: int,scrollIndex: Any,active: Any,focus: Any,) -> int: + """List View with extended parameters""" + ... +def gui_load_icons(fileName: str,loadIconsName: bool,) -> list[str]: + """Load raygui icons file (.rgi) into internal icons data""" + ... +def gui_load_style(fileName: str,) -> None: + """Load style file over global style variable (.rgs)""" + ... +def gui_load_style_default() -> None: + """Load style default over global style""" + ... +def gui_lock() -> None: + """Lock gui controls (global state)""" + ... +def gui_message_box(bounds: Rectangle,title: str,message: str,buttons: str,) -> int: + """Message Box control, displays a message""" + ... +def gui_panel(bounds: Rectangle,text: str,) -> int: + """Panel control, useful to group controls""" + ... +def gui_progress_bar(bounds: Rectangle,textLeft: str,textRight: str,value: Any,minValue: float,maxValue: float,) -> int: + """Progress Bar control""" + ... +def gui_scroll_panel(bounds: Rectangle,text: str,content: Rectangle,scroll: Any,view: Any,) -> int: + """Scroll Panel control""" + ... +def gui_set_alpha(alpha: float,) -> None: + """Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f""" + ... +def gui_set_font(font: Font,) -> None: + """Set gui custom font (global state)""" + ... +def gui_set_icon_scale(scale: int,) -> None: + """Set default icon drawing size""" + ... +def gui_set_state(state: int,) -> None: + """Set gui state (global state)""" + ... +def gui_set_style(control: int,property: int,value: int,) -> None: + """Set one style property""" + ... +def gui_set_tooltip(tooltip: str,) -> None: + """Set tooltip string""" + ... +def gui_slider(bounds: Rectangle,textLeft: str,textRight: str,value: Any,minValue: float,maxValue: float,) -> int: + """Slider control""" + ... +def gui_slider_bar(bounds: Rectangle,textLeft: str,textRight: str,value: Any,minValue: float,maxValue: float,) -> int: + """Slider Bar control""" + ... +def gui_spinner(bounds: Rectangle,text: str,value: Any,minValue: int,maxValue: int,editMode: bool,) -> int: + """Spinner control""" + ... +def gui_status_bar(bounds: Rectangle,text: str,) -> int: + """Status Bar control, shows info text""" + ... +def gui_tab_bar(bounds: Rectangle,text: list[str],count: int,active: Any,) -> int: + """Tab Bar control, returns TAB to be closed or -1""" + ... +def gui_text_box(bounds: Rectangle,text: str,textSize: int,editMode: bool,) -> int: + """Text Box control, updates input text""" + ... +def gui_text_input_box(bounds: Rectangle,title: str,message: str,buttons: str,text: str,textMaxSize: int,secretViewActive: Any,) -> int: + """Text Input Box control, ask for text, supports secret""" + ... +def gui_toggle(bounds: Rectangle,text: str,active: Any,) -> int: + """Toggle Button control""" + ... +def gui_toggle_group(bounds: Rectangle,text: str,active: Any,) -> int: + """Toggle Group control""" + ... +def gui_toggle_slider(bounds: Rectangle,text: str,active: Any,) -> int: + """Toggle Slider control""" + ... +def gui_unlock() -> None: + """Unlock gui controls (global state)""" + ... +def gui_value_box(bounds: Rectangle,text: str,value: Any,minValue: int,maxValue: int,editMode: bool,) -> int: + """Value Box control, updates input text with numbers""" + ... +def gui_value_box_float(bounds: Rectangle,text: str,textValue: str,value: Any,editMode: bool,) -> int: + """Value box control for float values""" + ... +def gui_window_box(bounds: Rectangle,title: str,) -> int: + """Window Box control, shows a window that can be closed""" + ... +def hide_cursor() -> None: + """Hides cursor""" + ... +def image_alpha_clear(image: Any,color: Color,threshold: float,) -> None: + """Clear alpha channel to desired color""" + ... +def image_alpha_crop(image: Any,threshold: float,) -> None: + """Crop image depending on alpha value""" + ... +def image_alpha_mask(image: Any,alphaMask: Image,) -> None: + """Apply alpha mask to image""" + ... +def image_alpha_premultiply(image: Any,) -> None: + """Premultiply alpha channel""" + ... +def image_blur_gaussian(image: Any,blurSize: int,) -> None: + """Apply Gaussian blur using a box blur approximation""" + ... +def image_clear_background(dst: Any,color: Color,) -> None: + """Clear image background with given color""" + ... +def image_color_brightness(image: Any,brightness: int,) -> None: + """Modify image color: brightness (-255 to 255)""" + ... +def image_color_contrast(image: Any,contrast: float,) -> None: + """Modify image color: contrast (-100 to 100)""" + ... +def image_color_grayscale(image: Any,) -> None: + """Modify image color: grayscale""" + ... +def image_color_invert(image: Any,) -> None: + """Modify image color: invert""" + ... +def image_color_replace(image: Any,color: Color,replace: Color,) -> None: + """Modify image color: replace color""" + ... +def image_color_tint(image: Any,color: Color,) -> None: + """Modify image color: tint""" + ... +def image_copy(image: Image,) -> Image: + """Create an image duplicate (useful for transformations)""" + ... +def image_crop(image: Any,crop: Rectangle,) -> None: + """Crop an image to a defined rectangle""" + ... +def image_dither(image: Any,rBpp: int,gBpp: int,bBpp: int,aBpp: int,) -> None: + """Dither image data to 16bpp or lower (Floyd-Steinberg dithering)""" + ... +def image_draw(dst: Any,src: Image,srcRec: Rectangle,dstRec: Rectangle,tint: Color,) -> None: + """Draw a source image within a destination image (tint applied to source)""" + ... +def image_draw_circle(dst: Any,centerX: int,centerY: int,radius: int,color: Color,) -> None: + """Draw a filled circle within an image""" + ... +def image_draw_circle_lines(dst: Any,centerX: int,centerY: int,radius: int,color: Color,) -> None: + """Draw circle outline within an image""" + ... +def image_draw_circle_lines_v(dst: Any,center: Vector2,radius: int,color: Color,) -> None: + """Draw circle outline within an image (Vector version)""" + ... +def image_draw_circle_v(dst: Any,center: Vector2,radius: int,color: Color,) -> None: + """Draw a filled circle within an image (Vector version)""" + ... +def image_draw_line(dst: Any,startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color,) -> None: + """Draw line within an image""" + ... +def image_draw_line_ex(dst: Any,start: Vector2,end: Vector2,thick: int,color: Color,) -> None: + """Draw a line defining thickness within an image""" + ... +def image_draw_line_v(dst: Any,start: Vector2,end: Vector2,color: Color,) -> None: + """Draw line within an image (Vector version)""" + ... +def image_draw_pixel(dst: Any,posX: int,posY: int,color: Color,) -> None: + """Draw pixel within an image""" + ... +def image_draw_pixel_v(dst: Any,position: Vector2,color: Color,) -> None: + """Draw pixel within an image (Vector version)""" + ... +def image_draw_rectangle(dst: Any,posX: int,posY: int,width: int,height: int,color: Color,) -> None: + """Draw rectangle within an image""" + ... +def image_draw_rectangle_lines(dst: Any,rec: Rectangle,thick: int,color: Color,) -> None: + """Draw rectangle lines within an image""" + ... +def image_draw_rectangle_rec(dst: Any,rec: Rectangle,color: Color,) -> None: + """Draw rectangle within an image""" + ... +def image_draw_rectangle_v(dst: Any,position: Vector2,size: Vector2,color: Color,) -> None: + """Draw rectangle within an image (Vector version)""" + ... +def image_draw_text(dst: Any,text: str,posX: int,posY: int,fontSize: int,color: Color,) -> None: + """Draw text (using default font) within an image (destination)""" + ... +def image_draw_text_ex(dst: Any,font: Font,text: str,position: Vector2,fontSize: float,spacing: float,tint: Color,) -> None: + """Draw text (custom sprite font) within an image (destination)""" + ... +def image_draw_triangle(dst: Any,v1: Vector2,v2: Vector2,v3: Vector2,color: Color,) -> None: + """Draw triangle within an image""" + ... +def image_draw_triangle_ex(dst: Any,v1: Vector2,v2: Vector2,v3: Vector2,c1: Color,c2: Color,c3: Color,) -> None: + """Draw triangle with interpolated colors within an image""" + ... +def image_draw_triangle_fan(dst: Any,points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle fan defined by points within an image (first vertex is the center)""" + ... +def image_draw_triangle_lines(dst: Any,v1: Vector2,v2: Vector2,v3: Vector2,color: Color,) -> None: + """Draw triangle outline within an image""" + ... +def image_draw_triangle_strip(dst: Any,points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle strip defined by points within an image""" + ... +def image_flip_horizontal(image: Any,) -> None: + """Flip image horizontally""" + ... +def image_flip_vertical(image: Any,) -> None: + """Flip image vertically""" + ... +def image_format(image: Any,newFormat: int,) -> None: + """Convert image data to desired format""" + ... +def image_from_channel(image: Image,selectedChannel: int,) -> Image: + """Create an image from a selected channel of another image (GRAYSCALE)""" + ... +def image_from_image(image: Image,rec: Rectangle,) -> Image: + """Create an image from another image piece""" + ... +def image_kernel_convolution(image: Any,kernel: Any,kernelSize: int,) -> None: + """Apply custom square convolution kernel to image""" + ... +def image_mipmaps(image: Any,) -> None: + """Compute all mipmap levels for a provided image""" + ... +def image_resize(image: Any,newWidth: int,newHeight: int,) -> None: + """Resize image (Bicubic scaling algorithm)""" + ... +def image_resize_canvas(image: Any,newWidth: int,newHeight: int,offsetX: int,offsetY: int,fill: Color,) -> None: + """Resize canvas and fill with color""" + ... +def image_resize_nn(image: Any,newWidth: int,newHeight: int,) -> None: + """Resize image (Nearest-Neighbor scaling algorithm)""" + ... +def image_rotate(image: Any,degrees: int,) -> None: + """Rotate image by input angle in degrees (-359 to 359)""" + ... +def image_rotate_ccw(image: Any,) -> None: + """Rotate image counter-clockwise 90deg""" + ... +def image_rotate_cw(image: Any,) -> None: + """Rotate image clockwise 90deg""" + ... +def image_text(text: str,fontSize: int,color: Color,) -> Image: + """Create an image from text (default font)""" + ... +def image_text_ex(font: Font,text: str,fontSize: float,spacing: float,tint: Color,) -> Image: + """Create an image from text (custom sprite font)""" + ... +def image_to_pot(image: Any,fill: Color,) -> None: + """Convert image to POT (power-of-two)""" + ... +def init_audio_device() -> None: + """Initialize audio device and context""" + ... +def init_physics() -> None: + """Initializes physics system""" + ... +def init_window(width: int,height: int,title: str,) -> None: + """Initialize window and OpenGL context""" + ... +def is_audio_device_ready() -> bool: + """Check if audio device has been initialized successfully""" + ... +def is_audio_stream_playing(stream: AudioStream,) -> bool: + """Check if audio stream is playing""" + ... +def is_audio_stream_processed(stream: AudioStream,) -> bool: + """Check if any audio stream buffers requires refill""" + ... +def is_audio_stream_valid(stream: AudioStream,) -> bool: + """Checks if an audio stream is valid (buffers initialized)""" + ... +def is_cursor_hidden() -> bool: + """Check if cursor is not visible""" + ... +def is_cursor_on_screen() -> bool: + """Check if cursor is on the screen""" + ... +def is_file_dropped() -> bool: + """Check if a file has been dropped into window""" + ... +def is_file_extension(fileName: str,ext: str,) -> bool: + """Check file extension (including point: .png, .wav)""" + ... +def is_file_name_valid(fileName: str,) -> bool: + """Check if fileName is valid for the platform/OS""" + ... +def is_font_valid(font: Font,) -> bool: + """Check if a font is valid (font data loaded, WARNING: GPU texture not checked)""" + ... +def is_gamepad_available(gamepad: int,) -> bool: + """Check if a gamepad is available""" + ... +def is_gamepad_button_down(gamepad: int,button: int,) -> bool: + """Check if a gamepad button is being pressed""" + ... +def is_gamepad_button_pressed(gamepad: int,button: int,) -> bool: + """Check if a gamepad button has been pressed once""" + ... +def is_gamepad_button_released(gamepad: int,button: int,) -> bool: + """Check if a gamepad button has been released once""" + ... +def is_gamepad_button_up(gamepad: int,button: int,) -> bool: + """Check if a gamepad button is NOT being pressed""" + ... +def is_gesture_detected(gesture: int,) -> bool: + """Check if a gesture have been detected""" + ... +def is_image_valid(image: Image,) -> bool: + """Check if an image is valid (data and parameters)""" + ... +def is_key_down(key: int,) -> bool: + """Check if a key is being pressed""" + ... +def is_key_pressed(key: int,) -> bool: + """Check if a key has been pressed once""" + ... +def is_key_pressed_repeat(key: int,) -> bool: + """Check if a key has been pressed again (Only PLATFORM_DESKTOP)""" + ... +def is_key_released(key: int,) -> bool: + """Check if a key has been released once""" + ... +def is_key_up(key: int,) -> bool: + """Check if a key is NOT being pressed""" + ... +def is_material_valid(material: Material,) -> bool: + """Check if a material is valid (shader assigned, map textures loaded in GPU)""" + ... +def is_model_animation_valid(model: Model,anim: ModelAnimation,) -> bool: + """Check model animation skeleton match""" + ... +def is_model_valid(model: Model,) -> bool: + """Check if a model is valid (loaded in GPU, VAO/VBOs)""" + ... +def is_mouse_button_down(button: int,) -> bool: + """Check if a mouse button is being pressed""" + ... +def is_mouse_button_pressed(button: int,) -> bool: + """Check if a mouse button has been pressed once""" + ... +def is_mouse_button_released(button: int,) -> bool: + """Check if a mouse button has been released once""" + ... +def is_mouse_button_up(button: int,) -> bool: + """Check if a mouse button is NOT being pressed""" + ... +def is_music_stream_playing(music: Music,) -> bool: + """Check if music is playing""" + ... +def is_music_valid(music: Music,) -> bool: + """Checks if a music stream is valid (context and buffers initialized)""" + ... +def is_path_file(path: str,) -> bool: + """Check if a given path is a file or a directory""" + ... +def is_render_texture_valid(target: RenderTexture,) -> bool: + """Check if a render texture is valid (loaded in GPU)""" + ... +def is_shader_valid(shader: Shader,) -> bool: + """Check if a shader is valid (loaded on GPU)""" + ... +def is_sound_playing(sound: Sound,) -> bool: + """Check if a sound is currently playing""" + ... +def is_sound_valid(sound: Sound,) -> bool: + """Checks if a sound is valid (data loaded and buffers initialized)""" + ... +def is_texture_valid(texture: Texture,) -> bool: + """Check if a texture is valid (loaded in GPU)""" + ... +def is_wave_valid(wave: Wave,) -> bool: + """Checks if wave data is valid (data loaded and parameters)""" + ... +def is_window_focused() -> bool: + """Check if window is currently focused (only PLATFORM_DESKTOP)""" + ... +def is_window_fullscreen() -> bool: + """Check if window is currently fullscreen""" + ... +def is_window_hidden() -> bool: + """Check if window is currently hidden (only PLATFORM_DESKTOP)""" + ... +def is_window_maximized() -> bool: + """Check if window is currently maximized (only PLATFORM_DESKTOP)""" + ... +def is_window_minimized() -> bool: + """Check if window is currently minimized (only PLATFORM_DESKTOP)""" + ... +def is_window_ready() -> bool: + """Check if window has been initialized successfully""" + ... +def is_window_resized() -> bool: + """Check if window has been resized last frame""" + ... +def is_window_state(flag: int,) -> bool: + """Check if one specific window flag is enabled""" + ... +def lerp(start: float,end: float,amount: float,) -> float: + """""" + ... +def load_audio_stream(sampleRate: int,sampleSize: int,channels: int,) -> AudioStream: + """Load audio stream (to stream raw audio pcm data)""" + ... +def load_automation_event_list(fileName: str,) -> AutomationEventList: + """Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS""" + ... +def load_codepoints(text: str,count: Any,) -> Any: + """Load all codepoints from a UTF-8 text string, codepoints count returned by parameter""" + ... +def load_directory_files(dirPath: str,) -> FilePathList: + """Load directory filepaths""" + ... +def load_directory_files_ex(basePath: str,filter: str,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""" + ... +def load_dropped_files() -> FilePathList: + """Load dropped filepaths""" + ... +def load_file_data(fileName: str,dataSize: Any,) -> str: + """Load file data as byte array (read)""" + ... +def load_file_text(fileName: str,) -> str: + """Load text data from file (read), returns a '\0' terminated string""" + ... +def load_font(fileName: str,) -> Font: + """Load font from file into GPU memory (VRAM)""" + ... +def load_font_data(fileData: str,dataSize: int,fontSize: int,codepoints: Any,codepointCount: int,type: int,) -> Any: + """Load font data for further use""" + ... +def load_font_ex(fileName: str,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""" + ... +def load_font_from_image(image: Image,key: Color,firstChar: int,) -> Font: + """Load font from Image (XNA style)""" + ... +def load_font_from_memory(fileType: str,fileData: str,dataSize: int,fontSize: int,codepoints: Any,codepointCount: int,) -> Font: + """Load font from memory buffer, fileType refers to extension: i.e. '.ttf'""" + ... +def load_image(fileName: str,) -> Image: + """Load image from file into CPU memory (RAM)""" + ... +def load_image_anim(fileName: str,frames: Any,) -> Image: + """Load image sequence from file (frames appended to image.data)""" + ... +def load_image_anim_from_memory(fileType: str,fileData: str,dataSize: int,frames: Any,) -> Image: + """Load image sequence from memory buffer""" + ... +def load_image_colors(image: Image,) -> Any: + """Load color data from image as a Color array (RGBA - 32bit)""" + ... +def load_image_from_memory(fileType: str,fileData: str,dataSize: int,) -> Image: + """Load image from memory buffer, fileType refers to extension: i.e. '.png'""" + ... +def load_image_from_screen() -> Image: + """Load image from screen buffer and (screenshot)""" + ... +def load_image_from_texture(texture: Texture,) -> Image: + """Load image from GPU texture data""" + ... +def load_image_palette(image: Image,maxPaletteSize: int,colorCount: Any,) -> Any: + """Load colors palette from image as a Color array (RGBA - 32bit)""" + ... +def load_image_raw(fileName: str,width: int,height: int,format: int,headerSize: int,) -> Image: + """Load image from RAW file data""" + ... +def load_material_default() -> Material: + """Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)""" + ... +def load_materials(fileName: str,materialCount: Any,) -> Any: + """Load materials from model file""" + ... +def load_model(fileName: str,) -> Model: + """Load model from files (meshes and materials)""" + ... +def load_model_animations(fileName: str,animCount: Any,) -> Any: + """Load model animations from file""" + ... +def load_model_from_mesh(mesh: Mesh,) -> Model: + """Load model from generated mesh (default material)""" + ... +def load_music_stream(fileName: str,) -> Music: + """Load music stream from file""" + ... +def load_music_stream_from_memory(fileType: str,data: str,dataSize: int,) -> Music: + """Load music stream from data""" + ... +def load_random_sequence(count: int,min_1: int,max_2: int,) -> Any: + """Load random values sequence, no values repeated""" + ... +def load_render_texture(width: int,height: int,) -> RenderTexture: + """Load texture for rendering (framebuffer)""" + ... +def load_shader(vsFileName: str,fsFileName: str,) -> Shader: + """Load shader from files and bind default locations""" + ... +def load_shader_from_memory(vsCode: str,fsCode: str,) -> Shader: + """Load shader from code strings and bind default locations""" + ... +def load_sound(fileName: str,) -> Sound: + """Load sound from file""" + ... +def load_sound_alias(source: Sound,) -> Sound: + """Create a new sound that shares the same sample data as the source sound, does not own the sound data""" + ... +def load_sound_from_wave(wave: Wave,) -> Sound: + """Load sound from wave data""" + ... +def load_texture(fileName: str,) -> Texture: + """Load texture from file into GPU memory (VRAM)""" + ... +def load_texture_cubemap(image: Image,layout: int,) -> Texture: + """Load cubemap from image, multiple image cubemap layouts supported""" + ... +def load_texture_from_image(image: Image,) -> Texture: + """Load texture from image data""" + ... +def load_utf8(codepoints: Any,length: int,) -> str: + """Load UTF-8 text encoded from codepoints array""" + ... +def load_vr_stereo_config(device: VrDeviceInfo,) -> VrStereoConfig: + """Load VR stereo config for VR simulator device parameters""" + ... +def load_wave(fileName: str,) -> Wave: + """Load wave data from file""" + ... +def load_wave_from_memory(fileType: str,fileData: str,dataSize: int,) -> Wave: + """Load wave from memory buffer, fileType refers to extension: i.e. '.wav'""" + ... +def load_wave_samples(wave: Wave,) -> Any: + """Load samples data from wave as a 32bit float data array""" + ... +def make_directory(dirPath: str,) -> int: + """Create directories (including full path requested), returns 0 on success""" + ... +def matrix_add(left: Matrix,right: Matrix,) -> Matrix: + """""" + ... +def matrix_decompose(mat: Matrix,translation: Any,rotation: Any,scale: Any,) -> None: + """""" + ... +def matrix_determinant(mat: Matrix,) -> float: + """""" + ... +def matrix_frustum(left: float,right: float,bottom: float,top: float,nearPlane: float,farPlane: float,) -> Matrix: + """""" + ... +def matrix_identity() -> Matrix: + """""" + ... +def matrix_invert(mat: Matrix,) -> Matrix: + """""" + ... +def matrix_look_at(eye: Vector3,target: Vector3,up: Vector3,) -> Matrix: + """""" + ... +def matrix_multiply(left: Matrix,right: Matrix,) -> Matrix: + """""" + ... +def matrix_ortho(left: float,right: float,bottom: float,top: float,nearPlane: float,farPlane: float,) -> Matrix: + """""" + ... +def matrix_perspective(fovY: float,aspect: float,nearPlane: float,farPlane: float,) -> Matrix: + """""" + ... +def matrix_rotate(axis: Vector3,angle: float,) -> Matrix: + """""" + ... +def matrix_rotate_x(angle: float,) -> Matrix: + """""" + ... +def matrix_rotate_xyz(angle: Vector3,) -> Matrix: + """""" + ... +def matrix_rotate_y(angle: float,) -> Matrix: + """""" + ... +def matrix_rotate_z(angle: float,) -> Matrix: + """""" + ... +def matrix_rotate_zyx(angle: Vector3,) -> Matrix: + """""" + ... +def matrix_scale(x: float,y: float,z: float,) -> Matrix: + """""" + ... +def matrix_subtract(left: Matrix,right: Matrix,) -> Matrix: + """""" + ... +def matrix_to_float_v(mat: Matrix,) -> float16: + """""" + ... +def matrix_trace(mat: Matrix,) -> float: + """""" + ... +def matrix_translate(x: float,y: float,z: float,) -> Matrix: + """""" + ... +def matrix_transpose(mat: Matrix,) -> Matrix: + """""" + ... +def maximize_window() -> None: + """Set window state: maximized, if resizable (only PLATFORM_DESKTOP)""" + ... +def measure_text(text: str,fontSize: int,) -> int: + """Measure string width for default font""" + ... +def measure_text_ex(font: Font,text: str,fontSize: float,spacing: float,) -> Vector2: + """Measure string size for Font""" + ... +def mem_alloc(size: int,) -> Any: + """Internal memory allocator""" + ... +def mem_free(ptr: Any,) -> None: + """Internal memory free""" + ... +def mem_realloc(ptr: Any,size: int,) -> Any: + """Internal memory reallocator""" + ... +def minimize_window() -> None: + """Set window state: minimized, if resizable (only PLATFORM_DESKTOP)""" + ... +def normalize(value: float,start: float,end: float,) -> float: + """""" + ... +def open_url(url: str,) -> None: + """Open URL with default system browser (if available)""" + ... +def pause_audio_stream(stream: AudioStream,) -> None: + """Pause audio stream""" + ... +def pause_music_stream(music: Music,) -> None: + """Pause music playing""" + ... +def pause_sound(sound: Sound,) -> None: + """Pause a sound""" + ... +def physics_add_force(body: Any,force: Vector2,) -> None: + """Adds a force to a physics body""" + ... +def physics_add_torque(body: Any,amount: float,) -> None: + """Adds an angular force to a physics body""" + ... +def physics_shatter(body: Any,position: Vector2,force: float,) -> None: + """Shatters a polygon shape physics body to little physics bodies with explosion force""" + ... +def play_audio_stream(stream: AudioStream,) -> None: + """Play audio stream""" + ... +def play_automation_event(event: AutomationEvent,) -> None: + """Play a recorded automation event""" + ... +def play_music_stream(music: Music,) -> None: + """Start music playing""" + ... +def play_sound(sound: Sound,) -> None: + """Play a sound""" + ... +def poll_input_events() -> None: + """Register all input events""" + ... +def quaternion_add(q1: Vector4,q2: Vector4,) -> Vector4: + """""" + ... +def quaternion_add_value(q: Vector4,add: float,) -> Vector4: + """""" + ... +def quaternion_cubic_hermite_spline(q1: Vector4,outTangent1: Vector4,q2: Vector4,inTangent2: Vector4,t: float,) -> Vector4: + """""" + ... +def quaternion_divide(q1: Vector4,q2: Vector4,) -> Vector4: + """""" + ... +def quaternion_equals(p: Vector4,q: Vector4,) -> int: + """""" + ... +def quaternion_from_axis_angle(axis: Vector3,angle: float,) -> Vector4: + """""" + ... +def quaternion_from_euler(pitch: float,yaw: float,roll: float,) -> Vector4: + """""" + ... +def quaternion_from_matrix(mat: Matrix,) -> Vector4: + """""" + ... +def quaternion_from_vector3_to_vector3(from_0: Vector3,to: Vector3,) -> Vector4: + """""" + ... +def quaternion_identity() -> Vector4: + """""" + ... +def quaternion_invert(q: Vector4,) -> Vector4: + """""" + ... +def quaternion_length(q: Vector4,) -> float: + """""" + ... +def quaternion_lerp(q1: Vector4,q2: Vector4,amount: float,) -> Vector4: + """""" + ... +def quaternion_multiply(q1: Vector4,q2: Vector4,) -> Vector4: + """""" + ... +def quaternion_nlerp(q1: Vector4,q2: Vector4,amount: float,) -> Vector4: + """""" + ... +def quaternion_normalize(q: Vector4,) -> Vector4: + """""" + ... +def quaternion_scale(q: Vector4,mul: float,) -> Vector4: + """""" + ... +def quaternion_slerp(q1: Vector4,q2: Vector4,amount: float,) -> Vector4: + """""" + ... +def quaternion_subtract(q1: Vector4,q2: Vector4,) -> Vector4: + """""" + ... +def quaternion_subtract_value(q: Vector4,sub: float,) -> Vector4: + """""" + ... +def quaternion_to_axis_angle(q: Vector4,outAxis: Any,outAngle: Any,) -> None: + """""" + ... +def quaternion_to_euler(q: Vector4,) -> Vector3: + """""" + ... +def quaternion_to_matrix(q: Vector4,) -> Matrix: + """""" + ... +def quaternion_transform(q: Vector4,mat: Matrix,) -> Vector4: + """""" + ... +def remap(value: float,inputStart: float,inputEnd: float,outputStart: float,outputEnd: float,) -> float: + """""" + ... +def reset_physics() -> None: + """Reset physics system (global variables)""" + ... +def restore_window() -> None: + """Set window state: not minimized/maximized (only PLATFORM_DESKTOP)""" + ... +def resume_audio_stream(stream: AudioStream,) -> None: + """Resume audio stream""" + ... +def resume_music_stream(music: Music,) -> None: + """Resume playing paused music""" + ... +def resume_sound(sound: Sound,) -> None: + """Resume a paused sound""" + ... +def save_file_data(fileName: str,data: Any,dataSize: int,) -> bool: + """Save data to file from byte array (write), returns true on success""" + ... +def save_file_text(fileName: str,text: str,) -> bool: + """Save text data to file (write), string must be '\0' terminated, returns true on success""" + ... +def seek_music_stream(music: Music,position: float,) -> None: + """Seek music to a position (in seconds)""" + ... +def set_audio_stream_buffer_size_default(size: int,) -> None: + """Default size for new audio streams""" + ... +def set_audio_stream_callback(stream: AudioStream,callback: Any,) -> None: + """Audio thread callback to request new data""" + ... +def set_audio_stream_pan(stream: AudioStream,pan: float,) -> None: + """Set pan for audio stream (0.5 is centered)""" + ... +def set_audio_stream_pitch(stream: AudioStream,pitch: float,) -> None: + """Set pitch for audio stream (1.0 is base level)""" + ... +def set_audio_stream_volume(stream: AudioStream,volume: float,) -> None: + """Set volume for audio stream (1.0 is max level)""" + ... +def set_automation_event_base_frame(frame: int,) -> None: + """Set automation event internal base frame to start recording""" + ... +def set_automation_event_list(list_0: Any,) -> None: + """Set automation event list to record to""" + ... +def set_clipboard_text(text: str,) -> None: + """Set clipboard text content""" + ... +def set_config_flags(flags: int,) -> None: + """Setup init configuration flags (view FLAGS)""" + ... +def set_exit_key(key: int,) -> None: + """Set a custom key to exit program (default is ESC)""" + ... +def set_gamepad_mappings(mappings: str,) -> int: + """Set internal gamepad mappings (SDL_GameControllerDB)""" + ... +def set_gamepad_vibration(gamepad: int,leftMotor: float,rightMotor: float,) -> None: + """Set gamepad vibration for both motors""" + ... +def set_gestures_enabled(flags: int,) -> None: + """Enable a set of gestures using flags""" + ... +def set_load_file_data_callback(callback: str,) -> None: + """Set custom file binary data loader""" + ... +def set_load_file_text_callback(callback: str,) -> None: + """Set custom file text data loader""" + ... +def set_master_volume(volume: float,) -> None: + """Set master volume (listener)""" + ... +def set_material_texture(material: Any,mapType: int,texture: Texture,) -> None: + """Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)""" + ... +def set_model_mesh_material(model: Any,meshId: int,materialId: int,) -> None: + """Set material for a mesh""" + ... +def set_mouse_cursor(cursor: int,) -> None: + """Set mouse cursor""" + ... +def set_mouse_offset(offsetX: int,offsetY: int,) -> None: + """Set mouse offset""" + ... +def set_mouse_position(x: int,y: int,) -> None: + """Set mouse position XY""" + ... +def set_mouse_scale(scaleX: float,scaleY: float,) -> None: + """Set mouse scaling""" + ... +def set_music_pan(music: Music,pan: float,) -> None: + """Set pan for a music (0.5 is center)""" + ... +def set_music_pitch(music: Music,pitch: float,) -> None: + """Set pitch for a music (1.0 is base level)""" + ... +def set_music_volume(music: Music,volume: float,) -> None: + """Set volume for music (1.0 is max level)""" + ... +def set_physics_body_rotation(body: Any,radians: float,) -> None: + """Sets physics body shape transform based on radians parameter""" + ... +def set_physics_gravity(x: float,y: float,) -> None: + """Sets physics global gravity force""" + ... +def set_physics_time_step(delta: float,) -> None: + """Sets physics fixed time step in milliseconds. 1.666666 by default""" + ... +def set_pixel_color(dstPtr: Any,color: Color,format: int,) -> None: + """Set color formatted into destination pixel pointer""" + ... +def set_random_seed(seed: int,) -> None: + """Set the seed for the random number generator""" + ... +def set_save_file_data_callback(callback: str,) -> None: + """Set custom file binary data saver""" + ... +def set_save_file_text_callback(callback: str,) -> None: + """Set custom file text data saver""" + ... +def set_shader_value(shader: Shader,locIndex: int,value: Any,uniformType: int,) -> None: + """Set shader uniform value""" + ... +def set_shader_value_matrix(shader: Shader,locIndex: int,mat: Matrix,) -> None: + """Set shader uniform value (matrix 4x4)""" + ... +def set_shader_value_texture(shader: Shader,locIndex: int,texture: Texture,) -> None: + """Set shader uniform value for texture (sampler2d)""" + ... +def set_shader_value_v(shader: Shader,locIndex: int,value: Any,uniformType: int,count: int,) -> None: + """Set shader uniform value vector""" + ... +def set_shapes_texture(texture: Texture,source: Rectangle,) -> None: + """Set texture and rectangle to be used on shapes drawing""" + ... +def set_sound_pan(sound: Sound,pan: float,) -> None: + """Set pan for a sound (0.5 is center)""" + ... +def set_sound_pitch(sound: Sound,pitch: float,) -> None: + """Set pitch for a sound (1.0 is base level)""" + ... +def set_sound_volume(sound: Sound,volume: float,) -> None: + """Set volume for a sound (1.0 is max level)""" + ... +def set_target_fps(fps: int,) -> None: + """Set target FPS (maximum)""" + ... +def set_text_line_spacing(spacing: int,) -> None: + """Set vertical line spacing when drawing with line-breaks""" + ... +def set_texture_filter(texture: Texture,filter: int,) -> None: + """Set texture scaling filter mode""" + ... +def set_texture_wrap(texture: Texture,wrap: int,) -> None: + """Set texture wrapping mode""" + ... +def set_trace_log_callback(callback: str,) -> None: + """Set custom trace log""" + ... +def set_trace_log_level(logLevel: int,) -> None: + """Set the current threshold (minimum) log level""" + ... +def set_window_focused() -> None: + """Set window focused (only PLATFORM_DESKTOP)""" + ... +def set_window_icon(image: Image,) -> None: + """Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)""" + ... +def set_window_icons(images: Any,count: int,) -> None: + """Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)""" + ... +def set_window_max_size(width: int,height: int,) -> None: + """Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)""" + ... +def set_window_min_size(width: int,height: int,) -> None: + """Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)""" + ... +def set_window_monitor(monitor: int,) -> None: + """Set monitor for the current window""" + ... +def set_window_opacity(opacity: float,) -> None: + """Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)""" + ... +def set_window_position(x: int,y: int,) -> None: + """Set window position on screen (only PLATFORM_DESKTOP)""" + ... +def set_window_size(width: int,height: int,) -> None: + """Set window dimensions""" + ... +def set_window_state(flags: int,) -> None: + """Set window configuration state using flags (only PLATFORM_DESKTOP)""" + ... +def set_window_title(title: str,) -> None: + """Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)""" + ... +def show_cursor() -> None: + """Shows cursor""" + ... +def start_automation_event_recording() -> None: + """Start recording automation events (AutomationEventList must be set)""" + ... +def stop_audio_stream(stream: AudioStream,) -> None: + """Stop audio stream""" + ... +def stop_automation_event_recording() -> None: + """Stop recording automation events""" + ... +def stop_music_stream(music: Music,) -> None: + """Stop music playing""" + ... +def stop_sound(sound: Sound,) -> None: + """Stop playing a sound""" + ... +def swap_screen_buffer() -> None: + """Swap back buffer with front buffer (screen drawing)""" + ... +def take_screenshot(fileName: str,) -> None: + """Takes a screenshot of current screen (filename extension defines format)""" + ... +def text_append(text: str,append: str,position: Any,) -> None: + """Append text at specific position and move cursor!""" + ... +def text_copy(dst: str,src: str,) -> int: + """Copy one string to another, returns bytes copied""" + ... +def text_find_index(text: str,find: str,) -> int: + """Find first text occurrence within a string""" + ... +def text_format(*args) -> str: + """VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI""" + ... +def text_insert(text: str,insert: str,position: int,) -> str: + """Insert text in a position (WARNING: memory must be freed!)""" + ... +def text_is_equal(text1: str,text2: str,) -> bool: + """Check if two text string are equal""" + ... +def text_join(textList: list[str],count: int,delimiter: str,) -> str: + """Join text strings with delimiter""" + ... +def text_length(text: str,) -> int: + """Get text length, checks for '\0' ending""" + ... +def text_replace(text: str,replace: str,by: str,) -> str: + """Replace text string (WARNING: memory must be freed!)""" + ... +def text_split(text: str,delimiter: str,count: Any,) -> list[str]: + """Split text into multiple strings""" + ... +def text_subtext(text: str,position: int,length: int,) -> str: + """Get a piece of a text string""" + ... +def text_to_camel(text: str,) -> str: + """Get Camel case notation version of provided string""" + ... +def text_to_float(text: str,) -> float: + """Get float value from text (negative values not supported)""" + ... +def text_to_integer(text: str,) -> int: + """Get integer value from text (negative values not supported)""" + ... +def text_to_lower(text: str,) -> str: + """Get lower case version of provided string""" + ... +def text_to_pascal(text: str,) -> str: + """Get Pascal case notation version of provided string""" + ... +def text_to_snake(text: str,) -> str: + """Get Snake case notation version of provided string""" + ... +def text_to_upper(text: str,) -> str: + """Get upper case version of provided string""" + ... +def toggle_borderless_windowed() -> None: + """Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)""" + ... +def toggle_fullscreen() -> None: + """Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)""" + ... +def trace_log(*args) -> None: + """VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI""" + ... +def unload_audio_stream(stream: AudioStream,) -> None: + """Unload audio stream and free memory""" + ... +def unload_automation_event_list(list_0: AutomationEventList,) -> None: + """Unload automation events list from file""" + ... +def unload_codepoints(codepoints: Any,) -> None: + """Unload codepoints data from memory""" + ... +def unload_directory_files(files: FilePathList,) -> None: + """Unload filepaths""" + ... +def unload_dropped_files(files: FilePathList,) -> None: + """Unload dropped filepaths""" + ... +def unload_file_data(data: str,) -> None: + """Unload file data allocated by LoadFileData()""" + ... +def unload_file_text(text: str,) -> None: + """Unload file text data allocated by LoadFileText()""" + ... +def unload_font(font: Font,) -> None: + """Unload font from GPU memory (VRAM)""" + ... +def unload_font_data(glyphs: Any,glyphCount: int,) -> None: + """Unload font chars info data (RAM)""" + ... +def unload_image(image: Image,) -> None: + """Unload image from CPU memory (RAM)""" + ... +def unload_image_colors(colors: Any,) -> None: + """Unload color data loaded with LoadImageColors()""" + ... +def unload_image_palette(colors: Any,) -> None: + """Unload colors palette loaded with LoadImagePalette()""" + ... +def unload_material(material: Material,) -> None: + """Unload material from GPU memory (VRAM)""" + ... +def unload_mesh(mesh: Mesh,) -> None: + """Unload mesh data from CPU and GPU""" + ... +def unload_model(model: Model,) -> None: + """Unload model (including meshes) from memory (RAM and/or VRAM)""" + ... +def unload_model_animation(anim: ModelAnimation,) -> None: + """Unload animation data""" + ... +def unload_model_animations(animations: Any,animCount: int,) -> None: + """Unload animation array data""" + ... +def unload_music_stream(music: Music,) -> None: + """Unload music stream""" + ... +def unload_random_sequence(sequence: Any,) -> None: + """Unload random values sequence""" + ... +def unload_render_texture(target: RenderTexture,) -> None: + """Unload render texture from GPU memory (VRAM)""" + ... +def unload_shader(shader: Shader,) -> None: + """Unload shader from GPU memory (VRAM)""" + ... +def unload_sound(sound: Sound,) -> None: + """Unload sound""" + ... +def unload_sound_alias(alias: Sound,) -> None: + """Unload a sound alias (does not deallocate sample data)""" + ... +def unload_texture(texture: Texture,) -> None: + """Unload texture from GPU memory (VRAM)""" + ... +def unload_utf8(text: str,) -> None: + """Unload UTF-8 text encoded from codepoints array""" + ... +def unload_vr_stereo_config(config: VrStereoConfig,) -> None: + """Unload VR stereo config""" + ... +def unload_wave(wave: Wave,) -> None: + """Unload wave data""" + ... +def unload_wave_samples(samples: Any,) -> None: + """Unload samples data loaded with LoadWaveSamples()""" + ... +def update_audio_stream(stream: AudioStream,data: Any,frameCount: int,) -> None: + """Update audio stream buffers with data""" + ... +def update_camera(camera: Any,mode: int,) -> None: + """Update camera position for selected mode""" + ... +def update_camera_pro(camera: Any,movement: Vector3,rotation: Vector3,zoom: float,) -> None: + """Update camera movement/rotation""" + ... +def update_mesh_buffer(mesh: Mesh,index: int,data: Any,dataSize: int,offset: int,) -> None: + """Update mesh vertex data in GPU for a specific buffer index""" + ... +def update_model_animation(model: Model,anim: ModelAnimation,frame: int,) -> None: + """Update model animation pose""" + ... +def update_model_animation_bone_matrices(model: Model,anim: ModelAnimation,frame: int,) -> None: + """Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)""" + ... +def update_music_stream(music: Music,) -> None: + """Updates buffers for music streaming""" + ... +def update_physics() -> None: + """Update physics system""" + ... +def update_sound(sound: Sound,data: Any,sampleCount: int,) -> None: + """Update sound buffer with new data""" + ... +def update_texture(texture: Texture,pixels: Any,) -> None: + """Update GPU texture with new data""" + ... +def update_texture_rec(texture: Texture,rec: Rectangle,pixels: Any,) -> None: + """Update GPU texture rectangle with new data""" + ... +def upload_mesh(mesh: Any,dynamic: bool,) -> None: + """Upload mesh vertex data in GPU and provide VAO/VBO ids""" + ... +def vector2_add(v1: Vector2,v2: Vector2,) -> Vector2: + """""" + ... +def vector2_add_value(v: Vector2,add: float,) -> Vector2: + """""" + ... +def vector2_angle(v1: Vector2,v2: Vector2,) -> float: + """""" + ... +def vector2_clamp(v: Vector2,min_1: Vector2,max_2: Vector2,) -> Vector2: + """""" + ... +def vector2_clamp_value(v: Vector2,min_1: float,max_2: float,) -> Vector2: + """""" + ... +def vector_2distance(v1: Vector2,v2: Vector2,) -> float: + """""" + ... +def vector_2distance_sqr(v1: Vector2,v2: Vector2,) -> float: + """""" + ... +def vector_2divide(v1: Vector2,v2: Vector2,) -> Vector2: + """""" + ... +def vector_2dot_product(v1: Vector2,v2: Vector2,) -> float: + """""" + ... +def vector2_equals(p: Vector2,q: Vector2,) -> int: + """""" + ... +def vector2_invert(v: Vector2,) -> Vector2: + """""" + ... +def vector2_length(v: Vector2,) -> float: + """""" + ... +def vector2_length_sqr(v: Vector2,) -> float: + """""" + ... +def vector2_lerp(v1: Vector2,v2: Vector2,amount: float,) -> Vector2: + """""" + ... +def vector2_line_angle(start: Vector2,end: Vector2,) -> float: + """""" + ... +def vector2_max(v1: Vector2,v2: Vector2,) -> Vector2: + """""" + ... +def vector2_min(v1: Vector2,v2: Vector2,) -> Vector2: + """""" + ... +def vector2_move_towards(v: Vector2,target: Vector2,maxDistance: float,) -> Vector2: + """""" + ... +def vector2_multiply(v1: Vector2,v2: Vector2,) -> Vector2: + """""" + ... +def vector2_negate(v: Vector2,) -> Vector2: + """""" + ... +def vector2_normalize(v: Vector2,) -> Vector2: + """""" + ... +def vector2_one() -> Vector2: + """""" + ... +def vector2_reflect(v: Vector2,normal: Vector2,) -> Vector2: + """""" + ... +def vector2_refract(v: Vector2,n: Vector2,r: float,) -> Vector2: + """""" + ... +def vector2_rotate(v: Vector2,angle: float,) -> Vector2: + """""" + ... +def vector2_scale(v: Vector2,scale: float,) -> Vector2: + """""" + ... +def vector2_subtract(v1: Vector2,v2: Vector2,) -> Vector2: + """""" + ... +def vector2_subtract_value(v: Vector2,sub: float,) -> Vector2: + """""" + ... +def vector2_transform(v: Vector2,mat: Matrix,) -> Vector2: + """""" + ... +def vector2_zero() -> Vector2: + """""" + ... +def vector3_add(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def vector3_add_value(v: Vector3,add: float,) -> Vector3: + """""" + ... +def vector3_angle(v1: Vector3,v2: Vector3,) -> float: + """""" + ... +def vector3_barycenter(p: Vector3,a: Vector3,b: Vector3,c: Vector3,) -> Vector3: + """""" + ... +def vector3_clamp(v: Vector3,min_1: Vector3,max_2: Vector3,) -> Vector3: + """""" + ... +def vector3_clamp_value(v: Vector3,min_1: float,max_2: float,) -> Vector3: + """""" + ... +def vector3_cross_product(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def vector3_cubic_hermite(v1: Vector3,tangent1: Vector3,v2: Vector3,tangent2: Vector3,amount: float,) -> Vector3: + """""" + ... +def vector_3distance(v1: Vector3,v2: Vector3,) -> float: + """""" + ... +def vector_3distance_sqr(v1: Vector3,v2: Vector3,) -> float: + """""" + ... +def vector_3divide(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def vector_3dot_product(v1: Vector3,v2: Vector3,) -> float: + """""" + ... +def vector3_equals(p: Vector3,q: Vector3,) -> int: + """""" + ... +def vector3_invert(v: Vector3,) -> Vector3: + """""" + ... +def vector3_length(v: Vector3,) -> float: + """""" + ... +def vector3_length_sqr(v: Vector3,) -> float: + """""" + ... +def vector3_lerp(v1: Vector3,v2: Vector3,amount: float,) -> Vector3: + """""" + ... +def vector3_max(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def vector3_min(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def vector3_move_towards(v: Vector3,target: Vector3,maxDistance: float,) -> Vector3: + """""" + ... +def vector3_multiply(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def vector3_negate(v: Vector3,) -> Vector3: + """""" + ... +def vector3_normalize(v: Vector3,) -> Vector3: + """""" + ... +def vector3_one() -> Vector3: + """""" + ... +def vector3_ortho_normalize(v1: Any,v2: Any,) -> None: + """""" + ... +def vector3_perpendicular(v: Vector3,) -> Vector3: + """""" + ... +def vector3_project(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def vector3_reflect(v: Vector3,normal: Vector3,) -> Vector3: + """""" + ... +def vector3_refract(v: Vector3,n: Vector3,r: float,) -> Vector3: + """""" + ... +def vector3_reject(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def vector3_rotate_by_axis_angle(v: Vector3,axis: Vector3,angle: float,) -> Vector3: + """""" + ... +def vector3_rotate_by_quaternion(v: Vector3,q: Vector4,) -> Vector3: + """""" + ... +def vector3_scale(v: Vector3,scalar: float,) -> Vector3: + """""" + ... +def vector3_subtract(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def vector3_subtract_value(v: Vector3,sub: float,) -> Vector3: + """""" + ... +def vector3_to_float_v(v: Vector3,) -> float3: + """""" + ... +def vector3_transform(v: Vector3,mat: Matrix,) -> Vector3: + """""" + ... +def vector3_unproject(source: Vector3,projection: Matrix,view: Matrix,) -> Vector3: + """""" + ... +def vector3_zero() -> Vector3: + """""" + ... +def vector4_add(v1: Vector4,v2: Vector4,) -> Vector4: + """""" + ... +def vector4_add_value(v: Vector4,add: float,) -> Vector4: + """""" + ... +def vector4_distance(v1: Vector4,v2: Vector4,) -> float: + """""" + ... +def vector4_distance_sqr(v1: Vector4,v2: Vector4,) -> float: + """""" + ... +def vector4_divide(v1: Vector4,v2: Vector4,) -> Vector4: + """""" + ... +def vector4_dot_product(v1: Vector4,v2: Vector4,) -> float: + """""" + ... +def vector4_equals(p: Vector4,q: Vector4,) -> int: + """""" + ... +def vector4_invert(v: Vector4,) -> Vector4: + """""" + ... +def vector4_length(v: Vector4,) -> float: + """""" + ... +def vector4_length_sqr(v: Vector4,) -> float: + """""" + ... +def vector4_lerp(v1: Vector4,v2: Vector4,amount: float,) -> Vector4: + """""" + ... +def vector4_max(v1: Vector4,v2: Vector4,) -> Vector4: + """""" + ... +def vector4_min(v1: Vector4,v2: Vector4,) -> Vector4: + """""" + ... +def vector4_move_towards(v: Vector4,target: Vector4,maxDistance: float,) -> Vector4: + """""" + ... +def vector4_multiply(v1: Vector4,v2: Vector4,) -> Vector4: + """""" + ... +def vector4_negate(v: Vector4,) -> Vector4: + """""" + ... +def vector4_normalize(v: Vector4,) -> Vector4: + """""" + ... +def vector4_one() -> Vector4: + """""" + ... +def vector4_scale(v: Vector4,scale: float,) -> Vector4: + """""" + ... +def vector4_subtract(v1: Vector4,v2: Vector4,) -> Vector4: + """""" + ... +def vector4_subtract_value(v: Vector4,add: float,) -> Vector4: + """""" + ... +def vector4_zero() -> Vector4: + """""" + ... +def wait_time(seconds: float,) -> None: + """Wait for some time (halt program execution)""" + ... +def wave_copy(wave: Wave,) -> Wave: + """Copy a wave to a new wave""" + ... +def wave_crop(wave: Any,initFrame: int,finalFrame: int,) -> None: + """Crop a wave to defined frames range""" + ... +def wave_format(wave: Any,sampleRate: int,sampleSize: int,channels: int,) -> None: + """Convert wave data to desired format""" + ... +def window_should_close() -> bool: + """Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)""" + ... +def wrap(value: float,min_1: float,max_2: float,) -> float: + """""" + ... +def glfw_create_cursor(image: Any,xhot: int,yhot: int,) -> Any: + """""" + ... +def glfw_create_standard_cursor(shape: int,) -> Any: + """""" + ... +def glfw_create_window(width: int,height: int,title: str,monitor: Any,share: Any,) -> Any: + """""" + ... +def glfw_default_window_hints() -> None: + """""" + ... +def glfw_destroy_cursor(cursor: Any,) -> None: + """""" + ... +def glfw_destroy_window(window: Any,) -> None: + """""" + ... +def glfw_extension_supported(extension: str,) -> int: + """""" + ... +def glfw_focus_window(window: Any,) -> None: + """""" + ... +def glfw_get_clipboard_string(window: Any,) -> str: + """""" + ... +def glfw_get_current_context() -> Any: + """""" + ... +def glfw_get_cursor_pos(window: Any,xpos: Any,ypos: Any,) -> None: + """""" + ... +def glfw_get_error(description: list[str],) -> int: + """""" + ... +def glfw_get_framebuffer_size(window: Any,width: Any,height: Any,) -> None: + """""" + ... +def glfw_get_gamepad_name(jid: int,) -> str: + """""" + ... +def glfw_get_gamepad_state(jid: int,state: Any,) -> int: + """""" + ... +def glfw_get_gamma_ramp(monitor: Any,) -> Any: + """""" + ... +def glfw_get_input_mode(window: Any,mode: int,) -> int: + """""" + ... +def glfw_get_joystick_axes(jid: int,count: Any,) -> Any: + """""" + ... +def glfw_get_joystick_buttons(jid: int,count: Any,) -> str: + """""" + ... +def glfw_get_joystick_guid(jid: int,) -> str: + """""" + ... +def glfw_get_joystick_hats(jid: int,count: Any,) -> str: + """""" + ... +def glfw_get_joystick_name(jid: int,) -> str: + """""" + ... +def glfw_get_joystick_user_pointer(jid: int,) -> Any: + """""" + ... +def glfw_get_key(window: Any,key: int,) -> int: + """""" + ... +def glfw_get_key_name(key: int,scancode: int,) -> str: + """""" + ... +def glfw_get_key_scancode(key: int,) -> int: + """""" + ... +def glfw_get_monitor_content_scale(monitor: Any,xscale: Any,yscale: Any,) -> None: + """""" + ... +def glfw_get_monitor_name(monitor: Any,) -> str: + """""" + ... +def glfw_get_monitor_physical_size(monitor: Any,widthMM: Any,heightMM: Any,) -> None: + """""" + ... +def glfw_get_monitor_pos(monitor: Any,xpos: Any,ypos: Any,) -> None: + """""" + ... +def glfw_get_monitor_user_pointer(monitor: Any,) -> Any: + """""" + ... +def glfw_get_monitor_workarea(monitor: Any,xpos: Any,ypos: Any,width: Any,height: Any,) -> None: + """""" + ... +def glfw_get_monitors(count: Any,) -> Any: + """""" + ... +def glfw_get_mouse_button(window: Any,button: int,) -> int: + """""" + ... +def glfw_get_platform() -> int: + """""" + ... +def glfw_get_primary_monitor() -> Any: + """""" + ... +def glfw_get_proc_address(procname: str,) -> Any: + """""" + ... +def glfw_get_required_instance_extensions(count: Any,) -> list[str]: + """""" + ... +def glfw_get_time() -> float: + """""" + ... +def glfw_get_timer_frequency() -> int: + """""" + ... +def glfw_get_timer_value() -> int: + """""" + ... +def glfw_get_version(major: Any,minor: Any,rev: Any,) -> None: + """""" + ... +def glfw_get_version_string() -> str: + """""" + ... +def glfw_get_video_mode(monitor: Any,) -> Any: + """""" + ... +def glfw_get_video_modes(monitor: Any,count: Any,) -> Any: + """""" + ... +def glfw_get_window_attrib(window: Any,attrib: int,) -> int: + """""" + ... +def glfw_get_window_content_scale(window: Any,xscale: Any,yscale: Any,) -> None: + """""" + ... +def glfw_get_window_frame_size(window: Any,left: Any,top: Any,right: Any,bottom: Any,) -> None: + """""" + ... +def glfw_get_window_monitor(window: Any,) -> Any: + """""" + ... +def glfw_get_window_opacity(window: Any,) -> float: + """""" + ... +def glfw_get_window_pos(window: Any,xpos: Any,ypos: Any,) -> None: + """""" + ... +def glfw_get_window_size(window: Any,width: Any,height: Any,) -> None: + """""" + ... +def glfw_get_window_title(window: Any,) -> str: + """""" + ... +def glfw_get_window_user_pointer(window: Any,) -> Any: + """""" + ... +def glfw_hide_window(window: Any,) -> None: + """""" + ... +def glfw_iconify_window(window: Any,) -> None: + """""" + ... +def glfw_init() -> int: + """""" + ... +def glfw_init_allocator(allocator: Any,) -> None: + """""" + ... +def glfw_init_hint(hint: int,value: int,) -> None: + """""" + ... +def glfw_joystick_is_gamepad(jid: int,) -> int: + """""" + ... +def glfw_joystick_present(jid: int,) -> int: + """""" + ... +def glfw_make_context_current(window: Any,) -> None: + """""" + ... +def glfw_maximize_window(window: Any,) -> None: + """""" + ... +def glfw_platform_supported(platform: int,) -> int: + """""" + ... +def glfw_poll_events() -> None: + """""" + ... +def glfw_post_empty_event() -> None: + """""" + ... +def glfw_raw_mouse_motion_supported() -> int: + """""" + ... +def glfw_request_window_attention(window: Any,) -> None: + """""" + ... +def glfw_restore_window(window: Any,) -> None: + """""" + ... +def glfw_set_char_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_char_mods_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_clipboard_string(window: Any,string: str,) -> None: + """""" + ... +def glfw_set_cursor(window: Any,cursor: Any,) -> None: + """""" + ... +def glfw_set_cursor_enter_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_cursor_pos(window: Any,xpos: float,ypos: float,) -> None: + """""" + ... +def glfw_set_cursor_pos_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_drop_callback(window: Any,callback: list[str],) -> list[str]: + """""" + ... +def glfw_set_error_callback(callback: str,) -> str: + """""" + ... +def glfw_set_framebuffer_size_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_gamma(monitor: Any,gamma: float,) -> None: + """""" + ... +def glfw_set_gamma_ramp(monitor: Any,ramp: Any,) -> None: + """""" + ... +def glfw_set_input_mode(window: Any,mode: int,value: int,) -> None: + """""" + ... +def glfw_set_joystick_callback(callback: Any,) -> Any: + """""" + ... +def glfw_set_joystick_user_pointer(jid: int,pointer: Any,) -> None: + """""" + ... +def glfw_set_key_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_monitor_callback(callback: Any,) -> Any: + """""" + ... +def glfw_set_monitor_user_pointer(monitor: Any,pointer: Any,) -> None: + """""" + ... +def glfw_set_mouse_button_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_scroll_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_time(time: float,) -> None: + """""" + ... +def glfw_set_window_aspect_ratio(window: Any,numer: int,denom: int,) -> None: + """""" + ... +def glfw_set_window_attrib(window: Any,attrib: int,value: int,) -> None: + """""" + ... +def glfw_set_window_close_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_window_content_scale_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_window_focus_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_window_icon(window: Any,count: int,images: Any,) -> None: + """""" + ... +def glfw_set_window_iconify_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_window_maximize_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_window_monitor(window: Any,monitor: Any,xpos: int,ypos: int,width: int,height: int,refreshRate: int,) -> None: + """""" + ... +def glfw_set_window_opacity(window: Any,opacity: float,) -> None: + """""" + ... +def glfw_set_window_pos(window: Any,xpos: int,ypos: int,) -> None: + """""" + ... +def glfw_set_window_pos_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_window_refresh_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_window_should_close(window: Any,value: int,) -> None: + """""" + ... +def glfw_set_window_size(window: Any,width: int,height: int,) -> None: + """""" + ... +def glfw_set_window_size_callback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfw_set_window_size_limits(window: Any,minwidth: int,minheight: int,maxwidth: int,maxheight: int,) -> None: + """""" + ... +def glfw_set_window_title(window: Any,title: str,) -> None: + """""" + ... +def glfw_set_window_user_pointer(window: Any,pointer: Any,) -> None: + """""" + ... +def glfw_show_window(window: Any,) -> None: + """""" + ... +def glfw_swap_buffers(window: Any,) -> None: + """""" + ... +def glfw_swap_interval(interval: int,) -> None: + """""" + ... +def glfw_terminate() -> None: + """""" + ... +def glfw_update_gamepad_mappings(string: str,) -> int: + """""" + ... +def glfw_vulkan_supported() -> int: + """""" + ... +def glfw_wait_events() -> None: + """""" + ... +def glfw_wait_events_timeout(timeout: float,) -> None: + """""" + ... +def glfw_window_hint(hint: int,value: int,) -> None: + """""" + ... +def glfw_window_hint_string(hint: int,value: str,) -> None: + """""" + ... +def glfw_window_should_close(window: Any,) -> int: + """""" + ... +def rl_active_draw_buffers(count: int,) -> None: + """Activate multiple draw color buffers""" + ... +def rl_active_texture_slot(slot: int,) -> None: + """Select and active a texture slot""" + ... +def rl_begin(mode: int,) -> None: + """Initialize drawing mode (how to organize vertex)""" + ... +def rl_bind_framebuffer(target: int,framebuffer: int,) -> None: + """Bind framebuffer (FBO)""" + ... +def rl_bind_image_texture(id: int,index: int,format: int,readonly: bool,) -> None: + """Bind image texture""" + ... +def rl_bind_shader_buffer(id: int,index: int,) -> None: + """Bind SSBO buffer""" + ... +def rl_blit_framebuffer(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""" + ... +def rl_check_errors() -> None: + """Check and log OpenGL error codes""" + ... +def rl_check_render_batch_limit(vCount: int,) -> bool: + """Check internal buffer overflow for a given number of vertex""" + ... +def rl_clear_color(r: str,g: str,b: str,a: str,) -> None: + """Clear color buffer with color""" + ... +def rl_clear_screen_buffers() -> None: + """Clear used screen buffers (color and depth)""" + ... +def rl_color3f(x: float,y: float,z: float,) -> None: + """Define one vertex (color) - 3 float""" + ... +def rl_color4f(x: float,y: float,z: float,w: float,) -> None: + """Define one vertex (color) - 4 float""" + ... +def rl_color4ub(r: str,g: str,b: str,a: str,) -> None: + """Define one vertex (color) - 4 byte""" + ... +def rl_color_mask(r: bool,g: bool,b: bool,a: bool,) -> None: + """Color mask control""" + ... +def rl_compile_shader(shaderCode: str,type: int,) -> int: + """Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)""" + ... +def rl_compute_shader_dispatch(groupX: int,groupY: int,groupZ: int,) -> None: + """Dispatch compute shader (equivalent to *draw* for graphics pipeline)""" + ... +def rl_copy_shader_buffer(destId: int,srcId: int,destOffset: int,srcOffset: int,count: int,) -> None: + """Copy SSBO data between buffers""" + ... +def rl_cubemap_parameters(id: int,param: int,value: int,) -> None: + """Set cubemap parameters (filter, wrap)""" + ... +def rl_disable_backface_culling() -> None: + """Disable backface culling""" + ... +def rl_disable_color_blend() -> None: + """Disable color blending""" + ... +def rl_disable_depth_mask() -> None: + """Disable depth write""" + ... +def rl_disable_depth_test() -> None: + """Disable depth test""" + ... +def rl_disable_framebuffer() -> None: + """Disable render texture (fbo), return to default framebuffer""" + ... +def rl_disable_scissor_test() -> None: + """Disable scissor test""" + ... +def rl_disable_shader() -> None: + """Disable shader program""" + ... +def rl_disable_smooth_lines() -> None: + """Disable line aliasing""" + ... +def rl_disable_stereo_render() -> None: + """Disable stereo rendering""" + ... +def rl_disable_texture() -> None: + """Disable texture""" + ... +def rl_disable_texture_cubemap() -> None: + """Disable texture cubemap""" + ... +def rl_disable_vertex_array() -> None: + """Disable vertex array (VAO, if supported)""" + ... +def rl_disable_vertex_attribute(index: int,) -> None: + """Disable vertex attribute index""" + ... +def rl_disable_vertex_buffer() -> None: + """Disable vertex buffer (VBO)""" + ... +def rl_disable_vertex_buffer_element() -> None: + """Disable vertex buffer element (VBO element)""" + ... +def rl_disable_wire_mode() -> None: + """Disable wire (and point) mode""" + ... +def rl_draw_render_batch(batch: Any,) -> None: + """Draw render batch data (Update->Draw->Reset)""" + ... +def rl_draw_render_batch_active() -> None: + """Update and draw internal render batch""" + ... +def rl_draw_vertex_array(offset: int,count: int,) -> None: + """Draw vertex array (currently active vao)""" + ... +def rl_draw_vertex_array_elements(offset: int,count: int,buffer: Any,) -> None: + """Draw vertex array elements""" + ... +def rl_draw_vertex_array_elements_instanced(offset: int,count: int,buffer: Any,instances: int,) -> None: + """Draw vertex array elements with instancing""" + ... +def rl_draw_vertex_array_instanced(offset: int,count: int,instances: int,) -> None: + """Draw vertex array (currently active vao) with instancing""" + ... +def rl_enable_backface_culling() -> None: + """Enable backface culling""" + ... +def rl_enable_color_blend() -> None: + """Enable color blending""" + ... +def rl_enable_depth_mask() -> None: + """Enable depth write""" + ... +def rl_enable_depth_test() -> None: + """Enable depth test""" + ... +def rl_enable_framebuffer(id: int,) -> None: + """Enable render texture (fbo)""" + ... +def rl_enable_point_mode() -> None: + """Enable point mode""" + ... +def rl_enable_scissor_test() -> None: + """Enable scissor test""" + ... +def rl_enable_shader(id: int,) -> None: + """Enable shader program""" + ... +def rl_enable_smooth_lines() -> None: + """Enable line aliasing""" + ... +def rl_enable_stereo_render() -> None: + """Enable stereo rendering""" + ... +def rl_enable_texture(id: int,) -> None: + """Enable texture""" + ... +def rl_enable_texture_cubemap(id: int,) -> None: + """Enable texture cubemap""" + ... +def rl_enable_vertex_array(vaoId: int,) -> bool: + """Enable vertex array (VAO, if supported)""" + ... +def rl_enable_vertex_attribute(index: int,) -> None: + """Enable vertex attribute index""" + ... +def rl_enable_vertex_buffer(id: int,) -> None: + """Enable vertex buffer (VBO)""" + ... +def rl_enable_vertex_buffer_element(id: int,) -> None: + """Enable vertex buffer element (VBO element)""" + ... +def rl_enable_wire_mode() -> None: + """Enable wire mode""" + ... +def rl_end() -> None: + """Finish vertex providing""" + ... +def rl_framebuffer_attach(fboId: int,texId: int,attachType: int,texType: int,mipLevel: int,) -> None: + """Attach texture/renderbuffer to a framebuffer""" + ... +def rl_framebuffer_complete(id: int,) -> bool: + """Verify framebuffer is complete""" + ... +def rl_frustum(left: float,right: float,bottom: float,top: float,znear: float,zfar: float,) -> None: + """""" + ... +def rl_gen_texture_mipmaps(id: int,width: int,height: int,format: int,mipmaps: Any,) -> None: + """Generate mipmap data for selected texture""" + ... +def rl_get_active_framebuffer() -> int: + """Get the currently active render texture (fbo), 0 for default framebuffer""" + ... +def rl_get_cull_distance_far() -> float: + """Get cull plane distance far""" + ... +def rl_get_cull_distance_near() -> float: + """Get cull plane distance near""" + ... +def rl_get_framebuffer_height() -> int: + """Get default framebuffer height""" + ... +def rl_get_framebuffer_width() -> int: + """Get default framebuffer width""" + ... +def rl_get_gl_texture_formats(format: int,glInternalFormat: Any,glFormat: Any,glType: Any,) -> None: + """Get OpenGL internal formats""" + ... +def rl_get_line_width() -> float: + """Get the line drawing width""" + ... +def rl_get_location_attrib(shaderId: int,attribName: str,) -> int: + """Get shader location attribute""" + ... +def rl_get_location_uniform(shaderId: int,uniformName: str,) -> int: + """Get shader location uniform""" + ... +def rl_get_matrix_modelview() -> Matrix: + """Get internal modelview matrix""" + ... +def rl_get_matrix_projection() -> Matrix: + """Get internal projection matrix""" + ... +def rl_get_matrix_projection_stereo(eye: int,) -> Matrix: + """Get internal projection matrix for stereo render (selected eye)""" + ... +def rl_get_matrix_transform() -> Matrix: + """Get internal accumulated transform matrix""" + ... +def rl_get_matrix_view_offset_stereo(eye: int,) -> Matrix: + """Get internal view offset matrix for stereo render (selected eye)""" + ... +def rl_get_pixel_format_name(format: int,) -> str: + """Get name string for pixel format""" + ... +def rl_get_shader_buffer_size(id: int,) -> int: + """Get SSBO buffer size""" + ... +def rl_get_shader_id_default() -> int: + """Get default shader id""" + ... +def rl_get_shader_locs_default() -> Any: + """Get default shader locations""" + ... +def rl_get_texture_id_default() -> int: + """Get default texture id""" + ... +def rl_get_version() -> int: + """Get current OpenGL version""" + ... +def rl_is_stereo_render_enabled() -> bool: + """Check if stereo render is enabled""" + ... +def rl_load_compute_shader_program(shaderId: int,) -> int: + """Load compute shader program""" + ... +def rl_load_draw_cube() -> None: + """Load and draw a cube""" + ... +def rl_load_draw_quad() -> None: + """Load and draw a quad""" + ... +def rl_load_extensions(loader: Any,) -> None: + """Load OpenGL extensions (loader function required)""" + ... +def rl_load_framebuffer() -> int: + """Load an empty framebuffer""" + ... +def rl_load_identity() -> None: + """Reset current matrix to identity matrix""" + ... +def rl_load_render_batch(numBuffers: int,bufferElements: int,) -> rlRenderBatch: + """Load a render batch system""" + ... +def rl_load_shader_buffer(size: int,data: Any,usageHint: int,) -> int: + """Load shader storage buffer object (SSBO)""" + ... +def rl_load_shader_code(vsCode: str,fsCode: str,) -> int: + """Load shader from code strings""" + ... +def rl_load_shader_program(vShaderId: int,fShaderId: int,) -> int: + """Load custom shader program""" + ... +def rl_load_texture(data: Any,width: int,height: int,format: int,mipmapCount: int,) -> int: + """Load texture data""" + ... +def rl_load_texture_cubemap(data: Any,size: int,format: int,) -> int: + """Load texture cubemap data""" + ... +def rl_load_texture_depth(width: int,height: int,useRenderBuffer: bool,) -> int: + """Load depth texture/renderbuffer (to be attached to fbo)""" + ... +def rl_load_vertex_array() -> int: + """Load vertex array (vao) if supported""" + ... +def rl_load_vertex_buffer(buffer: Any,size: int,dynamic: bool,) -> int: + """Load a vertex buffer object""" + ... +def rl_load_vertex_buffer_element(buffer: Any,size: int,dynamic: bool,) -> int: + """Load vertex buffer elements object""" + ... +def rl_matrix_mode(mode: int,) -> None: + """Choose the current matrix to be transformed""" + ... +def rl_mult_matrixf(matf: Any,) -> None: + """Multiply the current matrix by another matrix""" + ... +def rl_normal3f(x: float,y: float,z: float,) -> None: + """Define one vertex (normal) - 3 float""" + ... +def rl_ortho(left: float,right: float,bottom: float,top: float,znear: float,zfar: float,) -> None: + """""" + ... +def rl_pop_matrix() -> None: + """Pop latest inserted matrix from stack""" + ... +def rl_push_matrix() -> None: + """Push the current matrix to stack""" + ... +def rl_read_screen_pixels(width: int,height: int,) -> str: + """Read screen pixel data (color buffer)""" + ... +def rl_read_shader_buffer(id: int,dest: Any,count: int,offset: int,) -> None: + """Read SSBO buffer data (GPU->CPU)""" + ... +def rl_read_texture_pixels(id: int,width: int,height: int,format: int,) -> Any: + """Read texture pixel data""" + ... +def rl_rotatef(angle: float,x: float,y: float,z: float,) -> None: + """Multiply the current matrix by a rotation matrix""" + ... +def rl_scalef(x: float,y: float,z: float,) -> None: + """Multiply the current matrix by a scaling matrix""" + ... +def rl_scissor(x: int,y: int,width: int,height: int,) -> None: + """Scissor test""" + ... +def rl_set_blend_factors(glSrcFactor: int,glDstFactor: int,glEquation: int,) -> None: + """Set blending mode factor and equation (using OpenGL factors)""" + ... +def rl_set_blend_factors_separate(glSrcRGB: int,glDstRGB: int,glSrcAlpha: int,glDstAlpha: int,glEqRGB: int,glEqAlpha: int,) -> None: + """Set blending mode factors and equations separately (using OpenGL factors)""" + ... +def rl_set_blend_mode(mode: int,) -> None: + """Set blending mode""" + ... +def rl_set_clip_planes(nearPlane: float,farPlane: float,) -> None: + """Set clip planes distances""" + ... +def rl_set_cull_face(mode: int,) -> None: + """Set face culling mode""" + ... +def rl_set_framebuffer_height(height: int,) -> None: + """Set current framebuffer height""" + ... +def rl_set_framebuffer_width(width: int,) -> None: + """Set current framebuffer width""" + ... +def rl_set_line_width(width: float,) -> None: + """Set the line drawing width""" + ... +def rl_set_matrix_modelview(view: Matrix,) -> None: + """Set a custom modelview matrix (replaces internal modelview matrix)""" + ... +def rl_set_matrix_projection(proj: Matrix,) -> None: + """Set a custom projection matrix (replaces internal projection matrix)""" + ... +def rl_set_matrix_projection_stereo(right: Matrix,left: Matrix,) -> None: + """Set eyes projection matrices for stereo rendering""" + ... +def rl_set_matrix_view_offset_stereo(right: Matrix,left: Matrix,) -> None: + """Set eyes view offsets matrices for stereo rendering""" + ... +def rl_set_render_batch_active(batch: Any,) -> None: + """Set the active render batch for rlgl (NULL for default internal)""" + ... +def rl_set_shader(id: int,locs: Any,) -> None: + """Set shader currently active (id and locations)""" + ... +def rl_set_texture(id: int,) -> None: + """Set current texture for render batch and check buffers limits""" + ... +def rl_set_uniform(locIndex: int,value: Any,uniformType: int,count: int,) -> None: + """Set shader value uniform""" + ... +def rl_set_uniform_matrices(locIndex: int,mat: Any,count: int,) -> None: + """Set shader value matrices""" + ... +def rl_set_uniform_matrix(locIndex: int,mat: Matrix,) -> None: + """Set shader value matrix""" + ... +def rl_set_uniform_sampler(locIndex: int,textureId: int,) -> None: + """Set shader value sampler""" + ... +def rl_set_vertex_attribute(index: int,compSize: int,type: int,normalized: bool,stride: int,offset: int,) -> None: + """Set vertex attribute data configuration""" + ... +def rl_set_vertex_attribute_default(locIndex: int,value: Any,attribType: int,count: int,) -> None: + """Set vertex attribute default value, when attribute to provided""" + ... +def rl_set_vertex_attribute_divisor(index: int,divisor: int,) -> None: + """Set vertex attribute data divisor""" + ... +def rl_tex_coord2f(x: float,y: float,) -> None: + """Define one vertex (texture coordinate) - 2 float""" + ... +def rl_texture_parameters(id: int,param: int,value: int,) -> None: + """Set texture parameters (filter, wrap)""" + ... +def rl_translatef(x: float,y: float,z: float,) -> None: + """Multiply the current matrix by a translation matrix""" + ... +def rl_unload_framebuffer(id: int,) -> None: + """Delete framebuffer from GPU""" + ... +def rl_unload_render_batch(batch: rlRenderBatch,) -> None: + """Unload render batch system""" + ... +def rl_unload_shader_buffer(ssboId: int,) -> None: + """Unload shader storage buffer object (SSBO)""" + ... +def rl_unload_shader_program(id: int,) -> None: + """Unload shader program""" + ... +def rl_unload_texture(id: int,) -> None: + """Unload texture from GPU memory""" + ... +def rl_unload_vertex_array(vaoId: int,) -> None: + """Unload vertex array (vao)""" + ... +def rl_unload_vertex_buffer(vboId: int,) -> None: + """Unload vertex buffer object""" + ... +def rl_update_shader_buffer(id: int,data: Any,dataSize: int,offset: int,) -> None: + """Update SSBO buffer data""" + ... +def rl_update_texture(id: int,offsetX: int,offsetY: int,width: int,height: int,format: int,data: Any,) -> None: + """Update texture with new data on GPU""" + ... +def rl_update_vertex_buffer(bufferId: int,data: Any,dataSize: int,offset: int,) -> None: + """Update vertex buffer object data on GPU buffer""" + ... +def rl_update_vertex_buffer_elements(id: int,data: Any,dataSize: int,offset: int,) -> None: + """Update vertex buffer elements data on GPU buffer""" + ... +def rl_vertex2f(x: float,y: float,) -> None: + """Define one vertex (position) - 2 float""" + ... +def rl_vertex2i(x: int,y: int,) -> None: + """Define one vertex (position) - 2 int""" + ... +def rl_vertex3f(x: float,y: float,z: float,) -> None: + """Define one vertex (position) - 3 float""" + ... +def rl_viewport(x: int,y: int,width: int,height: int,) -> None: + """Set the viewport area""" + ... +def rlgl_close() -> None: + """De-initialize rlgl (buffers, shaders, textures)""" + ... +def rlgl_init(width: int,height: int,) -> None: + """Initialize rlgl (buffers, shaders, textures, states)""" + ... +class AudioStream: + """ struct """ + def __init__(self, buffer, processor, sampleRate, sampleSize, channels): + self.buffer=buffer + self.processor=processor + self.sampleRate=sampleRate + self.sampleSize=sampleSize + self.channels=channels +class AutomationEvent: + """ struct """ + def __init__(self, frame, type, params): + self.frame=frame + self.type=type + self.params=params +class AutomationEventList: + """ struct """ + def __init__(self, capacity, count, events): + self.capacity=capacity + self.count=count + self.events=events +class BoneInfo: + """ struct """ + def __init__(self, name, parent): + self.name=name + self.parent=parent +class BoundingBox: + """ struct """ + def __init__(self, min, max): + self.min=min + self.max=max +class Camera2D: + """ struct """ + def __init__(self, offset, target, rotation, zoom): + self.offset=offset + self.target=target + self.rotation=rotation + self.zoom=zoom +class Camera3D: + """ struct """ + def __init__(self, position, target, up, fovy, projection): + self.position=position + self.target=target + self.up=up + self.fovy=fovy + self.projection=projection +class Color: + """ struct """ + def __init__(self, r, g, b, a): + self.r=r + self.g=g + self.b=b + self.a=a +class FilePathList: + """ struct """ + def __init__(self, capacity, count, paths): + self.capacity=capacity + self.count=count + self.paths=paths +class Font: + """ struct """ + def __init__(self, baseSize, glyphCount, glyphPadding, texture, recs, glyphs): + self.baseSize=baseSize + self.glyphCount=glyphCount + self.glyphPadding=glyphPadding + self.texture=texture + self.recs=recs + self.glyphs=glyphs +class GlyphInfo: + """ struct """ + def __init__(self, value, offsetX, offsetY, advanceX, image): + self.value=value + self.offsetX=offsetX + self.offsetY=offsetY + self.advanceX=advanceX + self.image=image +class GuiStyleProp: + """ struct """ + def __init__(self, controlId, propertyId, propertyValue): + self.controlId=controlId + self.propertyId=propertyId + self.propertyValue=propertyValue +class Image: + """ struct """ + def __init__(self, data, width, height, mipmaps, format): + self.data=data + self.width=width + self.height=height + self.mipmaps=mipmaps + self.format=format +class Material: + """ struct """ + def __init__(self, shader, maps, params): + self.shader=shader + self.maps=maps + self.params=params +class MaterialMap: + """ struct """ + def __init__(self, texture, color, value): + self.texture=texture + self.color=color + self.value=value +class Matrix: + """ struct """ + def __init__(self, m0, m4, m8, m12, m1, m5, m9, m13, m2, m6, m10, m14, m3, m7, m11, m15): + self.m0=m0 + self.m4=m4 + self.m8=m8 + self.m12=m12 + self.m1=m1 + self.m5=m5 + self.m9=m9 + self.m13=m13 + self.m2=m2 + self.m6=m6 + self.m10=m10 + self.m14=m14 + self.m3=m3 + self.m7=m7 + self.m11=m11 + self.m15=m15 +class Matrix2x2: + """ struct """ + def __init__(self, m00, m01, m10, m11): + self.m00=m00 + self.m01=m01 + self.m10=m10 + self.m11=m11 +class Mesh: + """ struct """ + def __init__(self, vertexCount, triangleCount, vertices, texcoords, texcoords2, normals, tangents, colors, indices, animVertices, animNormals, boneIds, boneWeights, boneMatrices, boneCount, vaoId, vboId): + self.vertexCount=vertexCount + self.triangleCount=triangleCount + self.vertices=vertices + self.texcoords=texcoords + self.texcoords2=texcoords2 + self.normals=normals + self.tangents=tangents + self.colors=colors + self.indices=indices + self.animVertices=animVertices + self.animNormals=animNormals + self.boneIds=boneIds + self.boneWeights=boneWeights + self.boneMatrices=boneMatrices + self.boneCount=boneCount + self.vaoId=vaoId + self.vboId=vboId +class Model: + """ struct """ + def __init__(self, transform, meshCount, materialCount, meshes, materials, meshMaterial, boneCount, bones, bindPose): + self.transform=transform + self.meshCount=meshCount + self.materialCount=materialCount + self.meshes=meshes + self.materials=materials + self.meshMaterial=meshMaterial + self.boneCount=boneCount + self.bones=bones + self.bindPose=bindPose +class ModelAnimation: + """ struct """ + def __init__(self, boneCount, frameCount, bones, framePoses, name): + self.boneCount=boneCount + self.frameCount=frameCount + self.bones=bones + self.framePoses=framePoses + self.name=name +class Music: + """ struct """ + def __init__(self, stream, frameCount, looping, ctxType, ctxData): + self.stream=stream + self.frameCount=frameCount + self.looping=looping + self.ctxType=ctxType + self.ctxData=ctxData +class NPatchInfo: + """ struct """ + def __init__(self, source, left, top, right, bottom, layout): + self.source=source + self.left=left + self.top=top + self.right=right + self.bottom=bottom + self.layout=layout +class PhysicsBodyData: + """ struct """ + def __init__(self, id, enabled, position, velocity, force, angularVelocity, torque, orient, inertia, inverseInertia, mass, inverseMass, staticFriction, dynamicFriction, restitution, useGravity, isGrounded, freezeOrient, shape): + self.id=id + self.enabled=enabled + self.position=position + self.velocity=velocity + self.force=force + self.angularVelocity=angularVelocity + self.torque=torque + self.orient=orient + self.inertia=inertia + self.inverseInertia=inverseInertia + self.mass=mass + self.inverseMass=inverseMass + self.staticFriction=staticFriction + self.dynamicFriction=dynamicFriction + self.restitution=restitution + self.useGravity=useGravity + self.isGrounded=isGrounded + self.freezeOrient=freezeOrient + self.shape=shape +class PhysicsManifoldData: + """ struct """ + def __init__(self, id, bodyA, bodyB, penetration, normal, contacts, contactsCount, restitution, dynamicFriction, staticFriction): + self.id=id + self.bodyA=bodyA + self.bodyB=bodyB + self.penetration=penetration + self.normal=normal + self.contacts=contacts + self.contactsCount=contactsCount + self.restitution=restitution + self.dynamicFriction=dynamicFriction + self.staticFriction=staticFriction +class PhysicsShape: + """ struct """ + def __init__(self, type, body, vertexData, radius, transform): + self.type=type + self.body=body + self.vertexData=vertexData + self.radius=radius + self.transform=transform +class PhysicsVertexData: + """ struct """ + def __init__(self, vertexCount, positions, normals): + self.vertexCount=vertexCount + self.positions=positions + self.normals=normals +class Ray: + """ struct """ + def __init__(self, position, direction): + self.position=position + self.direction=direction +class RayCollision: + """ struct """ + def __init__(self, hit, distance, point, normal): + self.hit=hit + self.distance=distance + self.point=point + self.normal=normal +class Rectangle: + """ struct """ + def __init__(self, x, y, width, height): + self.x=x + self.y=y + self.width=width + self.height=height +class RenderTexture: + """ struct """ + def __init__(self, id, texture, depth): + self.id=id + self.texture=texture + self.depth=depth +class Shader: + """ struct """ + def __init__(self, id, locs): + self.id=id + self.locs=locs +class Sound: + """ struct """ + def __init__(self, stream, frameCount): + self.stream=stream + self.frameCount=frameCount +class Texture: + """ struct """ + def __init__(self, id, width, height, mipmaps, format): + self.id=id + self.width=width + self.height=height + self.mipmaps=mipmaps + self.format=format +class Texture2D: + """ struct """ + def __init__(self, id, width, height, mipmaps, format): + self.id=id + self.width=width + self.height=height + self.mipmaps=mipmaps + self.format=format +class Transform: + """ struct """ + def __init__(self, translation, rotation, scale): + self.translation=translation + self.rotation=rotation + self.scale=scale +class Vector2: + """ struct """ + def __init__(self, x, y): + self.x=x + self.y=y +class Vector3: + """ struct """ + def __init__(self, x, y, z): + self.x=x + self.y=y + self.z=z +class Vector4: + """ struct """ + def __init__(self, x, y, z, w): + self.x=x + self.y=y + self.z=z + self.w=w +class VrDeviceInfo: + """ struct """ + def __init__(self, hResolution, vResolution, hScreenSize, vScreenSize, eyeToScreenDistance, lensSeparationDistance, interpupillaryDistance, lensDistortionValues, chromaAbCorrection): + self.hResolution=hResolution + self.vResolution=vResolution + self.hScreenSize=hScreenSize + self.vScreenSize=vScreenSize + self.eyeToScreenDistance=eyeToScreenDistance + self.lensSeparationDistance=lensSeparationDistance + self.interpupillaryDistance=interpupillaryDistance + self.lensDistortionValues=lensDistortionValues + self.chromaAbCorrection=chromaAbCorrection +class VrStereoConfig: + """ struct """ + def __init__(self, projection, viewOffset, leftLensCenter, rightLensCenter, leftScreenCenter, rightScreenCenter, scale, scaleIn): + self.projection=projection + self.viewOffset=viewOffset + self.leftLensCenter=leftLensCenter + self.rightLensCenter=rightLensCenter + self.leftScreenCenter=leftScreenCenter + self.rightScreenCenter=rightScreenCenter + self.scale=scale + self.scaleIn=scaleIn +class Wave: + """ struct """ + def __init__(self, frameCount, sampleRate, sampleSize, channels, data): + self.frameCount=frameCount + self.sampleRate=sampleRate + self.sampleSize=sampleSize + self.channels=channels + self.data=data +class float16: + """ struct """ + def __init__(self, v): + self.v=v +class float3: + """ struct """ + def __init__(self, v): + self.v=v +class rlDrawCall: + """ struct """ + def __init__(self, mode, vertexCount, vertexAlignment, textureId): + self.mode=mode + self.vertexCount=vertexCount + self.vertexAlignment=vertexAlignment + self.textureId=textureId +class rlRenderBatch: + """ struct """ + def __init__(self, bufferCount, currentBuffer, vertexBuffer, draws, drawCounter, currentDepth): + self.bufferCount=bufferCount + self.currentBuffer=currentBuffer + self.vertexBuffer=vertexBuffer + self.draws=draws + self.drawCounter=drawCounter + self.currentDepth=currentDepth +class rlVertexBuffer: + """ struct """ + def __init__(self, elementCount, vertices, texcoords, normals, colors, indices, vaoId, vboId): + self.elementCount=elementCount + self.vertices=vertices + self.texcoords=texcoords + self.normals=normals + self.colors=colors + self.indices=indices + self.vaoId=vaoId + self.vboId=vboId + +LIGHTGRAY : Color +GRAY : Color +DARKGRAY : Color +YELLOW : Color +GOLD : Color +ORANGE : Color +PINK : Color +RED : Color +MAROON : Color +GREEN : Color +LIME : Color +DARKGREEN : Color +SKYBLUE : Color +BLUE : Color +DARKBLUE : Color +PURPLE : Color +VIOLET : Color +DARKPURPLE : Color +BEIGE : Color +BROWN : Color +DARKBROWN : Color +WHITE : Color +BLACK : Color +BLANK : Color +MAGENTA : Color +RAYWHITE : Color + +from enum import IntEnum + +class ConfigFlags(IntEnum): FLAG_VSYNC_HINT = 64 FLAG_FULLSCREEN_MODE = 2 FLAG_WINDOW_RESIZABLE = 4 @@ -17,8 +3640,7 @@ class ConfigFlags(int): FLAG_MSAA_4X_HINT = 32 FLAG_INTERLACED_HINT = 65536 -class TraceLogLevel(int): - """Trace log level.""" +class TraceLogLevel(IntEnum): LOG_ALL = 0 LOG_TRACE = 1 LOG_DEBUG = 2 @@ -28,8 +3650,7 @@ class TraceLogLevel(int): LOG_FATAL = 6 LOG_NONE = 7 -class KeyboardKey(int): - """Keyboard keys (US keyboard layout).""" +class KeyboardKey(IntEnum): KEY_NULL = 0 KEY_APOSTROPHE = 39 KEY_COMMA = 44 @@ -141,8 +3762,7 @@ class KeyboardKey(int): KEY_VOLUME_UP = 24 KEY_VOLUME_DOWN = 25 -class MouseButton(int): - """Mouse buttons.""" +class MouseButton(IntEnum): MOUSE_BUTTON_LEFT = 0 MOUSE_BUTTON_RIGHT = 1 MOUSE_BUTTON_MIDDLE = 2 @@ -151,8 +3771,7 @@ class MouseButton(int): MOUSE_BUTTON_FORWARD = 5 MOUSE_BUTTON_BACK = 6 -class MouseCursor(int): - """Mouse cursor.""" +class MouseCursor(IntEnum): MOUSE_CURSOR_DEFAULT = 0 MOUSE_CURSOR_ARROW = 1 MOUSE_CURSOR_IBEAM = 2 @@ -165,8 +3784,7 @@ class MouseCursor(int): MOUSE_CURSOR_RESIZE_ALL = 9 MOUSE_CURSOR_NOT_ALLOWED = 10 -class GamepadButton(int): - """Gamepad buttons.""" +class GamepadButton(IntEnum): GAMEPAD_BUTTON_UNKNOWN = 0 GAMEPAD_BUTTON_LEFT_FACE_UP = 1 GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2 @@ -186,8 +3804,7 @@ class GamepadButton(int): GAMEPAD_BUTTON_LEFT_THUMB = 16 GAMEPAD_BUTTON_RIGHT_THUMB = 17 -class GamepadAxis(int): - """Gamepad axis.""" +class GamepadAxis(IntEnum): GAMEPAD_AXIS_LEFT_X = 0 GAMEPAD_AXIS_LEFT_Y = 1 GAMEPAD_AXIS_RIGHT_X = 2 @@ -195,8 +3812,7 @@ class GamepadAxis(int): GAMEPAD_AXIS_LEFT_TRIGGER = 4 GAMEPAD_AXIS_RIGHT_TRIGGER = 5 -class MaterialMapIndex(int): - """Material map index.""" +class MaterialMapIndex(IntEnum): MATERIAL_MAP_ALBEDO = 0 MATERIAL_MAP_METALNESS = 1 MATERIAL_MAP_NORMAL = 2 @@ -209,8 +3825,7 @@ class MaterialMapIndex(int): MATERIAL_MAP_PREFILTER = 9 MATERIAL_MAP_BRDF = 10 -class ShaderLocationIndex(int): - """Shader location index.""" +class ShaderLocationIndex(IntEnum): SHADER_LOC_VERTEX_POSITION = 0 SHADER_LOC_VERTEX_TEXCOORD01 = 1 SHADER_LOC_VERTEX_TEXCOORD02 = 2 @@ -241,8 +3856,7 @@ class ShaderLocationIndex(int): SHADER_LOC_VERTEX_BONEWEIGHTS = 27 SHADER_LOC_BONE_MATRICES = 28 -class ShaderUniformDataType(int): - """Shader uniform data type.""" +class ShaderUniformDataType(IntEnum): SHADER_UNIFORM_FLOAT = 0 SHADER_UNIFORM_VEC2 = 1 SHADER_UNIFORM_VEC3 = 2 @@ -253,15 +3867,13 @@ class ShaderUniformDataType(int): SHADER_UNIFORM_IVEC4 = 7 SHADER_UNIFORM_SAMPLER2D = 8 -class ShaderAttributeDataType(int): - """Shader attribute data types.""" +class ShaderAttributeDataType(IntEnum): SHADER_ATTRIB_FLOAT = 0 SHADER_ATTRIB_VEC2 = 1 SHADER_ATTRIB_VEC3 = 2 SHADER_ATTRIB_VEC4 = 3 -class PixelFormat(int): - """Pixel formats.""" +class PixelFormat(IntEnum): PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 @@ -287,8 +3899,7 @@ class PixelFormat(int): PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23 PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 -class TextureFilter(int): - """Texture parameters: filter mode.""" +class TextureFilter(IntEnum): TEXTURE_FILTER_POINT = 0 TEXTURE_FILTER_BILINEAR = 1 TEXTURE_FILTER_TRILINEAR = 2 @@ -296,29 +3907,26 @@ class TextureFilter(int): TEXTURE_FILTER_ANISOTROPIC_8X = 4 TEXTURE_FILTER_ANISOTROPIC_16X = 5 -class TextureWrap(int): - """Texture parameters: wrap mode.""" +class TextureWrap(IntEnum): TEXTURE_WRAP_REPEAT = 0 TEXTURE_WRAP_CLAMP = 1 TEXTURE_WRAP_MIRROR_REPEAT = 2 TEXTURE_WRAP_MIRROR_CLAMP = 3 -class CubemapLayout(int): - """Cubemap layouts.""" +class CubemapLayout(IntEnum): CUBEMAP_LAYOUT_AUTO_DETECT = 0 CUBEMAP_LAYOUT_LINE_VERTICAL = 1 CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 + CUBEMAP_LAYOUT_PANORAMA = 5 -class FontType(int): - """Font type, defines generation method.""" +class FontType(IntEnum): FONT_DEFAULT = 0 FONT_BITMAP = 1 FONT_SDF = 2 -class BlendMode(int): - """Color blending modes (pre-defined).""" +class BlendMode(IntEnum): BLEND_ALPHA = 0 BLEND_ADDITIVE = 1 BLEND_MULTIPLIED = 2 @@ -328,8 +3936,7 @@ class BlendMode(int): BLEND_CUSTOM = 6 BLEND_CUSTOM_SEPARATE = 7 -class Gesture(int): - """Gesture.""" +class Gesture(IntEnum): GESTURE_NONE = 0 GESTURE_TAP = 1 GESTURE_DOUBLETAP = 2 @@ -342,200 +3949,44 @@ class Gesture(int): GESTURE_PINCH_IN = 256 GESTURE_PINCH_OUT = 512 -class CameraMode(int): - """Camera system modes.""" +class CameraMode(IntEnum): CAMERA_CUSTOM = 0 CAMERA_FREE = 1 CAMERA_ORBITAL = 2 CAMERA_FIRST_PERSON = 3 CAMERA_THIRD_PERSON = 4 -class CameraProjection(int): - """Camera projection.""" +class CameraProjection(IntEnum): CAMERA_PERSPECTIVE = 0 CAMERA_ORTHOGRAPHIC = 1 -class NPatchLayout(int): - """N-patch layout.""" +class NPatchLayout(IntEnum): NPATCH_NINE_PATCH = 0 NPATCH_THREE_PATCH_VERTICAL = 1 NPATCH_THREE_PATCH_HORIZONTAL = 2 -class rlGlVersion(int): - """OpenGL version.""" - RL_OPENGL_11 = 1 - RL_OPENGL_21 = 2 - RL_OPENGL_33 = 3 - RL_OPENGL_43 = 4 - RL_OPENGL_ES_20 = 5 - RL_OPENGL_ES_30 = 6 - -class rlTraceLogLevel(int): - """Trace log level.""" - RL_LOG_ALL = 0 - RL_LOG_TRACE = 1 - RL_LOG_DEBUG = 2 - RL_LOG_INFO = 3 - RL_LOG_WARNING = 4 - RL_LOG_ERROR = 5 - RL_LOG_FATAL = 6 - RL_LOG_NONE = 7 - -class rlPixelFormat(int): - """Texture pixel formats.""" - RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 - RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 - RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 - RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4 - RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5 - RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6 - RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7 - RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8 - RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 - RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 - RL_PIXELFORMAT_UNCOMPRESSED_R16 = 11 - RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12 - RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13 - RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 14 - RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15 - RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16 - RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17 - RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 18 - RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 19 - RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20 - RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 21 - RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22 - RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23 - RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 - -class rlTextureFilter(int): - """Texture parameters: filter mode.""" - RL_TEXTURE_FILTER_POINT = 0 - RL_TEXTURE_FILTER_BILINEAR = 1 - RL_TEXTURE_FILTER_TRILINEAR = 2 - RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3 - RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4 - RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5 - -class rlBlendMode(int): - """Color blending modes (pre-defined).""" - RL_BLEND_ALPHA = 0 - RL_BLEND_ADDITIVE = 1 - RL_BLEND_MULTIPLIED = 2 - RL_BLEND_ADD_COLORS = 3 - RL_BLEND_SUBTRACT_COLORS = 4 - RL_BLEND_ALPHA_PREMULTIPLY = 5 - RL_BLEND_CUSTOM = 6 - RL_BLEND_CUSTOM_SEPARATE = 7 - -class rlShaderLocationIndex(int): - """Shader location point type.""" - RL_SHADER_LOC_VERTEX_POSITION = 0 - RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1 - RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2 - RL_SHADER_LOC_VERTEX_NORMAL = 3 - RL_SHADER_LOC_VERTEX_TANGENT = 4 - RL_SHADER_LOC_VERTEX_COLOR = 5 - RL_SHADER_LOC_MATRIX_MVP = 6 - RL_SHADER_LOC_MATRIX_VIEW = 7 - RL_SHADER_LOC_MATRIX_PROJECTION = 8 - RL_SHADER_LOC_MATRIX_MODEL = 9 - RL_SHADER_LOC_MATRIX_NORMAL = 10 - RL_SHADER_LOC_VECTOR_VIEW = 11 - RL_SHADER_LOC_COLOR_DIFFUSE = 12 - RL_SHADER_LOC_COLOR_SPECULAR = 13 - RL_SHADER_LOC_COLOR_AMBIENT = 14 - RL_SHADER_LOC_MAP_ALBEDO = 15 - RL_SHADER_LOC_MAP_METALNESS = 16 - RL_SHADER_LOC_MAP_NORMAL = 17 - RL_SHADER_LOC_MAP_ROUGHNESS = 18 - RL_SHADER_LOC_MAP_OCCLUSION = 19 - RL_SHADER_LOC_MAP_EMISSION = 20 - RL_SHADER_LOC_MAP_HEIGHT = 21 - RL_SHADER_LOC_MAP_CUBEMAP = 22 - RL_SHADER_LOC_MAP_IRRADIANCE = 23 - RL_SHADER_LOC_MAP_PREFILTER = 24 - RL_SHADER_LOC_MAP_BRDF = 25 - -class rlShaderUniformDataType(int): - """Shader uniform data type.""" - RL_SHADER_UNIFORM_FLOAT = 0 - RL_SHADER_UNIFORM_VEC2 = 1 - RL_SHADER_UNIFORM_VEC3 = 2 - RL_SHADER_UNIFORM_VEC4 = 3 - RL_SHADER_UNIFORM_INT = 4 - RL_SHADER_UNIFORM_IVEC2 = 5 - RL_SHADER_UNIFORM_IVEC3 = 6 - RL_SHADER_UNIFORM_IVEC4 = 7 - RL_SHADER_UNIFORM_UINT = 8 - RL_SHADER_UNIFORM_UIVEC2 = 9 - RL_SHADER_UNIFORM_UIVEC3 = 10 - RL_SHADER_UNIFORM_UIVEC4 = 11 - RL_SHADER_UNIFORM_SAMPLER2D = 12 - -class rlShaderAttributeDataType(int): - """Shader attribute data types.""" - RL_SHADER_ATTRIB_FLOAT = 0 - RL_SHADER_ATTRIB_VEC2 = 1 - RL_SHADER_ATTRIB_VEC3 = 2 - RL_SHADER_ATTRIB_VEC4 = 3 - -class rlFramebufferAttachType(int): - """Framebuffer attachment type.""" - RL_ATTACHMENT_COLOR_CHANNEL0 = 0 - RL_ATTACHMENT_COLOR_CHANNEL1 = 1 - RL_ATTACHMENT_COLOR_CHANNEL2 = 2 - RL_ATTACHMENT_COLOR_CHANNEL3 = 3 - RL_ATTACHMENT_COLOR_CHANNEL4 = 4 - RL_ATTACHMENT_COLOR_CHANNEL5 = 5 - RL_ATTACHMENT_COLOR_CHANNEL6 = 6 - RL_ATTACHMENT_COLOR_CHANNEL7 = 7 - RL_ATTACHMENT_DEPTH = 100 - RL_ATTACHMENT_STENCIL = 200 - -class rlFramebufferAttachTextureType(int): - """Framebuffer texture attachment type.""" - RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0 - RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1 - RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2 - RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3 - RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4 - RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5 - RL_ATTACHMENT_TEXTURE2D = 100 - RL_ATTACHMENT_RENDERBUFFER = 200 - -class rlCullMode(int): - """Face culling mode.""" - RL_CULL_FACE_FRONT = 0 - RL_CULL_FACE_BACK = 1 - -class GuiState(int): - """Gui control state.""" +class GuiState(IntEnum): STATE_NORMAL = 0 STATE_FOCUSED = 1 STATE_PRESSED = 2 STATE_DISABLED = 3 -class GuiTextAlignment(int): - """Gui control text alignment.""" +class GuiTextAlignment(IntEnum): TEXT_ALIGN_LEFT = 0 TEXT_ALIGN_CENTER = 1 TEXT_ALIGN_RIGHT = 2 -class GuiTextAlignmentVertical(int): - """Gui control text alignment vertical.""" +class GuiTextAlignmentVertical(IntEnum): TEXT_ALIGN_TOP = 0 TEXT_ALIGN_MIDDLE = 1 TEXT_ALIGN_BOTTOM = 2 -class GuiTextWrapMode(int): - """Gui control text wrap mode.""" +class GuiTextWrapMode(IntEnum): TEXT_WRAP_NONE = 0 TEXT_WRAP_CHAR = 1 TEXT_WRAP_WORD = 2 -class GuiControl(int): - """Gui controls.""" +class GuiControl(IntEnum): DEFAULT = 0 LABEL = 1 BUTTON = 2 @@ -553,8 +4004,7 @@ class GuiControl(int): SCROLLBAR = 14 STATUSBAR = 15 -class GuiControlProperty(int): - """Gui base properties for every control.""" +class GuiControlProperty(IntEnum): BORDER_COLOR_NORMAL = 0 BASE_COLOR_NORMAL = 1 TEXT_COLOR_NORMAL = 2 @@ -571,8 +4021,7 @@ class GuiControlProperty(int): TEXT_PADDING = 13 TEXT_ALIGNMENT = 14 -class GuiDefaultProperty(int): - """DEFAULT extended properties.""" +class GuiDefaultProperty(IntEnum): TEXT_SIZE = 16 TEXT_SPACING = 17 LINE_COLOR = 18 @@ -581,21 +4030,17 @@ class GuiDefaultProperty(int): TEXT_ALIGNMENT_VERTICAL = 21 TEXT_WRAP_MODE = 22 -class GuiToggleProperty(int): - """Toggle/ToggleGroup.""" +class GuiToggleProperty(IntEnum): GROUP_PADDING = 16 -class GuiSliderProperty(int): - """Slider/SliderBar.""" +class GuiSliderProperty(IntEnum): SLIDER_WIDTH = 16 SLIDER_PADDING = 17 -class GuiProgressBarProperty(int): - """ProgressBar.""" +class GuiProgressBarProperty(IntEnum): PROGRESS_PADDING = 16 -class GuiScrollBarProperty(int): - """ScrollBar.""" +class GuiScrollBarProperty(IntEnum): ARROWS_SIZE = 16 ARROWS_VISIBLE = 17 SCROLL_SLIDER_PADDING = 18 @@ -603,49 +4048,41 @@ class GuiScrollBarProperty(int): SCROLL_PADDING = 20 SCROLL_SPEED = 21 -class GuiCheckBoxProperty(int): - """CheckBox.""" +class GuiCheckBoxProperty(IntEnum): CHECK_PADDING = 16 -class GuiComboBoxProperty(int): - """ComboBox.""" +class GuiComboBoxProperty(IntEnum): COMBO_BUTTON_WIDTH = 16 COMBO_BUTTON_SPACING = 17 -class GuiDropdownBoxProperty(int): - """DropdownBox.""" +class GuiDropdownBoxProperty(IntEnum): ARROW_PADDING = 16 DROPDOWN_ITEMS_SPACING = 17 DROPDOWN_ARROW_HIDDEN = 18 DROPDOWN_ROLL_UP = 19 -class GuiTextBoxProperty(int): - """TextBox/TextBoxMulti/ValueBox/Spinner.""" +class GuiTextBoxProperty(IntEnum): TEXT_READONLY = 16 -class GuiSpinnerProperty(int): - """Spinner.""" +class GuiSpinnerProperty(IntEnum): SPIN_BUTTON_WIDTH = 16 SPIN_BUTTON_SPACING = 17 -class GuiListViewProperty(int): - """ListView.""" +class GuiListViewProperty(IntEnum): LIST_ITEMS_HEIGHT = 16 LIST_ITEMS_SPACING = 17 SCROLLBAR_WIDTH = 18 SCROLLBAR_SIDE = 19 LIST_ITEMS_BORDER_WIDTH = 20 -class GuiColorPickerProperty(int): - """ColorPicker.""" +class GuiColorPickerProperty(IntEnum): COLOR_SELECTOR_SIZE = 16 HUEBAR_WIDTH = 17 HUEBAR_PADDING = 18 HUEBAR_SELECTOR_HEIGHT = 19 HUEBAR_SELECTOR_OVERFLOW = 20 -class GuiIconName(int): - """.""" +class GuiIconName(IntEnum): ICON_NONE = 0 ICON_FOLDER_FILE_OPEN = 1 ICON_FILE_SAVE_CLASSIC = 2 @@ -903,3653 +4340,3 @@ class GuiIconName(int): ICON_254 = 254 ICON_255 = 255 -from typing import Any -from warnings import deprecated -import _cffi_backend # type: ignore - -ffi: _cffi_backend.FFI -PhysicsShapeType = int - -def attach_audio_mixed_processor(processor: Any,) -> None: - """Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'.""" - ... -def attach_audio_stream_processor(stream: AudioStream|list|tuple,processor: Any,) -> None: - """Attach audio stream processor to stream, receives the samples as 'float'.""" - ... -def begin_blend_mode(mode: int,) -> None: - """Begin blending mode (alpha, additive, multiplied, subtract, custom).""" - ... -def begin_drawing() -> None: - """Setup canvas (framebuffer) to start drawing.""" - ... -def begin_mode_2d(camera: Camera2D|list|tuple,) -> None: - """Begin 2D mode with custom camera (2D).""" - ... -def begin_mode_3d(camera: Camera3D|list|tuple,) -> None: - """Begin 3D mode with custom camera (3D).""" - ... -def begin_scissor_mode(x: int,y: int,width: int,height: int,) -> None: - """Begin scissor mode (define screen area for following drawing).""" - ... -def begin_shader_mode(shader: Shader|list|tuple,) -> None: - """Begin custom shader drawing.""" - ... -def begin_texture_mode(target: RenderTexture|list|tuple,) -> None: - """Begin drawing to render texture.""" - ... -def begin_vr_stereo_mode(config: VrStereoConfig|list|tuple,) -> None: - """Begin stereo rendering (requires VR simulator).""" - ... -def change_directory(dir: str,) -> bool: - """Change working directory, return true on success.""" - ... -def check_collision_box_sphere(box: BoundingBox|list|tuple,center: Vector3|list|tuple,radius: float,) -> bool: - """Check collision between box and sphere.""" - ... -def check_collision_boxes(box1: BoundingBox|list|tuple,box2: BoundingBox|list|tuple,) -> bool: - """Check collision between two bounding boxes.""" - ... -def check_collision_circle_line(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].""" - ... -def check_collision_circle_rec(center: Vector2|list|tuple,radius: float,rec: Rectangle|list|tuple,) -> bool: - """Check collision between circle and rectangle.""" - ... -def check_collision_circles(center1: Vector2|list|tuple,radius1: float,center2: Vector2|list|tuple,radius2: float,) -> bool: - """Check collision between two circles.""" - ... -def check_collision_lines(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.""" - ... -def check_collision_point_circle(point: Vector2|list|tuple,center: Vector2|list|tuple,radius: float,) -> bool: - """Check if point is inside circle.""" - ... -def check_collision_point_line(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].""" - ... -def check_collision_point_poly(point: Vector2|list|tuple,points: Any|list|tuple,pointCount: int,) -> bool: - """Check if point is within a polygon described by array of vertices.""" - ... -def check_collision_point_rec(point: Vector2|list|tuple,rec: Rectangle|list|tuple,) -> bool: - """Check if point is inside rectangle.""" - ... -def check_collision_point_triangle(point: Vector2|list|tuple,p1: Vector2|list|tuple,p2: Vector2|list|tuple,p3: Vector2|list|tuple,) -> bool: - """Check if point is inside a triangle.""" - ... -def check_collision_recs(rec1: Rectangle|list|tuple,rec2: Rectangle|list|tuple,) -> bool: - """Check collision between two rectangles.""" - ... -def check_collision_spheres(center1: Vector3|list|tuple,radius1: float,center2: Vector3|list|tuple,radius2: float,) -> bool: - """Check collision between two spheres.""" - ... -def clamp(value: float,min_1: float,max_2: float,) -> float: - """.""" - ... -def clear_background(color: Color|list|tuple,) -> None: - """Set background color (framebuffer clear color).""" - ... -def clear_window_state(flags: int,) -> None: - """Clear window configuration state flags.""" - ... -def close_audio_device() -> None: - """Close the audio device and context.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def close_physics() -> None: - """Unitializes physics pointers and closes physics loop thread.""" - ... -def close_window() -> None: - """Close window and unload OpenGL context.""" - ... -def codepoint_to_utf8(codepoint: int,utf8Size: Any,) -> str: - """Encode one codepoint into UTF-8 byte array (array length returned as parameter).""" - ... -def color_alpha(color: Color|list|tuple,alpha: float,) -> Color: - """Get color with alpha applied, alpha goes from 0.0f to 1.0f.""" - ... -def color_alpha_blend(dst: Color|list|tuple,src: Color|list|tuple,tint: Color|list|tuple,) -> Color: - """Get src alpha-blended into dst color with tint.""" - ... -def color_brightness(color: Color|list|tuple,factor: float,) -> Color: - """Get color with brightness correction, brightness factor goes from -1.0f to 1.0f.""" - ... -def color_contrast(color: Color|list|tuple,contrast: float,) -> Color: - """Get color with contrast correction, contrast values between -1.0f and 1.0f.""" - ... -def color_from_hsv(hue: float,saturation: float,value: float,) -> Color: - """Get a Color from HSV values, hue [0..360], saturation/value [0..1].""" - ... -def color_from_normalized(normalized: Vector4|list|tuple,) -> Color: - """Get Color from normalized values [0..1].""" - ... -def color_is_equal(col1: Color|list|tuple,col2: Color|list|tuple,) -> bool: - """Check if two colors are equal.""" - ... -def color_lerp(color1: Color|list|tuple,color2: Color|list|tuple,factor: float,) -> Color: - """Get color lerp interpolation between two colors, factor [0.0f..1.0f].""" - ... -def color_normalize(color: Color|list|tuple,) -> Vector4: - """Get Color normalized as float [0..1].""" - ... -def color_tint(color: Color|list|tuple,tint: Color|list|tuple,) -> Color: - """Get color multiplied with another color.""" - ... -def color_to_hsv(color: Color|list|tuple,) -> Vector3: - """Get HSV values for a Color, hue [0..360], saturation/value [0..1].""" - ... -def color_to_int(color: Color|list|tuple,) -> int: - """Get hexadecimal value for a Color (0xRRGGBBAA).""" - ... -def compress_data(data: str,dataSize: int,compDataSize: Any,) -> str: - """Compress data (DEFLATE algorithm), memory must be MemFree().""" - ... -def compute_crc32(data: str,dataSize: int,) -> int: - """Compute CRC32 hash code.""" - ... -def compute_md5(data: str,dataSize: int,) -> Any: - """Compute MD5 hash code, returns static int[4] (16 bytes).""" - ... -def compute_sha1(data: str,dataSize: int,) -> Any: - """Compute SHA1 hash code, returns static int[5] (20 bytes).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def create_physics_body_circle(pos: Vector2|list|tuple,radius: float,density: float,) -> Any: - """Creates a new circle physics body with generic parameters.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def create_physics_body_polygon(pos: Vector2|list|tuple,radius: float,sides: int,density: float,) -> Any: - """Creates a new polygon physics body with generic parameters.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def create_physics_body_rectangle(pos: Vector2|list|tuple,width: float,height: float,density: float,) -> Any: - """Creates a new rectangle physics body with generic parameters.""" - ... -def decode_data_base64(data: str,outputSize: Any,) -> str: - """Decode Base64 string data, memory must be MemFree().""" - ... -def decompress_data(compData: str,compDataSize: int,dataSize: Any,) -> str: - """Decompress data (DEFLATE algorithm), memory must be MemFree().""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def destroy_physics_body(body: Any|list|tuple,) -> None: - """Unitializes and destroy a physics body.""" - ... -def detach_audio_mixed_processor(processor: Any,) -> None: - """Detach audio stream processor from the entire audio pipeline.""" - ... -def detach_audio_stream_processor(stream: AudioStream|list|tuple,processor: Any,) -> None: - """Detach audio stream processor from stream.""" - ... -def directory_exists(dirPath: str,) -> bool: - """Check if a directory path exists.""" - ... -def disable_cursor() -> None: - """Disables cursor (lock cursor).""" - ... -def disable_event_waiting() -> None: - """Disable waiting for events on EndDrawing(), automatic events polling.""" - ... -def draw_billboard(camera: Camera3D|list|tuple,texture: Texture|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: - """Draw a billboard texture.""" - ... -def draw_billboard_pro(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.""" - ... -def draw_billboard_rec(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.""" - ... -def draw_bounding_box(box: BoundingBox|list|tuple,color: Color|list|tuple,) -> None: - """Draw bounding box (wires).""" - ... -def draw_capsule(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.""" - ... -def draw_capsule_wires(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.""" - ... -def draw_circle(centerX: int,centerY: int,radius: float,color: Color|list|tuple,) -> None: - """Draw a color-filled circle.""" - ... -def draw_circle_3d(center: Vector3|list|tuple,radius: float,rotationAxis: Vector3|list|tuple,rotationAngle: float,color: Color|list|tuple,) -> None: - """Draw a circle in 3D world space.""" - ... -def draw_circle_gradient(centerX: int,centerY: int,radius: float,inner: Color|list|tuple,outer: Color|list|tuple,) -> None: - """Draw a gradient-filled circle.""" - ... -def draw_circle_lines(centerX: int,centerY: int,radius: float,color: Color|list|tuple,) -> None: - """Draw circle outline.""" - ... -def draw_circle_lines_v(center: Vector2|list|tuple,radius: float,color: Color|list|tuple,) -> None: - """Draw circle outline (Vector version).""" - ... -def draw_circle_sector(center: Vector2|list|tuple,radius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: - """Draw a piece of a circle.""" - ... -def draw_circle_sector_lines(center: Vector2|list|tuple,radius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: - """Draw circle sector outline.""" - ... -def draw_circle_v(center: Vector2|list|tuple,radius: float,color: Color|list|tuple,) -> None: - """Draw a color-filled circle (Vector version).""" - ... -def draw_cube(position: Vector3|list|tuple,width: float,height: float,length: float,color: Color|list|tuple,) -> None: - """Draw cube.""" - ... -def draw_cube_v(position: Vector3|list|tuple,size: Vector3|list|tuple,color: Color|list|tuple,) -> None: - """Draw cube (Vector version).""" - ... -def draw_cube_wires(position: Vector3|list|tuple,width: float,height: float,length: float,color: Color|list|tuple,) -> None: - """Draw cube wires.""" - ... -def draw_cube_wires_v(position: Vector3|list|tuple,size: Vector3|list|tuple,color: Color|list|tuple,) -> None: - """Draw cube wires (Vector version).""" - ... -def draw_cylinder(position: Vector3|list|tuple,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color|list|tuple,) -> None: - """Draw a cylinder/cone.""" - ... -def draw_cylinder_ex(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.""" - ... -def draw_cylinder_wires(position: Vector3|list|tuple,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color|list|tuple,) -> None: - """Draw a cylinder/cone wires.""" - ... -def draw_cylinder_wires_ex(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.""" - ... -def draw_ellipse(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color|list|tuple,) -> None: - """Draw ellipse.""" - ... -def draw_ellipse_lines(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color|list|tuple,) -> None: - """Draw ellipse outline.""" - ... -def draw_fps(posX: int,posY: int,) -> None: - """Draw current FPS.""" - ... -def draw_grid(slices: int,spacing: float,) -> None: - """Draw a grid (centered at (0, 0, 0)).""" - ... -def draw_line(startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color|list|tuple,) -> None: - """Draw a line.""" - ... -def draw_line_3d(startPos: Vector3|list|tuple,endPos: Vector3|list|tuple,color: Color|list|tuple,) -> None: - """Draw a line in 3D world space.""" - ... -def draw_line_bezier(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: - """Draw line segment cubic-bezier in-out interpolation.""" - ... -def draw_line_ex(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: - """Draw a line (using triangles/quads).""" - ... -def draw_line_strip(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: - """Draw lines sequence (using gl lines).""" - ... -def draw_line_v(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw a line (using gl lines).""" - ... -def draw_mesh(mesh: Mesh|list|tuple,material: Material|list|tuple,transform: Matrix|list|tuple,) -> None: - """Draw a 3d mesh with material and transform.""" - ... -def draw_mesh_instanced(mesh: Mesh|list|tuple,material: Material|list|tuple,transforms: Any|list|tuple,instances: int,) -> None: - """Draw multiple mesh instances with material and different transforms.""" - ... -def draw_model(model: Model|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: - """Draw a model (with texture if set).""" - ... -def draw_model_ex(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.""" - ... -def draw_model_points(model: Model|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: - """Draw a model as points.""" - ... -def draw_model_points_ex(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.""" - ... -def draw_model_wires(model: Model|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: - """Draw a model wires (with texture if set).""" - ... -def draw_model_wires_ex(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.""" - ... -def draw_pixel(posX: int,posY: int,color: Color|list|tuple,) -> None: - """Draw a pixel using geometry [Can be slow, use with care].""" - ... -def draw_pixel_v(position: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw a pixel using geometry (Vector version) [Can be slow, use with care].""" - ... -def draw_plane(centerPos: Vector3|list|tuple,size: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw a plane XZ.""" - ... -def draw_point_3d(position: Vector3|list|tuple,color: Color|list|tuple,) -> None: - """Draw a point in 3D space, actually a small line.""" - ... -def draw_poly(center: Vector2|list|tuple,sides: int,radius: float,rotation: float,color: Color|list|tuple,) -> None: - """Draw a regular polygon (Vector version).""" - ... -def draw_poly_lines(center: Vector2|list|tuple,sides: int,radius: float,rotation: float,color: Color|list|tuple,) -> None: - """Draw a polygon outline of n sides.""" - ... -def draw_poly_lines_ex(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.""" - ... -def draw_ray(ray: Ray|list|tuple,color: Color|list|tuple,) -> None: - """Draw a ray line.""" - ... -def draw_rectangle(posX: int,posY: int,width: int,height: int,color: Color|list|tuple,) -> None: - """Draw a color-filled rectangle.""" - ... -def draw_rectangle_gradient_ex(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.""" - ... -def draw_rectangle_gradient_h(posX: int,posY: int,width: int,height: int,left: Color|list|tuple,right: Color|list|tuple,) -> None: - """Draw a horizontal-gradient-filled rectangle.""" - ... -def draw_rectangle_gradient_v(posX: int,posY: int,width: int,height: int,top: Color|list|tuple,bottom: Color|list|tuple,) -> None: - """Draw a vertical-gradient-filled rectangle.""" - ... -def draw_rectangle_lines(posX: int,posY: int,width: int,height: int,color: Color|list|tuple,) -> None: - """Draw rectangle outline.""" - ... -def draw_rectangle_lines_ex(rec: Rectangle|list|tuple,lineThick: float,color: Color|list|tuple,) -> None: - """Draw rectangle outline with extended parameters.""" - ... -def draw_rectangle_pro(rec: Rectangle|list|tuple,origin: Vector2|list|tuple,rotation: float,color: Color|list|tuple,) -> None: - """Draw a color-filled rectangle with pro parameters.""" - ... -def draw_rectangle_rec(rec: Rectangle|list|tuple,color: Color|list|tuple,) -> None: - """Draw a color-filled rectangle.""" - ... -def draw_rectangle_rounded(rec: Rectangle|list|tuple,roundness: float,segments: int,color: Color|list|tuple,) -> None: - """Draw rectangle with rounded edges.""" - ... -def draw_rectangle_rounded_lines(rec: Rectangle|list|tuple,roundness: float,segments: int,color: Color|list|tuple,) -> None: - """Draw rectangle lines with rounded edges.""" - ... -def draw_rectangle_rounded_lines_ex(rec: Rectangle|list|tuple,roundness: float,segments: int,lineThick: float,color: Color|list|tuple,) -> None: - """Draw rectangle with rounded edges outline.""" - ... -def draw_rectangle_v(position: Vector2|list|tuple,size: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw a color-filled rectangle (Vector version).""" - ... -def draw_ring(center: Vector2|list|tuple,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: - """Draw ring.""" - ... -def draw_ring_lines(center: Vector2|list|tuple,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: - """Draw ring outline.""" - ... -def draw_sphere(centerPos: Vector3|list|tuple,radius: float,color: Color|list|tuple,) -> None: - """Draw sphere.""" - ... -def draw_sphere_ex(centerPos: Vector3|list|tuple,radius: float,rings: int,slices: int,color: Color|list|tuple,) -> None: - """Draw sphere with extended parameters.""" - ... -def draw_sphere_wires(centerPos: Vector3|list|tuple,radius: float,rings: int,slices: int,color: Color|list|tuple,) -> None: - """Draw sphere wires.""" - ... -def draw_spline_basis(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: - """Draw spline: B-Spline, minimum 4 points.""" - ... -def draw_spline_bezier_cubic(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...].""" - ... -def draw_spline_bezier_quadratic(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...].""" - ... -def draw_spline_catmull_rom(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: - """Draw spline: Catmull-Rom, minimum 4 points.""" - ... -def draw_spline_linear(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: - """Draw spline: Linear, minimum 2 points.""" - ... -def draw_spline_segment_basis(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.""" - ... -def draw_spline_segment_bezier_cubic(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.""" - ... -def draw_spline_segment_bezier_quadratic(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.""" - ... -def draw_spline_segment_catmull_rom(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.""" - ... -def draw_spline_segment_linear(p1: Vector2|list|tuple,p2: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: - """Draw spline segment: Linear, 2 points.""" - ... -def draw_text(text: str,posX: int,posY: int,fontSize: int,color: Color|list|tuple,) -> None: - """Draw text (using default font).""" - ... -def draw_text_codepoint(font: Font|list|tuple,codepoint: int,position: Vector2|list|tuple,fontSize: float,tint: Color|list|tuple,) -> None: - """Draw one character (codepoint).""" - ... -def draw_text_codepoints(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).""" - ... -def draw_text_ex(font: Font|list|tuple,text: str,position: Vector2|list|tuple,fontSize: float,spacing: float,tint: Color|list|tuple,) -> None: - """Draw text using font and additional parameters.""" - ... -def draw_text_pro(font: Font|list|tuple,text: str,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).""" - ... -def draw_texture(texture: Texture|list|tuple,posX: int,posY: int,tint: Color|list|tuple,) -> None: - """Draw a Texture2D.""" - ... -def draw_texture_ex(texture: Texture|list|tuple,position: Vector2|list|tuple,rotation: float,scale: float,tint: Color|list|tuple,) -> None: - """Draw a Texture2D with extended parameters.""" - ... -def draw_texture_n_patch(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.""" - ... -def draw_texture_pro(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.""" - ... -def draw_texture_rec(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.""" - ... -def draw_texture_v(texture: Texture|list|tuple,position: Vector2|list|tuple,tint: Color|list|tuple,) -> None: - """Draw a Texture2D with position defined as Vector2.""" - ... -def draw_triangle(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!).""" - ... -def draw_triangle_3d(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!).""" - ... -def draw_triangle_fan(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: - """Draw a triangle fan defined by points (first vertex is the center).""" - ... -def draw_triangle_lines(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!).""" - ... -def draw_triangle_strip(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: - """Draw a triangle strip defined by points.""" - ... -def draw_triangle_strip_3d(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: - """Draw a triangle strip defined by points.""" - ... -def enable_cursor() -> None: - """Enables cursor (unlock cursor).""" - ... -def enable_event_waiting() -> None: - """Enable waiting for events on EndDrawing(), no automatic event polling.""" - ... -def encode_data_base64(data: str,dataSize: int,outputSize: Any,) -> str: - """Encode data to Base64 string, memory must be MemFree().""" - ... -def end_blend_mode() -> None: - """End blending mode (reset to default: alpha blending).""" - ... -def end_drawing() -> None: - """End canvas drawing and swap buffers (double buffering).""" - ... -def end_mode_2d() -> None: - """Ends 2D mode with custom camera.""" - ... -def end_mode_3d() -> None: - """Ends 3D mode and returns to default 2D orthographic mode.""" - ... -def end_scissor_mode() -> None: - """End scissor mode.""" - ... -def end_shader_mode() -> None: - """End custom shader drawing (use default shader).""" - ... -def end_texture_mode() -> None: - """Ends drawing to render texture.""" - ... -def end_vr_stereo_mode() -> None: - """End stereo rendering (requires VR simulator).""" - ... -def export_automation_event_list(list_0: AutomationEventList|list|tuple,fileName: str,) -> bool: - """Export automation events list as text file.""" - ... -def export_data_as_code(data: str,dataSize: int,fileName: str,) -> bool: - """Export data to code (.h), returns true on success.""" - ... -def export_font_as_code(font: Font|list|tuple,fileName: str,) -> bool: - """Export font as code file, returns true on success.""" - ... -def export_image(image: Image|list|tuple,fileName: str,) -> bool: - """Export image data to file, returns true on success.""" - ... -def export_image_as_code(image: Image|list|tuple,fileName: str,) -> bool: - """Export image as code file defining an array of bytes, returns true on success.""" - ... -def export_image_to_memory(image: Image|list|tuple,fileType: str,fileSize: Any,) -> str: - """Export image to memory buffer.""" - ... -def export_mesh(mesh: Mesh|list|tuple,fileName: str,) -> bool: - """Export mesh data to file, returns true on success.""" - ... -def export_mesh_as_code(mesh: Mesh|list|tuple,fileName: str,) -> bool: - """Export mesh as code file (.h) defining multiple arrays of vertex attributes.""" - ... -def export_wave(wave: Wave|list|tuple,fileName: str,) -> bool: - """Export wave data to file, returns true on success.""" - ... -def export_wave_as_code(wave: Wave|list|tuple,fileName: str,) -> bool: - """Export wave sample data to code (.h), returns true on success.""" - ... -def fade(color: Color|list|tuple,alpha: float,) -> Color: - """Get color with alpha applied, alpha goes from 0.0f to 1.0f.""" - ... -def file_exists(fileName: str,) -> bool: - """Check if file exists.""" - ... -def float_equals(x: float,y: float,) -> int: - """.""" - ... -def gen_image_cellular(width: int,height: int,tileSize: int,) -> Image: - """Generate image: cellular algorithm, bigger tileSize means bigger cells.""" - ... -def gen_image_checked(width: int,height: int,checksX: int,checksY: int,col1: Color|list|tuple,col2: Color|list|tuple,) -> Image: - """Generate image: checked.""" - ... -def gen_image_color(width: int,height: int,color: Color|list|tuple,) -> Image: - """Generate image: plain color.""" - ... -def gen_image_font_atlas(glyphs: Any|list|tuple,glyphRecs: Any|list|tuple,glyphCount: int,fontSize: int,padding: int,packMethod: int,) -> Image: - """Generate image font atlas using chars info.""" - ... -def gen_image_gradient_linear(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.""" - ... -def gen_image_gradient_radial(width: int,height: int,density: float,inner: Color|list|tuple,outer: Color|list|tuple,) -> Image: - """Generate image: radial gradient.""" - ... -def gen_image_gradient_square(width: int,height: int,density: float,inner: Color|list|tuple,outer: Color|list|tuple,) -> Image: - """Generate image: square gradient.""" - ... -def gen_image_perlin_noise(width: int,height: int,offsetX: int,offsetY: int,scale: float,) -> Image: - """Generate image: perlin noise.""" - ... -def gen_image_text(width: int,height: int,text: str,) -> Image: - """Generate image: grayscale image from text data.""" - ... -def gen_image_white_noise(width: int,height: int,factor: float,) -> Image: - """Generate image: white noise.""" - ... -def gen_mesh_cone(radius: float,height: float,slices: int,) -> Mesh: - """Generate cone/pyramid mesh.""" - ... -def gen_mesh_cube(width: float,height: float,length: float,) -> Mesh: - """Generate cuboid mesh.""" - ... -def gen_mesh_cubicmap(cubicmap: Image|list|tuple,cubeSize: Vector3|list|tuple,) -> Mesh: - """Generate cubes-based map mesh from image data.""" - ... -def gen_mesh_cylinder(radius: float,height: float,slices: int,) -> Mesh: - """Generate cylinder mesh.""" - ... -def gen_mesh_heightmap(heightmap: Image|list|tuple,size: Vector3|list|tuple,) -> Mesh: - """Generate heightmap mesh from image data.""" - ... -def gen_mesh_hemi_sphere(radius: float,rings: int,slices: int,) -> Mesh: - """Generate half-sphere mesh (no bottom cap).""" - ... -def gen_mesh_knot(radius: float,size: float,radSeg: int,sides: int,) -> Mesh: - """Generate trefoil knot mesh.""" - ... -def gen_mesh_plane(width: float,length: float,resX: int,resZ: int,) -> Mesh: - """Generate plane mesh (with subdivisions).""" - ... -def gen_mesh_poly(sides: int,radius: float,) -> Mesh: - """Generate polygonal mesh.""" - ... -def gen_mesh_sphere(radius: float,rings: int,slices: int,) -> Mesh: - """Generate sphere mesh (standard sphere).""" - ... -def gen_mesh_tangents(mesh: Any|list|tuple,) -> None: - """Compute mesh tangents.""" - ... -def gen_mesh_torus(radius: float,size: float,radSeg: int,sides: int,) -> Mesh: - """Generate torus mesh.""" - ... -def gen_texture_mipmaps(texture: Any|list|tuple,) -> None: - """Generate GPU mipmaps for a texture.""" - ... -def get_application_directory() -> str: - """Get the directory of the running application (uses static string).""" - ... -def get_camera_matrix(camera: Camera3D|list|tuple,) -> Matrix: - """Get camera transform matrix (view matrix).""" - ... -def get_camera_matrix_2d(camera: Camera2D|list|tuple,) -> Matrix: - """Get camera 2d transform matrix.""" - ... -def get_char_pressed() -> int: - """Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty.""" - ... -def get_clipboard_image() -> Image: - """Get clipboard image content.""" - ... -def get_clipboard_text() -> str: - """Get clipboard text content.""" - ... -def get_codepoint(text: str,codepointSize: Any,) -> int: - """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure.""" - ... -def get_codepoint_count(text: str,) -> int: - """Get total number of codepoints in a UTF-8 encoded string.""" - ... -def get_codepoint_next(text: str,codepointSize: Any,) -> int: - """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure.""" - ... -def get_codepoint_previous(text: str,codepointSize: Any,) -> int: - """Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure.""" - ... -def get_collision_rec(rec1: Rectangle|list|tuple,rec2: Rectangle|list|tuple,) -> Rectangle: - """Get collision rectangle for two rectangles collision.""" - ... -def get_color(hexValue: int,) -> Color: - """Get Color structure from hexadecimal value.""" - ... -def get_current_monitor() -> int: - """Get current monitor where window is placed.""" - ... -def get_directory_path(filePath: str,) -> str: - """Get full path for a given fileName with path (uses static string).""" - ... -def get_fps() -> int: - """Get current FPS.""" - ... -def get_file_extension(fileName: str,) -> str: - """Get pointer to extension for a filename string (includes dot: '.png').""" - ... -def get_file_length(fileName: str,) -> int: - """Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h).""" - ... -def get_file_mod_time(fileName: str,) -> int: - """Get file modification time (last write time).""" - ... -def get_file_name(filePath: str,) -> str: - """Get pointer to filename for a path string.""" - ... -def get_file_name_without_ext(filePath: str,) -> str: - """Get filename string without extension (uses static string).""" - ... -def get_font_default() -> Font: - """Get the default Font.""" - ... -def get_frame_time() -> float: - """Get time in seconds for last frame drawn (delta time).""" - ... -def get_gamepad_axis_count(gamepad: int,) -> int: - """Get gamepad axis count for a gamepad.""" - ... -def get_gamepad_axis_movement(gamepad: int,axis: int,) -> float: - """Get axis movement value for a gamepad axis.""" - ... -def get_gamepad_button_pressed() -> int: - """Get the last gamepad button pressed.""" - ... -def get_gamepad_name(gamepad: int,) -> str: - """Get gamepad internal name id.""" - ... -def get_gesture_detected() -> int: - """Get latest detected gesture.""" - ... -def get_gesture_drag_angle() -> float: - """Get gesture drag angle.""" - ... -def get_gesture_drag_vector() -> Vector2: - """Get gesture drag vector.""" - ... -def get_gesture_hold_duration() -> float: - """Get gesture hold time in seconds.""" - ... -def get_gesture_pinch_angle() -> float: - """Get gesture pinch angle.""" - ... -def get_gesture_pinch_vector() -> Vector2: - """Get gesture pinch delta.""" - ... -def get_glyph_atlas_rec(font: Font|list|tuple,codepoint: int,) -> Rectangle: - """Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found.""" - ... -def get_glyph_index(font: Font|list|tuple,codepoint: int,) -> int: - """Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found.""" - ... -def get_glyph_info(font: Font|list|tuple,codepoint: int,) -> GlyphInfo: - """Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found.""" - ... -def get_image_alpha_border(image: Image|list|tuple,threshold: float,) -> Rectangle: - """Get image alpha border rectangle.""" - ... -def get_image_color(image: Image|list|tuple,x: int,y: int,) -> Color: - """Get image pixel color at (x, y) position.""" - ... -def get_key_pressed() -> int: - """Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty.""" - ... -def get_master_volume() -> float: - """Get master volume (listener).""" - ... -def get_mesh_bounding_box(mesh: Mesh|list|tuple,) -> BoundingBox: - """Compute mesh bounding box limits.""" - ... -def get_model_bounding_box(model: Model|list|tuple,) -> BoundingBox: - """Compute model bounding box limits (considers all meshes).""" - ... -def get_monitor_count() -> int: - """Get number of connected monitors.""" - ... -def get_monitor_height(monitor: int,) -> int: - """Get specified monitor height (current video mode used by monitor).""" - ... -def get_monitor_name(monitor: int,) -> str: - """Get the human-readable, UTF-8 encoded name of the specified monitor.""" - ... -def get_monitor_physical_height(monitor: int,) -> int: - """Get specified monitor physical height in millimetres.""" - ... -def get_monitor_physical_width(monitor: int,) -> int: - """Get specified monitor physical width in millimetres.""" - ... -def get_monitor_position(monitor: int,) -> Vector2: - """Get specified monitor position.""" - ... -def get_monitor_refresh_rate(monitor: int,) -> int: - """Get specified monitor refresh rate.""" - ... -def get_monitor_width(monitor: int,) -> int: - """Get specified monitor width (current video mode used by monitor).""" - ... -def get_mouse_delta() -> Vector2: - """Get mouse delta between frames.""" - ... -def get_mouse_position() -> Vector2: - """Get mouse position XY.""" - ... -def get_mouse_wheel_move() -> float: - """Get mouse wheel movement for X or Y, whichever is larger.""" - ... -def get_mouse_wheel_move_v() -> Vector2: - """Get mouse wheel movement for both X and Y.""" - ... -def get_mouse_x() -> int: - """Get mouse position X.""" - ... -def get_mouse_y() -> int: - """Get mouse position Y.""" - ... -def get_music_time_length(music: Music|list|tuple,) -> float: - """Get music time length (in seconds).""" - ... -def get_music_time_played(music: Music|list|tuple,) -> float: - """Get current music time played (in seconds).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def get_physics_bodies_count() -> int: - """Returns the current amount of created physics bodies.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def get_physics_body(index: int,) -> Any: - """Returns a physics body of the bodies pool at a specific index.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def get_physics_shape_type(index: int,) -> int: - """Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def get_physics_shape_vertex(body: Any|list|tuple,vertex: int,) -> Vector2: - """Returns transformed position of a body shape (body position + vertex transformed position).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def get_physics_shape_vertices_count(index: int,) -> int: - """Returns the amount of vertices of a physics body shape.""" - ... -def get_pixel_color(srcPtr: Any,format: int,) -> Color: - """Get Color from a source pixel pointer of certain format.""" - ... -def get_pixel_data_size(width: int,height: int,format: int,) -> int: - """Get pixel data size in bytes for certain format.""" - ... -def get_prev_directory_path(dirPath: str,) -> str: - """Get previous directory path for a given path (uses static string).""" - ... -def get_random_value(min_0: int,max_1: int,) -> int: - """Get a random value between min and max (both included).""" - ... -def get_ray_collision_box(ray: Ray|list|tuple,box: BoundingBox|list|tuple,) -> RayCollision: - """Get collision info between ray and box.""" - ... -def get_ray_collision_mesh(ray: Ray|list|tuple,mesh: Mesh|list|tuple,transform: Matrix|list|tuple,) -> RayCollision: - """Get collision info between ray and mesh.""" - ... -def get_ray_collision_quad(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.""" - ... -def get_ray_collision_sphere(ray: Ray|list|tuple,center: Vector3|list|tuple,radius: float,) -> RayCollision: - """Get collision info between ray and sphere.""" - ... -def get_ray_collision_triangle(ray: Ray|list|tuple,p1: Vector3|list|tuple,p2: Vector3|list|tuple,p3: Vector3|list|tuple,) -> RayCollision: - """Get collision info between ray and triangle.""" - ... -def get_render_height() -> int: - """Get current render height (it considers HiDPI).""" - ... -def get_render_width() -> int: - """Get current render width (it considers HiDPI).""" - ... -def get_screen_height() -> int: - """Get current screen height.""" - ... -def get_screen_to_world_2d(position: Vector2|list|tuple,camera: Camera2D|list|tuple,) -> Vector2: - """Get the world space position for a 2d camera screen space position.""" - ... -def get_screen_to_world_ray(position: Vector2|list|tuple,camera: Camera3D|list|tuple,) -> Ray: - """Get a ray trace from screen position (i.e mouse).""" - ... -def get_screen_to_world_ray_ex(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.""" - ... -def get_screen_width() -> int: - """Get current screen width.""" - ... -def get_shader_location(shader: Shader|list|tuple,uniformName: str,) -> int: - """Get shader uniform location.""" - ... -def get_shader_location_attrib(shader: Shader|list|tuple,attribName: str,) -> int: - """Get shader attribute location.""" - ... -def get_shapes_texture() -> Texture: - """Get texture that is used for shapes drawing.""" - ... -def get_shapes_texture_rectangle() -> Rectangle: - """Get texture source rectangle that is used for shapes drawing.""" - ... -def get_spline_point_basis(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.""" - ... -def get_spline_point_bezier_cubic(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.""" - ... -def get_spline_point_bezier_quad(p1: Vector2|list|tuple,c2: Vector2|list|tuple,p3: Vector2|list|tuple,t: float,) -> Vector2: - """Get (evaluate) spline point: Quadratic Bezier.""" - ... -def get_spline_point_catmull_rom(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.""" - ... -def get_spline_point_linear(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,t: float,) -> Vector2: - """Get (evaluate) spline point: Linear.""" - ... -def get_time() -> float: - """Get elapsed time in seconds since InitWindow().""" - ... -def get_touch_point_count() -> int: - """Get number of touch points.""" - ... -def get_touch_point_id(index: int,) -> int: - """Get touch point identifier for given index.""" - ... -def get_touch_position(index: int,) -> Vector2: - """Get touch position XY for a touch point index (relative to screen size).""" - ... -def get_touch_x() -> int: - """Get touch position X for touch point 0 (relative to screen size).""" - ... -def get_touch_y() -> int: - """Get touch position Y for touch point 0 (relative to screen size).""" - ... -def get_window_handle() -> Any: - """Get native window handle.""" - ... -def get_window_position() -> Vector2: - """Get window position XY on monitor.""" - ... -def get_window_scale_dpi() -> Vector2: - """Get window scale DPI factor.""" - ... -def get_working_directory() -> str: - """Get current working directory (uses static string).""" - ... -def get_world_to_screen(position: Vector3|list|tuple,camera: Camera3D|list|tuple,) -> Vector2: - """Get the screen space position for a 3d world space position.""" - ... -def get_world_to_screen_2d(position: Vector2|list|tuple,camera: Camera2D|list|tuple,) -> Vector2: - """Get the screen space position for a 2d camera world space position.""" - ... -def get_world_to_screen_ex(position: Vector3|list|tuple,camera: Camera3D|list|tuple,width: int,height: int,) -> Vector2: - """Get size position for a 3d world space position.""" - ... -def gui_button(bounds: Rectangle|list|tuple,text: str,) -> int: - """Button control, returns true when clicked.""" - ... -def gui_check_box(bounds: Rectangle|list|tuple,text: str,checked: Any,) -> int: - """Check Box control, returns true when active.""" - ... -def gui_color_bar_alpha(bounds: Rectangle|list|tuple,text: str,alpha: Any,) -> int: - """Color Bar Alpha control.""" - ... -def gui_color_bar_hue(bounds: Rectangle|list|tuple,text: str,value: Any,) -> int: - """Color Bar Hue control.""" - ... -def gui_color_panel(bounds: Rectangle|list|tuple,text: str,color: Any|list|tuple,) -> int: - """Color Panel control.""" - ... -def gui_color_panel_hsv(bounds: Rectangle|list|tuple,text: str,colorHsv: Any|list|tuple,) -> int: - """Color Panel control that updates Hue-Saturation-Value color value, used by GuiColorPickerHSV().""" - ... -def gui_color_picker(bounds: Rectangle|list|tuple,text: str,color: Any|list|tuple,) -> int: - """Color Picker control (multiple color controls).""" - ... -def gui_color_picker_hsv(bounds: Rectangle|list|tuple,text: str,colorHsv: Any|list|tuple,) -> int: - """Color Picker control that avoids conversion to RGB on each call (multiple color controls).""" - ... -def gui_combo_box(bounds: Rectangle|list|tuple,text: str,active: Any,) -> int: - """Combo Box control.""" - ... -def gui_disable() -> None: - """Disable gui controls (global state).""" - ... -def gui_disable_tooltip() -> None: - """Disable gui tooltips (global state).""" - ... -def gui_draw_icon(iconId: int,posX: int,posY: int,pixelSize: int,color: Color|list|tuple,) -> None: - """Draw icon using pixel size at specified position.""" - ... -def gui_dropdown_box(bounds: Rectangle|list|tuple,text: str,active: Any,editMode: bool,) -> int: - """Dropdown Box control.""" - ... -def gui_dummy_rec(bounds: Rectangle|list|tuple,text: str,) -> int: - """Dummy control for placeholders.""" - ... -def gui_enable() -> None: - """Enable gui controls (global state).""" - ... -def gui_enable_tooltip() -> None: - """Enable gui tooltips (global state).""" - ... -def gui_get_font() -> Font: - """Get gui custom font (global state).""" - ... -def gui_get_icons() -> Any: - """Get raygui icons data pointer.""" - ... -def gui_get_state() -> int: - """Get gui state (global state).""" - ... -def gui_get_style(control: int,property: int,) -> int: - """Get one style property.""" - ... -def gui_grid(bounds: Rectangle|list|tuple,text: str,spacing: float,subdivs: int,mouseCell: Any|list|tuple,) -> int: - """Grid control.""" - ... -def gui_group_box(bounds: Rectangle|list|tuple,text: str,) -> int: - """Group Box control with text name.""" - ... -def gui_icon_text(iconId: int,text: str,) -> str: - """Get text with icon id prepended (if supported).""" - ... -def gui_is_locked() -> bool: - """Check if gui is locked (global state).""" - ... -def gui_label(bounds: Rectangle|list|tuple,text: str,) -> int: - """Label control.""" - ... -def gui_label_button(bounds: Rectangle|list|tuple,text: str,) -> int: - """Label button control, returns true when clicked.""" - ... -def gui_line(bounds: Rectangle|list|tuple,text: str,) -> int: - """Line separator control, could contain text.""" - ... -def gui_list_view(bounds: Rectangle|list|tuple,text: str,scrollIndex: Any,active: Any,) -> int: - """List View control.""" - ... -def gui_list_view_ex(bounds: Rectangle|list|tuple,text: list[str],count: int,scrollIndex: Any,active: Any,focus: Any,) -> int: - """List View with extended parameters.""" - ... -def gui_load_icons(fileName: str,loadIconsName: bool,) -> list[str]: - """Load raygui icons file (.rgi) into internal icons data.""" - ... -def gui_load_style(fileName: str,) -> None: - """Load style file over global style variable (.rgs).""" - ... -def gui_load_style_default() -> None: - """Load style default over global style.""" - ... -def gui_lock() -> None: - """Lock gui controls (global state).""" - ... -def gui_message_box(bounds: Rectangle|list|tuple,title: str,message: str,buttons: str,) -> int: - """Message Box control, displays a message.""" - ... -def gui_panel(bounds: Rectangle|list|tuple,text: str,) -> int: - """Panel control, useful to group controls.""" - ... -def gui_progress_bar(bounds: Rectangle|list|tuple,textLeft: str,textRight: str,value: Any,minValue: float,maxValue: float,) -> int: - """Progress Bar control.""" - ... -def gui_scroll_panel(bounds: Rectangle|list|tuple,text: str,content: Rectangle|list|tuple,scroll: Any|list|tuple,view: Any|list|tuple,) -> int: - """Scroll Panel control.""" - ... -def gui_set_alpha(alpha: float,) -> None: - """Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f.""" - ... -def gui_set_font(font: Font|list|tuple,) -> None: - """Set gui custom font (global state).""" - ... -def gui_set_icon_scale(scale: int,) -> None: - """Set default icon drawing size.""" - ... -def gui_set_state(state: int,) -> None: - """Set gui state (global state).""" - ... -def gui_set_style(control: int,property: int,value: int,) -> None: - """Set one style property.""" - ... -def gui_set_tooltip(tooltip: str,) -> None: - """Set tooltip string.""" - ... -def gui_slider(bounds: Rectangle|list|tuple,textLeft: str,textRight: str,value: Any,minValue: float,maxValue: float,) -> int: - """Slider control.""" - ... -def gui_slider_bar(bounds: Rectangle|list|tuple,textLeft: str,textRight: str,value: Any,minValue: float,maxValue: float,) -> int: - """Slider Bar control.""" - ... -def gui_spinner(bounds: Rectangle|list|tuple,text: str,value: Any,minValue: int,maxValue: int,editMode: bool,) -> int: - """Spinner control.""" - ... -def gui_status_bar(bounds: Rectangle|list|tuple,text: str,) -> int: - """Status Bar control, shows info text.""" - ... -def gui_tab_bar(bounds: Rectangle|list|tuple,text: list[str],count: int,active: Any,) -> int: - """Tab Bar control, returns TAB to be closed or -1.""" - ... -def gui_text_box(bounds: Rectangle|list|tuple,text: str,textSize: int,editMode: bool,) -> int: - """Text Box control, updates input text.""" - ... -def gui_text_input_box(bounds: Rectangle|list|tuple,title: str,message: str,buttons: str,text: str,textMaxSize: int,secretViewActive: Any,) -> int: - """Text Input Box control, ask for text, supports secret.""" - ... -def gui_toggle(bounds: Rectangle|list|tuple,text: str,active: Any,) -> int: - """Toggle Button control.""" - ... -def gui_toggle_group(bounds: Rectangle|list|tuple,text: str,active: Any,) -> int: - """Toggle Group control.""" - ... -def gui_toggle_slider(bounds: Rectangle|list|tuple,text: str,active: Any,) -> int: - """Toggle Slider control.""" - ... -def gui_unlock() -> None: - """Unlock gui controls (global state).""" - ... -def gui_value_box(bounds: Rectangle|list|tuple,text: str,value: Any,minValue: int,maxValue: int,editMode: bool,) -> int: - """Value Box control, updates input text with numbers.""" - ... -def gui_value_box_float(bounds: Rectangle|list|tuple,text: str,textValue: str,value: Any,editMode: bool,) -> int: - """Value box control for float values.""" - ... -def gui_window_box(bounds: Rectangle|list|tuple,title: str,) -> int: - """Window Box control, shows a window that can be closed.""" - ... -def hide_cursor() -> None: - """Hides cursor.""" - ... -def image_alpha_clear(image: Any|list|tuple,color: Color|list|tuple,threshold: float,) -> None: - """Clear alpha channel to desired color.""" - ... -def image_alpha_crop(image: Any|list|tuple,threshold: float,) -> None: - """Crop image depending on alpha value.""" - ... -def image_alpha_mask(image: Any|list|tuple,alphaMask: Image|list|tuple,) -> None: - """Apply alpha mask to image.""" - ... -def image_alpha_premultiply(image: Any|list|tuple,) -> None: - """Premultiply alpha channel.""" - ... -def image_blur_gaussian(image: Any|list|tuple,blurSize: int,) -> None: - """Apply Gaussian blur using a box blur approximation.""" - ... -def image_clear_background(dst: Any|list|tuple,color: Color|list|tuple,) -> None: - """Clear image background with given color.""" - ... -def image_color_brightness(image: Any|list|tuple,brightness: int,) -> None: - """Modify image color: brightness (-255 to 255).""" - ... -def image_color_contrast(image: Any|list|tuple,contrast: float,) -> None: - """Modify image color: contrast (-100 to 100).""" - ... -def image_color_grayscale(image: Any|list|tuple,) -> None: - """Modify image color: grayscale.""" - ... -def image_color_invert(image: Any|list|tuple,) -> None: - """Modify image color: invert.""" - ... -def image_color_replace(image: Any|list|tuple,color: Color|list|tuple,replace: Color|list|tuple,) -> None: - """Modify image color: replace color.""" - ... -def image_color_tint(image: Any|list|tuple,color: Color|list|tuple,) -> None: - """Modify image color: tint.""" - ... -def image_copy(image: Image|list|tuple,) -> Image: - """Create an image duplicate (useful for transformations).""" - ... -def image_crop(image: Any|list|tuple,crop: Rectangle|list|tuple,) -> None: - """Crop an image to a defined rectangle.""" - ... -def image_dither(image: Any|list|tuple,rBpp: int,gBpp: int,bBpp: int,aBpp: int,) -> None: - """Dither image data to 16bpp or lower (Floyd-Steinberg dithering).""" - ... -def image_draw(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).""" - ... -def image_draw_circle(dst: Any|list|tuple,centerX: int,centerY: int,radius: int,color: Color|list|tuple,) -> None: - """Draw a filled circle within an image.""" - ... -def image_draw_circle_lines(dst: Any|list|tuple,centerX: int,centerY: int,radius: int,color: Color|list|tuple,) -> None: - """Draw circle outline within an image.""" - ... -def image_draw_circle_lines_v(dst: Any|list|tuple,center: Vector2|list|tuple,radius: int,color: Color|list|tuple,) -> None: - """Draw circle outline within an image (Vector version).""" - ... -def image_draw_circle_v(dst: Any|list|tuple,center: Vector2|list|tuple,radius: int,color: Color|list|tuple,) -> None: - """Draw a filled circle within an image (Vector version).""" - ... -def image_draw_line(dst: Any|list|tuple,startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color|list|tuple,) -> None: - """Draw line within an image.""" - ... -def image_draw_line_ex(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.""" - ... -def image_draw_line_v(dst: Any|list|tuple,start: Vector2|list|tuple,end: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw line within an image (Vector version).""" - ... -def image_draw_pixel(dst: Any|list|tuple,posX: int,posY: int,color: Color|list|tuple,) -> None: - """Draw pixel within an image.""" - ... -def image_draw_pixel_v(dst: Any|list|tuple,position: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw pixel within an image (Vector version).""" - ... -def image_draw_rectangle(dst: Any|list|tuple,posX: int,posY: int,width: int,height: int,color: Color|list|tuple,) -> None: - """Draw rectangle within an image.""" - ... -def image_draw_rectangle_lines(dst: Any|list|tuple,rec: Rectangle|list|tuple,thick: int,color: Color|list|tuple,) -> None: - """Draw rectangle lines within an image.""" - ... -def image_draw_rectangle_rec(dst: Any|list|tuple,rec: Rectangle|list|tuple,color: Color|list|tuple,) -> None: - """Draw rectangle within an image.""" - ... -def image_draw_rectangle_v(dst: Any|list|tuple,position: Vector2|list|tuple,size: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw rectangle within an image (Vector version).""" - ... -def image_draw_text(dst: Any|list|tuple,text: str,posX: int,posY: int,fontSize: int,color: Color|list|tuple,) -> None: - """Draw text (using default font) within an image (destination).""" - ... -def image_draw_text_ex(dst: Any|list|tuple,font: Font|list|tuple,text: str,position: Vector2|list|tuple,fontSize: float,spacing: float,tint: Color|list|tuple,) -> None: - """Draw text (custom sprite font) within an image (destination).""" - ... -def image_draw_triangle(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.""" - ... -def image_draw_triangle_ex(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.""" - ... -def image_draw_triangle_fan(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).""" - ... -def image_draw_triangle_lines(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.""" - ... -def image_draw_triangle_strip(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.""" - ... -def image_flip_horizontal(image: Any|list|tuple,) -> None: - """Flip image horizontally.""" - ... -def image_flip_vertical(image: Any|list|tuple,) -> None: - """Flip image vertically.""" - ... -def image_format(image: Any|list|tuple,newFormat: int,) -> None: - """Convert image data to desired format.""" - ... -def image_from_channel(image: Image|list|tuple,selectedChannel: int,) -> Image: - """Create an image from a selected channel of another image (GRAYSCALE).""" - ... -def image_from_image(image: Image|list|tuple,rec: Rectangle|list|tuple,) -> Image: - """Create an image from another image piece.""" - ... -def image_kernel_convolution(image: Any|list|tuple,kernel: Any,kernelSize: int,) -> None: - """Apply custom square convolution kernel to image.""" - ... -def image_mipmaps(image: Any|list|tuple,) -> None: - """Compute all mipmap levels for a provided image.""" - ... -def image_resize(image: Any|list|tuple,newWidth: int,newHeight: int,) -> None: - """Resize image (Bicubic scaling algorithm).""" - ... -def image_resize_canvas(image: Any|list|tuple,newWidth: int,newHeight: int,offsetX: int,offsetY: int,fill: Color|list|tuple,) -> None: - """Resize canvas and fill with color.""" - ... -def image_resize_nn(image: Any|list|tuple,newWidth: int,newHeight: int,) -> None: - """Resize image (Nearest-Neighbor scaling algorithm).""" - ... -def image_rotate(image: Any|list|tuple,degrees: int,) -> None: - """Rotate image by input angle in degrees (-359 to 359).""" - ... -def image_rotate_ccw(image: Any|list|tuple,) -> None: - """Rotate image counter-clockwise 90deg.""" - ... -def image_rotate_cw(image: Any|list|tuple,) -> None: - """Rotate image clockwise 90deg.""" - ... -def image_text(text: str,fontSize: int,color: Color|list|tuple,) -> Image: - """Create an image from text (default font).""" - ... -def image_text_ex(font: Font|list|tuple,text: str,fontSize: float,spacing: float,tint: Color|list|tuple,) -> Image: - """Create an image from text (custom sprite font).""" - ... -def image_to_pot(image: Any|list|tuple,fill: Color|list|tuple,) -> None: - """Convert image to POT (power-of-two).""" - ... -def init_audio_device() -> None: - """Initialize audio device and context.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def init_physics() -> None: - """Initializes physics values, pointers and creates physics loop thread.""" - ... -def init_window(width: int,height: int,title: str,) -> None: - """Initialize window and OpenGL context.""" - ... -def is_audio_device_ready() -> bool: - """Check if audio device has been initialized successfully.""" - ... -def is_audio_stream_playing(stream: AudioStream|list|tuple,) -> bool: - """Check if audio stream is playing.""" - ... -def is_audio_stream_processed(stream: AudioStream|list|tuple,) -> bool: - """Check if any audio stream buffers requires refill.""" - ... -def is_audio_stream_valid(stream: AudioStream|list|tuple,) -> bool: - """Checks if an audio stream is valid (buffers initialized).""" - ... -def is_cursor_hidden() -> bool: - """Check if cursor is not visible.""" - ... -def is_cursor_on_screen() -> bool: - """Check if cursor is on the screen.""" - ... -def is_file_dropped() -> bool: - """Check if a file has been dropped into window.""" - ... -def is_file_extension(fileName: str,ext: str,) -> bool: - """Check file extension (including point: .png, .wav).""" - ... -def is_file_name_valid(fileName: str,) -> bool: - """Check if fileName is valid for the platform/OS.""" - ... -def is_font_valid(font: Font|list|tuple,) -> bool: - """Check if a font is valid (font data loaded, WARNING: GPU texture not checked).""" - ... -def is_gamepad_available(gamepad: int,) -> bool: - """Check if a gamepad is available.""" - ... -def is_gamepad_button_down(gamepad: int,button: int,) -> bool: - """Check if a gamepad button is being pressed.""" - ... -def is_gamepad_button_pressed(gamepad: int,button: int,) -> bool: - """Check if a gamepad button has been pressed once.""" - ... -def is_gamepad_button_released(gamepad: int,button: int,) -> bool: - """Check if a gamepad button has been released once.""" - ... -def is_gamepad_button_up(gamepad: int,button: int,) -> bool: - """Check if a gamepad button is NOT being pressed.""" - ... -def is_gesture_detected(gesture: int,) -> bool: - """Check if a gesture have been detected.""" - ... -def is_image_valid(image: Image|list|tuple,) -> bool: - """Check if an image is valid (data and parameters).""" - ... -def is_key_down(key: int,) -> bool: - """Check if a key is being pressed.""" - ... -def is_key_pressed(key: int,) -> bool: - """Check if a key has been pressed once.""" - ... -def is_key_pressed_repeat(key: int,) -> bool: - """Check if a key has been pressed again.""" - ... -def is_key_released(key: int,) -> bool: - """Check if a key has been released once.""" - ... -def is_key_up(key: int,) -> bool: - """Check if a key is NOT being pressed.""" - ... -def is_material_valid(material: Material|list|tuple,) -> bool: - """Check if a material is valid (shader assigned, map textures loaded in GPU).""" - ... -def is_model_animation_valid(model: Model|list|tuple,anim: ModelAnimation|list|tuple,) -> bool: - """Check model animation skeleton match.""" - ... -def is_model_valid(model: Model|list|tuple,) -> bool: - """Check if a model is valid (loaded in GPU, VAO/VBOs).""" - ... -def is_mouse_button_down(button: int,) -> bool: - """Check if a mouse button is being pressed.""" - ... -def is_mouse_button_pressed(button: int,) -> bool: - """Check if a mouse button has been pressed once.""" - ... -def is_mouse_button_released(button: int,) -> bool: - """Check if a mouse button has been released once.""" - ... -def is_mouse_button_up(button: int,) -> bool: - """Check if a mouse button is NOT being pressed.""" - ... -def is_music_stream_playing(music: Music|list|tuple,) -> bool: - """Check if music is playing.""" - ... -def is_music_valid(music: Music|list|tuple,) -> bool: - """Checks if a music stream is valid (context and buffers initialized).""" - ... -def is_path_file(path: str,) -> bool: - """Check if a given path is a file or a directory.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def is_physics_enabled() -> bool: - """Returns true if physics thread is currently enabled.""" - ... -def is_render_texture_valid(target: RenderTexture|list|tuple,) -> bool: - """Check if a render texture is valid (loaded in GPU).""" - ... -def is_shader_valid(shader: Shader|list|tuple,) -> bool: - """Check if a shader is valid (loaded on GPU).""" - ... -def is_sound_playing(sound: Sound|list|tuple,) -> bool: - """Check if a sound is currently playing.""" - ... -def is_sound_valid(sound: Sound|list|tuple,) -> bool: - """Checks if a sound is valid (data loaded and buffers initialized).""" - ... -def is_texture_valid(texture: Texture|list|tuple,) -> bool: - """Check if a texture is valid (loaded in GPU).""" - ... -def is_wave_valid(wave: Wave|list|tuple,) -> bool: - """Checks if wave data is valid (data loaded and parameters).""" - ... -def is_window_focused() -> bool: - """Check if window is currently focused.""" - ... -def is_window_fullscreen() -> bool: - """Check if window is currently fullscreen.""" - ... -def is_window_hidden() -> bool: - """Check if window is currently hidden.""" - ... -def is_window_maximized() -> bool: - """Check if window is currently maximized.""" - ... -def is_window_minimized() -> bool: - """Check if window is currently minimized.""" - ... -def is_window_ready() -> bool: - """Check if window has been initialized successfully.""" - ... -def is_window_resized() -> bool: - """Check if window has been resized last frame.""" - ... -def is_window_state(flag: int,) -> bool: - """Check if one specific window flag is enabled.""" - ... -def lerp(start: float,end: float,amount: float,) -> float: - """.""" - ... -def load_audio_stream(sampleRate: int,sampleSize: int,channels: int,) -> AudioStream: - """Load audio stream (to stream raw audio pcm data).""" - ... -def load_automation_event_list(fileName: str,) -> AutomationEventList: - """Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS.""" - ... -def load_codepoints(text: str,count: Any,) -> Any: - """Load all codepoints from a UTF-8 text string, codepoints count returned by parameter.""" - ... -def load_directory_files(dirPath: str,) -> FilePathList: - """Load directory filepaths.""" - ... -def load_directory_files_ex(basePath: str,filter: str,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.""" - ... -def load_dropped_files() -> FilePathList: - """Load dropped filepaths.""" - ... -def load_file_data(fileName: str,dataSize: Any,) -> str: - """Load file data as byte array (read).""" - ... -def load_file_text(fileName: str,) -> str: - """Load text data from file (read), returns a '\0' terminated string.""" - ... -def load_font(fileName: str,) -> Font: - """Load font from file into GPU memory (VRAM).""" - ... -def load_font_data(fileData: str,dataSize: int,fontSize: int,codepoints: Any,codepointCount: int,type: int,) -> Any: - """Load font data for further use.""" - ... -def load_font_ex(fileName: str,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.""" - ... -def load_font_from_image(image: Image|list|tuple,key: Color|list|tuple,firstChar: int,) -> Font: - """Load font from Image (XNA style).""" - ... -def load_font_from_memory(fileType: str,fileData: str,dataSize: int,fontSize: int,codepoints: Any,codepointCount: int,) -> Font: - """Load font from memory buffer, fileType refers to extension: i.e. '.ttf'.""" - ... -def load_image(fileName: str,) -> Image: - """Load image from file into CPU memory (RAM).""" - ... -def load_image_anim(fileName: str,frames: Any,) -> Image: - """Load image sequence from file (frames appended to image.data).""" - ... -def load_image_anim_from_memory(fileType: str,fileData: str,dataSize: int,frames: Any,) -> Image: - """Load image sequence from memory buffer.""" - ... -def load_image_colors(image: Image|list|tuple,) -> Any: - """Load color data from image as a Color array (RGBA - 32bit).""" - ... -def load_image_from_memory(fileType: str,fileData: str,dataSize: int,) -> Image: - """Load image from memory buffer, fileType refers to extension: i.e. '.png'.""" - ... -def load_image_from_screen() -> Image: - """Load image from screen buffer and (screenshot).""" - ... -def load_image_from_texture(texture: Texture|list|tuple,) -> Image: - """Load image from GPU texture data.""" - ... -def load_image_palette(image: Image|list|tuple,maxPaletteSize: int,colorCount: Any,) -> Any: - """Load colors palette from image as a Color array (RGBA - 32bit).""" - ... -def load_image_raw(fileName: str,width: int,height: int,format: int,headerSize: int,) -> Image: - """Load image from RAW file data.""" - ... -def load_material_default() -> Material: - """Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps).""" - ... -def load_materials(fileName: str,materialCount: Any,) -> Any: - """Load materials from model file.""" - ... -def load_model(fileName: str,) -> Model: - """Load model from files (meshes and materials).""" - ... -def load_model_animations(fileName: str,animCount: Any,) -> Any: - """Load model animations from file.""" - ... -def load_model_from_mesh(mesh: Mesh|list|tuple,) -> Model: - """Load model from generated mesh (default material).""" - ... -def load_music_stream(fileName: str,) -> Music: - """Load music stream from file.""" - ... -def load_music_stream_from_memory(fileType: str,data: str,dataSize: int,) -> Music: - """Load music stream from data.""" - ... -def load_random_sequence(count: int,min_1: int,max_2: int,) -> Any: - """Load random values sequence, no values repeated.""" - ... -def load_render_texture(width: int,height: int,) -> RenderTexture: - """Load texture for rendering (framebuffer).""" - ... -def load_shader(vsFileName: str,fsFileName: str,) -> Shader: - """Load shader from files and bind default locations.""" - ... -def load_shader_from_memory(vsCode: str,fsCode: str,) -> Shader: - """Load shader from code strings and bind default locations.""" - ... -def load_sound(fileName: str,) -> Sound: - """Load sound from file.""" - ... -def load_sound_alias(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.""" - ... -def load_sound_from_wave(wave: Wave|list|tuple,) -> Sound: - """Load sound from wave data.""" - ... -def load_texture(fileName: str,) -> Texture: - """Load texture from file into GPU memory (VRAM).""" - ... -def load_texture_cubemap(image: Image|list|tuple,layout: int,) -> Texture: - """Load cubemap from image, multiple image cubemap layouts supported.""" - ... -def load_texture_from_image(image: Image|list|tuple,) -> Texture: - """Load texture from image data.""" - ... -def load_utf8(codepoints: Any,length: int,) -> str: - """Load UTF-8 text encoded from codepoints array.""" - ... -def load_vr_stereo_config(device: VrDeviceInfo|list|tuple,) -> VrStereoConfig: - """Load VR stereo config for VR simulator device parameters.""" - ... -def load_wave(fileName: str,) -> Wave: - """Load wave data from file.""" - ... -def load_wave_from_memory(fileType: str,fileData: str,dataSize: int,) -> Wave: - """Load wave from memory buffer, fileType refers to extension: i.e. '.wav'.""" - ... -def load_wave_samples(wave: Wave|list|tuple,) -> Any: - """Load samples data from wave as a 32bit float data array.""" - ... -def make_directory(dirPath: str,) -> int: - """Create directories (including full path requested), returns 0 on success.""" - ... -def matrix_add(left: Matrix|list|tuple,right: Matrix|list|tuple,) -> Matrix: - """.""" - ... -def matrix_decompose(mat: Matrix|list|tuple,translation: Any|list|tuple,rotation: Any|list|tuple,scale: Any|list|tuple,) -> None: - """.""" - ... -def matrix_determinant(mat: Matrix|list|tuple,) -> float: - """.""" - ... -def matrix_frustum(left: float,right: float,bottom: float,top: float,nearPlane: float,farPlane: float,) -> Matrix: - """.""" - ... -def matrix_identity() -> Matrix: - """.""" - ... -def matrix_invert(mat: Matrix|list|tuple,) -> Matrix: - """.""" - ... -def matrix_look_at(eye: Vector3|list|tuple,target: Vector3|list|tuple,up: Vector3|list|tuple,) -> Matrix: - """.""" - ... -def matrix_multiply(left: Matrix|list|tuple,right: Matrix|list|tuple,) -> Matrix: - """.""" - ... -def matrix_ortho(left: float,right: float,bottom: float,top: float,nearPlane: float,farPlane: float,) -> Matrix: - """.""" - ... -def matrix_perspective(fovY: float,aspect: float,nearPlane: float,farPlane: float,) -> Matrix: - """.""" - ... -def matrix_rotate(axis: Vector3|list|tuple,angle: float,) -> Matrix: - """.""" - ... -def matrix_rotate_x(angle: float,) -> Matrix: - """.""" - ... -def matrix_rotate_xyz(angle: Vector3|list|tuple,) -> Matrix: - """.""" - ... -def matrix_rotate_y(angle: float,) -> Matrix: - """.""" - ... -def matrix_rotate_z(angle: float,) -> Matrix: - """.""" - ... -def matrix_rotate_zyx(angle: Vector3|list|tuple,) -> Matrix: - """.""" - ... -def matrix_scale(x: float,y: float,z: float,) -> Matrix: - """.""" - ... -def matrix_subtract(left: Matrix|list|tuple,right: Matrix|list|tuple,) -> Matrix: - """.""" - ... -def matrix_to_float_v(mat: Matrix|list|tuple,) -> float16: - """.""" - ... -def matrix_trace(mat: Matrix|list|tuple,) -> float: - """.""" - ... -def matrix_translate(x: float,y: float,z: float,) -> Matrix: - """.""" - ... -def matrix_transpose(mat: Matrix|list|tuple,) -> Matrix: - """.""" - ... -def maximize_window() -> None: - """Set window state: maximized, if resizable.""" - ... -def measure_text(text: str,fontSize: int,) -> int: - """Measure string width for default font.""" - ... -def measure_text_ex(font: Font|list|tuple,text: str,fontSize: float,spacing: float,) -> Vector2: - """Measure string size for Font.""" - ... -def mem_alloc(size: int,) -> Any: - """Internal memory allocator.""" - ... -def mem_free(ptr: Any,) -> None: - """Internal memory free.""" - ... -def mem_realloc(ptr: Any,size: int,) -> Any: - """Internal memory reallocator.""" - ... -def minimize_window() -> None: - """Set window state: minimized, if resizable.""" - ... -def normalize(value: float,start: float,end: float,) -> float: - """.""" - ... -def open_url(url: str,) -> None: - """Open URL with default system browser (if available).""" - ... -def pause_audio_stream(stream: AudioStream|list|tuple,) -> None: - """Pause audio stream.""" - ... -def pause_music_stream(music: Music|list|tuple,) -> None: - """Pause music playing.""" - ... -def pause_sound(sound: Sound|list|tuple,) -> None: - """Pause a sound.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def physics_add_force(body: Any|list|tuple,force: Vector2|list|tuple,) -> None: - """Adds a force to a physics body.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def physics_add_torque(body: Any|list|tuple,amount: float,) -> None: - """Adds an angular force to a physics body.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def physics_shatter(body: Any|list|tuple,position: Vector2|list|tuple,force: float,) -> None: - """Shatters a polygon shape physics body to little physics bodies with explosion force.""" - ... -def play_audio_stream(stream: AudioStream|list|tuple,) -> None: - """Play audio stream.""" - ... -def play_automation_event(event: AutomationEvent|list|tuple,) -> None: - """Play a recorded automation event.""" - ... -def play_music_stream(music: Music|list|tuple,) -> None: - """Start music playing.""" - ... -def play_sound(sound: Sound|list|tuple,) -> None: - """Play a sound.""" - ... -def poll_input_events() -> None: - """Register all input events.""" - ... -def quaternion_add(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def quaternion_add_value(q: Vector4|list|tuple,add: float,) -> Vector4: - """.""" - ... -def quaternion_cubic_hermite_spline(q1: Vector4|list|tuple,outTangent1: Vector4|list|tuple,q2: Vector4|list|tuple,inTangent2: Vector4|list|tuple,t: float,) -> Vector4: - """.""" - ... -def quaternion_divide(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def quaternion_equals(p: Vector4|list|tuple,q: Vector4|list|tuple,) -> int: - """.""" - ... -def quaternion_from_axis_angle(axis: Vector3|list|tuple,angle: float,) -> Vector4: - """.""" - ... -def quaternion_from_euler(pitch: float,yaw: float,roll: float,) -> Vector4: - """.""" - ... -def quaternion_from_matrix(mat: Matrix|list|tuple,) -> Vector4: - """.""" - ... -def quaternion_from_vector3_to_vector3(from_0: Vector3|list|tuple,to: Vector3|list|tuple,) -> Vector4: - """.""" - ... -def quaternion_identity() -> Vector4: - """.""" - ... -def quaternion_invert(q: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def quaternion_length(q: Vector4|list|tuple,) -> float: - """.""" - ... -def quaternion_lerp(q1: Vector4|list|tuple,q2: Vector4|list|tuple,amount: float,) -> Vector4: - """.""" - ... -def quaternion_multiply(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def quaternion_nlerp(q1: Vector4|list|tuple,q2: Vector4|list|tuple,amount: float,) -> Vector4: - """.""" - ... -def quaternion_normalize(q: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def quaternion_scale(q: Vector4|list|tuple,mul: float,) -> Vector4: - """.""" - ... -def quaternion_slerp(q1: Vector4|list|tuple,q2: Vector4|list|tuple,amount: float,) -> Vector4: - """.""" - ... -def quaternion_subtract(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def quaternion_subtract_value(q: Vector4|list|tuple,sub: float,) -> Vector4: - """.""" - ... -def quaternion_to_axis_angle(q: Vector4|list|tuple,outAxis: Any|list|tuple,outAngle: Any,) -> None: - """.""" - ... -def quaternion_to_euler(q: Vector4|list|tuple,) -> Vector3: - """.""" - ... -def quaternion_to_matrix(q: Vector4|list|tuple,) -> Matrix: - """.""" - ... -def quaternion_transform(q: Vector4|list|tuple,mat: Matrix|list|tuple,) -> Vector4: - """.""" - ... -def remap(value: float,inputStart: float,inputEnd: float,outputStart: float,outputEnd: float,) -> float: - """.""" - ... -def restore_window() -> None: - """Set window state: not minimized/maximized.""" - ... -def resume_audio_stream(stream: AudioStream|list|tuple,) -> None: - """Resume audio stream.""" - ... -def resume_music_stream(music: Music|list|tuple,) -> None: - """Resume playing paused music.""" - ... -def resume_sound(sound: Sound|list|tuple,) -> None: - """Resume a paused sound.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def run_physics_step() -> None: - """Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop.""" - ... -def save_file_data(fileName: str,data: Any,dataSize: int,) -> bool: - """Save data to file from byte array (write), returns true on success.""" - ... -def save_file_text(fileName: str,text: str,) -> bool: - """Save text data to file (write), string must be '\0' terminated, returns true on success.""" - ... -def seek_music_stream(music: Music|list|tuple,position: float,) -> None: - """Seek music to a position (in seconds).""" - ... -def set_audio_stream_buffer_size_default(size: int,) -> None: - """Default size for new audio streams.""" - ... -def set_audio_stream_callback(stream: AudioStream|list|tuple,callback: Any,) -> None: - """Audio thread callback to request new data.""" - ... -def set_audio_stream_pan(stream: AudioStream|list|tuple,pan: float,) -> None: - """Set pan for audio stream (0.5 is centered).""" - ... -def set_audio_stream_pitch(stream: AudioStream|list|tuple,pitch: float,) -> None: - """Set pitch for audio stream (1.0 is base level).""" - ... -def set_audio_stream_volume(stream: AudioStream|list|tuple,volume: float,) -> None: - """Set volume for audio stream (1.0 is max level).""" - ... -def set_automation_event_base_frame(frame: int,) -> None: - """Set automation event internal base frame to start recording.""" - ... -def set_automation_event_list(list_0: Any|list|tuple,) -> None: - """Set automation event list to record to.""" - ... -def set_clipboard_text(text: str,) -> None: - """Set clipboard text content.""" - ... -def set_config_flags(flags: int,) -> None: - """Setup init configuration flags (view FLAGS).""" - ... -def set_exit_key(key: int,) -> None: - """Set a custom key to exit program (default is ESC).""" - ... -def set_gamepad_mappings(mappings: str,) -> int: - """Set internal gamepad mappings (SDL_GameControllerDB).""" - ... -def set_gamepad_vibration(gamepad: int,leftMotor: float,rightMotor: float,duration: float,) -> None: - """Set gamepad vibration for both motors (duration in seconds).""" - ... -def set_gestures_enabled(flags: int,) -> None: - """Enable a set of gestures using flags.""" - ... -def set_load_file_data_callback(callback: str,) -> None: - """Set custom file binary data loader.""" - ... -def set_load_file_text_callback(callback: str,) -> None: - """Set custom file text data loader.""" - ... -def set_master_volume(volume: float,) -> None: - """Set master volume (listener).""" - ... -def set_material_texture(material: Any|list|tuple,mapType: int,texture: Texture|list|tuple,) -> None: - """Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...).""" - ... -def set_model_mesh_material(model: Any|list|tuple,meshId: int,materialId: int,) -> None: - """Set material for a mesh.""" - ... -def set_mouse_cursor(cursor: int,) -> None: - """Set mouse cursor.""" - ... -def set_mouse_offset(offsetX: int,offsetY: int,) -> None: - """Set mouse offset.""" - ... -def set_mouse_position(x: int,y: int,) -> None: - """Set mouse position XY.""" - ... -def set_mouse_scale(scaleX: float,scaleY: float,) -> None: - """Set mouse scaling.""" - ... -def set_music_pan(music: Music|list|tuple,pan: float,) -> None: - """Set pan for a music (0.5 is center).""" - ... -def set_music_pitch(music: Music|list|tuple,pitch: float,) -> None: - """Set pitch for a music (1.0 is base level).""" - ... -def set_music_volume(music: Music|list|tuple,volume: float,) -> None: - """Set volume for music (1.0 is max level).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def set_physics_body_rotation(body: Any|list|tuple,radians: float,) -> None: - """Sets physics body shape transform based on radians parameter.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def set_physics_gravity(x: float,y: float,) -> None: - """Sets physics global gravity force.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def set_physics_time_step(delta: float,) -> None: - """Sets physics fixed time step in milliseconds. 1.666666 by default.""" - ... -def set_pixel_color(dstPtr: Any,color: Color|list|tuple,format: int,) -> None: - """Set color formatted into destination pixel pointer.""" - ... -def set_random_seed(seed: int,) -> None: - """Set the seed for the random number generator.""" - ... -def set_save_file_data_callback(callback: str,) -> None: - """Set custom file binary data saver.""" - ... -def set_save_file_text_callback(callback: str,) -> None: - """Set custom file text data saver.""" - ... -def set_shader_value(shader: Shader|list|tuple,locIndex: int,value: Any,uniformType: int,) -> None: - """Set shader uniform value.""" - ... -def set_shader_value_matrix(shader: Shader|list|tuple,locIndex: int,mat: Matrix|list|tuple,) -> None: - """Set shader uniform value (matrix 4x4).""" - ... -def set_shader_value_texture(shader: Shader|list|tuple,locIndex: int,texture: Texture|list|tuple,) -> None: - """Set shader uniform value for texture (sampler2d).""" - ... -def set_shader_value_v(shader: Shader|list|tuple,locIndex: int,value: Any,uniformType: int,count: int,) -> None: - """Set shader uniform value vector.""" - ... -def set_shapes_texture(texture: Texture|list|tuple,source: Rectangle|list|tuple,) -> None: - """Set texture and rectangle to be used on shapes drawing.""" - ... -def set_sound_pan(sound: Sound|list|tuple,pan: float,) -> None: - """Set pan for a sound (0.5 is center).""" - ... -def set_sound_pitch(sound: Sound|list|tuple,pitch: float,) -> None: - """Set pitch for a sound (1.0 is base level).""" - ... -def set_sound_volume(sound: Sound|list|tuple,volume: float,) -> None: - """Set volume for a sound (1.0 is max level).""" - ... -def set_target_fps(fps: int,) -> None: - """Set target FPS (maximum).""" - ... -def set_text_line_spacing(spacing: int,) -> None: - """Set vertical line spacing when drawing with line-breaks.""" - ... -def set_texture_filter(texture: Texture|list|tuple,filter: int,) -> None: - """Set texture scaling filter mode.""" - ... -def set_texture_wrap(texture: Texture|list|tuple,wrap: int,) -> None: - """Set texture wrapping mode.""" - ... -def set_trace_log_callback(callback: str,) -> None: - """Set custom trace log.""" - ... -def set_trace_log_level(logLevel: int,) -> None: - """Set the current threshold (minimum) log level.""" - ... -def set_window_focused() -> None: - """Set window focused.""" - ... -def set_window_icon(image: Image|list|tuple,) -> None: - """Set icon for window (single image, RGBA 32bit).""" - ... -def set_window_icons(images: Any|list|tuple,count: int,) -> None: - """Set icon for window (multiple images, RGBA 32bit).""" - ... -def set_window_max_size(width: int,height: int,) -> None: - """Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE).""" - ... -def set_window_min_size(width: int,height: int,) -> None: - """Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE).""" - ... -def set_window_monitor(monitor: int,) -> None: - """Set monitor for the current window.""" - ... -def set_window_opacity(opacity: float,) -> None: - """Set window opacity [0.0f..1.0f].""" - ... -def set_window_position(x: int,y: int,) -> None: - """Set window position on screen.""" - ... -def set_window_size(width: int,height: int,) -> None: - """Set window dimensions.""" - ... -def set_window_state(flags: int,) -> None: - """Set window configuration state using flags.""" - ... -def set_window_title(title: str,) -> None: - """Set title for window.""" - ... -def show_cursor() -> None: - """Shows cursor.""" - ... -def start_automation_event_recording() -> None: - """Start recording automation events (AutomationEventList must be set).""" - ... -def stop_audio_stream(stream: AudioStream|list|tuple,) -> None: - """Stop audio stream.""" - ... -def stop_automation_event_recording() -> None: - """Stop recording automation events.""" - ... -def stop_music_stream(music: Music|list|tuple,) -> None: - """Stop music playing.""" - ... -def stop_sound(sound: Sound|list|tuple,) -> None: - """Stop playing a sound.""" - ... -def swap_screen_buffer() -> None: - """Swap back buffer with front buffer (screen drawing).""" - ... -def take_screenshot(fileName: str,) -> None: - """Takes a screenshot of current screen (filename extension defines format).""" - ... -def text_append(text: str,append: str,position: Any,) -> None: - """Append text at specific position and move cursor!.""" - ... -def text_copy(dst: str,src: str,) -> int: - """Copy one string to another, returns bytes copied.""" - ... -def text_find_index(text: str,find: str,) -> int: - """Find first text occurrence within a string.""" - ... -def text_format(*args) -> str: - """VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI""" - ... -def text_insert(text: str,insert: str,position: int,) -> str: - """Insert text in a position (WARNING: memory must be freed!).""" - ... -def text_is_equal(text1: str,text2: str,) -> bool: - """Check if two text string are equal.""" - ... -def text_join(textList: list[str],count: int,delimiter: str,) -> str: - """Join text strings with delimiter.""" - ... -def text_length(text: str,) -> int: - """Get text length, checks for '\0' ending.""" - ... -def text_replace(text: str,replace: str,by: str,) -> str: - """Replace text string (WARNING: memory must be freed!).""" - ... -def text_split(text: str,delimiter: str,count: Any,) -> list[str]: - """Split text into multiple strings.""" - ... -def text_subtext(text: str,position: int,length: int,) -> str: - """Get a piece of a text string.""" - ... -def text_to_camel(text: str,) -> str: - """Get Camel case notation version of provided string.""" - ... -def text_to_float(text: str,) -> float: - """Get float value from text (negative values not supported).""" - ... -def text_to_integer(text: str,) -> int: - """Get integer value from text (negative values not supported).""" - ... -def text_to_lower(text: str,) -> str: - """Get lower case version of provided string.""" - ... -def text_to_pascal(text: str,) -> str: - """Get Pascal case notation version of provided string.""" - ... -def text_to_snake(text: str,) -> str: - """Get Snake case notation version of provided string.""" - ... -def text_to_upper(text: str,) -> str: - """Get upper case version of provided string.""" - ... -def toggle_borderless_windowed() -> None: - """Toggle window state: borderless windowed, resizes window to match monitor resolution.""" - ... -def toggle_fullscreen() -> None: - """Toggle window state: fullscreen/windowed, resizes monitor to match window resolution.""" - ... -def trace_log(*args) -> None: - """VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI""" - ... -def unload_audio_stream(stream: AudioStream|list|tuple,) -> None: - """Unload audio stream and free memory.""" - ... -def unload_automation_event_list(list_0: AutomationEventList|list|tuple,) -> None: - """Unload automation events list from file.""" - ... -def unload_codepoints(codepoints: Any,) -> None: - """Unload codepoints data from memory.""" - ... -def unload_directory_files(files: FilePathList|list|tuple,) -> None: - """Unload filepaths.""" - ... -def unload_dropped_files(files: FilePathList|list|tuple,) -> None: - """Unload dropped filepaths.""" - ... -def unload_file_data(data: str,) -> None: - """Unload file data allocated by LoadFileData().""" - ... -def unload_file_text(text: str,) -> None: - """Unload file text data allocated by LoadFileText().""" - ... -def unload_font(font: Font|list|tuple,) -> None: - """Unload font from GPU memory (VRAM).""" - ... -def unload_font_data(glyphs: Any|list|tuple,glyphCount: int,) -> None: - """Unload font chars info data (RAM).""" - ... -def unload_image(image: Image|list|tuple,) -> None: - """Unload image from CPU memory (RAM).""" - ... -def unload_image_colors(colors: Any|list|tuple,) -> None: - """Unload color data loaded with LoadImageColors().""" - ... -def unload_image_palette(colors: Any|list|tuple,) -> None: - """Unload colors palette loaded with LoadImagePalette().""" - ... -def unload_material(material: Material|list|tuple,) -> None: - """Unload material from GPU memory (VRAM).""" - ... -def unload_mesh(mesh: Mesh|list|tuple,) -> None: - """Unload mesh data from CPU and GPU.""" - ... -def unload_model(model: Model|list|tuple,) -> None: - """Unload model (including meshes) from memory (RAM and/or VRAM).""" - ... -def unload_model_animation(anim: ModelAnimation|list|tuple,) -> None: - """Unload animation data.""" - ... -def unload_model_animations(animations: Any|list|tuple,animCount: int,) -> None: - """Unload animation array data.""" - ... -def unload_music_stream(music: Music|list|tuple,) -> None: - """Unload music stream.""" - ... -def unload_random_sequence(sequence: Any,) -> None: - """Unload random values sequence.""" - ... -def unload_render_texture(target: RenderTexture|list|tuple,) -> None: - """Unload render texture from GPU memory (VRAM).""" - ... -def unload_shader(shader: Shader|list|tuple,) -> None: - """Unload shader from GPU memory (VRAM).""" - ... -def unload_sound(sound: Sound|list|tuple,) -> None: - """Unload sound.""" - ... -def unload_sound_alias(alias: Sound|list|tuple,) -> None: - """Unload a sound alias (does not deallocate sample data).""" - ... -def unload_texture(texture: Texture|list|tuple,) -> None: - """Unload texture from GPU memory (VRAM).""" - ... -def unload_utf8(text: str,) -> None: - """Unload UTF-8 text encoded from codepoints array.""" - ... -def unload_vr_stereo_config(config: VrStereoConfig|list|tuple,) -> None: - """Unload VR stereo config.""" - ... -def unload_wave(wave: Wave|list|tuple,) -> None: - """Unload wave data.""" - ... -def unload_wave_samples(samples: Any,) -> None: - """Unload samples data loaded with LoadWaveSamples().""" - ... -def update_audio_stream(stream: AudioStream|list|tuple,data: Any,frameCount: int,) -> None: - """Update audio stream buffers with data.""" - ... -def update_camera(camera: Any|list|tuple,mode: int,) -> None: - """Update camera position for selected mode.""" - ... -def update_camera_pro(camera: Any|list|tuple,movement: Vector3|list|tuple,rotation: Vector3|list|tuple,zoom: float,) -> None: - """Update camera movement/rotation.""" - ... -def update_mesh_buffer(mesh: Mesh|list|tuple,index: int,data: Any,dataSize: int,offset: int,) -> None: - """Update mesh vertex data in GPU for a specific buffer index.""" - ... -def update_model_animation(model: Model|list|tuple,anim: ModelAnimation|list|tuple,frame: int,) -> None: - """Update model animation pose (CPU).""" - ... -def update_model_animation_bones(model: Model|list|tuple,anim: ModelAnimation|list|tuple,frame: int,) -> None: - """Update model animation mesh bone matrices (GPU skinning).""" - ... -def update_music_stream(music: Music|list|tuple,) -> None: - """Updates buffers for music streaming.""" - ... -def update_sound(sound: Sound|list|tuple,data: Any,sampleCount: int,) -> None: - """Update sound buffer with new data.""" - ... -def update_texture(texture: Texture|list|tuple,pixels: Any,) -> None: - """Update GPU texture with new data.""" - ... -def update_texture_rec(texture: Texture|list|tuple,rec: Rectangle|list|tuple,pixels: Any,) -> None: - """Update GPU texture rectangle with new data.""" - ... -def upload_mesh(mesh: Any|list|tuple,dynamic: bool,) -> None: - """Upload mesh vertex data in GPU and provide VAO/VBO ids.""" - ... -def vector2_add(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def vector2_add_value(v: Vector2|list|tuple,add: float,) -> Vector2: - """.""" - ... -def vector2_angle(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: - """.""" - ... -def vector2_clamp(v: Vector2|list|tuple,min_1: Vector2|list|tuple,max_2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def vector2_clamp_value(v: Vector2|list|tuple,min_1: float,max_2: float,) -> Vector2: - """.""" - ... -def vector2_distance(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: - """.""" - ... -def vector2_distance_sqr(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: - """.""" - ... -def vector2_divide(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def vector2_dot_product(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: - """.""" - ... -def vector2_equals(p: Vector2|list|tuple,q: Vector2|list|tuple,) -> int: - """.""" - ... -def vector2_invert(v: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def vector2_length(v: Vector2|list|tuple,) -> float: - """.""" - ... -def vector2_length_sqr(v: Vector2|list|tuple,) -> float: - """.""" - ... -def vector2_lerp(v1: Vector2|list|tuple,v2: Vector2|list|tuple,amount: float,) -> Vector2: - """.""" - ... -def vector2_line_angle(start: Vector2|list|tuple,end: Vector2|list|tuple,) -> float: - """.""" - ... -def vector2_max(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def vector2_min(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def vector2_move_towards(v: Vector2|list|tuple,target: Vector2|list|tuple,maxDistance: float,) -> Vector2: - """.""" - ... -def vector2_multiply(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def vector2_negate(v: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def vector2_normalize(v: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def vector2_one() -> Vector2: - """.""" - ... -def vector2_reflect(v: Vector2|list|tuple,normal: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def vector2_refract(v: Vector2|list|tuple,n: Vector2|list|tuple,r: float,) -> Vector2: - """.""" - ... -def vector2_rotate(v: Vector2|list|tuple,angle: float,) -> Vector2: - """.""" - ... -def vector2_scale(v: Vector2|list|tuple,scale: float,) -> Vector2: - """.""" - ... -def vector2_subtract(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def vector2_subtract_value(v: Vector2|list|tuple,sub: float,) -> Vector2: - """.""" - ... -def vector2_transform(v: Vector2|list|tuple,mat: Matrix|list|tuple,) -> Vector2: - """.""" - ... -def vector2_zero() -> Vector2: - """.""" - ... -def vector3_add(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_add_value(v: Vector3|list|tuple,add: float,) -> Vector3: - """.""" - ... -def vector3_angle(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: - """.""" - ... -def vector3_barycenter(p: Vector3|list|tuple,a: Vector3|list|tuple,b: Vector3|list|tuple,c: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_clamp(v: Vector3|list|tuple,min_1: Vector3|list|tuple,max_2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_clamp_value(v: Vector3|list|tuple,min_1: float,max_2: float,) -> Vector3: - """.""" - ... -def vector3_cross_product(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_cubic_hermite(v1: Vector3|list|tuple,tangent1: Vector3|list|tuple,v2: Vector3|list|tuple,tangent2: Vector3|list|tuple,amount: float,) -> Vector3: - """.""" - ... -def vector3_distance(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: - """.""" - ... -def vector3_distance_sqr(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: - """.""" - ... -def vector3_divide(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_dot_product(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: - """.""" - ... -def vector3_equals(p: Vector3|list|tuple,q: Vector3|list|tuple,) -> int: - """.""" - ... -def vector3_invert(v: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_length(v: Vector3|list|tuple,) -> float: - """.""" - ... -def vector3_length_sqr(v: Vector3|list|tuple,) -> float: - """.""" - ... -def vector3_lerp(v1: Vector3|list|tuple,v2: Vector3|list|tuple,amount: float,) -> Vector3: - """.""" - ... -def vector3_max(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_min(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_move_towards(v: Vector3|list|tuple,target: Vector3|list|tuple,maxDistance: float,) -> Vector3: - """.""" - ... -def vector3_multiply(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_negate(v: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_normalize(v: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_one() -> Vector3: - """.""" - ... -def vector3_ortho_normalize(v1: Any|list|tuple,v2: Any|list|tuple,) -> None: - """.""" - ... -def vector3_perpendicular(v: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_project(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_reflect(v: Vector3|list|tuple,normal: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_refract(v: Vector3|list|tuple,n: Vector3|list|tuple,r: float,) -> Vector3: - """.""" - ... -def vector3_reject(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_rotate_by_axis_angle(v: Vector3|list|tuple,axis: Vector3|list|tuple,angle: float,) -> Vector3: - """.""" - ... -def vector3_rotate_by_quaternion(v: Vector3|list|tuple,q: Vector4|list|tuple,) -> Vector3: - """.""" - ... -def vector3_scale(v: Vector3|list|tuple,scalar: float,) -> Vector3: - """.""" - ... -def vector3_subtract(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def vector3_subtract_value(v: Vector3|list|tuple,sub: float,) -> Vector3: - """.""" - ... -def vector3_to_float_v(v: Vector3|list|tuple,) -> float3: - """.""" - ... -def vector3_transform(v: Vector3|list|tuple,mat: Matrix|list|tuple,) -> Vector3: - """.""" - ... -def vector3_unproject(source: Vector3|list|tuple,projection: Matrix|list|tuple,view: Matrix|list|tuple,) -> Vector3: - """.""" - ... -def vector3_zero() -> Vector3: - """.""" - ... -def vector4_add(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def vector4_add_value(v: Vector4|list|tuple,add: float,) -> Vector4: - """.""" - ... -def vector4_distance(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> float: - """.""" - ... -def vector4_distance_sqr(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> float: - """.""" - ... -def vector4_divide(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def vector4_dot_product(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> float: - """.""" - ... -def vector4_equals(p: Vector4|list|tuple,q: Vector4|list|tuple,) -> int: - """.""" - ... -def vector4_invert(v: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def vector4_length(v: Vector4|list|tuple,) -> float: - """.""" - ... -def vector4_length_sqr(v: Vector4|list|tuple,) -> float: - """.""" - ... -def vector4_lerp(v1: Vector4|list|tuple,v2: Vector4|list|tuple,amount: float,) -> Vector4: - """.""" - ... -def vector4_max(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def vector4_min(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def vector4_move_towards(v: Vector4|list|tuple,target: Vector4|list|tuple,maxDistance: float,) -> Vector4: - """.""" - ... -def vector4_multiply(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def vector4_negate(v: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def vector4_normalize(v: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def vector4_one() -> Vector4: - """.""" - ... -def vector4_scale(v: Vector4|list|tuple,scale: float,) -> Vector4: - """.""" - ... -def vector4_subtract(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def vector4_subtract_value(v: Vector4|list|tuple,add: float,) -> Vector4: - """.""" - ... -def vector4_zero() -> Vector4: - """.""" - ... -def wait_time(seconds: float,) -> None: - """Wait for some time (halt program execution).""" - ... -def wave_copy(wave: Wave|list|tuple,) -> Wave: - """Copy a wave to a new wave.""" - ... -def wave_crop(wave: Any|list|tuple,initFrame: int,finalFrame: int,) -> None: - """Crop a wave to defined frames range.""" - ... -def wave_format(wave: Any|list|tuple,sampleRate: int,sampleSize: int,channels: int,) -> None: - """Convert wave data to desired format.""" - ... -def window_should_close() -> bool: - """Check if application should close (KEY_ESCAPE pressed or windows close icon clicked).""" - ... -def wrap(value: float,min_1: float,max_2: float,) -> float: - """.""" - ... -def glfw_create_cursor(image: Any|list|tuple,xhot: int,yhot: int,) -> Any: - """.""" - ... -def glfw_create_standard_cursor(shape: int,) -> Any: - """.""" - ... -def glfw_create_window(width: int,height: int,title: str,monitor: Any|list|tuple,share: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_default_window_hints() -> None: - """.""" - ... -def glfw_destroy_cursor(cursor: Any|list|tuple,) -> None: - """.""" - ... -def glfw_destroy_window(window: Any|list|tuple,) -> None: - """.""" - ... -def glfw_extension_supported(extension: str,) -> int: - """.""" - ... -def glfw_focus_window(window: Any|list|tuple,) -> None: - """.""" - ... -def glfw_get_clipboard_string(window: Any|list|tuple,) -> str: - """.""" - ... -def glfw_get_current_context() -> Any: - """.""" - ... -def glfw_get_cursor_pos(window: Any|list|tuple,xpos: Any,ypos: Any,) -> None: - """.""" - ... -def glfw_get_error(description: list[str],) -> int: - """.""" - ... -def glfw_get_framebuffer_size(window: Any|list|tuple,width: Any,height: Any,) -> None: - """.""" - ... -def glfw_get_gamepad_name(jid: int,) -> str: - """.""" - ... -def glfw_get_gamepad_state(jid: int,state: Any|list|tuple,) -> int: - """.""" - ... -def glfw_get_gamma_ramp(monitor: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_get_input_mode(window: Any|list|tuple,mode: int,) -> int: - """.""" - ... -def glfw_get_joystick_axes(jid: int,count: Any,) -> Any: - """.""" - ... -def glfw_get_joystick_buttons(jid: int,count: Any,) -> str: - """.""" - ... -def glfw_get_joystick_guid(jid: int,) -> str: - """.""" - ... -def glfw_get_joystick_hats(jid: int,count: Any,) -> str: - """.""" - ... -def glfw_get_joystick_name(jid: int,) -> str: - """.""" - ... -def glfw_get_joystick_user_pointer(jid: int,) -> Any: - """.""" - ... -def glfw_get_key(window: Any|list|tuple,key: int,) -> int: - """.""" - ... -def glfw_get_key_name(key: int,scancode: int,) -> str: - """.""" - ... -def glfw_get_key_scancode(key: int,) -> int: - """.""" - ... -def glfw_get_monitor_content_scale(monitor: Any|list|tuple,xscale: Any,yscale: Any,) -> None: - """.""" - ... -def glfw_get_monitor_name(monitor: Any|list|tuple,) -> str: - """.""" - ... -def glfw_get_monitor_physical_size(monitor: Any|list|tuple,widthMM: Any,heightMM: Any,) -> None: - """.""" - ... -def glfw_get_monitor_pos(monitor: Any|list|tuple,xpos: Any,ypos: Any,) -> None: - """.""" - ... -def glfw_get_monitor_user_pointer(monitor: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_get_monitor_workarea(monitor: Any|list|tuple,xpos: Any,ypos: Any,width: Any,height: Any,) -> None: - """.""" - ... -def glfw_get_monitors(count: Any,) -> Any: - """.""" - ... -def glfw_get_mouse_button(window: Any|list|tuple,button: int,) -> int: - """.""" - ... -def glfw_get_platform() -> int: - """.""" - ... -def glfw_get_primary_monitor() -> Any: - """.""" - ... -def glfw_get_proc_address(procname: str,) -> Any: - """.""" - ... -def glfw_get_required_instance_extensions(count: Any,) -> list[str]: - """.""" - ... -def glfw_get_time() -> float: - """.""" - ... -def glfw_get_timer_frequency() -> int: - """.""" - ... -def glfw_get_timer_value() -> int: - """.""" - ... -def glfw_get_version(major: Any,minor: Any,rev: Any,) -> None: - """.""" - ... -def glfw_get_version_string() -> str: - """.""" - ... -def glfw_get_video_mode(monitor: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_get_video_modes(monitor: Any|list|tuple,count: Any,) -> Any: - """.""" - ... -def glfw_get_window_attrib(window: Any|list|tuple,attrib: int,) -> int: - """.""" - ... -def glfw_get_window_content_scale(window: Any|list|tuple,xscale: Any,yscale: Any,) -> None: - """.""" - ... -def glfw_get_window_frame_size(window: Any|list|tuple,left: Any,top: Any,right: Any,bottom: Any,) -> None: - """.""" - ... -def glfw_get_window_monitor(window: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_get_window_opacity(window: Any|list|tuple,) -> float: - """.""" - ... -def glfw_get_window_pos(window: Any|list|tuple,xpos: Any,ypos: Any,) -> None: - """.""" - ... -def glfw_get_window_size(window: Any|list|tuple,width: Any,height: Any,) -> None: - """.""" - ... -def glfw_get_window_title(window: Any|list|tuple,) -> str: - """.""" - ... -def glfw_get_window_user_pointer(window: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_hide_window(window: Any|list|tuple,) -> None: - """.""" - ... -def glfw_iconify_window(window: Any|list|tuple,) -> None: - """.""" - ... -def glfw_init() -> int: - """.""" - ... -def glfw_init_allocator(allocator: Any|list|tuple,) -> None: - """.""" - ... -def glfw_init_hint(hint: int,value: int,) -> None: - """.""" - ... -def glfw_joystick_is_gamepad(jid: int,) -> int: - """.""" - ... -def glfw_joystick_present(jid: int,) -> int: - """.""" - ... -def glfw_make_context_current(window: Any|list|tuple,) -> None: - """.""" - ... -def glfw_maximize_window(window: Any|list|tuple,) -> None: - """.""" - ... -def glfw_platform_supported(platform: int,) -> int: - """.""" - ... -def glfw_poll_events() -> None: - """.""" - ... -def glfw_post_empty_event() -> None: - """.""" - ... -def glfw_raw_mouse_motion_supported() -> int: - """.""" - ... -def glfw_request_window_attention(window: Any|list|tuple,) -> None: - """.""" - ... -def glfw_restore_window(window: Any|list|tuple,) -> None: - """.""" - ... -def glfw_set_char_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_char_mods_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_clipboard_string(window: Any|list|tuple,string: str,) -> None: - """.""" - ... -def glfw_set_cursor(window: Any|list|tuple,cursor: Any|list|tuple,) -> None: - """.""" - ... -def glfw_set_cursor_enter_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_cursor_pos(window: Any|list|tuple,xpos: float,ypos: float,) -> None: - """.""" - ... -def glfw_set_cursor_pos_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_drop_callback(window: Any|list|tuple,callback: list[str]|list|tuple,) -> list[str]: - """.""" - ... -def glfw_set_error_callback(callback: str,) -> str: - """.""" - ... -def glfw_set_framebuffer_size_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_gamma(monitor: Any|list|tuple,gamma: float,) -> None: - """.""" - ... -def glfw_set_gamma_ramp(monitor: Any|list|tuple,ramp: Any|list|tuple,) -> None: - """.""" - ... -def glfw_set_input_mode(window: Any|list|tuple,mode: int,value: int,) -> None: - """.""" - ... -def glfw_set_joystick_callback(callback: Any,) -> Any: - """.""" - ... -def glfw_set_joystick_user_pointer(jid: int,pointer: Any,) -> None: - """.""" - ... -def glfw_set_key_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_monitor_callback(callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_monitor_user_pointer(monitor: Any|list|tuple,pointer: Any,) -> None: - """.""" - ... -def glfw_set_mouse_button_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_scroll_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_time(time: float,) -> None: - """.""" - ... -def glfw_set_window_aspect_ratio(window: Any|list|tuple,numer: int,denom: int,) -> None: - """.""" - ... -def glfw_set_window_attrib(window: Any|list|tuple,attrib: int,value: int,) -> None: - """.""" - ... -def glfw_set_window_close_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_window_content_scale_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_window_focus_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_window_icon(window: Any|list|tuple,count: int,images: Any|list|tuple,) -> None: - """.""" - ... -def glfw_set_window_iconify_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_window_maximize_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_window_monitor(window: Any|list|tuple,monitor: Any|list|tuple,xpos: int,ypos: int,width: int,height: int,refreshRate: int,) -> None: - """.""" - ... -def glfw_set_window_opacity(window: Any|list|tuple,opacity: float,) -> None: - """.""" - ... -def glfw_set_window_pos(window: Any|list|tuple,xpos: int,ypos: int,) -> None: - """.""" - ... -def glfw_set_window_pos_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_window_refresh_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_window_should_close(window: Any|list|tuple,value: int,) -> None: - """.""" - ... -def glfw_set_window_size(window: Any|list|tuple,width: int,height: int,) -> None: - """.""" - ... -def glfw_set_window_size_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfw_set_window_size_limits(window: Any|list|tuple,minwidth: int,minheight: int,maxwidth: int,maxheight: int,) -> None: - """.""" - ... -def glfw_set_window_title(window: Any|list|tuple,title: str,) -> None: - """.""" - ... -def glfw_set_window_user_pointer(window: Any|list|tuple,pointer: Any,) -> None: - """.""" - ... -def glfw_show_window(window: Any|list|tuple,) -> None: - """.""" - ... -def glfw_swap_buffers(window: Any|list|tuple,) -> None: - """.""" - ... -def glfw_swap_interval(interval: int,) -> None: - """.""" - ... -def glfw_terminate() -> None: - """.""" - ... -def glfw_update_gamepad_mappings(string: str,) -> int: - """.""" - ... -def glfw_vulkan_supported() -> int: - """.""" - ... -def glfw_wait_events() -> None: - """.""" - ... -def glfw_wait_events_timeout(timeout: float,) -> None: - """.""" - ... -def glfw_window_hint(hint: int,value: int,) -> None: - """.""" - ... -def glfw_window_hint_string(hint: int,value: str,) -> None: - """.""" - ... -def glfw_window_should_close(window: Any|list|tuple,) -> int: - """.""" - ... -def rl_active_draw_buffers(count: int,) -> None: - """Activate multiple draw color buffers.""" - ... -def rl_active_texture_slot(slot: int,) -> None: - """Select and active a texture slot.""" - ... -def rl_begin(mode: int,) -> None: - """Initialize drawing mode (how to organize vertex).""" - ... -def rl_bind_framebuffer(target: int,framebuffer: int,) -> None: - """Bind framebuffer (FBO).""" - ... -def rl_bind_image_texture(id: int,index: int,format: int,readonly: bool,) -> None: - """Bind image texture.""" - ... -def rl_bind_shader_buffer(id: int,index: int,) -> None: - """Bind SSBO buffer.""" - ... -def rl_blit_framebuffer(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.""" - ... -def rl_check_errors() -> None: - """Check and log OpenGL error codes.""" - ... -def rl_check_render_batch_limit(vCount: int,) -> bool: - """Check internal buffer overflow for a given number of vertex.""" - ... -def rl_clear_color(r: int,g: int,b: int,a: int,) -> None: - """Clear color buffer with color.""" - ... -def rl_clear_screen_buffers() -> None: - """Clear used screen buffers (color and depth).""" - ... -def rl_color3f(x: float,y: float,z: float,) -> None: - """Define one vertex (color) - 3 float.""" - ... -def rl_color4f(x: float,y: float,z: float,w: float,) -> None: - """Define one vertex (color) - 4 float.""" - ... -def rl_color4ub(r: int,g: int,b: int,a: int,) -> None: - """Define one vertex (color) - 4 byte.""" - ... -def rl_color_mask(r: bool,g: bool,b: bool,a: bool,) -> None: - """Color mask control.""" - ... -def rl_compile_shader(shaderCode: str,type: int,) -> int: - """Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER).""" - ... -def rl_compute_shader_dispatch(groupX: int,groupY: int,groupZ: int,) -> None: - """Dispatch compute shader (equivalent to *draw* for graphics pipeline).""" - ... -def rl_copy_shader_buffer(destId: int,srcId: int,destOffset: int,srcOffset: int,count: int,) -> None: - """Copy SSBO data between buffers.""" - ... -def rl_cubemap_parameters(id: int,param: int,value: int,) -> None: - """Set cubemap parameters (filter, wrap).""" - ... -def rl_disable_backface_culling() -> None: - """Disable backface culling.""" - ... -def rl_disable_color_blend() -> None: - """Disable color blending.""" - ... -def rl_disable_depth_mask() -> None: - """Disable depth write.""" - ... -def rl_disable_depth_test() -> None: - """Disable depth test.""" - ... -def rl_disable_framebuffer() -> None: - """Disable render texture (fbo), return to default framebuffer.""" - ... -def rl_disable_scissor_test() -> None: - """Disable scissor test.""" - ... -def rl_disable_shader() -> None: - """Disable shader program.""" - ... -def rl_disable_smooth_lines() -> None: - """Disable line aliasing.""" - ... -def rl_disable_stereo_render() -> None: - """Disable stereo rendering.""" - ... -def rl_disable_texture() -> None: - """Disable texture.""" - ... -def rl_disable_texture_cubemap() -> None: - """Disable texture cubemap.""" - ... -def rl_disable_vertex_array() -> None: - """Disable vertex array (VAO, if supported).""" - ... -def rl_disable_vertex_attribute(index: int,) -> None: - """Disable vertex attribute index.""" - ... -def rl_disable_vertex_buffer() -> None: - """Disable vertex buffer (VBO).""" - ... -def rl_disable_vertex_buffer_element() -> None: - """Disable vertex buffer element (VBO element).""" - ... -def rl_disable_wire_mode() -> None: - """Disable wire (and point) mode.""" - ... -def rl_draw_render_batch(batch: Any|list|tuple,) -> None: - """Draw render batch data (Update->Draw->Reset).""" - ... -def rl_draw_render_batch_active() -> None: - """Update and draw internal render batch.""" - ... -def rl_draw_vertex_array(offset: int,count: int,) -> None: - """Draw vertex array (currently active vao).""" - ... -def rl_draw_vertex_array_elements(offset: int,count: int,buffer: Any,) -> None: - """Draw vertex array elements.""" - ... -def rl_draw_vertex_array_elements_instanced(offset: int,count: int,buffer: Any,instances: int,) -> None: - """Draw vertex array elements with instancing.""" - ... -def rl_draw_vertex_array_instanced(offset: int,count: int,instances: int,) -> None: - """Draw vertex array (currently active vao) with instancing.""" - ... -def rl_enable_backface_culling() -> None: - """Enable backface culling.""" - ... -def rl_enable_color_blend() -> None: - """Enable color blending.""" - ... -def rl_enable_depth_mask() -> None: - """Enable depth write.""" - ... -def rl_enable_depth_test() -> None: - """Enable depth test.""" - ... -def rl_enable_framebuffer(id: int,) -> None: - """Enable render texture (fbo).""" - ... -def rl_enable_point_mode() -> None: - """Enable point mode.""" - ... -def rl_enable_scissor_test() -> None: - """Enable scissor test.""" - ... -def rl_enable_shader(id: int,) -> None: - """Enable shader program.""" - ... -def rl_enable_smooth_lines() -> None: - """Enable line aliasing.""" - ... -def rl_enable_stereo_render() -> None: - """Enable stereo rendering.""" - ... -def rl_enable_texture(id: int,) -> None: - """Enable texture.""" - ... -def rl_enable_texture_cubemap(id: int,) -> None: - """Enable texture cubemap.""" - ... -def rl_enable_vertex_array(vaoId: int,) -> bool: - """Enable vertex array (VAO, if supported).""" - ... -def rl_enable_vertex_attribute(index: int,) -> None: - """Enable vertex attribute index.""" - ... -def rl_enable_vertex_buffer(id: int,) -> None: - """Enable vertex buffer (VBO).""" - ... -def rl_enable_vertex_buffer_element(id: int,) -> None: - """Enable vertex buffer element (VBO element).""" - ... -def rl_enable_wire_mode() -> None: - """Enable wire mode.""" - ... -def rl_end() -> None: - """Finish vertex providing.""" - ... -def rl_framebuffer_attach(fboId: int,texId: int,attachType: int,texType: int,mipLevel: int,) -> None: - """Attach texture/renderbuffer to a framebuffer.""" - ... -def rl_framebuffer_complete(id: int,) -> bool: - """Verify framebuffer is complete.""" - ... -def rl_frustum(left: float,right: float,bottom: float,top: float,znear: float,zfar: float,) -> None: - """.""" - ... -def rl_gen_texture_mipmaps(id: int,width: int,height: int,format: int,mipmaps: Any,) -> None: - """Generate mipmap data for selected texture.""" - ... -def rl_get_active_framebuffer() -> int: - """Get the currently active render texture (fbo), 0 for default framebuffer.""" - ... -def rl_get_cull_distance_far() -> float: - """Get cull plane distance far.""" - ... -def rl_get_cull_distance_near() -> float: - """Get cull plane distance near.""" - ... -def rl_get_framebuffer_height() -> int: - """Get default framebuffer height.""" - ... -def rl_get_framebuffer_width() -> int: - """Get default framebuffer width.""" - ... -def rl_get_gl_texture_formats(format: int,glInternalFormat: Any,glFormat: Any,glType: Any,) -> None: - """Get OpenGL internal formats.""" - ... -def rl_get_line_width() -> float: - """Get the line drawing width.""" - ... -def rl_get_location_attrib(shaderId: int,attribName: str,) -> int: - """Get shader location attribute.""" - ... -def rl_get_location_uniform(shaderId: int,uniformName: str,) -> int: - """Get shader location uniform.""" - ... -def rl_get_matrix_modelview() -> Matrix: - """Get internal modelview matrix.""" - ... -def rl_get_matrix_projection() -> Matrix: - """Get internal projection matrix.""" - ... -def rl_get_matrix_projection_stereo(eye: int,) -> Matrix: - """Get internal projection matrix for stereo render (selected eye).""" - ... -def rl_get_matrix_transform() -> Matrix: - """Get internal accumulated transform matrix.""" - ... -def rl_get_matrix_view_offset_stereo(eye: int,) -> Matrix: - """Get internal view offset matrix for stereo render (selected eye).""" - ... -def rl_get_pixel_format_name(format: int,) -> str: - """Get name string for pixel format.""" - ... -def rl_get_shader_buffer_size(id: int,) -> int: - """Get SSBO buffer size.""" - ... -def rl_get_shader_id_default() -> int: - """Get default shader id.""" - ... -def rl_get_shader_locs_default() -> Any: - """Get default shader locations.""" - ... -def rl_get_texture_id_default() -> int: - """Get default texture id.""" - ... -def rl_get_version() -> int: - """Get current OpenGL version.""" - ... -def rl_is_stereo_render_enabled() -> bool: - """Check if stereo render is enabled.""" - ... -def rl_load_compute_shader_program(shaderId: int,) -> int: - """Load compute shader program.""" - ... -def rl_load_draw_cube() -> None: - """Load and draw a cube.""" - ... -def rl_load_draw_quad() -> None: - """Load and draw a quad.""" - ... -def rl_load_extensions(loader: Any,) -> None: - """Load OpenGL extensions (loader function required).""" - ... -def rl_load_framebuffer() -> int: - """Load an empty framebuffer.""" - ... -def rl_load_identity() -> None: - """Reset current matrix to identity matrix.""" - ... -def rl_load_render_batch(numBuffers: int,bufferElements: int,) -> rlRenderBatch: - """Load a render batch system.""" - ... -def rl_load_shader_buffer(size: int,data: Any,usageHint: int,) -> int: - """Load shader storage buffer object (SSBO).""" - ... -def rl_load_shader_code(vsCode: str,fsCode: str,) -> int: - """Load shader from code strings.""" - ... -def rl_load_shader_program(vShaderId: int,fShaderId: int,) -> int: - """Load custom shader program.""" - ... -def rl_load_texture(data: Any,width: int,height: int,format: int,mipmapCount: int,) -> int: - """Load texture data.""" - ... -def rl_load_texture_cubemap(data: Any,size: int,format: int,mipmapCount: int,) -> int: - """Load texture cubemap data.""" - ... -def rl_load_texture_depth(width: int,height: int,useRenderBuffer: bool,) -> int: - """Load depth texture/renderbuffer (to be attached to fbo).""" - ... -def rl_load_vertex_array() -> int: - """Load vertex array (vao) if supported.""" - ... -def rl_load_vertex_buffer(buffer: Any,size: int,dynamic: bool,) -> int: - """Load a vertex buffer object.""" - ... -def rl_load_vertex_buffer_element(buffer: Any,size: int,dynamic: bool,) -> int: - """Load vertex buffer elements object.""" - ... -def rl_matrix_mode(mode: int,) -> None: - """Choose the current matrix to be transformed.""" - ... -def rl_mult_matrixf(matf: Any,) -> None: - """Multiply the current matrix by another matrix.""" - ... -def rl_normal3f(x: float,y: float,z: float,) -> None: - """Define one vertex (normal) - 3 float.""" - ... -def rl_ortho(left: float,right: float,bottom: float,top: float,znear: float,zfar: float,) -> None: - """.""" - ... -def rl_pop_matrix() -> None: - """Pop latest inserted matrix from stack.""" - ... -def rl_push_matrix() -> None: - """Push the current matrix to stack.""" - ... -def rl_read_screen_pixels(width: int,height: int,) -> str: - """Read screen pixel data (color buffer).""" - ... -def rl_read_shader_buffer(id: int,dest: Any,count: int,offset: int,) -> None: - """Read SSBO buffer data (GPU->CPU).""" - ... -def rl_read_texture_pixels(id: int,width: int,height: int,format: int,) -> Any: - """Read texture pixel data.""" - ... -def rl_rotatef(angle: float,x: float,y: float,z: float,) -> None: - """Multiply the current matrix by a rotation matrix.""" - ... -def rl_scalef(x: float,y: float,z: float,) -> None: - """Multiply the current matrix by a scaling matrix.""" - ... -def rl_scissor(x: int,y: int,width: int,height: int,) -> None: - """Scissor test.""" - ... -def rl_set_blend_factors(glSrcFactor: int,glDstFactor: int,glEquation: int,) -> None: - """Set blending mode factor and equation (using OpenGL factors).""" - ... -def rl_set_blend_factors_separate(glSrcRGB: int,glDstRGB: int,glSrcAlpha: int,glDstAlpha: int,glEqRGB: int,glEqAlpha: int,) -> None: - """Set blending mode factors and equations separately (using OpenGL factors).""" - ... -def rl_set_blend_mode(mode: int,) -> None: - """Set blending mode.""" - ... -def rl_set_clip_planes(nearPlane: float,farPlane: float,) -> None: - """Set clip planes distances.""" - ... -def rl_set_cull_face(mode: int,) -> None: - """Set face culling mode.""" - ... -def rl_set_framebuffer_height(height: int,) -> None: - """Set current framebuffer height.""" - ... -def rl_set_framebuffer_width(width: int,) -> None: - """Set current framebuffer width.""" - ... -def rl_set_line_width(width: float,) -> None: - """Set the line drawing width.""" - ... -def rl_set_matrix_modelview(view: Matrix|list|tuple,) -> None: - """Set a custom modelview matrix (replaces internal modelview matrix).""" - ... -def rl_set_matrix_projection(proj: Matrix|list|tuple,) -> None: - """Set a custom projection matrix (replaces internal projection matrix).""" - ... -def rl_set_matrix_projection_stereo(right: Matrix|list|tuple,left: Matrix|list|tuple,) -> None: - """Set eyes projection matrices for stereo rendering.""" - ... -def rl_set_matrix_view_offset_stereo(right: Matrix|list|tuple,left: Matrix|list|tuple,) -> None: - """Set eyes view offsets matrices for stereo rendering.""" - ... -def rl_set_render_batch_active(batch: Any|list|tuple,) -> None: - """Set the active render batch for rlgl (NULL for default internal).""" - ... -def rl_set_shader(id: int,locs: Any,) -> None: - """Set shader currently active (id and locations).""" - ... -def rl_set_texture(id: int,) -> None: - """Set current texture for render batch and check buffers limits.""" - ... -def rl_set_uniform(locIndex: int,value: Any,uniformType: int,count: int,) -> None: - """Set shader value uniform.""" - ... -def rl_set_uniform_matrices(locIndex: int,mat: Any|list|tuple,count: int,) -> None: - """Set shader value matrices.""" - ... -def rl_set_uniform_matrix(locIndex: int,mat: Matrix|list|tuple,) -> None: - """Set shader value matrix.""" - ... -def rl_set_uniform_sampler(locIndex: int,textureId: int,) -> None: - """Set shader value sampler.""" - ... -def rl_set_vertex_attribute(index: int,compSize: int,type: int,normalized: bool,stride: int,offset: int,) -> None: - """Set vertex attribute data configuration.""" - ... -def rl_set_vertex_attribute_default(locIndex: int,value: Any,attribType: int,count: int,) -> None: - """Set vertex attribute default value, when attribute to provided.""" - ... -def rl_set_vertex_attribute_divisor(index: int,divisor: int,) -> None: - """Set vertex attribute data divisor.""" - ... -def rl_tex_coord2f(x: float,y: float,) -> None: - """Define one vertex (texture coordinate) - 2 float.""" - ... -def rl_texture_parameters(id: int,param: int,value: int,) -> None: - """Set texture parameters (filter, wrap).""" - ... -def rl_translatef(x: float,y: float,z: float,) -> None: - """Multiply the current matrix by a translation matrix.""" - ... -def rl_unload_framebuffer(id: int,) -> None: - """Delete framebuffer from GPU.""" - ... -def rl_unload_render_batch(batch: rlRenderBatch|list|tuple,) -> None: - """Unload render batch system.""" - ... -def rl_unload_shader_buffer(ssboId: int,) -> None: - """Unload shader storage buffer object (SSBO).""" - ... -def rl_unload_shader_program(id: int,) -> None: - """Unload shader program.""" - ... -def rl_unload_texture(id: int,) -> None: - """Unload texture from GPU memory.""" - ... -def rl_unload_vertex_array(vaoId: int,) -> None: - """Unload vertex array (vao).""" - ... -def rl_unload_vertex_buffer(vboId: int,) -> None: - """Unload vertex buffer object.""" - ... -def rl_update_shader_buffer(id: int,data: Any,dataSize: int,offset: int,) -> None: - """Update SSBO buffer data.""" - ... -def rl_update_texture(id: int,offsetX: int,offsetY: int,width: int,height: int,format: int,data: Any,) -> None: - """Update texture with new data on GPU.""" - ... -def rl_update_vertex_buffer(bufferId: int,data: Any,dataSize: int,offset: int,) -> None: - """Update vertex buffer object data on GPU buffer.""" - ... -def rl_update_vertex_buffer_elements(id: int,data: Any,dataSize: int,offset: int,) -> None: - """Update vertex buffer elements data on GPU buffer.""" - ... -def rl_vertex2f(x: float,y: float,) -> None: - """Define one vertex (position) - 2 float.""" - ... -def rl_vertex2i(x: int,y: int,) -> None: - """Define one vertex (position) - 2 int.""" - ... -def rl_vertex3f(x: float,y: float,z: float,) -> None: - """Define one vertex (position) - 3 float.""" - ... -def rl_viewport(x: int,y: int,width: int,height: int,) -> None: - """Set the viewport area.""" - ... -def rlgl_close() -> None: - """De-initialize rlgl (buffers, shaders, textures).""" - ... -def rlgl_init(width: int,height: int,) -> None: - """Initialize rlgl (buffers, shaders, textures, states).""" - ... -class AudioStream: - """AudioStream, custom audio stream.""" - def __init__(self, buffer: Any|None = None, processor: Any|None = None, sampleRate: int|None = None, sampleSize: int|None = None, channels: int|None = None): - self.buffer:Any = buffer # type: ignore - self.processor:Any = processor # type: ignore - self.sampleRate:int = sampleRate # type: ignore - self.sampleSize:int = sampleSize # type: ignore - self.channels:int = channels # type: ignore -class AutomationEvent: - """Automation event.""" - def __init__(self, frame: int|None = None, type: int|None = None, params: list|None = None): - self.frame:int = frame # type: ignore - self.type:int = type # type: ignore - self.params:list = params # type: ignore -class AutomationEventList: - """Automation event list.""" - def __init__(self, capacity: int|None = None, count: int|None = None, events: Any|None = None): - self.capacity:int = capacity # type: ignore - self.count:int = count # type: ignore - self.events:Any = events # type: ignore -class BoneInfo: - """Bone, skeletal animation bone.""" - def __init__(self, name: list|None = None, parent: int|None = None): - self.name:list = name # type: ignore - self.parent:int = parent # type: ignore -class BoundingBox: - """BoundingBox.""" - def __init__(self, min: Vector3|list|tuple|None = None, max: Vector3|list|tuple|None = None): - self.min:Vector3 = min # type: ignore - self.max:Vector3 = max # type: ignore -class Camera2D: - """Camera2D, defines position/orientation in 2d space.""" - def __init__(self, offset: Vector2|list|tuple|None = None, target: Vector2|list|tuple|None = None, rotation: float|None = None, zoom: float|None = None): - self.offset:Vector2 = offset # type: ignore - self.target:Vector2 = target # type: ignore - self.rotation:float = rotation # type: ignore - self.zoom:float = zoom # type: ignore -class Camera3D: - """Camera, defines position/orientation in 3d space.""" - def __init__(self, position: Vector3|list|tuple|None = None, target: Vector3|list|tuple|None = None, up: Vector3|list|tuple|None = None, fovy: float|None = None, projection: int|None = None): - self.position:Vector3 = position # type: ignore - self.target:Vector3 = target # type: ignore - self.up:Vector3 = up # type: ignore - self.fovy:float = fovy # type: ignore - self.projection:int = projection # type: ignore -class Color: - """Color, 4 components, R8G8B8A8 (32bit).""" - def __init__(self, r: int|None = None, g: int|None = None, b: int|None = None, a: int|None = None): - self.r:int = r # type: ignore - self.g:int = g # type: ignore - self.b:int = b # type: ignore - self.a:int = a # type: ignore -class FilePathList: - """File path list.""" - def __init__(self, capacity: int|None = None, count: int|None = None, paths: list[str]|None = None): - self.capacity:int = capacity # type: ignore - self.count:int = count # type: ignore - self.paths:list[str] = paths # type: ignore -class Font: - """Font, font texture and GlyphInfo array data.""" - def __init__(self, baseSize: int|None = None, glyphCount: int|None = None, glyphPadding: int|None = None, texture: Texture|list|tuple|None = None, recs: Any|None = None, glyphs: Any|None = None): - self.baseSize:int = baseSize # type: ignore - self.glyphCount:int = glyphCount # type: ignore - self.glyphPadding:int = glyphPadding # type: ignore - self.texture:Texture = texture # type: ignore - self.recs:Any = recs # type: ignore - self.glyphs:Any = glyphs # type: ignore -class GlyphInfo: - """GlyphInfo, font characters glyphs info.""" - def __init__(self, value: int|None = None, offsetX: int|None = None, offsetY: int|None = None, advanceX: int|None = None, image: Image|list|tuple|None = None): - self.value:int = value # type: ignore - self.offsetX:int = offsetX # type: ignore - self.offsetY:int = offsetY # type: ignore - self.advanceX:int = advanceX # type: ignore - self.image:Image = image # type: ignore -class GuiStyleProp: - """NOTE: Used when exporting style as code for convenience.""" - def __init__(self, controlId: int|None = None, propertyId: int|None = None, propertyValue: int|None = None): - self.controlId:int = controlId # type: ignore - self.propertyId:int = propertyId # type: ignore - self.propertyValue:int = propertyValue # type: ignore -class Image: - """Image, pixel data stored in CPU memory (RAM).""" - def __init__(self, data: Any|None = None, width: int|None = None, height: int|None = None, mipmaps: int|None = None, format: int|None = None): - self.data:Any = data # type: ignore - self.width:int = width # type: ignore - self.height:int = height # type: ignore - self.mipmaps:int = mipmaps # type: ignore - self.format:int = format # type: ignore -class Mat2: - """Mat2 type (used for polygon shape rotation matrix).""" - def __init__(self, m00: float|None = None, m01: float|None = None, m10: float|None = None, m11: float|None = None): - self.m00:float = m00 # type: ignore - self.m01:float = m01 # type: ignore - self.m10:float = m10 # type: ignore - self.m11:float = m11 # type: ignore -class Material: - """Material, includes shader and maps.""" - def __init__(self, shader: Shader|list|tuple|None = None, maps: Any|None = None, params: list|None = None): - self.shader:Shader = shader # type: ignore - self.maps:Any = maps # type: ignore - self.params:list = params # type: ignore -class MaterialMap: - """MaterialMap.""" - def __init__(self, texture: Texture|list|tuple|None = None, color: Color|list|tuple|None = None, value: float|None = None): - self.texture:Texture = texture # type: ignore - self.color:Color = color # type: ignore - self.value:float = value # type: ignore -class Matrix: - """Matrix, 4x4 components, column major, OpenGL style, right-handed.""" - def __init__(self, m0: float|None = None, m4: float|None = None, m8: float|None = None, m12: float|None = None, m1: float|None = None, m5: float|None = None, m9: float|None = None, m13: float|None = None, m2: float|None = None, m6: float|None = None, m10: float|None = None, m14: float|None = None, m3: float|None = None, m7: float|None = None, m11: float|None = None, m15: float|None = None): - self.m0:float = m0 # type: ignore - self.m4:float = m4 # type: ignore - self.m8:float = m8 # type: ignore - self.m12:float = m12 # type: ignore - self.m1:float = m1 # type: ignore - self.m5:float = m5 # type: ignore - self.m9:float = m9 # type: ignore - self.m13:float = m13 # type: ignore - self.m2:float = m2 # type: ignore - self.m6:float = m6 # type: ignore - self.m10:float = m10 # type: ignore - self.m14:float = m14 # type: ignore - self.m3:float = m3 # type: ignore - self.m7:float = m7 # type: ignore - self.m11:float = m11 # type: ignore - self.m15:float = m15 # type: ignore -class Mesh: - """Mesh, vertex data and vao/vbo.""" - def __init__(self, vertexCount: int|None = None, triangleCount: int|None = None, vertices: Any|None = None, texcoords: Any|None = None, texcoords2: Any|None = None, normals: Any|None = None, tangents: Any|None = None, colors: str|None = None, indices: Any|None = None, animVertices: Any|None = None, animNormals: Any|None = None, boneIds: str|None = None, boneWeights: Any|None = None, boneMatrices: Any|None = None, boneCount: int|None = None, vaoId: int|None = None, vboId: Any|None = None): - self.vertexCount:int = vertexCount # type: ignore - self.triangleCount:int = triangleCount # type: ignore - self.vertices:Any = vertices # type: ignore - self.texcoords:Any = texcoords # type: ignore - self.texcoords2:Any = texcoords2 # type: ignore - self.normals:Any = normals # type: ignore - self.tangents:Any = tangents # type: ignore - self.colors:str = colors # type: ignore - self.indices:Any = indices # type: ignore - self.animVertices:Any = animVertices # type: ignore - self.animNormals:Any = animNormals # type: ignore - self.boneIds:str = boneIds # type: ignore - self.boneWeights:Any = boneWeights # type: ignore - self.boneMatrices:Any = boneMatrices # type: ignore - self.boneCount:int = boneCount # type: ignore - self.vaoId:int = vaoId # type: ignore - self.vboId:Any = vboId # type: ignore -class Model: - """Model, meshes, materials and animation data.""" - def __init__(self, transform: Matrix|list|tuple|None = None, meshCount: int|None = None, materialCount: int|None = None, meshes: Any|None = None, materials: Any|None = None, meshMaterial: Any|None = None, boneCount: int|None = None, bones: Any|None = None, bindPose: Any|None = None): - self.transform:Matrix = transform # type: ignore - self.meshCount:int = meshCount # type: ignore - self.materialCount:int = materialCount # type: ignore - self.meshes:Any = meshes # type: ignore - self.materials:Any = materials # type: ignore - self.meshMaterial:Any = meshMaterial # type: ignore - self.boneCount:int = boneCount # type: ignore - self.bones:Any = bones # type: ignore - self.bindPose:Any = bindPose # type: ignore -class ModelAnimation: - """ModelAnimation.""" - def __init__(self, boneCount: int|None = None, frameCount: int|None = None, bones: Any|None = None, framePoses: Any|None = None, name: list|None = None): - self.boneCount:int = boneCount # type: ignore - self.frameCount:int = frameCount # type: ignore - self.bones:Any = bones # type: ignore - self.framePoses:Any = framePoses # type: ignore - self.name:list = name # type: ignore -class Music: - """Music, audio stream, anything longer than ~10 seconds should be streamed.""" - def __init__(self, stream: AudioStream|list|tuple|None = None, frameCount: int|None = None, looping: bool|None = None, ctxType: int|None = None, ctxData: Any|None = None): - self.stream:AudioStream = stream # type: ignore - self.frameCount:int = frameCount # type: ignore - self.looping:bool = looping # type: ignore - self.ctxType:int = ctxType # type: ignore - self.ctxData:Any = ctxData # type: ignore -class NPatchInfo: - """NPatchInfo, n-patch layout info.""" - def __init__(self, source: Rectangle|list|tuple|None = None, left: int|None = None, top: int|None = None, right: int|None = None, bottom: int|None = None, layout: int|None = None): - self.source:Rectangle = source # type: ignore - self.left:int = left # type: ignore - self.top:int = top # type: ignore - self.right:int = right # type: ignore - self.bottom:int = bottom # type: ignore - self.layout:int = layout # type: ignore -class PhysicsBodyData: - """.""" - def __init__(self, id: int|None = None, enabled: bool|None = None, position: Vector2|list|tuple|None = None, velocity: Vector2|list|tuple|None = None, force: Vector2|list|tuple|None = None, angularVelocity: float|None = None, torque: float|None = None, orient: float|None = None, inertia: float|None = None, inverseInertia: float|None = None, mass: float|None = None, inverseMass: float|None = None, staticFriction: float|None = None, dynamicFriction: float|None = None, restitution: float|None = None, useGravity: bool|None = None, isGrounded: bool|None = None, freezeOrient: bool|None = None, shape: PhysicsShape|list|tuple|None = None): - self.id:int = id # type: ignore - self.enabled:bool = enabled # type: ignore - self.position:Vector2 = position # type: ignore - self.velocity:Vector2 = velocity # type: ignore - self.force:Vector2 = force # type: ignore - self.angularVelocity:float = angularVelocity # type: ignore - self.torque:float = torque # type: ignore - self.orient:float = orient # type: ignore - self.inertia:float = inertia # type: ignore - self.inverseInertia:float = inverseInertia # type: ignore - self.mass:float = mass # type: ignore - self.inverseMass:float = inverseMass # type: ignore - self.staticFriction:float = staticFriction # type: ignore - self.dynamicFriction:float = dynamicFriction # type: ignore - self.restitution:float = restitution # type: ignore - self.useGravity:bool = useGravity # type: ignore - self.isGrounded:bool = isGrounded # type: ignore - self.freezeOrient:bool = freezeOrient # type: ignore - self.shape:PhysicsShape = shape # type: ignore -class PhysicsManifoldData: - """.""" - def __init__(self, id: int|None = None, bodyA: Any|None = None, bodyB: Any|None = None, penetration: float|None = None, normal: Vector2|list|tuple|None = None, contacts: list|None = None, contactsCount: int|None = None, restitution: float|None = None, dynamicFriction: float|None = None, staticFriction: float|None = None): - self.id:int = id # type: ignore - self.bodyA:Any = bodyA # type: ignore - self.bodyB:Any = bodyB # type: ignore - self.penetration:float = penetration # type: ignore - self.normal:Vector2 = normal # type: ignore - self.contacts:list = contacts # type: ignore - self.contactsCount:int = contactsCount # type: ignore - self.restitution:float = restitution # type: ignore - self.dynamicFriction:float = dynamicFriction # type: ignore - self.staticFriction:float = staticFriction # type: ignore -class PhysicsShape: - """.""" - def __init__(self, type: PhysicsShapeType|None = None, body: Any|None = None, radius: float|None = None, transform: Mat2|list|tuple|None = None, vertexData: PolygonData|list|tuple|None = None): - self.type:PhysicsShapeType = type # type: ignore - self.body:Any = body # type: ignore - self.radius:float = radius # type: ignore - self.transform:Mat2 = transform # type: ignore - self.vertexData:PolygonData = vertexData # type: ignore -class PolygonData: - """.""" - def __init__(self, vertexCount: int|None = None, positions: list|None = None, normals: list|None = None): - self.vertexCount:int = vertexCount # type: ignore - self.positions:list = positions # type: ignore - self.normals:list = normals # type: ignore -class Ray: - """Ray, ray for raycasting.""" - def __init__(self, position: Vector3|list|tuple|None = None, direction: Vector3|list|tuple|None = None): - self.position:Vector3 = position # type: ignore - self.direction:Vector3 = direction # type: ignore -class RayCollision: - """RayCollision, ray hit information.""" - def __init__(self, hit: bool|None = None, distance: float|None = None, point: Vector3|list|tuple|None = None, normal: Vector3|list|tuple|None = None): - self.hit:bool = hit # type: ignore - self.distance:float = distance # type: ignore - self.point:Vector3 = point # type: ignore - self.normal:Vector3 = normal # type: ignore -class Rectangle: - """Rectangle, 4 components.""" - def __init__(self, x: float|None = None, y: float|None = None, width: float|None = None, height: float|None = None): - self.x:float = x # type: ignore - self.y:float = y # type: ignore - self.width:float = width # type: ignore - self.height:float = height # type: ignore -class RenderTexture: - """RenderTexture, fbo for texture rendering.""" - def __init__(self, id: int|None = None, texture: Texture|list|tuple|None = None, depth: Texture|list|tuple|None = None): - self.id:int = id # type: ignore - self.texture:Texture = texture # type: ignore - self.depth:Texture = depth # type: ignore -class Shader: - """Shader.""" - def __init__(self, id: int|None = None, locs: Any|None = None): - self.id:int = id # type: ignore - self.locs:Any = locs # type: ignore -class Sound: - """Sound.""" - def __init__(self, stream: AudioStream|list|tuple|None = None, frameCount: int|None = None): - self.stream:AudioStream = stream # type: ignore - self.frameCount:int = frameCount # type: ignore -class Texture: - """Texture, tex data stored in GPU memory (VRAM).""" - def __init__(self, id: int|None = None, width: int|None = None, height: int|None = None, mipmaps: int|None = None, format: int|None = None): - self.id:int = id # type: ignore - self.width:int = width # type: ignore - self.height:int = height # type: ignore - self.mipmaps:int = mipmaps # type: ignore - self.format:int = format # type: ignore -class Texture2D: - """It should be redesigned to be provided by user.""" - def __init__(self, id: int|None = None, width: int|None = None, height: int|None = None, mipmaps: int|None = None, format: int|None = None): - self.id:int = id # type: ignore - self.width:int = width # type: ignore - self.height:int = height # type: ignore - self.mipmaps:int = mipmaps # type: ignore - self.format:int = format # type: ignore -class Transform: - """Transform, vertex transformation data.""" - def __init__(self, translation: Vector3|list|tuple|None = None, rotation: Vector4|list|tuple|None = None, scale: Vector3|list|tuple|None = None): - self.translation:Vector3 = translation # type: ignore - self.rotation:Vector4 = rotation # type: ignore - self.scale:Vector3 = scale # type: ignore -class Vector2: - """Vector2, 2 components.""" - def __init__(self, x: float|None = None, y: float|None = None): - self.x:float = x # type: ignore - self.y:float = y # type: ignore -class Vector3: - """Vector3, 3 components.""" - def __init__(self, x: float|None = None, y: float|None = None, z: float|None = None): - self.x:float = x # type: ignore - self.y:float = y # type: ignore - self.z:float = z # type: ignore -class Vector4: - """Vector4, 4 components.""" - def __init__(self, x: float|None = None, y: float|None = None, z: float|None = None, w: float|None = None): - self.x:float = x # type: ignore - self.y:float = y # type: ignore - self.z:float = z # type: ignore - self.w:float = w # type: ignore -class VrDeviceInfo: - """VrDeviceInfo, Head-Mounted-Display device parameters.""" - def __init__(self, hResolution: int|None = None, vResolution: int|None = None, hScreenSize: float|None = None, vScreenSize: float|None = None, eyeToScreenDistance: float|None = None, lensSeparationDistance: float|None = None, interpupillaryDistance: float|None = None, lensDistortionValues: list|None = None, chromaAbCorrection: list|None = None): - self.hResolution:int = hResolution # type: ignore - self.vResolution:int = vResolution # type: ignore - self.hScreenSize:float = hScreenSize # type: ignore - self.vScreenSize:float = vScreenSize # type: ignore - self.eyeToScreenDistance:float = eyeToScreenDistance # type: ignore - self.lensSeparationDistance:float = lensSeparationDistance # type: ignore - self.interpupillaryDistance:float = interpupillaryDistance # type: ignore - self.lensDistortionValues:list = lensDistortionValues # type: ignore - self.chromaAbCorrection:list = chromaAbCorrection # type: ignore -class VrStereoConfig: - """VrStereoConfig, VR stereo rendering configuration for simulator.""" - def __init__(self, projection: list|None = None, viewOffset: list|None = None, leftLensCenter: list|None = None, rightLensCenter: list|None = None, leftScreenCenter: list|None = None, rightScreenCenter: list|None = None, scale: list|None = None, scaleIn: list|None = None): - self.projection:list = projection # type: ignore - self.viewOffset:list = viewOffset # type: ignore - self.leftLensCenter:list = leftLensCenter # type: ignore - self.rightLensCenter:list = rightLensCenter # type: ignore - self.leftScreenCenter:list = leftScreenCenter # type: ignore - self.rightScreenCenter:list = rightScreenCenter # type: ignore - self.scale:list = scale # type: ignore - self.scaleIn:list = scaleIn # type: ignore -class Wave: - """Wave, audio wave data.""" - def __init__(self, frameCount: int|None = None, sampleRate: int|None = None, sampleSize: int|None = None, channels: int|None = None, data: Any|None = None): - self.frameCount:int = frameCount # type: ignore - self.sampleRate:int = sampleRate # type: ignore - self.sampleSize:int = sampleSize # type: ignore - self.channels:int = channels # type: ignore - self.data:Any = data # type: ignore -class float16: - """.""" - def __init__(self, v: list|None = None): - self.v:list = v # type: ignore -class float3: - """NOTE: Helper types to be used instead of array return types for *ToFloat functions.""" - def __init__(self, v: list|None = None): - self.v:list = v # type: ignore -class rlDrawCall: - """of those state-change happens (this is done in core module).""" - def __init__(self, mode: int|None = None, vertexCount: int|None = None, vertexAlignment: int|None = None, textureId: int|None = None): - self.mode:int = mode # type: ignore - self.vertexCount:int = vertexCount # type: ignore - self.vertexAlignment:int = vertexAlignment # type: ignore - self.textureId:int = textureId # type: ignore -class rlRenderBatch: - """rlRenderBatch type.""" - def __init__(self, bufferCount: int|None = None, currentBuffer: int|None = None, vertexBuffer: Any|None = None, draws: Any|None = None, drawCounter: int|None = None, currentDepth: float|None = None): - self.bufferCount:int = bufferCount # type: ignore - self.currentBuffer:int = currentBuffer # type: ignore - self.vertexBuffer:Any = vertexBuffer # type: ignore - self.draws:Any = draws # type: ignore - self.drawCounter:int = drawCounter # type: ignore - self.currentDepth:float = currentDepth # type: ignore -class rlVertexBuffer: - """Dynamic vertex buffers (position + texcoords + colors + indices arrays).""" - def __init__(self, elementCount: int|None = None, vertices: Any|None = None, texcoords: Any|None = None, normals: Any|None = None, colors: str|None = None, indices: Any|None = None, vaoId: int|None = None, vboId: list|None = None): - self.elementCount:int = elementCount # type: ignore - self.vertices:Any = vertices # type: ignore - self.texcoords:Any = texcoords # type: ignore - self.normals:Any = normals # type: ignore - self.colors:str = colors # type: ignore - self.indices:Any = indices # type: ignore - self.vaoId:int = vaoId # type: ignore - self.vboId:list = vboId # type: ignore - -LIGHTGRAY : Color -GRAY : Color -DARKGRAY : Color -YELLOW : Color -GOLD : Color -ORANGE : Color -PINK : Color -RED : Color -MAROON : Color -GREEN : Color -LIME : Color -DARKGREEN : Color -SKYBLUE : Color -BLUE : Color -DARKBLUE : Color -PURPLE : Color -VIOLET : Color -DARKPURPLE : Color -BEIGE : Color -BROWN : Color -DARKBROWN : Color -WHITE : Color -BLACK : Color -BLANK : Color -MAGENTA : Color -RAYWHITE : Color - diff --git a/pyray/py.typed b/pyray/py.typed deleted file mode 100644 index e69de29..0000000 diff --git a/raylib-c b/raylib-c index 15afe89..a2e31c4 160000 --- a/raylib-c +++ b/raylib-c @@ -1 +1 @@ -Subproject commit 15afe89aff2fc7da96ab5de80bde7f6186971cde +Subproject commit a2e31c4e1ba7b2ab0c4b87c70e88fa365b02f652 diff --git a/raylib/__init__.py b/raylib/__init__.py index 786ad69..7bf11ee 100644 --- a/raylib/__init__.py +++ b/raylib/__init__.py @@ -12,23 +12,13 @@ # # SPDX-License-Identifier: EPL-2.0 OR GPL-2.0 WITH Classpath-exception-2.0 -import sys -import logging - -logger = logging.getLogger(__name__) - -try: - from ._raylib_cffi import ffi, lib as rl -except ModuleNotFoundError: - logger.error("*** ERROR LOADING NATIVE CODE ***") - logger.error("See https://github.com/electronstudio/raylib-python-cffi/issues/142") - logger.error("Your Python is: %s", str(sys.implementation)) - raise - +from ._raylib_cffi import ffi, lib as rl from raylib._raylib_cffi.lib import * from raylib.colors import * from raylib.defines import * import cffi +import sys from .version import __version__ -logger.warning("RAYLIB STATIC %s LOADED", __version__) +print("RAYLIB STATIC "+__version__+" LOADED", file=sys.stderr) + diff --git a/raylib/__init__.pyi b/raylib/__init__.pyi index c1b492f..85f2265 100644 --- a/raylib/__init__.pyi +++ b/raylib/__init__.pyi @@ -1,10 +1,9 @@ from typing import Any -from warnings import deprecated -import _cffi_backend # type: ignore + +import _cffi_backend ffi: _cffi_backend.FFI rl: _cffi_backend.Lib -PhysicsShapeType = int class struct: ... @@ -13,11 +12,11 @@ ARROWS_SIZE: int ARROWS_VISIBLE: int ARROW_PADDING: int def AttachAudioMixedProcessor(processor: Any,) -> None: - """Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'.""" - ... -def AttachAudioStreamProcessor(stream: AudioStream|list|tuple,processor: Any,) -> None: - """Attach audio stream processor to stream, receives the samples as 'float'.""" - ... + """Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'""" + ... +def AttachAudioStreamProcessor(stream: AudioStream,processor: Any,) -> None: + """Attach audio stream processor to stream, receives the samples as 'float'""" + ... BACKGROUND_COLOR: int BASE_COLOR_DISABLED: int BASE_COLOR_FOCUSED: int @@ -38,29 +37,29 @@ BORDER_COLOR_PRESSED: int BORDER_WIDTH: int BUTTON: int def BeginBlendMode(mode: int,) -> None: - """Begin blending mode (alpha, additive, multiplied, subtract, custom).""" - ... + """Begin blending mode (alpha, additive, multiplied, subtract, custom)""" + ... def BeginDrawing() -> None: - """Setup canvas (framebuffer) to start drawing.""" - ... -def BeginMode2D(camera: Camera2D|list|tuple,) -> None: - """Begin 2D mode with custom camera (2D).""" - ... -def BeginMode3D(camera: Camera3D|list|tuple,) -> None: - """Begin 3D mode with custom camera (3D).""" - ... + """Setup canvas (framebuffer) to start drawing""" + ... +def BeginMode2D(camera: Camera2D,) -> None: + """Begin 2D mode with custom camera (2D)""" + ... +def BeginMode3D(camera: Camera3D,) -> None: + """Begin 3D mode with custom camera (3D)""" + ... def BeginScissorMode(x: int,y: int,width: int,height: int,) -> None: - """Begin scissor mode (define screen area for following drawing).""" - ... -def BeginShaderMode(shader: Shader|list|tuple,) -> None: - """Begin custom shader drawing.""" - ... -def BeginTextureMode(target: RenderTexture|list|tuple,) -> None: - """Begin drawing to render texture.""" - ... -def BeginVrStereoMode(config: VrStereoConfig|list|tuple,) -> None: - """Begin stereo rendering (requires VR simulator).""" - ... + """Begin scissor mode (define screen area for following drawing)""" + ... +def BeginShaderMode(shader: Shader,) -> None: + """Begin custom shader drawing""" + ... +def BeginTextureMode(target: RenderTexture,) -> None: + """Begin drawing to render texture""" + ... +def BeginVrStereoMode(config: VrStereoConfig,) -> None: + """Begin stereo rendering (requires VR simulator)""" + ... CAMERA_CUSTOM: int CAMERA_FIRST_PERSON: int CAMERA_FREE: int @@ -80,499 +79,492 @@ CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE: int CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR: int CUBEMAP_LAYOUT_LINE_HORIZONTAL: int CUBEMAP_LAYOUT_LINE_VERTICAL: int -def ChangeDirectory(dir: bytes,) -> bool: - """Change working directory, return true on success.""" - ... -def CheckCollisionBoxSphere(box: BoundingBox|list|tuple,center: Vector3|list|tuple,radius: float,) -> bool: - """Check collision between box and sphere.""" - ... -def CheckCollisionBoxes(box1: BoundingBox|list|tuple,box2: BoundingBox|list|tuple,) -> bool: - """Check collision between two bounding boxes.""" - ... -def 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].""" - ... -def CheckCollisionCircleRec(center: Vector2|list|tuple,radius: float,rec: Rectangle|list|tuple,) -> bool: - """Check collision between circle and rectangle.""" - ... -def CheckCollisionCircles(center1: Vector2|list|tuple,radius1: float,center2: Vector2|list|tuple,radius2: float,) -> bool: - """Check collision between two circles.""" - ... -def 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.""" - ... -def CheckCollisionPointCircle(point: Vector2|list|tuple,center: Vector2|list|tuple,radius: float,) -> bool: - """Check if point is inside circle.""" - ... -def 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].""" - ... -def CheckCollisionPointPoly(point: Vector2|list|tuple,points: Any|list|tuple,pointCount: int,) -> bool: - """Check if point is within a polygon described by array of vertices.""" - ... -def CheckCollisionPointRec(point: Vector2|list|tuple,rec: Rectangle|list|tuple,) -> bool: - """Check if point is inside rectangle.""" - ... -def 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.""" - ... -def CheckCollisionRecs(rec1: Rectangle|list|tuple,rec2: Rectangle|list|tuple,) -> bool: - """Check collision between two rectangles.""" - ... -def CheckCollisionSpheres(center1: Vector3|list|tuple,radius1: float,center2: Vector3|list|tuple,radius2: float,) -> bool: - """Check collision between two spheres.""" - ... +CUBEMAP_LAYOUT_PANORAMA: int +def ChangeDirectory(dir: str,) -> bool: + """Change working directory, return true on success""" + ... +def CheckCollisionBoxSphere(box: BoundingBox,center: Vector3,radius: float,) -> bool: + """Check collision between box and sphere""" + ... +def CheckCollisionBoxes(box1: BoundingBox,box2: BoundingBox,) -> bool: + """Check collision between two bounding boxes""" + ... +def CheckCollisionCircleLine(center: Vector2,radius: float,p1: Vector2,p2: Vector2,) -> bool: + """Check if circle collides with a line created betweeen two points [p1] and [p2]""" + ... +def CheckCollisionCircleRec(center: Vector2,radius: float,rec: Rectangle,) -> bool: + """Check collision between circle and rectangle""" + ... +def CheckCollisionCircles(center1: Vector2,radius1: float,center2: Vector2,radius2: float,) -> bool: + """Check collision between two circles""" + ... +def CheckCollisionLines(startPos1: Vector2,endPos1: Vector2,startPos2: Vector2,endPos2: Vector2,collisionPoint: Any,) -> bool: + """Check the collision between two lines defined by two points each, returns collision point by reference""" + ... +def CheckCollisionPointCircle(point: Vector2,center: Vector2,radius: float,) -> bool: + """Check if point is inside circle""" + ... +def CheckCollisionPointLine(point: Vector2,p1: Vector2,p2: Vector2,threshold: int,) -> bool: + """Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]""" + ... +def CheckCollisionPointPoly(point: Vector2,points: Any,pointCount: int,) -> bool: + """Check if point is within a polygon described by array of vertices""" + ... +def CheckCollisionPointRec(point: Vector2,rec: Rectangle,) -> bool: + """Check if point is inside rectangle""" + ... +def CheckCollisionPointTriangle(point: Vector2,p1: Vector2,p2: Vector2,p3: Vector2,) -> bool: + """Check if point is inside a triangle""" + ... +def CheckCollisionRecs(rec1: Rectangle,rec2: Rectangle,) -> bool: + """Check collision between two rectangles""" + ... +def CheckCollisionSpheres(center1: Vector3,radius1: float,center2: Vector3,radius2: float,) -> bool: + """Check collision between two spheres""" + ... def Clamp(value: float,min_1: float,max_2: float,) -> float: - """.""" - ... -def ClearBackground(color: Color|list|tuple,) -> None: - """Set background color (framebuffer clear color).""" - ... + """""" + ... +def ClearBackground(color: Color,) -> None: + """Set background color (framebuffer clear color)""" + ... def ClearWindowState(flags: int,) -> None: - """Clear window configuration state flags.""" - ... + """Clear window configuration state flags""" + ... def CloseAudioDevice() -> None: - """Close the audio device and context.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") + """Close the audio device and context""" + ... def ClosePhysics() -> None: - """Unitializes physics pointers and closes physics loop thread.""" - ... + """Close physics system and unload used memory""" + ... def CloseWindow() -> None: - """Close window and unload OpenGL context.""" - ... -def CodepointToUTF8(codepoint: int,utf8Size: Any,) -> bytes: - """Encode one codepoint into UTF-8 byte array (array length returned as parameter).""" - ... -def ColorAlpha(color: Color|list|tuple,alpha: float,) -> Color: - """Get color with alpha applied, alpha goes from 0.0f to 1.0f.""" - ... -def ColorAlphaBlend(dst: Color|list|tuple,src: Color|list|tuple,tint: Color|list|tuple,) -> Color: - """Get src alpha-blended into dst color with tint.""" - ... -def ColorBrightness(color: Color|list|tuple,factor: float,) -> Color: - """Get color with brightness correction, brightness factor goes from -1.0f to 1.0f.""" - ... -def ColorContrast(color: Color|list|tuple,contrast: float,) -> Color: - """Get color with contrast correction, contrast values between -1.0f and 1.0f.""" - ... + """Close window and unload OpenGL context""" + ... +def CodepointToUTF8(codepoint: int,utf8Size: Any,) -> str: + """Encode one codepoint into UTF-8 byte array (array length returned as parameter)""" + ... +def ColorAlpha(color: Color,alpha: float,) -> Color: + """Get color with alpha applied, alpha goes from 0.0f to 1.0f""" + ... +def ColorAlphaBlend(dst: Color,src: Color,tint: Color,) -> Color: + """Get src alpha-blended into dst color with tint""" + ... +def ColorBrightness(color: Color,factor: float,) -> Color: + """Get color with brightness correction, brightness factor goes from -1.0f to 1.0f""" + ... +def ColorContrast(color: Color,contrast: float,) -> Color: + """Get color with contrast correction, contrast values between -1.0f and 1.0f""" + ... def ColorFromHSV(hue: float,saturation: float,value: float,) -> Color: - """Get a Color from HSV values, hue [0..360], saturation/value [0..1].""" - ... -def ColorFromNormalized(normalized: Vector4|list|tuple,) -> Color: - """Get Color from normalized values [0..1].""" - ... -def ColorIsEqual(col1: Color|list|tuple,col2: Color|list|tuple,) -> bool: - """Check if two colors are equal.""" - ... -def ColorLerp(color1: Color|list|tuple,color2: Color|list|tuple,factor: float,) -> Color: - """Get color lerp interpolation between two colors, factor [0.0f..1.0f].""" - ... -def ColorNormalize(color: Color|list|tuple,) -> Vector4: - """Get Color normalized as float [0..1].""" - ... -def ColorTint(color: Color|list|tuple,tint: Color|list|tuple,) -> Color: - """Get color multiplied with another color.""" - ... -def ColorToHSV(color: Color|list|tuple,) -> Vector3: - """Get HSV values for a Color, hue [0..360], saturation/value [0..1].""" - ... -def ColorToInt(color: Color|list|tuple,) -> int: - """Get hexadecimal value for a Color (0xRRGGBBAA).""" - ... -def CompressData(data: bytes,dataSize: int,compDataSize: Any,) -> bytes: - """Compress data (DEFLATE algorithm), memory must be MemFree().""" - ... -def ComputeCRC32(data: bytes,dataSize: int,) -> int: - """Compute CRC32 hash code.""" - ... -def ComputeMD5(data: bytes,dataSize: int,) -> Any: - """Compute MD5 hash code, returns static int[4] (16 bytes).""" - ... -def ComputeSHA1(data: bytes,dataSize: int,) -> Any: - """Compute SHA1 hash code, returns static int[5] (20 bytes).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def CreatePhysicsBodyCircle(pos: Vector2|list|tuple,radius: float,density: float,) -> Any: - """Creates a new circle physics body with generic parameters.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def CreatePhysicsBodyPolygon(pos: Vector2|list|tuple,radius: float,sides: int,density: float,) -> Any: - """Creates a new polygon physics body with generic parameters.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def CreatePhysicsBodyRectangle(pos: Vector2|list|tuple,width: float,height: float,density: float,) -> Any: - """Creates a new rectangle physics body with generic parameters.""" - ... + """Get a Color from HSV values, hue [0..360], saturation/value [0..1]""" + ... +def ColorFromNormalized(normalized: Vector4,) -> Color: + """Get Color from normalized values [0..1]""" + ... +def ColorIsEqual(col1: Color,col2: Color,) -> bool: + """Check if two colors are equal""" + ... +def ColorLerp(color1: Color,color2: Color,factor: float,) -> Color: + """Get color lerp interpolation between two colors, factor [0.0f..1.0f]""" + ... +def ColorNormalize(color: Color,) -> Vector4: + """Get Color normalized as float [0..1]""" + ... +def ColorTint(color: Color,tint: Color,) -> Color: + """Get color multiplied with another color""" + ... +def ColorToHSV(color: Color,) -> Vector3: + """Get HSV values for a Color, hue [0..360], saturation/value [0..1]""" + ... +def ColorToInt(color: Color,) -> int: + """Get hexadecimal value for a Color (0xRRGGBBAA)""" + ... +def CompressData(data: str,dataSize: int,compDataSize: Any,) -> str: + """Compress data (DEFLATE algorithm), memory must be MemFree()""" + ... +def ComputeCRC32(data: str,dataSize: int,) -> int: + """Compute CRC32 hash code""" + ... +def ComputeMD5(data: str,dataSize: int,) -> Any: + """Compute MD5 hash code, returns static int[4] (16 bytes)""" + ... +def CreatePhysicsBodyCircle(pos: Vector2,radius: float,density: float,) -> Any: + """Creates a new circle physics body with generic parameters""" + ... +def CreatePhysicsBodyPolygon(pos: Vector2,radius: float,sides: int,density: float,) -> Any: + """Creates a new polygon physics body with generic parameters""" + ... +def CreatePhysicsBodyRectangle(pos: Vector2,width: float,height: float,density: float,) -> Any: + """Creates a new rectangle physics body with generic parameters""" + ... DEFAULT: int DROPDOWNBOX: int DROPDOWN_ARROW_HIDDEN: int DROPDOWN_ITEMS_SPACING: int DROPDOWN_ROLL_UP: int -def DecodeDataBase64(data: bytes,outputSize: Any,) -> bytes: - """Decode Base64 string data, memory must be MemFree().""" - ... -def DecompressData(compData: bytes,compDataSize: int,dataSize: Any,) -> bytes: - """Decompress data (DEFLATE algorithm), memory must be MemFree().""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def DestroyPhysicsBody(body: Any|list|tuple,) -> None: - """Unitializes and destroy a physics body.""" - ... +def DecodeDataBase64(data: str,outputSize: Any,) -> str: + """Decode Base64 string data, memory must be MemFree()""" + ... +def DecompressData(compData: str,compDataSize: int,dataSize: Any,) -> str: + """Decompress data (DEFLATE algorithm), memory must be MemFree()""" + ... +def DestroyPhysicsBody(body: Any,) -> None: + """Destroy a physics body""" + ... def DetachAudioMixedProcessor(processor: Any,) -> None: - """Detach audio stream processor from the entire audio pipeline.""" - ... -def DetachAudioStreamProcessor(stream: AudioStream|list|tuple,processor: Any,) -> None: - """Detach audio stream processor from stream.""" - ... -def DirectoryExists(dirPath: bytes,) -> bool: - """Check if a directory path exists.""" - ... + """Detach audio stream processor from the entire audio pipeline""" + ... +def DetachAudioStreamProcessor(stream: AudioStream,processor: Any,) -> None: + """Detach audio stream processor from stream""" + ... +def DirectoryExists(dirPath: str,) -> bool: + """Check if a directory path exists""" + ... def DisableCursor() -> None: - """Disables cursor (lock cursor).""" - ... + """Disables cursor (lock cursor)""" + ... def DisableEventWaiting() -> None: - """Disable waiting for events on EndDrawing(), automatic events polling.""" - ... -def DrawBillboard(camera: Camera3D|list|tuple,texture: Texture|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: - """Draw a billboard texture.""" - ... -def 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.""" - ... -def 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.""" - ... -def DrawBoundingBox(box: BoundingBox|list|tuple,color: Color|list|tuple,) -> None: - """Draw bounding box (wires).""" - ... -def 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.""" - ... -def 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.""" - ... -def DrawCircle(centerX: int,centerY: int,radius: float,color: Color|list|tuple,) -> None: - """Draw a color-filled circle.""" - ... -def 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.""" - ... -def DrawCircleGradient(centerX: int,centerY: int,radius: float,inner: Color|list|tuple,outer: Color|list|tuple,) -> None: - """Draw a gradient-filled circle.""" - ... -def DrawCircleLines(centerX: int,centerY: int,radius: float,color: Color|list|tuple,) -> None: - """Draw circle outline.""" - ... -def DrawCircleLinesV(center: Vector2|list|tuple,radius: float,color: Color|list|tuple,) -> None: - """Draw circle outline (Vector version).""" - ... -def DrawCircleSector(center: Vector2|list|tuple,radius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: - """Draw a piece of a circle.""" - ... -def DrawCircleSectorLines(center: Vector2|list|tuple,radius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: - """Draw circle sector outline.""" - ... -def DrawCircleV(center: Vector2|list|tuple,radius: float,color: Color|list|tuple,) -> None: - """Draw a color-filled circle (Vector version).""" - ... -def DrawCube(position: Vector3|list|tuple,width: float,height: float,length: float,color: Color|list|tuple,) -> None: - """Draw cube.""" - ... -def DrawCubeV(position: Vector3|list|tuple,size: Vector3|list|tuple,color: Color|list|tuple,) -> None: - """Draw cube (Vector version).""" - ... -def DrawCubeWires(position: Vector3|list|tuple,width: float,height: float,length: float,color: Color|list|tuple,) -> None: - """Draw cube wires.""" - ... -def DrawCubeWiresV(position: Vector3|list|tuple,size: Vector3|list|tuple,color: Color|list|tuple,) -> None: - """Draw cube wires (Vector version).""" - ... -def DrawCylinder(position: Vector3|list|tuple,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color|list|tuple,) -> None: - """Draw a cylinder/cone.""" - ... -def 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.""" - ... -def DrawCylinderWires(position: Vector3|list|tuple,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color|list|tuple,) -> None: - """Draw a cylinder/cone wires.""" - ... -def 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.""" - ... -def DrawEllipse(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color|list|tuple,) -> None: - """Draw ellipse.""" - ... -def DrawEllipseLines(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color|list|tuple,) -> None: - """Draw ellipse outline.""" - ... + """Disable waiting for events on EndDrawing(), automatic events polling""" + ... +def DrawBillboard(camera: Camera3D,texture: Texture,position: Vector3,scale: float,tint: Color,) -> None: + """Draw a billboard texture""" + ... +def DrawBillboardPro(camera: Camera3D,texture: Texture,source: Rectangle,position: Vector3,up: Vector3,size: Vector2,origin: Vector2,rotation: float,tint: Color,) -> None: + """Draw a billboard texture defined by source and rotation""" + ... +def DrawBillboardRec(camera: Camera3D,texture: Texture,source: Rectangle,position: Vector3,size: Vector2,tint: Color,) -> None: + """Draw a billboard texture defined by source""" + ... +def DrawBoundingBox(box: BoundingBox,color: Color,) -> None: + """Draw bounding box (wires)""" + ... +def DrawCapsule(startPos: Vector3,endPos: Vector3,radius: float,slices: int,rings: int,color: Color,) -> None: + """Draw a capsule with the center of its sphere caps at startPos and endPos""" + ... +def DrawCapsuleWires(startPos: Vector3,endPos: Vector3,radius: float,slices: int,rings: int,color: Color,) -> None: + """Draw capsule wireframe with the center of its sphere caps at startPos and endPos""" + ... +def DrawCircle(centerX: int,centerY: int,radius: float,color: Color,) -> None: + """Draw a color-filled circle""" + ... +def DrawCircle3D(center: Vector3,radius: float,rotationAxis: Vector3,rotationAngle: float,color: Color,) -> None: + """Draw a circle in 3D world space""" + ... +def DrawCircleGradient(centerX: int,centerY: int,radius: float,inner: Color,outer: Color,) -> None: + """Draw a gradient-filled circle""" + ... +def DrawCircleLines(centerX: int,centerY: int,radius: float,color: Color,) -> None: + """Draw circle outline""" + ... +def DrawCircleLinesV(center: Vector2,radius: float,color: Color,) -> None: + """Draw circle outline (Vector version)""" + ... +def DrawCircleSector(center: Vector2,radius: float,startAngle: float,endAngle: float,segments: int,color: Color,) -> None: + """Draw a piece of a circle""" + ... +def DrawCircleSectorLines(center: Vector2,radius: float,startAngle: float,endAngle: float,segments: int,color: Color,) -> None: + """Draw circle sector outline""" + ... +def DrawCircleV(center: Vector2,radius: float,color: Color,) -> None: + """Draw a color-filled circle (Vector version)""" + ... +def DrawCube(position: Vector3,width: float,height: float,length: float,color: Color,) -> None: + """Draw cube""" + ... +def DrawCubeV(position: Vector3,size: Vector3,color: Color,) -> None: + """Draw cube (Vector version)""" + ... +def DrawCubeWires(position: Vector3,width: float,height: float,length: float,color: Color,) -> None: + """Draw cube wires""" + ... +def DrawCubeWiresV(position: Vector3,size: Vector3,color: Color,) -> None: + """Draw cube wires (Vector version)""" + ... +def DrawCylinder(position: Vector3,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color,) -> None: + """Draw a cylinder/cone""" + ... +def DrawCylinderEx(startPos: Vector3,endPos: Vector3,startRadius: float,endRadius: float,sides: int,color: Color,) -> None: + """Draw a cylinder with base at startPos and top at endPos""" + ... +def DrawCylinderWires(position: Vector3,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color,) -> None: + """Draw a cylinder/cone wires""" + ... +def DrawCylinderWiresEx(startPos: Vector3,endPos: Vector3,startRadius: float,endRadius: float,sides: int,color: Color,) -> None: + """Draw a cylinder wires with base at startPos and top at endPos""" + ... +def DrawEllipse(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color,) -> None: + """Draw ellipse""" + ... +def DrawEllipseLines(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color,) -> None: + """Draw ellipse outline""" + ... def DrawFPS(posX: int,posY: int,) -> None: - """Draw current FPS.""" - ... + """Draw current FPS""" + ... def DrawGrid(slices: int,spacing: float,) -> None: - """Draw a grid (centered at (0, 0, 0)).""" - ... -def DrawLine(startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color|list|tuple,) -> None: - """Draw a line.""" - ... -def DrawLine3D(startPos: Vector3|list|tuple,endPos: Vector3|list|tuple,color: Color|list|tuple,) -> None: - """Draw a line in 3D world space.""" - ... -def DrawLineBezier(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: - """Draw line segment cubic-bezier in-out interpolation.""" - ... -def DrawLineEx(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: - """Draw a line (using triangles/quads).""" - ... -def DrawLineStrip(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: - """Draw lines sequence (using gl lines).""" - ... -def DrawLineV(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw a line (using gl lines).""" - ... -def DrawMesh(mesh: Mesh|list|tuple,material: Material|list|tuple,transform: Matrix|list|tuple,) -> None: - """Draw a 3d mesh with material and transform.""" - ... -def 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.""" - ... -def DrawModel(model: Model|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: - """Draw a model (with texture if set).""" - ... -def 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.""" - ... -def DrawModelPoints(model: Model|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: - """Draw a model as points.""" - ... -def 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.""" - ... -def DrawModelWires(model: Model|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: - """Draw a model wires (with texture if set).""" - ... -def 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.""" - ... -def DrawPixel(posX: int,posY: int,color: Color|list|tuple,) -> None: - """Draw a pixel using geometry [Can be slow, use with care].""" - ... -def DrawPixelV(position: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw a pixel using geometry (Vector version) [Can be slow, use with care].""" - ... -def DrawPlane(centerPos: Vector3|list|tuple,size: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw a plane XZ.""" - ... -def DrawPoint3D(position: Vector3|list|tuple,color: Color|list|tuple,) -> None: - """Draw a point in 3D space, actually a small line.""" - ... -def DrawPoly(center: Vector2|list|tuple,sides: int,radius: float,rotation: float,color: Color|list|tuple,) -> None: - """Draw a regular polygon (Vector version).""" - ... -def DrawPolyLines(center: Vector2|list|tuple,sides: int,radius: float,rotation: float,color: Color|list|tuple,) -> None: - """Draw a polygon outline of n sides.""" - ... -def 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.""" - ... -def DrawRay(ray: Ray|list|tuple,color: Color|list|tuple,) -> None: - """Draw a ray line.""" - ... -def DrawRectangle(posX: int,posY: int,width: int,height: int,color: Color|list|tuple,) -> None: - """Draw a color-filled rectangle.""" - ... -def 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.""" - ... -def DrawRectangleGradientH(posX: int,posY: int,width: int,height: int,left: Color|list|tuple,right: Color|list|tuple,) -> None: - """Draw a horizontal-gradient-filled rectangle.""" - ... -def DrawRectangleGradientV(posX: int,posY: int,width: int,height: int,top: Color|list|tuple,bottom: Color|list|tuple,) -> None: - """Draw a vertical-gradient-filled rectangle.""" - ... -def DrawRectangleLines(posX: int,posY: int,width: int,height: int,color: Color|list|tuple,) -> None: - """Draw rectangle outline.""" - ... -def DrawRectangleLinesEx(rec: Rectangle|list|tuple,lineThick: float,color: Color|list|tuple,) -> None: - """Draw rectangle outline with extended parameters.""" - ... -def DrawRectanglePro(rec: Rectangle|list|tuple,origin: Vector2|list|tuple,rotation: float,color: Color|list|tuple,) -> None: - """Draw a color-filled rectangle with pro parameters.""" - ... -def DrawRectangleRec(rec: Rectangle|list|tuple,color: Color|list|tuple,) -> None: - """Draw a color-filled rectangle.""" - ... -def DrawRectangleRounded(rec: Rectangle|list|tuple,roundness: float,segments: int,color: Color|list|tuple,) -> None: - """Draw rectangle with rounded edges.""" - ... -def DrawRectangleRoundedLines(rec: Rectangle|list|tuple,roundness: float,segments: int,color: Color|list|tuple,) -> None: - """Draw rectangle lines with rounded edges.""" - ... -def DrawRectangleRoundedLinesEx(rec: Rectangle|list|tuple,roundness: float,segments: int,lineThick: float,color: Color|list|tuple,) -> None: - """Draw rectangle with rounded edges outline.""" - ... -def DrawRectangleV(position: Vector2|list|tuple,size: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw a color-filled rectangle (Vector version).""" - ... -def DrawRing(center: Vector2|list|tuple,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: - """Draw ring.""" - ... -def DrawRingLines(center: Vector2|list|tuple,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: - """Draw ring outline.""" - ... -def DrawSphere(centerPos: Vector3|list|tuple,radius: float,color: Color|list|tuple,) -> None: - """Draw sphere.""" - ... -def DrawSphereEx(centerPos: Vector3|list|tuple,radius: float,rings: int,slices: int,color: Color|list|tuple,) -> None: - """Draw sphere with extended parameters.""" - ... -def DrawSphereWires(centerPos: Vector3|list|tuple,radius: float,rings: int,slices: int,color: Color|list|tuple,) -> None: - """Draw sphere wires.""" - ... -def DrawSplineBasis(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: - """Draw spline: B-Spline, minimum 4 points.""" - ... -def 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...].""" - ... -def 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...].""" - ... -def DrawSplineCatmullRom(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: - """Draw spline: Catmull-Rom, minimum 4 points.""" - ... -def DrawSplineLinear(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: - """Draw spline: Linear, minimum 2 points.""" - ... -def 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.""" - ... -def 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.""" - ... -def 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.""" - ... -def 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.""" - ... -def DrawSplineSegmentLinear(p1: Vector2|list|tuple,p2: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: - """Draw spline segment: Linear, 2 points.""" - ... -def DrawText(text: bytes,posX: int,posY: int,fontSize: int,color: Color|list|tuple,) -> None: - """Draw text (using default font).""" - ... -def DrawTextCodepoint(font: Font|list|tuple,codepoint: int,position: Vector2|list|tuple,fontSize: float,tint: Color|list|tuple,) -> None: - """Draw one character (codepoint).""" - ... -def 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).""" - ... -def 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.""" - ... -def 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).""" - ... -def DrawTexture(texture: Texture|list|tuple,posX: int,posY: int,tint: Color|list|tuple,) -> None: - """Draw a Texture2D.""" - ... -def DrawTextureEx(texture: Texture|list|tuple,position: Vector2|list|tuple,rotation: float,scale: float,tint: Color|list|tuple,) -> None: - """Draw a Texture2D with extended parameters.""" - ... -def 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.""" - ... -def 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.""" - ... -def 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.""" - ... -def DrawTextureV(texture: Texture|list|tuple,position: Vector2|list|tuple,tint: Color|list|tuple,) -> None: - """Draw a Texture2D with position defined as Vector2.""" - ... -def 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!).""" - ... -def 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!).""" - ... -def DrawTriangleFan(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: - """Draw a triangle fan defined by points (first vertex is the center).""" - ... -def 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!).""" - ... -def DrawTriangleStrip(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: - """Draw a triangle strip defined by points.""" - ... -def DrawTriangleStrip3D(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: - """Draw a triangle strip defined by points.""" - ... + """Draw a grid (centered at (0, 0, 0))""" + ... +def DrawLine(startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color,) -> None: + """Draw a line""" + ... +def DrawLine3D(startPos: Vector3,endPos: Vector3,color: Color,) -> None: + """Draw a line in 3D world space""" + ... +def DrawLineBezier(startPos: Vector2,endPos: Vector2,thick: float,color: Color,) -> None: + """Draw line segment cubic-bezier in-out interpolation""" + ... +def DrawLineEx(startPos: Vector2,endPos: Vector2,thick: float,color: Color,) -> None: + """Draw a line (using triangles/quads)""" + ... +def DrawLineStrip(points: Any,pointCount: int,color: Color,) -> None: + """Draw lines sequence (using gl lines)""" + ... +def DrawLineV(startPos: Vector2,endPos: Vector2,color: Color,) -> None: + """Draw a line (using gl lines)""" + ... +def DrawMesh(mesh: Mesh,material: Material,transform: Matrix,) -> None: + """Draw a 3d mesh with material and transform""" + ... +def DrawMeshInstanced(mesh: Mesh,material: Material,transforms: Any,instances: int,) -> None: + """Draw multiple mesh instances with material and different transforms""" + ... +def DrawModel(model: Model,position: Vector3,scale: float,tint: Color,) -> None: + """Draw a model (with texture if set)""" + ... +def DrawModelEx(model: Model,position: Vector3,rotationAxis: Vector3,rotationAngle: float,scale: Vector3,tint: Color,) -> None: + """Draw a model with extended parameters""" + ... +def DrawModelPoints(model: Model,position: Vector3,scale: float,tint: Color,) -> None: + """Draw a model as points""" + ... +def DrawModelPointsEx(model: Model,position: Vector3,rotationAxis: Vector3,rotationAngle: float,scale: Vector3,tint: Color,) -> None: + """Draw a model as points with extended parameters""" + ... +def DrawModelWires(model: Model,position: Vector3,scale: float,tint: Color,) -> None: + """Draw a model wires (with texture if set)""" + ... +def DrawModelWiresEx(model: Model,position: Vector3,rotationAxis: Vector3,rotationAngle: float,scale: Vector3,tint: Color,) -> None: + """Draw a model wires (with texture if set) with extended parameters""" + ... +def DrawPixel(posX: int,posY: int,color: Color,) -> None: + """Draw a pixel using geometry [Can be slow, use with care]""" + ... +def DrawPixelV(position: Vector2,color: Color,) -> None: + """Draw a pixel using geometry (Vector version) [Can be slow, use with care]""" + ... +def DrawPlane(centerPos: Vector3,size: Vector2,color: Color,) -> None: + """Draw a plane XZ""" + ... +def DrawPoint3D(position: Vector3,color: Color,) -> None: + """Draw a point in 3D space, actually a small line""" + ... +def DrawPoly(center: Vector2,sides: int,radius: float,rotation: float,color: Color,) -> None: + """Draw a regular polygon (Vector version)""" + ... +def DrawPolyLines(center: Vector2,sides: int,radius: float,rotation: float,color: Color,) -> None: + """Draw a polygon outline of n sides""" + ... +def DrawPolyLinesEx(center: Vector2,sides: int,radius: float,rotation: float,lineThick: float,color: Color,) -> None: + """Draw a polygon outline of n sides with extended parameters""" + ... +def DrawRay(ray: Ray,color: Color,) -> None: + """Draw a ray line""" + ... +def DrawRectangle(posX: int,posY: int,width: int,height: int,color: Color,) -> None: + """Draw a color-filled rectangle""" + ... +def DrawRectangleGradientEx(rec: Rectangle,topLeft: Color,bottomLeft: Color,topRight: Color,bottomRight: Color,) -> None: + """Draw a gradient-filled rectangle with custom vertex colors""" + ... +def DrawRectangleGradientH(posX: int,posY: int,width: int,height: int,left: Color,right: Color,) -> None: + """Draw a horizontal-gradient-filled rectangle""" + ... +def DrawRectangleGradientV(posX: int,posY: int,width: int,height: int,top: Color,bottom: Color,) -> None: + """Draw a vertical-gradient-filled rectangle""" + ... +def DrawRectangleLines(posX: int,posY: int,width: int,height: int,color: Color,) -> None: + """Draw rectangle outline""" + ... +def DrawRectangleLinesEx(rec: Rectangle,lineThick: float,color: Color,) -> None: + """Draw rectangle outline with extended parameters""" + ... +def DrawRectanglePro(rec: Rectangle,origin: Vector2,rotation: float,color: Color,) -> None: + """Draw a color-filled rectangle with pro parameters""" + ... +def DrawRectangleRec(rec: Rectangle,color: Color,) -> None: + """Draw a color-filled rectangle""" + ... +def DrawRectangleRounded(rec: Rectangle,roundness: float,segments: int,color: Color,) -> None: + """Draw rectangle with rounded edges""" + ... +def DrawRectangleRoundedLines(rec: Rectangle,roundness: float,segments: int,color: Color,) -> None: + """Draw rectangle lines with rounded edges""" + ... +def DrawRectangleRoundedLinesEx(rec: Rectangle,roundness: float,segments: int,lineThick: float,color: Color,) -> None: + """Draw rectangle with rounded edges outline""" + ... +def DrawRectangleV(position: Vector2,size: Vector2,color: Color,) -> None: + """Draw a color-filled rectangle (Vector version)""" + ... +def DrawRing(center: Vector2,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color,) -> None: + """Draw ring""" + ... +def DrawRingLines(center: Vector2,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color,) -> None: + """Draw ring outline""" + ... +def DrawSphere(centerPos: Vector3,radius: float,color: Color,) -> None: + """Draw sphere""" + ... +def DrawSphereEx(centerPos: Vector3,radius: float,rings: int,slices: int,color: Color,) -> None: + """Draw sphere with extended parameters""" + ... +def DrawSphereWires(centerPos: Vector3,radius: float,rings: int,slices: int,color: Color,) -> None: + """Draw sphere wires""" + ... +def DrawSplineBasis(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: B-Spline, minimum 4 points""" + ... +def DrawSplineBezierCubic(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]""" + ... +def DrawSplineBezierQuadratic(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]""" + ... +def DrawSplineCatmullRom(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: Catmull-Rom, minimum 4 points""" + ... +def DrawSplineLinear(points: Any,pointCount: int,thick: float,color: Color,) -> None: + """Draw spline: Linear, minimum 2 points""" + ... +def DrawSplineSegmentBasis(p1: Vector2,p2: Vector2,p3: Vector2,p4: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: B-Spline, 4 points""" + ... +def DrawSplineSegmentBezierCubic(p1: Vector2,c2: Vector2,c3: Vector2,p4: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: Cubic Bezier, 2 points, 2 control points""" + ... +def DrawSplineSegmentBezierQuadratic(p1: Vector2,c2: Vector2,p3: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: Quadratic Bezier, 2 points, 1 control point""" + ... +def DrawSplineSegmentCatmullRom(p1: Vector2,p2: Vector2,p3: Vector2,p4: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: Catmull-Rom, 4 points""" + ... +def DrawSplineSegmentLinear(p1: Vector2,p2: Vector2,thick: float,color: Color,) -> None: + """Draw spline segment: Linear, 2 points""" + ... +def DrawText(text: str,posX: int,posY: int,fontSize: int,color: Color,) -> None: + """Draw text (using default font)""" + ... +def DrawTextCodepoint(font: Font,codepoint: int,position: Vector2,fontSize: float,tint: Color,) -> None: + """Draw one character (codepoint)""" + ... +def DrawTextCodepoints(font: Font,codepoints: Any,codepointCount: int,position: Vector2,fontSize: float,spacing: float,tint: Color,) -> None: + """Draw multiple character (codepoint)""" + ... +def DrawTextEx(font: Font,text: str,position: Vector2,fontSize: float,spacing: float,tint: Color,) -> None: + """Draw text using font and additional parameters""" + ... +def DrawTextPro(font: Font,text: str,position: Vector2,origin: Vector2,rotation: float,fontSize: float,spacing: float,tint: Color,) -> None: + """Draw text using Font and pro parameters (rotation)""" + ... +def DrawTexture(texture: Texture,posX: int,posY: int,tint: Color,) -> None: + """Draw a Texture2D""" + ... +def DrawTextureEx(texture: Texture,position: Vector2,rotation: float,scale: float,tint: Color,) -> None: + """Draw a Texture2D with extended parameters""" + ... +def DrawTextureNPatch(texture: Texture,nPatchInfo: NPatchInfo,dest: Rectangle,origin: Vector2,rotation: float,tint: Color,) -> None: + """Draws a texture (or part of it) that stretches or shrinks nicely""" + ... +def DrawTexturePro(texture: Texture,source: Rectangle,dest: Rectangle,origin: Vector2,rotation: float,tint: Color,) -> None: + """Draw a part of a texture defined by a rectangle with 'pro' parameters""" + ... +def DrawTextureRec(texture: Texture,source: Rectangle,position: Vector2,tint: Color,) -> None: + """Draw a part of a texture defined by a rectangle""" + ... +def DrawTextureV(texture: Texture,position: Vector2,tint: Color,) -> None: + """Draw a Texture2D with position defined as Vector2""" + ... +def DrawTriangle(v1: Vector2,v2: Vector2,v3: Vector2,color: Color,) -> None: + """Draw a color-filled triangle (vertex in counter-clockwise order!)""" + ... +def DrawTriangle3D(v1: Vector3,v2: Vector3,v3: Vector3,color: Color,) -> None: + """Draw a color-filled triangle (vertex in counter-clockwise order!)""" + ... +def DrawTriangleFan(points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle fan defined by points (first vertex is the center)""" + ... +def DrawTriangleLines(v1: Vector2,v2: Vector2,v3: Vector2,color: Color,) -> None: + """Draw triangle outline (vertex in counter-clockwise order!)""" + ... +def DrawTriangleStrip(points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle strip defined by points""" + ... +def DrawTriangleStrip3D(points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle strip defined by points""" + ... def EnableCursor() -> None: - """Enables cursor (unlock cursor).""" - ... + """Enables cursor (unlock cursor)""" + ... def EnableEventWaiting() -> None: - """Enable waiting for events on EndDrawing(), no automatic event polling.""" - ... -def EncodeDataBase64(data: bytes,dataSize: int,outputSize: Any,) -> bytes: - """Encode data to Base64 string, memory must be MemFree().""" - ... + """Enable waiting for events on EndDrawing(), no automatic event polling""" + ... +def EncodeDataBase64(data: str,dataSize: int,outputSize: Any,) -> str: + """Encode data to Base64 string, memory must be MemFree()""" + ... def EndBlendMode() -> None: - """End blending mode (reset to default: alpha blending).""" - ... + """End blending mode (reset to default: alpha blending)""" + ... def EndDrawing() -> None: - """End canvas drawing and swap buffers (double buffering).""" - ... + """End canvas drawing and swap buffers (double buffering)""" + ... def EndMode2D() -> None: - """Ends 2D mode with custom camera.""" - ... + """Ends 2D mode with custom camera""" + ... def EndMode3D() -> None: - """Ends 3D mode and returns to default 2D orthographic mode.""" - ... + """Ends 3D mode and returns to default 2D orthographic mode""" + ... def EndScissorMode() -> None: - """End scissor mode.""" - ... + """End scissor mode""" + ... def EndShaderMode() -> None: - """End custom shader drawing (use default shader).""" - ... + """End custom shader drawing (use default shader)""" + ... def EndTextureMode() -> None: - """Ends drawing to render texture.""" - ... + """Ends drawing to render texture""" + ... def EndVrStereoMode() -> None: - """End stereo rendering (requires VR simulator).""" - ... -def ExportAutomationEventList(list_0: AutomationEventList|list|tuple,fileName: bytes,) -> bool: - """Export automation events list as text file.""" - ... -def ExportDataAsCode(data: bytes,dataSize: int,fileName: bytes,) -> bool: - """Export data to code (.h), returns true on success.""" - ... -def ExportFontAsCode(font: Font|list|tuple,fileName: bytes,) -> bool: - """Export font as code file, returns true on success.""" - ... -def ExportImage(image: Image|list|tuple,fileName: bytes,) -> bool: - """Export image data to file, returns true on success.""" - ... -def ExportImageAsCode(image: Image|list|tuple,fileName: bytes,) -> bool: - """Export image as code file defining an array of bytes, returns true on success.""" - ... -def ExportImageToMemory(image: Image|list|tuple,fileType: bytes,fileSize: Any,) -> bytes: - """Export image to memory buffer.""" - ... -def ExportMesh(mesh: Mesh|list|tuple,fileName: bytes,) -> bool: - """Export mesh data to file, returns true on success.""" - ... -def ExportMeshAsCode(mesh: Mesh|list|tuple,fileName: bytes,) -> bool: - """Export mesh as code file (.h) defining multiple arrays of vertex attributes.""" - ... -def ExportWave(wave: Wave|list|tuple,fileName: bytes,) -> bool: - """Export wave data to file, returns true on success.""" - ... -def ExportWaveAsCode(wave: Wave|list|tuple,fileName: bytes,) -> bool: - """Export wave sample data to code (.h), returns true on success.""" - ... + """End stereo rendering (requires VR simulator)""" + ... +def ExportAutomationEventList(list_0: AutomationEventList,fileName: str,) -> bool: + """Export automation events list as text file""" + ... +def ExportDataAsCode(data: str,dataSize: int,fileName: str,) -> bool: + """Export data to code (.h), returns true on success""" + ... +def ExportFontAsCode(font: Font,fileName: str,) -> bool: + """Export font as code file, returns true on success""" + ... +def ExportImage(image: Image,fileName: str,) -> bool: + """Export image data to file, returns true on success""" + ... +def ExportImageAsCode(image: Image,fileName: str,) -> bool: + """Export image as code file defining an array of bytes, returns true on success""" + ... +def ExportImageToMemory(image: Image,fileType: str,fileSize: Any,) -> str: + """Export image to memory buffer""" + ... +def ExportMesh(mesh: Mesh,fileName: str,) -> bool: + """Export mesh data to file, returns true on success""" + ... +def ExportMeshAsCode(mesh: Mesh,fileName: str,) -> bool: + """Export mesh as code file (.h) defining multiple arrays of vertex attributes""" + ... +def ExportWave(wave: Wave,fileName: str,) -> bool: + """Export wave data to file, returns true on success""" + ... +def ExportWaveAsCode(wave: Wave,fileName: str,) -> bool: + """Export wave sample data to code (.h), returns true on success""" + ... FLAG_BORDERLESS_WINDOWED_MODE: int FLAG_FULLSCREEN_MODE: int FLAG_INTERLACED_HINT: int @@ -592,15 +584,15 @@ FLAG_WINDOW_UNFOCUSED: int FONT_BITMAP: int FONT_DEFAULT: int FONT_SDF: int -def Fade(color: Color|list|tuple,alpha: float,) -> Color: - """Get color with alpha applied, alpha goes from 0.0f to 1.0f.""" - ... -def FileExists(fileName: bytes,) -> bool: - """Check if file exists.""" - ... +def Fade(color: Color,alpha: float,) -> Color: + """Get color with alpha applied, alpha goes from 0.0f to 1.0f""" + ... +def FileExists(fileName: str,) -> bool: + """Check if file exists""" + ... def FloatEquals(x: float,y: float,) -> int: - """.""" - ... + """""" + ... GAMEPAD_AXIS_LEFT_TRIGGER: int GAMEPAD_AXIS_LEFT_X: int GAMEPAD_AXIS_LEFT_Y: int @@ -638,557 +630,549 @@ GESTURE_SWIPE_UP: int GESTURE_TAP: int GROUP_PADDING: int def GenImageCellular(width: int,height: int,tileSize: int,) -> Image: - """Generate image: cellular algorithm, bigger tileSize means bigger cells.""" - ... -def GenImageChecked(width: int,height: int,checksX: int,checksY: int,col1: Color|list|tuple,col2: Color|list|tuple,) -> Image: - """Generate image: checked.""" - ... -def GenImageColor(width: int,height: int,color: Color|list|tuple,) -> Image: - """Generate image: plain color.""" - ... -def 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.""" - ... -def 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.""" - ... -def GenImageGradientRadial(width: int,height: int,density: float,inner: Color|list|tuple,outer: Color|list|tuple,) -> Image: - """Generate image: radial gradient.""" - ... -def GenImageGradientSquare(width: int,height: int,density: float,inner: Color|list|tuple,outer: Color|list|tuple,) -> Image: - """Generate image: square gradient.""" - ... + """Generate image: cellular algorithm, bigger tileSize means bigger cells""" + ... +def GenImageChecked(width: int,height: int,checksX: int,checksY: int,col1: Color,col2: Color,) -> Image: + """Generate image: checked""" + ... +def GenImageColor(width: int,height: int,color: Color,) -> Image: + """Generate image: plain color""" + ... +def GenImageFontAtlas(glyphs: Any,glyphRecs: Any,glyphCount: int,fontSize: int,padding: int,packMethod: int,) -> Image: + """Generate image font atlas using chars info""" + ... +def GenImageGradientLinear(width: int,height: int,direction: int,start: Color,end: Color,) -> Image: + """Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient""" + ... +def GenImageGradientRadial(width: int,height: int,density: float,inner: Color,outer: Color,) -> Image: + """Generate image: radial gradient""" + ... +def GenImageGradientSquare(width: int,height: int,density: float,inner: Color,outer: Color,) -> Image: + """Generate image: square gradient""" + ... def GenImagePerlinNoise(width: int,height: int,offsetX: int,offsetY: int,scale: float,) -> Image: - """Generate image: perlin noise.""" - ... -def GenImageText(width: int,height: int,text: bytes,) -> Image: - """Generate image: grayscale image from text data.""" - ... + """Generate image: perlin noise""" + ... +def GenImageText(width: int,height: int,text: str,) -> Image: + """Generate image: grayscale image from text data""" + ... def GenImageWhiteNoise(width: int,height: int,factor: float,) -> Image: - """Generate image: white noise.""" - ... + """Generate image: white noise""" + ... def GenMeshCone(radius: float,height: float,slices: int,) -> Mesh: - """Generate cone/pyramid mesh.""" - ... + """Generate cone/pyramid mesh""" + ... def GenMeshCube(width: float,height: float,length: float,) -> Mesh: - """Generate cuboid mesh.""" - ... -def GenMeshCubicmap(cubicmap: Image|list|tuple,cubeSize: Vector3|list|tuple,) -> Mesh: - """Generate cubes-based map mesh from image data.""" - ... + """Generate cuboid mesh""" + ... +def GenMeshCubicmap(cubicmap: Image,cubeSize: Vector3,) -> Mesh: + """Generate cubes-based map mesh from image data""" + ... def GenMeshCylinder(radius: float,height: float,slices: int,) -> Mesh: - """Generate cylinder mesh.""" - ... -def GenMeshHeightmap(heightmap: Image|list|tuple,size: Vector3|list|tuple,) -> Mesh: - """Generate heightmap mesh from image data.""" - ... + """Generate cylinder mesh""" + ... +def GenMeshHeightmap(heightmap: Image,size: Vector3,) -> Mesh: + """Generate heightmap mesh from image data""" + ... def GenMeshHemiSphere(radius: float,rings: int,slices: int,) -> Mesh: - """Generate half-sphere mesh (no bottom cap).""" - ... + """Generate half-sphere mesh (no bottom cap)""" + ... def GenMeshKnot(radius: float,size: float,radSeg: int,sides: int,) -> Mesh: - """Generate trefoil knot mesh.""" - ... + """Generate trefoil knot mesh""" + ... def GenMeshPlane(width: float,length: float,resX: int,resZ: int,) -> Mesh: - """Generate plane mesh (with subdivisions).""" - ... + """Generate plane mesh (with subdivisions)""" + ... def GenMeshPoly(sides: int,radius: float,) -> Mesh: - """Generate polygonal mesh.""" - ... + """Generate polygonal mesh""" + ... def GenMeshSphere(radius: float,rings: int,slices: int,) -> Mesh: - """Generate sphere mesh (standard sphere).""" - ... -def GenMeshTangents(mesh: Any|list|tuple,) -> None: - """Compute mesh tangents.""" - ... + """Generate sphere mesh (standard sphere)""" + ... +def GenMeshTangents(mesh: Any,) -> None: + """Compute mesh tangents""" + ... def GenMeshTorus(radius: float,size: float,radSeg: int,sides: int,) -> Mesh: - """Generate torus mesh.""" - ... -def GenTextureMipmaps(texture: Any|list|tuple,) -> None: - """Generate GPU mipmaps for a texture.""" - ... -def GetApplicationDirectory() -> bytes: - """Get the directory of the running application (uses static string).""" - ... -def GetCameraMatrix(camera: Camera3D|list|tuple,) -> Matrix: - """Get camera transform matrix (view matrix).""" - ... -def GetCameraMatrix2D(camera: Camera2D|list|tuple,) -> Matrix: - """Get camera 2d transform matrix.""" - ... + """Generate torus mesh""" + ... +def GenTextureMipmaps(texture: Any,) -> None: + """Generate GPU mipmaps for a texture""" + ... +def GetApplicationDirectory() -> str: + """Get the directory of the running application (uses static string)""" + ... +def GetCameraMatrix(camera: Camera3D,) -> Matrix: + """Get camera transform matrix (view matrix)""" + ... +def GetCameraMatrix2D(camera: Camera2D,) -> Matrix: + """Get camera 2d transform matrix""" + ... def GetCharPressed() -> int: - """Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty.""" - ... -def GetClipboardImage() -> Image: - """Get clipboard image content.""" - ... -def GetClipboardText() -> bytes: - """Get clipboard text content.""" - ... -def GetCodepoint(text: bytes,codepointSize: Any,) -> int: - """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure.""" - ... -def GetCodepointCount(text: bytes,) -> int: - """Get total number of codepoints in a UTF-8 encoded string.""" - ... -def GetCodepointNext(text: bytes,codepointSize: Any,) -> int: - """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure.""" - ... -def GetCodepointPrevious(text: bytes,codepointSize: Any,) -> int: - """Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure.""" - ... -def GetCollisionRec(rec1: Rectangle|list|tuple,rec2: Rectangle|list|tuple,) -> Rectangle: - """Get collision rectangle for two rectangles collision.""" - ... + """Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty""" + ... +def GetClipboardText() -> str: + """Get clipboard text content""" + ... +def GetCodepoint(text: str,codepointSize: Any,) -> int: + """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure""" + ... +def GetCodepointCount(text: str,) -> int: + """Get total number of codepoints in a UTF-8 encoded string""" + ... +def GetCodepointNext(text: str,codepointSize: Any,) -> int: + """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure""" + ... +def GetCodepointPrevious(text: str,codepointSize: Any,) -> int: + """Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure""" + ... +def GetCollisionRec(rec1: Rectangle,rec2: Rectangle,) -> Rectangle: + """Get collision rectangle for two rectangles collision""" + ... def GetColor(hexValue: int,) -> Color: - """Get Color structure from hexadecimal value.""" - ... + """Get Color structure from hexadecimal value""" + ... def GetCurrentMonitor() -> int: - """Get current monitor where window is placed.""" - ... -def GetDirectoryPath(filePath: bytes,) -> bytes: - """Get full path for a given fileName with path (uses static string).""" - ... + """Get current connected monitor""" + ... +def GetDirectoryPath(filePath: str,) -> str: + """Get full path for a given fileName with path (uses static string)""" + ... def GetFPS() -> int: - """Get current FPS.""" - ... -def GetFileExtension(fileName: bytes,) -> bytes: - """Get pointer to extension for a filename string (includes dot: '.png').""" - ... -def GetFileLength(fileName: bytes,) -> int: - """Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h).""" - ... -def GetFileModTime(fileName: bytes,) -> int: - """Get file modification time (last write time).""" - ... -def GetFileName(filePath: bytes,) -> bytes: - """Get pointer to filename for a path string.""" - ... -def GetFileNameWithoutExt(filePath: bytes,) -> bytes: - """Get filename string without extension (uses static string).""" - ... + """Get current FPS""" + ... +def GetFileExtension(fileName: str,) -> str: + """Get pointer to extension for a filename string (includes dot: '.png')""" + ... +def GetFileLength(fileName: str,) -> int: + """Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)""" + ... +def GetFileModTime(fileName: str,) -> int: + """Get file modification time (last write time)""" + ... +def GetFileName(filePath: str,) -> str: + """Get pointer to filename for a path string""" + ... +def GetFileNameWithoutExt(filePath: str,) -> str: + """Get filename string without extension (uses static string)""" + ... def GetFontDefault() -> Font: - """Get the default Font.""" - ... + """Get the default Font""" + ... def GetFrameTime() -> float: - """Get time in seconds for last frame drawn (delta time).""" - ... + """Get time in seconds for last frame drawn (delta time)""" + ... def GetGamepadAxisCount(gamepad: int,) -> int: - """Get gamepad axis count for a gamepad.""" - ... + """Get gamepad axis count for a gamepad""" + ... def GetGamepadAxisMovement(gamepad: int,axis: int,) -> float: - """Get axis movement value for a gamepad axis.""" - ... + """Get axis movement value for a gamepad axis""" + ... def GetGamepadButtonPressed() -> int: - """Get the last gamepad button pressed.""" - ... -def GetGamepadName(gamepad: int,) -> bytes: - """Get gamepad internal name id.""" - ... + """Get the last gamepad button pressed""" + ... +def GetGamepadName(gamepad: int,) -> str: + """Get gamepad internal name id""" + ... def GetGestureDetected() -> int: - """Get latest detected gesture.""" - ... + """Get latest detected gesture""" + ... def GetGestureDragAngle() -> float: - """Get gesture drag angle.""" - ... + """Get gesture drag angle""" + ... def GetGestureDragVector() -> Vector2: - """Get gesture drag vector.""" - ... + """Get gesture drag vector""" + ... def GetGestureHoldDuration() -> float: - """Get gesture hold time in seconds.""" - ... + """Get gesture hold time in milliseconds""" + ... def GetGesturePinchAngle() -> float: - """Get gesture pinch angle.""" - ... + """Get gesture pinch angle""" + ... def GetGesturePinchVector() -> Vector2: - """Get gesture pinch delta.""" - ... -def GetGlyphAtlasRec(font: Font|list|tuple,codepoint: int,) -> Rectangle: - """Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found.""" - ... -def GetGlyphIndex(font: Font|list|tuple,codepoint: int,) -> int: - """Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found.""" - ... -def GetGlyphInfo(font: Font|list|tuple,codepoint: int,) -> GlyphInfo: - """Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found.""" - ... -def GetImageAlphaBorder(image: Image|list|tuple,threshold: float,) -> Rectangle: - """Get image alpha border rectangle.""" - ... -def GetImageColor(image: Image|list|tuple,x: int,y: int,) -> Color: - """Get image pixel color at (x, y) position.""" - ... + """Get gesture pinch delta""" + ... +def GetGlyphAtlasRec(font: Font,codepoint: int,) -> Rectangle: + """Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found""" + ... +def GetGlyphIndex(font: Font,codepoint: int,) -> int: + """Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found""" + ... +def GetGlyphInfo(font: Font,codepoint: int,) -> GlyphInfo: + """Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found""" + ... +def GetImageAlphaBorder(image: Image,threshold: float,) -> Rectangle: + """Get image alpha border rectangle""" + ... +def GetImageColor(image: Image,x: int,y: int,) -> Color: + """Get image pixel color at (x, y) position""" + ... def GetKeyPressed() -> int: - """Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty.""" - ... + """Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty""" + ... def GetMasterVolume() -> float: - """Get master volume (listener).""" - ... -def GetMeshBoundingBox(mesh: Mesh|list|tuple,) -> BoundingBox: - """Compute mesh bounding box limits.""" - ... -def GetModelBoundingBox(model: Model|list|tuple,) -> BoundingBox: - """Compute model bounding box limits (considers all meshes).""" - ... + """Get master volume (listener)""" + ... +def GetMeshBoundingBox(mesh: Mesh,) -> BoundingBox: + """Compute mesh bounding box limits""" + ... +def GetModelBoundingBox(model: Model,) -> BoundingBox: + """Compute model bounding box limits (considers all meshes)""" + ... def GetMonitorCount() -> int: - """Get number of connected monitors.""" - ... + """Get number of connected monitors""" + ... def GetMonitorHeight(monitor: int,) -> int: - """Get specified monitor height (current video mode used by monitor).""" - ... -def GetMonitorName(monitor: int,) -> bytes: - """Get the human-readable, UTF-8 encoded name of the specified monitor.""" - ... + """Get specified monitor height (current video mode used by monitor)""" + ... +def GetMonitorName(monitor: int,) -> str: + """Get the human-readable, UTF-8 encoded name of the specified monitor""" + ... def GetMonitorPhysicalHeight(monitor: int,) -> int: - """Get specified monitor physical height in millimetres.""" - ... + """Get specified monitor physical height in millimetres""" + ... def GetMonitorPhysicalWidth(monitor: int,) -> int: - """Get specified monitor physical width in millimetres.""" - ... + """Get specified monitor physical width in millimetres""" + ... def GetMonitorPosition(monitor: int,) -> Vector2: - """Get specified monitor position.""" - ... + """Get specified monitor position""" + ... def GetMonitorRefreshRate(monitor: int,) -> int: - """Get specified monitor refresh rate.""" - ... + """Get specified monitor refresh rate""" + ... def GetMonitorWidth(monitor: int,) -> int: - """Get specified monitor width (current video mode used by monitor).""" - ... + """Get specified monitor width (current video mode used by monitor)""" + ... def GetMouseDelta() -> Vector2: - """Get mouse delta between frames.""" - ... + """Get mouse delta between frames""" + ... def GetMousePosition() -> Vector2: - """Get mouse position XY.""" - ... + """Get mouse position XY""" + ... def GetMouseWheelMove() -> float: - """Get mouse wheel movement for X or Y, whichever is larger.""" - ... + """Get mouse wheel movement for X or Y, whichever is larger""" + ... def GetMouseWheelMoveV() -> Vector2: - """Get mouse wheel movement for both X and Y.""" - ... + """Get mouse wheel movement for both X and Y""" + ... def GetMouseX() -> int: - """Get mouse position X.""" - ... + """Get mouse position X""" + ... def GetMouseY() -> int: - """Get mouse position Y.""" - ... -def GetMusicTimeLength(music: Music|list|tuple,) -> float: - """Get music time length (in seconds).""" - ... -def GetMusicTimePlayed(music: Music|list|tuple,) -> float: - """Get current music time played (in seconds).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") + """Get mouse position Y""" + ... +def GetMusicTimeLength(music: Music,) -> float: + """Get music time length (in seconds)""" + ... +def GetMusicTimePlayed(music: Music,) -> float: + """Get current music time played (in seconds)""" + ... def GetPhysicsBodiesCount() -> int: - """Returns the current amount of created physics bodies.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") + """Returns the current amount of created physics bodies""" + ... def GetPhysicsBody(index: int,) -> Any: - """Returns a physics body of the bodies pool at a specific index.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") + """Returns a physics body of the bodies pool at a specific index""" + ... def GetPhysicsShapeType(index: int,) -> int: - """Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def GetPhysicsShapeVertex(body: Any|list|tuple,vertex: int,) -> Vector2: - """Returns transformed position of a body shape (body position + vertex transformed position).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") + """Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)""" + ... +def GetPhysicsShapeVertex(body: Any,vertex: int,) -> Vector2: + """Returns transformed position of a body shape (body position + vertex transformed position)""" + ... def GetPhysicsShapeVerticesCount(index: int,) -> int: - """Returns the amount of vertices of a physics body shape.""" - ... + """Returns the amount of vertices of a physics body shape""" + ... def GetPixelColor(srcPtr: Any,format: int,) -> Color: - """Get Color from a source pixel pointer of certain format.""" - ... + """Get Color from a source pixel pointer of certain format""" + ... def GetPixelDataSize(width: int,height: int,format: int,) -> int: - """Get pixel data size in bytes for certain format.""" - ... -def GetPrevDirectoryPath(dirPath: bytes,) -> bytes: - """Get previous directory path for a given path (uses static string).""" - ... + """Get pixel data size in bytes for certain format""" + ... +def GetPrevDirectoryPath(dirPath: str,) -> str: + """Get previous directory path for a given path (uses static string)""" + ... def GetRandomValue(min_0: int,max_1: int,) -> int: - """Get a random value between min and max (both included).""" - ... -def GetRayCollisionBox(ray: Ray|list|tuple,box: BoundingBox|list|tuple,) -> RayCollision: - """Get collision info between ray and box.""" - ... -def GetRayCollisionMesh(ray: Ray|list|tuple,mesh: Mesh|list|tuple,transform: Matrix|list|tuple,) -> RayCollision: - """Get collision info between ray and mesh.""" - ... -def 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.""" - ... -def GetRayCollisionSphere(ray: Ray|list|tuple,center: Vector3|list|tuple,radius: float,) -> RayCollision: - """Get collision info between ray and sphere.""" - ... -def 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.""" - ... + """Get a random value between min and max (both included)""" + ... +def GetRayCollisionBox(ray: Ray,box: BoundingBox,) -> RayCollision: + """Get collision info between ray and box""" + ... +def GetRayCollisionMesh(ray: Ray,mesh: Mesh,transform: Matrix,) -> RayCollision: + """Get collision info between ray and mesh""" + ... +def GetRayCollisionQuad(ray: Ray,p1: Vector3,p2: Vector3,p3: Vector3,p4: Vector3,) -> RayCollision: + """Get collision info between ray and quad""" + ... +def GetRayCollisionSphere(ray: Ray,center: Vector3,radius: float,) -> RayCollision: + """Get collision info between ray and sphere""" + ... +def GetRayCollisionTriangle(ray: Ray,p1: Vector3,p2: Vector3,p3: Vector3,) -> RayCollision: + """Get collision info between ray and triangle""" + ... def GetRenderHeight() -> int: - """Get current render height (it considers HiDPI).""" - ... + """Get current render height (it considers HiDPI)""" + ... def GetRenderWidth() -> int: - """Get current render width (it considers HiDPI).""" - ... + """Get current render width (it considers HiDPI)""" + ... def GetScreenHeight() -> int: - """Get current screen height.""" - ... -def GetScreenToWorld2D(position: Vector2|list|tuple,camera: Camera2D|list|tuple,) -> Vector2: - """Get the world space position for a 2d camera screen space position.""" - ... -def GetScreenToWorldRay(position: Vector2|list|tuple,camera: Camera3D|list|tuple,) -> Ray: - """Get a ray trace from screen position (i.e mouse).""" - ... -def 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.""" - ... + """Get current screen height""" + ... +def GetScreenToWorld2D(position: Vector2,camera: Camera2D,) -> Vector2: + """Get the world space position for a 2d camera screen space position""" + ... +def GetScreenToWorldRay(position: Vector2,camera: Camera3D,) -> Ray: + """Get a ray trace from screen position (i.e mouse)""" + ... +def GetScreenToWorldRayEx(position: Vector2,camera: Camera3D,width: int,height: int,) -> Ray: + """Get a ray trace from screen position (i.e mouse) in a viewport""" + ... def GetScreenWidth() -> int: - """Get current screen width.""" - ... -def GetShaderLocation(shader: Shader|list|tuple,uniformName: bytes,) -> int: - """Get shader uniform location.""" - ... -def GetShaderLocationAttrib(shader: Shader|list|tuple,attribName: bytes,) -> int: - """Get shader attribute location.""" - ... + """Get current screen width""" + ... +def GetShaderLocation(shader: Shader,uniformName: str,) -> int: + """Get shader uniform location""" + ... +def GetShaderLocationAttrib(shader: Shader,attribName: str,) -> int: + """Get shader attribute location""" + ... def GetShapesTexture() -> Texture: - """Get texture that is used for shapes drawing.""" - ... + """Get texture that is used for shapes drawing""" + ... def GetShapesTextureRectangle() -> Rectangle: - """Get texture source rectangle that is used for shapes drawing.""" - ... -def 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.""" - ... -def 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.""" - ... -def GetSplinePointBezierQuad(p1: Vector2|list|tuple,c2: Vector2|list|tuple,p3: Vector2|list|tuple,t: float,) -> Vector2: - """Get (evaluate) spline point: Quadratic Bezier.""" - ... -def 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.""" - ... -def GetSplinePointLinear(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,t: float,) -> Vector2: - """Get (evaluate) spline point: Linear.""" - ... + """Get texture source rectangle that is used for shapes drawing""" + ... +def GetSplinePointBasis(p1: Vector2,p2: Vector2,p3: Vector2,p4: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: B-Spline""" + ... +def GetSplinePointBezierCubic(p1: Vector2,c2: Vector2,c3: Vector2,p4: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: Cubic Bezier""" + ... +def GetSplinePointBezierQuad(p1: Vector2,c2: Vector2,p3: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: Quadratic Bezier""" + ... +def GetSplinePointCatmullRom(p1: Vector2,p2: Vector2,p3: Vector2,p4: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: Catmull-Rom""" + ... +def GetSplinePointLinear(startPos: Vector2,endPos: Vector2,t: float,) -> Vector2: + """Get (evaluate) spline point: Linear""" + ... def GetTime() -> float: - """Get elapsed time in seconds since InitWindow().""" - ... + """Get elapsed time in seconds since InitWindow()""" + ... def GetTouchPointCount() -> int: - """Get number of touch points.""" - ... + """Get number of touch points""" + ... def GetTouchPointId(index: int,) -> int: - """Get touch point identifier for given index.""" - ... + """Get touch point identifier for given index""" + ... def GetTouchPosition(index: int,) -> Vector2: - """Get touch position XY for a touch point index (relative to screen size).""" - ... + """Get touch position XY for a touch point index (relative to screen size)""" + ... def GetTouchX() -> int: - """Get touch position X for touch point 0 (relative to screen size).""" - ... + """Get touch position X for touch point 0 (relative to screen size)""" + ... def GetTouchY() -> int: - """Get touch position Y for touch point 0 (relative to screen size).""" - ... + """Get touch position Y for touch point 0 (relative to screen size)""" + ... def GetWindowHandle() -> Any: - """Get native window handle.""" - ... + """Get native window handle""" + ... def GetWindowPosition() -> Vector2: - """Get window position XY on monitor.""" - ... + """Get window position XY on monitor""" + ... def GetWindowScaleDPI() -> Vector2: - """Get window scale DPI factor.""" - ... -def GetWorkingDirectory() -> bytes: - """Get current working directory (uses static string).""" - ... -def GetWorldToScreen(position: Vector3|list|tuple,camera: Camera3D|list|tuple,) -> Vector2: - """Get the screen space position for a 3d world space position.""" - ... -def GetWorldToScreen2D(position: Vector2|list|tuple,camera: Camera2D|list|tuple,) -> Vector2: - """Get the screen space position for a 2d camera world space position.""" - ... -def GetWorldToScreenEx(position: Vector3|list|tuple,camera: Camera3D|list|tuple,width: int,height: int,) -> Vector2: - """Get size position for a 3d world space position.""" - ... -def GuiButton(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Button control, returns true when clicked.""" - ... -def GuiCheckBox(bounds: Rectangle|list|tuple,text: bytes,checked: Any,) -> int: - """Check Box control, returns true when active.""" - ... -def GuiColorBarAlpha(bounds: Rectangle|list|tuple,text: bytes,alpha: Any,) -> int: - """Color Bar Alpha control.""" - ... -def GuiColorBarHue(bounds: Rectangle|list|tuple,text: bytes,value: Any,) -> int: - """Color Bar Hue control.""" - ... -def GuiColorPanel(bounds: Rectangle|list|tuple,text: bytes,color: Any|list|tuple,) -> int: - """Color Panel control.""" - ... -def 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().""" - ... -def GuiColorPicker(bounds: Rectangle|list|tuple,text: bytes,color: Any|list|tuple,) -> int: - """Color Picker control (multiple color controls).""" - ... -def 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).""" - ... -def GuiComboBox(bounds: Rectangle|list|tuple,text: bytes,active: Any,) -> int: - """Combo Box control.""" - ... + """Get window scale DPI factor""" + ... +def GetWorkingDirectory() -> str: + """Get current working directory (uses static string)""" + ... +def GetWorldToScreen(position: Vector3,camera: Camera3D,) -> Vector2: + """Get the screen space position for a 3d world space position""" + ... +def GetWorldToScreen2D(position: Vector2,camera: Camera2D,) -> Vector2: + """Get the screen space position for a 2d camera world space position""" + ... +def GetWorldToScreenEx(position: Vector3,camera: Camera3D,width: int,height: int,) -> Vector2: + """Get size position for a 3d world space position""" + ... +def GuiButton(bounds: Rectangle,text: str,) -> int: + """Button control, returns true when clicked""" + ... +def GuiCheckBox(bounds: Rectangle,text: str,checked: Any,) -> int: + """Check Box control, returns true when active""" + ... +def GuiColorBarAlpha(bounds: Rectangle,text: str,alpha: Any,) -> int: + """Color Bar Alpha control""" + ... +def GuiColorBarHue(bounds: Rectangle,text: str,value: Any,) -> int: + """Color Bar Hue control""" + ... +def GuiColorPanel(bounds: Rectangle,text: str,color: Any,) -> int: + """Color Panel control""" + ... +def GuiColorPanelHSV(bounds: Rectangle,text: str,colorHsv: Any,) -> int: + """Color Panel control that updates Hue-Saturation-Value color value, used by GuiColorPickerHSV()""" + ... +def GuiColorPicker(bounds: Rectangle,text: str,color: Any,) -> int: + """Color Picker control (multiple color controls)""" + ... +def GuiColorPickerHSV(bounds: Rectangle,text: str,colorHsv: Any,) -> int: + """Color Picker control that avoids conversion to RGB on each call (multiple color controls)""" + ... +def GuiComboBox(bounds: Rectangle,text: str,active: Any,) -> int: + """Combo Box control""" + ... def GuiDisable() -> None: - """Disable gui controls (global state).""" - ... + """Disable gui controls (global state)""" + ... def GuiDisableTooltip() -> None: - """Disable gui tooltips (global state).""" - ... -def GuiDrawIcon(iconId: int,posX: int,posY: int,pixelSize: int,color: Color|list|tuple,) -> None: - """Draw icon using pixel size at specified position.""" - ... -def GuiDropdownBox(bounds: Rectangle|list|tuple,text: bytes,active: Any,editMode: bool,) -> int: - """Dropdown Box control.""" - ... -def GuiDummyRec(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Dummy control for placeholders.""" - ... + """Disable gui tooltips (global state)""" + ... +def GuiDrawIcon(iconId: int,posX: int,posY: int,pixelSize: int,color: Color,) -> None: + """Draw icon using pixel size at specified position""" + ... +def GuiDropdownBox(bounds: Rectangle,text: str,active: Any,editMode: bool,) -> int: + """Dropdown Box control""" + ... +def GuiDummyRec(bounds: Rectangle,text: str,) -> int: + """Dummy control for placeholders""" + ... def GuiEnable() -> None: - """Enable gui controls (global state).""" - ... + """Enable gui controls (global state)""" + ... def GuiEnableTooltip() -> None: - """Enable gui tooltips (global state).""" - ... + """Enable gui tooltips (global state)""" + ... def GuiGetFont() -> Font: - """Get gui custom font (global state).""" - ... + """Get gui custom font (global state)""" + ... def GuiGetIcons() -> Any: - """Get raygui icons data pointer.""" - ... + """Get raygui icons data pointer""" + ... def GuiGetState() -> int: - """Get gui state (global state).""" - ... + """Get gui state (global state)""" + ... def GuiGetStyle(control: int,property: int,) -> int: - """Get one style property.""" - ... -def GuiGrid(bounds: Rectangle|list|tuple,text: bytes,spacing: float,subdivs: int,mouseCell: Any|list|tuple,) -> int: - """Grid control.""" - ... -def GuiGroupBox(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Group Box control with text name.""" - ... -def GuiIconText(iconId: int,text: bytes,) -> bytes: - """Get text with icon id prepended (if supported).""" - ... + """Get one style property""" + ... +def GuiGrid(bounds: Rectangle,text: str,spacing: float,subdivs: int,mouseCell: Any,) -> int: + """Grid control""" + ... +def GuiGroupBox(bounds: Rectangle,text: str,) -> int: + """Group Box control with text name""" + ... +def GuiIconText(iconId: int,text: str,) -> str: + """Get text with icon id prepended (if supported)""" + ... def GuiIsLocked() -> bool: - """Check if gui is locked (global state).""" - ... -def GuiLabel(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Label control.""" - ... -def GuiLabelButton(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Label button control, returns true when clicked.""" - ... -def GuiLine(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Line separator control, could contain text.""" - ... -def GuiListView(bounds: Rectangle|list|tuple,text: bytes,scrollIndex: Any,active: Any,) -> int: - """List View control.""" - ... -def GuiListViewEx(bounds: Rectangle|list|tuple,text: list[bytes],count: int,scrollIndex: Any,active: Any,focus: Any,) -> int: - """List View with extended parameters.""" - ... -def GuiLoadIcons(fileName: bytes,loadIconsName: bool,) -> list[bytes]: - """Load raygui icons file (.rgi) into internal icons data.""" - ... -def GuiLoadStyle(fileName: bytes,) -> None: - """Load style file over global style variable (.rgs).""" - ... + """Check if gui is locked (global state)""" + ... +def GuiLabel(bounds: Rectangle,text: str,) -> int: + """Label control""" + ... +def GuiLabelButton(bounds: Rectangle,text: str,) -> int: + """Label button control, returns true when clicked""" + ... +def GuiLine(bounds: Rectangle,text: str,) -> int: + """Line separator control, could contain text""" + ... +def GuiListView(bounds: Rectangle,text: str,scrollIndex: Any,active: Any,) -> int: + """List View control""" + ... +def GuiListViewEx(bounds: Rectangle,text: list[str],count: int,scrollIndex: Any,active: Any,focus: Any,) -> int: + """List View with extended parameters""" + ... +def GuiLoadIcons(fileName: str,loadIconsName: bool,) -> list[str]: + """Load raygui icons file (.rgi) into internal icons data""" + ... +def GuiLoadStyle(fileName: str,) -> None: + """Load style file over global style variable (.rgs)""" + ... def GuiLoadStyleDefault() -> None: - """Load style default over global style.""" - ... + """Load style default over global style""" + ... def GuiLock() -> None: - """Lock gui controls (global state).""" - ... -def GuiMessageBox(bounds: Rectangle|list|tuple,title: bytes,message: bytes,buttons: bytes,) -> int: - """Message Box control, displays a message.""" - ... -def GuiPanel(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Panel control, useful to group controls.""" - ... -def GuiProgressBar(bounds: Rectangle|list|tuple,textLeft: bytes,textRight: bytes,value: Any,minValue: float,maxValue: float,) -> int: - """Progress Bar control.""" - ... -def GuiScrollPanel(bounds: Rectangle|list|tuple,text: bytes,content: Rectangle|list|tuple,scroll: Any|list|tuple,view: Any|list|tuple,) -> int: - """Scroll Panel control.""" - ... + """Lock gui controls (global state)""" + ... +def GuiMessageBox(bounds: Rectangle,title: str,message: str,buttons: str,) -> int: + """Message Box control, displays a message""" + ... +def GuiPanel(bounds: Rectangle,text: str,) -> int: + """Panel control, useful to group controls""" + ... +def GuiProgressBar(bounds: Rectangle,textLeft: str,textRight: str,value: Any,minValue: float,maxValue: float,) -> int: + """Progress Bar control""" + ... +def GuiScrollPanel(bounds: Rectangle,text: str,content: Rectangle,scroll: Any,view: Any,) -> int: + """Scroll Panel control""" + ... def GuiSetAlpha(alpha: float,) -> None: - """Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f.""" - ... -def GuiSetFont(font: Font|list|tuple,) -> None: - """Set gui custom font (global state).""" - ... + """Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f""" + ... +def GuiSetFont(font: Font,) -> None: + """Set gui custom font (global state)""" + ... def GuiSetIconScale(scale: int,) -> None: - """Set default icon drawing size.""" - ... + """Set default icon drawing size""" + ... def GuiSetState(state: int,) -> None: - """Set gui state (global state).""" - ... + """Set gui state (global state)""" + ... def GuiSetStyle(control: int,property: int,value: int,) -> None: - """Set one style property.""" - ... -def GuiSetTooltip(tooltip: bytes,) -> None: - """Set tooltip string.""" - ... -def GuiSlider(bounds: Rectangle|list|tuple,textLeft: bytes,textRight: bytes,value: Any,minValue: float,maxValue: float,) -> int: - """Slider control.""" - ... -def GuiSliderBar(bounds: Rectangle|list|tuple,textLeft: bytes,textRight: bytes,value: Any,minValue: float,maxValue: float,) -> int: - """Slider Bar control.""" - ... -def GuiSpinner(bounds: Rectangle|list|tuple,text: bytes,value: Any,minValue: int,maxValue: int,editMode: bool,) -> int: - """Spinner control.""" - ... -def GuiStatusBar(bounds: Rectangle|list|tuple,text: bytes,) -> int: - """Status Bar control, shows info text.""" - ... -def GuiTabBar(bounds: Rectangle|list|tuple,text: list[bytes],count: int,active: Any,) -> int: - """Tab Bar control, returns TAB to be closed or -1.""" - ... -def GuiTextBox(bounds: Rectangle|list|tuple,text: bytes,textSize: int,editMode: bool,) -> int: - """Text Box control, updates input text.""" - ... -def 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.""" - ... -def GuiToggle(bounds: Rectangle|list|tuple,text: bytes,active: Any,) -> int: - """Toggle Button control.""" - ... -def GuiToggleGroup(bounds: Rectangle|list|tuple,text: bytes,active: Any,) -> int: - """Toggle Group control.""" - ... -def GuiToggleSlider(bounds: Rectangle|list|tuple,text: bytes,active: Any,) -> int: - """Toggle Slider control.""" - ... + """Set one style property""" + ... +def GuiSetTooltip(tooltip: str,) -> None: + """Set tooltip string""" + ... +def GuiSlider(bounds: Rectangle,textLeft: str,textRight: str,value: Any,minValue: float,maxValue: float,) -> int: + """Slider control""" + ... +def GuiSliderBar(bounds: Rectangle,textLeft: str,textRight: str,value: Any,minValue: float,maxValue: float,) -> int: + """Slider Bar control""" + ... +def GuiSpinner(bounds: Rectangle,text: str,value: Any,minValue: int,maxValue: int,editMode: bool,) -> int: + """Spinner control""" + ... +def GuiStatusBar(bounds: Rectangle,text: str,) -> int: + """Status Bar control, shows info text""" + ... +def GuiTabBar(bounds: Rectangle,text: list[str],count: int,active: Any,) -> int: + """Tab Bar control, returns TAB to be closed or -1""" + ... +def GuiTextBox(bounds: Rectangle,text: str,textSize: int,editMode: bool,) -> int: + """Text Box control, updates input text""" + ... +def GuiTextInputBox(bounds: Rectangle,title: str,message: str,buttons: str,text: str,textMaxSize: int,secretViewActive: Any,) -> int: + """Text Input Box control, ask for text, supports secret""" + ... +def GuiToggle(bounds: Rectangle,text: str,active: Any,) -> int: + """Toggle Button control""" + ... +def GuiToggleGroup(bounds: Rectangle,text: str,active: Any,) -> int: + """Toggle Group control""" + ... +def GuiToggleSlider(bounds: Rectangle,text: str,active: Any,) -> int: + """Toggle Slider control""" + ... def GuiUnlock() -> None: - """Unlock gui controls (global state).""" - ... -def GuiValueBox(bounds: Rectangle|list|tuple,text: bytes,value: Any,minValue: int,maxValue: int,editMode: bool,) -> int: - """Value Box control, updates input text with numbers.""" - ... -def GuiValueBoxFloat(bounds: Rectangle|list|tuple,text: bytes,textValue: bytes,value: Any,editMode: bool,) -> int: - """Value box control for float values.""" - ... -def GuiWindowBox(bounds: Rectangle|list|tuple,title: bytes,) -> int: - """Window Box control, shows a window that can be closed.""" - ... + """Unlock gui controls (global state)""" + ... +def GuiValueBox(bounds: Rectangle,text: str,value: Any,minValue: int,maxValue: int,editMode: bool,) -> int: + """Value Box control, updates input text with numbers""" + ... +def GuiValueBoxFloat(bounds: Rectangle,text: str,textValue: str,value: Any,editMode: bool,) -> int: + """Value box control for float values""" + ... +def GuiWindowBox(bounds: Rectangle,title: str,) -> int: + """Window Box control, shows a window that can be closed""" + ... HUEBAR_PADDING: int HUEBAR_SELECTOR_HEIGHT: int HUEBAR_SELECTOR_OVERFLOW: int HUEBAR_WIDTH: int def HideCursor() -> None: - """Hides cursor.""" - ... + """Hides cursor""" + ... ICON_1UP: int ICON_229: int ICON_230: int @@ -1445,314 +1429,309 @@ ICON_ZOOM_BIG: int ICON_ZOOM_CENTER: int ICON_ZOOM_MEDIUM: int ICON_ZOOM_SMALL: int -def ImageAlphaClear(image: Any|list|tuple,color: Color|list|tuple,threshold: float,) -> None: - """Clear alpha channel to desired color.""" - ... -def ImageAlphaCrop(image: Any|list|tuple,threshold: float,) -> None: - """Crop image depending on alpha value.""" - ... -def ImageAlphaMask(image: Any|list|tuple,alphaMask: Image|list|tuple,) -> None: - """Apply alpha mask to image.""" - ... -def ImageAlphaPremultiply(image: Any|list|tuple,) -> None: - """Premultiply alpha channel.""" - ... -def ImageBlurGaussian(image: Any|list|tuple,blurSize: int,) -> None: - """Apply Gaussian blur using a box blur approximation.""" - ... -def ImageClearBackground(dst: Any|list|tuple,color: Color|list|tuple,) -> None: - """Clear image background with given color.""" - ... -def ImageColorBrightness(image: Any|list|tuple,brightness: int,) -> None: - """Modify image color: brightness (-255 to 255).""" - ... -def ImageColorContrast(image: Any|list|tuple,contrast: float,) -> None: - """Modify image color: contrast (-100 to 100).""" - ... -def ImageColorGrayscale(image: Any|list|tuple,) -> None: - """Modify image color: grayscale.""" - ... -def ImageColorInvert(image: Any|list|tuple,) -> None: - """Modify image color: invert.""" - ... -def ImageColorReplace(image: Any|list|tuple,color: Color|list|tuple,replace: Color|list|tuple,) -> None: - """Modify image color: replace color.""" - ... -def ImageColorTint(image: Any|list|tuple,color: Color|list|tuple,) -> None: - """Modify image color: tint.""" - ... -def ImageCopy(image: Image|list|tuple,) -> Image: - """Create an image duplicate (useful for transformations).""" - ... -def ImageCrop(image: Any|list|tuple,crop: Rectangle|list|tuple,) -> None: - """Crop an image to a defined rectangle.""" - ... -def ImageDither(image: Any|list|tuple,rBpp: int,gBpp: int,bBpp: int,aBpp: int,) -> None: - """Dither image data to 16bpp or lower (Floyd-Steinberg dithering).""" - ... -def 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).""" - ... -def ImageDrawCircle(dst: Any|list|tuple,centerX: int,centerY: int,radius: int,color: Color|list|tuple,) -> None: - """Draw a filled circle within an image.""" - ... -def ImageDrawCircleLines(dst: Any|list|tuple,centerX: int,centerY: int,radius: int,color: Color|list|tuple,) -> None: - """Draw circle outline within an image.""" - ... -def ImageDrawCircleLinesV(dst: Any|list|tuple,center: Vector2|list|tuple,radius: int,color: Color|list|tuple,) -> None: - """Draw circle outline within an image (Vector version).""" - ... -def 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).""" - ... -def ImageDrawLine(dst: Any|list|tuple,startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color|list|tuple,) -> None: - """Draw line within an image.""" - ... -def 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.""" - ... -def 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).""" - ... -def ImageDrawPixel(dst: Any|list|tuple,posX: int,posY: int,color: Color|list|tuple,) -> None: - """Draw pixel within an image.""" - ... -def ImageDrawPixelV(dst: Any|list|tuple,position: Vector2|list|tuple,color: Color|list|tuple,) -> None: - """Draw pixel within an image (Vector version).""" - ... -def ImageDrawRectangle(dst: Any|list|tuple,posX: int,posY: int,width: int,height: int,color: Color|list|tuple,) -> None: - """Draw rectangle within an image.""" - ... -def ImageDrawRectangleLines(dst: Any|list|tuple,rec: Rectangle|list|tuple,thick: int,color: Color|list|tuple,) -> None: - """Draw rectangle lines within an image.""" - ... -def ImageDrawRectangleRec(dst: Any|list|tuple,rec: Rectangle|list|tuple,color: Color|list|tuple,) -> None: - """Draw rectangle within an image.""" - ... -def 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).""" - ... -def 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).""" - ... -def 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).""" - ... -def 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.""" - ... -def 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.""" - ... -def 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).""" - ... -def 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.""" - ... -def 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.""" - ... -def ImageFlipHorizontal(image: Any|list|tuple,) -> None: - """Flip image horizontally.""" - ... -def ImageFlipVertical(image: Any|list|tuple,) -> None: - """Flip image vertically.""" - ... -def ImageFormat(image: Any|list|tuple,newFormat: int,) -> None: - """Convert image data to desired format.""" - ... -def ImageFromChannel(image: Image|list|tuple,selectedChannel: int,) -> Image: - """Create an image from a selected channel of another image (GRAYSCALE).""" - ... -def ImageFromImage(image: Image|list|tuple,rec: Rectangle|list|tuple,) -> Image: - """Create an image from another image piece.""" - ... -def ImageKernelConvolution(image: Any|list|tuple,kernel: Any,kernelSize: int,) -> None: - """Apply custom square convolution kernel to image.""" - ... -def ImageMipmaps(image: Any|list|tuple,) -> None: - """Compute all mipmap levels for a provided image.""" - ... -def ImageResize(image: Any|list|tuple,newWidth: int,newHeight: int,) -> None: - """Resize image (Bicubic scaling algorithm).""" - ... -def ImageResizeCanvas(image: Any|list|tuple,newWidth: int,newHeight: int,offsetX: int,offsetY: int,fill: Color|list|tuple,) -> None: - """Resize canvas and fill with color.""" - ... -def ImageResizeNN(image: Any|list|tuple,newWidth: int,newHeight: int,) -> None: - """Resize image (Nearest-Neighbor scaling algorithm).""" - ... -def ImageRotate(image: Any|list|tuple,degrees: int,) -> None: - """Rotate image by input angle in degrees (-359 to 359).""" - ... -def ImageRotateCCW(image: Any|list|tuple,) -> None: - """Rotate image counter-clockwise 90deg.""" - ... -def ImageRotateCW(image: Any|list|tuple,) -> None: - """Rotate image clockwise 90deg.""" - ... -def ImageText(text: bytes,fontSize: int,color: Color|list|tuple,) -> Image: - """Create an image from text (default font).""" - ... -def ImageTextEx(font: Font|list|tuple,text: bytes,fontSize: float,spacing: float,tint: Color|list|tuple,) -> Image: - """Create an image from text (custom sprite font).""" - ... -def ImageToPOT(image: Any|list|tuple,fill: Color|list|tuple,) -> None: - """Convert image to POT (power-of-two).""" - ... +def ImageAlphaClear(image: Any,color: Color,threshold: float,) -> None: + """Clear alpha channel to desired color""" + ... +def ImageAlphaCrop(image: Any,threshold: float,) -> None: + """Crop image depending on alpha value""" + ... +def ImageAlphaMask(image: Any,alphaMask: Image,) -> None: + """Apply alpha mask to image""" + ... +def ImageAlphaPremultiply(image: Any,) -> None: + """Premultiply alpha channel""" + ... +def ImageBlurGaussian(image: Any,blurSize: int,) -> None: + """Apply Gaussian blur using a box blur approximation""" + ... +def ImageClearBackground(dst: Any,color: Color,) -> None: + """Clear image background with given color""" + ... +def ImageColorBrightness(image: Any,brightness: int,) -> None: + """Modify image color: brightness (-255 to 255)""" + ... +def ImageColorContrast(image: Any,contrast: float,) -> None: + """Modify image color: contrast (-100 to 100)""" + ... +def ImageColorGrayscale(image: Any,) -> None: + """Modify image color: grayscale""" + ... +def ImageColorInvert(image: Any,) -> None: + """Modify image color: invert""" + ... +def ImageColorReplace(image: Any,color: Color,replace: Color,) -> None: + """Modify image color: replace color""" + ... +def ImageColorTint(image: Any,color: Color,) -> None: + """Modify image color: tint""" + ... +def ImageCopy(image: Image,) -> Image: + """Create an image duplicate (useful for transformations)""" + ... +def ImageCrop(image: Any,crop: Rectangle,) -> None: + """Crop an image to a defined rectangle""" + ... +def ImageDither(image: Any,rBpp: int,gBpp: int,bBpp: int,aBpp: int,) -> None: + """Dither image data to 16bpp or lower (Floyd-Steinberg dithering)""" + ... +def ImageDraw(dst: Any,src: Image,srcRec: Rectangle,dstRec: Rectangle,tint: Color,) -> None: + """Draw a source image within a destination image (tint applied to source)""" + ... +def ImageDrawCircle(dst: Any,centerX: int,centerY: int,radius: int,color: Color,) -> None: + """Draw a filled circle within an image""" + ... +def ImageDrawCircleLines(dst: Any,centerX: int,centerY: int,radius: int,color: Color,) -> None: + """Draw circle outline within an image""" + ... +def ImageDrawCircleLinesV(dst: Any,center: Vector2,radius: int,color: Color,) -> None: + """Draw circle outline within an image (Vector version)""" + ... +def ImageDrawCircleV(dst: Any,center: Vector2,radius: int,color: Color,) -> None: + """Draw a filled circle within an image (Vector version)""" + ... +def ImageDrawLine(dst: Any,startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color,) -> None: + """Draw line within an image""" + ... +def ImageDrawLineEx(dst: Any,start: Vector2,end: Vector2,thick: int,color: Color,) -> None: + """Draw a line defining thickness within an image""" + ... +def ImageDrawLineV(dst: Any,start: Vector2,end: Vector2,color: Color,) -> None: + """Draw line within an image (Vector version)""" + ... +def ImageDrawPixel(dst: Any,posX: int,posY: int,color: Color,) -> None: + """Draw pixel within an image""" + ... +def ImageDrawPixelV(dst: Any,position: Vector2,color: Color,) -> None: + """Draw pixel within an image (Vector version)""" + ... +def ImageDrawRectangle(dst: Any,posX: int,posY: int,width: int,height: int,color: Color,) -> None: + """Draw rectangle within an image""" + ... +def ImageDrawRectangleLines(dst: Any,rec: Rectangle,thick: int,color: Color,) -> None: + """Draw rectangle lines within an image""" + ... +def ImageDrawRectangleRec(dst: Any,rec: Rectangle,color: Color,) -> None: + """Draw rectangle within an image""" + ... +def ImageDrawRectangleV(dst: Any,position: Vector2,size: Vector2,color: Color,) -> None: + """Draw rectangle within an image (Vector version)""" + ... +def ImageDrawText(dst: Any,text: str,posX: int,posY: int,fontSize: int,color: Color,) -> None: + """Draw text (using default font) within an image (destination)""" + ... +def ImageDrawTextEx(dst: Any,font: Font,text: str,position: Vector2,fontSize: float,spacing: float,tint: Color,) -> None: + """Draw text (custom sprite font) within an image (destination)""" + ... +def ImageDrawTriangle(dst: Any,v1: Vector2,v2: Vector2,v3: Vector2,color: Color,) -> None: + """Draw triangle within an image""" + ... +def ImageDrawTriangleEx(dst: Any,v1: Vector2,v2: Vector2,v3: Vector2,c1: Color,c2: Color,c3: Color,) -> None: + """Draw triangle with interpolated colors within an image""" + ... +def ImageDrawTriangleFan(dst: Any,points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle fan defined by points within an image (first vertex is the center)""" + ... +def ImageDrawTriangleLines(dst: Any,v1: Vector2,v2: Vector2,v3: Vector2,color: Color,) -> None: + """Draw triangle outline within an image""" + ... +def ImageDrawTriangleStrip(dst: Any,points: Any,pointCount: int,color: Color,) -> None: + """Draw a triangle strip defined by points within an image""" + ... +def ImageFlipHorizontal(image: Any,) -> None: + """Flip image horizontally""" + ... +def ImageFlipVertical(image: Any,) -> None: + """Flip image vertically""" + ... +def ImageFormat(image: Any,newFormat: int,) -> None: + """Convert image data to desired format""" + ... +def ImageFromChannel(image: Image,selectedChannel: int,) -> Image: + """Create an image from a selected channel of another image (GRAYSCALE)""" + ... +def ImageFromImage(image: Image,rec: Rectangle,) -> Image: + """Create an image from another image piece""" + ... +def ImageKernelConvolution(image: Any,kernel: Any,kernelSize: int,) -> None: + """Apply custom square convolution kernel to image""" + ... +def ImageMipmaps(image: Any,) -> None: + """Compute all mipmap levels for a provided image""" + ... +def ImageResize(image: Any,newWidth: int,newHeight: int,) -> None: + """Resize image (Bicubic scaling algorithm)""" + ... +def ImageResizeCanvas(image: Any,newWidth: int,newHeight: int,offsetX: int,offsetY: int,fill: Color,) -> None: + """Resize canvas and fill with color""" + ... +def ImageResizeNN(image: Any,newWidth: int,newHeight: int,) -> None: + """Resize image (Nearest-Neighbor scaling algorithm)""" + ... +def ImageRotate(image: Any,degrees: int,) -> None: + """Rotate image by input angle in degrees (-359 to 359)""" + ... +def ImageRotateCCW(image: Any,) -> None: + """Rotate image counter-clockwise 90deg""" + ... +def ImageRotateCW(image: Any,) -> None: + """Rotate image clockwise 90deg""" + ... +def ImageText(text: str,fontSize: int,color: Color,) -> Image: + """Create an image from text (default font)""" + ... +def ImageTextEx(font: Font,text: str,fontSize: float,spacing: float,tint: Color,) -> Image: + """Create an image from text (custom sprite font)""" + ... +def ImageToPOT(image: Any,fill: Color,) -> None: + """Convert image to POT (power-of-two)""" + ... def InitAudioDevice() -> None: - """Initialize audio device and context.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") + """Initialize audio device and context""" + ... def InitPhysics() -> None: - """Initializes physics values, pointers and creates physics loop thread.""" - ... -def InitWindow(width: int,height: int,title: bytes,) -> None: - """Initialize window and OpenGL context.""" - ... + """Initializes physics system""" + ... +def InitWindow(width: int,height: int,title: str,) -> None: + """Initialize window and OpenGL context""" + ... def IsAudioDeviceReady() -> bool: - """Check if audio device has been initialized successfully.""" - ... -def IsAudioStreamPlaying(stream: AudioStream|list|tuple,) -> bool: - """Check if audio stream is playing.""" - ... -def IsAudioStreamProcessed(stream: AudioStream|list|tuple,) -> bool: - """Check if any audio stream buffers requires refill.""" - ... -def IsAudioStreamValid(stream: AudioStream|list|tuple,) -> bool: - """Checks if an audio stream is valid (buffers initialized).""" - ... + """Check if audio device has been initialized successfully""" + ... +def IsAudioStreamPlaying(stream: AudioStream,) -> bool: + """Check if audio stream is playing""" + ... +def IsAudioStreamProcessed(stream: AudioStream,) -> bool: + """Check if any audio stream buffers requires refill""" + ... +def IsAudioStreamValid(stream: AudioStream,) -> bool: + """Checks if an audio stream is valid (buffers initialized)""" + ... def IsCursorHidden() -> bool: - """Check if cursor is not visible.""" - ... + """Check if cursor is not visible""" + ... def IsCursorOnScreen() -> bool: - """Check if cursor is on the screen.""" - ... + """Check if cursor is on the screen""" + ... def IsFileDropped() -> bool: - """Check if a file has been dropped into window.""" - ... -def IsFileExtension(fileName: bytes,ext: bytes,) -> bool: - """Check file extension (including point: .png, .wav).""" - ... -def IsFileNameValid(fileName: bytes,) -> bool: - """Check if fileName is valid for the platform/OS.""" - ... -def IsFontValid(font: Font|list|tuple,) -> bool: - """Check if a font is valid (font data loaded, WARNING: GPU texture not checked).""" - ... + """Check if a file has been dropped into window""" + ... +def IsFileExtension(fileName: str,ext: str,) -> bool: + """Check file extension (including point: .png, .wav)""" + ... +def IsFileNameValid(fileName: str,) -> bool: + """Check if fileName is valid for the platform/OS""" + ... +def IsFontValid(font: Font,) -> bool: + """Check if a font is valid (font data loaded, WARNING: GPU texture not checked)""" + ... def IsGamepadAvailable(gamepad: int,) -> bool: - """Check if a gamepad is available.""" - ... + """Check if a gamepad is available""" + ... def IsGamepadButtonDown(gamepad: int,button: int,) -> bool: - """Check if a gamepad button is being pressed.""" - ... + """Check if a gamepad button is being pressed""" + ... def IsGamepadButtonPressed(gamepad: int,button: int,) -> bool: - """Check if a gamepad button has been pressed once.""" - ... + """Check if a gamepad button has been pressed once""" + ... def IsGamepadButtonReleased(gamepad: int,button: int,) -> bool: - """Check if a gamepad button has been released once.""" - ... + """Check if a gamepad button has been released once""" + ... def IsGamepadButtonUp(gamepad: int,button: int,) -> bool: - """Check if a gamepad button is NOT being pressed.""" - ... + """Check if a gamepad button is NOT being pressed""" + ... def IsGestureDetected(gesture: int,) -> bool: - """Check if a gesture have been detected.""" - ... -def IsImageValid(image: Image|list|tuple,) -> bool: - """Check if an image is valid (data and parameters).""" - ... + """Check if a gesture have been detected""" + ... +def IsImageValid(image: Image,) -> bool: + """Check if an image is valid (data and parameters)""" + ... def IsKeyDown(key: int,) -> bool: - """Check if a key is being pressed.""" - ... + """Check if a key is being pressed""" + ... def IsKeyPressed(key: int,) -> bool: - """Check if a key has been pressed once.""" - ... + """Check if a key has been pressed once""" + ... def IsKeyPressedRepeat(key: int,) -> bool: - """Check if a key has been pressed again.""" - ... + """Check if a key has been pressed again (Only PLATFORM_DESKTOP)""" + ... def IsKeyReleased(key: int,) -> bool: - """Check if a key has been released once.""" - ... + """Check if a key has been released once""" + ... def IsKeyUp(key: int,) -> bool: - """Check if a key is NOT being pressed.""" - ... -def IsMaterialValid(material: Material|list|tuple,) -> bool: - """Check if a material is valid (shader assigned, map textures loaded in GPU).""" - ... -def IsModelAnimationValid(model: Model|list|tuple,anim: ModelAnimation|list|tuple,) -> bool: - """Check model animation skeleton match.""" - ... -def IsModelValid(model: Model|list|tuple,) -> bool: - """Check if a model is valid (loaded in GPU, VAO/VBOs).""" - ... + """Check if a key is NOT being pressed""" + ... +def IsMaterialValid(material: Material,) -> bool: + """Check if a material is valid (shader assigned, map textures loaded in GPU)""" + ... +def IsModelAnimationValid(model: Model,anim: ModelAnimation,) -> bool: + """Check model animation skeleton match""" + ... +def IsModelValid(model: Model,) -> bool: + """Check if a model is valid (loaded in GPU, VAO/VBOs)""" + ... def IsMouseButtonDown(button: int,) -> bool: - """Check if a mouse button is being pressed.""" - ... + """Check if a mouse button is being pressed""" + ... def IsMouseButtonPressed(button: int,) -> bool: - """Check if a mouse button has been pressed once.""" - ... + """Check if a mouse button has been pressed once""" + ... def IsMouseButtonReleased(button: int,) -> bool: - """Check if a mouse button has been released once.""" - ... + """Check if a mouse button has been released once""" + ... def IsMouseButtonUp(button: int,) -> bool: - """Check if a mouse button is NOT being pressed.""" - ... -def IsMusicStreamPlaying(music: Music|list|tuple,) -> bool: - """Check if music is playing.""" - ... -def IsMusicValid(music: Music|list|tuple,) -> bool: - """Checks if a music stream is valid (context and buffers initialized).""" - ... -def IsPathFile(path: bytes,) -> bool: - """Check if a given path is a file or a directory.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def IsPhysicsEnabled() -> bool: - """Returns true if physics thread is currently enabled.""" - ... -def IsRenderTextureValid(target: RenderTexture|list|tuple,) -> bool: - """Check if a render texture is valid (loaded in GPU).""" - ... -def IsShaderValid(shader: Shader|list|tuple,) -> bool: - """Check if a shader is valid (loaded on GPU).""" - ... -def IsSoundPlaying(sound: Sound|list|tuple,) -> bool: - """Check if a sound is currently playing.""" - ... -def IsSoundValid(sound: Sound|list|tuple,) -> bool: - """Checks if a sound is valid (data loaded and buffers initialized).""" - ... -def IsTextureValid(texture: Texture|list|tuple,) -> bool: - """Check if a texture is valid (loaded in GPU).""" - ... -def IsWaveValid(wave: Wave|list|tuple,) -> bool: - """Checks if wave data is valid (data loaded and parameters).""" - ... + """Check if a mouse button is NOT being pressed""" + ... +def IsMusicStreamPlaying(music: Music,) -> bool: + """Check if music is playing""" + ... +def IsMusicValid(music: Music,) -> bool: + """Checks if a music stream is valid (context and buffers initialized)""" + ... +def IsPathFile(path: str,) -> bool: + """Check if a given path is a file or a directory""" + ... +def IsRenderTextureValid(target: RenderTexture,) -> bool: + """Check if a render texture is valid (loaded in GPU)""" + ... +def IsShaderValid(shader: Shader,) -> bool: + """Check if a shader is valid (loaded on GPU)""" + ... +def IsSoundPlaying(sound: Sound,) -> bool: + """Check if a sound is currently playing""" + ... +def IsSoundValid(sound: Sound,) -> bool: + """Checks if a sound is valid (data loaded and buffers initialized)""" + ... +def IsTextureValid(texture: Texture,) -> bool: + """Check if a texture is valid (loaded in GPU)""" + ... +def IsWaveValid(wave: Wave,) -> bool: + """Checks if wave data is valid (data loaded and parameters)""" + ... def IsWindowFocused() -> bool: - """Check if window is currently focused.""" - ... + """Check if window is currently focused (only PLATFORM_DESKTOP)""" + ... def IsWindowFullscreen() -> bool: - """Check if window is currently fullscreen.""" - ... + """Check if window is currently fullscreen""" + ... def IsWindowHidden() -> bool: - """Check if window is currently hidden.""" - ... + """Check if window is currently hidden (only PLATFORM_DESKTOP)""" + ... def IsWindowMaximized() -> bool: - """Check if window is currently maximized.""" - ... + """Check if window is currently maximized (only PLATFORM_DESKTOP)""" + ... def IsWindowMinimized() -> bool: - """Check if window is currently minimized.""" - ... + """Check if window is currently minimized (only PLATFORM_DESKTOP)""" + ... def IsWindowReady() -> bool: - """Check if window has been initialized successfully.""" - ... + """Check if window has been initialized successfully""" + ... def IsWindowResized() -> bool: - """Check if window has been resized last frame.""" - ... + """Check if window has been resized last frame""" + ... def IsWindowState(flag: int,) -> bool: - """Check if one specific window flag is enabled.""" - ... + """Check if one specific window flag is enabled""" + ... KEY_A: int KEY_APOSTROPHE: int KEY_B: int @@ -1878,140 +1857,140 @@ LOG_NONE: int LOG_TRACE: int LOG_WARNING: int def Lerp(start: float,end: float,amount: float,) -> float: - """.""" - ... + """""" + ... def LoadAudioStream(sampleRate: int,sampleSize: int,channels: int,) -> AudioStream: - """Load audio stream (to stream raw audio pcm data).""" - ... -def LoadAutomationEventList(fileName: bytes,) -> AutomationEventList: - """Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS.""" - ... -def LoadCodepoints(text: bytes,count: Any,) -> Any: - """Load all codepoints from a UTF-8 text string, codepoints count returned by parameter.""" - ... -def LoadDirectoryFiles(dirPath: bytes,) -> FilePathList: - """Load directory filepaths.""" - ... -def 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.""" - ... + """Load audio stream (to stream raw audio pcm data)""" + ... +def LoadAutomationEventList(fileName: str,) -> AutomationEventList: + """Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS""" + ... +def LoadCodepoints(text: str,count: Any,) -> Any: + """Load all codepoints from a UTF-8 text string, codepoints count returned by parameter""" + ... +def LoadDirectoryFiles(dirPath: str,) -> FilePathList: + """Load directory filepaths""" + ... +def LoadDirectoryFilesEx(basePath: str,filter: str,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""" + ... def LoadDroppedFiles() -> FilePathList: - """Load dropped filepaths.""" - ... -def LoadFileData(fileName: bytes,dataSize: Any,) -> bytes: - """Load file data as byte array (read).""" - ... -def LoadFileText(fileName: bytes,) -> bytes: - """Load text data from file (read), returns a '\0' terminated string.""" - ... -def LoadFont(fileName: bytes,) -> Font: - """Load font from file into GPU memory (VRAM).""" - ... -def LoadFontData(fileData: bytes,dataSize: int,fontSize: int,codepoints: Any,codepointCount: int,type: int,) -> Any: - """Load font data for further use.""" - ... -def 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.""" - ... -def LoadFontFromImage(image: Image|list|tuple,key: Color|list|tuple,firstChar: int,) -> Font: - """Load font from Image (XNA style).""" - ... -def 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'.""" - ... -def LoadImage(fileName: bytes,) -> Image: - """Load image from file into CPU memory (RAM).""" - ... -def LoadImageAnim(fileName: bytes,frames: Any,) -> Image: - """Load image sequence from file (frames appended to image.data).""" - ... -def LoadImageAnimFromMemory(fileType: bytes,fileData: bytes,dataSize: int,frames: Any,) -> Image: - """Load image sequence from memory buffer.""" - ... -def LoadImageColors(image: Image|list|tuple,) -> Any: - """Load color data from image as a Color array (RGBA - 32bit).""" - ... -def LoadImageFromMemory(fileType: bytes,fileData: bytes,dataSize: int,) -> Image: - """Load image from memory buffer, fileType refers to extension: i.e. '.png'.""" - ... + """Load dropped filepaths""" + ... +def LoadFileData(fileName: str,dataSize: Any,) -> str: + """Load file data as byte array (read)""" + ... +def LoadFileText(fileName: str,) -> str: + """Load text data from file (read), returns a '\0' terminated string""" + ... +def LoadFont(fileName: str,) -> Font: + """Load font from file into GPU memory (VRAM)""" + ... +def LoadFontData(fileData: str,dataSize: int,fontSize: int,codepoints: Any,codepointCount: int,type: int,) -> Any: + """Load font data for further use""" + ... +def LoadFontEx(fileName: str,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""" + ... +def LoadFontFromImage(image: Image,key: Color,firstChar: int,) -> Font: + """Load font from Image (XNA style)""" + ... +def LoadFontFromMemory(fileType: str,fileData: str,dataSize: int,fontSize: int,codepoints: Any,codepointCount: int,) -> Font: + """Load font from memory buffer, fileType refers to extension: i.e. '.ttf'""" + ... +def LoadImage(fileName: str,) -> Image: + """Load image from file into CPU memory (RAM)""" + ... +def LoadImageAnim(fileName: str,frames: Any,) -> Image: + """Load image sequence from file (frames appended to image.data)""" + ... +def LoadImageAnimFromMemory(fileType: str,fileData: str,dataSize: int,frames: Any,) -> Image: + """Load image sequence from memory buffer""" + ... +def LoadImageColors(image: Image,) -> Any: + """Load color data from image as a Color array (RGBA - 32bit)""" + ... +def LoadImageFromMemory(fileType: str,fileData: str,dataSize: int,) -> Image: + """Load image from memory buffer, fileType refers to extension: i.e. '.png'""" + ... def LoadImageFromScreen() -> Image: - """Load image from screen buffer and (screenshot).""" - ... -def LoadImageFromTexture(texture: Texture|list|tuple,) -> Image: - """Load image from GPU texture data.""" - ... -def LoadImagePalette(image: Image|list|tuple,maxPaletteSize: int,colorCount: Any,) -> Any: - """Load colors palette from image as a Color array (RGBA - 32bit).""" - ... -def LoadImageRaw(fileName: bytes,width: int,height: int,format: int,headerSize: int,) -> Image: - """Load image from RAW file data.""" - ... + """Load image from screen buffer and (screenshot)""" + ... +def LoadImageFromTexture(texture: Texture,) -> Image: + """Load image from GPU texture data""" + ... +def LoadImagePalette(image: Image,maxPaletteSize: int,colorCount: Any,) -> Any: + """Load colors palette from image as a Color array (RGBA - 32bit)""" + ... +def LoadImageRaw(fileName: str,width: int,height: int,format: int,headerSize: int,) -> Image: + """Load image from RAW file data""" + ... def LoadMaterialDefault() -> Material: - """Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps).""" - ... -def LoadMaterials(fileName: bytes,materialCount: Any,) -> Any: - """Load materials from model file.""" - ... -def LoadModel(fileName: bytes,) -> Model: - """Load model from files (meshes and materials).""" - ... -def LoadModelAnimations(fileName: bytes,animCount: Any,) -> Any: - """Load model animations from file.""" - ... -def LoadModelFromMesh(mesh: Mesh|list|tuple,) -> Model: - """Load model from generated mesh (default material).""" - ... -def LoadMusicStream(fileName: bytes,) -> Music: - """Load music stream from file.""" - ... -def LoadMusicStreamFromMemory(fileType: bytes,data: bytes,dataSize: int,) -> Music: - """Load music stream from data.""" - ... + """Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)""" + ... +def LoadMaterials(fileName: str,materialCount: Any,) -> Any: + """Load materials from model file""" + ... +def LoadModel(fileName: str,) -> Model: + """Load model from files (meshes and materials)""" + ... +def LoadModelAnimations(fileName: str,animCount: Any,) -> Any: + """Load model animations from file""" + ... +def LoadModelFromMesh(mesh: Mesh,) -> Model: + """Load model from generated mesh (default material)""" + ... +def LoadMusicStream(fileName: str,) -> Music: + """Load music stream from file""" + ... +def LoadMusicStreamFromMemory(fileType: str,data: str,dataSize: int,) -> Music: + """Load music stream from data""" + ... def LoadRandomSequence(count: int,min_1: int,max_2: int,) -> Any: - """Load random values sequence, no values repeated.""" - ... + """Load random values sequence, no values repeated""" + ... def LoadRenderTexture(width: int,height: int,) -> RenderTexture: - """Load texture for rendering (framebuffer).""" - ... -def LoadShader(vsFileName: bytes,fsFileName: bytes,) -> Shader: - """Load shader from files and bind default locations.""" - ... -def LoadShaderFromMemory(vsCode: bytes,fsCode: bytes,) -> Shader: - """Load shader from code strings and bind default locations.""" - ... -def LoadSound(fileName: bytes,) -> Sound: - """Load sound from file.""" - ... -def 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.""" - ... -def LoadSoundFromWave(wave: Wave|list|tuple,) -> Sound: - """Load sound from wave data.""" - ... -def LoadTexture(fileName: bytes,) -> Texture: - """Load texture from file into GPU memory (VRAM).""" - ... -def LoadTextureCubemap(image: Image|list|tuple,layout: int,) -> Texture: - """Load cubemap from image, multiple image cubemap layouts supported.""" - ... -def LoadTextureFromImage(image: Image|list|tuple,) -> Texture: - """Load texture from image data.""" - ... -def LoadUTF8(codepoints: Any,length: int,) -> bytes: - """Load UTF-8 text encoded from codepoints array.""" - ... -def LoadVrStereoConfig(device: VrDeviceInfo|list|tuple,) -> VrStereoConfig: - """Load VR stereo config for VR simulator device parameters.""" - ... -def LoadWave(fileName: bytes,) -> Wave: - """Load wave data from file.""" - ... -def LoadWaveFromMemory(fileType: bytes,fileData: bytes,dataSize: int,) -> Wave: - """Load wave from memory buffer, fileType refers to extension: i.e. '.wav'.""" - ... -def LoadWaveSamples(wave: Wave|list|tuple,) -> Any: - """Load samples data from wave as a 32bit float data array.""" - ... + """Load texture for rendering (framebuffer)""" + ... +def LoadShader(vsFileName: str,fsFileName: str,) -> Shader: + """Load shader from files and bind default locations""" + ... +def LoadShaderFromMemory(vsCode: str,fsCode: str,) -> Shader: + """Load shader from code strings and bind default locations""" + ... +def LoadSound(fileName: str,) -> Sound: + """Load sound from file""" + ... +def LoadSoundAlias(source: Sound,) -> Sound: + """Create a new sound that shares the same sample data as the source sound, does not own the sound data""" + ... +def LoadSoundFromWave(wave: Wave,) -> Sound: + """Load sound from wave data""" + ... +def LoadTexture(fileName: str,) -> Texture: + """Load texture from file into GPU memory (VRAM)""" + ... +def LoadTextureCubemap(image: Image,layout: int,) -> Texture: + """Load cubemap from image, multiple image cubemap layouts supported""" + ... +def LoadTextureFromImage(image: Image,) -> Texture: + """Load texture from image data""" + ... +def LoadUTF8(codepoints: Any,length: int,) -> str: + """Load UTF-8 text encoded from codepoints array""" + ... +def LoadVrStereoConfig(device: VrDeviceInfo,) -> VrStereoConfig: + """Load VR stereo config for VR simulator device parameters""" + ... +def LoadWave(fileName: str,) -> Wave: + """Load wave data from file""" + ... +def LoadWaveFromMemory(fileType: str,fileData: str,dataSize: int,) -> Wave: + """Load wave from memory buffer, fileType refers to extension: i.e. '.wav'""" + ... +def LoadWaveSamples(wave: Wave,) -> Any: + """Load samples data from wave as a 32bit float data array""" + ... MATERIAL_MAP_ALBEDO: int MATERIAL_MAP_BRDF: int MATERIAL_MAP_CUBEMAP: int @@ -2041,105 +2020,105 @@ MOUSE_CURSOR_RESIZE_EW: int MOUSE_CURSOR_RESIZE_NESW: int MOUSE_CURSOR_RESIZE_NS: int MOUSE_CURSOR_RESIZE_NWSE: int -def MakeDirectory(dirPath: bytes,) -> int: - """Create directories (including full path requested), returns 0 on success.""" - ... -def MatrixAdd(left: Matrix|list|tuple,right: Matrix|list|tuple,) -> Matrix: - """.""" - ... -def MatrixDecompose(mat: Matrix|list|tuple,translation: Any|list|tuple,rotation: Any|list|tuple,scale: Any|list|tuple,) -> None: - """.""" - ... -def MatrixDeterminant(mat: Matrix|list|tuple,) -> float: - """.""" - ... +def MakeDirectory(dirPath: str,) -> int: + """Create directories (including full path requested), returns 0 on success""" + ... +def MatrixAdd(left: Matrix,right: Matrix,) -> Matrix: + """""" + ... +def MatrixDecompose(mat: Matrix,translation: Any,rotation: Any,scale: Any,) -> None: + """""" + ... +def MatrixDeterminant(mat: Matrix,) -> float: + """""" + ... def MatrixFrustum(left: float,right: float,bottom: float,top: float,nearPlane: float,farPlane: float,) -> Matrix: - """.""" - ... + """""" + ... def MatrixIdentity() -> Matrix: - """.""" - ... -def MatrixInvert(mat: Matrix|list|tuple,) -> Matrix: - """.""" - ... -def MatrixLookAt(eye: Vector3|list|tuple,target: Vector3|list|tuple,up: Vector3|list|tuple,) -> Matrix: - """.""" - ... -def MatrixMultiply(left: Matrix|list|tuple,right: Matrix|list|tuple,) -> Matrix: - """.""" - ... + """""" + ... +def MatrixInvert(mat: Matrix,) -> Matrix: + """""" + ... +def MatrixLookAt(eye: Vector3,target: Vector3,up: Vector3,) -> Matrix: + """""" + ... +def MatrixMultiply(left: Matrix,right: Matrix,) -> Matrix: + """""" + ... def MatrixOrtho(left: float,right: float,bottom: float,top: float,nearPlane: float,farPlane: float,) -> Matrix: - """.""" - ... + """""" + ... def MatrixPerspective(fovY: float,aspect: float,nearPlane: float,farPlane: float,) -> Matrix: - """.""" - ... -def MatrixRotate(axis: Vector3|list|tuple,angle: float,) -> Matrix: - """.""" - ... + """""" + ... +def MatrixRotate(axis: Vector3,angle: float,) -> Matrix: + """""" + ... def MatrixRotateX(angle: float,) -> Matrix: - """.""" - ... -def MatrixRotateXYZ(angle: Vector3|list|tuple,) -> Matrix: - """.""" - ... + """""" + ... +def MatrixRotateXYZ(angle: Vector3,) -> Matrix: + """""" + ... def MatrixRotateY(angle: float,) -> Matrix: - """.""" - ... + """""" + ... def MatrixRotateZ(angle: float,) -> Matrix: - """.""" - ... -def MatrixRotateZYX(angle: Vector3|list|tuple,) -> Matrix: - """.""" - ... + """""" + ... +def MatrixRotateZYX(angle: Vector3,) -> Matrix: + """""" + ... def MatrixScale(x: float,y: float,z: float,) -> Matrix: - """.""" - ... -def MatrixSubtract(left: Matrix|list|tuple,right: Matrix|list|tuple,) -> Matrix: - """.""" - ... -def MatrixToFloatV(mat: Matrix|list|tuple,) -> float16: - """.""" - ... -def MatrixTrace(mat: Matrix|list|tuple,) -> float: - """.""" - ... + """""" + ... +def MatrixSubtract(left: Matrix,right: Matrix,) -> Matrix: + """""" + ... +def MatrixToFloatV(mat: Matrix,) -> float16: + """""" + ... +def MatrixTrace(mat: Matrix,) -> float: + """""" + ... def MatrixTranslate(x: float,y: float,z: float,) -> Matrix: - """.""" - ... -def MatrixTranspose(mat: Matrix|list|tuple,) -> Matrix: - """.""" - ... + """""" + ... +def MatrixTranspose(mat: Matrix,) -> Matrix: + """""" + ... def MaximizeWindow() -> None: - """Set window state: maximized, if resizable.""" - ... -def MeasureText(text: bytes,fontSize: int,) -> int: - """Measure string width for default font.""" - ... -def MeasureTextEx(font: Font|list|tuple,text: bytes,fontSize: float,spacing: float,) -> Vector2: - """Measure string size for Font.""" - ... + """Set window state: maximized, if resizable (only PLATFORM_DESKTOP)""" + ... +def MeasureText(text: str,fontSize: int,) -> int: + """Measure string width for default font""" + ... +def MeasureTextEx(font: Font,text: str,fontSize: float,spacing: float,) -> Vector2: + """Measure string size for Font""" + ... def MemAlloc(size: int,) -> Any: - """Internal memory allocator.""" - ... + """Internal memory allocator""" + ... def MemFree(ptr: Any,) -> None: - """Internal memory free.""" - ... + """Internal memory free""" + ... def MemRealloc(ptr: Any,size: int,) -> Any: - """Internal memory reallocator.""" - ... + """Internal memory reallocator""" + ... def MinimizeWindow() -> None: - """Set window state: minimized, if resizable.""" - ... + """Set window state: minimized, if resizable (only PLATFORM_DESKTOP)""" + ... NPATCH_NINE_PATCH: int NPATCH_THREE_PATCH_HORIZONTAL: int NPATCH_THREE_PATCH_VERTICAL: int def Normalize(value: float,start: float,end: float,) -> float: - """.""" - ... -def OpenURL(url: bytes,) -> None: - """Open URL with default system browser (if available).""" - ... + """""" + ... +def OpenURL(url: str,) -> None: + """Open URL with default system browser (if available)""" + ... PHYSICS_CIRCLE: int PHYSICS_POLYGON: int PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: int @@ -2168,114 +2147,111 @@ PIXELFORMAT_UNCOMPRESSED_R8G8B8: int PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: int PROGRESSBAR: int PROGRESS_PADDING: int -def PauseAudioStream(stream: AudioStream|list|tuple,) -> None: - """Pause audio stream.""" - ... -def PauseMusicStream(music: Music|list|tuple,) -> None: - """Pause music playing.""" - ... -def PauseSound(sound: Sound|list|tuple,) -> None: - """Pause a sound.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def PhysicsAddForce(body: Any|list|tuple,force: Vector2|list|tuple,) -> None: - """Adds a force to a physics body.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def PhysicsAddTorque(body: Any|list|tuple,amount: float,) -> None: - """Adds an angular force to a physics body.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def 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.""" - ... -def PlayAudioStream(stream: AudioStream|list|tuple,) -> None: - """Play audio stream.""" - ... -def PlayAutomationEvent(event: AutomationEvent|list|tuple,) -> None: - """Play a recorded automation event.""" - ... -def PlayMusicStream(music: Music|list|tuple,) -> None: - """Start music playing.""" - ... -def PlaySound(sound: Sound|list|tuple,) -> None: - """Play a sound.""" - ... +def PauseAudioStream(stream: AudioStream,) -> None: + """Pause audio stream""" + ... +def PauseMusicStream(music: Music,) -> None: + """Pause music playing""" + ... +def PauseSound(sound: Sound,) -> None: + """Pause a sound""" + ... +def PhysicsAddForce(body: Any,force: Vector2,) -> None: + """Adds a force to a physics body""" + ... +def PhysicsAddTorque(body: Any,amount: float,) -> None: + """Adds an angular force to a physics body""" + ... +def PhysicsShatter(body: Any,position: Vector2,force: float,) -> None: + """Shatters a polygon shape physics body to little physics bodies with explosion force""" + ... +def PlayAudioStream(stream: AudioStream,) -> None: + """Play audio stream""" + ... +def PlayAutomationEvent(event: AutomationEvent,) -> None: + """Play a recorded automation event""" + ... +def PlayMusicStream(music: Music,) -> None: + """Start music playing""" + ... +def PlaySound(sound: Sound,) -> None: + """Play a sound""" + ... def PollInputEvents() -> None: - """Register all input events.""" - ... -def QuaternionAdd(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionAddValue(q: Vector4|list|tuple,add: float,) -> Vector4: - """.""" - ... -def QuaternionCubicHermiteSpline(q1: Vector4|list|tuple,outTangent1: Vector4|list|tuple,q2: Vector4|list|tuple,inTangent2: Vector4|list|tuple,t: float,) -> Vector4: - """.""" - ... -def QuaternionDivide(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionEquals(p: Vector4|list|tuple,q: Vector4|list|tuple,) -> int: - """.""" - ... -def QuaternionFromAxisAngle(axis: Vector3|list|tuple,angle: float,) -> Vector4: - """.""" - ... + """Register all input events""" + ... +def QuaternionAdd(q1: Vector4,q2: Vector4,) -> Vector4: + """""" + ... +def QuaternionAddValue(q: Vector4,add: float,) -> Vector4: + """""" + ... +def QuaternionCubicHermiteSpline(q1: Vector4,outTangent1: Vector4,q2: Vector4,inTangent2: Vector4,t: float,) -> Vector4: + """""" + ... +def QuaternionDivide(q1: Vector4,q2: Vector4,) -> Vector4: + """""" + ... +def QuaternionEquals(p: Vector4,q: Vector4,) -> int: + """""" + ... +def QuaternionFromAxisAngle(axis: Vector3,angle: float,) -> Vector4: + """""" + ... def QuaternionFromEuler(pitch: float,yaw: float,roll: float,) -> Vector4: - """.""" - ... -def QuaternionFromMatrix(mat: Matrix|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionFromVector3ToVector3(from_0: Vector3|list|tuple,to: Vector3|list|tuple,) -> Vector4: - """.""" - ... + """""" + ... +def QuaternionFromMatrix(mat: Matrix,) -> Vector4: + """""" + ... +def QuaternionFromVector3ToVector3(from_0: Vector3,to: Vector3,) -> Vector4: + """""" + ... def QuaternionIdentity() -> Vector4: - """.""" - ... -def QuaternionInvert(q: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionLength(q: Vector4|list|tuple,) -> float: - """.""" - ... -def QuaternionLerp(q1: Vector4|list|tuple,q2: Vector4|list|tuple,amount: float,) -> Vector4: - """.""" - ... -def QuaternionMultiply(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionNlerp(q1: Vector4|list|tuple,q2: Vector4|list|tuple,amount: float,) -> Vector4: - """.""" - ... -def QuaternionNormalize(q: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionScale(q: Vector4|list|tuple,mul: float,) -> Vector4: - """.""" - ... -def QuaternionSlerp(q1: Vector4|list|tuple,q2: Vector4|list|tuple,amount: float,) -> Vector4: - """.""" - ... -def QuaternionSubtract(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def QuaternionSubtractValue(q: Vector4|list|tuple,sub: float,) -> Vector4: - """.""" - ... -def QuaternionToAxisAngle(q: Vector4|list|tuple,outAxis: Any|list|tuple,outAngle: Any,) -> None: - """.""" - ... -def QuaternionToEuler(q: Vector4|list|tuple,) -> Vector3: - """.""" - ... -def QuaternionToMatrix(q: Vector4|list|tuple,) -> Matrix: - """.""" - ... -def QuaternionTransform(q: Vector4|list|tuple,mat: Matrix|list|tuple,) -> Vector4: - """.""" - ... + """""" + ... +def QuaternionInvert(q: Vector4,) -> Vector4: + """""" + ... +def QuaternionLength(q: Vector4,) -> float: + """""" + ... +def QuaternionLerp(q1: Vector4,q2: Vector4,amount: float,) -> Vector4: + """""" + ... +def QuaternionMultiply(q1: Vector4,q2: Vector4,) -> Vector4: + """""" + ... +def QuaternionNlerp(q1: Vector4,q2: Vector4,amount: float,) -> Vector4: + """""" + ... +def QuaternionNormalize(q: Vector4,) -> Vector4: + """""" + ... +def QuaternionScale(q: Vector4,mul: float,) -> Vector4: + """""" + ... +def QuaternionSlerp(q1: Vector4,q2: Vector4,amount: float,) -> Vector4: + """""" + ... +def QuaternionSubtract(q1: Vector4,q2: Vector4,) -> Vector4: + """""" + ... +def QuaternionSubtractValue(q: Vector4,sub: float,) -> Vector4: + """""" + ... +def QuaternionToAxisAngle(q: Vector4,outAxis: Any,outAngle: Any,) -> None: + """""" + ... +def QuaternionToEuler(q: Vector4,) -> Vector3: + """""" + ... +def QuaternionToMatrix(q: Vector4,) -> Matrix: + """""" + ... +def QuaternionTransform(q: Vector4,mat: Matrix,) -> Vector4: + """""" + ... RL_ATTACHMENT_COLOR_CHANNEL0: int RL_ATTACHMENT_COLOR_CHANNEL1: int RL_ATTACHMENT_COLOR_CHANNEL2: int @@ -2392,24 +2368,23 @@ RL_TEXTURE_FILTER_BILINEAR: int RL_TEXTURE_FILTER_POINT: int RL_TEXTURE_FILTER_TRILINEAR: int def Remap(value: float,inputStart: float,inputEnd: float,outputStart: float,outputEnd: float,) -> float: - """.""" - ... + """""" + ... +def ResetPhysics() -> None: + """Reset physics system (global variables)""" + ... def RestoreWindow() -> None: - """Set window state: not minimized/maximized.""" - ... -def ResumeAudioStream(stream: AudioStream|list|tuple,) -> None: - """Resume audio stream.""" - ... -def ResumeMusicStream(music: Music|list|tuple,) -> None: - """Resume playing paused music.""" - ... -def ResumeSound(sound: Sound|list|tuple,) -> None: - """Resume a paused sound.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def RunPhysicsStep() -> None: - """Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop.""" - ... + """Set window state: not minimized/maximized (only PLATFORM_DESKTOP)""" + ... +def ResumeAudioStream(stream: AudioStream,) -> None: + """Resume audio stream""" + ... +def ResumeMusicStream(music: Music,) -> None: + """Resume playing paused music""" + ... +def ResumeSound(sound: Sound,) -> None: + """Resume a paused sound""" + ... SCROLLBAR: int SCROLLBAR_SIDE: int SCROLLBAR_WIDTH: int @@ -2470,210 +2445,207 @@ STATE_FOCUSED: int STATE_NORMAL: int STATE_PRESSED: int STATUSBAR: int -def SaveFileData(fileName: bytes,data: Any,dataSize: int,) -> bool: - """Save data to file from byte array (write), returns true on success.""" - ... -def SaveFileText(fileName: bytes,text: bytes,) -> bool: - """Save text data to file (write), string must be '\0' terminated, returns true on success.""" - ... -def SeekMusicStream(music: Music|list|tuple,position: float,) -> None: - """Seek music to a position (in seconds).""" - ... +def SaveFileData(fileName: str,data: Any,dataSize: int,) -> bool: + """Save data to file from byte array (write), returns true on success""" + ... +def SaveFileText(fileName: str,text: str,) -> bool: + """Save text data to file (write), string must be '\0' terminated, returns true on success""" + ... +def SeekMusicStream(music: Music,position: float,) -> None: + """Seek music to a position (in seconds)""" + ... def SetAudioStreamBufferSizeDefault(size: int,) -> None: - """Default size for new audio streams.""" - ... -def SetAudioStreamCallback(stream: AudioStream|list|tuple,callback: Any,) -> None: - """Audio thread callback to request new data.""" - ... -def SetAudioStreamPan(stream: AudioStream|list|tuple,pan: float,) -> None: - """Set pan for audio stream (0.5 is centered).""" - ... -def SetAudioStreamPitch(stream: AudioStream|list|tuple,pitch: float,) -> None: - """Set pitch for audio stream (1.0 is base level).""" - ... -def SetAudioStreamVolume(stream: AudioStream|list|tuple,volume: float,) -> None: - """Set volume for audio stream (1.0 is max level).""" - ... + """Default size for new audio streams""" + ... +def SetAudioStreamCallback(stream: AudioStream,callback: Any,) -> None: + """Audio thread callback to request new data""" + ... +def SetAudioStreamPan(stream: AudioStream,pan: float,) -> None: + """Set pan for audio stream (0.5 is centered)""" + ... +def SetAudioStreamPitch(stream: AudioStream,pitch: float,) -> None: + """Set pitch for audio stream (1.0 is base level)""" + ... +def SetAudioStreamVolume(stream: AudioStream,volume: float,) -> None: + """Set volume for audio stream (1.0 is max level)""" + ... def SetAutomationEventBaseFrame(frame: int,) -> None: - """Set automation event internal base frame to start recording.""" - ... -def SetAutomationEventList(list_0: Any|list|tuple,) -> None: - """Set automation event list to record to.""" - ... -def SetClipboardText(text: bytes,) -> None: - """Set clipboard text content.""" - ... + """Set automation event internal base frame to start recording""" + ... +def SetAutomationEventList(list_0: Any,) -> None: + """Set automation event list to record to""" + ... +def SetClipboardText(text: str,) -> None: + """Set clipboard text content""" + ... def SetConfigFlags(flags: int,) -> None: - """Setup init configuration flags (view FLAGS).""" - ... + """Setup init configuration flags (view FLAGS)""" + ... def SetExitKey(key: int,) -> None: - """Set a custom key to exit program (default is ESC).""" - ... -def SetGamepadMappings(mappings: bytes,) -> int: - """Set internal gamepad mappings (SDL_GameControllerDB).""" - ... -def SetGamepadVibration(gamepad: int,leftMotor: float,rightMotor: float,duration: float,) -> None: - """Set gamepad vibration for both motors (duration in seconds).""" - ... + """Set a custom key to exit program (default is ESC)""" + ... +def SetGamepadMappings(mappings: str,) -> int: + """Set internal gamepad mappings (SDL_GameControllerDB)""" + ... +def SetGamepadVibration(gamepad: int,leftMotor: float,rightMotor: float,) -> None: + """Set gamepad vibration for both motors""" + ... def SetGesturesEnabled(flags: int,) -> None: - """Enable a set of gestures using flags.""" - ... -def SetLoadFileDataCallback(callback: bytes,) -> None: - """Set custom file binary data loader.""" - ... -def SetLoadFileTextCallback(callback: bytes,) -> None: - """Set custom file text data loader.""" - ... + """Enable a set of gestures using flags""" + ... +def SetLoadFileDataCallback(callback: str,) -> None: + """Set custom file binary data loader""" + ... +def SetLoadFileTextCallback(callback: str,) -> None: + """Set custom file text data loader""" + ... def SetMasterVolume(volume: float,) -> None: - """Set master volume (listener).""" - ... -def 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...).""" - ... -def SetModelMeshMaterial(model: Any|list|tuple,meshId: int,materialId: int,) -> None: - """Set material for a mesh.""" - ... + """Set master volume (listener)""" + ... +def SetMaterialTexture(material: Any,mapType: int,texture: Texture,) -> None: + """Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)""" + ... +def SetModelMeshMaterial(model: Any,meshId: int,materialId: int,) -> None: + """Set material for a mesh""" + ... def SetMouseCursor(cursor: int,) -> None: - """Set mouse cursor.""" - ... + """Set mouse cursor""" + ... def SetMouseOffset(offsetX: int,offsetY: int,) -> None: - """Set mouse offset.""" - ... + """Set mouse offset""" + ... def SetMousePosition(x: int,y: int,) -> None: - """Set mouse position XY.""" - ... + """Set mouse position XY""" + ... def SetMouseScale(scaleX: float,scaleY: float,) -> None: - """Set mouse scaling.""" - ... -def SetMusicPan(music: Music|list|tuple,pan: float,) -> None: - """Set pan for a music (0.5 is center).""" - ... -def SetMusicPitch(music: Music|list|tuple,pitch: float,) -> None: - """Set pitch for a music (1.0 is base level).""" - ... -def SetMusicVolume(music: Music|list|tuple,volume: float,) -> None: - """Set volume for music (1.0 is max level).""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") -def SetPhysicsBodyRotation(body: Any|list|tuple,radians: float,) -> None: - """Sets physics body shape transform based on radians parameter.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") + """Set mouse scaling""" + ... +def SetMusicPan(music: Music,pan: float,) -> None: + """Set pan for a music (0.5 is center)""" + ... +def SetMusicPitch(music: Music,pitch: float,) -> None: + """Set pitch for a music (1.0 is base level)""" + ... +def SetMusicVolume(music: Music,volume: float,) -> None: + """Set volume for music (1.0 is max level)""" + ... +def SetPhysicsBodyRotation(body: Any,radians: float,) -> None: + """Sets physics body shape transform based on radians parameter""" + ... def SetPhysicsGravity(x: float,y: float,) -> None: - """Sets physics global gravity force.""" - ... -@deprecated("Raylib no longer recommends the use of Physac library") + """Sets physics global gravity force""" + ... def SetPhysicsTimeStep(delta: float,) -> None: - """Sets physics fixed time step in milliseconds. 1.666666 by default.""" - ... -def SetPixelColor(dstPtr: Any,color: Color|list|tuple,format: int,) -> None: - """Set color formatted into destination pixel pointer.""" - ... + """Sets physics fixed time step in milliseconds. 1.666666 by default""" + ... +def SetPixelColor(dstPtr: Any,color: Color,format: int,) -> None: + """Set color formatted into destination pixel pointer""" + ... def SetRandomSeed(seed: int,) -> None: - """Set the seed for the random number generator.""" - ... -def SetSaveFileDataCallback(callback: bytes,) -> None: - """Set custom file binary data saver.""" - ... -def SetSaveFileTextCallback(callback: bytes,) -> None: - """Set custom file text data saver.""" - ... -def SetShaderValue(shader: Shader|list|tuple,locIndex: int,value: Any,uniformType: int,) -> None: - """Set shader uniform value.""" - ... -def SetShaderValueMatrix(shader: Shader|list|tuple,locIndex: int,mat: Matrix|list|tuple,) -> None: - """Set shader uniform value (matrix 4x4).""" - ... -def SetShaderValueTexture(shader: Shader|list|tuple,locIndex: int,texture: Texture|list|tuple,) -> None: - """Set shader uniform value for texture (sampler2d).""" - ... -def SetShaderValueV(shader: Shader|list|tuple,locIndex: int,value: Any,uniformType: int,count: int,) -> None: - """Set shader uniform value vector.""" - ... -def SetShapesTexture(texture: Texture|list|tuple,source: Rectangle|list|tuple,) -> None: - """Set texture and rectangle to be used on shapes drawing.""" - ... -def SetSoundPan(sound: Sound|list|tuple,pan: float,) -> None: - """Set pan for a sound (0.5 is center).""" - ... -def SetSoundPitch(sound: Sound|list|tuple,pitch: float,) -> None: - """Set pitch for a sound (1.0 is base level).""" - ... -def SetSoundVolume(sound: Sound|list|tuple,volume: float,) -> None: - """Set volume for a sound (1.0 is max level).""" - ... + """Set the seed for the random number generator""" + ... +def SetSaveFileDataCallback(callback: str,) -> None: + """Set custom file binary data saver""" + ... +def SetSaveFileTextCallback(callback: str,) -> None: + """Set custom file text data saver""" + ... +def SetShaderValue(shader: Shader,locIndex: int,value: Any,uniformType: int,) -> None: + """Set shader uniform value""" + ... +def SetShaderValueMatrix(shader: Shader,locIndex: int,mat: Matrix,) -> None: + """Set shader uniform value (matrix 4x4)""" + ... +def SetShaderValueTexture(shader: Shader,locIndex: int,texture: Texture,) -> None: + """Set shader uniform value for texture (sampler2d)""" + ... +def SetShaderValueV(shader: Shader,locIndex: int,value: Any,uniformType: int,count: int,) -> None: + """Set shader uniform value vector""" + ... +def SetShapesTexture(texture: Texture,source: Rectangle,) -> None: + """Set texture and rectangle to be used on shapes drawing""" + ... +def SetSoundPan(sound: Sound,pan: float,) -> None: + """Set pan for a sound (0.5 is center)""" + ... +def SetSoundPitch(sound: Sound,pitch: float,) -> None: + """Set pitch for a sound (1.0 is base level)""" + ... +def SetSoundVolume(sound: Sound,volume: float,) -> None: + """Set volume for a sound (1.0 is max level)""" + ... def SetTargetFPS(fps: int,) -> None: - """Set target FPS (maximum).""" - ... + """Set target FPS (maximum)""" + ... def SetTextLineSpacing(spacing: int,) -> None: - """Set vertical line spacing when drawing with line-breaks.""" - ... -def SetTextureFilter(texture: Texture|list|tuple,filter: int,) -> None: - """Set texture scaling filter mode.""" - ... -def SetTextureWrap(texture: Texture|list|tuple,wrap: int,) -> None: - """Set texture wrapping mode.""" - ... -def SetTraceLogCallback(callback: bytes,) -> None: - """Set custom trace log.""" - ... + """Set vertical line spacing when drawing with line-breaks""" + ... +def SetTextureFilter(texture: Texture,filter: int,) -> None: + """Set texture scaling filter mode""" + ... +def SetTextureWrap(texture: Texture,wrap: int,) -> None: + """Set texture wrapping mode""" + ... +def SetTraceLogCallback(callback: str,) -> None: + """Set custom trace log""" + ... def SetTraceLogLevel(logLevel: int,) -> None: - """Set the current threshold (minimum) log level.""" - ... + """Set the current threshold (minimum) log level""" + ... def SetWindowFocused() -> None: - """Set window focused.""" - ... -def SetWindowIcon(image: Image|list|tuple,) -> None: - """Set icon for window (single image, RGBA 32bit).""" - ... -def SetWindowIcons(images: Any|list|tuple,count: int,) -> None: - """Set icon for window (multiple images, RGBA 32bit).""" - ... + """Set window focused (only PLATFORM_DESKTOP)""" + ... +def SetWindowIcon(image: Image,) -> None: + """Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)""" + ... +def SetWindowIcons(images: Any,count: int,) -> None: + """Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)""" + ... def SetWindowMaxSize(width: int,height: int,) -> None: - """Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE).""" - ... + """Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)""" + ... def SetWindowMinSize(width: int,height: int,) -> None: - """Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE).""" - ... + """Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)""" + ... def SetWindowMonitor(monitor: int,) -> None: - """Set monitor for the current window.""" - ... + """Set monitor for the current window""" + ... def SetWindowOpacity(opacity: float,) -> None: - """Set window opacity [0.0f..1.0f].""" - ... + """Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)""" + ... def SetWindowPosition(x: int,y: int,) -> None: - """Set window position on screen.""" - ... + """Set window position on screen (only PLATFORM_DESKTOP)""" + ... def SetWindowSize(width: int,height: int,) -> None: - """Set window dimensions.""" - ... + """Set window dimensions""" + ... def SetWindowState(flags: int,) -> None: - """Set window configuration state using flags.""" - ... -def SetWindowTitle(title: bytes,) -> None: - """Set title for window.""" - ... + """Set window configuration state using flags (only PLATFORM_DESKTOP)""" + ... +def SetWindowTitle(title: str,) -> None: + """Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)""" + ... def ShowCursor() -> None: - """Shows cursor.""" - ... + """Shows cursor""" + ... def StartAutomationEventRecording() -> None: - """Start recording automation events (AutomationEventList must be set).""" - ... -def StopAudioStream(stream: AudioStream|list|tuple,) -> None: - """Stop audio stream.""" - ... + """Start recording automation events (AutomationEventList must be set)""" + ... +def StopAudioStream(stream: AudioStream,) -> None: + """Stop audio stream""" + ... def StopAutomationEventRecording() -> None: - """Stop recording automation events.""" - ... -def StopMusicStream(music: Music|list|tuple,) -> None: - """Stop music playing.""" - ... -def StopSound(sound: Sound|list|tuple,) -> None: - """Stop playing a sound.""" - ... + """Stop recording automation events""" + ... +def StopMusicStream(music: Music,) -> None: + """Stop music playing""" + ... +def StopSound(sound: Sound,) -> None: + """Stop playing a sound""" + ... def SwapScreenBuffer() -> None: - """Swap back buffer with front buffer (screen drawing).""" - ... + """Swap back buffer with front buffer (screen drawing)""" + ... TEXTBOX: int TEXTURE_FILTER_ANISOTROPIC_16X: int TEXTURE_FILTER_ANISOTROPIC_4X: int @@ -2707,1692 +2679,1418 @@ TEXT_WRAP_MODE: int TEXT_WRAP_NONE: int TEXT_WRAP_WORD: int TOGGLE: int -def TakeScreenshot(fileName: bytes,) -> None: - """Takes a screenshot of current screen (filename extension defines format).""" - ... -def TextAppend(text: bytes,append: bytes,position: Any,) -> None: - """Append text at specific position and move cursor!.""" - ... -def TextCopy(dst: bytes,src: bytes,) -> int: - """Copy one string to another, returns bytes copied.""" - ... -def TextFindIndex(text: bytes,find: bytes,) -> int: - """Find first text occurrence within a string.""" - ... -def TextFormat(*args) -> bytes: +def TakeScreenshot(fileName: str,) -> None: + """Takes a screenshot of current screen (filename extension defines format)""" + ... +def TextAppend(text: str,append: str,position: Any,) -> None: + """Append text at specific position and move cursor!""" + ... +def TextCopy(dst: str,src: str,) -> int: + """Copy one string to another, returns bytes copied""" + ... +def TextFindIndex(text: str,find: str,) -> int: + """Find first text occurrence within a string""" + ... +def TextFormat(*args) -> str: """VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI""" ... -def TextInsert(text: bytes,insert: bytes,position: int,) -> bytes: - """Insert text in a position (WARNING: memory must be freed!).""" - ... -def TextIsEqual(text1: bytes,text2: bytes,) -> bool: - """Check if two text string are equal.""" - ... -def TextJoin(textList: list[bytes],count: int,delimiter: bytes,) -> bytes: - """Join text strings with delimiter.""" - ... -def TextLength(text: bytes,) -> int: - """Get text length, checks for '\0' ending.""" - ... -def TextReplace(text: bytes,replace: bytes,by: bytes,) -> bytes: - """Replace text string (WARNING: memory must be freed!).""" - ... -def TextSplit(text: bytes,delimiter: bytes,count: Any,) -> list[bytes]: - """Split text into multiple strings.""" - ... -def TextSubtext(text: bytes,position: int,length: int,) -> bytes: - """Get a piece of a text string.""" - ... -def TextToCamel(text: bytes,) -> bytes: - """Get Camel case notation version of provided string.""" - ... -def TextToFloat(text: bytes,) -> float: - """Get float value from text (negative values not supported).""" - ... -def TextToInteger(text: bytes,) -> int: - """Get integer value from text (negative values not supported).""" - ... -def TextToLower(text: bytes,) -> bytes: - """Get lower case version of provided string.""" - ... -def TextToPascal(text: bytes,) -> bytes: - """Get Pascal case notation version of provided string.""" - ... -def TextToSnake(text: bytes,) -> bytes: - """Get Snake case notation version of provided string.""" - ... -def TextToUpper(text: bytes,) -> bytes: - """Get upper case version of provided string.""" - ... +def TextInsert(text: str,insert: str,position: int,) -> str: + """Insert text in a position (WARNING: memory must be freed!)""" + ... +def TextIsEqual(text1: str,text2: str,) -> bool: + """Check if two text string are equal""" + ... +def TextJoin(textList: list[str],count: int,delimiter: str,) -> str: + """Join text strings with delimiter""" + ... +def TextLength(text: str,) -> int: + """Get text length, checks for '\0' ending""" + ... +def TextReplace(text: str,replace: str,by: str,) -> str: + """Replace text string (WARNING: memory must be freed!)""" + ... +def TextSplit(text: str,delimiter: str,count: Any,) -> list[str]: + """Split text into multiple strings""" + ... +def TextSubtext(text: str,position: int,length: int,) -> str: + """Get a piece of a text string""" + ... +def TextToCamel(text: str,) -> str: + """Get Camel case notation version of provided string""" + ... +def TextToFloat(text: str,) -> float: + """Get float value from text (negative values not supported)""" + ... +def TextToInteger(text: str,) -> int: + """Get integer value from text (negative values not supported)""" + ... +def TextToLower(text: str,) -> str: + """Get lower case version of provided string""" + ... +def TextToPascal(text: str,) -> str: + """Get Pascal case notation version of provided string""" + ... +def TextToSnake(text: str,) -> str: + """Get Snake case notation version of provided string""" + ... +def TextToUpper(text: str,) -> str: + """Get upper case version of provided string""" + ... def ToggleBorderlessWindowed() -> None: - """Toggle window state: borderless windowed, resizes window to match monitor resolution.""" - ... + """Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)""" + ... def ToggleFullscreen() -> None: - """Toggle window state: fullscreen/windowed, resizes monitor to match window resolution.""" - ... + """Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)""" + ... def TraceLog(*args) -> None: """VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI""" ... -def UnloadAudioStream(stream: AudioStream|list|tuple,) -> None: - """Unload audio stream and free memory.""" - ... -def UnloadAutomationEventList(list_0: AutomationEventList|list|tuple,) -> None: - """Unload automation events list from file.""" - ... +def UnloadAudioStream(stream: AudioStream,) -> None: + """Unload audio stream and free memory""" + ... +def UnloadAutomationEventList(list_0: AutomationEventList,) -> None: + """Unload automation events list from file""" + ... def UnloadCodepoints(codepoints: Any,) -> None: - """Unload codepoints data from memory.""" - ... -def UnloadDirectoryFiles(files: FilePathList|list|tuple,) -> None: - """Unload filepaths.""" - ... -def UnloadDroppedFiles(files: FilePathList|list|tuple,) -> None: - """Unload dropped filepaths.""" - ... -def UnloadFileData(data: bytes,) -> None: - """Unload file data allocated by LoadFileData().""" - ... -def UnloadFileText(text: bytes,) -> None: - """Unload file text data allocated by LoadFileText().""" - ... -def UnloadFont(font: Font|list|tuple,) -> None: - """Unload font from GPU memory (VRAM).""" - ... -def UnloadFontData(glyphs: Any|list|tuple,glyphCount: int,) -> None: - """Unload font chars info data (RAM).""" - ... -def UnloadImage(image: Image|list|tuple,) -> None: - """Unload image from CPU memory (RAM).""" - ... -def UnloadImageColors(colors: Any|list|tuple,) -> None: - """Unload color data loaded with LoadImageColors().""" - ... -def UnloadImagePalette(colors: Any|list|tuple,) -> None: - """Unload colors palette loaded with LoadImagePalette().""" - ... -def UnloadMaterial(material: Material|list|tuple,) -> None: - """Unload material from GPU memory (VRAM).""" - ... -def UnloadMesh(mesh: Mesh|list|tuple,) -> None: - """Unload mesh data from CPU and GPU.""" - ... -def UnloadModel(model: Model|list|tuple,) -> None: - """Unload model (including meshes) from memory (RAM and/or VRAM).""" - ... -def UnloadModelAnimation(anim: ModelAnimation|list|tuple,) -> None: - """Unload animation data.""" - ... -def UnloadModelAnimations(animations: Any|list|tuple,animCount: int,) -> None: - """Unload animation array data.""" - ... -def UnloadMusicStream(music: Music|list|tuple,) -> None: - """Unload music stream.""" - ... + """Unload codepoints data from memory""" + ... +def UnloadDirectoryFiles(files: FilePathList,) -> None: + """Unload filepaths""" + ... +def UnloadDroppedFiles(files: FilePathList,) -> None: + """Unload dropped filepaths""" + ... +def UnloadFileData(data: str,) -> None: + """Unload file data allocated by LoadFileData()""" + ... +def UnloadFileText(text: str,) -> None: + """Unload file text data allocated by LoadFileText()""" + ... +def UnloadFont(font: Font,) -> None: + """Unload font from GPU memory (VRAM)""" + ... +def UnloadFontData(glyphs: Any,glyphCount: int,) -> None: + """Unload font chars info data (RAM)""" + ... +def UnloadImage(image: Image,) -> None: + """Unload image from CPU memory (RAM)""" + ... +def UnloadImageColors(colors: Any,) -> None: + """Unload color data loaded with LoadImageColors()""" + ... +def UnloadImagePalette(colors: Any,) -> None: + """Unload colors palette loaded with LoadImagePalette()""" + ... +def UnloadMaterial(material: Material,) -> None: + """Unload material from GPU memory (VRAM)""" + ... +def UnloadMesh(mesh: Mesh,) -> None: + """Unload mesh data from CPU and GPU""" + ... +def UnloadModel(model: Model,) -> None: + """Unload model (including meshes) from memory (RAM and/or VRAM)""" + ... +def UnloadModelAnimation(anim: ModelAnimation,) -> None: + """Unload animation data""" + ... +def UnloadModelAnimations(animations: Any,animCount: int,) -> None: + """Unload animation array data""" + ... +def UnloadMusicStream(music: Music,) -> None: + """Unload music stream""" + ... def UnloadRandomSequence(sequence: Any,) -> None: - """Unload random values sequence.""" - ... -def UnloadRenderTexture(target: RenderTexture|list|tuple,) -> None: - """Unload render texture from GPU memory (VRAM).""" - ... -def UnloadShader(shader: Shader|list|tuple,) -> None: - """Unload shader from GPU memory (VRAM).""" - ... -def UnloadSound(sound: Sound|list|tuple,) -> None: - """Unload sound.""" - ... -def UnloadSoundAlias(alias: Sound|list|tuple,) -> None: - """Unload a sound alias (does not deallocate sample data).""" - ... -def UnloadTexture(texture: Texture|list|tuple,) -> None: - """Unload texture from GPU memory (VRAM).""" - ... -def UnloadUTF8(text: bytes,) -> None: - """Unload UTF-8 text encoded from codepoints array.""" - ... -def UnloadVrStereoConfig(config: VrStereoConfig|list|tuple,) -> None: - """Unload VR stereo config.""" - ... -def UnloadWave(wave: Wave|list|tuple,) -> None: - """Unload wave data.""" - ... + """Unload random values sequence""" + ... +def UnloadRenderTexture(target: RenderTexture,) -> None: + """Unload render texture from GPU memory (VRAM)""" + ... +def UnloadShader(shader: Shader,) -> None: + """Unload shader from GPU memory (VRAM)""" + ... +def UnloadSound(sound: Sound,) -> None: + """Unload sound""" + ... +def UnloadSoundAlias(alias: Sound,) -> None: + """Unload a sound alias (does not deallocate sample data)""" + ... +def UnloadTexture(texture: Texture,) -> None: + """Unload texture from GPU memory (VRAM)""" + ... +def UnloadUTF8(text: str,) -> None: + """Unload UTF-8 text encoded from codepoints array""" + ... +def UnloadVrStereoConfig(config: VrStereoConfig,) -> None: + """Unload VR stereo config""" + ... +def UnloadWave(wave: Wave,) -> None: + """Unload wave data""" + ... def UnloadWaveSamples(samples: Any,) -> None: - """Unload samples data loaded with LoadWaveSamples().""" - ... -def UpdateAudioStream(stream: AudioStream|list|tuple,data: Any,frameCount: int,) -> None: - """Update audio stream buffers with data.""" - ... -def UpdateCamera(camera: Any|list|tuple,mode: int,) -> None: - """Update camera position for selected mode.""" - ... -def UpdateCameraPro(camera: Any|list|tuple,movement: Vector3|list|tuple,rotation: Vector3|list|tuple,zoom: float,) -> None: - """Update camera movement/rotation.""" - ... -def 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.""" - ... -def UpdateModelAnimation(model: Model|list|tuple,anim: ModelAnimation|list|tuple,frame: int,) -> None: - """Update model animation pose (CPU).""" - ... -def UpdateModelAnimationBones(model: Model|list|tuple,anim: ModelAnimation|list|tuple,frame: int,) -> None: - """Update model animation mesh bone matrices (GPU skinning).""" - ... -def UpdateMusicStream(music: Music|list|tuple,) -> None: - """Updates buffers for music streaming.""" - ... -def UpdateSound(sound: Sound|list|tuple,data: Any,sampleCount: int,) -> None: - """Update sound buffer with new data.""" - ... -def UpdateTexture(texture: Texture|list|tuple,pixels: Any,) -> None: - """Update GPU texture with new data.""" - ... -def UpdateTextureRec(texture: Texture|list|tuple,rec: Rectangle|list|tuple,pixels: Any,) -> None: - """Update GPU texture rectangle with new data.""" - ... -def UploadMesh(mesh: Any|list|tuple,dynamic: bool,) -> None: - """Upload mesh vertex data in GPU and provide VAO/VBO ids.""" - ... + """Unload samples data loaded with LoadWaveSamples()""" + ... +def UpdateAudioStream(stream: AudioStream,data: Any,frameCount: int,) -> None: + """Update audio stream buffers with data""" + ... +def UpdateCamera(camera: Any,mode: int,) -> None: + """Update camera position for selected mode""" + ... +def UpdateCameraPro(camera: Any,movement: Vector3,rotation: Vector3,zoom: float,) -> None: + """Update camera movement/rotation""" + ... +def UpdateMeshBuffer(mesh: Mesh,index: int,data: Any,dataSize: int,offset: int,) -> None: + """Update mesh vertex data in GPU for a specific buffer index""" + ... +def UpdateModelAnimation(model: Model,anim: ModelAnimation,frame: int,) -> None: + """Update model animation pose""" + ... +def UpdateModelAnimationBoneMatrices(model: Model,anim: ModelAnimation,frame: int,) -> None: + """Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)""" + ... +def UpdateMusicStream(music: Music,) -> None: + """Updates buffers for music streaming""" + ... +def UpdatePhysics() -> None: + """Update physics system""" + ... +def UpdateSound(sound: Sound,data: Any,sampleCount: int,) -> None: + """Update sound buffer with new data""" + ... +def UpdateTexture(texture: Texture,pixels: Any,) -> None: + """Update GPU texture with new data""" + ... +def UpdateTextureRec(texture: Texture,rec: Rectangle,pixels: Any,) -> None: + """Update GPU texture rectangle with new data""" + ... +def UploadMesh(mesh: Any,dynamic: bool,) -> None: + """Upload mesh vertex data in GPU and provide VAO/VBO ids""" + ... VALUEBOX: int -def Vector2Add(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2AddValue(v: Vector2|list|tuple,add: float,) -> Vector2: - """.""" - ... -def Vector2Angle(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2Clamp(v: Vector2|list|tuple,min_1: Vector2|list|tuple,max_2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2ClampValue(v: Vector2|list|tuple,min_1: float,max_2: float,) -> Vector2: - """.""" - ... -def Vector2Distance(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2DistanceSqr(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2Divide(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2DotProduct(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2Equals(p: Vector2|list|tuple,q: Vector2|list|tuple,) -> int: - """.""" - ... -def Vector2Invert(v: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2Length(v: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2LengthSqr(v: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2Lerp(v1: Vector2|list|tuple,v2: Vector2|list|tuple,amount: float,) -> Vector2: - """.""" - ... -def Vector2LineAngle(start: Vector2|list|tuple,end: Vector2|list|tuple,) -> float: - """.""" - ... -def Vector2Max(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2Min(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2MoveTowards(v: Vector2|list|tuple,target: Vector2|list|tuple,maxDistance: float,) -> Vector2: - """.""" - ... -def Vector2Multiply(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2Negate(v: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2Normalize(v: Vector2|list|tuple,) -> Vector2: - """.""" - ... +def Vector2Add(v1: Vector2,v2: Vector2,) -> Vector2: + """""" + ... +def Vector2AddValue(v: Vector2,add: float,) -> Vector2: + """""" + ... +def Vector2Angle(v1: Vector2,v2: Vector2,) -> float: + """""" + ... +def Vector2Clamp(v: Vector2,min_1: Vector2,max_2: Vector2,) -> Vector2: + """""" + ... +def Vector2ClampValue(v: Vector2,min_1: float,max_2: float,) -> Vector2: + """""" + ... +def Vector2Distance(v1: Vector2,v2: Vector2,) -> float: + """""" + ... +def Vector2DistanceSqr(v1: Vector2,v2: Vector2,) -> float: + """""" + ... +def Vector2Divide(v1: Vector2,v2: Vector2,) -> Vector2: + """""" + ... +def Vector2DotProduct(v1: Vector2,v2: Vector2,) -> float: + """""" + ... +def Vector2Equals(p: Vector2,q: Vector2,) -> int: + """""" + ... +def Vector2Invert(v: Vector2,) -> Vector2: + """""" + ... +def Vector2Length(v: Vector2,) -> float: + """""" + ... +def Vector2LengthSqr(v: Vector2,) -> float: + """""" + ... +def Vector2Lerp(v1: Vector2,v2: Vector2,amount: float,) -> Vector2: + """""" + ... +def Vector2LineAngle(start: Vector2,end: Vector2,) -> float: + """""" + ... +def Vector2Max(v1: Vector2,v2: Vector2,) -> Vector2: + """""" + ... +def Vector2Min(v1: Vector2,v2: Vector2,) -> Vector2: + """""" + ... +def Vector2MoveTowards(v: Vector2,target: Vector2,maxDistance: float,) -> Vector2: + """""" + ... +def Vector2Multiply(v1: Vector2,v2: Vector2,) -> Vector2: + """""" + ... +def Vector2Negate(v: Vector2,) -> Vector2: + """""" + ... +def Vector2Normalize(v: Vector2,) -> Vector2: + """""" + ... def Vector2One() -> Vector2: - """.""" - ... -def Vector2Reflect(v: Vector2|list|tuple,normal: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2Refract(v: Vector2|list|tuple,n: Vector2|list|tuple,r: float,) -> Vector2: - """.""" - ... -def Vector2Rotate(v: Vector2|list|tuple,angle: float,) -> Vector2: - """.""" - ... -def Vector2Scale(v: Vector2|list|tuple,scale: float,) -> Vector2: - """.""" - ... -def Vector2Subtract(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: - """.""" - ... -def Vector2SubtractValue(v: Vector2|list|tuple,sub: float,) -> Vector2: - """.""" - ... -def Vector2Transform(v: Vector2|list|tuple,mat: Matrix|list|tuple,) -> Vector2: - """.""" - ... + """""" + ... +def Vector2Reflect(v: Vector2,normal: Vector2,) -> Vector2: + """""" + ... +def Vector2Refract(v: Vector2,n: Vector2,r: float,) -> Vector2: + """""" + ... +def Vector2Rotate(v: Vector2,angle: float,) -> Vector2: + """""" + ... +def Vector2Scale(v: Vector2,scale: float,) -> Vector2: + """""" + ... +def Vector2Subtract(v1: Vector2,v2: Vector2,) -> Vector2: + """""" + ... +def Vector2SubtractValue(v: Vector2,sub: float,) -> Vector2: + """""" + ... +def Vector2Transform(v: Vector2,mat: Matrix,) -> Vector2: + """""" + ... def Vector2Zero() -> Vector2: - """.""" - ... -def Vector3Add(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3AddValue(v: Vector3|list|tuple,add: float,) -> Vector3: - """.""" - ... -def Vector3Angle(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: - """.""" - ... -def Vector3Barycenter(p: Vector3|list|tuple,a: Vector3|list|tuple,b: Vector3|list|tuple,c: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Clamp(v: Vector3|list|tuple,min_1: Vector3|list|tuple,max_2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3ClampValue(v: Vector3|list|tuple,min_1: float,max_2: float,) -> Vector3: - """.""" - ... -def Vector3CrossProduct(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3CubicHermite(v1: Vector3|list|tuple,tangent1: Vector3|list|tuple,v2: Vector3|list|tuple,tangent2: Vector3|list|tuple,amount: float,) -> Vector3: - """.""" - ... -def Vector3Distance(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: - """.""" - ... -def Vector3DistanceSqr(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: - """.""" - ... -def Vector3Divide(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3DotProduct(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: - """.""" - ... -def Vector3Equals(p: Vector3|list|tuple,q: Vector3|list|tuple,) -> int: - """.""" - ... -def Vector3Invert(v: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Length(v: Vector3|list|tuple,) -> float: - """.""" - ... -def Vector3LengthSqr(v: Vector3|list|tuple,) -> float: - """.""" - ... -def Vector3Lerp(v1: Vector3|list|tuple,v2: Vector3|list|tuple,amount: float,) -> Vector3: - """.""" - ... -def Vector3Max(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Min(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3MoveTowards(v: Vector3|list|tuple,target: Vector3|list|tuple,maxDistance: float,) -> Vector3: - """.""" - ... -def Vector3Multiply(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Negate(v: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Normalize(v: Vector3|list|tuple,) -> Vector3: - """.""" - ... + """""" + ... +def Vector3Add(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def Vector3AddValue(v: Vector3,add: float,) -> Vector3: + """""" + ... +def Vector3Angle(v1: Vector3,v2: Vector3,) -> float: + """""" + ... +def Vector3Barycenter(p: Vector3,a: Vector3,b: Vector3,c: Vector3,) -> Vector3: + """""" + ... +def Vector3Clamp(v: Vector3,min_1: Vector3,max_2: Vector3,) -> Vector3: + """""" + ... +def Vector3ClampValue(v: Vector3,min_1: float,max_2: float,) -> Vector3: + """""" + ... +def Vector3CrossProduct(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def Vector3CubicHermite(v1: Vector3,tangent1: Vector3,v2: Vector3,tangent2: Vector3,amount: float,) -> Vector3: + """""" + ... +def Vector3Distance(v1: Vector3,v2: Vector3,) -> float: + """""" + ... +def Vector3DistanceSqr(v1: Vector3,v2: Vector3,) -> float: + """""" + ... +def Vector3Divide(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def Vector3DotProduct(v1: Vector3,v2: Vector3,) -> float: + """""" + ... +def Vector3Equals(p: Vector3,q: Vector3,) -> int: + """""" + ... +def Vector3Invert(v: Vector3,) -> Vector3: + """""" + ... +def Vector3Length(v: Vector3,) -> float: + """""" + ... +def Vector3LengthSqr(v: Vector3,) -> float: + """""" + ... +def Vector3Lerp(v1: Vector3,v2: Vector3,amount: float,) -> Vector3: + """""" + ... +def Vector3Max(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def Vector3Min(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def Vector3MoveTowards(v: Vector3,target: Vector3,maxDistance: float,) -> Vector3: + """""" + ... +def Vector3Multiply(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def Vector3Negate(v: Vector3,) -> Vector3: + """""" + ... +def Vector3Normalize(v: Vector3,) -> Vector3: + """""" + ... def Vector3One() -> Vector3: - """.""" - ... -def Vector3OrthoNormalize(v1: Any|list|tuple,v2: Any|list|tuple,) -> None: - """.""" - ... -def Vector3Perpendicular(v: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Project(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Reflect(v: Vector3|list|tuple,normal: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Refract(v: Vector3|list|tuple,n: Vector3|list|tuple,r: float,) -> Vector3: - """.""" - ... -def Vector3Reject(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3RotateByAxisAngle(v: Vector3|list|tuple,axis: Vector3|list|tuple,angle: float,) -> Vector3: - """.""" - ... -def Vector3RotateByQuaternion(v: Vector3|list|tuple,q: Vector4|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Scale(v: Vector3|list|tuple,scalar: float,) -> Vector3: - """.""" - ... -def Vector3Subtract(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: - """.""" - ... -def Vector3SubtractValue(v: Vector3|list|tuple,sub: float,) -> Vector3: - """.""" - ... -def Vector3ToFloatV(v: Vector3|list|tuple,) -> float3: - """.""" - ... -def Vector3Transform(v: Vector3|list|tuple,mat: Matrix|list|tuple,) -> Vector3: - """.""" - ... -def Vector3Unproject(source: Vector3|list|tuple,projection: Matrix|list|tuple,view: Matrix|list|tuple,) -> Vector3: - """.""" - ... + """""" + ... +def Vector3OrthoNormalize(v1: Any,v2: Any,) -> None: + """""" + ... +def Vector3Perpendicular(v: Vector3,) -> Vector3: + """""" + ... +def Vector3Project(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def Vector3Reflect(v: Vector3,normal: Vector3,) -> Vector3: + """""" + ... +def Vector3Refract(v: Vector3,n: Vector3,r: float,) -> Vector3: + """""" + ... +def Vector3Reject(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def Vector3RotateByAxisAngle(v: Vector3,axis: Vector3,angle: float,) -> Vector3: + """""" + ... +def Vector3RotateByQuaternion(v: Vector3,q: Vector4,) -> Vector3: + """""" + ... +def Vector3Scale(v: Vector3,scalar: float,) -> Vector3: + """""" + ... +def Vector3Subtract(v1: Vector3,v2: Vector3,) -> Vector3: + """""" + ... +def Vector3SubtractValue(v: Vector3,sub: float,) -> Vector3: + """""" + ... +def Vector3ToFloatV(v: Vector3,) -> float3: + """""" + ... +def Vector3Transform(v: Vector3,mat: Matrix,) -> Vector3: + """""" + ... +def Vector3Unproject(source: Vector3,projection: Matrix,view: Matrix,) -> Vector3: + """""" + ... def Vector3Zero() -> Vector3: - """.""" - ... -def Vector4Add(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4AddValue(v: Vector4|list|tuple,add: float,) -> Vector4: - """.""" - ... -def Vector4Distance(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> float: - """.""" - ... -def Vector4DistanceSqr(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> float: - """.""" - ... -def Vector4Divide(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4DotProduct(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> float: - """.""" - ... -def Vector4Equals(p: Vector4|list|tuple,q: Vector4|list|tuple,) -> int: - """.""" - ... -def Vector4Invert(v: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4Length(v: Vector4|list|tuple,) -> float: - """.""" - ... -def Vector4LengthSqr(v: Vector4|list|tuple,) -> float: - """.""" - ... -def Vector4Lerp(v1: Vector4|list|tuple,v2: Vector4|list|tuple,amount: float,) -> Vector4: - """.""" - ... -def Vector4Max(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4Min(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4MoveTowards(v: Vector4|list|tuple,target: Vector4|list|tuple,maxDistance: float,) -> Vector4: - """.""" - ... -def Vector4Multiply(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4Negate(v: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4Normalize(v: Vector4|list|tuple,) -> Vector4: - """.""" - ... + """""" + ... +def Vector4Add(v1: Vector4,v2: Vector4,) -> Vector4: + """""" + ... +def Vector4AddValue(v: Vector4,add: float,) -> Vector4: + """""" + ... +def Vector4Distance(v1: Vector4,v2: Vector4,) -> float: + """""" + ... +def Vector4DistanceSqr(v1: Vector4,v2: Vector4,) -> float: + """""" + ... +def Vector4Divide(v1: Vector4,v2: Vector4,) -> Vector4: + """""" + ... +def Vector4DotProduct(v1: Vector4,v2: Vector4,) -> float: + """""" + ... +def Vector4Equals(p: Vector4,q: Vector4,) -> int: + """""" + ... +def Vector4Invert(v: Vector4,) -> Vector4: + """""" + ... +def Vector4Length(v: Vector4,) -> float: + """""" + ... +def Vector4LengthSqr(v: Vector4,) -> float: + """""" + ... +def Vector4Lerp(v1: Vector4,v2: Vector4,amount: float,) -> Vector4: + """""" + ... +def Vector4Max(v1: Vector4,v2: Vector4,) -> Vector4: + """""" + ... +def Vector4Min(v1: Vector4,v2: Vector4,) -> Vector4: + """""" + ... +def Vector4MoveTowards(v: Vector4,target: Vector4,maxDistance: float,) -> Vector4: + """""" + ... +def Vector4Multiply(v1: Vector4,v2: Vector4,) -> Vector4: + """""" + ... +def Vector4Negate(v: Vector4,) -> Vector4: + """""" + ... +def Vector4Normalize(v: Vector4,) -> Vector4: + """""" + ... def Vector4One() -> Vector4: - """.""" - ... -def Vector4Scale(v: Vector4|list|tuple,scale: float,) -> Vector4: - """.""" - ... -def Vector4Subtract(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: - """.""" - ... -def Vector4SubtractValue(v: Vector4|list|tuple,add: float,) -> Vector4: - """.""" - ... + """""" + ... +def Vector4Scale(v: Vector4,scale: float,) -> Vector4: + """""" + ... +def Vector4Subtract(v1: Vector4,v2: Vector4,) -> Vector4: + """""" + ... +def Vector4SubtractValue(v: Vector4,add: float,) -> Vector4: + """""" + ... def Vector4Zero() -> Vector4: - """.""" - ... + """""" + ... def WaitTime(seconds: float,) -> None: - """Wait for some time (halt program execution).""" - ... -def WaveCopy(wave: Wave|list|tuple,) -> Wave: - """Copy a wave to a new wave.""" - ... -def WaveCrop(wave: Any|list|tuple,initFrame: int,finalFrame: int,) -> None: - """Crop a wave to defined frames range.""" - ... -def WaveFormat(wave: Any|list|tuple,sampleRate: int,sampleSize: int,channels: int,) -> None: - """Convert wave data to desired format.""" - ... + """Wait for some time (halt program execution)""" + ... +def WaveCopy(wave: Wave,) -> Wave: + """Copy a wave to a new wave""" + ... +def WaveCrop(wave: Any,initFrame: int,finalFrame: int,) -> None: + """Crop a wave to defined frames range""" + ... +def WaveFormat(wave: Any,sampleRate: int,sampleSize: int,channels: int,) -> None: + """Convert wave data to desired format""" + ... def WindowShouldClose() -> bool: - """Check if application should close (KEY_ESCAPE pressed or windows close icon clicked).""" - ... + """Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)""" + ... def Wrap(value: float,min_1: float,max_2: float,) -> float: - """.""" - ... -def glfwCreateCursor(image: Any|list|tuple,xhot: int,yhot: int,) -> Any: - """.""" - ... + """""" + ... +def glfwCreateCursor(image: Any,xhot: int,yhot: int,) -> Any: + """""" + ... def glfwCreateStandardCursor(shape: int,) -> Any: - """.""" - ... -def glfwCreateWindow(width: int,height: int,title: bytes,monitor: Any|list|tuple,share: Any|list|tuple,) -> Any: - """.""" - ... + """""" + ... +def glfwCreateWindow(width: int,height: int,title: str,monitor: Any,share: Any,) -> Any: + """""" + ... def glfwDefaultWindowHints() -> None: - """.""" - ... -def glfwDestroyCursor(cursor: Any|list|tuple,) -> None: - """.""" - ... -def glfwDestroyWindow(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwExtensionSupported(extension: bytes,) -> int: - """.""" - ... -def glfwFocusWindow(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwGetClipboardString(window: Any|list|tuple,) -> bytes: - """.""" - ... + """""" + ... +def glfwDestroyCursor(cursor: Any,) -> None: + """""" + ... +def glfwDestroyWindow(window: Any,) -> None: + """""" + ... +def glfwExtensionSupported(extension: str,) -> int: + """""" + ... +def glfwFocusWindow(window: Any,) -> None: + """""" + ... +def glfwGetClipboardString(window: Any,) -> str: + """""" + ... def glfwGetCurrentContext() -> Any: - """.""" - ... -def glfwGetCursorPos(window: Any|list|tuple,xpos: Any,ypos: Any,) -> None: - """.""" - ... -def glfwGetError(description: list[bytes],) -> int: - """.""" - ... -def glfwGetFramebufferSize(window: Any|list|tuple,width: Any,height: Any,) -> None: - """.""" - ... -def glfwGetGamepadName(jid: int,) -> bytes: - """.""" - ... -def glfwGetGamepadState(jid: int,state: Any|list|tuple,) -> int: - """.""" - ... -def glfwGetGammaRamp(monitor: Any|list|tuple,) -> Any: - """.""" - ... -def glfwGetInputMode(window: Any|list|tuple,mode: int,) -> int: - """.""" - ... + """""" + ... +def glfwGetCursorPos(window: Any,xpos: Any,ypos: Any,) -> None: + """""" + ... +def glfwGetError(description: list[str],) -> int: + """""" + ... +def glfwGetFramebufferSize(window: Any,width: Any,height: Any,) -> None: + """""" + ... +def glfwGetGamepadName(jid: int,) -> str: + """""" + ... +def glfwGetGamepadState(jid: int,state: Any,) -> int: + """""" + ... +def glfwGetGammaRamp(monitor: Any,) -> Any: + """""" + ... +def glfwGetInputMode(window: Any,mode: int,) -> int: + """""" + ... def glfwGetJoystickAxes(jid: int,count: Any,) -> Any: - """.""" - ... -def glfwGetJoystickButtons(jid: int,count: Any,) -> bytes: - """.""" - ... -def glfwGetJoystickGUID(jid: int,) -> bytes: - """.""" - ... -def glfwGetJoystickHats(jid: int,count: Any,) -> bytes: - """.""" - ... -def glfwGetJoystickName(jid: int,) -> bytes: - """.""" - ... + """""" + ... +def glfwGetJoystickButtons(jid: int,count: Any,) -> str: + """""" + ... +def glfwGetJoystickGUID(jid: int,) -> str: + """""" + ... +def glfwGetJoystickHats(jid: int,count: Any,) -> str: + """""" + ... +def glfwGetJoystickName(jid: int,) -> str: + """""" + ... def glfwGetJoystickUserPointer(jid: int,) -> Any: - """.""" - ... -def glfwGetKey(window: Any|list|tuple,key: int,) -> int: - """.""" - ... -def glfwGetKeyName(key: int,scancode: int,) -> bytes: - """.""" - ... + """""" + ... +def glfwGetKey(window: Any,key: int,) -> int: + """""" + ... +def glfwGetKeyName(key: int,scancode: int,) -> str: + """""" + ... def glfwGetKeyScancode(key: int,) -> int: - """.""" - ... -def glfwGetMonitorContentScale(monitor: Any|list|tuple,xscale: Any,yscale: Any,) -> None: - """.""" - ... -def glfwGetMonitorName(monitor: Any|list|tuple,) -> bytes: - """.""" - ... -def glfwGetMonitorPhysicalSize(monitor: Any|list|tuple,widthMM: Any,heightMM: Any,) -> None: - """.""" - ... -def glfwGetMonitorPos(monitor: Any|list|tuple,xpos: Any,ypos: Any,) -> None: - """.""" - ... -def glfwGetMonitorUserPointer(monitor: Any|list|tuple,) -> Any: - """.""" - ... -def glfwGetMonitorWorkarea(monitor: Any|list|tuple,xpos: Any,ypos: Any,width: Any,height: Any,) -> None: - """.""" - ... + """""" + ... +def glfwGetMonitorContentScale(monitor: Any,xscale: Any,yscale: Any,) -> None: + """""" + ... +def glfwGetMonitorName(monitor: Any,) -> str: + """""" + ... +def glfwGetMonitorPhysicalSize(monitor: Any,widthMM: Any,heightMM: Any,) -> None: + """""" + ... +def glfwGetMonitorPos(monitor: Any,xpos: Any,ypos: Any,) -> None: + """""" + ... +def glfwGetMonitorUserPointer(monitor: Any,) -> Any: + """""" + ... +def glfwGetMonitorWorkarea(monitor: Any,xpos: Any,ypos: Any,width: Any,height: Any,) -> None: + """""" + ... def glfwGetMonitors(count: Any,) -> Any: - """.""" - ... -def glfwGetMouseButton(window: Any|list|tuple,button: int,) -> int: - """.""" - ... + """""" + ... +def glfwGetMouseButton(window: Any,button: int,) -> int: + """""" + ... def glfwGetPlatform() -> int: - """.""" - ... + """""" + ... def glfwGetPrimaryMonitor() -> Any: - """.""" - ... -def glfwGetProcAddress(procname: bytes,) -> Any: - """.""" - ... -def glfwGetRequiredInstanceExtensions(count: Any,) -> list[bytes]: - """.""" - ... + """""" + ... +def glfwGetProcAddress(procname: str,) -> Any: + """""" + ... +def glfwGetRequiredInstanceExtensions(count: Any,) -> list[str]: + """""" + ... def glfwGetTime() -> float: - """.""" - ... + """""" + ... def glfwGetTimerFrequency() -> int: - """.""" - ... + """""" + ... def glfwGetTimerValue() -> int: - """.""" - ... + """""" + ... def glfwGetVersion(major: Any,minor: Any,rev: Any,) -> None: - """.""" - ... -def glfwGetVersionString() -> bytes: - """.""" - ... -def glfwGetVideoMode(monitor: Any|list|tuple,) -> Any: - """.""" - ... -def glfwGetVideoModes(monitor: Any|list|tuple,count: Any,) -> Any: - """.""" - ... -def glfwGetWindowAttrib(window: Any|list|tuple,attrib: int,) -> int: - """.""" - ... -def glfwGetWindowContentScale(window: Any|list|tuple,xscale: Any,yscale: Any,) -> None: - """.""" - ... -def glfwGetWindowFrameSize(window: Any|list|tuple,left: Any,top: Any,right: Any,bottom: Any,) -> None: - """.""" - ... -def glfwGetWindowMonitor(window: Any|list|tuple,) -> Any: - """.""" - ... -def glfwGetWindowOpacity(window: Any|list|tuple,) -> float: - """.""" - ... -def glfwGetWindowPos(window: Any|list|tuple,xpos: Any,ypos: Any,) -> None: - """.""" - ... -def glfwGetWindowSize(window: Any|list|tuple,width: Any,height: Any,) -> None: - """.""" - ... -def glfwGetWindowTitle(window: Any|list|tuple,) -> bytes: - """.""" - ... -def glfwGetWindowUserPointer(window: Any|list|tuple,) -> Any: - """.""" - ... -def glfwHideWindow(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwIconifyWindow(window: Any|list|tuple,) -> None: - """.""" - ... + """""" + ... +def glfwGetVersionString() -> str: + """""" + ... +def glfwGetVideoMode(monitor: Any,) -> Any: + """""" + ... +def glfwGetVideoModes(monitor: Any,count: Any,) -> Any: + """""" + ... +def glfwGetWindowAttrib(window: Any,attrib: int,) -> int: + """""" + ... +def glfwGetWindowContentScale(window: Any,xscale: Any,yscale: Any,) -> None: + """""" + ... +def glfwGetWindowFrameSize(window: Any,left: Any,top: Any,right: Any,bottom: Any,) -> None: + """""" + ... +def glfwGetWindowMonitor(window: Any,) -> Any: + """""" + ... +def glfwGetWindowOpacity(window: Any,) -> float: + """""" + ... +def glfwGetWindowPos(window: Any,xpos: Any,ypos: Any,) -> None: + """""" + ... +def glfwGetWindowSize(window: Any,width: Any,height: Any,) -> None: + """""" + ... +def glfwGetWindowTitle(window: Any,) -> str: + """""" + ... +def glfwGetWindowUserPointer(window: Any,) -> Any: + """""" + ... +def glfwHideWindow(window: Any,) -> None: + """""" + ... +def glfwIconifyWindow(window: Any,) -> None: + """""" + ... def glfwInit() -> int: - """.""" - ... -def glfwInitAllocator(allocator: Any|list|tuple,) -> None: - """.""" - ... + """""" + ... +def glfwInitAllocator(allocator: Any,) -> None: + """""" + ... def glfwInitHint(hint: int,value: int,) -> None: - """.""" - ... + """""" + ... def glfwJoystickIsGamepad(jid: int,) -> int: - """.""" - ... + """""" + ... def glfwJoystickPresent(jid: int,) -> int: - """.""" - ... -def glfwMakeContextCurrent(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwMaximizeWindow(window: Any|list|tuple,) -> None: - """.""" - ... + """""" + ... +def glfwMakeContextCurrent(window: Any,) -> None: + """""" + ... +def glfwMaximizeWindow(window: Any,) -> None: + """""" + ... def glfwPlatformSupported(platform: int,) -> int: - """.""" - ... + """""" + ... def glfwPollEvents() -> None: - """.""" - ... + """""" + ... def glfwPostEmptyEvent() -> None: - """.""" - ... + """""" + ... def glfwRawMouseMotionSupported() -> int: - """.""" - ... -def glfwRequestWindowAttention(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwRestoreWindow(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwSetCharCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetCharModsCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetClipboardString(window: Any|list|tuple,string: bytes,) -> None: - """.""" - ... -def glfwSetCursor(window: Any|list|tuple,cursor: Any|list|tuple,) -> None: - """.""" - ... -def glfwSetCursorEnterCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetCursorPos(window: Any|list|tuple,xpos: float,ypos: float,) -> None: - """.""" - ... -def glfwSetCursorPosCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetDropCallback(window: Any|list|tuple,callback: list[bytes]|list|tuple,) -> list[bytes]: - """.""" - ... -def glfwSetErrorCallback(callback: bytes,) -> bytes: - """.""" - ... -def glfwSetFramebufferSizeCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetGamma(monitor: Any|list|tuple,gamma: float,) -> None: - """.""" - ... -def glfwSetGammaRamp(monitor: Any|list|tuple,ramp: Any|list|tuple,) -> None: - """.""" - ... -def glfwSetInputMode(window: Any|list|tuple,mode: int,value: int,) -> None: - """.""" - ... + """""" + ... +def glfwRequestWindowAttention(window: Any,) -> None: + """""" + ... +def glfwRestoreWindow(window: Any,) -> None: + """""" + ... +def glfwSetCharCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetCharModsCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetClipboardString(window: Any,string: str,) -> None: + """""" + ... +def glfwSetCursor(window: Any,cursor: Any,) -> None: + """""" + ... +def glfwSetCursorEnterCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetCursorPos(window: Any,xpos: float,ypos: float,) -> None: + """""" + ... +def glfwSetCursorPosCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetDropCallback(window: Any,callback: list[str],) -> list[str]: + """""" + ... +def glfwSetErrorCallback(callback: str,) -> str: + """""" + ... +def glfwSetFramebufferSizeCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetGamma(monitor: Any,gamma: float,) -> None: + """""" + ... +def glfwSetGammaRamp(monitor: Any,ramp: Any,) -> None: + """""" + ... +def glfwSetInputMode(window: Any,mode: int,value: int,) -> None: + """""" + ... def glfwSetJoystickCallback(callback: Any,) -> Any: - """.""" - ... + """""" + ... def glfwSetJoystickUserPointer(jid: int,pointer: Any,) -> None: - """.""" - ... -def glfwSetKeyCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetMonitorCallback(callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetMonitorUserPointer(monitor: Any|list|tuple,pointer: Any,) -> None: - """.""" - ... -def glfwSetMouseButtonCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetScrollCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... + """""" + ... +def glfwSetKeyCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetMonitorCallback(callback: Any,) -> Any: + """""" + ... +def glfwSetMonitorUserPointer(monitor: Any,pointer: Any,) -> None: + """""" + ... +def glfwSetMouseButtonCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetScrollCallback(window: Any,callback: Any,) -> Any: + """""" + ... def glfwSetTime(time: float,) -> None: - """.""" - ... -def glfwSetWindowAspectRatio(window: Any|list|tuple,numer: int,denom: int,) -> None: - """.""" - ... -def glfwSetWindowAttrib(window: Any|list|tuple,attrib: int,value: int,) -> None: - """.""" - ... -def glfwSetWindowCloseCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowContentScaleCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowFocusCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowIcon(window: Any|list|tuple,count: int,images: Any|list|tuple,) -> None: - """.""" - ... -def glfwSetWindowIconifyCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowMaximizeCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowMonitor(window: Any|list|tuple,monitor: Any|list|tuple,xpos: int,ypos: int,width: int,height: int,refreshRate: int,) -> None: - """.""" - ... -def glfwSetWindowOpacity(window: Any|list|tuple,opacity: float,) -> None: - """.""" - ... -def glfwSetWindowPos(window: Any|list|tuple,xpos: int,ypos: int,) -> None: - """.""" - ... -def glfwSetWindowPosCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowRefreshCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowShouldClose(window: Any|list|tuple,value: int,) -> None: - """.""" - ... -def glfwSetWindowSize(window: Any|list|tuple,width: int,height: int,) -> None: - """.""" - ... -def glfwSetWindowSizeCallback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: - """.""" - ... -def glfwSetWindowSizeLimits(window: Any|list|tuple,minwidth: int,minheight: int,maxwidth: int,maxheight: int,) -> None: - """.""" - ... -def glfwSetWindowTitle(window: Any|list|tuple,title: bytes,) -> None: - """.""" - ... -def glfwSetWindowUserPointer(window: Any|list|tuple,pointer: Any,) -> None: - """.""" - ... -def glfwShowWindow(window: Any|list|tuple,) -> None: - """.""" - ... -def glfwSwapBuffers(window: Any|list|tuple,) -> None: - """.""" - ... + """""" + ... +def glfwSetWindowAspectRatio(window: Any,numer: int,denom: int,) -> None: + """""" + ... +def glfwSetWindowAttrib(window: Any,attrib: int,value: int,) -> None: + """""" + ... +def glfwSetWindowCloseCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetWindowContentScaleCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetWindowFocusCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetWindowIcon(window: Any,count: int,images: Any,) -> None: + """""" + ... +def glfwSetWindowIconifyCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetWindowMaximizeCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetWindowMonitor(window: Any,monitor: Any,xpos: int,ypos: int,width: int,height: int,refreshRate: int,) -> None: + """""" + ... +def glfwSetWindowOpacity(window: Any,opacity: float,) -> None: + """""" + ... +def glfwSetWindowPos(window: Any,xpos: int,ypos: int,) -> None: + """""" + ... +def glfwSetWindowPosCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetWindowRefreshCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetWindowShouldClose(window: Any,value: int,) -> None: + """""" + ... +def glfwSetWindowSize(window: Any,width: int,height: int,) -> None: + """""" + ... +def glfwSetWindowSizeCallback(window: Any,callback: Any,) -> Any: + """""" + ... +def glfwSetWindowSizeLimits(window: Any,minwidth: int,minheight: int,maxwidth: int,maxheight: int,) -> None: + """""" + ... +def glfwSetWindowTitle(window: Any,title: str,) -> None: + """""" + ... +def glfwSetWindowUserPointer(window: Any,pointer: Any,) -> None: + """""" + ... +def glfwShowWindow(window: Any,) -> None: + """""" + ... +def glfwSwapBuffers(window: Any,) -> None: + """""" + ... def glfwSwapInterval(interval: int,) -> None: - """.""" - ... + """""" + ... def glfwTerminate() -> None: - """.""" - ... -def glfwUpdateGamepadMappings(string: bytes,) -> int: - """.""" - ... + """""" + ... +def glfwUpdateGamepadMappings(string: str,) -> int: + """""" + ... def glfwVulkanSupported() -> int: - """.""" - ... + """""" + ... def glfwWaitEvents() -> None: - """.""" - ... + """""" + ... def glfwWaitEventsTimeout(timeout: float,) -> None: - """.""" - ... + """""" + ... def glfwWindowHint(hint: int,value: int,) -> None: - """.""" - ... -def glfwWindowHintString(hint: int,value: bytes,) -> None: - """.""" - ... -def glfwWindowShouldClose(window: Any|list|tuple,) -> int: - """.""" - ... + """""" + ... +def glfwWindowHintString(hint: int,value: str,) -> None: + """""" + ... +def glfwWindowShouldClose(window: Any,) -> int: + """""" + ... def rlActiveDrawBuffers(count: int,) -> None: - """Activate multiple draw color buffers.""" - ... + """Activate multiple draw color buffers""" + ... def rlActiveTextureSlot(slot: int,) -> None: - """Select and active a texture slot.""" - ... + """Select and active a texture slot""" + ... def rlBegin(mode: int,) -> None: - """Initialize drawing mode (how to organize vertex).""" - ... + """Initialize drawing mode (how to organize vertex)""" + ... def rlBindFramebuffer(target: int,framebuffer: int,) -> None: - """Bind framebuffer (FBO).""" - ... + """Bind framebuffer (FBO)""" + ... def rlBindImageTexture(id: int,index: int,format: int,readonly: bool,) -> None: - """Bind image texture.""" - ... + """Bind image texture""" + ... def rlBindShaderBuffer(id: int,index: int,) -> None: - """Bind SSBO buffer.""" - ... + """Bind SSBO buffer""" + ... def 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.""" - ... + """Blit active framebuffer to main framebuffer""" + ... def rlCheckErrors() -> None: - """Check and log OpenGL error codes.""" - ... + """Check and log OpenGL error codes""" + ... def rlCheckRenderBatchLimit(vCount: int,) -> bool: - """Check internal buffer overflow for a given number of vertex.""" - ... -def rlClearColor(r: bytes,g: bytes,b: bytes,a: bytes,) -> None: - """Clear color buffer with color.""" - ... + """Check internal buffer overflow for a given number of vertex""" + ... +def rlClearColor(r: str,g: str,b: str,a: str,) -> None: + """Clear color buffer with color""" + ... def rlClearScreenBuffers() -> None: - """Clear used screen buffers (color and depth).""" - ... + """Clear used screen buffers (color and depth)""" + ... def rlColor3f(x: float,y: float,z: float,) -> None: - """Define one vertex (color) - 3 float.""" - ... + """Define one vertex (color) - 3 float""" + ... def rlColor4f(x: float,y: float,z: float,w: float,) -> None: - """Define one vertex (color) - 4 float.""" - ... -def rlColor4ub(r: bytes,g: bytes,b: bytes,a: bytes,) -> None: - """Define one vertex (color) - 4 byte.""" - ... + """Define one vertex (color) - 4 float""" + ... +def rlColor4ub(r: str,g: str,b: str,a: str,) -> None: + """Define one vertex (color) - 4 byte""" + ... def rlColorMask(r: bool,g: bool,b: bool,a: bool,) -> None: - """Color mask control.""" - ... -def rlCompileShader(shaderCode: bytes,type: int,) -> int: - """Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER).""" - ... + """Color mask control""" + ... +def rlCompileShader(shaderCode: str,type: int,) -> int: + """Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)""" + ... def rlComputeShaderDispatch(groupX: int,groupY: int,groupZ: int,) -> None: - """Dispatch compute shader (equivalent to *draw* for graphics pipeline).""" - ... + """Dispatch compute shader (equivalent to *draw* for graphics pipeline)""" + ... def rlCopyShaderBuffer(destId: int,srcId: int,destOffset: int,srcOffset: int,count: int,) -> None: - """Copy SSBO data between buffers.""" - ... + """Copy SSBO data between buffers""" + ... def rlCubemapParameters(id: int,param: int,value: int,) -> None: - """Set cubemap parameters (filter, wrap).""" - ... + """Set cubemap parameters (filter, wrap)""" + ... def rlDisableBackfaceCulling() -> None: - """Disable backface culling.""" - ... + """Disable backface culling""" + ... def rlDisableColorBlend() -> None: - """Disable color blending.""" - ... + """Disable color blending""" + ... def rlDisableDepthMask() -> None: - """Disable depth write.""" - ... + """Disable depth write""" + ... def rlDisableDepthTest() -> None: - """Disable depth test.""" - ... + """Disable depth test""" + ... def rlDisableFramebuffer() -> None: - """Disable render texture (fbo), return to default framebuffer.""" - ... + """Disable render texture (fbo), return to default framebuffer""" + ... def rlDisableScissorTest() -> None: - """Disable scissor test.""" - ... + """Disable scissor test""" + ... def rlDisableShader() -> None: - """Disable shader program.""" - ... + """Disable shader program""" + ... def rlDisableSmoothLines() -> None: - """Disable line aliasing.""" - ... + """Disable line aliasing""" + ... def rlDisableStereoRender() -> None: - """Disable stereo rendering.""" - ... + """Disable stereo rendering""" + ... def rlDisableTexture() -> None: - """Disable texture.""" - ... + """Disable texture""" + ... def rlDisableTextureCubemap() -> None: - """Disable texture cubemap.""" - ... + """Disable texture cubemap""" + ... def rlDisableVertexArray() -> None: - """Disable vertex array (VAO, if supported).""" - ... + """Disable vertex array (VAO, if supported)""" + ... def rlDisableVertexAttribute(index: int,) -> None: - """Disable vertex attribute index.""" - ... + """Disable vertex attribute index""" + ... def rlDisableVertexBuffer() -> None: - """Disable vertex buffer (VBO).""" - ... + """Disable vertex buffer (VBO)""" + ... def rlDisableVertexBufferElement() -> None: - """Disable vertex buffer element (VBO element).""" - ... + """Disable vertex buffer element (VBO element)""" + ... def rlDisableWireMode() -> None: - """Disable wire (and point) mode.""" - ... -def rlDrawRenderBatch(batch: Any|list|tuple,) -> None: - """Draw render batch data (Update->Draw->Reset).""" - ... + """Disable wire (and point) mode""" + ... +def rlDrawRenderBatch(batch: Any,) -> None: + """Draw render batch data (Update->Draw->Reset)""" + ... def rlDrawRenderBatchActive() -> None: - """Update and draw internal render batch.""" - ... + """Update and draw internal render batch""" + ... def rlDrawVertexArray(offset: int,count: int,) -> None: - """Draw vertex array (currently active vao).""" - ... + """Draw vertex array (currently active vao)""" + ... def rlDrawVertexArrayElements(offset: int,count: int,buffer: Any,) -> None: - """Draw vertex array elements.""" - ... + """Draw vertex array elements""" + ... def rlDrawVertexArrayElementsInstanced(offset: int,count: int,buffer: Any,instances: int,) -> None: - """Draw vertex array elements with instancing.""" - ... + """Draw vertex array elements with instancing""" + ... def rlDrawVertexArrayInstanced(offset: int,count: int,instances: int,) -> None: - """Draw vertex array (currently active vao) with instancing.""" - ... + """Draw vertex array (currently active vao) with instancing""" + ... def rlEnableBackfaceCulling() -> None: - """Enable backface culling.""" - ... + """Enable backface culling""" + ... def rlEnableColorBlend() -> None: - """Enable color blending.""" - ... + """Enable color blending""" + ... def rlEnableDepthMask() -> None: - """Enable depth write.""" - ... + """Enable depth write""" + ... def rlEnableDepthTest() -> None: - """Enable depth test.""" - ... + """Enable depth test""" + ... def rlEnableFramebuffer(id: int,) -> None: - """Enable render texture (fbo).""" - ... + """Enable render texture (fbo)""" + ... def rlEnablePointMode() -> None: - """Enable point mode.""" - ... + """Enable point mode""" + ... def rlEnableScissorTest() -> None: - """Enable scissor test.""" - ... + """Enable scissor test""" + ... def rlEnableShader(id: int,) -> None: - """Enable shader program.""" - ... + """Enable shader program""" + ... def rlEnableSmoothLines() -> None: - """Enable line aliasing.""" - ... + """Enable line aliasing""" + ... def rlEnableStereoRender() -> None: - """Enable stereo rendering.""" - ... + """Enable stereo rendering""" + ... def rlEnableTexture(id: int,) -> None: - """Enable texture.""" - ... + """Enable texture""" + ... def rlEnableTextureCubemap(id: int,) -> None: - """Enable texture cubemap.""" - ... + """Enable texture cubemap""" + ... def rlEnableVertexArray(vaoId: int,) -> bool: - """Enable vertex array (VAO, if supported).""" - ... + """Enable vertex array (VAO, if supported)""" + ... def rlEnableVertexAttribute(index: int,) -> None: - """Enable vertex attribute index.""" - ... + """Enable vertex attribute index""" + ... def rlEnableVertexBuffer(id: int,) -> None: - """Enable vertex buffer (VBO).""" - ... + """Enable vertex buffer (VBO)""" + ... def rlEnableVertexBufferElement(id: int,) -> None: - """Enable vertex buffer element (VBO element).""" - ... + """Enable vertex buffer element (VBO element)""" + ... def rlEnableWireMode() -> None: - """Enable wire mode.""" - ... + """Enable wire mode""" + ... def rlEnd() -> None: - """Finish vertex providing.""" - ... + """Finish vertex providing""" + ... def rlFramebufferAttach(fboId: int,texId: int,attachType: int,texType: int,mipLevel: int,) -> None: - """Attach texture/renderbuffer to a framebuffer.""" - ... + """Attach texture/renderbuffer to a framebuffer""" + ... def rlFramebufferComplete(id: int,) -> bool: - """Verify framebuffer is complete.""" - ... + """Verify framebuffer is complete""" + ... def rlFrustum(left: float,right: float,bottom: float,top: float,znear: float,zfar: float,) -> None: - """.""" - ... + """""" + ... def rlGenTextureMipmaps(id: int,width: int,height: int,format: int,mipmaps: Any,) -> None: - """Generate mipmap data for selected texture.""" - ... + """Generate mipmap data for selected texture""" + ... def rlGetActiveFramebuffer() -> int: - """Get the currently active render texture (fbo), 0 for default framebuffer.""" - ... + """Get the currently active render texture (fbo), 0 for default framebuffer""" + ... def rlGetCullDistanceFar() -> float: - """Get cull plane distance far.""" - ... + """Get cull plane distance far""" + ... def rlGetCullDistanceNear() -> float: - """Get cull plane distance near.""" - ... + """Get cull plane distance near""" + ... def rlGetFramebufferHeight() -> int: - """Get default framebuffer height.""" - ... + """Get default framebuffer height""" + ... def rlGetFramebufferWidth() -> int: - """Get default framebuffer width.""" - ... + """Get default framebuffer width""" + ... def rlGetGlTextureFormats(format: int,glInternalFormat: Any,glFormat: Any,glType: Any,) -> None: - """Get OpenGL internal formats.""" - ... + """Get OpenGL internal formats""" + ... def rlGetLineWidth() -> float: - """Get the line drawing width.""" - ... -def rlGetLocationAttrib(shaderId: int,attribName: bytes,) -> int: - """Get shader location attribute.""" - ... -def rlGetLocationUniform(shaderId: int,uniformName: bytes,) -> int: - """Get shader location uniform.""" - ... + """Get the line drawing width""" + ... +def rlGetLocationAttrib(shaderId: int,attribName: str,) -> int: + """Get shader location attribute""" + ... +def rlGetLocationUniform(shaderId: int,uniformName: str,) -> int: + """Get shader location uniform""" + ... def rlGetMatrixModelview() -> Matrix: - """Get internal modelview matrix.""" - ... + """Get internal modelview matrix""" + ... def rlGetMatrixProjection() -> Matrix: - """Get internal projection matrix.""" - ... + """Get internal projection matrix""" + ... def rlGetMatrixProjectionStereo(eye: int,) -> Matrix: - """Get internal projection matrix for stereo render (selected eye).""" - ... + """Get internal projection matrix for stereo render (selected eye)""" + ... def rlGetMatrixTransform() -> Matrix: - """Get internal accumulated transform matrix.""" - ... + """Get internal accumulated transform matrix""" + ... def rlGetMatrixViewOffsetStereo(eye: int,) -> Matrix: - """Get internal view offset matrix for stereo render (selected eye).""" - ... -def rlGetPixelFormatName(format: int,) -> bytes: - """Get name string for pixel format.""" - ... + """Get internal view offset matrix for stereo render (selected eye)""" + ... +def rlGetPixelFormatName(format: int,) -> str: + """Get name string for pixel format""" + ... def rlGetShaderBufferSize(id: int,) -> int: - """Get SSBO buffer size.""" - ... + """Get SSBO buffer size""" + ... def rlGetShaderIdDefault() -> int: - """Get default shader id.""" - ... + """Get default shader id""" + ... def rlGetShaderLocsDefault() -> Any: - """Get default shader locations.""" - ... + """Get default shader locations""" + ... def rlGetTextureIdDefault() -> int: - """Get default texture id.""" - ... + """Get default texture id""" + ... def rlGetVersion() -> int: - """Get current OpenGL version.""" - ... + """Get current OpenGL version""" + ... def rlIsStereoRenderEnabled() -> bool: - """Check if stereo render is enabled.""" - ... + """Check if stereo render is enabled""" + ... def rlLoadComputeShaderProgram(shaderId: int,) -> int: - """Load compute shader program.""" - ... + """Load compute shader program""" + ... def rlLoadDrawCube() -> None: - """Load and draw a cube.""" - ... + """Load and draw a cube""" + ... def rlLoadDrawQuad() -> None: - """Load and draw a quad.""" - ... + """Load and draw a quad""" + ... def rlLoadExtensions(loader: Any,) -> None: - """Load OpenGL extensions (loader function required).""" - ... + """Load OpenGL extensions (loader function required)""" + ... def rlLoadFramebuffer() -> int: - """Load an empty framebuffer.""" - ... + """Load an empty framebuffer""" + ... def rlLoadIdentity() -> None: - """Reset current matrix to identity matrix.""" - ... + """Reset current matrix to identity matrix""" + ... def rlLoadRenderBatch(numBuffers: int,bufferElements: int,) -> rlRenderBatch: - """Load a render batch system.""" - ... + """Load a render batch system""" + ... def rlLoadShaderBuffer(size: int,data: Any,usageHint: int,) -> int: - """Load shader storage buffer object (SSBO).""" - ... -def rlLoadShaderCode(vsCode: bytes,fsCode: bytes,) -> int: - """Load shader from code strings.""" - ... + """Load shader storage buffer object (SSBO)""" + ... +def rlLoadShaderCode(vsCode: str,fsCode: str,) -> int: + """Load shader from code strings""" + ... def rlLoadShaderProgram(vShaderId: int,fShaderId: int,) -> int: - """Load custom shader program.""" - ... + """Load custom shader program""" + ... def rlLoadTexture(data: Any,width: int,height: int,format: int,mipmapCount: int,) -> int: - """Load texture data.""" - ... -def rlLoadTextureCubemap(data: Any,size: int,format: int,mipmapCount: int,) -> int: - """Load texture cubemap data.""" - ... + """Load texture data""" + ... +def rlLoadTextureCubemap(data: Any,size: int,format: int,) -> int: + """Load texture cubemap data""" + ... def rlLoadTextureDepth(width: int,height: int,useRenderBuffer: bool,) -> int: - """Load depth texture/renderbuffer (to be attached to fbo).""" - ... + """Load depth texture/renderbuffer (to be attached to fbo)""" + ... def rlLoadVertexArray() -> int: - """Load vertex array (vao) if supported.""" - ... + """Load vertex array (vao) if supported""" + ... def rlLoadVertexBuffer(buffer: Any,size: int,dynamic: bool,) -> int: - """Load a vertex buffer object.""" - ... + """Load a vertex buffer object""" + ... def rlLoadVertexBufferElement(buffer: Any,size: int,dynamic: bool,) -> int: - """Load vertex buffer elements object.""" - ... + """Load vertex buffer elements object""" + ... def rlMatrixMode(mode: int,) -> None: - """Choose the current matrix to be transformed.""" - ... + """Choose the current matrix to be transformed""" + ... def rlMultMatrixf(matf: Any,) -> None: - """Multiply the current matrix by another matrix.""" - ... + """Multiply the current matrix by another matrix""" + ... def rlNormal3f(x: float,y: float,z: float,) -> None: - """Define one vertex (normal) - 3 float.""" - ... + """Define one vertex (normal) - 3 float""" + ... def rlOrtho(left: float,right: float,bottom: float,top: float,znear: float,zfar: float,) -> None: - """.""" - ... + """""" + ... def rlPopMatrix() -> None: - """Pop latest inserted matrix from stack.""" - ... + """Pop latest inserted matrix from stack""" + ... def rlPushMatrix() -> None: - """Push the current matrix to stack.""" - ... -def rlReadScreenPixels(width: int,height: int,) -> bytes: - """Read screen pixel data (color buffer).""" - ... + """Push the current matrix to stack""" + ... +def rlReadScreenPixels(width: int,height: int,) -> str: + """Read screen pixel data (color buffer)""" + ... def rlReadShaderBuffer(id: int,dest: Any,count: int,offset: int,) -> None: - """Read SSBO buffer data (GPU->CPU).""" - ... + """Read SSBO buffer data (GPU->CPU)""" + ... def rlReadTexturePixels(id: int,width: int,height: int,format: int,) -> Any: - """Read texture pixel data.""" - ... + """Read texture pixel data""" + ... def rlRotatef(angle: float,x: float,y: float,z: float,) -> None: - """Multiply the current matrix by a rotation matrix.""" - ... + """Multiply the current matrix by a rotation matrix""" + ... def rlScalef(x: float,y: float,z: float,) -> None: - """Multiply the current matrix by a scaling matrix.""" - ... + """Multiply the current matrix by a scaling matrix""" + ... def rlScissor(x: int,y: int,width: int,height: int,) -> None: - """Scissor test.""" - ... + """Scissor test""" + ... def rlSetBlendFactors(glSrcFactor: int,glDstFactor: int,glEquation: int,) -> None: - """Set blending mode factor and equation (using OpenGL factors).""" - ... + """Set blending mode factor and equation (using OpenGL factors)""" + ... def rlSetBlendFactorsSeparate(glSrcRGB: int,glDstRGB: int,glSrcAlpha: int,glDstAlpha: int,glEqRGB: int,glEqAlpha: int,) -> None: - """Set blending mode factors and equations separately (using OpenGL factors).""" - ... + """Set blending mode factors and equations separately (using OpenGL factors)""" + ... def rlSetBlendMode(mode: int,) -> None: - """Set blending mode.""" - ... + """Set blending mode""" + ... def rlSetClipPlanes(nearPlane: float,farPlane: float,) -> None: - """Set clip planes distances.""" - ... + """Set clip planes distances""" + ... def rlSetCullFace(mode: int,) -> None: - """Set face culling mode.""" - ... + """Set face culling mode""" + ... def rlSetFramebufferHeight(height: int,) -> None: - """Set current framebuffer height.""" - ... + """Set current framebuffer height""" + ... def rlSetFramebufferWidth(width: int,) -> None: - """Set current framebuffer width.""" - ... + """Set current framebuffer width""" + ... def rlSetLineWidth(width: float,) -> None: - """Set the line drawing width.""" - ... -def rlSetMatrixModelview(view: Matrix|list|tuple,) -> None: - """Set a custom modelview matrix (replaces internal modelview matrix).""" - ... -def rlSetMatrixProjection(proj: Matrix|list|tuple,) -> None: - """Set a custom projection matrix (replaces internal projection matrix).""" - ... -def rlSetMatrixProjectionStereo(right: Matrix|list|tuple,left: Matrix|list|tuple,) -> None: - """Set eyes projection matrices for stereo rendering.""" - ... -def rlSetMatrixViewOffsetStereo(right: Matrix|list|tuple,left: Matrix|list|tuple,) -> None: - """Set eyes view offsets matrices for stereo rendering.""" - ... -def rlSetRenderBatchActive(batch: Any|list|tuple,) -> None: - """Set the active render batch for rlgl (NULL for default internal).""" - ... + """Set the line drawing width""" + ... +def rlSetMatrixModelview(view: Matrix,) -> None: + """Set a custom modelview matrix (replaces internal modelview matrix)""" + ... +def rlSetMatrixProjection(proj: Matrix,) -> None: + """Set a custom projection matrix (replaces internal projection matrix)""" + ... +def rlSetMatrixProjectionStereo(right: Matrix,left: Matrix,) -> None: + """Set eyes projection matrices for stereo rendering""" + ... +def rlSetMatrixViewOffsetStereo(right: Matrix,left: Matrix,) -> None: + """Set eyes view offsets matrices for stereo rendering""" + ... +def rlSetRenderBatchActive(batch: Any,) -> None: + """Set the active render batch for rlgl (NULL for default internal)""" + ... def rlSetShader(id: int,locs: Any,) -> None: - """Set shader currently active (id and locations).""" - ... + """Set shader currently active (id and locations)""" + ... def rlSetTexture(id: int,) -> None: - """Set current texture for render batch and check buffers limits.""" - ... + """Set current texture for render batch and check buffers limits""" + ... def rlSetUniform(locIndex: int,value: Any,uniformType: int,count: int,) -> None: - """Set shader value uniform.""" - ... -def rlSetUniformMatrices(locIndex: int,mat: Any|list|tuple,count: int,) -> None: - """Set shader value matrices.""" - ... -def rlSetUniformMatrix(locIndex: int,mat: Matrix|list|tuple,) -> None: - """Set shader value matrix.""" - ... + """Set shader value uniform""" + ... +def rlSetUniformMatrices(locIndex: int,mat: Any,count: int,) -> None: + """Set shader value matrices""" + ... +def rlSetUniformMatrix(locIndex: int,mat: Matrix,) -> None: + """Set shader value matrix""" + ... def rlSetUniformSampler(locIndex: int,textureId: int,) -> None: - """Set shader value sampler.""" - ... + """Set shader value sampler""" + ... def rlSetVertexAttribute(index: int,compSize: int,type: int,normalized: bool,stride: int,offset: int,) -> None: - """Set vertex attribute data configuration.""" - ... + """Set vertex attribute data configuration""" + ... def rlSetVertexAttributeDefault(locIndex: int,value: Any,attribType: int,count: int,) -> None: - """Set vertex attribute default value, when attribute to provided.""" - ... + """Set vertex attribute default value, when attribute to provided""" + ... def rlSetVertexAttributeDivisor(index: int,divisor: int,) -> None: - """Set vertex attribute data divisor.""" - ... + """Set vertex attribute data divisor""" + ... def rlTexCoord2f(x: float,y: float,) -> None: - """Define one vertex (texture coordinate) - 2 float.""" - ... + """Define one vertex (texture coordinate) - 2 float""" + ... def rlTextureParameters(id: int,param: int,value: int,) -> None: - """Set texture parameters (filter, wrap).""" - ... + """Set texture parameters (filter, wrap)""" + ... def rlTranslatef(x: float,y: float,z: float,) -> None: - """Multiply the current matrix by a translation matrix.""" - ... + """Multiply the current matrix by a translation matrix""" + ... def rlUnloadFramebuffer(id: int,) -> None: - """Delete framebuffer from GPU.""" - ... -def rlUnloadRenderBatch(batch: rlRenderBatch|list|tuple,) -> None: - """Unload render batch system.""" - ... + """Delete framebuffer from GPU""" + ... +def rlUnloadRenderBatch(batch: rlRenderBatch,) -> None: + """Unload render batch system""" + ... def rlUnloadShaderBuffer(ssboId: int,) -> None: - """Unload shader storage buffer object (SSBO).""" - ... + """Unload shader storage buffer object (SSBO)""" + ... def rlUnloadShaderProgram(id: int,) -> None: - """Unload shader program.""" - ... + """Unload shader program""" + ... def rlUnloadTexture(id: int,) -> None: - """Unload texture from GPU memory.""" - ... + """Unload texture from GPU memory""" + ... def rlUnloadVertexArray(vaoId: int,) -> None: - """Unload vertex array (vao).""" - ... + """Unload vertex array (vao)""" + ... def rlUnloadVertexBuffer(vboId: int,) -> None: - """Unload vertex buffer object.""" - ... + """Unload vertex buffer object""" + ... def rlUpdateShaderBuffer(id: int,data: Any,dataSize: int,offset: int,) -> None: - """Update SSBO buffer data.""" - ... + """Update SSBO buffer data""" + ... def rlUpdateTexture(id: int,offsetX: int,offsetY: int,width: int,height: int,format: int,data: Any,) -> None: - """Update texture with new data on GPU.""" - ... + """Update texture with new data on GPU""" + ... def rlUpdateVertexBuffer(bufferId: int,data: Any,dataSize: int,offset: int,) -> None: - """Update vertex buffer object data on GPU buffer.""" - ... + """Update vertex buffer object data on GPU buffer""" + ... def rlUpdateVertexBufferElements(id: int,data: Any,dataSize: int,offset: int,) -> None: - """Update vertex buffer elements data on GPU buffer.""" - ... + """Update vertex buffer elements data on GPU buffer""" + ... def rlVertex2f(x: float,y: float,) -> None: - """Define one vertex (position) - 2 float.""" - ... + """Define one vertex (position) - 2 float""" + ... def rlVertex2i(x: int,y: int,) -> None: - """Define one vertex (position) - 2 int.""" - ... + """Define one vertex (position) - 2 int""" + ... def rlVertex3f(x: float,y: float,z: float,) -> None: - """Define one vertex (position) - 3 float.""" - ... + """Define one vertex (position) - 3 float""" + ... def rlViewport(x: int,y: int,width: int,height: int,) -> None: - """Set the viewport area.""" - ... + """Set the viewport area""" + ... def rlglClose() -> None: - """De-initialize rlgl (buffers, shaders, textures).""" - ... + """De-initialize rlgl (buffers, shaders, textures)""" + ... def rlglInit(width: int,height: int,) -> None: - """Initialize rlgl (buffers, shaders, textures, states).""" - ... -class AudioStream: - buffer: Any - processor: Any - sampleRate: int - sampleSize: int - channels: int -class AutomationEvent: - frame: int - type: int - params: list -class AutomationEventList: - capacity: int - count: int - events: Any -BlendMode = int -class BoneInfo: - name: bytes - parent: int -class BoundingBox: - min: Vector3 - max: Vector3 -class Camera: - position: Vector3 - target: Vector3 - up: Vector3 - fovy: float - projection: int -class Camera2D: - offset: Vector2 - target: Vector2 - rotation: float - zoom: float -class Camera3D: - position: Vector3 - target: Vector3 - up: Vector3 - fovy: float - projection: int -CameraMode = int -CameraProjection = int -class Color: - r: bytes - g: bytes - b: bytes - a: bytes -ConfigFlags = int -CubemapLayout = int -class FilePathList: - capacity: int - count: int - paths: list[bytes] -class Font: - baseSize: int - glyphCount: int - glyphPadding: int - texture: Texture - recs: Any - glyphs: Any -FontType = int -class GLFWallocator: - allocate: Any - reallocate: Any - deallocate: Any - user: Any -class GLFWcursor: - ... -class GLFWgamepadstate: - buttons: bytes - axes: list -class GLFWgammaramp: - red: Any - green: Any - blue: Any - size: int -class GLFWimage: - width: int - height: int - pixels: bytes -class GLFWmonitor: - ... -class GLFWvidmode: - width: int - height: int - redBits: int - greenBits: int - blueBits: int - refreshRate: int -class GLFWwindow: - ... -GamepadAxis = int -GamepadButton = int -Gesture = int -class GlyphInfo: - value: int - offsetX: int - offsetY: int - advanceX: int - image: Image -GuiCheckBoxProperty = int -GuiColorPickerProperty = int -GuiComboBoxProperty = int -GuiControl = int -GuiControlProperty = int -GuiDefaultProperty = int -GuiDropdownBoxProperty = int -GuiIconName = int -GuiListViewProperty = int -GuiProgressBarProperty = int -GuiScrollBarProperty = int -GuiSliderProperty = int -GuiSpinnerProperty = int -GuiState = int -class GuiStyleProp: - controlId: int - propertyId: int - propertyValue: int -GuiTextAlignment = int -GuiTextAlignmentVertical = int -GuiTextBoxProperty = int -GuiTextWrapMode = int -GuiToggleProperty = int -class Image: - data: Any - width: int - height: int - mipmaps: int - format: int -KeyboardKey = int -class Mat2: - m00: float - m01: float - m10: float - m11: float -class Material: - shader: Shader - maps: Any - params: list -class MaterialMap: - texture: Texture - color: Color - value: float -MaterialMapIndex = int -class Matrix: - m0: float - m4: float - m8: float - m12: float - m1: float - m5: float - m9: float - m13: float - m2: float - m6: float - m10: float - m14: float - m3: float - m7: float - m11: float - m15: float -class Mesh: - vertexCount: int - triangleCount: int - vertices: Any - texcoords: Any - texcoords2: Any - normals: Any - tangents: Any - colors: bytes - indices: Any - animVertices: Any - animNormals: Any - boneIds: bytes - boneWeights: Any - boneMatrices: Any - boneCount: int - vaoId: int - vboId: Any -class Model: - transform: Matrix - meshCount: int - materialCount: int - meshes: Any - materials: Any - meshMaterial: Any - boneCount: int - bones: Any - bindPose: Any -class ModelAnimation: - boneCount: int - frameCount: int - bones: Any - framePoses: Any - name: bytes -MouseButton = int -MouseCursor = int -class Music: - stream: AudioStream - frameCount: int - looping: bool - ctxType: int - ctxData: Any -class NPatchInfo: - source: Rectangle - left: int - top: int - right: int - bottom: int - layout: int -NPatchLayout = int -class PhysicsBodyData: - id: int - enabled: bool - position: Vector2 - velocity: Vector2 - force: Vector2 - angularVelocity: float - torque: float - orient: float - inertia: float - inverseInertia: float - mass: float - inverseMass: float - staticFriction: float - dynamicFriction: float - restitution: float - useGravity: bool - isGrounded: bool - freezeOrient: bool - shape: PhysicsShape -class PhysicsManifoldData: - id: int - bodyA: Any - bodyB: Any - penetration: float - normal: Vector2 - contacts: list - contactsCount: int - restitution: float - dynamicFriction: float - staticFriction: float -class PhysicsShape: - type: PhysicsShapeType - body: Any - radius: float - transform: Mat2 - vertexData: PolygonData -PhysicsShapeType = int -PixelFormat = int -class PolygonData: - vertexCount: int - positions: list - normals: list -class Quaternion: - x: float - y: float - z: float - w: float -class Ray: - position: Vector3 - direction: Vector3 -class RayCollision: - hit: bool - distance: float - point: Vector3 - normal: Vector3 -class Rectangle: - x: float - y: float - width: float - height: float -class RenderTexture: - id: int - texture: Texture - depth: Texture -class RenderTexture2D: - id: int - texture: Texture - depth: Texture -class Shader: - id: int - locs: Any -ShaderAttributeDataType = int -ShaderLocationIndex = int -ShaderUniformDataType = int -class Sound: - stream: AudioStream - frameCount: int -class Texture: - id: int - width: int - height: int - mipmaps: int - format: int -class Texture2D: - id: int - width: int - height: int - mipmaps: int - format: int -class TextureCubemap: - id: int - width: int - height: int - mipmaps: int - format: int -TextureFilter = int -TextureWrap = int -TraceLogLevel = int -class Transform: - translation: Vector3 - rotation: Vector4 - scale: Vector3 -class Vector2: - x: float - y: float -class Vector3: - x: float - y: float - z: float -class Vector4: - x: float - y: float - z: float - w: float -class VrDeviceInfo: - hResolution: int - vResolution: int - hScreenSize: float - vScreenSize: float - eyeToScreenDistance: float - lensSeparationDistance: float - interpupillaryDistance: float - lensDistortionValues: list - chromaAbCorrection: list -class VrStereoConfig: - projection: list - viewOffset: list - leftLensCenter: list - rightLensCenter: list - leftScreenCenter: list - rightScreenCenter: list - scale: list - scaleIn: list -class Wave: - frameCount: int - sampleRate: int - sampleSize: int - channels: int - data: Any -class float16: - v: list -class float3: - v: list -class rAudioBuffer: - ... -class rAudioProcessor: - ... -rlBlendMode = int -rlCullMode = int -class rlDrawCall: - mode: int - vertexCount: int - vertexAlignment: int - textureId: int -rlFramebufferAttachTextureType = int -rlFramebufferAttachType = int -rlGlVersion = int -rlPixelFormat = int -class rlRenderBatch: - bufferCount: int - currentBuffer: int - vertexBuffer: Any - draws: Any - drawCounter: int - currentDepth: float -rlShaderAttributeDataType = int -rlShaderLocationIndex = int -rlShaderUniformDataType = int -rlTextureFilter = int -rlTraceLogLevel = int -class rlVertexBuffer: - elementCount: int - vertices: Any - texcoords: Any - normals: Any - colors: bytes - indices: Any - vaoId: int - vboId: list + """Initialize rlgl (buffers, shaders, textures, states)""" + ... +AudioStream: struct +AutomationEvent: struct +AutomationEventList: struct +BlendMode: int +BoneInfo: struct +BoundingBox: struct +Camera: struct +Camera2D: struct +Camera3D: struct +CameraMode: int +CameraProjection: int +Color: struct +ConfigFlags: int +CubemapLayout: int +FilePathList: struct +Font: struct +FontType: int +GLFWallocator: struct +GLFWcursor: struct +GLFWgamepadstate: struct +GLFWgammaramp: struct +GLFWimage: struct +GLFWmonitor: struct +GLFWvidmode: struct +GLFWwindow: struct +GamepadAxis: int +GamepadButton: int +Gesture: int +GlyphInfo: struct +GuiCheckBoxProperty: int +GuiColorPickerProperty: int +GuiComboBoxProperty: int +GuiControl: int +GuiControlProperty: int +GuiDefaultProperty: int +GuiDropdownBoxProperty: int +GuiIconName: int +GuiListViewProperty: int +GuiProgressBarProperty: int +GuiScrollBarProperty: int +GuiSliderProperty: int +GuiSpinnerProperty: int +GuiState: int +GuiStyleProp: struct +GuiTextAlignment: int +GuiTextAlignmentVertical: int +GuiTextBoxProperty: int +GuiTextWrapMode: int +GuiToggleProperty: int +Image: struct +KeyboardKey: int +Material: struct +MaterialMap: struct +MaterialMapIndex: int +Matrix: struct +Matrix2x2: struct +Mesh: struct +Model: struct +ModelAnimation: struct +MouseButton: int +MouseCursor: int +Music: struct +NPatchInfo: struct +NPatchLayout: int +PhysicsBodyData: struct +PhysicsManifoldData: struct +PhysicsShape: struct +PhysicsShapeType: int +PhysicsVertexData: struct +PixelFormat: int +Quaternion: struct +Ray: struct +RayCollision: struct +Rectangle: struct +RenderTexture: struct +RenderTexture2D: struct +Shader: struct +ShaderAttributeDataType: int +ShaderLocationIndex: int +ShaderUniformDataType: int +Sound: struct +Texture: struct +Texture2D: struct +TextureCubemap: struct +TextureFilter: int +TextureWrap: int +TraceLogLevel: int +Transform: struct +Vector2: struct +Vector3: struct +Vector4: struct +VrDeviceInfo: struct +VrStereoConfig: struct +Wave: struct +float16: struct +float3: struct +rAudioBuffer: struct +rAudioProcessor: struct +rlBlendMode: int +rlCullMode: int +rlDrawCall: struct +rlFramebufferAttachTextureType: int +rlFramebufferAttachType: int +rlGlVersion: int +rlPixelFormat: int +rlRenderBatch: struct +rlShaderAttributeDataType: int +rlShaderLocationIndex: int +rlShaderUniformDataType: int +rlTextureFilter: int +rlTraceLogLevel: int +rlVertexBuffer: struct LIGHTGRAY : Color GRAY : Color diff --git a/raylib/build.py b/raylib/build.py index ca477c8..2bfe6b8 100644 --- a/raylib/build.py +++ b/raylib/build.py @@ -24,14 +24,8 @@ import platform import sys import subprocess import time -from pathlib import Path - -THIS_DIR = Path(__file__).resolve().parent -REPO_ROOT = THIS_DIR.parent - RAYLIB_PLATFORM = os.getenv("RAYLIB_PLATFORM", "Desktop") -ENABLE_WAYLAND_DRM_LEASING = os.getenv("ENABLE_WAYLAND_DRM_LEASING") def check_raylib_installed(): return subprocess.run(['pkg-config', '--exists', 'raylib'], text=True, stdout=subprocess.PIPE).returncode == 0 @@ -48,17 +42,6 @@ def get_the_lib_path(): return subprocess.run(['pkg-config', '--variable=libdir', 'raylib'], text=True, stdout=subprocess.PIPE).stdout.strip() -def get_specified_libs(lib_target): - libs = subprocess.run(['pkg-config', '--libs', lib_target], text=True, - stdout=subprocess.PIPE).stdout.strip().split() - - if libs == "": - raise ValueError(f"Failed to get specified libs ({lib_target})") - - print(f"{lib_target}: {libs}") - - return libs - def get_lib_flags(): return subprocess.run(['pkg-config', '--libs', 'raylib'], text=True, stdout=subprocess.PIPE).stdout.strip().split() @@ -192,17 +175,11 @@ def build_unix(): else: #platform.system() == "Linux": print("BUILDING FOR LINUX") extra_link_args = get_lib_flags() + [ '-lm', '-lpthread', '-lGL', - '-lrt', '-lm', '-ldl', '-lpthread', '-latomic'] + '-lrt', '-lm', '-ldl', '-lX11', '-lpthread', '-latomic'] if RAYLIB_PLATFORM=="SDL": - extra_link_args += ['-lX11','-lSDL2'] + extra_link_args += ['-lSDL2'] elif RAYLIB_PLATFORM=="DRM": - extra_link_args += get_specified_libs("egl") - extra_link_args += get_specified_libs("gbm") - - if ENABLE_WAYLAND_DRM_LEASING != "": - extra_link_args += get_specified_libs("wayland-client") - else: - extra_link_args += ['-lX11'] + extra_link_args += ['-lEGL', '-lgbm'] extra_compile_args = ["-Wno-incompatible-pointer-types", "-D_CFFI_NO_LIMITED_API"] libraries = [] # Not sure why but we put them in extra_link_args instead so *shouldnt* be needed here @@ -221,13 +198,13 @@ def build_unix(): def build_windows(): print("BUILDING FOR WINDOWS") - ffibuilder.cdef((THIS_DIR / "raylib.h.modified").read_text()) + ffibuilder.cdef(open("raylib/raylib.h.modified").read()) if RAYLIB_PLATFORM=="Desktop": - ffibuilder.cdef((THIS_DIR / "glfw3.h.modified").read_text()) - ffibuilder.cdef((THIS_DIR / "rlgl.h.modified").read_text()) - ffibuilder.cdef((THIS_DIR / "raygui.h.modified").read_text()) - ffibuilder.cdef((THIS_DIR / "physac.h.modified").read_text()) - ffibuilder.cdef((THIS_DIR / "raymath.h.modified").read_text()) + ffibuilder.cdef(open("raylib/glfw3.h.modified").read()) + ffibuilder.cdef(open("raylib/rlgl.h.modified").read()) + ffibuilder.cdef(open("raylib/raygui.h.modified").read()) + ffibuilder.cdef(open("raylib/physac.h.modified").read()) + ffibuilder.cdef(open("raylib/raymath.h.modified").read()) ffi_includes = """ #include "raylib.h" @@ -245,7 +222,6 @@ def build_windows(): #define RAYGUI_SUPPORT_RICONS #include "raygui.h" #define PHYSAC_IMPLEMENTATION - #define PHYSAC_NO_THREADS #include "physac.h" """ libraries = ['raylib', 'gdi32', 'shell32', 'user32', 'OpenGL32', 'winmm'] @@ -258,10 +234,10 @@ def build_windows(): extra_compile_args=["/D_CFFI_NO_LIMITED_API"], py_limited_api=False, libraries=libraries, - include_dirs=[str(REPO_ROOT / 'raylib-c/src'), - str(REPO_ROOT / 'raylib-c/src/external/glfw/include'), - str(REPO_ROOT / 'raygui/src'), - str(REPO_ROOT / 'physac/src')], + include_dirs=['D:\\a\\raylib-python-cffi\\raylib-python-cffi\\raylib-c\\src', + 'D:\\a\\raylib-python-cffi\\raylib-python-cffi\\raylib-c\\src\\external\\glfw\\include', + 'D:\\a\\raylib-python-cffi\\raylib-python-cffi\\raygui\\src', + 'D:\\a\\raylib-python-cffi\\raylib-python-cffi\\physac\\src'], ) diff --git a/raylib/defines.py b/raylib/defines.py index fe706d3..b430146 100644 --- a/raylib/defines.py +++ b/raylib/defines.py @@ -3,7 +3,7 @@ import raylib RAYLIB_VERSION_MAJOR: int = 5 RAYLIB_VERSION_MINOR: int = 5 RAYLIB_VERSION_PATCH: int = 0 -RAYLIB_VERSION: str = "5.5" +RAYLIB_VERSION: str = "5.5-dev" PI: float = 3.141592653589793 DEG2RAD = PI / 180.0 RAD2DEG = 180.0 / PI @@ -14,7 +14,10 @@ MATERIAL_MAP_DIFFUSE = raylib.MATERIAL_MAP_ALBEDO MATERIAL_MAP_SPECULAR = raylib.MATERIAL_MAP_METALNESS SHADER_LOC_MAP_DIFFUSE = raylib.SHADER_LOC_MAP_ALBEDO SHADER_LOC_MAP_SPECULAR = raylib.SHADER_LOC_MAP_METALNESS +PI: float = 3.141592653589793 EPSILON: float = 1e-06 +DEG2RAD = PI / 180.0 +RAD2DEG = 180.0 / PI RLGL_VERSION: str = "5.0" RL_DEFAULT_BATCH_BUFFER_ELEMENTS: int = 8192 RL_DEFAULT_BATCH_BUFFERS: int = 1 @@ -99,6 +102,9 @@ RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS: int = 7 RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS: int = 8 RL_SHADER_LOC_MAP_DIFFUSE = raylib.RL_SHADER_LOC_MAP_ALBEDO RL_SHADER_LOC_MAP_SPECULAR = raylib.RL_SHADER_LOC_MAP_METALNESS +PI: float = 3.141592653589793 +DEG2RAD = PI / 180.0 +RAD2DEG = 180.0 / PI GL_SHADING_LANGUAGE_VERSION: int = 35724 GL_COMPRESSED_RGB_S3TC_DXT1_EXT: int = 33776 GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: int = 33777 @@ -186,10 +192,12 @@ RAYGUI_TEXTFORMAT_MAX_SIZE: int = 256 PHYSAC_MAX_BODIES: int = 64 PHYSAC_MAX_MANIFOLDS: int = 4096 PHYSAC_MAX_VERTICES: int = 24 -PHYSAC_CIRCLE_VERTICES: int = 24 -PHYSAC_COLLISION_ITERATIONS: int = 20 +PHYSAC_DEFAULT_CIRCLE_VERTICES: int = 24 +PHYSAC_COLLISION_ITERATIONS: int = 100 PHYSAC_PENETRATION_ALLOWANCE: float = 0.05 PHYSAC_PENETRATION_CORRECTION: float = 0.4 +PHYSAC_PI: float = 3.141592653589793 +PHYSAC_DEG2RAD = PHYSAC_PI / 180.0 PHYSAC_FLT_MAX: float = 3.402823466e+38 PHYSAC_EPSILON: float = 1e-06 GLFW_VERSION_MAJOR: int = 3 diff --git a/raylib/enums.py b/raylib/enums.py index d33b987..b0ecb4f 100644 --- a/raylib/enums.py +++ b/raylib/enums.py @@ -1,7 +1,6 @@ from enum import IntEnum class ConfigFlags(IntEnum): - """System/Window config flags.""" FLAG_VSYNC_HINT = 64 FLAG_FULLSCREEN_MODE = 2 FLAG_WINDOW_RESIZABLE = 4 @@ -20,7 +19,6 @@ class ConfigFlags(IntEnum): FLAG_INTERLACED_HINT = 65536 class TraceLogLevel(IntEnum): - """Trace log level.""" LOG_ALL = 0 LOG_TRACE = 1 LOG_DEBUG = 2 @@ -31,7 +29,6 @@ class TraceLogLevel(IntEnum): LOG_NONE = 7 class KeyboardKey(IntEnum): - """Keyboard keys (US keyboard layout).""" KEY_NULL = 0 KEY_APOSTROPHE = 39 KEY_COMMA = 44 @@ -144,7 +141,6 @@ class KeyboardKey(IntEnum): KEY_VOLUME_DOWN = 25 class MouseButton(IntEnum): - """Mouse buttons.""" MOUSE_BUTTON_LEFT = 0 MOUSE_BUTTON_RIGHT = 1 MOUSE_BUTTON_MIDDLE = 2 @@ -154,7 +150,6 @@ class MouseButton(IntEnum): MOUSE_BUTTON_BACK = 6 class MouseCursor(IntEnum): - """Mouse cursor.""" MOUSE_CURSOR_DEFAULT = 0 MOUSE_CURSOR_ARROW = 1 MOUSE_CURSOR_IBEAM = 2 @@ -168,7 +163,6 @@ class MouseCursor(IntEnum): MOUSE_CURSOR_NOT_ALLOWED = 10 class GamepadButton(IntEnum): - """Gamepad buttons.""" GAMEPAD_BUTTON_UNKNOWN = 0 GAMEPAD_BUTTON_LEFT_FACE_UP = 1 GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2 @@ -189,7 +183,6 @@ class GamepadButton(IntEnum): GAMEPAD_BUTTON_RIGHT_THUMB = 17 class GamepadAxis(IntEnum): - """Gamepad axis.""" GAMEPAD_AXIS_LEFT_X = 0 GAMEPAD_AXIS_LEFT_Y = 1 GAMEPAD_AXIS_RIGHT_X = 2 @@ -198,7 +191,6 @@ class GamepadAxis(IntEnum): GAMEPAD_AXIS_RIGHT_TRIGGER = 5 class MaterialMapIndex(IntEnum): - """Material map index.""" MATERIAL_MAP_ALBEDO = 0 MATERIAL_MAP_METALNESS = 1 MATERIAL_MAP_NORMAL = 2 @@ -212,7 +204,6 @@ class MaterialMapIndex(IntEnum): MATERIAL_MAP_BRDF = 10 class ShaderLocationIndex(IntEnum): - """Shader location index.""" SHADER_LOC_VERTEX_POSITION = 0 SHADER_LOC_VERTEX_TEXCOORD01 = 1 SHADER_LOC_VERTEX_TEXCOORD02 = 2 @@ -244,7 +235,6 @@ class ShaderLocationIndex(IntEnum): SHADER_LOC_BONE_MATRICES = 28 class ShaderUniformDataType(IntEnum): - """Shader uniform data type.""" SHADER_UNIFORM_FLOAT = 0 SHADER_UNIFORM_VEC2 = 1 SHADER_UNIFORM_VEC3 = 2 @@ -256,14 +246,12 @@ class ShaderUniformDataType(IntEnum): SHADER_UNIFORM_SAMPLER2D = 8 class ShaderAttributeDataType(IntEnum): - """Shader attribute data types.""" SHADER_ATTRIB_FLOAT = 0 SHADER_ATTRIB_VEC2 = 1 SHADER_ATTRIB_VEC3 = 2 SHADER_ATTRIB_VEC4 = 3 class PixelFormat(IntEnum): - """Pixel formats.""" PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 @@ -290,7 +278,6 @@ class PixelFormat(IntEnum): PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 class TextureFilter(IntEnum): - """Texture parameters: filter mode.""" TEXTURE_FILTER_POINT = 0 TEXTURE_FILTER_BILINEAR = 1 TEXTURE_FILTER_TRILINEAR = 2 @@ -299,28 +286,25 @@ class TextureFilter(IntEnum): TEXTURE_FILTER_ANISOTROPIC_16X = 5 class TextureWrap(IntEnum): - """Texture parameters: wrap mode.""" TEXTURE_WRAP_REPEAT = 0 TEXTURE_WRAP_CLAMP = 1 TEXTURE_WRAP_MIRROR_REPEAT = 2 TEXTURE_WRAP_MIRROR_CLAMP = 3 class CubemapLayout(IntEnum): - """Cubemap layouts.""" CUBEMAP_LAYOUT_AUTO_DETECT = 0 CUBEMAP_LAYOUT_LINE_VERTICAL = 1 CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 + CUBEMAP_LAYOUT_PANORAMA = 5 class FontType(IntEnum): - """Font type, defines generation method.""" FONT_DEFAULT = 0 FONT_BITMAP = 1 FONT_SDF = 2 class BlendMode(IntEnum): - """Color blending modes (pre-defined).""" BLEND_ALPHA = 0 BLEND_ADDITIVE = 1 BLEND_MULTIPLIED = 2 @@ -331,7 +315,6 @@ class BlendMode(IntEnum): BLEND_CUSTOM_SEPARATE = 7 class Gesture(IntEnum): - """Gesture.""" GESTURE_NONE = 0 GESTURE_TAP = 1 GESTURE_DOUBLETAP = 2 @@ -345,7 +328,6 @@ class Gesture(IntEnum): GESTURE_PINCH_OUT = 512 class CameraMode(IntEnum): - """Camera system modes.""" CAMERA_CUSTOM = 0 CAMERA_FREE = 1 CAMERA_ORBITAL = 2 @@ -353,43 +335,36 @@ class CameraMode(IntEnum): CAMERA_THIRD_PERSON = 4 class CameraProjection(IntEnum): - """Camera projection.""" CAMERA_PERSPECTIVE = 0 CAMERA_ORTHOGRAPHIC = 1 class NPatchLayout(IntEnum): - """N-patch layout.""" NPATCH_NINE_PATCH = 0 NPATCH_THREE_PATCH_VERTICAL = 1 NPATCH_THREE_PATCH_HORIZONTAL = 2 class GuiState(IntEnum): - """Gui control state.""" STATE_NORMAL = 0 STATE_FOCUSED = 1 STATE_PRESSED = 2 STATE_DISABLED = 3 class GuiTextAlignment(IntEnum): - """Gui control text alignment.""" TEXT_ALIGN_LEFT = 0 TEXT_ALIGN_CENTER = 1 TEXT_ALIGN_RIGHT = 2 class GuiTextAlignmentVertical(IntEnum): - """Gui control text alignment vertical.""" TEXT_ALIGN_TOP = 0 TEXT_ALIGN_MIDDLE = 1 TEXT_ALIGN_BOTTOM = 2 class GuiTextWrapMode(IntEnum): - """Gui control text wrap mode.""" TEXT_WRAP_NONE = 0 TEXT_WRAP_CHAR = 1 TEXT_WRAP_WORD = 2 class GuiControl(IntEnum): - """Gui controls.""" DEFAULT = 0 LABEL = 1 BUTTON = 2 @@ -408,7 +383,6 @@ class GuiControl(IntEnum): STATUSBAR = 15 class GuiControlProperty(IntEnum): - """Gui base properties for every control.""" BORDER_COLOR_NORMAL = 0 BASE_COLOR_NORMAL = 1 TEXT_COLOR_NORMAL = 2 @@ -426,7 +400,6 @@ class GuiControlProperty(IntEnum): TEXT_ALIGNMENT = 14 class GuiDefaultProperty(IntEnum): - """DEFAULT extended properties.""" TEXT_SIZE = 16 TEXT_SPACING = 17 LINE_COLOR = 18 @@ -436,20 +409,16 @@ class GuiDefaultProperty(IntEnum): TEXT_WRAP_MODE = 22 class GuiToggleProperty(IntEnum): - """Toggle/ToggleGroup.""" GROUP_PADDING = 16 class GuiSliderProperty(IntEnum): - """Slider/SliderBar.""" SLIDER_WIDTH = 16 SLIDER_PADDING = 17 class GuiProgressBarProperty(IntEnum): - """ProgressBar.""" PROGRESS_PADDING = 16 class GuiScrollBarProperty(IntEnum): - """ScrollBar.""" ARROWS_SIZE = 16 ARROWS_VISIBLE = 17 SCROLL_SLIDER_PADDING = 18 @@ -458,32 +427,26 @@ class GuiScrollBarProperty(IntEnum): SCROLL_SPEED = 21 class GuiCheckBoxProperty(IntEnum): - """CheckBox.""" CHECK_PADDING = 16 class GuiComboBoxProperty(IntEnum): - """ComboBox.""" COMBO_BUTTON_WIDTH = 16 COMBO_BUTTON_SPACING = 17 class GuiDropdownBoxProperty(IntEnum): - """DropdownBox.""" ARROW_PADDING = 16 DROPDOWN_ITEMS_SPACING = 17 DROPDOWN_ARROW_HIDDEN = 18 DROPDOWN_ROLL_UP = 19 class GuiTextBoxProperty(IntEnum): - """TextBox/TextBoxMulti/ValueBox/Spinner.""" TEXT_READONLY = 16 class GuiSpinnerProperty(IntEnum): - """Spinner.""" SPIN_BUTTON_WIDTH = 16 SPIN_BUTTON_SPACING = 17 class GuiListViewProperty(IntEnum): - """ListView.""" LIST_ITEMS_HEIGHT = 16 LIST_ITEMS_SPACING = 17 SCROLLBAR_WIDTH = 18 @@ -491,7 +454,6 @@ class GuiListViewProperty(IntEnum): LIST_ITEMS_BORDER_WIDTH = 20 class GuiColorPickerProperty(IntEnum): - """ColorPicker.""" COLOR_SELECTOR_SIZE = 16 HUEBAR_WIDTH = 17 HUEBAR_PADDING = 18 @@ -499,7 +461,6 @@ class GuiColorPickerProperty(IntEnum): HUEBAR_SELECTOR_OVERFLOW = 20 class GuiIconName(IntEnum): - """.""" ICON_NONE = 0 ICON_FOLDER_FILE_OPEN = 1 ICON_FILE_SAVE_CLASSIC = 2 diff --git a/raylib/physac.h.modified b/raylib/physac.h.modified index a17015d..fa35497 100644 --- a/raylib/physac.h.modified +++ b/raylib/physac.h.modified @@ -4,8 +4,8 @@ * * DESCRIPTION: * -* Physac is a small 2D physics library written in pure C. The engine uses a fixed time-step thread loop -* to simluate physics. A physics step contains the following phases: get collision information, +* Physac is a small 2D physics engine written in pure C. The engine uses a fixed time-step thread loop +* to simulate physics. A physics step contains the following phases: get collision information, * apply dynamics, collision solving and position correction. It uses a very simple struct for physic * bodies with a position vector to be used in any 3D rendering API. * @@ -16,49 +16,41 @@ * If not defined, the library is in header only mode and can be included in other headers * or source files without problems. But only ONE file should hold the implementation. * -* #define PHYSAC_STATIC (defined by default) -* The generated implementation will stay private inside implementation file and all -* internal symbols and functions will only be visible inside that file. -* -* #define PHYSAC_NO_THREADS -* The generated implementation won't include pthread library and user must create a secondary thread to call PhysicsThread(). -* It is so important that the thread where PhysicsThread() is called must not have v-sync or any other CPU limitation. -* -* #define PHYSAC_STANDALONE -* Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined -* internally in the library and input management and drawing functions must be provided by -* the user (check library implementation for further details). -* * #define PHYSAC_DEBUG -* Traces log messages when creating and destroying physics bodies and detects errors in physics -* calculations and reference exceptions; it is useful for debug purposes +* Show debug traces log messages about physic bodies creation/destruction, physic system errors, +* some calculations results and NULL reference exceptions. +* +* #define PHYSAC_AVOID_TIMMING_SYSTEM +* Disables internal timming system, used by UpdatePhysics() to launch timmed physic steps, +* it allows just running UpdatePhysics() automatically on a separate thread at a desired time step. +* In case physics steps update needs to be controlled by user with a custom timming mechanism, +* just define this flag and the internal timming mechanism will be avoided, in that case, +* timming libraries are neither required by the module. * * #define PHYSAC_MALLOC() +* #define PHYSAC_CALLOC() * #define PHYSAC_FREE() * You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions. * Otherwise it will include stdlib.h and use the C standard library malloc()/free() function. * +* COMPILATION: * -* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. -* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread) +* Use the following code to compile with GCC: +* gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static -lraylib -lopengl32 -lgdi32 -lwinmm -std=c99 * -* Use the following code to compile: -* gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static -lraylib -lpthread -lopengl32 -lgdi32 -lwinmm -std=c99 -* -* VERY THANKS TO: -* - raysan5: helped with library design -* - ficoos: added support for Linux -* - R8D8: added support for Linux -* - jubalh: fixed implementation of time calculations -* - a3f: fixed implementation of time calculations -* - define-private-public: added support for OSX -* - pamarcos: fixed implementation of physics steps -* - noshbar: fixed some memory leaks +* VERSIONS HISTORY: +* 1.1 (20-Jan-2021) @raysan5: Library general revision +* Removed threading system (up to the user) +* Support MSVC C++ compilation using CLITERAL() +* Review DEBUG mechanism for TRACELOG() and all TRACELOG() messages +* Review internal variables/functions naming for consistency +* Allow option to avoid internal timming system, to allow app manage the steps +* 1.0 (12-Jun-2017) First release of the library * * * LICENSE: zlib/libpng * -* Copyright (c) 2016-2025 Victor Fisac (github: @victorfisac) +* Copyright (c) 2016-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. @@ -76,41 +68,39 @@ * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ -// #define PHYSAC_STATIC -// #define PHYSAC_NO_THREADS -// #define PHYSAC_STANDALONE -// #define PHYSAC_DEBUG +// Function specifiers in case library is build/used as a shared library (Windows) +// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll +// Allow custom memory allocators //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- //---------------------------------------------------------------------------------- -// Types and Structures Definition -// NOTE: Below types are required for PHYSAC_STANDALONE usage +// Data Types Structure Definition //---------------------------------------------------------------------------------- -typedef enum PhysicsShapeType { PHYSICS_CIRCLE, PHYSICS_POLYGON } PhysicsShapeType; +typedef enum PhysicsShapeType { PHYSICS_CIRCLE = 0, PHYSICS_POLYGON } PhysicsShapeType; // Previously defined to be used in PhysicsShape struct as circular dependencies typedef struct PhysicsBodyData *PhysicsBody; -// Mat2 type (used for polygon shape rotation matrix) -typedef struct Mat2 { +// Matrix2x2 type (used for polygon shape rotation matrix) +typedef struct Matrix2x2 { float m00; float m01; float m10; float m11; -} Mat2; -typedef struct PolygonData { - unsigned int vertexCount; // Current used vertex and normals count - Vector2 positions[24]; // Polygon vertex positions vectors - Vector2 normals[24]; // Polygon vertex normals vectors -} PolygonData; +} Matrix2x2; +typedef struct PhysicsVertexData { + unsigned int vertexCount; // Vertex count (positions and normals) + Vector2 positions[24 /* Maximum number of vertex for polygons shapes*/]; // Vertex positions vectors + Vector2 normals[24 /* Maximum number of vertex for polygons shapes*/]; // Vertex normals vectors +} PhysicsVertexData; typedef struct PhysicsShape { - PhysicsShapeType type; // Physics shape type (circle or polygon) - PhysicsBody body; // Shape physics body reference - float radius; // Circle shape radius (used for circle shapes) - Mat2 transform; // Vertices transform matrix 2x2 - PolygonData vertexData; // Polygon shape vertices position and normals data (just used for polygon shapes) + PhysicsShapeType type; // Shape type (circle or polygon) + PhysicsBody body; // Shape physics body data pointer + PhysicsVertexData vertexData; // Shape vertices data (used for polygon shapes) + float radius; // Shape radius (used for circle shapes) + Matrix2x2 transform; // Vertices transform matrix 2x2 } PhysicsShape; typedef struct PhysicsBodyData { - unsigned int id; // Reference unique identifier + unsigned int id; // Unique identifier bool enabled; // Enabled dynamics state (collisions are calculated anyway) Vector2 position; // Physics body shape pivot Vector2 velocity; // Current linear velocity applied to position @@ -128,10 +118,10 @@ typedef struct PhysicsBodyData { bool useGravity; // Apply gravity force to dynamics bool isGrounded; // Physics grounded on other body state bool freezeOrient; // Physics rotation constraint - PhysicsShape shape; // Physics body shape information (type, radius, vertices, normals) + PhysicsShape shape; // Physics body shape information (type, radius, vertices, transform) } PhysicsBodyData; typedef struct PhysicsManifoldData { - unsigned int id; // Reference unique identifier + unsigned int id; // Unique identifier PhysicsBody bodyA; // Manifold first physics body reference PhysicsBody bodyB; // Manifold second physics body reference float penetration; // Depth of penetration from collision @@ -145,25 +135,29 @@ typedef struct PhysicsManifoldData { //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- -extern /* Functions visible from other files*/ void InitPhysics(void); // Initializes physics values, pointers and creates physics loop thread -extern /* Functions visible from other files*/ void RunPhysicsStep(void); // Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop -extern /* Functions visible from other files*/ void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default -extern /* Functions visible from other files*/ bool IsPhysicsEnabled(void); // Returns true if physics thread is currently enabled -extern /* Functions visible from other files*/ void SetPhysicsGravity(float x, float y); // Sets physics global gravity force -extern /* Functions visible from other files*/ PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters -extern /* Functions visible from other files*/ PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); // Creates a new rectangle physics body with generic parameters -extern /* Functions visible from other files*/ PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); // Creates a new polygon physics body with generic parameters -extern /* Functions visible from other files*/ void PhysicsAddForce(PhysicsBody body, Vector2 force); // Adds a force to a physics body -extern /* Functions visible from other files*/ void PhysicsAddTorque(PhysicsBody body, float amount); // Adds an angular force to a physics body -extern /* Functions visible from other files*/ void PhysicsShatter(PhysicsBody body, Vector2 position, float force); // Shatters a polygon shape physics body to little physics bodies with explosion force -extern /* Functions visible from other files*/ int GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies -extern /* Functions visible from other files*/ PhysicsBody GetPhysicsBody(int index); // Returns a physics body of the bodies pool at a specific index -extern /* Functions visible from other files*/ int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON) -extern /* Functions visible from other files*/ int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape -extern /* Functions visible from other files*/ Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position) -extern /* Functions visible from other files*/ void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter -extern /* Functions visible from other files*/ void DestroyPhysicsBody(PhysicsBody body); // Unitializes and destroy a physics body -extern /* Functions visible from other files*/ void ClosePhysics(void); // Unitializes physics pointers and closes physics loop thread +// Physics system management + void InitPhysics(void); // Initializes physics system + void UpdatePhysics(void); // Update physics system + void ResetPhysics(void); // Reset physics system (global variables) + void ClosePhysics(void); // Close physics system and unload used memory + void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default + void SetPhysicsGravity(float x, float y); // Sets physics global gravity force +// Physic body creation/destroy + PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters + PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); // Creates a new rectangle physics body with generic parameters + PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); // Creates a new polygon physics body with generic parameters + void DestroyPhysicsBody(PhysicsBody body); // Destroy a physics body +// Physic body forces + void PhysicsAddForce(PhysicsBody body, Vector2 force); // Adds a force to a physics body + void PhysicsAddTorque(PhysicsBody body, float amount); // Adds an angular force to a physics body + void PhysicsShatter(PhysicsBody body, Vector2 position, float force); // Shatters a polygon shape physics body to little physics bodies with explosion force + void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter +// Query physics info + PhysicsBody GetPhysicsBody(int index); // Returns a physics body of the bodies pool at a specific index + int GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies + int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON) + int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape + Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position) /*********************************************************************************** * * PHYSAC IMPLEMENTATION diff --git a/raylib/py.typed b/raylib/py.typed deleted file mode 100644 index e69de29..0000000 diff --git a/raylib/raylib.h.modified b/raylib/raylib.h.modified index 8c73cd6..8cd7b99 100644 --- a/raylib/raylib.h.modified +++ b/raylib/raylib.h.modified @@ -1,22 +1,22 @@ /********************************************************************************************** * -* raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) +* raylib v5.5-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com) * * FEATURES: * - NO external dependencies, all required libraries included with raylib * - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly, * MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5. * - Written in plain C code (C99) in PascalCase/camelCase notation -* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile) +* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile) * - Unique OpenGL abstraction layer (usable as standalone module): [rlgl] -* - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts) +* - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts) * - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC) * - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more! * - Flexible Materials system, supporting classic maps and PBR maps -* - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF) +* - Animated 3D models supported (skeletal bones animation) (IQM) * - Shaders support, including Model shaders and Postprocessing shaders * - Powerful math module for Vector, Matrix and Quaternion operations: [raymath] -* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD) +* - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) * - VR stereo rendering with configurable HMD device parameters * - Bindings to multiple programming languages available! * @@ -27,35 +27,29 @@ * - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2) * * DEPENDENCIES (included): -* [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input -* [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input -* [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading +* [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP) +* [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP) * [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management * * OPTIONAL DEPENDENCIES (included): * [rcore] msf_gif (Miles Fogle) for GIF recording * [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm * [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm -* [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation -* [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage * [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...) * [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG) -* [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms -* [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation +* [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms * [rtext] stb_truetype (Sean Barret) for ttf fonts loading * [rtext] stb_rect_pack (Sean Barret) for rectangles packing * [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation * [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL) * [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF) -* [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) -* [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX) +* [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d) * [raudio] dr_wav (David Reid) for WAV audio file loading * [raudio] dr_flac (David Reid) for FLAC audio file loading * [raudio] dr_mp3 (David Reid) for MP3 audio file loading * [raudio] stb_vorbis (Sean Barret) for OGG audio loading * [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading * [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading -* [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage * * * LICENSE: zlib/libpng @@ -706,7 +700,8 @@ typedef enum { CUBEMAP_LAYOUT_LINE_VERTICAL, // Layout is defined by a vertical line with faces CUBEMAP_LAYOUT_LINE_HORIZONTAL, // Layout is defined by a horizontal line with faces CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR, // Layout is defined by a 3x4 cross with cubemap faces - CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE // Layout is defined by a 4x3 cross with cubemap faces + CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE, // Layout is defined by a 4x3 cross with cubemap faces + CUBEMAP_LAYOUT_PANORAMA // Layout is defined by a panorama image (equirrectangular map) } CubemapLayout; // Font type, defines generation method typedef enum { @@ -779,36 +774,36 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) bool IsWindowReady(void); // Check if window has been initialized successfully bool IsWindowFullscreen(void); // Check if window is currently fullscreen - bool IsWindowHidden(void); // Check if window is currently hidden - bool IsWindowMinimized(void); // Check if window is currently minimized - bool IsWindowMaximized(void); // Check if window is currently maximized - bool IsWindowFocused(void); // Check if window is currently focused + bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) + bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) + bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) + bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) bool IsWindowResized(void); // Check if window has been resized last frame bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled - void SetWindowState(unsigned int flags); // Set window configuration state using flags + void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) void ClearWindowState(unsigned int flags); // Clear window configuration state flags - void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution - void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution - void MaximizeWindow(void); // Set window state: maximized, if resizable - void MinimizeWindow(void); // Set window state: minimized, if resizable - void RestoreWindow(void); // Set window state: not minimized/maximized - void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit) - void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit) - void SetWindowTitle(const char *title); // Set title for window - void SetWindowPosition(int x, int y); // Set window position on screen + void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP) + void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP) + void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) + void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) + void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) + void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) + void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) + void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) + void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) void SetWindowMonitor(int monitor); // Set monitor for the current window void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) void SetWindowSize(int width, int height); // Set window dimensions - void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] - void SetWindowFocused(void); // Set window focused + void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) + void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP) void *GetWindowHandle(void); // Get native window handle int GetScreenWidth(void); // Get current screen width int GetScreenHeight(void); // Get current screen height int GetRenderWidth(void); // Get current render width (it considers HiDPI) int GetRenderHeight(void); // Get current render height (it considers HiDPI) int GetMonitorCount(void); // Get number of connected monitors - int GetCurrentMonitor(void); // Get current monitor where window is placed + int GetCurrentMonitor(void); // Get current connected monitor Vector2 GetMonitorPosition(int monitor); // Get specified monitor position int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) @@ -820,7 +815,6 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor void SetClipboardText(const char *text); // Set clipboard text content const char *GetClipboardText(void); // Get clipboard text content - Image GetClipboardImage(void); // Get clipboard image content void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling // Cursor-related functions @@ -946,7 +940,6 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes) - unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes) // Automation events functionality AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file @@ -961,7 +954,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI //------------------------------------------------------------------------------------ // Input-related functions: keyboard bool IsKeyPressed(int key); // Check if a key has been pressed once - bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again + bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP) bool IsKeyDown(int key); // Check if a key is being pressed bool IsKeyReleased(int key); // Check if a key has been released once bool IsKeyUp(int key); // Check if a key is NOT being pressed @@ -979,7 +972,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) - void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds) + void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor); // Set gamepad vibration for both motors // Input-related functions: mouse bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed @@ -1007,7 +1000,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected int GetGestureDetected(void); // Get latest detected gesture - float GetGestureHoldDuration(void); // Get gesture hold time in seconds + float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds Vector2 GetGestureDragVector(void); // Get gesture drag vector float GetGestureDragAngle(void); // Get gesture drag angle Vector2 GetGesturePinchVector(void); // Get gesture pinch delta @@ -1085,13 +1078,13 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle - bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2] bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle - bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference + bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] + bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2] Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) @@ -1357,11 +1350,11 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh // Model animations loading/unloading functions ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file - void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU) - void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning) + void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose void UnloadModelAnimation(ModelAnimation anim); // Unload animation data void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match + void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (Note GPU skinning does not work on Mac) // Collision detection functions bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes diff --git a/raylib/raymath.h.modified b/raylib/raymath.h.modified index bf37329..dc0dabf 100644 --- a/raylib/raymath.h.modified +++ b/raylib/raymath.h.modified @@ -1,6 +1,6 @@ /********************************************************************************************** * -* raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions +* raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions * * CONVENTIONS: * - Matrix structure is defined as row-major (memory layout) but parameters naming AND all @@ -12,7 +12,7 @@ * - Functions are always self-contained, no function use another raymath function inside, * required code is directly re-implemented inside * - Functions input parameters are always received by value (2 unavoidable exceptions) -* - Functions use always a "result" variable for return (except C++ operators) +* - Functions use always a "result" variable for return * - Functions are always defined inline * - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience) * - No compound literals used to make sure libray is compatible with C++ @@ -26,8 +26,6 @@ * #define RAYMATH_STATIC_INLINE * This may use up lots of memory. * -* #define RAYMATH_DISABLE_CPP_OPERATORS -* Disables C++ operator overloads for raymath types. * * LICENSE: zlib/libpng * diff --git a/raylib/rlgl.h.modified b/raylib/rlgl.h.modified index 1184262..2e34841 100644 --- a/raylib/rlgl.h.modified +++ b/raylib/rlgl.h.modified @@ -8,17 +8,17 @@ * * ADDITIONAL NOTES: * When choosing an OpenGL backend different than OpenGL 1.1, some internal buffer are -* initialized on rlglInit() to accumulate vertex data +* initialized on rlglInit() to accumulate vertex data. * * When an internal state change is required all the stored vertex data is renderer in batch, -* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch +* additionally, rlDrawRenderBatchActive() could be called to force flushing of the batch. * * Some resources are also loaded for convenience, here the complete list: * - Default batch (RLGL.defaultBatch): RenderBatch system to accumulate vertex data * - Default texture (RLGL.defaultTextureId): 1x1 white pixel R8G8B8A8 * - Default shader (RLGL.State.defaultShaderId, RLGL.State.defaultShaderLocs) * -* Internal buffer (and resources) must be manually unloaded calling rlglClose() +* Internal buffer (and resources) must be manually unloaded calling rlglClose(). * * CONFIGURATION: * #define GRAPHICS_API_OPENGL_11 @@ -32,9 +32,9 @@ * required by any other module, use rlGetVersion() to check it * * #define RLGL_IMPLEMENTATION -* Generates the implementation of the library into the included file +* Generates the implementation of the library into the included file. * If not defined, the library is in header only mode and can be included in other headers -* or source files without problems. But only ONE file should hold the implementation +* or source files without problems. But only ONE file should hold the implementation. * * #define RLGL_RENDER_TEXTURES_HINT * Enable framebuffer objects (fbo) support (enabled by default) @@ -464,7 +464,7 @@ typedef enum { // Textures management unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture data unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo) - unsigned int rlLoadTextureCubemap(const void *data, int size, int format, int mipmapCount); // Load texture cubemap data + unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap data void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update texture with new data on GPU void rlGetGlTextureFormats(int format, unsigned int *glInternalFormat, unsigned int *glFormat, unsigned int *glType); // Get OpenGL internal formats const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format diff --git a/setup.py b/setup.py index c91f3bb..7711c37 100644 --- a/setup.py +++ b/setup.py @@ -12,20 +12,20 @@ VERSION = (HERE / "version.py").read_text().split()[-1].strip("\"'") RAYLIB_PLATFORM = os.getenv("RAYLIB_PLATFORM", "Desktop") if RAYLIB_PLATFORM == "SDL": - NAME = "_sdl" + NAME = "raylib_sdl" elif RAYLIB_PLATFORM == "DRM": - NAME = "_drm" + NAME = "raylib_drm" else: - NAME = "" + NAME = "raylib" class BinaryDistribution(Distribution): """Distribution which always forces a binary package with platform name""" def has_ext_modules(foo): return True -# should be name="raylib"+NAME but then Github doesn't track dependants +# This call to setup() does all the work setup( - name="raylib", + name=NAME, version=VERSION, description="Python CFFI bindings for Raylib", long_description=README, @@ -41,6 +41,9 @@ setup( "Programming Language :: Python :: 3.12", "Programming Language :: Python :: 3.11", "Programming Language :: Python :: 3.10", + "Programming Language :: Python :: 3.9", + "Programming Language :: Python :: 3.8", + "Programming Language :: Python :: 3.7", ], packages=["raylib", "pyray"], include_package_data=True, diff --git a/shell.nix b/shell.nix deleted file mode 100644 index 8facf8b..0000000 --- a/shell.nix +++ /dev/null @@ -1,30 +0,0 @@ -{ - pkgs ? import { }, -}: pkgs.mkShell { - buildInputs = with pkgs; [ - python3 - cmake - clang-tools - pkg-config - wayland-scanner - wayland - libGL - libgbm - libdrm - xorg.libXi - xorg.libXcursor - xorg.libXrandr - xorg.libXinerama - xorg.libX11 - ]; - - shellHook = '' - export LD_LIBRARY_PATH="${pkgs.lib.makeLibraryPath [ pkgs.xorg.libX11 pkgs.libGL ]}:$LD_LIBRARY_PATH" - - if [ ! -d ".venv" ]; then - python3 -m venv .venv - fi - - source .venv/bin/activate - ''; -} diff --git a/tests/test_pyray.py b/tests/test_pyray.py index e9f54bc..478fcce 100644 --- a/tests/test_pyray.py +++ b/tests/test_pyray.py @@ -7,8 +7,6 @@ import pyray as pr pr.init_window(800, 450, "Raylib texture test") pr.set_target_fps(60) -test_typedef_init = pr.Texture2D() # Texture2D is typedef for Texture - image = pr.gen_image_color(800, 400, (0,0,0,255) ) texture = pr.load_texture_from_image(image) pr.update_texture(texture, image.data) diff --git a/version.py b/version.py index 819d349..97ad183 100644 --- a/version.py +++ b/version.py @@ -1 +1 @@ -__version__ = "5.5.0.2" \ No newline at end of file +__version__ = "5.5.0.0.dev3" \ No newline at end of file