from typing import Any def pointer(struct): ... BLEND_ADDITIVE: int BLEND_ADD_COLORS: int BLEND_ALPHA: int BLEND_CUSTOM: int BLEND_MULTIPLIED: int BLEND_SUBTRACT_COLORS: int 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)""" ... CAMERA_CUSTOM: int CAMERA_FIRST_PERSON: int CAMERA_FREE: int CAMERA_ORBITAL: int CAMERA_ORTHOGRAPHIC: int CAMERA_PERSPECTIVE: int CAMERA_THIRD_PERSON: int CUBEMAP_LAYOUT_AUTO_DETECT: int CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE: int CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR: int CUBEMAP_LAYOUT_LINE_HORIZONTAL: int CUBEMAP_LAYOUT_LINE_VERTICAL: int CUBEMAP_LAYOUT_PANORAMA: int 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_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_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_ray_box(Ray_0: Ray,BoundingBox_1: BoundingBox,) -> bool: """_Bool CheckCollisionRayBox(struct Ray, struct BoundingBox); CFFI C function from raylib._raylib_cffi.lib""" ... def check_collision_ray_sphere(Ray_0: Ray,Vector3_1: Vector3,float_2: float,) -> bool: """_Bool CheckCollisionRaySphere(struct Ray, struct Vector3, float); CFFI C function from raylib._raylib_cffi.lib""" ... def check_collision_ray_sphere_ex(Ray_0: Ray,Vector3_1: Vector3,float_2: float,Vector3_pointer_3: Any,) -> bool: """_Bool CheckCollisionRaySphereEx(struct Ray, struct Vector3, float, struct Vector3 *); CFFI C function from raylib._raylib_cffi.lib""" ... 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 clear_background(color: Color,) -> None: """Set background color (framebuffer clear color)""" ... def clear_directory_files() -> None: """Clear directory files paths buffers (free memory)""" ... def clear_dropped_files() -> None: """Clear dropped files paths buffer (free memory)""" ... 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_audio_stream(AudioStream_0: AudioStream,) -> None: """void CloseAudioStream(struct AudioStream); CFFI C function from raylib._raylib_cffi.lib""" ... def close_window() -> None: """Close window and unload OpenGL context""" ... def codepoint_to_utf8(codepoint: int,byteLength: Any,) -> str: """Encode codepoint into utf8 text (char 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_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_normalize(color: Color,) -> Vector4: """Get Color normalized as float [0..1]""" ... 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""" ... def compress_data(data: str,dataLength: int,compDataLength: Any,) -> str: """Compress data (DEFLATE algorithm)""" ... def decompress_data(compData: str,compDataLength: int,dataLength: Any,) -> str: """Decompress data (DEFLATE algorithm)""" ... def directory_exists(dirPath: str,) -> bool: """Check if a directory path exists""" ... def disable_cursor() -> None: """Disables cursor (lock cursor)""" ... def draw_billboard(camera: Camera3D,texture: Texture,position: Vector3,size: float,tint: Color,) -> None: """Draw a billboard texture""" ... def draw_billboard_rec(camera: Camera3D,texture: Texture,source: Rectangle,position: Vector3,size: float,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_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,color1: Color,color2: 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_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_texture(texture: Texture,position: Vector3,width: float,height: float,length: float,color: Color,) -> None: """Draw cube textured""" ... 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_wires(position: Vector3,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color,) -> None: """Draw a cylinder/cone wires""" ... 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 a line using cubic-bezier curves in-out""" ... def draw_line_bezier_quad(startPos: Vector2,endPos: Vector2,controlPos: Vector2,thick: float,color: Color,) -> None: """raw line using quadratic bezier curves with a control point""" ... def draw_line_ex(startPos: Vector2,endPos: Vector2,thick: float,color: Color,) -> None: """Draw a line defining thickness""" ... def draw_line_strip(points: Any,pointsCount: int,color: Color,) -> None: """Draw lines sequence""" ... def draw_line_v(startPos: Vector2,endPos: Vector2,color: Color,) -> None: """Draw a line (Vector version)""" ... 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_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""" ... def draw_pixel_v(position: Vector2,color: Color,) -> None: """Draw a pixel (Vector version)""" ... 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_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,col1: Color,col2: Color,col3: Color,col4: Color,) -> None: """Draw a gradient-filled rectangle with custom vertex colors""" ... def draw_rectangle_gradient_h(posX: int,posY: int,width: int,height: int,color1: Color,color2: Color,) -> None: """Draw a horizontal-gradient-filled rectangle""" ... def draw_rectangle_gradient_v(posX: int,posY: int,width: int,height: int,color1: Color,color2: 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: int,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,lineThick: int,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_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_ex(font: Font,text: str,position: Vector2,fontSize: float,spacing: float,tint: Color,) -> None: """Draw text using font and additional parameters""" ... def draw_text_rec(font: Font,text: str,rec: Rectangle,fontSize: float,spacing: float,wordWrap: bool,tint: Color,) -> None: """Draw text using font inside rectangle limits""" ... def draw_text_rec_ex(font: Font,text: str,rec: Rectangle,fontSize: float,spacing: float,wordWrap: bool,tint: Color,selectStart: int,selectLength: int,selectTint: Color,selectBackTint: Color,) -> None: """Draw text using font inside rectangle limits with support for text selection""" ... 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_poly(texture: Texture,center: Vector2,points: Any,texcoords: Any,pointsCount: int,tint: Color,) -> None: """Draw a textured polygon""" ... 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_quad(texture: Texture,tiling: Vector2,offset: Vector2,quad: Rectangle,tint: Color,) -> None: """Draw texture quad with tiling and offset 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_tiled(texture: Texture,source: Rectangle,dest: Rectangle,origin: Vector2,rotation: float,scale: float,tint: Color,) -> None: """Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.""" ... 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,pointsCount: 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,pointsCount: int,color: Color,) -> None: """Draw a triangle strip defined by points""" ... def draw_triangle_strip_3d(points: Any,pointsCount: int,color: Color,) -> None: """Draw a triangle strip defined by points""" ... def enable_cursor() -> None: """Enables cursor (unlock cursor)""" ... 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_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_mesh(mesh: Mesh,fileName: str,) -> bool: """Export mesh data to file, returns true on success""" ... 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""" ... FLAG_FULLSCREEN_MODE: int FLAG_INTERLACED_HINT: int FLAG_MSAA_4X_HINT: int FLAG_VSYNC_HINT: int FLAG_WINDOW_ALWAYS_RUN: int FLAG_WINDOW_HIDDEN: int FLAG_WINDOW_HIGHDPI: int FLAG_WINDOW_MAXIMIZED: int FLAG_WINDOW_MINIMIZED: int FLAG_WINDOW_RESIZABLE: int FLAG_WINDOW_TOPMOST: int FLAG_WINDOW_TRANSPARENT: int FLAG_WINDOW_UNDECORATED: int FLAG_WINDOW_UNFOCUSED: int FONT_BITMAP: int FONT_DEFAULT: int FONT_SDF: int 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""" ... GAMEPAD_AXIS_LEFT_TRIGGER: int GAMEPAD_AXIS_LEFT_X: int GAMEPAD_AXIS_LEFT_Y: int GAMEPAD_AXIS_RIGHT_TRIGGER: int GAMEPAD_AXIS_RIGHT_X: int GAMEPAD_AXIS_RIGHT_Y: int GAMEPAD_BUTTON_LEFT_FACE_DOWN: int GAMEPAD_BUTTON_LEFT_FACE_LEFT: int GAMEPAD_BUTTON_LEFT_FACE_RIGHT: int GAMEPAD_BUTTON_LEFT_FACE_UP: int GAMEPAD_BUTTON_LEFT_THUMB: int GAMEPAD_BUTTON_LEFT_TRIGGER_1: int GAMEPAD_BUTTON_LEFT_TRIGGER_2: int GAMEPAD_BUTTON_MIDDLE: int GAMEPAD_BUTTON_MIDDLE_LEFT: int GAMEPAD_BUTTON_MIDDLE_RIGHT: int GAMEPAD_BUTTON_RIGHT_FACE_DOWN: int GAMEPAD_BUTTON_RIGHT_FACE_LEFT: int GAMEPAD_BUTTON_RIGHT_FACE_RIGHT: int GAMEPAD_BUTTON_RIGHT_FACE_UP: int GAMEPAD_BUTTON_RIGHT_THUMB: int GAMEPAD_BUTTON_RIGHT_TRIGGER_1: int GAMEPAD_BUTTON_RIGHT_TRIGGER_2: int GAMEPAD_BUTTON_UNKNOWN: int GESTURE_DOUBLETAP: int GESTURE_DRAG: int GESTURE_HOLD: int GESTURE_NONE: int GESTURE_PINCH_IN: int GESTURE_PINCH_OUT: int GESTURE_SWIPE_DOWN: int GESTURE_SWIPE_LEFT: int GESTURE_SWIPE_RIGHT: int GESTURE_SWIPE_UP: int GESTURE_TAP: 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(chars: Any,recs: Any,charsCount: int,fontSize: int,padding: int,packMethod: int,) -> Image: """Generate image font atlas using chars info""" ... def gen_image_gradient_h(width: int,height: int,left: Color,right: Color,) -> Image: """Generate image: horizontal 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_v(width: int,height: int,top: Color,bottom: Color,) -> Image: """Generate image: vertical gradient""" ... def gen_image_perlin_noise(width: int,height: int,offsetX: int,offsetY: int,scale: float,) -> Image: """Generate image: perlin noise""" ... def gen_image_white_noise(width: int,height: int,factor: float,) -> Image: """Generate image: white noise""" ... 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_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_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""" ... def get_clipboard_text() -> str: """Get clipboard text content""" ... def get_codepoints(text: str,count: Any,) -> Any: """Get all codepoints in a string, codepoints count returned by parameters""" ... def get_codepoints_count(text: str,) -> int: """Get total number of characters (codepoints) in a UTF8 encoded string""" ... def get_collision_ray_ground(Ray_0: Ray,float_1: float,) -> RayHitInfo: """struct RayHitInfo GetCollisionRayGround(struct Ray, float); CFFI C function from raylib._raylib_cffi.lib""" ... def get_collision_ray_mesh(Ray_0: Ray,Mesh_1: Mesh,Matrix_2: Matrix,) -> RayHitInfo: """struct RayHitInfo GetCollisionRayMesh(struct Ray, struct Mesh, struct Matrix); CFFI C function from raylib._raylib_cffi.lib""" ... def get_collision_ray_model(Ray_0: Ray,Model_1: Model,) -> RayHitInfo: """struct RayHitInfo GetCollisionRayModel(struct Ray, struct Model); CFFI C function from raylib._raylib_cffi.lib""" ... def get_collision_ray_triangle(Ray_0: Ray,Vector3_1: Vector3,Vector3_2: Vector3,Vector3_3: Vector3,) -> RayHitInfo: """struct RayHitInfo GetCollisionRayTriangle(struct Ray, struct Vector3, struct Vector3, struct Vector3); CFFI C function from raylib._raylib_cffi.lib""" ... 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_files(dirPath: str,count: Any,) -> str: """Get filenames in a directory path (memory should be freed)""" ... def get_directory_path(filePath: str,) -> str: """Get full path for a given fileName with path (uses static string)""" ... def get_dropped_files(count: Any,) -> str: """Get dropped files names (memory should be freed)""" ... 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_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_index(font: Font,codepoint: int,) -> int: """Get index position for a unicode character on font""" ... def get_image_alpha_border(image: Image,threshold: float,) -> Rectangle: """Get image alpha border rectangle""" ... def get_key_pressed() -> int: """Get key pressed (keycode), call it multiple times for keys queued""" ... def get_monitor_count() -> int: """Get number of connected monitors""" ... def get_monitor_height(monitor: int,) -> int: """Get specified monitor height (max available by monitor)""" ... def get_monitor_name(monitor: int,) -> str: """Get the human-readable, UTF-8 encoded name of the primary 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 (max available by monitor)""" ... def get_mouse_position() -> Vector2: """Get mouse position XY""" ... def get_mouse_ray(mousePosition: Vector2,camera: Camera3D,) -> Ray: """Get a ray trace from mouse position""" ... def get_mouse_wheel_move() -> float: """Get mouse wheel movement 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_next_codepoint(text: str,bytesProcessed: Any,) -> int: """Get next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure""" ... 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: int,max: int,) -> int: """Get a random value between min and max (both included)""" ... def get_screen_data() -> Image: """Get pixel data from screen buffer and return an Image (screenshot)""" ... 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_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_sounds_playing() -> int: """Get number of sounds playing in the multichannel""" ... def get_texture_data(texture: Texture,) -> Image: """Get pixel data from GPU texture and return an Image""" ... def get_time() -> float: """Get elapsed time in seconds since InitWindow()""" ... def get_touch_points_count() -> int: """Get touch points count""" ... 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 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_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 circle within an image""" ... def image_draw_circle_v(dst: Any,center: Vector2,radius: int,color: Color,) -> None: """Draw 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_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_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_image(image: Image,rec: Rectangle,) -> Image: """Create an image from another image piece""" ... 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_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_audio_stream(unsignedint_0: int,unsignedint_1: int,unsignedint_2: int,) -> AudioStream: """struct AudioStream InitAudioStream(unsigned int, unsigned int, unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... 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_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_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_gamepad_name(gamepad: int,name: str,) -> bool: """Check gamepad name (if available)""" ... def is_gesture_detected(gesture: int,) -> bool: """Check if a gesture have been detected""" ... 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_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_model_animation_valid(model: Model,anim: ModelAnimation,) -> bool: """Check model animation skeleton match""" ... 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_playing(Music_0: Music,) -> bool: """_Bool IsMusicPlaying(struct Music); CFFI C function from raylib._raylib_cffi.lib""" ... def is_sound_playing(sound: Sound,) -> bool: """Check if a sound is currently playing""" ... 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""" ... KEY_A: int KEY_APOSTROPHE: int KEY_B: int KEY_BACK: int KEY_BACKSLASH: int KEY_BACKSPACE: int KEY_C: int KEY_CAPS_LOCK: int KEY_COMMA: int KEY_D: int KEY_DELETE: int KEY_DOWN: int KEY_E: int KEY_EIGHT: int KEY_END: int KEY_ENTER: int KEY_EQUAL: int KEY_ESCAPE: int KEY_F: int KEY_F1: int KEY_F10: int KEY_F11: int KEY_F12: int KEY_F2: int KEY_F3: int KEY_F4: int KEY_F5: int KEY_F6: int KEY_F7: int KEY_F8: int KEY_F9: int KEY_FIVE: int KEY_FOUR: int KEY_G: int KEY_GRAVE: int KEY_H: int KEY_HOME: int KEY_I: int KEY_INSERT: int KEY_J: int KEY_K: int KEY_KB_MENU: int KEY_KP_0: int KEY_KP_1: int KEY_KP_2: int KEY_KP_3: int KEY_KP_4: int KEY_KP_5: int KEY_KP_6: int KEY_KP_7: int KEY_KP_8: int KEY_KP_9: int KEY_KP_ADD: int KEY_KP_DECIMAL: int KEY_KP_DIVIDE: int KEY_KP_ENTER: int KEY_KP_EQUAL: int KEY_KP_MULTIPLY: int KEY_KP_SUBTRACT: int KEY_L: int KEY_LEFT: int KEY_LEFT_ALT: int KEY_LEFT_BRACKET: int KEY_LEFT_CONTROL: int KEY_LEFT_SHIFT: int KEY_LEFT_SUPER: int KEY_M: int KEY_MENU: int KEY_MINUS: int KEY_N: int KEY_NINE: int KEY_NULL: int KEY_NUM_LOCK: int KEY_O: int KEY_ONE: int KEY_P: int KEY_PAGE_DOWN: int KEY_PAGE_UP: int KEY_PAUSE: int KEY_PERIOD: int KEY_PRINT_SCREEN: int KEY_Q: int KEY_R: int KEY_RIGHT: int KEY_RIGHT_ALT: int KEY_RIGHT_BRACKET: int KEY_RIGHT_CONTROL: int KEY_RIGHT_SHIFT: int KEY_RIGHT_SUPER: int KEY_S: int KEY_SCROLL_LOCK: int KEY_SEMICOLON: int KEY_SEVEN: int KEY_SIX: int KEY_SLASH: int KEY_SPACE: int KEY_T: int KEY_TAB: int KEY_THREE: int KEY_TWO: int KEY_U: int KEY_UP: int KEY_V: int KEY_VOLUME_DOWN: int KEY_VOLUME_UP: int KEY_W: int KEY_X: int KEY_Y: int KEY_Z: int KEY_ZERO: int LOG_ALL: int LOG_DEBUG: int LOG_ERROR: int LOG_FATAL: int LOG_INFO: int LOG_NONE: int LOG_TRACE: int LOG_WARNING: int def load_file_data(fileName: str,bytesRead: 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,fontChars: Any,charsCount: int,type: int,) -> Any: """Load font data for further use""" ... def load_font_ex(fileName: str,fontSize: int,fontChars: Any,charsCount: int,) -> Font: """Load font from file with extended parameters""" ... 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,fontChars: Any,charsCount: 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_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_palette(image: Image,maxPaletteSize: int,colorsCount: 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,animsCount: 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_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_from_wave(wave: Wave,) -> Sound: """Load sound from wave data""" ... def load_storage_value(position: int,) -> int: """Load integer value from storage file (from defined position)""" ... 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_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 floats array""" ... MATERIAL_MAP_ALBEDO: int MATERIAL_MAP_BRDG: int MATERIAL_MAP_CUBEMAP: int MATERIAL_MAP_DIFFUSE: int MATERIAL_MAP_EMISSION: int MATERIAL_MAP_HEIGHT: int MATERIAL_MAP_IRRADIANCE: int MATERIAL_MAP_METALNESS: int MATERIAL_MAP_NORMAL: int MATERIAL_MAP_OCCLUSION: int MATERIAL_MAP_PREFILTER: int MATERIAL_MAP_ROUGHNESS: int MATERIAL_MAP_SPECULAR: int MOUSE_CURSOR_ARROW: int MOUSE_CURSOR_CROSSHAIR: int MOUSE_CURSOR_DEFAULT: int MOUSE_CURSOR_IBEAM: int MOUSE_CURSOR_NOT_ALLOWED: int MOUSE_CURSOR_POINTING_HAND: int MOUSE_CURSOR_RESIZE_ALL: int MOUSE_CURSOR_RESIZE_EW: int MOUSE_CURSOR_RESIZE_NESW: int MOUSE_CURSOR_RESIZE_NS: int MOUSE_CURSOR_RESIZE_NWSE: int MOUSE_LEFT_BUTTON: int MOUSE_MIDDLE_BUTTON: int MOUSE_RIGHT_BUTTON: int 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 mesh_binormals(mesh: Any,) -> None: """Compute mesh binormals""" ... def mesh_bounding_box(Mesh_0: Mesh,) -> BoundingBox: """struct BoundingBox MeshBoundingBox(struct Mesh); CFFI C function from raylib._raylib_cffi.lib""" ... def mesh_tangents(mesh: Any,) -> None: """Compute mesh tangents""" ... def minimize_window() -> None: """Set window state: minimized, if resizable (only PLATFORM_DESKTOP)""" ... NPATCH_NINE_PATCH: int NPATCH_THREE_PATCH_HORIZONTAL: int NPATCH_THREE_PATCH_VERTICAL: int def open_url(url: str,) -> None: """Open URL with default system browser (if available)""" ... PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: int PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: int PIXELFORMAT_COMPRESSED_DXT1_RGB: int PIXELFORMAT_COMPRESSED_DXT1_RGBA: int PIXELFORMAT_COMPRESSED_DXT3_RGBA: int PIXELFORMAT_COMPRESSED_DXT5_RGBA: int PIXELFORMAT_COMPRESSED_ETC1_RGB: int PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: int PIXELFORMAT_COMPRESSED_ETC2_RGB: int PIXELFORMAT_COMPRESSED_PVRT_RGB: int PIXELFORMAT_COMPRESSED_PVRT_RGBA: int PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: int PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: int PIXELFORMAT_UNCOMPRESSED_R32: int PIXELFORMAT_UNCOMPRESSED_R32G32B32: int PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: int PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: int PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: int PIXELFORMAT_UNCOMPRESSED_R5G6B5: int PIXELFORMAT_UNCOMPRESSED_R8G8B8: int PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: int 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 play_audio_stream(stream: AudioStream,) -> None: """Play audio stream""" ... def play_music_stream(music: Music,) -> None: """Start music playing""" ... def play_sound(sound: Sound,) -> None: """Play a sound""" ... def play_sound_multi(sound: Sound,) -> None: """Play a sound (using multichannel buffer pool)""" ... 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""" ... SHADER_LOC_COLOR_AMBIENT: int SHADER_LOC_COLOR_DIFFUSE: int SHADER_LOC_COLOR_SPECULAR: int SHADER_LOC_MAP_ALBEDO: int SHADER_LOC_MAP_BRDF: int SHADER_LOC_MAP_CUBEMAP: int SHADER_LOC_MAP_DIFFUSE: int SHADER_LOC_MAP_EMISSION: int SHADER_LOC_MAP_HEIGHT: int SHADER_LOC_MAP_IRRADIANCE: int SHADER_LOC_MAP_METALNESS: int SHADER_LOC_MAP_NORMAL: int SHADER_LOC_MAP_OCCLUSION: int SHADER_LOC_MAP_PREFILTER: int SHADER_LOC_MAP_ROUGHNESS: int SHADER_LOC_MAP_SPECULAR: int SHADER_LOC_MATRIX_MODEL: int SHADER_LOC_MATRIX_MVP: int SHADER_LOC_MATRIX_NORMAL: int SHADER_LOC_MATRIX_PROJECTION: int SHADER_LOC_MATRIX_VIEW: int SHADER_LOC_VECTOR_VIEW: int SHADER_LOC_VERTEX_COLOR: int SHADER_LOC_VERTEX_NORMAL: int SHADER_LOC_VERTEX_POSITION: int SHADER_LOC_VERTEX_TANGENT: int SHADER_LOC_VERTEX_TEXCOORD01: int SHADER_LOC_VERTEX_TEXCOORD02: int SHADER_UNIFORM_FLOAT: int SHADER_UNIFORM_INT: int SHADER_UNIFORM_IVEC2: int SHADER_UNIFORM_IVEC3: int SHADER_UNIFORM_IVEC4: int SHADER_UNIFORM_SAMPLER2D: int SHADER_UNIFORM_VEC2: int SHADER_UNIFORM_VEC3: int SHADER_UNIFORM_VEC4: int def save_file_data(fileName: str,data: Any,bytesToWrite: 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 save_storage_value(position: int,value: int,) -> bool: """Save integer value to storage file (to defined position), returns true on success""" ... def set_audio_stream_buffer_size_default(size: int,) -> None: """Default size for new audio streams""" ... 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_camera_alt_control(keyAlt: int,) -> None: """Set camera alt key to combine with mouse movement (free camera)""" ... def set_camera_mode(camera: Camera3D,mode: int,) -> None: """Set camera mode (multiple camera modes available)""" ... def set_camera_move_controls(keyFront: int,keyBack: int,keyRight: int,keyLeft: int,keyUp: int,keyDown: int,) -> None: """Set camera move controls (1st person and 3rd person cameras)""" ... def set_camera_pan_control(keyPan: int,) -> None: """Set camera pan key to combine with mouse movement (free camera)""" ... def set_camera_smooth_zoom_control(keySmoothZoom: int,) -> None: """Set camera smooth zoom key to combine with mouse (free camera)""" ... 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_gestures_enabled(flags: int,) -> None: """Enable a set of gestures using flags""" ... 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_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_pixel_color(dstPtr: Any,color: Color,format: int,) -> None: """Set color formatted into destination pixel pointer""" ... 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_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_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_level(logLevel: int,) -> None: """Set the current threshold (minimum) log level""" ... def set_window_icon(image: Image,) -> None: """Set icon for window (only PLATFORM_DESKTOP)""" ... 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 (fullscreen mode)""" ... 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""" ... def set_window_title(title: str,) -> None: """Set title for window (only PLATFORM_DESKTOP)""" ... def show_cursor() -> None: """Shows cursor""" ... def stop_audio_stream(stream: AudioStream,) -> None: """Stop audio stream""" ... def stop_music_stream(music: Music,) -> None: """Stop music playing""" ... def stop_sound(sound: Sound,) -> None: """Stop playing a sound""" ... def stop_sound_multi() -> None: """Stop any sound playing (using multichannel buffer pool)""" ... TEXTURE_FILTER_ANISOTROPIC_16X: int TEXTURE_FILTER_ANISOTROPIC_4X: int TEXTURE_FILTER_ANISOTROPIC_8X: int TEXTURE_FILTER_BILINEAR: int TEXTURE_FILTER_POINT: int TEXTURE_FILTER_TRILINEAR: int TEXTURE_WRAP_CLAMP: int TEXTURE_WRAP_MIRROR_CLAMP: int TEXTURE_WRAP_MIRROR_REPEAT: int TEXTURE_WRAP_REPEAT: int 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 (memory must be freed!)""" ... def text_is_equal(text1: str,text2: str,) -> bool: """Check if two text string are equal""" ... def text_join(textList: 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 (memory must be freed!)""" ... def text_split(text: str,delimiter: str,count: Any,) -> 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_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_upper(text: str,) -> str: """Get upper case version of provided string""" ... def text_to_utf8(codepoints: Any,length: int,) -> str: """Encode text codepoint into utf8 text (memory must be freed!)""" ... def toggle_fullscreen() -> None: """Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)""" ... def trace_log(*args) -> None: """VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI""" ... 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(chars: Any,charsCount: 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,count: int,) -> None: """Unload animation array data""" ... def unload_model_keep_meshes(model: Model,) -> None: """Unload model (but not meshes) from memory (RAM and/or VRAM)""" ... def unload_music_stream(music: Music,) -> None: """Unload music stream""" ... 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_texture(texture: Texture,) -> None: """Unload texture from GPU memory (VRAM)""" ... 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,samplesCount: int,) -> None: """Update audio stream buffers with data""" ... def update_camera(camera: Any,) -> None: """Update camera position for selected mode""" ... 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_music_stream(music: Music,) -> None: """Updates buffers for music streaming""" ... def update_sound(sound: Sound,data: Any,samplesCount: 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 wave_copy(wave: Wave,) -> Wave: """Copy a wave to a new wave""" ... def wave_crop(wave: Any,initSample: int,finalSample: int,) -> None: """Crop a wave to defined samples 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 KEY_ESCAPE pressed or Close icon pressed""" ... class AudioStream: """ struct """ def __init__(self, buffer, sampleRate, sampleSize, channels): self.buffer=buffer self.sampleRate=sampleRate self.sampleSize=sampleSize self.channels=channels BlendMode: int 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 Camera: """ 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 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 CameraMode: int CameraProjection: int class CharInfo: """ 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 Color: """ struct """ def __init__(self, r, g, b, a): self.r=r self.g=g self.b=b self.a=a ConfigFlags: int CubemapLayout: int class Font: """ struct """ def __init__(self, baseSize, charsCount, charsPadding, texture, recs, chars): self.baseSize=baseSize self.charsCount=charsCount self.charsPadding=charsPadding self.texture=texture self.recs=recs self.chars=chars FontType: int GamepadAxis: int GamepadButton: int Gestures: int 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 KeyboardKey: int 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 MaterialMapIndex: int 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 Mesh: """ struct """ def __init__(self, vertexCount, triangleCount, vertices, texcoords, texcoords2, normals, tangents, colors, indices, animVertices, animNormals, boneIds, boneWeights, 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.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): self.boneCount=boneCount self.frameCount=frameCount self.bones=bones self.framePoses=framePoses MouseButton: int MouseCursor: int class Music: """ struct """ def __init__(self, stream, sampleCount, looping, ctxType, ctxData): self.stream=stream self.sampleCount=sampleCount 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 NPatchLayout: int PixelFormat: int class Quaternion: """ struct """ def __init__(self, x, y, z, w): self.x=x self.y=y self.z=z self.w=w class Ray: """ struct """ def __init__(self, position, direction): self.position=position self.direction=direction class RayHitInfo: """ struct """ def __init__(self, hit, distance, position, normal): self.hit=hit self.distance=distance self.position=position 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 RenderTexture2D: """ 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 ShaderLocationIndex: int ShaderUniformDataType: int class Sound: """ struct """ def __init__(self, stream, sampleCount): self.stream=stream self.sampleCount=sampleCount 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 TextureCubemap: """ struct """ def __init__(self, id, width, height, mipmaps, format): self.id=id self.width=width self.height=height self.mipmaps=mipmaps self.format=format TextureFilter: int TextureWrap: int TraceLogLevel: int 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, vScreenCenter, eyeToScreenDistance, lensSeparationDistance, interpupillaryDistance, lensDistortionValues, chromaAbCorrection): self.hResolution=hResolution self.vResolution=vResolution self.hScreenSize=hScreenSize self.vScreenSize=vScreenSize self.vScreenCenter=vScreenCenter 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, sampleCount, sampleRate, sampleSize, channels, data): self.sampleCount=sampleCount self.sampleRate=sampleRate self.sampleSize=sampleSize self.channels=channels self.data=data