from typing import Any def pointer(struct): ... 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_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_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 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_physics() -> None: """void ClosePhysics(); CFFI C function from raylib._raylib_cffi.lib""" ... def close_window() -> None: """Close window and unload OpenGL context""" ... def codepoint_to_utf8(codepoint: int,byteSize: 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_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 create_physics_body_circle(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 create_physics_body_polygon(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 create_physics_body_rectangle(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""" ... def decode_data_base64(data: str,outputLength: Any,) -> str: """Decode Base64 string data""" ... def decompress_data(compData: str,compDataLength: int,dataLength: Any,) -> str: """Decompress data (DEFLATE algorithm)""" ... def destroy_physics_body(PhysicsBodyData_pointer_0: Any,) -> None: """void DestroyPhysicsBody(struct PhysicsBodyData *); CFFI C function from raylib._raylib_cffi.lib""" ... 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_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_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_texture_rec(texture: Texture,source: Rectangle,position: Vector3,width: float,height: float,length: float,color: Color,) -> None: """Draw cube with a region of a texture""" ... 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 a line using cubic-bezier curves in-out""" ... def draw_line_bezier_cubic(startPos: Vector2,endPos: Vector2,startControlPos: Vector2,endControlPos: Vector2,thick: float,color: Color,) -> None: """Draw line using cubic bezier curves with 2 control points""" ... def draw_line_bezier_quad(startPos: Vector2,endPos: Vector2,controlPos: Vector2,thick: float,color: Color,) -> None: """Draw 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,pointCount: 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_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,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: 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,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_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_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_poly(texture: Texture,center: Vector2,points: Any,texcoords: Any,pointCount: 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,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 encode_data_base64(data: str,dataLength: int,outputLength: Any,) -> str: """Encode data to Base64 string""" ... 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""" ... 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 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,glyphCount: 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_white_noise(width: int,height: int,factor: float,) -> Image: """Generate image: white noise""" ... def gen_mesh_binormals(mesh: Any,) -> None: """Compute mesh binormals""" ... 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_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,bytesProcessed: 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_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_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_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 (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_delta() -> Vector2: """Get mouse delta between frames""" ... 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_physics_bodies_count() -> int: """int GetPhysicsBodiesCount(); CFFI C function from raylib._raylib_cffi.lib""" ... def get_physics_body(int_0: int,) -> Any: """struct PhysicsBodyData *GetPhysicsBody(int); CFFI C function from raylib._raylib_cffi.lib""" ... def get_physics_shape_type(int_0: int,) -> int: """int GetPhysicsShapeType(int); CFFI C function from raylib._raylib_cffi.lib""" ... def get_physics_shape_vertex(PhysicsBodyData_pointer_0: Any,int_1: int,) -> Vector2: """struct Vector2 GetPhysicsShapeVertex(struct PhysicsBodyData *, int); CFFI C function from raylib._raylib_cffi.lib""" ... def get_physics_shape_vertices_count(int_0: int,) -> int: """int GetPhysicsShapeVerticesCount(int); CFFI C function from raylib._raylib_cffi.lib""" ... 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_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_model(ray: Ray,model: Model,) -> RayCollision: """Get collision info between ray and model""" ... 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_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_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(Rectangle_0: Rectangle,str_1: str,) -> bool: """_Bool GuiButton(struct Rectangle, char *); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_check_box(Rectangle_0: Rectangle,str_1: str,_Bool_2: bool,) -> bool: """_Bool GuiCheckBox(struct Rectangle, char *, _Bool); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_check_icon_pixel(int_0: int,int_1: int,int_2: int,) -> bool: """_Bool GuiCheckIconPixel(int, int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_clear_icon_pixel(int_0: int,int_1: int,int_2: int,) -> None: """void GuiClearIconPixel(int, int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_color_bar_alpha(Rectangle_0: Rectangle,float_1: float,) -> float: """float GuiColorBarAlpha(struct Rectangle, float); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_color_bar_hue(Rectangle_0: Rectangle,float_1: float,) -> float: """float GuiColorBarHue(struct Rectangle, float); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_color_panel(Rectangle_0: Rectangle,Color_1: Color,) -> Color: """struct Color GuiColorPanel(struct Rectangle, struct Color); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_color_picker(Rectangle_0: Rectangle,Color_1: Color,) -> Color: """struct Color GuiColorPicker(struct Rectangle, struct Color); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_combo_box(Rectangle_0: Rectangle,str_1: str,int_2: int,) -> int: """int GuiComboBox(struct Rectangle, char *, int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_disable() -> None: """void GuiDisable(); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_draw_icon(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 gui_dropdown_box(Rectangle_0: Rectangle,str_1: str,int_pointer_2: Any,_Bool_3: bool,) -> bool: """_Bool GuiDropdownBox(struct Rectangle, char *, int *, _Bool); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_dummy_rec(Rectangle_0: Rectangle,str_1: str,) -> None: """void GuiDummyRec(struct Rectangle, char *); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_enable() -> None: """void GuiEnable(); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_fade(float_0: float,) -> None: """void GuiFade(float); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_get_font() -> Font: """struct Font GuiGetFont(); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_get_icon_data(int_0: int,) -> Any: """unsigned int *GuiGetIconData(int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_get_icons() -> Any: """unsigned int *GuiGetIcons(); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_get_state() -> int: """int GuiGetState(); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_get_style(int_0: int,int_1: int,) -> int: """int GuiGetStyle(int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_grid(Rectangle_0: Rectangle,float_1: float,int_2: int,) -> Vector2: """struct Vector2 GuiGrid(struct Rectangle, float, int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_group_box(Rectangle_0: Rectangle,str_1: str,) -> None: """void GuiGroupBox(struct Rectangle, char *); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_icon_text(int_0: int,str_1: str,) -> str: """char *GuiIconText(int, char *); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_is_locked() -> bool: """_Bool GuiIsLocked(); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_label(Rectangle_0: Rectangle,str_1: str,) -> None: """void GuiLabel(struct Rectangle, char *); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_label_button(Rectangle_0: Rectangle,str_1: str,) -> bool: """_Bool GuiLabelButton(struct Rectangle, char *); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_line(Rectangle_0: Rectangle,str_1: str,) -> None: """void GuiLine(struct Rectangle, char *); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_list_view(Rectangle_0: Rectangle,str_1: str,int_pointer_2: Any,int_3: int,) -> int: """int GuiListView(struct Rectangle, char *, int *, int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_list_view_ex(Rectangle_0: Rectangle,str_pointer_1: str,int_2: int,int_pointer_3: Any,int_pointer_4: Any,int_5: int,) -> int: """int GuiListViewEx(struct Rectangle, char * *, int, int *, int *, int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_load_style(str_0: str,) -> None: """void GuiLoadStyle(char *); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_load_style_default() -> None: """void GuiLoadStyleDefault(); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_lock() -> None: """void GuiLock(); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_message_box(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 gui_panel(Rectangle_0: Rectangle,) -> None: """void GuiPanel(struct Rectangle); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_progress_bar(Rectangle_0: Rectangle,str_1: str,str_2: str,float_3: float,float_4: float,float_5: float,) -> float: """float GuiProgressBar(struct Rectangle, char *, char *, float, float, float); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_scroll_bar(Rectangle_0: Rectangle,int_1: int,int_2: int,int_3: int,) -> int: """int GuiScrollBar(struct Rectangle, int, int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_scroll_panel(Rectangle_0: Rectangle,Rectangle_1: Rectangle,Vector2_pointer_2: Any,) -> Rectangle: """struct Rectangle GuiScrollPanel(struct Rectangle, struct Rectangle, struct Vector2 *); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_set_font(Font_0: Font,) -> None: """void GuiSetFont(struct Font); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_set_icon_data(int_0: int,unsignedint_pointer_1: Any,) -> None: """void GuiSetIconData(int, unsigned int *); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_set_icon_pixel(int_0: int,int_1: int,int_2: int,) -> None: """void GuiSetIconPixel(int, int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_set_state(int_0: int,) -> None: """void GuiSetState(int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_set_style(int_0: int,int_1: int,int_2: int,) -> None: """void GuiSetStyle(int, int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_slider(Rectangle_0: Rectangle,str_1: str,str_2: str,float_3: float,float_4: float,float_5: float,) -> float: """float GuiSlider(struct Rectangle, char *, char *, float, float, float); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_slider_bar(Rectangle_0: Rectangle,str_1: str,str_2: str,float_3: float,float_4: float,float_5: float,) -> float: """float GuiSliderBar(struct Rectangle, char *, char *, float, float, float); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_spinner(Rectangle_0: Rectangle,str_1: str,int_pointer_2: Any,int_3: int,int_4: int,_Bool_5: bool,) -> bool: """_Bool GuiSpinner(struct Rectangle, char *, int *, int, int, _Bool); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_status_bar(Rectangle_0: Rectangle,str_1: str,) -> None: """void GuiStatusBar(struct Rectangle, char *); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_text_box(Rectangle_0: Rectangle,str_1: str,int_2: int,_Bool_3: bool,) -> bool: """_Bool GuiTextBox(struct Rectangle, char *, int, _Bool); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_text_box_multi(Rectangle_0: Rectangle,str_1: str,int_2: int,_Bool_3: bool,) -> bool: """_Bool GuiTextBoxMulti(struct Rectangle, char *, int, _Bool); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_text_input_box(Rectangle_0: Rectangle,str_1: str,str_2: str,str_3: str,str_4: str,) -> int: """int GuiTextInputBox(struct Rectangle, char *, char *, char *, char *); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_toggle(Rectangle_0: Rectangle,str_1: str,_Bool_2: bool,) -> bool: """_Bool GuiToggle(struct Rectangle, char *, _Bool); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_toggle_group(Rectangle_0: Rectangle,str_1: str,int_2: int,) -> int: """int GuiToggleGroup(struct Rectangle, char *, int); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_unlock() -> None: """void GuiUnlock(); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_value_box(Rectangle_0: Rectangle,str_1: str,int_pointer_2: Any,int_3: int,int_4: int,_Bool_5: bool,) -> bool: """_Bool GuiValueBox(struct Rectangle, char *, int *, int, int, _Bool); CFFI C function from raylib._raylib_cffi.lib""" ... def gui_window_box(Rectangle_0: Rectangle,str_1: str,) -> bool: """_Bool GuiWindowBox(struct Rectangle, char *); CFFI C function from raylib._raylib_cffi.lib""" ... 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_physics() -> None: """void InitPhysics(); 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_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_stream_playing(music: Music,) -> bool: """Check if music is playing""" ... 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""" ... def load_audio_stream(sampleRate: int,sampleSize: int,channels: int,) -> AudioStream: """Load audio stream (to stream raw audio pcm data)""" ... def load_codepoints(text: str,count: Any,) -> Any: """Load all codepoints from a UTF-8 text string, codepoints count returned by parameter""" ... 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,glyphCount: int,type: int,) -> Any: """Load font data for further use""" ... def load_font_ex(fileName: str,fontSize: int,fontChars: Any,glyphCount: 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,glyphCount: 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_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_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""" ... 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 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(PhysicsBodyData_pointer_0: Any,Vector2_1: Vector2,) -> None: """void PhysicsAddForce(struct PhysicsBodyData *, struct Vector2); CFFI C function from raylib._raylib_cffi.lib""" ... def physics_add_torque(PhysicsBodyData_pointer_0: Any,float_1: float,) -> None: """void PhysicsAddTorque(struct PhysicsBodyData *, float); CFFI C function from raylib._raylib_cffi.lib""" ... def physics_shatter(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 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 poll_input_events() -> None: """Register all input events""" ... def reset_physics() -> None: """void ResetPhysics(); CFFI C function from raylib._raylib_cffi.lib""" ... 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,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 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_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_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_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(PhysicsBodyData_pointer_0: Any,float_1: float,) -> None: """void SetPhysicsBodyRotation(struct PhysicsBodyData *, float); CFFI C function from raylib._raylib_cffi.lib""" ... def set_physics_gravity(float_0: float,float_1: float,) -> None: """void SetPhysicsGravity(float, float); CFFI C function from raylib._raylib_cffi.lib""" ... def set_physics_time_step(double_0: float,) -> None: """void SetPhysicsTimeStep(double); CFFI C function from raylib._raylib_cffi.lib""" ... 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_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_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_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)""" ... 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_codepoints_to_utf8(codepoints: Any,length: int,) -> str: """Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)""" ... 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: 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,) -> 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 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_audio_stream(stream: AudioStream,) -> None: """Unload audio stream and free memory""" ... def unload_codepoints(codepoints: Any,) -> None: """Unload codepoints data from memory""" ... 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,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,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,frameCount: 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_physics() -> None: """void UpdatePhysics(); CFFI C function from raylib._raylib_cffi.lib""" ... 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 wait_time(ms: float,) -> None: """Wait for some milliseconds (halt program execution)""" ... 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""" ... def rl_active_draw_buffers(int_0: int,) -> None: """void rlActiveDrawBuffers(int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_active_texture_slot(int_0: int,) -> None: """void rlActiveTextureSlot(int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_begin(int_0: int,) -> None: """void rlBegin(int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_bind_image_texture(unsignedint_0: int,unsignedint_1: int,unsignedint_2: int,int_3: int,) -> None: """void rlBindImageTexture(unsigned int, unsigned int, unsigned int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_bind_shader_buffer(unsignedint_0: int,unsignedint_1: int,) -> None: """void rlBindShaderBuffer(unsigned int, unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_check_errors() -> None: """void rlCheckErrors(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_check_render_batch_limit(int_0: int,) -> bool: """_Bool rlCheckRenderBatchLimit(int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_clear_color(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 rl_clear_screen_buffers() -> None: """void rlClearScreenBuffers(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_color3f(float_0: float,float_1: float,float_2: float,) -> None: """void rlColor3f(float, float, float); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_color4f(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 rl_color4ub(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 rl_compile_shader(str_0: str,int_1: int,) -> int: """unsigned int rlCompileShader(char *, int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_compute_shader_dispatch(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 rl_copy_buffers_elements(unsignedint_0: int,unsignedint_1: int,unsignedlonglong_2: int,unsignedlonglong_3: int,unsignedlonglong_4: int,) -> None: """void rlCopyBuffersElements(unsigned int, unsigned int, unsigned long long, unsigned long long, unsigned long long); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_backface_culling() -> None: """void rlDisableBackfaceCulling(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_color_blend() -> None: """void rlDisableColorBlend(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_depth_mask() -> None: """void rlDisableDepthMask(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_depth_test() -> None: """void rlDisableDepthTest(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_framebuffer() -> None: """void rlDisableFramebuffer(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_scissor_test() -> None: """void rlDisableScissorTest(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_shader() -> None: """void rlDisableShader(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_smooth_lines() -> None: """void rlDisableSmoothLines(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_stereo_render() -> None: """void rlDisableStereoRender(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_texture() -> None: """void rlDisableTexture(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_texture_cubemap() -> None: """void rlDisableTextureCubemap(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_vertex_array() -> None: """void rlDisableVertexArray(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_vertex_attribute(unsignedint_0: int,) -> None: """void rlDisableVertexAttribute(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_vertex_buffer() -> None: """void rlDisableVertexBuffer(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_vertex_buffer_element() -> None: """void rlDisableVertexBufferElement(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_disable_wire_mode() -> None: """void rlDisableWireMode(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_draw_render_batch(rlRenderBatch_pointer_0: Any,) -> None: """void rlDrawRenderBatch(struct rlRenderBatch *); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_draw_render_batch_active() -> None: """void rlDrawRenderBatchActive(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_draw_vertex_array(int_0: int,int_1: int,) -> None: """void rlDrawVertexArray(int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_draw_vertex_array_elements(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 rl_draw_vertex_array_elements_instanced(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 rl_draw_vertex_array_instanced(int_0: int,int_1: int,int_2: int,) -> None: """void rlDrawVertexArrayInstanced(int, int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_backface_culling() -> None: """void rlEnableBackfaceCulling(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_color_blend() -> None: """void rlEnableColorBlend(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_depth_mask() -> None: """void rlEnableDepthMask(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_depth_test() -> None: """void rlEnableDepthTest(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_framebuffer(unsignedint_0: int,) -> None: """void rlEnableFramebuffer(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_scissor_test() -> None: """void rlEnableScissorTest(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_shader(unsignedint_0: int,) -> None: """void rlEnableShader(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_smooth_lines() -> None: """void rlEnableSmoothLines(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_stereo_render() -> None: """void rlEnableStereoRender(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_texture(unsignedint_0: int,) -> None: """void rlEnableTexture(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_texture_cubemap(unsignedint_0: int,) -> None: """void rlEnableTextureCubemap(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_vertex_array(unsignedint_0: int,) -> bool: """_Bool rlEnableVertexArray(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_vertex_attribute(unsignedint_0: int,) -> None: """void rlEnableVertexAttribute(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_vertex_buffer(unsignedint_0: int,) -> None: """void rlEnableVertexBuffer(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_vertex_buffer_element(unsignedint_0: int,) -> None: """void rlEnableVertexBufferElement(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_enable_wire_mode() -> None: """void rlEnableWireMode(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_end() -> None: """void rlEnd(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_framebuffer_attach(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 rl_framebuffer_complete(unsignedint_0: int,) -> bool: """_Bool rlFramebufferComplete(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_frustum(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 rl_gen_texture_mipmaps(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 rl_get_framebuffer_height() -> int: """int rlGetFramebufferHeight(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_framebuffer_width() -> int: """int rlGetFramebufferWidth(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_gl_texture_formats(int_0: int,int_pointer_1: Any,int_pointer_2: Any,int_pointer_3: Any,) -> None: """void rlGetGlTextureFormats(int, int *, int *, int *); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_line_width() -> float: """float rlGetLineWidth(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_location_attrib(unsignedint_0: int,str_1: str,) -> int: """int rlGetLocationAttrib(unsigned int, char *); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_location_uniform(unsignedint_0: int,str_1: str,) -> int: """int rlGetLocationUniform(unsigned int, char *); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_matrix_modelview() -> Matrix: """struct Matrix rlGetMatrixModelview(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_matrix_projection() -> Matrix: """struct Matrix rlGetMatrixProjection(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_matrix_projection_stereo(int_0: int,) -> Matrix: """struct Matrix rlGetMatrixProjectionStereo(int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_matrix_transform() -> Matrix: """struct Matrix rlGetMatrixTransform(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_matrix_view_offset_stereo(int_0: int,) -> Matrix: """struct Matrix rlGetMatrixViewOffsetStereo(int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_pixel_format_name(unsignedint_0: int,) -> str: """char *rlGetPixelFormatName(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_shader_buffer_size(unsignedint_0: int,) -> int: """unsigned long long rlGetShaderBufferSize(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_shader_id_default() -> int: """unsigned int rlGetShaderIdDefault(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_shader_locs_default() -> Any: """int *rlGetShaderLocsDefault(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_texture_id_default() -> int: """unsigned int rlGetTextureIdDefault(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_get_version() -> int: """int rlGetVersion(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_is_stereo_render_enabled() -> bool: """_Bool rlIsStereoRenderEnabled(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_load_compute_shader_program(unsignedint_0: int,) -> int: """unsigned int rlLoadComputeShaderProgram(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_load_draw_cube() -> None: """void rlLoadDrawCube(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_load_draw_quad() -> None: """void rlLoadDrawQuad(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_load_extensions(void_pointer_0: Any,) -> None: """void rlLoadExtensions(void *); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_load_framebuffer(int_0: int,int_1: int,) -> int: """unsigned int rlLoadFramebuffer(int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_load_identity() -> None: """void rlLoadIdentity(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_load_render_batch(int_0: int,int_1: int,) -> rlRenderBatch: """struct rlRenderBatch rlLoadRenderBatch(int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_load_shader_buffer(unsignedlonglong_0: int,void_pointer_1: Any,int_2: int,) -> int: """unsigned int rlLoadShaderBuffer(unsigned long long, void *, int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_load_shader_code(str_0: str,str_1: str,) -> int: """unsigned int rlLoadShaderCode(char *, char *); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_load_shader_program(unsignedint_0: int,unsignedint_1: int,) -> int: """unsigned int rlLoadShaderProgram(unsigned int, unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_load_texture(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 rl_load_texture_cubemap(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 rl_load_texture_depth(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 rl_load_vertex_array() -> int: """unsigned int rlLoadVertexArray(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_load_vertex_buffer(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 rl_load_vertex_buffer_element(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 rl_matrix_mode(int_0: int,) -> None: """void rlMatrixMode(int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_mult_matrixf(float_pointer_0: Any,) -> None: """void rlMultMatrixf(float *); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_normal3f(float_0: float,float_1: float,float_2: float,) -> None: """void rlNormal3f(float, float, float); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_ortho(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 rl_pop_matrix() -> None: """void rlPopMatrix(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_push_matrix() -> None: """void rlPushMatrix(); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_read_screen_pixels(int_0: int,int_1: int,) -> str: """unsigned char *rlReadScreenPixels(int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_read_shader_buffer_elements(unsignedint_0: int,void_pointer_1: Any,unsignedlonglong_2: int,unsignedlonglong_3: int,) -> None: """void rlReadShaderBufferElements(unsigned int, void *, unsigned long long, unsigned long long); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_read_texture_pixels(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 rl_rotatef(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 rl_scalef(float_0: float,float_1: float,float_2: float,) -> None: """void rlScalef(float, float, float); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_scissor(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 rl_set_blend_factors(int_0: int,int_1: int,int_2: int,) -> None: """void rlSetBlendFactors(int, int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_set_blend_mode(int_0: int,) -> None: """void rlSetBlendMode(int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_set_line_width(float_0: float,) -> None: """void rlSetLineWidth(float); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_set_matrix_modelview(Matrix_0: Matrix,) -> None: """void rlSetMatrixModelview(struct Matrix); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_set_matrix_projection(Matrix_0: Matrix,) -> None: """void rlSetMatrixProjection(struct Matrix); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_set_matrix_projection_stereo(Matrix_0: Matrix,Matrix_1: Matrix,) -> None: """void rlSetMatrixProjectionStereo(struct Matrix, struct Matrix); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_set_matrix_view_offset_stereo(Matrix_0: Matrix,Matrix_1: Matrix,) -> None: """void rlSetMatrixViewOffsetStereo(struct Matrix, struct Matrix); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_set_render_batch_active(rlRenderBatch_pointer_0: Any,) -> None: """void rlSetRenderBatchActive(struct rlRenderBatch *); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_set_shader(unsignedint_0: int,int_pointer_1: Any,) -> None: """void rlSetShader(unsigned int, int *); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_set_texture(unsignedint_0: int,) -> None: """void rlSetTexture(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_set_uniform(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 rl_set_uniform_matrix(int_0: int,Matrix_1: Matrix,) -> None: """void rlSetUniformMatrix(int, struct Matrix); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_set_uniform_sampler(int_0: int,unsignedint_1: int,) -> None: """void rlSetUniformSampler(int, unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_set_vertex_attribute(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 rl_set_vertex_attribute_default(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 rl_set_vertex_attribute_divisor(unsignedint_0: int,int_1: int,) -> None: """void rlSetVertexAttributeDivisor(unsigned int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_tex_coord2f(float_0: float,float_1: float,) -> None: """void rlTexCoord2f(float, float); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_texture_parameters(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 rl_translatef(float_0: float,float_1: float,float_2: float,) -> None: """void rlTranslatef(float, float, float); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_unload_framebuffer(unsignedint_0: int,) -> None: """void rlUnloadFramebuffer(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_unload_render_batch(rlRenderBatch_0: rlRenderBatch,) -> None: """void rlUnloadRenderBatch(struct rlRenderBatch); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_unload_shader_buffer(unsignedint_0: int,) -> None: """void rlUnloadShaderBuffer(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_unload_shader_program(unsignedint_0: int,) -> None: """void rlUnloadShaderProgram(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_unload_texture(unsignedint_0: int,) -> None: """void rlUnloadTexture(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_unload_vertex_array(unsignedint_0: int,) -> None: """void rlUnloadVertexArray(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_unload_vertex_buffer(unsignedint_0: int,) -> None: """void rlUnloadVertexBuffer(unsigned int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_update_shader_buffer_elements(unsignedint_0: int,void_pointer_1: Any,unsignedlonglong_2: int,unsignedlonglong_3: int,) -> None: """void rlUpdateShaderBufferElements(unsigned int, void *, unsigned long long, unsigned long long); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_update_texture(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 rl_update_vertex_buffer(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 rl_vertex2f(float_0: float,float_1: float,) -> None: """void rlVertex2f(float, float); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_vertex2i(int_0: int,int_1: int,) -> None: """void rlVertex2i(int, int); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_vertex3f(float_0: float,float_1: float,float_2: float,) -> None: """void rlVertex3f(float, float, float); CFFI C function from raylib._raylib_cffi.lib""" ... def rl_viewport(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 rlgl_close() -> None: """void rlglClose(); CFFI C function from raylib._raylib_cffi.lib""" ... def rlgl_init(int_0: int,int_1: int,) -> None: """void rlglInit(int, int); CFFI C function from raylib._raylib_cffi.lib""" ... class AudioStream: """ struct """ def __init__(self, buffer, sampleRate, sampleSize, channels): self.buffer=buffer self.sampleRate=sampleRate self.sampleSize=sampleSize self.channels=channels 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 class Color: """ struct """ def __init__(self, r, g, b, a): self.r=r self.g=g self.b=b self.a=a 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, 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 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 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 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 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 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 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 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, frameCount, sampleRate, sampleSize, channels, data): self.frameCount=frameCount self.sampleRate=sampleRate self.sampleSize=sampleSize self.channels=channels self.data=data from enum import IntEnum class ConfigFlags(IntEnum): FLAG_VSYNC_HINT = 64 FLAG_FULLSCREEN_MODE = 2 FLAG_WINDOW_RESIZABLE = 4 FLAG_WINDOW_UNDECORATED = 8 FLAG_WINDOW_HIDDEN = 128 FLAG_WINDOW_MINIMIZED = 512 FLAG_WINDOW_MAXIMIZED = 1024 FLAG_WINDOW_UNFOCUSED = 2048 FLAG_WINDOW_TOPMOST = 4096 FLAG_WINDOW_ALWAYS_RUN = 256 FLAG_WINDOW_TRANSPARENT = 16 FLAG_WINDOW_HIGHDPI = 8192 FLAG_MSAA_4X_HINT = 32 FLAG_INTERLACED_HINT = 65536 class TraceLogLevel(IntEnum): LOG_ALL = 0 LOG_TRACE = 1 LOG_DEBUG = 2 LOG_INFO = 3 LOG_WARNING = 4 LOG_ERROR = 5 LOG_FATAL = 6 LOG_NONE = 7 class KeyboardKey(IntEnum): KEY_NULL = 0 KEY_APOSTROPHE = 39 KEY_COMMA = 44 KEY_MINUS = 45 KEY_PERIOD = 46 KEY_SLASH = 47 KEY_ZERO = 48 KEY_ONE = 49 KEY_TWO = 50 KEY_THREE = 51 KEY_FOUR = 52 KEY_FIVE = 53 KEY_SIX = 54 KEY_SEVEN = 55 KEY_EIGHT = 56 KEY_NINE = 57 KEY_SEMICOLON = 59 KEY_EQUAL = 61 KEY_A = 65 KEY_B = 66 KEY_C = 67 KEY_D = 68 KEY_E = 69 KEY_F = 70 KEY_G = 71 KEY_H = 72 KEY_I = 73 KEY_J = 74 KEY_K = 75 KEY_L = 76 KEY_M = 77 KEY_N = 78 KEY_O = 79 KEY_P = 80 KEY_Q = 81 KEY_R = 82 KEY_S = 83 KEY_T = 84 KEY_U = 85 KEY_V = 86 KEY_W = 87 KEY_X = 88 KEY_Y = 89 KEY_Z = 90 KEY_LEFT_BRACKET = 91 KEY_BACKSLASH = 92 KEY_RIGHT_BRACKET = 93 KEY_GRAVE = 96 KEY_SPACE = 32 KEY_ESCAPE = 256 KEY_ENTER = 257 KEY_TAB = 258 KEY_BACKSPACE = 259 KEY_INSERT = 260 KEY_DELETE = 261 KEY_RIGHT = 262 KEY_LEFT = 263 KEY_DOWN = 264 KEY_UP = 265 KEY_PAGE_UP = 266 KEY_PAGE_DOWN = 267 KEY_HOME = 268 KEY_END = 269 KEY_CAPS_LOCK = 280 KEY_SCROLL_LOCK = 281 KEY_NUM_LOCK = 282 KEY_PRINT_SCREEN = 283 KEY_PAUSE = 284 KEY_F1 = 290 KEY_F2 = 291 KEY_F3 = 292 KEY_F4 = 293 KEY_F5 = 294 KEY_F6 = 295 KEY_F7 = 296 KEY_F8 = 297 KEY_F9 = 298 KEY_F10 = 299 KEY_F11 = 300 KEY_F12 = 301 KEY_LEFT_SHIFT = 340 KEY_LEFT_CONTROL = 341 KEY_LEFT_ALT = 342 KEY_LEFT_SUPER = 343 KEY_RIGHT_SHIFT = 344 KEY_RIGHT_CONTROL = 345 KEY_RIGHT_ALT = 346 KEY_RIGHT_SUPER = 347 KEY_KB_MENU = 348 KEY_KP_0 = 320 KEY_KP_1 = 321 KEY_KP_2 = 322 KEY_KP_3 = 323 KEY_KP_4 = 324 KEY_KP_5 = 325 KEY_KP_6 = 326 KEY_KP_7 = 327 KEY_KP_8 = 328 KEY_KP_9 = 329 KEY_KP_DECIMAL = 330 KEY_KP_DIVIDE = 331 KEY_KP_MULTIPLY = 332 KEY_KP_SUBTRACT = 333 KEY_KP_ADD = 334 KEY_KP_ENTER = 335 KEY_KP_EQUAL = 336 KEY_BACK = 4 KEY_MENU = 82 KEY_VOLUME_UP = 24 KEY_VOLUME_DOWN = 25 class MouseButton(IntEnum): MOUSE_BUTTON_LEFT = 0 MOUSE_BUTTON_RIGHT = 1 MOUSE_BUTTON_MIDDLE = 2 MOUSE_BUTTON_SIDE = 3 MOUSE_BUTTON_EXTRA = 4 MOUSE_BUTTON_FORWARD = 5 MOUSE_BUTTON_BACK = 6 class MouseCursor(IntEnum): MOUSE_CURSOR_DEFAULT = 0 MOUSE_CURSOR_ARROW = 1 MOUSE_CURSOR_IBEAM = 2 MOUSE_CURSOR_CROSSHAIR = 3 MOUSE_CURSOR_POINTING_HAND = 4 MOUSE_CURSOR_RESIZE_EW = 5 MOUSE_CURSOR_RESIZE_NS = 6 MOUSE_CURSOR_RESIZE_NWSE = 7 MOUSE_CURSOR_RESIZE_NESW = 8 MOUSE_CURSOR_RESIZE_ALL = 9 MOUSE_CURSOR_NOT_ALLOWED = 10 class GamepadButton(IntEnum): GAMEPAD_BUTTON_UNKNOWN = 0 GAMEPAD_BUTTON_LEFT_FACE_UP = 1 GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2 GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3 GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4 GAMEPAD_BUTTON_RIGHT_FACE_UP = 5 GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6 GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7 GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8 GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9 GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10 GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11 GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12 GAMEPAD_BUTTON_MIDDLE_LEFT = 13 GAMEPAD_BUTTON_MIDDLE = 14 GAMEPAD_BUTTON_MIDDLE_RIGHT = 15 GAMEPAD_BUTTON_LEFT_THUMB = 16 GAMEPAD_BUTTON_RIGHT_THUMB = 17 class GamepadAxis(IntEnum): GAMEPAD_AXIS_LEFT_X = 0 GAMEPAD_AXIS_LEFT_Y = 1 GAMEPAD_AXIS_RIGHT_X = 2 GAMEPAD_AXIS_RIGHT_Y = 3 GAMEPAD_AXIS_LEFT_TRIGGER = 4 GAMEPAD_AXIS_RIGHT_TRIGGER = 5 class MaterialMapIndex(IntEnum): MATERIAL_MAP_ALBEDO = 0 MATERIAL_MAP_METALNESS = 1 MATERIAL_MAP_NORMAL = 2 MATERIAL_MAP_ROUGHNESS = 3 MATERIAL_MAP_OCCLUSION = 4 MATERIAL_MAP_EMISSION = 5 MATERIAL_MAP_HEIGHT = 6 MATERIAL_MAP_CUBEMAP = 7 MATERIAL_MAP_IRRADIANCE = 8 MATERIAL_MAP_PREFILTER = 9 MATERIAL_MAP_BRDF = 10 class ShaderLocationIndex(IntEnum): SHADER_LOC_VERTEX_POSITION = 0 SHADER_LOC_VERTEX_TEXCOORD01 = 1 SHADER_LOC_VERTEX_TEXCOORD02 = 2 SHADER_LOC_VERTEX_NORMAL = 3 SHADER_LOC_VERTEX_TANGENT = 4 SHADER_LOC_VERTEX_COLOR = 5 SHADER_LOC_MATRIX_MVP = 6 SHADER_LOC_MATRIX_VIEW = 7 SHADER_LOC_MATRIX_PROJECTION = 8 SHADER_LOC_MATRIX_MODEL = 9 SHADER_LOC_MATRIX_NORMAL = 10 SHADER_LOC_VECTOR_VIEW = 11 SHADER_LOC_COLOR_DIFFUSE = 12 SHADER_LOC_COLOR_SPECULAR = 13 SHADER_LOC_COLOR_AMBIENT = 14 SHADER_LOC_MAP_ALBEDO = 15 SHADER_LOC_MAP_METALNESS = 16 SHADER_LOC_MAP_NORMAL = 17 SHADER_LOC_MAP_ROUGHNESS = 18 SHADER_LOC_MAP_OCCLUSION = 19 SHADER_LOC_MAP_EMISSION = 20 SHADER_LOC_MAP_HEIGHT = 21 SHADER_LOC_MAP_CUBEMAP = 22 SHADER_LOC_MAP_IRRADIANCE = 23 SHADER_LOC_MAP_PREFILTER = 24 SHADER_LOC_MAP_BRDF = 25 class ShaderUniformDataType(IntEnum): SHADER_UNIFORM_FLOAT = 0 SHADER_UNIFORM_VEC2 = 1 SHADER_UNIFORM_VEC3 = 2 SHADER_UNIFORM_VEC4 = 3 SHADER_UNIFORM_INT = 4 SHADER_UNIFORM_IVEC2 = 5 SHADER_UNIFORM_IVEC3 = 6 SHADER_UNIFORM_IVEC4 = 7 SHADER_UNIFORM_SAMPLER2D = 8 class ShaderAttributeDataType(IntEnum): SHADER_ATTRIB_FLOAT = 0 SHADER_ATTRIB_VEC2 = 1 SHADER_ATTRIB_VEC3 = 2 SHADER_ATTRIB_VEC4 = 3 class PixelFormat(IntEnum): PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4 PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5 PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6 PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7 PIXELFORMAT_UNCOMPRESSED_R32 = 8 PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 PIXELFORMAT_COMPRESSED_DXT1_RGB = 11 PIXELFORMAT_COMPRESSED_DXT1_RGBA = 12 PIXELFORMAT_COMPRESSED_DXT3_RGBA = 13 PIXELFORMAT_COMPRESSED_DXT5_RGBA = 14 PIXELFORMAT_COMPRESSED_ETC1_RGB = 15 PIXELFORMAT_COMPRESSED_ETC2_RGB = 16 PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 17 PIXELFORMAT_COMPRESSED_PVRT_RGB = 18 PIXELFORMAT_COMPRESSED_PVRT_RGBA = 19 PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 20 PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 21 class TextureFilter(IntEnum): TEXTURE_FILTER_POINT = 0 TEXTURE_FILTER_BILINEAR = 1 TEXTURE_FILTER_TRILINEAR = 2 TEXTURE_FILTER_ANISOTROPIC_4X = 3 TEXTURE_FILTER_ANISOTROPIC_8X = 4 TEXTURE_FILTER_ANISOTROPIC_16X = 5 class TextureWrap(IntEnum): TEXTURE_WRAP_REPEAT = 0 TEXTURE_WRAP_CLAMP = 1 TEXTURE_WRAP_MIRROR_REPEAT = 2 TEXTURE_WRAP_MIRROR_CLAMP = 3 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(IntEnum): FONT_DEFAULT = 0 FONT_BITMAP = 1 FONT_SDF = 2 class BlendMode(IntEnum): BLEND_ALPHA = 0 BLEND_ADDITIVE = 1 BLEND_MULTIPLIED = 2 BLEND_ADD_COLORS = 3 BLEND_SUBTRACT_COLORS = 4 BLEND_CUSTOM = 5 class Gesture(IntEnum): GESTURE_NONE = 0 GESTURE_TAP = 1 GESTURE_DOUBLETAP = 2 GESTURE_HOLD = 4 GESTURE_DRAG = 8 GESTURE_SWIPE_RIGHT = 16 GESTURE_SWIPE_LEFT = 32 GESTURE_SWIPE_UP = 64 GESTURE_SWIPE_DOWN = 128 GESTURE_PINCH_IN = 256 GESTURE_PINCH_OUT = 512 class CameraMode(IntEnum): CAMERA_CUSTOM = 0 CAMERA_FREE = 1 CAMERA_ORBITAL = 2 CAMERA_FIRST_PERSON = 3 CAMERA_THIRD_PERSON = 4 class CameraProjection(IntEnum): CAMERA_PERSPECTIVE = 0 CAMERA_ORTHOGRAPHIC = 1 class NPatchLayout(IntEnum): NPATCH_NINE_PATCH = 0 NPATCH_THREE_PATCH_VERTICAL = 1 NPATCH_THREE_PATCH_HORIZONTAL = 2 class GuiControlState(IntEnum): GUI_STATE_NORMAL = 0 GUI_STATE_FOCUSED = 1 GUI_STATE_PRESSED = 2 GUI_STATE_DISABLED = 3 class GuiTextAlignment(IntEnum): GUI_TEXT_ALIGN_LEFT = 0 GUI_TEXT_ALIGN_CENTER = 1 GUI_TEXT_ALIGN_RIGHT = 2 class GuiControl(IntEnum): DEFAULT = 0 LABEL = 1 BUTTON = 2 TOGGLE = 3 SLIDER = 4 PROGRESSBAR = 5 CHECKBOX = 6 COMBOBOX = 7 DROPDOWNBOX = 8 TEXTBOX = 9 VALUEBOX = 10 SPINNER = 11 LISTVIEW = 12 COLORPICKER = 13 SCROLLBAR = 14 STATUSBAR = 15 class GuiControlProperty(IntEnum): BORDER_COLOR_NORMAL = 0 BASE_COLOR_NORMAL = 1 TEXT_COLOR_NORMAL = 2 BORDER_COLOR_FOCUSED = 3 BASE_COLOR_FOCUSED = 4 TEXT_COLOR_FOCUSED = 5 BORDER_COLOR_PRESSED = 6 BASE_COLOR_PRESSED = 7 TEXT_COLOR_PRESSED = 8 BORDER_COLOR_DISABLED = 9 BASE_COLOR_DISABLED = 10 TEXT_COLOR_DISABLED = 11 BORDER_WIDTH = 12 TEXT_PADDING = 13 TEXT_ALIGNMENT = 14 RESERVED = 15 class GuiDefaultProperty(IntEnum): TEXT_SIZE = 16 TEXT_SPACING = 17 LINE_COLOR = 18 BACKGROUND_COLOR = 19 class GuiToggleProperty(IntEnum): GROUP_PADDING = 16 class GuiSliderProperty(IntEnum): SLIDER_WIDTH = 16 SLIDER_PADDING = 17 class GuiProgressBarProperty(IntEnum): PROGRESS_PADDING = 16 class GuiCheckBoxProperty(IntEnum): CHECK_PADDING = 16 class GuiComboBoxProperty(IntEnum): COMBO_BUTTON_WIDTH = 16 COMBO_BUTTON_PADDING = 17 class GuiDropdownBoxProperty(IntEnum): ARROW_PADDING = 16 DROPDOWN_ITEMS_PADDING = 17 class GuiTextBoxProperty(IntEnum): TEXT_INNER_PADDING = 16 TEXT_LINES_PADDING = 17 COLOR_SELECTED_FG = 18 COLOR_SELECTED_BG = 19 class GuiSpinnerProperty(IntEnum): SPIN_BUTTON_WIDTH = 16 SPIN_BUTTON_PADDING = 17 class GuiScrollBarProperty(IntEnum): ARROWS_SIZE = 16 ARROWS_VISIBLE = 17 SCROLL_SLIDER_PADDING = 18 SCROLL_SLIDER_SIZE = 19 SCROLL_PADDING = 20 SCROLL_SPEED = 21 class GuiScrollBarSide(IntEnum): SCROLLBAR_LEFT_SIDE = 0 SCROLLBAR_RIGHT_SIDE = 1 class GuiListViewProperty(IntEnum): LIST_ITEMS_HEIGHT = 16 LIST_ITEMS_PADDING = 17 SCROLLBAR_WIDTH = 18 SCROLLBAR_SIDE = 19 class GuiColorPickerProperty(IntEnum): COLOR_SELECTOR_SIZE = 16 HUEBAR_WIDTH = 17 HUEBAR_PADDING = 18 HUEBAR_SELECTOR_HEIGHT = 19 HUEBAR_SELECTOR_OVERFLOW = 20 class guiIconName(IntEnum): RICON_NONE = 0 RICON_FOLDER_FILE_OPEN = 1 RICON_FILE_SAVE_CLASSIC = 2 RICON_FOLDER_OPEN = 3 RICON_FOLDER_SAVE = 4 RICON_FILE_OPEN = 5 RICON_FILE_SAVE = 6 RICON_FILE_EXPORT = 7 RICON_FILE_NEW = 8 RICON_FILE_DELETE = 9 RICON_FILETYPE_TEXT = 10 RICON_FILETYPE_AUDIO = 11 RICON_FILETYPE_IMAGE = 12 RICON_FILETYPE_PLAY = 13 RICON_FILETYPE_VIDEO = 14 RICON_FILETYPE_INFO = 15 RICON_FILE_COPY = 16 RICON_FILE_CUT = 17 RICON_FILE_PASTE = 18 RICON_CURSOR_HAND = 19 RICON_CURSOR_POINTER = 20 RICON_CURSOR_CLASSIC = 21 RICON_PENCIL = 22 RICON_PENCIL_BIG = 23 RICON_BRUSH_CLASSIC = 24 RICON_BRUSH_PAINTER = 25 RICON_WATER_DROP = 26 RICON_COLOR_PICKER = 27 RICON_RUBBER = 28 RICON_COLOR_BUCKET = 29 RICON_TEXT_T = 30 RICON_TEXT_A = 31 RICON_SCALE = 32 RICON_RESIZE = 33 RICON_FILTER_POINT = 34 RICON_FILTER_BILINEAR = 35 RICON_CROP = 36 RICON_CROP_ALPHA = 37 RICON_SQUARE_TOGGLE = 38 RICON_SYMMETRY = 39 RICON_SYMMETRY_HORIZONTAL = 40 RICON_SYMMETRY_VERTICAL = 41 RICON_LENS = 42 RICON_LENS_BIG = 43 RICON_EYE_ON = 44 RICON_EYE_OFF = 45 RICON_FILTER_TOP = 46 RICON_FILTER = 47 RICON_TARGET_POINT = 48 RICON_TARGET_SMALL = 49 RICON_TARGET_BIG = 50 RICON_TARGET_MOVE = 51 RICON_CURSOR_MOVE = 52 RICON_CURSOR_SCALE = 53 RICON_CURSOR_SCALE_RIGHT = 54 RICON_CURSOR_SCALE_LEFT = 55 RICON_UNDO = 56 RICON_REDO = 57 RICON_REREDO = 58 RICON_MUTATE = 59 RICON_ROTATE = 60 RICON_REPEAT = 61 RICON_SHUFFLE = 62 RICON_EMPTYBOX = 63 RICON_TARGET = 64 RICON_TARGET_SMALL_FILL = 65 RICON_TARGET_BIG_FILL = 66 RICON_TARGET_MOVE_FILL = 67 RICON_CURSOR_MOVE_FILL = 68 RICON_CURSOR_SCALE_FILL = 69 RICON_CURSOR_SCALE_RIGHT_FILL = 70 RICON_CURSOR_SCALE_LEFT_FILL = 71 RICON_UNDO_FILL = 72 RICON_REDO_FILL = 73 RICON_REREDO_FILL = 74 RICON_MUTATE_FILL = 75 RICON_ROTATE_FILL = 76 RICON_REPEAT_FILL = 77 RICON_SHUFFLE_FILL = 78 RICON_EMPTYBOX_SMALL = 79 RICON_BOX = 80 RICON_BOX_TOP = 81 RICON_BOX_TOP_RIGHT = 82 RICON_BOX_RIGHT = 83 RICON_BOX_BOTTOM_RIGHT = 84 RICON_BOX_BOTTOM = 85 RICON_BOX_BOTTOM_LEFT = 86 RICON_BOX_LEFT = 87 RICON_BOX_TOP_LEFT = 88 RICON_BOX_CENTER = 89 RICON_BOX_CIRCLE_MASK = 90 RICON_POT = 91 RICON_ALPHA_MULTIPLY = 92 RICON_ALPHA_CLEAR = 93 RICON_DITHERING = 94 RICON_MIPMAPS = 95 RICON_BOX_GRID = 96 RICON_GRID = 97 RICON_BOX_CORNERS_SMALL = 98 RICON_BOX_CORNERS_BIG = 99 RICON_FOUR_BOXES = 100 RICON_GRID_FILL = 101 RICON_BOX_MULTISIZE = 102 RICON_ZOOM_SMALL = 103 RICON_ZOOM_MEDIUM = 104 RICON_ZOOM_BIG = 105 RICON_ZOOM_ALL = 106 RICON_ZOOM_CENTER = 107 RICON_BOX_DOTS_SMALL = 108 RICON_BOX_DOTS_BIG = 109 RICON_BOX_CONCENTRIC = 110 RICON_BOX_GRID_BIG = 111 RICON_OK_TICK = 112 RICON_CROSS = 113 RICON_ARROW_LEFT = 114 RICON_ARROW_RIGHT = 115 RICON_ARROW_DOWN = 116 RICON_ARROW_UP = 117 RICON_ARROW_LEFT_FILL = 118 RICON_ARROW_RIGHT_FILL = 119 RICON_ARROW_DOWN_FILL = 120 RICON_ARROW_UP_FILL = 121 RICON_AUDIO = 122 RICON_FX = 123 RICON_WAVE = 124 RICON_WAVE_SINUS = 125 RICON_WAVE_SQUARE = 126 RICON_WAVE_TRIANGULAR = 127 RICON_CROSS_SMALL = 128 RICON_PLAYER_PREVIOUS = 129 RICON_PLAYER_PLAY_BACK = 130 RICON_PLAYER_PLAY = 131 RICON_PLAYER_PAUSE = 132 RICON_PLAYER_STOP = 133 RICON_PLAYER_NEXT = 134 RICON_PLAYER_RECORD = 135 RICON_MAGNET = 136 RICON_LOCK_CLOSE = 137 RICON_LOCK_OPEN = 138 RICON_CLOCK = 139 RICON_TOOLS = 140 RICON_GEAR = 141 RICON_GEAR_BIG = 142 RICON_BIN = 143 RICON_HAND_POINTER = 144 RICON_LASER = 145 RICON_COIN = 146 RICON_EXPLOSION = 147 RICON_1UP = 148 RICON_PLAYER = 149 RICON_PLAYER_JUMP = 150 RICON_KEY = 151 RICON_DEMON = 152 RICON_TEXT_POPUP = 153 RICON_GEAR_EX = 154 RICON_CRACK = 155 RICON_CRACK_POINTS = 156 RICON_STAR = 157 RICON_DOOR = 158 RICON_EXIT = 159 RICON_MODE_2D = 160 RICON_MODE_3D = 161 RICON_CUBE = 162 RICON_CUBE_FACE_TOP = 163 RICON_CUBE_FACE_LEFT = 164 RICON_CUBE_FACE_FRONT = 165 RICON_CUBE_FACE_BOTTOM = 166 RICON_CUBE_FACE_RIGHT = 167 RICON_CUBE_FACE_BACK = 168 RICON_CAMERA = 169 RICON_SPECIAL = 170 RICON_LINK_NET = 171 RICON_LINK_BOXES = 172 RICON_LINK_MULTI = 173 RICON_LINK = 174 RICON_LINK_BROKE = 175 RICON_TEXT_NOTES = 176 RICON_NOTEBOOK = 177 RICON_SUITCASE = 178 RICON_SUITCASE_ZIP = 179 RICON_MAILBOX = 180 RICON_MONITOR = 181 RICON_PRINTER = 182 RICON_PHOTO_CAMERA = 183 RICON_PHOTO_CAMERA_FLASH = 184 RICON_HOUSE = 185 RICON_HEART = 186 RICON_CORNER = 187 RICON_VERTICAL_BARS = 188 RICON_VERTICAL_BARS_FILL = 189 RICON_LIFE_BARS = 190 RICON_INFO = 191 RICON_CROSSLINE = 192 RICON_HELP = 193 RICON_FILETYPE_ALPHA = 194 RICON_FILETYPE_HOME = 195 RICON_LAYERS_VISIBLE = 196 RICON_LAYERS = 197 RICON_WINDOW = 198 RICON_HIDPI = 199 RICON_200 = 200 RICON_201 = 201 RICON_202 = 202 RICON_203 = 203 RICON_204 = 204 RICON_205 = 205 RICON_206 = 206 RICON_207 = 207 RICON_208 = 208 RICON_209 = 209 RICON_210 = 210 RICON_211 = 211 RICON_212 = 212 RICON_213 = 213 RICON_214 = 214 RICON_215 = 215 RICON_216 = 216 RICON_217 = 217 RICON_218 = 218 RICON_219 = 219 RICON_220 = 220 RICON_221 = 221 RICON_222 = 222 RICON_223 = 223 RICON_224 = 224 RICON_225 = 225 RICON_226 = 226 RICON_227 = 227 RICON_228 = 228 RICON_229 = 229 RICON_230 = 230 RICON_231 = 231 RICON_232 = 232 RICON_233 = 233 RICON_234 = 234 RICON_235 = 235 RICON_236 = 236 RICON_237 = 237 RICON_238 = 238 RICON_239 = 239 RICON_240 = 240 RICON_241 = 241 RICON_242 = 242 RICON_243 = 243 RICON_244 = 244 RICON_245 = 245 RICON_246 = 246 RICON_247 = 247 RICON_248 = 248 RICON_249 = 249 RICON_250 = 250 RICON_251 = 251 RICON_252 = 252 RICON_253 = 253 RICON_254 = 254 RICON_255 = 255