class ConfigFlags(int): """System/Window config flags.""" 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_WINDOW_MOUSE_PASSTHROUGH = 16384 FLAG_BORDERLESS_WINDOWED_MODE = 32768 FLAG_MSAA_4X_HINT = 32 FLAG_INTERLACED_HINT = 65536 class TraceLogLevel(int): """Trace log level.""" 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(int): """Keyboard keys (US keyboard layout).""" 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 = 5 KEY_VOLUME_UP = 24 KEY_VOLUME_DOWN = 25 class MouseButton(int): """Mouse buttons.""" 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(int): """Mouse cursor.""" 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(int): """Gamepad buttons.""" 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(int): """Gamepad axis.""" 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(int): """Material map index.""" 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(int): """Shader location index.""" 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 SHADER_LOC_VERTEX_BONEIDS = 26 SHADER_LOC_VERTEX_BONEWEIGHTS = 27 SHADER_LOC_BONE_MATRICES = 28 class ShaderUniformDataType(int): """Shader uniform data type.""" 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(int): """Shader attribute data types.""" SHADER_ATTRIB_FLOAT = 0 SHADER_ATTRIB_VEC2 = 1 SHADER_ATTRIB_VEC3 = 2 SHADER_ATTRIB_VEC4 = 3 class PixelFormat(int): """Pixel formats.""" 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_UNCOMPRESSED_R16 = 11 PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12 PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13 PIXELFORMAT_COMPRESSED_DXT1_RGB = 14 PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15 PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16 PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17 PIXELFORMAT_COMPRESSED_ETC1_RGB = 18 PIXELFORMAT_COMPRESSED_ETC2_RGB = 19 PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20 PIXELFORMAT_COMPRESSED_PVRT_RGB = 21 PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22 PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23 PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 class TextureFilter(int): """Texture parameters: filter mode.""" 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(int): """Texture parameters: wrap mode.""" TEXTURE_WRAP_REPEAT = 0 TEXTURE_WRAP_CLAMP = 1 TEXTURE_WRAP_MIRROR_REPEAT = 2 TEXTURE_WRAP_MIRROR_CLAMP = 3 class CubemapLayout(int): """Cubemap layouts.""" CUBEMAP_LAYOUT_AUTO_DETECT = 0 CUBEMAP_LAYOUT_LINE_VERTICAL = 1 CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 class FontType(int): """Font type, defines generation method.""" FONT_DEFAULT = 0 FONT_BITMAP = 1 FONT_SDF = 2 class BlendMode(int): """Color blending modes (pre-defined).""" BLEND_ALPHA = 0 BLEND_ADDITIVE = 1 BLEND_MULTIPLIED = 2 BLEND_ADD_COLORS = 3 BLEND_SUBTRACT_COLORS = 4 BLEND_ALPHA_PREMULTIPLY = 5 BLEND_CUSTOM = 6 BLEND_CUSTOM_SEPARATE = 7 class Gesture(int): """Gesture.""" 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(int): """Camera system modes.""" CAMERA_CUSTOM = 0 CAMERA_FREE = 1 CAMERA_ORBITAL = 2 CAMERA_FIRST_PERSON = 3 CAMERA_THIRD_PERSON = 4 class CameraProjection(int): """Camera projection.""" CAMERA_PERSPECTIVE = 0 CAMERA_ORTHOGRAPHIC = 1 class NPatchLayout(int): """N-patch layout.""" NPATCH_NINE_PATCH = 0 NPATCH_THREE_PATCH_VERTICAL = 1 NPATCH_THREE_PATCH_HORIZONTAL = 2 class rlGlVersion(int): """OpenGL version.""" RL_OPENGL_11 = 1 RL_OPENGL_21 = 2 RL_OPENGL_33 = 3 RL_OPENGL_43 = 4 RL_OPENGL_ES_20 = 5 RL_OPENGL_ES_30 = 6 class rlTraceLogLevel(int): """Trace log level.""" RL_LOG_ALL = 0 RL_LOG_TRACE = 1 RL_LOG_DEBUG = 2 RL_LOG_INFO = 3 RL_LOG_WARNING = 4 RL_LOG_ERROR = 5 RL_LOG_FATAL = 6 RL_LOG_NONE = 7 class rlPixelFormat(int): """Texture pixel formats.""" RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4 RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5 RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6 RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7 RL_PIXELFORMAT_UNCOMPRESSED_R32 = 8 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 RL_PIXELFORMAT_UNCOMPRESSED_R16 = 11 RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12 RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13 RL_PIXELFORMAT_COMPRESSED_DXT1_RGB = 14 RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15 RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16 RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17 RL_PIXELFORMAT_COMPRESSED_ETC1_RGB = 18 RL_PIXELFORMAT_COMPRESSED_ETC2_RGB = 19 RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20 RL_PIXELFORMAT_COMPRESSED_PVRT_RGB = 21 RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22 RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23 RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 class rlTextureFilter(int): """Texture parameters: filter mode.""" RL_TEXTURE_FILTER_POINT = 0 RL_TEXTURE_FILTER_BILINEAR = 1 RL_TEXTURE_FILTER_TRILINEAR = 2 RL_TEXTURE_FILTER_ANISOTROPIC_4X = 3 RL_TEXTURE_FILTER_ANISOTROPIC_8X = 4 RL_TEXTURE_FILTER_ANISOTROPIC_16X = 5 class rlBlendMode(int): """Color blending modes (pre-defined).""" RL_BLEND_ALPHA = 0 RL_BLEND_ADDITIVE = 1 RL_BLEND_MULTIPLIED = 2 RL_BLEND_ADD_COLORS = 3 RL_BLEND_SUBTRACT_COLORS = 4 RL_BLEND_ALPHA_PREMULTIPLY = 5 RL_BLEND_CUSTOM = 6 RL_BLEND_CUSTOM_SEPARATE = 7 class rlShaderLocationIndex(int): """Shader location point type.""" RL_SHADER_LOC_VERTEX_POSITION = 0 RL_SHADER_LOC_VERTEX_TEXCOORD01 = 1 RL_SHADER_LOC_VERTEX_TEXCOORD02 = 2 RL_SHADER_LOC_VERTEX_NORMAL = 3 RL_SHADER_LOC_VERTEX_TANGENT = 4 RL_SHADER_LOC_VERTEX_COLOR = 5 RL_SHADER_LOC_MATRIX_MVP = 6 RL_SHADER_LOC_MATRIX_VIEW = 7 RL_SHADER_LOC_MATRIX_PROJECTION = 8 RL_SHADER_LOC_MATRIX_MODEL = 9 RL_SHADER_LOC_MATRIX_NORMAL = 10 RL_SHADER_LOC_VECTOR_VIEW = 11 RL_SHADER_LOC_COLOR_DIFFUSE = 12 RL_SHADER_LOC_COLOR_SPECULAR = 13 RL_SHADER_LOC_COLOR_AMBIENT = 14 RL_SHADER_LOC_MAP_ALBEDO = 15 RL_SHADER_LOC_MAP_METALNESS = 16 RL_SHADER_LOC_MAP_NORMAL = 17 RL_SHADER_LOC_MAP_ROUGHNESS = 18 RL_SHADER_LOC_MAP_OCCLUSION = 19 RL_SHADER_LOC_MAP_EMISSION = 20 RL_SHADER_LOC_MAP_HEIGHT = 21 RL_SHADER_LOC_MAP_CUBEMAP = 22 RL_SHADER_LOC_MAP_IRRADIANCE = 23 RL_SHADER_LOC_MAP_PREFILTER = 24 RL_SHADER_LOC_MAP_BRDF = 25 class rlShaderUniformDataType(int): """Shader uniform data type.""" RL_SHADER_UNIFORM_FLOAT = 0 RL_SHADER_UNIFORM_VEC2 = 1 RL_SHADER_UNIFORM_VEC3 = 2 RL_SHADER_UNIFORM_VEC4 = 3 RL_SHADER_UNIFORM_INT = 4 RL_SHADER_UNIFORM_IVEC2 = 5 RL_SHADER_UNIFORM_IVEC3 = 6 RL_SHADER_UNIFORM_IVEC4 = 7 RL_SHADER_UNIFORM_UINT = 8 RL_SHADER_UNIFORM_UIVEC2 = 9 RL_SHADER_UNIFORM_UIVEC3 = 10 RL_SHADER_UNIFORM_UIVEC4 = 11 RL_SHADER_UNIFORM_SAMPLER2D = 12 class rlShaderAttributeDataType(int): """Shader attribute data types.""" RL_SHADER_ATTRIB_FLOAT = 0 RL_SHADER_ATTRIB_VEC2 = 1 RL_SHADER_ATTRIB_VEC3 = 2 RL_SHADER_ATTRIB_VEC4 = 3 class rlFramebufferAttachType(int): """Framebuffer attachment type.""" RL_ATTACHMENT_COLOR_CHANNEL0 = 0 RL_ATTACHMENT_COLOR_CHANNEL1 = 1 RL_ATTACHMENT_COLOR_CHANNEL2 = 2 RL_ATTACHMENT_COLOR_CHANNEL3 = 3 RL_ATTACHMENT_COLOR_CHANNEL4 = 4 RL_ATTACHMENT_COLOR_CHANNEL5 = 5 RL_ATTACHMENT_COLOR_CHANNEL6 = 6 RL_ATTACHMENT_COLOR_CHANNEL7 = 7 RL_ATTACHMENT_DEPTH = 100 RL_ATTACHMENT_STENCIL = 200 class rlFramebufferAttachTextureType(int): """Framebuffer texture attachment type.""" RL_ATTACHMENT_CUBEMAP_POSITIVE_X = 0 RL_ATTACHMENT_CUBEMAP_NEGATIVE_X = 1 RL_ATTACHMENT_CUBEMAP_POSITIVE_Y = 2 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y = 3 RL_ATTACHMENT_CUBEMAP_POSITIVE_Z = 4 RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z = 5 RL_ATTACHMENT_TEXTURE2D = 100 RL_ATTACHMENT_RENDERBUFFER = 200 class rlCullMode(int): """Face culling mode.""" RL_CULL_FACE_FRONT = 0 RL_CULL_FACE_BACK = 1 class GuiState(int): """Gui control state.""" STATE_NORMAL = 0 STATE_FOCUSED = 1 STATE_PRESSED = 2 STATE_DISABLED = 3 class GuiTextAlignment(int): """Gui control text alignment.""" TEXT_ALIGN_LEFT = 0 TEXT_ALIGN_CENTER = 1 TEXT_ALIGN_RIGHT = 2 class GuiTextAlignmentVertical(int): """Gui control text alignment vertical.""" TEXT_ALIGN_TOP = 0 TEXT_ALIGN_MIDDLE = 1 TEXT_ALIGN_BOTTOM = 2 class GuiTextWrapMode(int): """Gui control text wrap mode.""" TEXT_WRAP_NONE = 0 TEXT_WRAP_CHAR = 1 TEXT_WRAP_WORD = 2 class GuiControl(int): """Gui controls.""" 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(int): """Gui base properties for every control.""" 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 class GuiDefaultProperty(int): """DEFAULT extended properties.""" TEXT_SIZE = 16 TEXT_SPACING = 17 LINE_COLOR = 18 BACKGROUND_COLOR = 19 TEXT_LINE_SPACING = 20 TEXT_ALIGNMENT_VERTICAL = 21 TEXT_WRAP_MODE = 22 class GuiToggleProperty(int): """Toggle/ToggleGroup.""" GROUP_PADDING = 16 class GuiSliderProperty(int): """Slider/SliderBar.""" SLIDER_WIDTH = 16 SLIDER_PADDING = 17 class GuiProgressBarProperty(int): """ProgressBar.""" PROGRESS_PADDING = 16 class GuiScrollBarProperty(int): """ScrollBar.""" ARROWS_SIZE = 16 ARROWS_VISIBLE = 17 SCROLL_SLIDER_PADDING = 18 SCROLL_SLIDER_SIZE = 19 SCROLL_PADDING = 20 SCROLL_SPEED = 21 class GuiCheckBoxProperty(int): """CheckBox.""" CHECK_PADDING = 16 class GuiComboBoxProperty(int): """ComboBox.""" COMBO_BUTTON_WIDTH = 16 COMBO_BUTTON_SPACING = 17 class GuiDropdownBoxProperty(int): """DropdownBox.""" ARROW_PADDING = 16 DROPDOWN_ITEMS_SPACING = 17 DROPDOWN_ARROW_HIDDEN = 18 DROPDOWN_ROLL_UP = 19 class GuiTextBoxProperty(int): """TextBox/TextBoxMulti/ValueBox/Spinner.""" TEXT_READONLY = 16 class GuiSpinnerProperty(int): """Spinner.""" SPIN_BUTTON_WIDTH = 16 SPIN_BUTTON_SPACING = 17 class GuiListViewProperty(int): """ListView.""" LIST_ITEMS_HEIGHT = 16 LIST_ITEMS_SPACING = 17 SCROLLBAR_WIDTH = 18 SCROLLBAR_SIDE = 19 LIST_ITEMS_BORDER_WIDTH = 20 class GuiColorPickerProperty(int): """ColorPicker.""" COLOR_SELECTOR_SIZE = 16 HUEBAR_WIDTH = 17 HUEBAR_PADDING = 18 HUEBAR_SELECTOR_HEIGHT = 19 HUEBAR_SELECTOR_OVERFLOW = 20 class GuiIconName(int): """.""" ICON_NONE = 0 ICON_FOLDER_FILE_OPEN = 1 ICON_FILE_SAVE_CLASSIC = 2 ICON_FOLDER_OPEN = 3 ICON_FOLDER_SAVE = 4 ICON_FILE_OPEN = 5 ICON_FILE_SAVE = 6 ICON_FILE_EXPORT = 7 ICON_FILE_ADD = 8 ICON_FILE_DELETE = 9 ICON_FILETYPE_TEXT = 10 ICON_FILETYPE_AUDIO = 11 ICON_FILETYPE_IMAGE = 12 ICON_FILETYPE_PLAY = 13 ICON_FILETYPE_VIDEO = 14 ICON_FILETYPE_INFO = 15 ICON_FILE_COPY = 16 ICON_FILE_CUT = 17 ICON_FILE_PASTE = 18 ICON_CURSOR_HAND = 19 ICON_CURSOR_POINTER = 20 ICON_CURSOR_CLASSIC = 21 ICON_PENCIL = 22 ICON_PENCIL_BIG = 23 ICON_BRUSH_CLASSIC = 24 ICON_BRUSH_PAINTER = 25 ICON_WATER_DROP = 26 ICON_COLOR_PICKER = 27 ICON_RUBBER = 28 ICON_COLOR_BUCKET = 29 ICON_TEXT_T = 30 ICON_TEXT_A = 31 ICON_SCALE = 32 ICON_RESIZE = 33 ICON_FILTER_POINT = 34 ICON_FILTER_BILINEAR = 35 ICON_CROP = 36 ICON_CROP_ALPHA = 37 ICON_SQUARE_TOGGLE = 38 ICON_SYMMETRY = 39 ICON_SYMMETRY_HORIZONTAL = 40 ICON_SYMMETRY_VERTICAL = 41 ICON_LENS = 42 ICON_LENS_BIG = 43 ICON_EYE_ON = 44 ICON_EYE_OFF = 45 ICON_FILTER_TOP = 46 ICON_FILTER = 47 ICON_TARGET_POINT = 48 ICON_TARGET_SMALL = 49 ICON_TARGET_BIG = 50 ICON_TARGET_MOVE = 51 ICON_CURSOR_MOVE = 52 ICON_CURSOR_SCALE = 53 ICON_CURSOR_SCALE_RIGHT = 54 ICON_CURSOR_SCALE_LEFT = 55 ICON_UNDO = 56 ICON_REDO = 57 ICON_REREDO = 58 ICON_MUTATE = 59 ICON_ROTATE = 60 ICON_REPEAT = 61 ICON_SHUFFLE = 62 ICON_EMPTYBOX = 63 ICON_TARGET = 64 ICON_TARGET_SMALL_FILL = 65 ICON_TARGET_BIG_FILL = 66 ICON_TARGET_MOVE_FILL = 67 ICON_CURSOR_MOVE_FILL = 68 ICON_CURSOR_SCALE_FILL = 69 ICON_CURSOR_SCALE_RIGHT_FILL = 70 ICON_CURSOR_SCALE_LEFT_FILL = 71 ICON_UNDO_FILL = 72 ICON_REDO_FILL = 73 ICON_REREDO_FILL = 74 ICON_MUTATE_FILL = 75 ICON_ROTATE_FILL = 76 ICON_REPEAT_FILL = 77 ICON_SHUFFLE_FILL = 78 ICON_EMPTYBOX_SMALL = 79 ICON_BOX = 80 ICON_BOX_TOP = 81 ICON_BOX_TOP_RIGHT = 82 ICON_BOX_RIGHT = 83 ICON_BOX_BOTTOM_RIGHT = 84 ICON_BOX_BOTTOM = 85 ICON_BOX_BOTTOM_LEFT = 86 ICON_BOX_LEFT = 87 ICON_BOX_TOP_LEFT = 88 ICON_BOX_CENTER = 89 ICON_BOX_CIRCLE_MASK = 90 ICON_POT = 91 ICON_ALPHA_MULTIPLY = 92 ICON_ALPHA_CLEAR = 93 ICON_DITHERING = 94 ICON_MIPMAPS = 95 ICON_BOX_GRID = 96 ICON_GRID = 97 ICON_BOX_CORNERS_SMALL = 98 ICON_BOX_CORNERS_BIG = 99 ICON_FOUR_BOXES = 100 ICON_GRID_FILL = 101 ICON_BOX_MULTISIZE = 102 ICON_ZOOM_SMALL = 103 ICON_ZOOM_MEDIUM = 104 ICON_ZOOM_BIG = 105 ICON_ZOOM_ALL = 106 ICON_ZOOM_CENTER = 107 ICON_BOX_DOTS_SMALL = 108 ICON_BOX_DOTS_BIG = 109 ICON_BOX_CONCENTRIC = 110 ICON_BOX_GRID_BIG = 111 ICON_OK_TICK = 112 ICON_CROSS = 113 ICON_ARROW_LEFT = 114 ICON_ARROW_RIGHT = 115 ICON_ARROW_DOWN = 116 ICON_ARROW_UP = 117 ICON_ARROW_LEFT_FILL = 118 ICON_ARROW_RIGHT_FILL = 119 ICON_ARROW_DOWN_FILL = 120 ICON_ARROW_UP_FILL = 121 ICON_AUDIO = 122 ICON_FX = 123 ICON_WAVE = 124 ICON_WAVE_SINUS = 125 ICON_WAVE_SQUARE = 126 ICON_WAVE_TRIANGULAR = 127 ICON_CROSS_SMALL = 128 ICON_PLAYER_PREVIOUS = 129 ICON_PLAYER_PLAY_BACK = 130 ICON_PLAYER_PLAY = 131 ICON_PLAYER_PAUSE = 132 ICON_PLAYER_STOP = 133 ICON_PLAYER_NEXT = 134 ICON_PLAYER_RECORD = 135 ICON_MAGNET = 136 ICON_LOCK_CLOSE = 137 ICON_LOCK_OPEN = 138 ICON_CLOCK = 139 ICON_TOOLS = 140 ICON_GEAR = 141 ICON_GEAR_BIG = 142 ICON_BIN = 143 ICON_HAND_POINTER = 144 ICON_LASER = 145 ICON_COIN = 146 ICON_EXPLOSION = 147 ICON_1UP = 148 ICON_PLAYER = 149 ICON_PLAYER_JUMP = 150 ICON_KEY = 151 ICON_DEMON = 152 ICON_TEXT_POPUP = 153 ICON_GEAR_EX = 154 ICON_CRACK = 155 ICON_CRACK_POINTS = 156 ICON_STAR = 157 ICON_DOOR = 158 ICON_EXIT = 159 ICON_MODE_2D = 160 ICON_MODE_3D = 161 ICON_CUBE = 162 ICON_CUBE_FACE_TOP = 163 ICON_CUBE_FACE_LEFT = 164 ICON_CUBE_FACE_FRONT = 165 ICON_CUBE_FACE_BOTTOM = 166 ICON_CUBE_FACE_RIGHT = 167 ICON_CUBE_FACE_BACK = 168 ICON_CAMERA = 169 ICON_SPECIAL = 170 ICON_LINK_NET = 171 ICON_LINK_BOXES = 172 ICON_LINK_MULTI = 173 ICON_LINK = 174 ICON_LINK_BROKE = 175 ICON_TEXT_NOTES = 176 ICON_NOTEBOOK = 177 ICON_SUITCASE = 178 ICON_SUITCASE_ZIP = 179 ICON_MAILBOX = 180 ICON_MONITOR = 181 ICON_PRINTER = 182 ICON_PHOTO_CAMERA = 183 ICON_PHOTO_CAMERA_FLASH = 184 ICON_HOUSE = 185 ICON_HEART = 186 ICON_CORNER = 187 ICON_VERTICAL_BARS = 188 ICON_VERTICAL_BARS_FILL = 189 ICON_LIFE_BARS = 190 ICON_INFO = 191 ICON_CROSSLINE = 192 ICON_HELP = 193 ICON_FILETYPE_ALPHA = 194 ICON_FILETYPE_HOME = 195 ICON_LAYERS_VISIBLE = 196 ICON_LAYERS = 197 ICON_WINDOW = 198 ICON_HIDPI = 199 ICON_FILETYPE_BINARY = 200 ICON_HEX = 201 ICON_SHIELD = 202 ICON_FILE_NEW = 203 ICON_FOLDER_ADD = 204 ICON_ALARM = 205 ICON_CPU = 206 ICON_ROM = 207 ICON_STEP_OVER = 208 ICON_STEP_INTO = 209 ICON_STEP_OUT = 210 ICON_RESTART = 211 ICON_BREAKPOINT_ON = 212 ICON_BREAKPOINT_OFF = 213 ICON_BURGER_MENU = 214 ICON_CASE_SENSITIVE = 215 ICON_REG_EXP = 216 ICON_FOLDER = 217 ICON_FILE = 218 ICON_SAND_TIMER = 219 ICON_WARNING = 220 ICON_HELP_BOX = 221 ICON_INFO_BOX = 222 ICON_PRIORITY = 223 ICON_LAYERS_ISO = 224 ICON_LAYERS2 = 225 ICON_MLAYERS = 226 ICON_MAPS = 227 ICON_HOT = 228 ICON_229 = 229 ICON_230 = 230 ICON_231 = 231 ICON_232 = 232 ICON_233 = 233 ICON_234 = 234 ICON_235 = 235 ICON_236 = 236 ICON_237 = 237 ICON_238 = 238 ICON_239 = 239 ICON_240 = 240 ICON_241 = 241 ICON_242 = 242 ICON_243 = 243 ICON_244 = 244 ICON_245 = 245 ICON_246 = 246 ICON_247 = 247 ICON_248 = 248 ICON_249 = 249 ICON_250 = 250 ICON_251 = 251 ICON_252 = 252 ICON_253 = 253 ICON_254 = 254 ICON_255 = 255 from typing import Any from warnings import deprecated import _cffi_backend # type: ignore ffi: _cffi_backend.FFI PhysicsShapeType = int def attach_audio_mixed_processor(processor: Any,) -> None: """Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'.""" ... def attach_audio_stream_processor(stream: AudioStream|list|tuple,processor: Any,) -> None: """Attach audio stream processor to stream, receives the samples as 'float'.""" ... def begin_blend_mode(mode: int,) -> None: """Begin blending mode (alpha, additive, multiplied, subtract, custom).""" ... def begin_drawing() -> None: """Setup canvas (framebuffer) to start drawing.""" ... def begin_mode_2d(camera: Camera2D|list|tuple,) -> None: """Begin 2D mode with custom camera (2D).""" ... def begin_mode_3d(camera: Camera3D|list|tuple,) -> None: """Begin 3D mode with custom camera (3D).""" ... def begin_scissor_mode(x: int,y: int,width: int,height: int,) -> None: """Begin scissor mode (define screen area for following drawing).""" ... def begin_shader_mode(shader: Shader|list|tuple,) -> None: """Begin custom shader drawing.""" ... def begin_texture_mode(target: RenderTexture|list|tuple,) -> None: """Begin drawing to render texture.""" ... def begin_vr_stereo_mode(config: VrStereoConfig|list|tuple,) -> None: """Begin stereo rendering (requires VR simulator).""" ... def change_directory(dir: str,) -> bool: """Change working directory, return true on success.""" ... def check_collision_box_sphere(box: BoundingBox|list|tuple,center: Vector3|list|tuple,radius: float,) -> bool: """Check collision between box and sphere.""" ... def check_collision_boxes(box1: BoundingBox|list|tuple,box2: BoundingBox|list|tuple,) -> bool: """Check collision between two bounding boxes.""" ... def check_collision_circle_line(center: Vector2|list|tuple,radius: float,p1: Vector2|list|tuple,p2: Vector2|list|tuple,) -> bool: """Check if circle collides with a line created betweeen two points [p1] and [p2].""" ... def check_collision_circle_rec(center: Vector2|list|tuple,radius: float,rec: Rectangle|list|tuple,) -> bool: """Check collision between circle and rectangle.""" ... def check_collision_circles(center1: Vector2|list|tuple,radius1: float,center2: Vector2|list|tuple,radius2: float,) -> bool: """Check collision between two circles.""" ... def check_collision_lines(startPos1: Vector2|list|tuple,endPos1: Vector2|list|tuple,startPos2: Vector2|list|tuple,endPos2: Vector2|list|tuple,collisionPoint: Any|list|tuple,) -> bool: """Check the collision between two lines defined by two points each, returns collision point by reference.""" ... def check_collision_point_circle(point: Vector2|list|tuple,center: Vector2|list|tuple,radius: float,) -> bool: """Check if point is inside circle.""" ... def check_collision_point_line(point: Vector2|list|tuple,p1: Vector2|list|tuple,p2: Vector2|list|tuple,threshold: int,) -> bool: """Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold].""" ... def check_collision_point_poly(point: Vector2|list|tuple,points: Any|list|tuple,pointCount: int,) -> bool: """Check if point is within a polygon described by array of vertices.""" ... def check_collision_point_rec(point: Vector2|list|tuple,rec: Rectangle|list|tuple,) -> bool: """Check if point is inside rectangle.""" ... def check_collision_point_triangle(point: Vector2|list|tuple,p1: Vector2|list|tuple,p2: Vector2|list|tuple,p3: Vector2|list|tuple,) -> bool: """Check if point is inside a triangle.""" ... def check_collision_recs(rec1: Rectangle|list|tuple,rec2: Rectangle|list|tuple,) -> bool: """Check collision between two rectangles.""" ... def check_collision_spheres(center1: Vector3|list|tuple,radius1: float,center2: Vector3|list|tuple,radius2: float,) -> bool: """Check collision between two spheres.""" ... def clamp(value: float,min_1: float,max_2: float,) -> float: """.""" ... def clear_background(color: Color|list|tuple,) -> None: """Set background color (framebuffer clear color).""" ... def clear_window_state(flags: int,) -> None: """Clear window configuration state flags.""" ... def close_audio_device() -> None: """Close the audio device and context.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def close_physics() -> None: """Unitializes physics pointers and closes physics loop thread.""" ... def close_window() -> None: """Close window and unload OpenGL context.""" ... def codepoint_to_utf8(codepoint: int,utf8Size: Any,) -> str: """Encode one codepoint into UTF-8 byte array (array length returned as parameter).""" ... def color_alpha(color: Color|list|tuple,alpha: float,) -> Color: """Get color with alpha applied, alpha goes from 0.0f to 1.0f.""" ... def color_alpha_blend(dst: Color|list|tuple,src: Color|list|tuple,tint: Color|list|tuple,) -> Color: """Get src alpha-blended into dst color with tint.""" ... def color_brightness(color: Color|list|tuple,factor: float,) -> Color: """Get color with brightness correction, brightness factor goes from -1.0f to 1.0f.""" ... def color_contrast(color: Color|list|tuple,contrast: float,) -> Color: """Get color with contrast correction, contrast values between -1.0f and 1.0f.""" ... def color_from_hsv(hue: float,saturation: float,value: float,) -> Color: """Get a Color from HSV values, hue [0..360], saturation/value [0..1].""" ... def color_from_normalized(normalized: Vector4|list|tuple,) -> Color: """Get Color from normalized values [0..1].""" ... def color_is_equal(col1: Color|list|tuple,col2: Color|list|tuple,) -> bool: """Check if two colors are equal.""" ... def color_lerp(color1: Color|list|tuple,color2: Color|list|tuple,factor: float,) -> Color: """Get color lerp interpolation between two colors, factor [0.0f..1.0f].""" ... def color_normalize(color: Color|list|tuple,) -> Vector4: """Get Color normalized as float [0..1].""" ... def color_tint(color: Color|list|tuple,tint: Color|list|tuple,) -> Color: """Get color multiplied with another color.""" ... def color_to_hsv(color: Color|list|tuple,) -> Vector3: """Get HSV values for a Color, hue [0..360], saturation/value [0..1].""" ... def color_to_int(color: Color|list|tuple,) -> int: """Get hexadecimal value for a Color (0xRRGGBBAA).""" ... def compress_data(data: str,dataSize: int,compDataSize: Any,) -> str: """Compress data (DEFLATE algorithm), memory must be MemFree().""" ... def compute_crc32(data: str,dataSize: int,) -> int: """Compute CRC32 hash code.""" ... def compute_md5(data: str,dataSize: int,) -> Any: """Compute MD5 hash code, returns static int[4] (16 bytes).""" ... def compute_sha1(data: str,dataSize: int,) -> Any: """Compute SHA1 hash code, returns static int[5] (20 bytes).""" ... @deprecated("Raylib no longer recommends the use of Physac library") def create_physics_body_circle(pos: Vector2|list|tuple,radius: float,density: float,) -> Any: """Creates a new circle physics body with generic parameters.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def create_physics_body_polygon(pos: Vector2|list|tuple,radius: float,sides: int,density: float,) -> Any: """Creates a new polygon physics body with generic parameters.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def create_physics_body_rectangle(pos: Vector2|list|tuple,width: float,height: float,density: float,) -> Any: """Creates a new rectangle physics body with generic parameters.""" ... def decode_data_base64(data: str,outputSize: Any,) -> str: """Decode Base64 string data, memory must be MemFree().""" ... def decompress_data(compData: str,compDataSize: int,dataSize: Any,) -> str: """Decompress data (DEFLATE algorithm), memory must be MemFree().""" ... @deprecated("Raylib no longer recommends the use of Physac library") def destroy_physics_body(body: Any|list|tuple,) -> None: """Unitializes and destroy a physics body.""" ... def detach_audio_mixed_processor(processor: Any,) -> None: """Detach audio stream processor from the entire audio pipeline.""" ... def detach_audio_stream_processor(stream: AudioStream|list|tuple,processor: Any,) -> None: """Detach audio stream processor from stream.""" ... def directory_exists(dirPath: str,) -> bool: """Check if a directory path exists.""" ... def disable_cursor() -> None: """Disables cursor (lock cursor).""" ... def disable_event_waiting() -> None: """Disable waiting for events on EndDrawing(), automatic events polling.""" ... def draw_billboard(camera: Camera3D|list|tuple,texture: Texture|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: """Draw a billboard texture.""" ... def draw_billboard_pro(camera: Camera3D|list|tuple,texture: Texture|list|tuple,source: Rectangle|list|tuple,position: Vector3|list|tuple,up: Vector3|list|tuple,size: Vector2|list|tuple,origin: Vector2|list|tuple,rotation: float,tint: Color|list|tuple,) -> None: """Draw a billboard texture defined by source and rotation.""" ... def draw_billboard_rec(camera: Camera3D|list|tuple,texture: Texture|list|tuple,source: Rectangle|list|tuple,position: Vector3|list|tuple,size: Vector2|list|tuple,tint: Color|list|tuple,) -> None: """Draw a billboard texture defined by source.""" ... def draw_bounding_box(box: BoundingBox|list|tuple,color: Color|list|tuple,) -> None: """Draw bounding box (wires).""" ... def draw_capsule(startPos: Vector3|list|tuple,endPos: Vector3|list|tuple,radius: float,slices: int,rings: int,color: Color|list|tuple,) -> None: """Draw a capsule with the center of its sphere caps at startPos and endPos.""" ... def draw_capsule_wires(startPos: Vector3|list|tuple,endPos: Vector3|list|tuple,radius: float,slices: int,rings: int,color: Color|list|tuple,) -> None: """Draw capsule wireframe with the center of its sphere caps at startPos and endPos.""" ... def draw_circle(centerX: int,centerY: int,radius: float,color: Color|list|tuple,) -> None: """Draw a color-filled circle.""" ... def draw_circle_3d(center: Vector3|list|tuple,radius: float,rotationAxis: Vector3|list|tuple,rotationAngle: float,color: Color|list|tuple,) -> None: """Draw a circle in 3D world space.""" ... def draw_circle_gradient(centerX: int,centerY: int,radius: float,inner: Color|list|tuple,outer: Color|list|tuple,) -> None: """Draw a gradient-filled circle.""" ... def draw_circle_lines(centerX: int,centerY: int,radius: float,color: Color|list|tuple,) -> None: """Draw circle outline.""" ... def draw_circle_lines_v(center: Vector2|list|tuple,radius: float,color: Color|list|tuple,) -> None: """Draw circle outline (Vector version).""" ... def draw_circle_sector(center: Vector2|list|tuple,radius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: """Draw a piece of a circle.""" ... def draw_circle_sector_lines(center: Vector2|list|tuple,radius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: """Draw circle sector outline.""" ... def draw_circle_v(center: Vector2|list|tuple,radius: float,color: Color|list|tuple,) -> None: """Draw a color-filled circle (Vector version).""" ... def draw_cube(position: Vector3|list|tuple,width: float,height: float,length: float,color: Color|list|tuple,) -> None: """Draw cube.""" ... def draw_cube_v(position: Vector3|list|tuple,size: Vector3|list|tuple,color: Color|list|tuple,) -> None: """Draw cube (Vector version).""" ... def draw_cube_wires(position: Vector3|list|tuple,width: float,height: float,length: float,color: Color|list|tuple,) -> None: """Draw cube wires.""" ... def draw_cube_wires_v(position: Vector3|list|tuple,size: Vector3|list|tuple,color: Color|list|tuple,) -> None: """Draw cube wires (Vector version).""" ... def draw_cylinder(position: Vector3|list|tuple,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color|list|tuple,) -> None: """Draw a cylinder/cone.""" ... def draw_cylinder_ex(startPos: Vector3|list|tuple,endPos: Vector3|list|tuple,startRadius: float,endRadius: float,sides: int,color: Color|list|tuple,) -> None: """Draw a cylinder with base at startPos and top at endPos.""" ... def draw_cylinder_wires(position: Vector3|list|tuple,radiusTop: float,radiusBottom: float,height: float,slices: int,color: Color|list|tuple,) -> None: """Draw a cylinder/cone wires.""" ... def draw_cylinder_wires_ex(startPos: Vector3|list|tuple,endPos: Vector3|list|tuple,startRadius: float,endRadius: float,sides: int,color: Color|list|tuple,) -> None: """Draw a cylinder wires with base at startPos and top at endPos.""" ... def draw_ellipse(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color|list|tuple,) -> None: """Draw ellipse.""" ... def draw_ellipse_lines(centerX: int,centerY: int,radiusH: float,radiusV: float,color: Color|list|tuple,) -> None: """Draw ellipse outline.""" ... def draw_fps(posX: int,posY: int,) -> None: """Draw current FPS.""" ... def draw_grid(slices: int,spacing: float,) -> None: """Draw a grid (centered at (0, 0, 0)).""" ... def draw_line(startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color|list|tuple,) -> None: """Draw a line.""" ... def draw_line_3d(startPos: Vector3|list|tuple,endPos: Vector3|list|tuple,color: Color|list|tuple,) -> None: """Draw a line in 3D world space.""" ... def draw_line_bezier(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: """Draw line segment cubic-bezier in-out interpolation.""" ... def draw_line_ex(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: """Draw a line (using triangles/quads).""" ... def draw_line_strip(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: """Draw lines sequence (using gl lines).""" ... def draw_line_v(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,color: Color|list|tuple,) -> None: """Draw a line (using gl lines).""" ... def draw_mesh(mesh: Mesh|list|tuple,material: Material|list|tuple,transform: Matrix|list|tuple,) -> None: """Draw a 3d mesh with material and transform.""" ... def draw_mesh_instanced(mesh: Mesh|list|tuple,material: Material|list|tuple,transforms: Any|list|tuple,instances: int,) -> None: """Draw multiple mesh instances with material and different transforms.""" ... def draw_model(model: Model|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: """Draw a model (with texture if set).""" ... def draw_model_ex(model: Model|list|tuple,position: Vector3|list|tuple,rotationAxis: Vector3|list|tuple,rotationAngle: float,scale: Vector3|list|tuple,tint: Color|list|tuple,) -> None: """Draw a model with extended parameters.""" ... def draw_model_points(model: Model|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: """Draw a model as points.""" ... def draw_model_points_ex(model: Model|list|tuple,position: Vector3|list|tuple,rotationAxis: Vector3|list|tuple,rotationAngle: float,scale: Vector3|list|tuple,tint: Color|list|tuple,) -> None: """Draw a model as points with extended parameters.""" ... def draw_model_wires(model: Model|list|tuple,position: Vector3|list|tuple,scale: float,tint: Color|list|tuple,) -> None: """Draw a model wires (with texture if set).""" ... def draw_model_wires_ex(model: Model|list|tuple,position: Vector3|list|tuple,rotationAxis: Vector3|list|tuple,rotationAngle: float,scale: Vector3|list|tuple,tint: Color|list|tuple,) -> None: """Draw a model wires (with texture if set) with extended parameters.""" ... def draw_pixel(posX: int,posY: int,color: Color|list|tuple,) -> None: """Draw a pixel using geometry [Can be slow, use with care].""" ... def draw_pixel_v(position: Vector2|list|tuple,color: Color|list|tuple,) -> None: """Draw a pixel using geometry (Vector version) [Can be slow, use with care].""" ... def draw_plane(centerPos: Vector3|list|tuple,size: Vector2|list|tuple,color: Color|list|tuple,) -> None: """Draw a plane XZ.""" ... def draw_point_3d(position: Vector3|list|tuple,color: Color|list|tuple,) -> None: """Draw a point in 3D space, actually a small line.""" ... def draw_poly(center: Vector2|list|tuple,sides: int,radius: float,rotation: float,color: Color|list|tuple,) -> None: """Draw a regular polygon (Vector version).""" ... def draw_poly_lines(center: Vector2|list|tuple,sides: int,radius: float,rotation: float,color: Color|list|tuple,) -> None: """Draw a polygon outline of n sides.""" ... def draw_poly_lines_ex(center: Vector2|list|tuple,sides: int,radius: float,rotation: float,lineThick: float,color: Color|list|tuple,) -> None: """Draw a polygon outline of n sides with extended parameters.""" ... def draw_ray(ray: Ray|list|tuple,color: Color|list|tuple,) -> None: """Draw a ray line.""" ... def draw_rectangle(posX: int,posY: int,width: int,height: int,color: Color|list|tuple,) -> None: """Draw a color-filled rectangle.""" ... def draw_rectangle_gradient_ex(rec: Rectangle|list|tuple,topLeft: Color|list|tuple,bottomLeft: Color|list|tuple,topRight: Color|list|tuple,bottomRight: Color|list|tuple,) -> None: """Draw a gradient-filled rectangle with custom vertex colors.""" ... def draw_rectangle_gradient_h(posX: int,posY: int,width: int,height: int,left: Color|list|tuple,right: Color|list|tuple,) -> None: """Draw a horizontal-gradient-filled rectangle.""" ... def draw_rectangle_gradient_v(posX: int,posY: int,width: int,height: int,top: Color|list|tuple,bottom: Color|list|tuple,) -> None: """Draw a vertical-gradient-filled rectangle.""" ... def draw_rectangle_lines(posX: int,posY: int,width: int,height: int,color: Color|list|tuple,) -> None: """Draw rectangle outline.""" ... def draw_rectangle_lines_ex(rec: Rectangle|list|tuple,lineThick: float,color: Color|list|tuple,) -> None: """Draw rectangle outline with extended parameters.""" ... def draw_rectangle_pro(rec: Rectangle|list|tuple,origin: Vector2|list|tuple,rotation: float,color: Color|list|tuple,) -> None: """Draw a color-filled rectangle with pro parameters.""" ... def draw_rectangle_rec(rec: Rectangle|list|tuple,color: Color|list|tuple,) -> None: """Draw a color-filled rectangle.""" ... def draw_rectangle_rounded(rec: Rectangle|list|tuple,roundness: float,segments: int,color: Color|list|tuple,) -> None: """Draw rectangle with rounded edges.""" ... def draw_rectangle_rounded_lines(rec: Rectangle|list|tuple,roundness: float,segments: int,color: Color|list|tuple,) -> None: """Draw rectangle lines with rounded edges.""" ... def draw_rectangle_rounded_lines_ex(rec: Rectangle|list|tuple,roundness: float,segments: int,lineThick: float,color: Color|list|tuple,) -> None: """Draw rectangle with rounded edges outline.""" ... def draw_rectangle_v(position: Vector2|list|tuple,size: Vector2|list|tuple,color: Color|list|tuple,) -> None: """Draw a color-filled rectangle (Vector version).""" ... def draw_ring(center: Vector2|list|tuple,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: """Draw ring.""" ... def draw_ring_lines(center: Vector2|list|tuple,innerRadius: float,outerRadius: float,startAngle: float,endAngle: float,segments: int,color: Color|list|tuple,) -> None: """Draw ring outline.""" ... def draw_sphere(centerPos: Vector3|list|tuple,radius: float,color: Color|list|tuple,) -> None: """Draw sphere.""" ... def draw_sphere_ex(centerPos: Vector3|list|tuple,radius: float,rings: int,slices: int,color: Color|list|tuple,) -> None: """Draw sphere with extended parameters.""" ... def draw_sphere_wires(centerPos: Vector3|list|tuple,radius: float,rings: int,slices: int,color: Color|list|tuple,) -> None: """Draw sphere wires.""" ... def draw_spline_basis(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: """Draw spline: B-Spline, minimum 4 points.""" ... def draw_spline_bezier_cubic(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: """Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...].""" ... def draw_spline_bezier_quadratic(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: """Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...].""" ... def draw_spline_catmull_rom(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: """Draw spline: Catmull-Rom, minimum 4 points.""" ... def draw_spline_linear(points: Any|list|tuple,pointCount: int,thick: float,color: Color|list|tuple,) -> None: """Draw spline: Linear, minimum 2 points.""" ... def draw_spline_segment_basis(p1: Vector2|list|tuple,p2: Vector2|list|tuple,p3: Vector2|list|tuple,p4: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: """Draw spline segment: B-Spline, 4 points.""" ... def draw_spline_segment_bezier_cubic(p1: Vector2|list|tuple,c2: Vector2|list|tuple,c3: Vector2|list|tuple,p4: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: """Draw spline segment: Cubic Bezier, 2 points, 2 control points.""" ... def draw_spline_segment_bezier_quadratic(p1: Vector2|list|tuple,c2: Vector2|list|tuple,p3: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: """Draw spline segment: Quadratic Bezier, 2 points, 1 control point.""" ... def draw_spline_segment_catmull_rom(p1: Vector2|list|tuple,p2: Vector2|list|tuple,p3: Vector2|list|tuple,p4: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: """Draw spline segment: Catmull-Rom, 4 points.""" ... def draw_spline_segment_linear(p1: Vector2|list|tuple,p2: Vector2|list|tuple,thick: float,color: Color|list|tuple,) -> None: """Draw spline segment: Linear, 2 points.""" ... def draw_text(text: str,posX: int,posY: int,fontSize: int,color: Color|list|tuple,) -> None: """Draw text (using default font).""" ... def draw_text_codepoint(font: Font|list|tuple,codepoint: int,position: Vector2|list|tuple,fontSize: float,tint: Color|list|tuple,) -> None: """Draw one character (codepoint).""" ... def draw_text_codepoints(font: Font|list|tuple,codepoints: Any,codepointCount: int,position: Vector2|list|tuple,fontSize: float,spacing: float,tint: Color|list|tuple,) -> None: """Draw multiple character (codepoint).""" ... def draw_text_ex(font: Font|list|tuple,text: str,position: Vector2|list|tuple,fontSize: float,spacing: float,tint: Color|list|tuple,) -> None: """Draw text using font and additional parameters.""" ... def draw_text_pro(font: Font|list|tuple,text: str,position: Vector2|list|tuple,origin: Vector2|list|tuple,rotation: float,fontSize: float,spacing: float,tint: Color|list|tuple,) -> None: """Draw text using Font and pro parameters (rotation).""" ... def draw_texture(texture: Texture|list|tuple,posX: int,posY: int,tint: Color|list|tuple,) -> None: """Draw a Texture2D.""" ... def draw_texture_ex(texture: Texture|list|tuple,position: Vector2|list|tuple,rotation: float,scale: float,tint: Color|list|tuple,) -> None: """Draw a Texture2D with extended parameters.""" ... def draw_texture_n_patch(texture: Texture|list|tuple,nPatchInfo: NPatchInfo|list|tuple,dest: Rectangle|list|tuple,origin: Vector2|list|tuple,rotation: float,tint: Color|list|tuple,) -> None: """Draws a texture (or part of it) that stretches or shrinks nicely.""" ... def draw_texture_pro(texture: Texture|list|tuple,source: Rectangle|list|tuple,dest: Rectangle|list|tuple,origin: Vector2|list|tuple,rotation: float,tint: Color|list|tuple,) -> None: """Draw a part of a texture defined by a rectangle with 'pro' parameters.""" ... def draw_texture_rec(texture: Texture|list|tuple,source: Rectangle|list|tuple,position: Vector2|list|tuple,tint: Color|list|tuple,) -> None: """Draw a part of a texture defined by a rectangle.""" ... def draw_texture_v(texture: Texture|list|tuple,position: Vector2|list|tuple,tint: Color|list|tuple,) -> None: """Draw a Texture2D with position defined as Vector2.""" ... def draw_triangle(v1: Vector2|list|tuple,v2: Vector2|list|tuple,v3: Vector2|list|tuple,color: Color|list|tuple,) -> None: """Draw a color-filled triangle (vertex in counter-clockwise order!).""" ... def draw_triangle_3d(v1: Vector3|list|tuple,v2: Vector3|list|tuple,v3: Vector3|list|tuple,color: Color|list|tuple,) -> None: """Draw a color-filled triangle (vertex in counter-clockwise order!).""" ... def draw_triangle_fan(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: """Draw a triangle fan defined by points (first vertex is the center).""" ... def draw_triangle_lines(v1: Vector2|list|tuple,v2: Vector2|list|tuple,v3: Vector2|list|tuple,color: Color|list|tuple,) -> None: """Draw triangle outline (vertex in counter-clockwise order!).""" ... def draw_triangle_strip(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: """Draw a triangle strip defined by points.""" ... def draw_triangle_strip_3d(points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: """Draw a triangle strip defined by points.""" ... def enable_cursor() -> None: """Enables cursor (unlock cursor).""" ... def enable_event_waiting() -> None: """Enable waiting for events on EndDrawing(), no automatic event polling.""" ... def encode_data_base64(data: str,dataSize: int,outputSize: Any,) -> str: """Encode data to Base64 string, memory must be MemFree().""" ... def end_blend_mode() -> None: """End blending mode (reset to default: alpha blending).""" ... def end_drawing() -> None: """End canvas drawing and swap buffers (double buffering).""" ... def end_mode_2d() -> None: """Ends 2D mode with custom camera.""" ... def end_mode_3d() -> None: """Ends 3D mode and returns to default 2D orthographic mode.""" ... def end_scissor_mode() -> None: """End scissor mode.""" ... def end_shader_mode() -> None: """End custom shader drawing (use default shader).""" ... def end_texture_mode() -> None: """Ends drawing to render texture.""" ... def end_vr_stereo_mode() -> None: """End stereo rendering (requires VR simulator).""" ... def export_automation_event_list(list_0: AutomationEventList|list|tuple,fileName: str,) -> bool: """Export automation events list as text file.""" ... def export_data_as_code(data: str,dataSize: int,fileName: str,) -> bool: """Export data to code (.h), returns true on success.""" ... def export_font_as_code(font: Font|list|tuple,fileName: str,) -> bool: """Export font as code file, returns true on success.""" ... def export_image(image: Image|list|tuple,fileName: str,) -> bool: """Export image data to file, returns true on success.""" ... def export_image_as_code(image: Image|list|tuple,fileName: str,) -> bool: """Export image as code file defining an array of bytes, returns true on success.""" ... def export_image_to_memory(image: Image|list|tuple,fileType: str,fileSize: Any,) -> str: """Export image to memory buffer.""" ... def export_mesh(mesh: Mesh|list|tuple,fileName: str,) -> bool: """Export mesh data to file, returns true on success.""" ... def export_mesh_as_code(mesh: Mesh|list|tuple,fileName: str,) -> bool: """Export mesh as code file (.h) defining multiple arrays of vertex attributes.""" ... def export_wave(wave: Wave|list|tuple,fileName: str,) -> bool: """Export wave data to file, returns true on success.""" ... def export_wave_as_code(wave: Wave|list|tuple,fileName: str,) -> bool: """Export wave sample data to code (.h), returns true on success.""" ... def fade(color: Color|list|tuple,alpha: float,) -> Color: """Get color with alpha applied, alpha goes from 0.0f to 1.0f.""" ... def file_exists(fileName: str,) -> bool: """Check if file exists.""" ... def float_equals(x: float,y: float,) -> int: """.""" ... def gen_image_cellular(width: int,height: int,tileSize: int,) -> Image: """Generate image: cellular algorithm, bigger tileSize means bigger cells.""" ... def gen_image_checked(width: int,height: int,checksX: int,checksY: int,col1: Color|list|tuple,col2: Color|list|tuple,) -> Image: """Generate image: checked.""" ... def gen_image_color(width: int,height: int,color: Color|list|tuple,) -> Image: """Generate image: plain color.""" ... def gen_image_font_atlas(glyphs: Any|list|tuple,glyphRecs: Any|list|tuple,glyphCount: int,fontSize: int,padding: int,packMethod: int,) -> Image: """Generate image font atlas using chars info.""" ... def gen_image_gradient_linear(width: int,height: int,direction: int,start: Color|list|tuple,end: Color|list|tuple,) -> Image: """Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient.""" ... def gen_image_gradient_radial(width: int,height: int,density: float,inner: Color|list|tuple,outer: Color|list|tuple,) -> Image: """Generate image: radial gradient.""" ... def gen_image_gradient_square(width: int,height: int,density: float,inner: Color|list|tuple,outer: Color|list|tuple,) -> Image: """Generate image: square gradient.""" ... def gen_image_perlin_noise(width: int,height: int,offsetX: int,offsetY: int,scale: float,) -> Image: """Generate image: perlin noise.""" ... def gen_image_text(width: int,height: int,text: str,) -> Image: """Generate image: grayscale image from text data.""" ... def gen_image_white_noise(width: int,height: int,factor: float,) -> Image: """Generate image: white noise.""" ... def gen_mesh_cone(radius: float,height: float,slices: int,) -> Mesh: """Generate cone/pyramid mesh.""" ... def gen_mesh_cube(width: float,height: float,length: float,) -> Mesh: """Generate cuboid mesh.""" ... def gen_mesh_cubicmap(cubicmap: Image|list|tuple,cubeSize: Vector3|list|tuple,) -> Mesh: """Generate cubes-based map mesh from image data.""" ... def gen_mesh_cylinder(radius: float,height: float,slices: int,) -> Mesh: """Generate cylinder mesh.""" ... def gen_mesh_heightmap(heightmap: Image|list|tuple,size: Vector3|list|tuple,) -> Mesh: """Generate heightmap mesh from image data.""" ... def gen_mesh_hemi_sphere(radius: float,rings: int,slices: int,) -> Mesh: """Generate half-sphere mesh (no bottom cap).""" ... def gen_mesh_knot(radius: float,size: float,radSeg: int,sides: int,) -> Mesh: """Generate trefoil knot mesh.""" ... def gen_mesh_plane(width: float,length: float,resX: int,resZ: int,) -> Mesh: """Generate plane mesh (with subdivisions).""" ... def gen_mesh_poly(sides: int,radius: float,) -> Mesh: """Generate polygonal mesh.""" ... def gen_mesh_sphere(radius: float,rings: int,slices: int,) -> Mesh: """Generate sphere mesh (standard sphere).""" ... def gen_mesh_tangents(mesh: Any|list|tuple,) -> None: """Compute mesh tangents.""" ... def gen_mesh_torus(radius: float,size: float,radSeg: int,sides: int,) -> Mesh: """Generate torus mesh.""" ... def gen_texture_mipmaps(texture: Any|list|tuple,) -> None: """Generate GPU mipmaps for a texture.""" ... def get_application_directory() -> str: """Get the directory of the running application (uses static string).""" ... def get_camera_matrix(camera: Camera3D|list|tuple,) -> Matrix: """Get camera transform matrix (view matrix).""" ... def get_camera_matrix_2d(camera: Camera2D|list|tuple,) -> Matrix: """Get camera 2d transform matrix.""" ... def get_char_pressed() -> int: """Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty.""" ... def get_clipboard_image() -> Image: """Get clipboard image content.""" ... def get_clipboard_text() -> str: """Get clipboard text content.""" ... def get_codepoint(text: str,codepointSize: Any,) -> int: """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure.""" ... def get_codepoint_count(text: str,) -> int: """Get total number of codepoints in a UTF-8 encoded string.""" ... def get_codepoint_next(text: str,codepointSize: Any,) -> int: """Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure.""" ... def get_codepoint_previous(text: str,codepointSize: Any,) -> int: """Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure.""" ... def get_collision_rec(rec1: Rectangle|list|tuple,rec2: Rectangle|list|tuple,) -> Rectangle: """Get collision rectangle for two rectangles collision.""" ... def get_color(hexValue: int,) -> Color: """Get Color structure from hexadecimal value.""" ... def get_current_monitor() -> int: """Get current monitor where window is placed.""" ... def get_directory_path(filePath: str,) -> str: """Get full path for a given fileName with path (uses static string).""" ... def get_fps() -> int: """Get current FPS.""" ... def get_file_extension(fileName: str,) -> str: """Get pointer to extension for a filename string (includes dot: '.png').""" ... def get_file_length(fileName: str,) -> int: """Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h).""" ... def get_file_mod_time(fileName: str,) -> int: """Get file modification time (last write time).""" ... def get_file_name(filePath: str,) -> str: """Get pointer to filename for a path string.""" ... def get_file_name_without_ext(filePath: str,) -> str: """Get filename string without extension (uses static string).""" ... def get_font_default() -> Font: """Get the default Font.""" ... def get_frame_time() -> float: """Get time in seconds for last frame drawn (delta time).""" ... def get_gamepad_axis_count(gamepad: int,) -> int: """Get gamepad axis count for a gamepad.""" ... def get_gamepad_axis_movement(gamepad: int,axis: int,) -> float: """Get axis movement value for a gamepad axis.""" ... def get_gamepad_button_pressed() -> int: """Get the last gamepad button pressed.""" ... def get_gamepad_name(gamepad: int,) -> str: """Get gamepad internal name id.""" ... def get_gesture_detected() -> int: """Get latest detected gesture.""" ... def get_gesture_drag_angle() -> float: """Get gesture drag angle.""" ... def get_gesture_drag_vector() -> Vector2: """Get gesture drag vector.""" ... def get_gesture_hold_duration() -> float: """Get gesture hold time in seconds.""" ... def get_gesture_pinch_angle() -> float: """Get gesture pinch angle.""" ... def get_gesture_pinch_vector() -> Vector2: """Get gesture pinch delta.""" ... def get_glyph_atlas_rec(font: Font|list|tuple,codepoint: int,) -> Rectangle: """Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found.""" ... def get_glyph_index(font: Font|list|tuple,codepoint: int,) -> int: """Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found.""" ... def get_glyph_info(font: Font|list|tuple,codepoint: int,) -> GlyphInfo: """Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found.""" ... def get_image_alpha_border(image: Image|list|tuple,threshold: float,) -> Rectangle: """Get image alpha border rectangle.""" ... def get_image_color(image: Image|list|tuple,x: int,y: int,) -> Color: """Get image pixel color at (x, y) position.""" ... def get_key_pressed() -> int: """Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty.""" ... def get_master_volume() -> float: """Get master volume (listener).""" ... def get_mesh_bounding_box(mesh: Mesh|list|tuple,) -> BoundingBox: """Compute mesh bounding box limits.""" ... def get_model_bounding_box(model: Model|list|tuple,) -> BoundingBox: """Compute model bounding box limits (considers all meshes).""" ... def get_monitor_count() -> int: """Get number of connected monitors.""" ... def get_monitor_height(monitor: int,) -> int: """Get specified monitor height (current video mode used by monitor).""" ... def get_monitor_name(monitor: int,) -> str: """Get the human-readable, UTF-8 encoded name of the specified monitor.""" ... def get_monitor_physical_height(monitor: int,) -> int: """Get specified monitor physical height in millimetres.""" ... def get_monitor_physical_width(monitor: int,) -> int: """Get specified monitor physical width in millimetres.""" ... def get_monitor_position(monitor: int,) -> Vector2: """Get specified monitor position.""" ... def get_monitor_refresh_rate(monitor: int,) -> int: """Get specified monitor refresh rate.""" ... def get_monitor_width(monitor: int,) -> int: """Get specified monitor width (current video mode used by monitor).""" ... def get_mouse_delta() -> Vector2: """Get mouse delta between frames.""" ... def get_mouse_position() -> Vector2: """Get mouse position XY.""" ... def get_mouse_wheel_move() -> float: """Get mouse wheel movement for X or Y, whichever is larger.""" ... def get_mouse_wheel_move_v() -> Vector2: """Get mouse wheel movement for both X and Y.""" ... def get_mouse_x() -> int: """Get mouse position X.""" ... def get_mouse_y() -> int: """Get mouse position Y.""" ... def get_music_time_length(music: Music|list|tuple,) -> float: """Get music time length (in seconds).""" ... def get_music_time_played(music: Music|list|tuple,) -> float: """Get current music time played (in seconds).""" ... @deprecated("Raylib no longer recommends the use of Physac library") def get_physics_bodies_count() -> int: """Returns the current amount of created physics bodies.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def get_physics_body(index: int,) -> Any: """Returns a physics body of the bodies pool at a specific index.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def get_physics_shape_type(index: int,) -> int: """Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON).""" ... @deprecated("Raylib no longer recommends the use of Physac library") def get_physics_shape_vertex(body: Any|list|tuple,vertex: int,) -> Vector2: """Returns transformed position of a body shape (body position + vertex transformed position).""" ... @deprecated("Raylib no longer recommends the use of Physac library") def get_physics_shape_vertices_count(index: int,) -> int: """Returns the amount of vertices of a physics body shape.""" ... def get_pixel_color(srcPtr: Any,format: int,) -> Color: """Get Color from a source pixel pointer of certain format.""" ... def get_pixel_data_size(width: int,height: int,format: int,) -> int: """Get pixel data size in bytes for certain format.""" ... def get_prev_directory_path(dirPath: str,) -> str: """Get previous directory path for a given path (uses static string).""" ... def get_random_value(min_0: int,max_1: int,) -> int: """Get a random value between min and max (both included).""" ... def get_ray_collision_box(ray: Ray|list|tuple,box: BoundingBox|list|tuple,) -> RayCollision: """Get collision info between ray and box.""" ... def get_ray_collision_mesh(ray: Ray|list|tuple,mesh: Mesh|list|tuple,transform: Matrix|list|tuple,) -> RayCollision: """Get collision info between ray and mesh.""" ... def get_ray_collision_quad(ray: Ray|list|tuple,p1: Vector3|list|tuple,p2: Vector3|list|tuple,p3: Vector3|list|tuple,p4: Vector3|list|tuple,) -> RayCollision: """Get collision info between ray and quad.""" ... def get_ray_collision_sphere(ray: Ray|list|tuple,center: Vector3|list|tuple,radius: float,) -> RayCollision: """Get collision info between ray and sphere.""" ... def get_ray_collision_triangle(ray: Ray|list|tuple,p1: Vector3|list|tuple,p2: Vector3|list|tuple,p3: Vector3|list|tuple,) -> RayCollision: """Get collision info between ray and triangle.""" ... def get_render_height() -> int: """Get current render height (it considers HiDPI).""" ... def get_render_width() -> int: """Get current render width (it considers HiDPI).""" ... def get_screen_height() -> int: """Get current screen height.""" ... def get_screen_to_world_2d(position: Vector2|list|tuple,camera: Camera2D|list|tuple,) -> Vector2: """Get the world space position for a 2d camera screen space position.""" ... def get_screen_to_world_ray(position: Vector2|list|tuple,camera: Camera3D|list|tuple,) -> Ray: """Get a ray trace from screen position (i.e mouse).""" ... def get_screen_to_world_ray_ex(position: Vector2|list|tuple,camera: Camera3D|list|tuple,width: int,height: int,) -> Ray: """Get a ray trace from screen position (i.e mouse) in a viewport.""" ... def get_screen_width() -> int: """Get current screen width.""" ... def get_shader_location(shader: Shader|list|tuple,uniformName: str,) -> int: """Get shader uniform location.""" ... def get_shader_location_attrib(shader: Shader|list|tuple,attribName: str,) -> int: """Get shader attribute location.""" ... def get_shapes_texture() -> Texture: """Get texture that is used for shapes drawing.""" ... def get_shapes_texture_rectangle() -> Rectangle: """Get texture source rectangle that is used for shapes drawing.""" ... def get_spline_point_basis(p1: Vector2|list|tuple,p2: Vector2|list|tuple,p3: Vector2|list|tuple,p4: Vector2|list|tuple,t: float,) -> Vector2: """Get (evaluate) spline point: B-Spline.""" ... def get_spline_point_bezier_cubic(p1: Vector2|list|tuple,c2: Vector2|list|tuple,c3: Vector2|list|tuple,p4: Vector2|list|tuple,t: float,) -> Vector2: """Get (evaluate) spline point: Cubic Bezier.""" ... def get_spline_point_bezier_quad(p1: Vector2|list|tuple,c2: Vector2|list|tuple,p3: Vector2|list|tuple,t: float,) -> Vector2: """Get (evaluate) spline point: Quadratic Bezier.""" ... def get_spline_point_catmull_rom(p1: Vector2|list|tuple,p2: Vector2|list|tuple,p3: Vector2|list|tuple,p4: Vector2|list|tuple,t: float,) -> Vector2: """Get (evaluate) spline point: Catmull-Rom.""" ... def get_spline_point_linear(startPos: Vector2|list|tuple,endPos: Vector2|list|tuple,t: float,) -> Vector2: """Get (evaluate) spline point: Linear.""" ... def get_time() -> float: """Get elapsed time in seconds since InitWindow().""" ... def get_touch_point_count() -> int: """Get number of touch points.""" ... def get_touch_point_id(index: int,) -> int: """Get touch point identifier for given index.""" ... def get_touch_position(index: int,) -> Vector2: """Get touch position XY for a touch point index (relative to screen size).""" ... def get_touch_x() -> int: """Get touch position X for touch point 0 (relative to screen size).""" ... def get_touch_y() -> int: """Get touch position Y for touch point 0 (relative to screen size).""" ... def get_window_handle() -> Any: """Get native window handle.""" ... def get_window_position() -> Vector2: """Get window position XY on monitor.""" ... def get_window_scale_dpi() -> Vector2: """Get window scale DPI factor.""" ... def get_working_directory() -> str: """Get current working directory (uses static string).""" ... def get_world_to_screen(position: Vector3|list|tuple,camera: Camera3D|list|tuple,) -> Vector2: """Get the screen space position for a 3d world space position.""" ... def get_world_to_screen_2d(position: Vector2|list|tuple,camera: Camera2D|list|tuple,) -> Vector2: """Get the screen space position for a 2d camera world space position.""" ... def get_world_to_screen_ex(position: Vector3|list|tuple,camera: Camera3D|list|tuple,width: int,height: int,) -> Vector2: """Get size position for a 3d world space position.""" ... def gui_button(bounds: Rectangle|list|tuple,text: str,) -> int: """Button control, returns true when clicked.""" ... def gui_check_box(bounds: Rectangle|list|tuple,text: str,checked: Any,) -> int: """Check Box control, returns true when active.""" ... def gui_color_bar_alpha(bounds: Rectangle|list|tuple,text: str,alpha: Any,) -> int: """Color Bar Alpha control.""" ... def gui_color_bar_hue(bounds: Rectangle|list|tuple,text: str,value: Any,) -> int: """Color Bar Hue control.""" ... def gui_color_panel(bounds: Rectangle|list|tuple,text: str,color: Any|list|tuple,) -> int: """Color Panel control.""" ... def gui_color_panel_hsv(bounds: Rectangle|list|tuple,text: str,colorHsv: Any|list|tuple,) -> int: """Color Panel control that updates Hue-Saturation-Value color value, used by GuiColorPickerHSV().""" ... def gui_color_picker(bounds: Rectangle|list|tuple,text: str,color: Any|list|tuple,) -> int: """Color Picker control (multiple color controls).""" ... def gui_color_picker_hsv(bounds: Rectangle|list|tuple,text: str,colorHsv: Any|list|tuple,) -> int: """Color Picker control that avoids conversion to RGB on each call (multiple color controls).""" ... def gui_combo_box(bounds: Rectangle|list|tuple,text: str,active: Any,) -> int: """Combo Box control.""" ... def gui_disable() -> None: """Disable gui controls (global state).""" ... def gui_disable_tooltip() -> None: """Disable gui tooltips (global state).""" ... def gui_draw_icon(iconId: int,posX: int,posY: int,pixelSize: int,color: Color|list|tuple,) -> None: """Draw icon using pixel size at specified position.""" ... def gui_dropdown_box(bounds: Rectangle|list|tuple,text: str,active: Any,editMode: bool,) -> int: """Dropdown Box control.""" ... def gui_dummy_rec(bounds: Rectangle|list|tuple,text: str,) -> int: """Dummy control for placeholders.""" ... def gui_enable() -> None: """Enable gui controls (global state).""" ... def gui_enable_tooltip() -> None: """Enable gui tooltips (global state).""" ... def gui_get_font() -> Font: """Get gui custom font (global state).""" ... def gui_get_icons() -> Any: """Get raygui icons data pointer.""" ... def gui_get_state() -> int: """Get gui state (global state).""" ... def gui_get_style(control: int,property: int,) -> int: """Get one style property.""" ... def gui_grid(bounds: Rectangle|list|tuple,text: str,spacing: float,subdivs: int,mouseCell: Any|list|tuple,) -> int: """Grid control.""" ... def gui_group_box(bounds: Rectangle|list|tuple,text: str,) -> int: """Group Box control with text name.""" ... def gui_icon_text(iconId: int,text: str,) -> str: """Get text with icon id prepended (if supported).""" ... def gui_is_locked() -> bool: """Check if gui is locked (global state).""" ... def gui_label(bounds: Rectangle|list|tuple,text: str,) -> int: """Label control.""" ... def gui_label_button(bounds: Rectangle|list|tuple,text: str,) -> int: """Label button control, returns true when clicked.""" ... def gui_line(bounds: Rectangle|list|tuple,text: str,) -> int: """Line separator control, could contain text.""" ... def gui_list_view(bounds: Rectangle|list|tuple,text: str,scrollIndex: Any,active: Any,) -> int: """List View control.""" ... def gui_list_view_ex(bounds: Rectangle|list|tuple,text: list[str],count: int,scrollIndex: Any,active: Any,focus: Any,) -> int: """List View with extended parameters.""" ... def gui_load_icons(fileName: str,loadIconsName: bool,) -> list[str]: """Load raygui icons file (.rgi) into internal icons data.""" ... def gui_load_style(fileName: str,) -> None: """Load style file over global style variable (.rgs).""" ... def gui_load_style_default() -> None: """Load style default over global style.""" ... def gui_lock() -> None: """Lock gui controls (global state).""" ... def gui_message_box(bounds: Rectangle|list|tuple,title: str,message: str,buttons: str,) -> int: """Message Box control, displays a message.""" ... def gui_panel(bounds: Rectangle|list|tuple,text: str,) -> int: """Panel control, useful to group controls.""" ... def gui_progress_bar(bounds: Rectangle|list|tuple,textLeft: str,textRight: str,value: Any,minValue: float,maxValue: float,) -> int: """Progress Bar control.""" ... def gui_scroll_panel(bounds: Rectangle|list|tuple,text: str,content: Rectangle|list|tuple,scroll: Any|list|tuple,view: Any|list|tuple,) -> int: """Scroll Panel control.""" ... def gui_set_alpha(alpha: float,) -> None: """Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f.""" ... def gui_set_font(font: Font|list|tuple,) -> None: """Set gui custom font (global state).""" ... def gui_set_icon_scale(scale: int,) -> None: """Set default icon drawing size.""" ... def gui_set_state(state: int,) -> None: """Set gui state (global state).""" ... def gui_set_style(control: int,property: int,value: int,) -> None: """Set one style property.""" ... def gui_set_tooltip(tooltip: str,) -> None: """Set tooltip string.""" ... def gui_slider(bounds: Rectangle|list|tuple,textLeft: str,textRight: str,value: Any,minValue: float,maxValue: float,) -> int: """Slider control.""" ... def gui_slider_bar(bounds: Rectangle|list|tuple,textLeft: str,textRight: str,value: Any,minValue: float,maxValue: float,) -> int: """Slider Bar control.""" ... def gui_spinner(bounds: Rectangle|list|tuple,text: str,value: Any,minValue: int,maxValue: int,editMode: bool,) -> int: """Spinner control.""" ... def gui_status_bar(bounds: Rectangle|list|tuple,text: str,) -> int: """Status Bar control, shows info text.""" ... def gui_tab_bar(bounds: Rectangle|list|tuple,text: list[str],count: int,active: Any,) -> int: """Tab Bar control, returns TAB to be closed or -1.""" ... def gui_text_box(bounds: Rectangle|list|tuple,text: str,textSize: int,editMode: bool,) -> int: """Text Box control, updates input text.""" ... def gui_text_input_box(bounds: Rectangle|list|tuple,title: str,message: str,buttons: str,text: str,textMaxSize: int,secretViewActive: Any,) -> int: """Text Input Box control, ask for text, supports secret.""" ... def gui_toggle(bounds: Rectangle|list|tuple,text: str,active: Any,) -> int: """Toggle Button control.""" ... def gui_toggle_group(bounds: Rectangle|list|tuple,text: str,active: Any,) -> int: """Toggle Group control.""" ... def gui_toggle_slider(bounds: Rectangle|list|tuple,text: str,active: Any,) -> int: """Toggle Slider control.""" ... def gui_unlock() -> None: """Unlock gui controls (global state).""" ... def gui_value_box(bounds: Rectangle|list|tuple,text: str,value: Any,minValue: int,maxValue: int,editMode: bool,) -> int: """Value Box control, updates input text with numbers.""" ... def gui_value_box_float(bounds: Rectangle|list|tuple,text: str,textValue: str,value: Any,editMode: bool,) -> int: """Value box control for float values.""" ... def gui_window_box(bounds: Rectangle|list|tuple,title: str,) -> int: """Window Box control, shows a window that can be closed.""" ... def hide_cursor() -> None: """Hides cursor.""" ... def image_alpha_clear(image: Any|list|tuple,color: Color|list|tuple,threshold: float,) -> None: """Clear alpha channel to desired color.""" ... def image_alpha_crop(image: Any|list|tuple,threshold: float,) -> None: """Crop image depending on alpha value.""" ... def image_alpha_mask(image: Any|list|tuple,alphaMask: Image|list|tuple,) -> None: """Apply alpha mask to image.""" ... def image_alpha_premultiply(image: Any|list|tuple,) -> None: """Premultiply alpha channel.""" ... def image_blur_gaussian(image: Any|list|tuple,blurSize: int,) -> None: """Apply Gaussian blur using a box blur approximation.""" ... def image_clear_background(dst: Any|list|tuple,color: Color|list|tuple,) -> None: """Clear image background with given color.""" ... def image_color_brightness(image: Any|list|tuple,brightness: int,) -> None: """Modify image color: brightness (-255 to 255).""" ... def image_color_contrast(image: Any|list|tuple,contrast: float,) -> None: """Modify image color: contrast (-100 to 100).""" ... def image_color_grayscale(image: Any|list|tuple,) -> None: """Modify image color: grayscale.""" ... def image_color_invert(image: Any|list|tuple,) -> None: """Modify image color: invert.""" ... def image_color_replace(image: Any|list|tuple,color: Color|list|tuple,replace: Color|list|tuple,) -> None: """Modify image color: replace color.""" ... def image_color_tint(image: Any|list|tuple,color: Color|list|tuple,) -> None: """Modify image color: tint.""" ... def image_copy(image: Image|list|tuple,) -> Image: """Create an image duplicate (useful for transformations).""" ... def image_crop(image: Any|list|tuple,crop: Rectangle|list|tuple,) -> None: """Crop an image to a defined rectangle.""" ... def image_dither(image: Any|list|tuple,rBpp: int,gBpp: int,bBpp: int,aBpp: int,) -> None: """Dither image data to 16bpp or lower (Floyd-Steinberg dithering).""" ... def image_draw(dst: Any|list|tuple,src: Image|list|tuple,srcRec: Rectangle|list|tuple,dstRec: Rectangle|list|tuple,tint: Color|list|tuple,) -> None: """Draw a source image within a destination image (tint applied to source).""" ... def image_draw_circle(dst: Any|list|tuple,centerX: int,centerY: int,radius: int,color: Color|list|tuple,) -> None: """Draw a filled circle within an image.""" ... def image_draw_circle_lines(dst: Any|list|tuple,centerX: int,centerY: int,radius: int,color: Color|list|tuple,) -> None: """Draw circle outline within an image.""" ... def image_draw_circle_lines_v(dst: Any|list|tuple,center: Vector2|list|tuple,radius: int,color: Color|list|tuple,) -> None: """Draw circle outline within an image (Vector version).""" ... def image_draw_circle_v(dst: Any|list|tuple,center: Vector2|list|tuple,radius: int,color: Color|list|tuple,) -> None: """Draw a filled circle within an image (Vector version).""" ... def image_draw_line(dst: Any|list|tuple,startPosX: int,startPosY: int,endPosX: int,endPosY: int,color: Color|list|tuple,) -> None: """Draw line within an image.""" ... def image_draw_line_ex(dst: Any|list|tuple,start: Vector2|list|tuple,end: Vector2|list|tuple,thick: int,color: Color|list|tuple,) -> None: """Draw a line defining thickness within an image.""" ... def image_draw_line_v(dst: Any|list|tuple,start: Vector2|list|tuple,end: Vector2|list|tuple,color: Color|list|tuple,) -> None: """Draw line within an image (Vector version).""" ... def image_draw_pixel(dst: Any|list|tuple,posX: int,posY: int,color: Color|list|tuple,) -> None: """Draw pixel within an image.""" ... def image_draw_pixel_v(dst: Any|list|tuple,position: Vector2|list|tuple,color: Color|list|tuple,) -> None: """Draw pixel within an image (Vector version).""" ... def image_draw_rectangle(dst: Any|list|tuple,posX: int,posY: int,width: int,height: int,color: Color|list|tuple,) -> None: """Draw rectangle within an image.""" ... def image_draw_rectangle_lines(dst: Any|list|tuple,rec: Rectangle|list|tuple,thick: int,color: Color|list|tuple,) -> None: """Draw rectangle lines within an image.""" ... def image_draw_rectangle_rec(dst: Any|list|tuple,rec: Rectangle|list|tuple,color: Color|list|tuple,) -> None: """Draw rectangle within an image.""" ... def image_draw_rectangle_v(dst: Any|list|tuple,position: Vector2|list|tuple,size: Vector2|list|tuple,color: Color|list|tuple,) -> None: """Draw rectangle within an image (Vector version).""" ... def image_draw_text(dst: Any|list|tuple,text: str,posX: int,posY: int,fontSize: int,color: Color|list|tuple,) -> None: """Draw text (using default font) within an image (destination).""" ... def image_draw_text_ex(dst: Any|list|tuple,font: Font|list|tuple,text: str,position: Vector2|list|tuple,fontSize: float,spacing: float,tint: Color|list|tuple,) -> None: """Draw text (custom sprite font) within an image (destination).""" ... def image_draw_triangle(dst: Any|list|tuple,v1: Vector2|list|tuple,v2: Vector2|list|tuple,v3: Vector2|list|tuple,color: Color|list|tuple,) -> None: """Draw triangle within an image.""" ... def image_draw_triangle_ex(dst: Any|list|tuple,v1: Vector2|list|tuple,v2: Vector2|list|tuple,v3: Vector2|list|tuple,c1: Color|list|tuple,c2: Color|list|tuple,c3: Color|list|tuple,) -> None: """Draw triangle with interpolated colors within an image.""" ... def image_draw_triangle_fan(dst: Any|list|tuple,points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: """Draw a triangle fan defined by points within an image (first vertex is the center).""" ... def image_draw_triangle_lines(dst: Any|list|tuple,v1: Vector2|list|tuple,v2: Vector2|list|tuple,v3: Vector2|list|tuple,color: Color|list|tuple,) -> None: """Draw triangle outline within an image.""" ... def image_draw_triangle_strip(dst: Any|list|tuple,points: Any|list|tuple,pointCount: int,color: Color|list|tuple,) -> None: """Draw a triangle strip defined by points within an image.""" ... def image_flip_horizontal(image: Any|list|tuple,) -> None: """Flip image horizontally.""" ... def image_flip_vertical(image: Any|list|tuple,) -> None: """Flip image vertically.""" ... def image_format(image: Any|list|tuple,newFormat: int,) -> None: """Convert image data to desired format.""" ... def image_from_channel(image: Image|list|tuple,selectedChannel: int,) -> Image: """Create an image from a selected channel of another image (GRAYSCALE).""" ... def image_from_image(image: Image|list|tuple,rec: Rectangle|list|tuple,) -> Image: """Create an image from another image piece.""" ... def image_kernel_convolution(image: Any|list|tuple,kernel: Any,kernelSize: int,) -> None: """Apply custom square convolution kernel to image.""" ... def image_mipmaps(image: Any|list|tuple,) -> None: """Compute all mipmap levels for a provided image.""" ... def image_resize(image: Any|list|tuple,newWidth: int,newHeight: int,) -> None: """Resize image (Bicubic scaling algorithm).""" ... def image_resize_canvas(image: Any|list|tuple,newWidth: int,newHeight: int,offsetX: int,offsetY: int,fill: Color|list|tuple,) -> None: """Resize canvas and fill with color.""" ... def image_resize_nn(image: Any|list|tuple,newWidth: int,newHeight: int,) -> None: """Resize image (Nearest-Neighbor scaling algorithm).""" ... def image_rotate(image: Any|list|tuple,degrees: int,) -> None: """Rotate image by input angle in degrees (-359 to 359).""" ... def image_rotate_ccw(image: Any|list|tuple,) -> None: """Rotate image counter-clockwise 90deg.""" ... def image_rotate_cw(image: Any|list|tuple,) -> None: """Rotate image clockwise 90deg.""" ... def image_text(text: str,fontSize: int,color: Color|list|tuple,) -> Image: """Create an image from text (default font).""" ... def image_text_ex(font: Font|list|tuple,text: str,fontSize: float,spacing: float,tint: Color|list|tuple,) -> Image: """Create an image from text (custom sprite font).""" ... def image_to_pot(image: Any|list|tuple,fill: Color|list|tuple,) -> None: """Convert image to POT (power-of-two).""" ... def init_audio_device() -> None: """Initialize audio device and context.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def init_physics() -> None: """Initializes physics values, pointers and creates physics loop thread.""" ... def init_window(width: int,height: int,title: str,) -> None: """Initialize window and OpenGL context.""" ... def is_audio_device_ready() -> bool: """Check if audio device has been initialized successfully.""" ... def is_audio_stream_playing(stream: AudioStream|list|tuple,) -> bool: """Check if audio stream is playing.""" ... def is_audio_stream_processed(stream: AudioStream|list|tuple,) -> bool: """Check if any audio stream buffers requires refill.""" ... def is_audio_stream_valid(stream: AudioStream|list|tuple,) -> bool: """Checks if an audio stream is valid (buffers initialized).""" ... def is_cursor_hidden() -> bool: """Check if cursor is not visible.""" ... def is_cursor_on_screen() -> bool: """Check if cursor is on the screen.""" ... def is_file_dropped() -> bool: """Check if a file has been dropped into window.""" ... def is_file_extension(fileName: str,ext: str,) -> bool: """Check file extension (including point: .png, .wav).""" ... def is_file_name_valid(fileName: str,) -> bool: """Check if fileName is valid for the platform/OS.""" ... def is_font_valid(font: Font|list|tuple,) -> bool: """Check if a font is valid (font data loaded, WARNING: GPU texture not checked).""" ... def is_gamepad_available(gamepad: int,) -> bool: """Check if a gamepad is available.""" ... def is_gamepad_button_down(gamepad: int,button: int,) -> bool: """Check if a gamepad button is being pressed.""" ... def is_gamepad_button_pressed(gamepad: int,button: int,) -> bool: """Check if a gamepad button has been pressed once.""" ... def is_gamepad_button_released(gamepad: int,button: int,) -> bool: """Check if a gamepad button has been released once.""" ... def is_gamepad_button_up(gamepad: int,button: int,) -> bool: """Check if a gamepad button is NOT being pressed.""" ... def is_gesture_detected(gesture: int,) -> bool: """Check if a gesture have been detected.""" ... def is_image_valid(image: Image|list|tuple,) -> bool: """Check if an image is valid (data and parameters).""" ... def is_key_down(key: int,) -> bool: """Check if a key is being pressed.""" ... def is_key_pressed(key: int,) -> bool: """Check if a key has been pressed once.""" ... def is_key_pressed_repeat(key: int,) -> bool: """Check if a key has been pressed again.""" ... def is_key_released(key: int,) -> bool: """Check if a key has been released once.""" ... def is_key_up(key: int,) -> bool: """Check if a key is NOT being pressed.""" ... def is_material_valid(material: Material|list|tuple,) -> bool: """Check if a material is valid (shader assigned, map textures loaded in GPU).""" ... def is_model_animation_valid(model: Model|list|tuple,anim: ModelAnimation|list|tuple,) -> bool: """Check model animation skeleton match.""" ... def is_model_valid(model: Model|list|tuple,) -> bool: """Check if a model is valid (loaded in GPU, VAO/VBOs).""" ... def is_mouse_button_down(button: int,) -> bool: """Check if a mouse button is being pressed.""" ... def is_mouse_button_pressed(button: int,) -> bool: """Check if a mouse button has been pressed once.""" ... def is_mouse_button_released(button: int,) -> bool: """Check if a mouse button has been released once.""" ... def is_mouse_button_up(button: int,) -> bool: """Check if a mouse button is NOT being pressed.""" ... def is_music_stream_playing(music: Music|list|tuple,) -> bool: """Check if music is playing.""" ... def is_music_valid(music: Music|list|tuple,) -> bool: """Checks if a music stream is valid (context and buffers initialized).""" ... def is_path_file(path: str,) -> bool: """Check if a given path is a file or a directory.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def is_physics_enabled() -> bool: """Returns true if physics thread is currently enabled.""" ... def is_render_texture_valid(target: RenderTexture|list|tuple,) -> bool: """Check if a render texture is valid (loaded in GPU).""" ... def is_shader_valid(shader: Shader|list|tuple,) -> bool: """Check if a shader is valid (loaded on GPU).""" ... def is_sound_playing(sound: Sound|list|tuple,) -> bool: """Check if a sound is currently playing.""" ... def is_sound_valid(sound: Sound|list|tuple,) -> bool: """Checks if a sound is valid (data loaded and buffers initialized).""" ... def is_texture_valid(texture: Texture|list|tuple,) -> bool: """Check if a texture is valid (loaded in GPU).""" ... def is_wave_valid(wave: Wave|list|tuple,) -> bool: """Checks if wave data is valid (data loaded and parameters).""" ... def is_window_focused() -> bool: """Check if window is currently focused.""" ... def is_window_fullscreen() -> bool: """Check if window is currently fullscreen.""" ... def is_window_hidden() -> bool: """Check if window is currently hidden.""" ... def is_window_maximized() -> bool: """Check if window is currently maximized.""" ... def is_window_minimized() -> bool: """Check if window is currently minimized.""" ... def is_window_ready() -> bool: """Check if window has been initialized successfully.""" ... def is_window_resized() -> bool: """Check if window has been resized last frame.""" ... def is_window_state(flag: int,) -> bool: """Check if one specific window flag is enabled.""" ... def lerp(start: float,end: float,amount: float,) -> float: """.""" ... def load_audio_stream(sampleRate: int,sampleSize: int,channels: int,) -> AudioStream: """Load audio stream (to stream raw audio pcm data).""" ... def load_automation_event_list(fileName: str,) -> AutomationEventList: """Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS.""" ... def load_codepoints(text: str,count: Any,) -> Any: """Load all codepoints from a UTF-8 text string, codepoints count returned by parameter.""" ... def load_directory_files(dirPath: str,) -> FilePathList: """Load directory filepaths.""" ... def load_directory_files_ex(basePath: str,filter: str,scanSubdirs: bool,) -> FilePathList: """Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result.""" ... def load_dropped_files() -> FilePathList: """Load dropped filepaths.""" ... def load_file_data(fileName: str,dataSize: Any,) -> str: """Load file data as byte array (read).""" ... def load_file_text(fileName: str,) -> str: """Load text data from file (read), returns a '\0' terminated string.""" ... def load_font(fileName: str,) -> Font: """Load font from file into GPU memory (VRAM).""" ... def load_font_data(fileData: str,dataSize: int,fontSize: int,codepoints: Any,codepointCount: int,type: int,) -> Any: """Load font data for further use.""" ... def load_font_ex(fileName: str,fontSize: int,codepoints: Any,codepointCount: int,) -> Font: """Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height.""" ... def load_font_from_image(image: Image|list|tuple,key: Color|list|tuple,firstChar: int,) -> Font: """Load font from Image (XNA style).""" ... def load_font_from_memory(fileType: str,fileData: str,dataSize: int,fontSize: int,codepoints: Any,codepointCount: int,) -> Font: """Load font from memory buffer, fileType refers to extension: i.e. '.ttf'.""" ... def load_image(fileName: str,) -> Image: """Load image from file into CPU memory (RAM).""" ... def load_image_anim(fileName: str,frames: Any,) -> Image: """Load image sequence from file (frames appended to image.data).""" ... def load_image_anim_from_memory(fileType: str,fileData: str,dataSize: int,frames: Any,) -> Image: """Load image sequence from memory buffer.""" ... def load_image_colors(image: Image|list|tuple,) -> Any: """Load color data from image as a Color array (RGBA - 32bit).""" ... def load_image_from_memory(fileType: str,fileData: str,dataSize: int,) -> Image: """Load image from memory buffer, fileType refers to extension: i.e. '.png'.""" ... def load_image_from_screen() -> Image: """Load image from screen buffer and (screenshot).""" ... def load_image_from_texture(texture: Texture|list|tuple,) -> Image: """Load image from GPU texture data.""" ... def load_image_palette(image: Image|list|tuple,maxPaletteSize: int,colorCount: Any,) -> Any: """Load colors palette from image as a Color array (RGBA - 32bit).""" ... def load_image_raw(fileName: str,width: int,height: int,format: int,headerSize: int,) -> Image: """Load image from RAW file data.""" ... def load_material_default() -> Material: """Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps).""" ... def load_materials(fileName: str,materialCount: Any,) -> Any: """Load materials from model file.""" ... def load_model(fileName: str,) -> Model: """Load model from files (meshes and materials).""" ... def load_model_animations(fileName: str,animCount: Any,) -> Any: """Load model animations from file.""" ... def load_model_from_mesh(mesh: Mesh|list|tuple,) -> Model: """Load model from generated mesh (default material).""" ... def load_music_stream(fileName: str,) -> Music: """Load music stream from file.""" ... def load_music_stream_from_memory(fileType: str,data: str,dataSize: int,) -> Music: """Load music stream from data.""" ... def load_random_sequence(count: int,min_1: int,max_2: int,) -> Any: """Load random values sequence, no values repeated.""" ... def load_render_texture(width: int,height: int,) -> RenderTexture: """Load texture for rendering (framebuffer).""" ... def load_shader(vsFileName: str,fsFileName: str,) -> Shader: """Load shader from files and bind default locations.""" ... def load_shader_from_memory(vsCode: str,fsCode: str,) -> Shader: """Load shader from code strings and bind default locations.""" ... def load_sound(fileName: str,) -> Sound: """Load sound from file.""" ... def load_sound_alias(source: Sound|list|tuple,) -> Sound: """Create a new sound that shares the same sample data as the source sound, does not own the sound data.""" ... def load_sound_from_wave(wave: Wave|list|tuple,) -> Sound: """Load sound from wave data.""" ... def load_texture(fileName: str,) -> Texture: """Load texture from file into GPU memory (VRAM).""" ... def load_texture_cubemap(image: Image|list|tuple,layout: int,) -> Texture: """Load cubemap from image, multiple image cubemap layouts supported.""" ... def load_texture_from_image(image: Image|list|tuple,) -> Texture: """Load texture from image data.""" ... def load_utf8(codepoints: Any,length: int,) -> str: """Load UTF-8 text encoded from codepoints array.""" ... def load_vr_stereo_config(device: VrDeviceInfo|list|tuple,) -> VrStereoConfig: """Load VR stereo config for VR simulator device parameters.""" ... def load_wave(fileName: str,) -> Wave: """Load wave data from file.""" ... def load_wave_from_memory(fileType: str,fileData: str,dataSize: int,) -> Wave: """Load wave from memory buffer, fileType refers to extension: i.e. '.wav'.""" ... def load_wave_samples(wave: Wave|list|tuple,) -> Any: """Load samples data from wave as a 32bit float data array.""" ... def make_directory(dirPath: str,) -> int: """Create directories (including full path requested), returns 0 on success.""" ... def matrix_add(left: Matrix|list|tuple,right: Matrix|list|tuple,) -> Matrix: """.""" ... def matrix_decompose(mat: Matrix|list|tuple,translation: Any|list|tuple,rotation: Any|list|tuple,scale: Any|list|tuple,) -> None: """.""" ... def matrix_determinant(mat: Matrix|list|tuple,) -> float: """.""" ... def matrix_frustum(left: float,right: float,bottom: float,top: float,nearPlane: float,farPlane: float,) -> Matrix: """.""" ... def matrix_identity() -> Matrix: """.""" ... def matrix_invert(mat: Matrix|list|tuple,) -> Matrix: """.""" ... def matrix_look_at(eye: Vector3|list|tuple,target: Vector3|list|tuple,up: Vector3|list|tuple,) -> Matrix: """.""" ... def matrix_multiply(left: Matrix|list|tuple,right: Matrix|list|tuple,) -> Matrix: """.""" ... def matrix_ortho(left: float,right: float,bottom: float,top: float,nearPlane: float,farPlane: float,) -> Matrix: """.""" ... def matrix_perspective(fovY: float,aspect: float,nearPlane: float,farPlane: float,) -> Matrix: """.""" ... def matrix_rotate(axis: Vector3|list|tuple,angle: float,) -> Matrix: """.""" ... def matrix_rotate_x(angle: float,) -> Matrix: """.""" ... def matrix_rotate_xyz(angle: Vector3|list|tuple,) -> Matrix: """.""" ... def matrix_rotate_y(angle: float,) -> Matrix: """.""" ... def matrix_rotate_z(angle: float,) -> Matrix: """.""" ... def matrix_rotate_zyx(angle: Vector3|list|tuple,) -> Matrix: """.""" ... def matrix_scale(x: float,y: float,z: float,) -> Matrix: """.""" ... def matrix_subtract(left: Matrix|list|tuple,right: Matrix|list|tuple,) -> Matrix: """.""" ... def matrix_to_float_v(mat: Matrix|list|tuple,) -> float16: """.""" ... def matrix_trace(mat: Matrix|list|tuple,) -> float: """.""" ... def matrix_translate(x: float,y: float,z: float,) -> Matrix: """.""" ... def matrix_transpose(mat: Matrix|list|tuple,) -> Matrix: """.""" ... def maximize_window() -> None: """Set window state: maximized, if resizable.""" ... def measure_text(text: str,fontSize: int,) -> int: """Measure string width for default font.""" ... def measure_text_ex(font: Font|list|tuple,text: str,fontSize: float,spacing: float,) -> Vector2: """Measure string size for Font.""" ... def mem_alloc(size: int,) -> Any: """Internal memory allocator.""" ... def mem_free(ptr: Any,) -> None: """Internal memory free.""" ... def mem_realloc(ptr: Any,size: int,) -> Any: """Internal memory reallocator.""" ... def minimize_window() -> None: """Set window state: minimized, if resizable.""" ... def normalize(value: float,start: float,end: float,) -> float: """.""" ... def open_url(url: str,) -> None: """Open URL with default system browser (if available).""" ... def pause_audio_stream(stream: AudioStream|list|tuple,) -> None: """Pause audio stream.""" ... def pause_music_stream(music: Music|list|tuple,) -> None: """Pause music playing.""" ... def pause_sound(sound: Sound|list|tuple,) -> None: """Pause a sound.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def physics_add_force(body: Any|list|tuple,force: Vector2|list|tuple,) -> None: """Adds a force to a physics body.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def physics_add_torque(body: Any|list|tuple,amount: float,) -> None: """Adds an angular force to a physics body.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def physics_shatter(body: Any|list|tuple,position: Vector2|list|tuple,force: float,) -> None: """Shatters a polygon shape physics body to little physics bodies with explosion force.""" ... def play_audio_stream(stream: AudioStream|list|tuple,) -> None: """Play audio stream.""" ... def play_automation_event(event: AutomationEvent|list|tuple,) -> None: """Play a recorded automation event.""" ... def play_music_stream(music: Music|list|tuple,) -> None: """Start music playing.""" ... def play_sound(sound: Sound|list|tuple,) -> None: """Play a sound.""" ... def poll_input_events() -> None: """Register all input events.""" ... def quaternion_add(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: """.""" ... def quaternion_add_value(q: Vector4|list|tuple,add: float,) -> Vector4: """.""" ... def quaternion_cubic_hermite_spline(q1: Vector4|list|tuple,outTangent1: Vector4|list|tuple,q2: Vector4|list|tuple,inTangent2: Vector4|list|tuple,t: float,) -> Vector4: """.""" ... def quaternion_divide(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: """.""" ... def quaternion_equals(p: Vector4|list|tuple,q: Vector4|list|tuple,) -> int: """.""" ... def quaternion_from_axis_angle(axis: Vector3|list|tuple,angle: float,) -> Vector4: """.""" ... def quaternion_from_euler(pitch: float,yaw: float,roll: float,) -> Vector4: """.""" ... def quaternion_from_matrix(mat: Matrix|list|tuple,) -> Vector4: """.""" ... def quaternion_from_vector3_to_vector3(from_0: Vector3|list|tuple,to: Vector3|list|tuple,) -> Vector4: """.""" ... def quaternion_identity() -> Vector4: """.""" ... def quaternion_invert(q: Vector4|list|tuple,) -> Vector4: """.""" ... def quaternion_length(q: Vector4|list|tuple,) -> float: """.""" ... def quaternion_lerp(q1: Vector4|list|tuple,q2: Vector4|list|tuple,amount: float,) -> Vector4: """.""" ... def quaternion_multiply(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: """.""" ... def quaternion_nlerp(q1: Vector4|list|tuple,q2: Vector4|list|tuple,amount: float,) -> Vector4: """.""" ... def quaternion_normalize(q: Vector4|list|tuple,) -> Vector4: """.""" ... def quaternion_scale(q: Vector4|list|tuple,mul: float,) -> Vector4: """.""" ... def quaternion_slerp(q1: Vector4|list|tuple,q2: Vector4|list|tuple,amount: float,) -> Vector4: """.""" ... def quaternion_subtract(q1: Vector4|list|tuple,q2: Vector4|list|tuple,) -> Vector4: """.""" ... def quaternion_subtract_value(q: Vector4|list|tuple,sub: float,) -> Vector4: """.""" ... def quaternion_to_axis_angle(q: Vector4|list|tuple,outAxis: Any|list|tuple,outAngle: Any,) -> None: """.""" ... def quaternion_to_euler(q: Vector4|list|tuple,) -> Vector3: """.""" ... def quaternion_to_matrix(q: Vector4|list|tuple,) -> Matrix: """.""" ... def quaternion_transform(q: Vector4|list|tuple,mat: Matrix|list|tuple,) -> Vector4: """.""" ... def remap(value: float,inputStart: float,inputEnd: float,outputStart: float,outputEnd: float,) -> float: """.""" ... def restore_window() -> None: """Set window state: not minimized/maximized.""" ... def resume_audio_stream(stream: AudioStream|list|tuple,) -> None: """Resume audio stream.""" ... def resume_music_stream(music: Music|list|tuple,) -> None: """Resume playing paused music.""" ... def resume_sound(sound: Sound|list|tuple,) -> None: """Resume a paused sound.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def run_physics_step() -> None: """Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop.""" ... def save_file_data(fileName: str,data: Any,dataSize: int,) -> bool: """Save data to file from byte array (write), returns true on success.""" ... def save_file_text(fileName: str,text: str,) -> bool: """Save text data to file (write), string must be '\0' terminated, returns true on success.""" ... def seek_music_stream(music: Music|list|tuple,position: float,) -> None: """Seek music to a position (in seconds).""" ... def set_audio_stream_buffer_size_default(size: int,) -> None: """Default size for new audio streams.""" ... def set_audio_stream_callback(stream: AudioStream|list|tuple,callback: Any,) -> None: """Audio thread callback to request new data.""" ... def set_audio_stream_pan(stream: AudioStream|list|tuple,pan: float,) -> None: """Set pan for audio stream (0.5 is centered).""" ... def set_audio_stream_pitch(stream: AudioStream|list|tuple,pitch: float,) -> None: """Set pitch for audio stream (1.0 is base level).""" ... def set_audio_stream_volume(stream: AudioStream|list|tuple,volume: float,) -> None: """Set volume for audio stream (1.0 is max level).""" ... def set_automation_event_base_frame(frame: int,) -> None: """Set automation event internal base frame to start recording.""" ... def set_automation_event_list(list_0: Any|list|tuple,) -> None: """Set automation event list to record to.""" ... def set_clipboard_text(text: str,) -> None: """Set clipboard text content.""" ... def set_config_flags(flags: int,) -> None: """Setup init configuration flags (view FLAGS).""" ... def set_exit_key(key: int,) -> None: """Set a custom key to exit program (default is ESC).""" ... def set_gamepad_mappings(mappings: str,) -> int: """Set internal gamepad mappings (SDL_GameControllerDB).""" ... def set_gamepad_vibration(gamepad: int,leftMotor: float,rightMotor: float,duration: float,) -> None: """Set gamepad vibration for both motors (duration in seconds).""" ... def set_gestures_enabled(flags: int,) -> None: """Enable a set of gestures using flags.""" ... def set_load_file_data_callback(callback: str,) -> None: """Set custom file binary data loader.""" ... def set_load_file_text_callback(callback: str,) -> None: """Set custom file text data loader.""" ... def set_master_volume(volume: float,) -> None: """Set master volume (listener).""" ... def set_material_texture(material: Any|list|tuple,mapType: int,texture: Texture|list|tuple,) -> None: """Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...).""" ... def set_model_mesh_material(model: Any|list|tuple,meshId: int,materialId: int,) -> None: """Set material for a mesh.""" ... def set_mouse_cursor(cursor: int,) -> None: """Set mouse cursor.""" ... def set_mouse_offset(offsetX: int,offsetY: int,) -> None: """Set mouse offset.""" ... def set_mouse_position(x: int,y: int,) -> None: """Set mouse position XY.""" ... def set_mouse_scale(scaleX: float,scaleY: float,) -> None: """Set mouse scaling.""" ... def set_music_pan(music: Music|list|tuple,pan: float,) -> None: """Set pan for a music (0.5 is center).""" ... def set_music_pitch(music: Music|list|tuple,pitch: float,) -> None: """Set pitch for a music (1.0 is base level).""" ... def set_music_volume(music: Music|list|tuple,volume: float,) -> None: """Set volume for music (1.0 is max level).""" ... @deprecated("Raylib no longer recommends the use of Physac library") def set_physics_body_rotation(body: Any|list|tuple,radians: float,) -> None: """Sets physics body shape transform based on radians parameter.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def set_physics_gravity(x: float,y: float,) -> None: """Sets physics global gravity force.""" ... @deprecated("Raylib no longer recommends the use of Physac library") def set_physics_time_step(delta: float,) -> None: """Sets physics fixed time step in milliseconds. 1.666666 by default.""" ... def set_pixel_color(dstPtr: Any,color: Color|list|tuple,format: int,) -> None: """Set color formatted into destination pixel pointer.""" ... def set_random_seed(seed: int,) -> None: """Set the seed for the random number generator.""" ... def set_save_file_data_callback(callback: str,) -> None: """Set custom file binary data saver.""" ... def set_save_file_text_callback(callback: str,) -> None: """Set custom file text data saver.""" ... def set_shader_value(shader: Shader|list|tuple,locIndex: int,value: Any,uniformType: int,) -> None: """Set shader uniform value.""" ... def set_shader_value_matrix(shader: Shader|list|tuple,locIndex: int,mat: Matrix|list|tuple,) -> None: """Set shader uniform value (matrix 4x4).""" ... def set_shader_value_texture(shader: Shader|list|tuple,locIndex: int,texture: Texture|list|tuple,) -> None: """Set shader uniform value for texture (sampler2d).""" ... def set_shader_value_v(shader: Shader|list|tuple,locIndex: int,value: Any,uniformType: int,count: int,) -> None: """Set shader uniform value vector.""" ... def set_shapes_texture(texture: Texture|list|tuple,source: Rectangle|list|tuple,) -> None: """Set texture and rectangle to be used on shapes drawing.""" ... def set_sound_pan(sound: Sound|list|tuple,pan: float,) -> None: """Set pan for a sound (0.5 is center).""" ... def set_sound_pitch(sound: Sound|list|tuple,pitch: float,) -> None: """Set pitch for a sound (1.0 is base level).""" ... def set_sound_volume(sound: Sound|list|tuple,volume: float,) -> None: """Set volume for a sound (1.0 is max level).""" ... def set_target_fps(fps: int,) -> None: """Set target FPS (maximum).""" ... def set_text_line_spacing(spacing: int,) -> None: """Set vertical line spacing when drawing with line-breaks.""" ... def set_texture_filter(texture: Texture|list|tuple,filter: int,) -> None: """Set texture scaling filter mode.""" ... def set_texture_wrap(texture: Texture|list|tuple,wrap: int,) -> None: """Set texture wrapping mode.""" ... def set_trace_log_callback(callback: str,) -> None: """Set custom trace log.""" ... def set_trace_log_level(logLevel: int,) -> None: """Set the current threshold (minimum) log level.""" ... def set_window_focused() -> None: """Set window focused.""" ... def set_window_icon(image: Image|list|tuple,) -> None: """Set icon for window (single image, RGBA 32bit).""" ... def set_window_icons(images: Any|list|tuple,count: int,) -> None: """Set icon for window (multiple images, RGBA 32bit).""" ... def set_window_max_size(width: int,height: int,) -> None: """Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE).""" ... def set_window_min_size(width: int,height: int,) -> None: """Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE).""" ... def set_window_monitor(monitor: int,) -> None: """Set monitor for the current window.""" ... def set_window_opacity(opacity: float,) -> None: """Set window opacity [0.0f..1.0f].""" ... def set_window_position(x: int,y: int,) -> None: """Set window position on screen.""" ... def set_window_size(width: int,height: int,) -> None: """Set window dimensions.""" ... def set_window_state(flags: int,) -> None: """Set window configuration state using flags.""" ... def set_window_title(title: str,) -> None: """Set title for window.""" ... def show_cursor() -> None: """Shows cursor.""" ... def start_automation_event_recording() -> None: """Start recording automation events (AutomationEventList must be set).""" ... def stop_audio_stream(stream: AudioStream|list|tuple,) -> None: """Stop audio stream.""" ... def stop_automation_event_recording() -> None: """Stop recording automation events.""" ... def stop_music_stream(music: Music|list|tuple,) -> None: """Stop music playing.""" ... def stop_sound(sound: Sound|list|tuple,) -> None: """Stop playing a sound.""" ... def swap_screen_buffer() -> None: """Swap back buffer with front buffer (screen drawing).""" ... def take_screenshot(fileName: str,) -> None: """Takes a screenshot of current screen (filename extension defines format).""" ... def text_append(text: str,append: str,position: Any,) -> None: """Append text at specific position and move cursor!.""" ... def text_copy(dst: str,src: str,) -> int: """Copy one string to another, returns bytes copied.""" ... def text_find_index(text: str,find: str,) -> int: """Find first text occurrence within a string.""" ... def text_format(*args) -> str: """VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI""" ... def text_insert(text: str,insert: str,position: int,) -> str: """Insert text in a position (WARNING: memory must be freed!).""" ... def text_is_equal(text1: str,text2: str,) -> bool: """Check if two text string are equal.""" ... def text_join(textList: list[str],count: int,delimiter: str,) -> str: """Join text strings with delimiter.""" ... def text_length(text: str,) -> int: """Get text length, checks for '\0' ending.""" ... def text_replace(text: str,replace: str,by: str,) -> str: """Replace text string (WARNING: memory must be freed!).""" ... def text_split(text: str,delimiter: str,count: Any,) -> list[str]: """Split text into multiple strings.""" ... def text_subtext(text: str,position: int,length: int,) -> str: """Get a piece of a text string.""" ... def text_to_camel(text: str,) -> str: """Get Camel case notation version of provided string.""" ... def text_to_float(text: str,) -> float: """Get float value from text (negative values not supported).""" ... def text_to_integer(text: str,) -> int: """Get integer value from text (negative values not supported).""" ... def text_to_lower(text: str,) -> str: """Get lower case version of provided string.""" ... def text_to_pascal(text: str,) -> str: """Get Pascal case notation version of provided string.""" ... def text_to_snake(text: str,) -> str: """Get Snake case notation version of provided string.""" ... def text_to_upper(text: str,) -> str: """Get upper case version of provided string.""" ... def toggle_borderless_windowed() -> None: """Toggle window state: borderless windowed, resizes window to match monitor resolution.""" ... def toggle_fullscreen() -> None: """Toggle window state: fullscreen/windowed, resizes monitor to match window resolution.""" ... def trace_log(*args) -> None: """VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI""" ... def unload_audio_stream(stream: AudioStream|list|tuple,) -> None: """Unload audio stream and free memory.""" ... def unload_automation_event_list(list_0: AutomationEventList|list|tuple,) -> None: """Unload automation events list from file.""" ... def unload_codepoints(codepoints: Any,) -> None: """Unload codepoints data from memory.""" ... def unload_directory_files(files: FilePathList|list|tuple,) -> None: """Unload filepaths.""" ... def unload_dropped_files(files: FilePathList|list|tuple,) -> None: """Unload dropped filepaths.""" ... def unload_file_data(data: str,) -> None: """Unload file data allocated by LoadFileData().""" ... def unload_file_text(text: str,) -> None: """Unload file text data allocated by LoadFileText().""" ... def unload_font(font: Font|list|tuple,) -> None: """Unload font from GPU memory (VRAM).""" ... def unload_font_data(glyphs: Any|list|tuple,glyphCount: int,) -> None: """Unload font chars info data (RAM).""" ... def unload_image(image: Image|list|tuple,) -> None: """Unload image from CPU memory (RAM).""" ... def unload_image_colors(colors: Any|list|tuple,) -> None: """Unload color data loaded with LoadImageColors().""" ... def unload_image_palette(colors: Any|list|tuple,) -> None: """Unload colors palette loaded with LoadImagePalette().""" ... def unload_material(material: Material|list|tuple,) -> None: """Unload material from GPU memory (VRAM).""" ... def unload_mesh(mesh: Mesh|list|tuple,) -> None: """Unload mesh data from CPU and GPU.""" ... def unload_model(model: Model|list|tuple,) -> None: """Unload model (including meshes) from memory (RAM and/or VRAM).""" ... def unload_model_animation(anim: ModelAnimation|list|tuple,) -> None: """Unload animation data.""" ... def unload_model_animations(animations: Any|list|tuple,animCount: int,) -> None: """Unload animation array data.""" ... def unload_music_stream(music: Music|list|tuple,) -> None: """Unload music stream.""" ... def unload_random_sequence(sequence: Any,) -> None: """Unload random values sequence.""" ... def unload_render_texture(target: RenderTexture|list|tuple,) -> None: """Unload render texture from GPU memory (VRAM).""" ... def unload_shader(shader: Shader|list|tuple,) -> None: """Unload shader from GPU memory (VRAM).""" ... def unload_sound(sound: Sound|list|tuple,) -> None: """Unload sound.""" ... def unload_sound_alias(alias: Sound|list|tuple,) -> None: """Unload a sound alias (does not deallocate sample data).""" ... def unload_texture(texture: Texture|list|tuple,) -> None: """Unload texture from GPU memory (VRAM).""" ... def unload_utf8(text: str,) -> None: """Unload UTF-8 text encoded from codepoints array.""" ... def unload_vr_stereo_config(config: VrStereoConfig|list|tuple,) -> None: """Unload VR stereo config.""" ... def unload_wave(wave: Wave|list|tuple,) -> None: """Unload wave data.""" ... def unload_wave_samples(samples: Any,) -> None: """Unload samples data loaded with LoadWaveSamples().""" ... def update_audio_stream(stream: AudioStream|list|tuple,data: Any,frameCount: int,) -> None: """Update audio stream buffers with data.""" ... def update_camera(camera: Any|list|tuple,mode: int,) -> None: """Update camera position for selected mode.""" ... def update_camera_pro(camera: Any|list|tuple,movement: Vector3|list|tuple,rotation: Vector3|list|tuple,zoom: float,) -> None: """Update camera movement/rotation.""" ... def update_mesh_buffer(mesh: Mesh|list|tuple,index: int,data: Any,dataSize: int,offset: int,) -> None: """Update mesh vertex data in GPU for a specific buffer index.""" ... def update_model_animation(model: Model|list|tuple,anim: ModelAnimation|list|tuple,frame: int,) -> None: """Update model animation pose (CPU).""" ... def update_model_animation_bones(model: Model|list|tuple,anim: ModelAnimation|list|tuple,frame: int,) -> None: """Update model animation mesh bone matrices (GPU skinning).""" ... def update_music_stream(music: Music|list|tuple,) -> None: """Updates buffers for music streaming.""" ... def update_sound(sound: Sound|list|tuple,data: Any,sampleCount: int,) -> None: """Update sound buffer with new data.""" ... def update_texture(texture: Texture|list|tuple,pixels: Any,) -> None: """Update GPU texture with new data.""" ... def update_texture_rec(texture: Texture|list|tuple,rec: Rectangle|list|tuple,pixels: Any,) -> None: """Update GPU texture rectangle with new data.""" ... def upload_mesh(mesh: Any|list|tuple,dynamic: bool,) -> None: """Upload mesh vertex data in GPU and provide VAO/VBO ids.""" ... def vector2_add(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: """.""" ... def vector2_add_value(v: Vector2|list|tuple,add: float,) -> Vector2: """.""" ... def vector2_angle(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: """.""" ... def vector2_clamp(v: Vector2|list|tuple,min_1: Vector2|list|tuple,max_2: Vector2|list|tuple,) -> Vector2: """.""" ... def vector2_clamp_value(v: Vector2|list|tuple,min_1: float,max_2: float,) -> Vector2: """.""" ... def vector2_distance(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: """.""" ... def vector2_distance_sqr(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: """.""" ... def vector2_divide(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: """.""" ... def vector2_dot_product(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> float: """.""" ... def vector2_equals(p: Vector2|list|tuple,q: Vector2|list|tuple,) -> int: """.""" ... def vector2_invert(v: Vector2|list|tuple,) -> Vector2: """.""" ... def vector2_length(v: Vector2|list|tuple,) -> float: """.""" ... def vector2_length_sqr(v: Vector2|list|tuple,) -> float: """.""" ... def vector2_lerp(v1: Vector2|list|tuple,v2: Vector2|list|tuple,amount: float,) -> Vector2: """.""" ... def vector2_line_angle(start: Vector2|list|tuple,end: Vector2|list|tuple,) -> float: """.""" ... def vector2_max(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: """.""" ... def vector2_min(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: """.""" ... def vector2_move_towards(v: Vector2|list|tuple,target: Vector2|list|tuple,maxDistance: float,) -> Vector2: """.""" ... def vector2_multiply(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: """.""" ... def vector2_negate(v: Vector2|list|tuple,) -> Vector2: """.""" ... def vector2_normalize(v: Vector2|list|tuple,) -> Vector2: """.""" ... def vector2_one() -> Vector2: """.""" ... def vector2_reflect(v: Vector2|list|tuple,normal: Vector2|list|tuple,) -> Vector2: """.""" ... def vector2_refract(v: Vector2|list|tuple,n: Vector2|list|tuple,r: float,) -> Vector2: """.""" ... def vector2_rotate(v: Vector2|list|tuple,angle: float,) -> Vector2: """.""" ... def vector2_scale(v: Vector2|list|tuple,scale: float,) -> Vector2: """.""" ... def vector2_subtract(v1: Vector2|list|tuple,v2: Vector2|list|tuple,) -> Vector2: """.""" ... def vector2_subtract_value(v: Vector2|list|tuple,sub: float,) -> Vector2: """.""" ... def vector2_transform(v: Vector2|list|tuple,mat: Matrix|list|tuple,) -> Vector2: """.""" ... def vector2_zero() -> Vector2: """.""" ... def vector3_add(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_add_value(v: Vector3|list|tuple,add: float,) -> Vector3: """.""" ... def vector3_angle(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: """.""" ... def vector3_barycenter(p: Vector3|list|tuple,a: Vector3|list|tuple,b: Vector3|list|tuple,c: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_clamp(v: Vector3|list|tuple,min_1: Vector3|list|tuple,max_2: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_clamp_value(v: Vector3|list|tuple,min_1: float,max_2: float,) -> Vector3: """.""" ... def vector3_cross_product(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_cubic_hermite(v1: Vector3|list|tuple,tangent1: Vector3|list|tuple,v2: Vector3|list|tuple,tangent2: Vector3|list|tuple,amount: float,) -> Vector3: """.""" ... def vector3_distance(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: """.""" ... def vector3_distance_sqr(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: """.""" ... def vector3_divide(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_dot_product(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> float: """.""" ... def vector3_equals(p: Vector3|list|tuple,q: Vector3|list|tuple,) -> int: """.""" ... def vector3_invert(v: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_length(v: Vector3|list|tuple,) -> float: """.""" ... def vector3_length_sqr(v: Vector3|list|tuple,) -> float: """.""" ... def vector3_lerp(v1: Vector3|list|tuple,v2: Vector3|list|tuple,amount: float,) -> Vector3: """.""" ... def vector3_max(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_min(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_move_towards(v: Vector3|list|tuple,target: Vector3|list|tuple,maxDistance: float,) -> Vector3: """.""" ... def vector3_multiply(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_negate(v: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_normalize(v: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_one() -> Vector3: """.""" ... def vector3_ortho_normalize(v1: Any|list|tuple,v2: Any|list|tuple,) -> None: """.""" ... def vector3_perpendicular(v: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_project(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_reflect(v: Vector3|list|tuple,normal: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_refract(v: Vector3|list|tuple,n: Vector3|list|tuple,r: float,) -> Vector3: """.""" ... def vector3_reject(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_rotate_by_axis_angle(v: Vector3|list|tuple,axis: Vector3|list|tuple,angle: float,) -> Vector3: """.""" ... def vector3_rotate_by_quaternion(v: Vector3|list|tuple,q: Vector4|list|tuple,) -> Vector3: """.""" ... def vector3_scale(v: Vector3|list|tuple,scalar: float,) -> Vector3: """.""" ... def vector3_subtract(v1: Vector3|list|tuple,v2: Vector3|list|tuple,) -> Vector3: """.""" ... def vector3_subtract_value(v: Vector3|list|tuple,sub: float,) -> Vector3: """.""" ... def vector3_to_float_v(v: Vector3|list|tuple,) -> float3: """.""" ... def vector3_transform(v: Vector3|list|tuple,mat: Matrix|list|tuple,) -> Vector3: """.""" ... def vector3_unproject(source: Vector3|list|tuple,projection: Matrix|list|tuple,view: Matrix|list|tuple,) -> Vector3: """.""" ... def vector3_zero() -> Vector3: """.""" ... def vector4_add(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: """.""" ... def vector4_add_value(v: Vector4|list|tuple,add: float,) -> Vector4: """.""" ... def vector4_distance(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> float: """.""" ... def vector4_distance_sqr(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> float: """.""" ... def vector4_divide(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: """.""" ... def vector4_dot_product(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> float: """.""" ... def vector4_equals(p: Vector4|list|tuple,q: Vector4|list|tuple,) -> int: """.""" ... def vector4_invert(v: Vector4|list|tuple,) -> Vector4: """.""" ... def vector4_length(v: Vector4|list|tuple,) -> float: """.""" ... def vector4_length_sqr(v: Vector4|list|tuple,) -> float: """.""" ... def vector4_lerp(v1: Vector4|list|tuple,v2: Vector4|list|tuple,amount: float,) -> Vector4: """.""" ... def vector4_max(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: """.""" ... def vector4_min(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: """.""" ... def vector4_move_towards(v: Vector4|list|tuple,target: Vector4|list|tuple,maxDistance: float,) -> Vector4: """.""" ... def vector4_multiply(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: """.""" ... def vector4_negate(v: Vector4|list|tuple,) -> Vector4: """.""" ... def vector4_normalize(v: Vector4|list|tuple,) -> Vector4: """.""" ... def vector4_one() -> Vector4: """.""" ... def vector4_scale(v: Vector4|list|tuple,scale: float,) -> Vector4: """.""" ... def vector4_subtract(v1: Vector4|list|tuple,v2: Vector4|list|tuple,) -> Vector4: """.""" ... def vector4_subtract_value(v: Vector4|list|tuple,add: float,) -> Vector4: """.""" ... def vector4_zero() -> Vector4: """.""" ... def wait_time(seconds: float,) -> None: """Wait for some time (halt program execution).""" ... def wave_copy(wave: Wave|list|tuple,) -> Wave: """Copy a wave to a new wave.""" ... def wave_crop(wave: Any|list|tuple,initFrame: int,finalFrame: int,) -> None: """Crop a wave to defined frames range.""" ... def wave_format(wave: Any|list|tuple,sampleRate: int,sampleSize: int,channels: int,) -> None: """Convert wave data to desired format.""" ... def window_should_close() -> bool: """Check if application should close (KEY_ESCAPE pressed or windows close icon clicked).""" ... def wrap(value: float,min_1: float,max_2: float,) -> float: """.""" ... def glfw_create_cursor(image: Any|list|tuple,xhot: int,yhot: int,) -> Any: """.""" ... def glfw_create_standard_cursor(shape: int,) -> Any: """.""" ... def glfw_create_window(width: int,height: int,title: str,monitor: Any|list|tuple,share: Any|list|tuple,) -> Any: """.""" ... def glfw_default_window_hints() -> None: """.""" ... def glfw_destroy_cursor(cursor: Any|list|tuple,) -> None: """.""" ... def glfw_destroy_window(window: Any|list|tuple,) -> None: """.""" ... def glfw_extension_supported(extension: str,) -> int: """.""" ... def glfw_focus_window(window: Any|list|tuple,) -> None: """.""" ... def glfw_get_clipboard_string(window: Any|list|tuple,) -> str: """.""" ... def glfw_get_current_context() -> Any: """.""" ... def glfw_get_cursor_pos(window: Any|list|tuple,xpos: Any,ypos: Any,) -> None: """.""" ... def glfw_get_error(description: list[str],) -> int: """.""" ... def glfw_get_framebuffer_size(window: Any|list|tuple,width: Any,height: Any,) -> None: """.""" ... def glfw_get_gamepad_name(jid: int,) -> str: """.""" ... def glfw_get_gamepad_state(jid: int,state: Any|list|tuple,) -> int: """.""" ... def glfw_get_gamma_ramp(monitor: Any|list|tuple,) -> Any: """.""" ... def glfw_get_input_mode(window: Any|list|tuple,mode: int,) -> int: """.""" ... def glfw_get_joystick_axes(jid: int,count: Any,) -> Any: """.""" ... def glfw_get_joystick_buttons(jid: int,count: Any,) -> str: """.""" ... def glfw_get_joystick_guid(jid: int,) -> str: """.""" ... def glfw_get_joystick_hats(jid: int,count: Any,) -> str: """.""" ... def glfw_get_joystick_name(jid: int,) -> str: """.""" ... def glfw_get_joystick_user_pointer(jid: int,) -> Any: """.""" ... def glfw_get_key(window: Any|list|tuple,key: int,) -> int: """.""" ... def glfw_get_key_name(key: int,scancode: int,) -> str: """.""" ... def glfw_get_key_scancode(key: int,) -> int: """.""" ... def glfw_get_monitor_content_scale(monitor: Any|list|tuple,xscale: Any,yscale: Any,) -> None: """.""" ... def glfw_get_monitor_name(monitor: Any|list|tuple,) -> str: """.""" ... def glfw_get_monitor_physical_size(monitor: Any|list|tuple,widthMM: Any,heightMM: Any,) -> None: """.""" ... def glfw_get_monitor_pos(monitor: Any|list|tuple,xpos: Any,ypos: Any,) -> None: """.""" ... def glfw_get_monitor_user_pointer(monitor: Any|list|tuple,) -> Any: """.""" ... def glfw_get_monitor_workarea(monitor: Any|list|tuple,xpos: Any,ypos: Any,width: Any,height: Any,) -> None: """.""" ... def glfw_get_monitors(count: Any,) -> Any: """.""" ... def glfw_get_mouse_button(window: Any|list|tuple,button: int,) -> int: """.""" ... def glfw_get_platform() -> int: """.""" ... def glfw_get_primary_monitor() -> Any: """.""" ... def glfw_get_proc_address(procname: str,) -> Any: """.""" ... def glfw_get_required_instance_extensions(count: Any,) -> list[str]: """.""" ... def glfw_get_time() -> float: """.""" ... def glfw_get_timer_frequency() -> int: """.""" ... def glfw_get_timer_value() -> int: """.""" ... def glfw_get_version(major: Any,minor: Any,rev: Any,) -> None: """.""" ... def glfw_get_version_string() -> str: """.""" ... def glfw_get_video_mode(monitor: Any|list|tuple,) -> Any: """.""" ... def glfw_get_video_modes(monitor: Any|list|tuple,count: Any,) -> Any: """.""" ... def glfw_get_window_attrib(window: Any|list|tuple,attrib: int,) -> int: """.""" ... def glfw_get_window_content_scale(window: Any|list|tuple,xscale: Any,yscale: Any,) -> None: """.""" ... def glfw_get_window_frame_size(window: Any|list|tuple,left: Any,top: Any,right: Any,bottom: Any,) -> None: """.""" ... def glfw_get_window_monitor(window: Any|list|tuple,) -> Any: """.""" ... def glfw_get_window_opacity(window: Any|list|tuple,) -> float: """.""" ... def glfw_get_window_pos(window: Any|list|tuple,xpos: Any,ypos: Any,) -> None: """.""" ... def glfw_get_window_size(window: Any|list|tuple,width: Any,height: Any,) -> None: """.""" ... def glfw_get_window_title(window: Any|list|tuple,) -> str: """.""" ... def glfw_get_window_user_pointer(window: Any|list|tuple,) -> Any: """.""" ... def glfw_hide_window(window: Any|list|tuple,) -> None: """.""" ... def glfw_iconify_window(window: Any|list|tuple,) -> None: """.""" ... def glfw_init() -> int: """.""" ... def glfw_init_allocator(allocator: Any|list|tuple,) -> None: """.""" ... def glfw_init_hint(hint: int,value: int,) -> None: """.""" ... def glfw_joystick_is_gamepad(jid: int,) -> int: """.""" ... def glfw_joystick_present(jid: int,) -> int: """.""" ... def glfw_make_context_current(window: Any|list|tuple,) -> None: """.""" ... def glfw_maximize_window(window: Any|list|tuple,) -> None: """.""" ... def glfw_platform_supported(platform: int,) -> int: """.""" ... def glfw_poll_events() -> None: """.""" ... def glfw_post_empty_event() -> None: """.""" ... def glfw_raw_mouse_motion_supported() -> int: """.""" ... def glfw_request_window_attention(window: Any|list|tuple,) -> None: """.""" ... def glfw_restore_window(window: Any|list|tuple,) -> None: """.""" ... def glfw_set_char_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_char_mods_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_clipboard_string(window: Any|list|tuple,string: str,) -> None: """.""" ... def glfw_set_cursor(window: Any|list|tuple,cursor: Any|list|tuple,) -> None: """.""" ... def glfw_set_cursor_enter_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_cursor_pos(window: Any|list|tuple,xpos: float,ypos: float,) -> None: """.""" ... def glfw_set_cursor_pos_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_drop_callback(window: Any|list|tuple,callback: list[str]|list|tuple,) -> list[str]: """.""" ... def glfw_set_error_callback(callback: str,) -> str: """.""" ... def glfw_set_framebuffer_size_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_gamma(monitor: Any|list|tuple,gamma: float,) -> None: """.""" ... def glfw_set_gamma_ramp(monitor: Any|list|tuple,ramp: Any|list|tuple,) -> None: """.""" ... def glfw_set_input_mode(window: Any|list|tuple,mode: int,value: int,) -> None: """.""" ... def glfw_set_joystick_callback(callback: Any,) -> Any: """.""" ... def glfw_set_joystick_user_pointer(jid: int,pointer: Any,) -> None: """.""" ... def glfw_set_key_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_monitor_callback(callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_monitor_user_pointer(monitor: Any|list|tuple,pointer: Any,) -> None: """.""" ... def glfw_set_mouse_button_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_scroll_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_time(time: float,) -> None: """.""" ... def glfw_set_window_aspect_ratio(window: Any|list|tuple,numer: int,denom: int,) -> None: """.""" ... def glfw_set_window_attrib(window: Any|list|tuple,attrib: int,value: int,) -> None: """.""" ... def glfw_set_window_close_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_window_content_scale_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_window_focus_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_window_icon(window: Any|list|tuple,count: int,images: Any|list|tuple,) -> None: """.""" ... def glfw_set_window_iconify_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_window_maximize_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_window_monitor(window: Any|list|tuple,monitor: Any|list|tuple,xpos: int,ypos: int,width: int,height: int,refreshRate: int,) -> None: """.""" ... def glfw_set_window_opacity(window: Any|list|tuple,opacity: float,) -> None: """.""" ... def glfw_set_window_pos(window: Any|list|tuple,xpos: int,ypos: int,) -> None: """.""" ... def glfw_set_window_pos_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_window_refresh_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_window_should_close(window: Any|list|tuple,value: int,) -> None: """.""" ... def glfw_set_window_size(window: Any|list|tuple,width: int,height: int,) -> None: """.""" ... def glfw_set_window_size_callback(window: Any|list|tuple,callback: Any|list|tuple,) -> Any: """.""" ... def glfw_set_window_size_limits(window: Any|list|tuple,minwidth: int,minheight: int,maxwidth: int,maxheight: int,) -> None: """.""" ... def glfw_set_window_title(window: Any|list|tuple,title: str,) -> None: """.""" ... def glfw_set_window_user_pointer(window: Any|list|tuple,pointer: Any,) -> None: """.""" ... def glfw_show_window(window: Any|list|tuple,) -> None: """.""" ... def glfw_swap_buffers(window: Any|list|tuple,) -> None: """.""" ... def glfw_swap_interval(interval: int,) -> None: """.""" ... def glfw_terminate() -> None: """.""" ... def glfw_update_gamepad_mappings(string: str,) -> int: """.""" ... def glfw_vulkan_supported() -> int: """.""" ... def glfw_wait_events() -> None: """.""" ... def glfw_wait_events_timeout(timeout: float,) -> None: """.""" ... def glfw_window_hint(hint: int,value: int,) -> None: """.""" ... def glfw_window_hint_string(hint: int,value: str,) -> None: """.""" ... def glfw_window_should_close(window: Any|list|tuple,) -> int: """.""" ... def rl_active_draw_buffers(count: int,) -> None: """Activate multiple draw color buffers.""" ... def rl_active_texture_slot(slot: int,) -> None: """Select and active a texture slot.""" ... def rl_begin(mode: int,) -> None: """Initialize drawing mode (how to organize vertex).""" ... def rl_bind_framebuffer(target: int,framebuffer: int,) -> None: """Bind framebuffer (FBO).""" ... def rl_bind_image_texture(id: int,index: int,format: int,readonly: bool,) -> None: """Bind image texture.""" ... def rl_bind_shader_buffer(id: int,index: int,) -> None: """Bind SSBO buffer.""" ... def rl_blit_framebuffer(srcX: int,srcY: int,srcWidth: int,srcHeight: int,dstX: int,dstY: int,dstWidth: int,dstHeight: int,bufferMask: int,) -> None: """Blit active framebuffer to main framebuffer.""" ... def rl_check_errors() -> None: """Check and log OpenGL error codes.""" ... def rl_check_render_batch_limit(vCount: int,) -> bool: """Check internal buffer overflow for a given number of vertex.""" ... def rl_clear_color(r: int,g: int,b: int,a: int,) -> None: """Clear color buffer with color.""" ... def rl_clear_screen_buffers() -> None: """Clear used screen buffers (color and depth).""" ... def rl_color3f(x: float,y: float,z: float,) -> None: """Define one vertex (color) - 3 float.""" ... def rl_color4f(x: float,y: float,z: float,w: float,) -> None: """Define one vertex (color) - 4 float.""" ... def rl_color4ub(r: int,g: int,b: int,a: int,) -> None: """Define one vertex (color) - 4 byte.""" ... def rl_color_mask(r: bool,g: bool,b: bool,a: bool,) -> None: """Color mask control.""" ... def rl_compile_shader(shaderCode: str,type: int,) -> int: """Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER).""" ... def rl_compute_shader_dispatch(groupX: int,groupY: int,groupZ: int,) -> None: """Dispatch compute shader (equivalent to *draw* for graphics pipeline).""" ... def rl_copy_shader_buffer(destId: int,srcId: int,destOffset: int,srcOffset: int,count: int,) -> None: """Copy SSBO data between buffers.""" ... def rl_cubemap_parameters(id: int,param: int,value: int,) -> None: """Set cubemap parameters (filter, wrap).""" ... def rl_disable_backface_culling() -> None: """Disable backface culling.""" ... def rl_disable_color_blend() -> None: """Disable color blending.""" ... def rl_disable_depth_mask() -> None: """Disable depth write.""" ... def rl_disable_depth_test() -> None: """Disable depth test.""" ... def rl_disable_framebuffer() -> None: """Disable render texture (fbo), return to default framebuffer.""" ... def rl_disable_scissor_test() -> None: """Disable scissor test.""" ... def rl_disable_shader() -> None: """Disable shader program.""" ... def rl_disable_smooth_lines() -> None: """Disable line aliasing.""" ... def rl_disable_stereo_render() -> None: """Disable stereo rendering.""" ... def rl_disable_texture() -> None: """Disable texture.""" ... def rl_disable_texture_cubemap() -> None: """Disable texture cubemap.""" ... def rl_disable_vertex_array() -> None: """Disable vertex array (VAO, if supported).""" ... def rl_disable_vertex_attribute(index: int,) -> None: """Disable vertex attribute index.""" ... def rl_disable_vertex_buffer() -> None: """Disable vertex buffer (VBO).""" ... def rl_disable_vertex_buffer_element() -> None: """Disable vertex buffer element (VBO element).""" ... def rl_disable_wire_mode() -> None: """Disable wire (and point) mode.""" ... def rl_draw_render_batch(batch: Any|list|tuple,) -> None: """Draw render batch data (Update->Draw->Reset).""" ... def rl_draw_render_batch_active() -> None: """Update and draw internal render batch.""" ... def rl_draw_vertex_array(offset: int,count: int,) -> None: """Draw vertex array (currently active vao).""" ... def rl_draw_vertex_array_elements(offset: int,count: int,buffer: Any,) -> None: """Draw vertex array elements.""" ... def rl_draw_vertex_array_elements_instanced(offset: int,count: int,buffer: Any,instances: int,) -> None: """Draw vertex array elements with instancing.""" ... def rl_draw_vertex_array_instanced(offset: int,count: int,instances: int,) -> None: """Draw vertex array (currently active vao) with instancing.""" ... def rl_enable_backface_culling() -> None: """Enable backface culling.""" ... def rl_enable_color_blend() -> None: """Enable color blending.""" ... def rl_enable_depth_mask() -> None: """Enable depth write.""" ... def rl_enable_depth_test() -> None: """Enable depth test.""" ... def rl_enable_framebuffer(id: int,) -> None: """Enable render texture (fbo).""" ... def rl_enable_point_mode() -> None: """Enable point mode.""" ... def rl_enable_scissor_test() -> None: """Enable scissor test.""" ... def rl_enable_shader(id: int,) -> None: """Enable shader program.""" ... def rl_enable_smooth_lines() -> None: """Enable line aliasing.""" ... def rl_enable_stereo_render() -> None: """Enable stereo rendering.""" ... def rl_enable_texture(id: int,) -> None: """Enable texture.""" ... def rl_enable_texture_cubemap(id: int,) -> None: """Enable texture cubemap.""" ... def rl_enable_vertex_array(vaoId: int,) -> bool: """Enable vertex array (VAO, if supported).""" ... def rl_enable_vertex_attribute(index: int,) -> None: """Enable vertex attribute index.""" ... def rl_enable_vertex_buffer(id: int,) -> None: """Enable vertex buffer (VBO).""" ... def rl_enable_vertex_buffer_element(id: int,) -> None: """Enable vertex buffer element (VBO element).""" ... def rl_enable_wire_mode() -> None: """Enable wire mode.""" ... def rl_end() -> None: """Finish vertex providing.""" ... def rl_framebuffer_attach(fboId: int,texId: int,attachType: int,texType: int,mipLevel: int,) -> None: """Attach texture/renderbuffer to a framebuffer.""" ... def rl_framebuffer_complete(id: int,) -> bool: """Verify framebuffer is complete.""" ... def rl_frustum(left: float,right: float,bottom: float,top: float,znear: float,zfar: float,) -> None: """.""" ... def rl_gen_texture_mipmaps(id: int,width: int,height: int,format: int,mipmaps: Any,) -> None: """Generate mipmap data for selected texture.""" ... def rl_get_active_framebuffer() -> int: """Get the currently active render texture (fbo), 0 for default framebuffer.""" ... def rl_get_cull_distance_far() -> float: """Get cull plane distance far.""" ... def rl_get_cull_distance_near() -> float: """Get cull plane distance near.""" ... def rl_get_framebuffer_height() -> int: """Get default framebuffer height.""" ... def rl_get_framebuffer_width() -> int: """Get default framebuffer width.""" ... def rl_get_gl_texture_formats(format: int,glInternalFormat: Any,glFormat: Any,glType: Any,) -> None: """Get OpenGL internal formats.""" ... def rl_get_line_width() -> float: """Get the line drawing width.""" ... def rl_get_location_attrib(shaderId: int,attribName: str,) -> int: """Get shader location attribute.""" ... def rl_get_location_uniform(shaderId: int,uniformName: str,) -> int: """Get shader location uniform.""" ... def rl_get_matrix_modelview() -> Matrix: """Get internal modelview matrix.""" ... def rl_get_matrix_projection() -> Matrix: """Get internal projection matrix.""" ... def rl_get_matrix_projection_stereo(eye: int,) -> Matrix: """Get internal projection matrix for stereo render (selected eye).""" ... def rl_get_matrix_transform() -> Matrix: """Get internal accumulated transform matrix.""" ... def rl_get_matrix_view_offset_stereo(eye: int,) -> Matrix: """Get internal view offset matrix for stereo render (selected eye).""" ... def rl_get_pixel_format_name(format: int,) -> str: """Get name string for pixel format.""" ... def rl_get_shader_buffer_size(id: int,) -> int: """Get SSBO buffer size.""" ... def rl_get_shader_id_default() -> int: """Get default shader id.""" ... def rl_get_shader_locs_default() -> Any: """Get default shader locations.""" ... def rl_get_texture_id_default() -> int: """Get default texture id.""" ... def rl_get_version() -> int: """Get current OpenGL version.""" ... def rl_is_stereo_render_enabled() -> bool: """Check if stereo render is enabled.""" ... def rl_load_compute_shader_program(shaderId: int,) -> int: """Load compute shader program.""" ... def rl_load_draw_cube() -> None: """Load and draw a cube.""" ... def rl_load_draw_quad() -> None: """Load and draw a quad.""" ... def rl_load_extensions(loader: Any,) -> None: """Load OpenGL extensions (loader function required).""" ... def rl_load_framebuffer() -> int: """Load an empty framebuffer.""" ... def rl_load_identity() -> None: """Reset current matrix to identity matrix.""" ... def rl_load_render_batch(numBuffers: int,bufferElements: int,) -> rlRenderBatch: """Load a render batch system.""" ... def rl_load_shader_buffer(size: int,data: Any,usageHint: int,) -> int: """Load shader storage buffer object (SSBO).""" ... def rl_load_shader_code(vsCode: str,fsCode: str,) -> int: """Load shader from code strings.""" ... def rl_load_shader_program(vShaderId: int,fShaderId: int,) -> int: """Load custom shader program.""" ... def rl_load_texture(data: Any,width: int,height: int,format: int,mipmapCount: int,) -> int: """Load texture data.""" ... def rl_load_texture_cubemap(data: Any,size: int,format: int,mipmapCount: int,) -> int: """Load texture cubemap data.""" ... def rl_load_texture_depth(width: int,height: int,useRenderBuffer: bool,) -> int: """Load depth texture/renderbuffer (to be attached to fbo).""" ... def rl_load_vertex_array() -> int: """Load vertex array (vao) if supported.""" ... def rl_load_vertex_buffer(buffer: Any,size: int,dynamic: bool,) -> int: """Load a vertex buffer object.""" ... def rl_load_vertex_buffer_element(buffer: Any,size: int,dynamic: bool,) -> int: """Load vertex buffer elements object.""" ... def rl_matrix_mode(mode: int,) -> None: """Choose the current matrix to be transformed.""" ... def rl_mult_matrixf(matf: Any,) -> None: """Multiply the current matrix by another matrix.""" ... def rl_normal3f(x: float,y: float,z: float,) -> None: """Define one vertex (normal) - 3 float.""" ... def rl_ortho(left: float,right: float,bottom: float,top: float,znear: float,zfar: float,) -> None: """.""" ... def rl_pop_matrix() -> None: """Pop latest inserted matrix from stack.""" ... def rl_push_matrix() -> None: """Push the current matrix to stack.""" ... def rl_read_screen_pixels(width: int,height: int,) -> str: """Read screen pixel data (color buffer).""" ... def rl_read_shader_buffer(id: int,dest: Any,count: int,offset: int,) -> None: """Read SSBO buffer data (GPU->CPU).""" ... def rl_read_texture_pixels(id: int,width: int,height: int,format: int,) -> Any: """Read texture pixel data.""" ... def rl_rotatef(angle: float,x: float,y: float,z: float,) -> None: """Multiply the current matrix by a rotation matrix.""" ... def rl_scalef(x: float,y: float,z: float,) -> None: """Multiply the current matrix by a scaling matrix.""" ... def rl_scissor(x: int,y: int,width: int,height: int,) -> None: """Scissor test.""" ... def rl_set_blend_factors(glSrcFactor: int,glDstFactor: int,glEquation: int,) -> None: """Set blending mode factor and equation (using OpenGL factors).""" ... def rl_set_blend_factors_separate(glSrcRGB: int,glDstRGB: int,glSrcAlpha: int,glDstAlpha: int,glEqRGB: int,glEqAlpha: int,) -> None: """Set blending mode factors and equations separately (using OpenGL factors).""" ... def rl_set_blend_mode(mode: int,) -> None: """Set blending mode.""" ... def rl_set_clip_planes(nearPlane: float,farPlane: float,) -> None: """Set clip planes distances.""" ... def rl_set_cull_face(mode: int,) -> None: """Set face culling mode.""" ... def rl_set_framebuffer_height(height: int,) -> None: """Set current framebuffer height.""" ... def rl_set_framebuffer_width(width: int,) -> None: """Set current framebuffer width.""" ... def rl_set_line_width(width: float,) -> None: """Set the line drawing width.""" ... def rl_set_matrix_modelview(view: Matrix|list|tuple,) -> None: """Set a custom modelview matrix (replaces internal modelview matrix).""" ... def rl_set_matrix_projection(proj: Matrix|list|tuple,) -> None: """Set a custom projection matrix (replaces internal projection matrix).""" ... def rl_set_matrix_projection_stereo(right: Matrix|list|tuple,left: Matrix|list|tuple,) -> None: """Set eyes projection matrices for stereo rendering.""" ... def rl_set_matrix_view_offset_stereo(right: Matrix|list|tuple,left: Matrix|list|tuple,) -> None: """Set eyes view offsets matrices for stereo rendering.""" ... def rl_set_render_batch_active(batch: Any|list|tuple,) -> None: """Set the active render batch for rlgl (NULL for default internal).""" ... def rl_set_shader(id: int,locs: Any,) -> None: """Set shader currently active (id and locations).""" ... def rl_set_texture(id: int,) -> None: """Set current texture for render batch and check buffers limits.""" ... def rl_set_uniform(locIndex: int,value: Any,uniformType: int,count: int,) -> None: """Set shader value uniform.""" ... def rl_set_uniform_matrices(locIndex: int,mat: Any|list|tuple,count: int,) -> None: """Set shader value matrices.""" ... def rl_set_uniform_matrix(locIndex: int,mat: Matrix|list|tuple,) -> None: """Set shader value matrix.""" ... def rl_set_uniform_sampler(locIndex: int,textureId: int,) -> None: """Set shader value sampler.""" ... def rl_set_vertex_attribute(index: int,compSize: int,type: int,normalized: bool,stride: int,offset: int,) -> None: """Set vertex attribute data configuration.""" ... def rl_set_vertex_attribute_default(locIndex: int,value: Any,attribType: int,count: int,) -> None: """Set vertex attribute default value, when attribute to provided.""" ... def rl_set_vertex_attribute_divisor(index: int,divisor: int,) -> None: """Set vertex attribute data divisor.""" ... def rl_tex_coord2f(x: float,y: float,) -> None: """Define one vertex (texture coordinate) - 2 float.""" ... def rl_texture_parameters(id: int,param: int,value: int,) -> None: """Set texture parameters (filter, wrap).""" ... def rl_translatef(x: float,y: float,z: float,) -> None: """Multiply the current matrix by a translation matrix.""" ... def rl_unload_framebuffer(id: int,) -> None: """Delete framebuffer from GPU.""" ... def rl_unload_render_batch(batch: rlRenderBatch|list|tuple,) -> None: """Unload render batch system.""" ... def rl_unload_shader_buffer(ssboId: int,) -> None: """Unload shader storage buffer object (SSBO).""" ... def rl_unload_shader_program(id: int,) -> None: """Unload shader program.""" ... def rl_unload_texture(id: int,) -> None: """Unload texture from GPU memory.""" ... def rl_unload_vertex_array(vaoId: int,) -> None: """Unload vertex array (vao).""" ... def rl_unload_vertex_buffer(vboId: int,) -> None: """Unload vertex buffer object.""" ... def rl_update_shader_buffer(id: int,data: Any,dataSize: int,offset: int,) -> None: """Update SSBO buffer data.""" ... def rl_update_texture(id: int,offsetX: int,offsetY: int,width: int,height: int,format: int,data: Any,) -> None: """Update texture with new data on GPU.""" ... def rl_update_vertex_buffer(bufferId: int,data: Any,dataSize: int,offset: int,) -> None: """Update vertex buffer object data on GPU buffer.""" ... def rl_update_vertex_buffer_elements(id: int,data: Any,dataSize: int,offset: int,) -> None: """Update vertex buffer elements data on GPU buffer.""" ... def rl_vertex2f(x: float,y: float,) -> None: """Define one vertex (position) - 2 float.""" ... def rl_vertex2i(x: int,y: int,) -> None: """Define one vertex (position) - 2 int.""" ... def rl_vertex3f(x: float,y: float,z: float,) -> None: """Define one vertex (position) - 3 float.""" ... def rl_viewport(x: int,y: int,width: int,height: int,) -> None: """Set the viewport area.""" ... def rlgl_close() -> None: """De-initialize rlgl (buffers, shaders, textures).""" ... def rlgl_init(width: int,height: int,) -> None: """Initialize rlgl (buffers, shaders, textures, states).""" ... class AudioStream: """AudioStream, custom audio stream.""" def __init__(self, buffer: Any|None = None, processor: Any|None = None, sampleRate: int|None = None, sampleSize: int|None = None, channels: int|None = None): self.buffer:Any = buffer # type: ignore self.processor:Any = processor # type: ignore self.sampleRate:int = sampleRate # type: ignore self.sampleSize:int = sampleSize # type: ignore self.channels:int = channels # type: ignore class AutomationEvent: """Automation event.""" def __init__(self, frame: int|None = None, type: int|None = None, params: list|None = None): self.frame:int = frame # type: ignore self.type:int = type # type: ignore self.params:list = params # type: ignore class AutomationEventList: """Automation event list.""" def __init__(self, capacity: int|None = None, count: int|None = None, events: Any|None = None): self.capacity:int = capacity # type: ignore self.count:int = count # type: ignore self.events:Any = events # type: ignore class BoneInfo: """Bone, skeletal animation bone.""" def __init__(self, name: list|None = None, parent: int|None = None): self.name:list = name # type: ignore self.parent:int = parent # type: ignore class BoundingBox: """BoundingBox.""" def __init__(self, min: Vector3|list|tuple|None = None, max: Vector3|list|tuple|None = None): self.min:Vector3 = min # type: ignore self.max:Vector3 = max # type: ignore class Camera2D: """Camera2D, defines position/orientation in 2d space.""" def __init__(self, offset: Vector2|list|tuple|None = None, target: Vector2|list|tuple|None = None, rotation: float|None = None, zoom: float|None = None): self.offset:Vector2 = offset # type: ignore self.target:Vector2 = target # type: ignore self.rotation:float = rotation # type: ignore self.zoom:float = zoom # type: ignore class Camera3D: """Camera, defines position/orientation in 3d space.""" def __init__(self, position: Vector3|list|tuple|None = None, target: Vector3|list|tuple|None = None, up: Vector3|list|tuple|None = None, fovy: float|None = None, projection: int|None = None): self.position:Vector3 = position # type: ignore self.target:Vector3 = target # type: ignore self.up:Vector3 = up # type: ignore self.fovy:float = fovy # type: ignore self.projection:int = projection # type: ignore class Color: """Color, 4 components, R8G8B8A8 (32bit).""" def __init__(self, r: int|None = None, g: int|None = None, b: int|None = None, a: int|None = None): self.r:int = r # type: ignore self.g:int = g # type: ignore self.b:int = b # type: ignore self.a:int = a # type: ignore class FilePathList: """File path list.""" def __init__(self, capacity: int|None = None, count: int|None = None, paths: list[str]|None = None): self.capacity:int = capacity # type: ignore self.count:int = count # type: ignore self.paths:list[str] = paths # type: ignore class Font: """Font, font texture and GlyphInfo array data.""" def __init__(self, baseSize: int|None = None, glyphCount: int|None = None, glyphPadding: int|None = None, texture: Texture|list|tuple|None = None, recs: Any|None = None, glyphs: Any|None = None): self.baseSize:int = baseSize # type: ignore self.glyphCount:int = glyphCount # type: ignore self.glyphPadding:int = glyphPadding # type: ignore self.texture:Texture = texture # type: ignore self.recs:Any = recs # type: ignore self.glyphs:Any = glyphs # type: ignore class GlyphInfo: """GlyphInfo, font characters glyphs info.""" def __init__(self, value: int|None = None, offsetX: int|None = None, offsetY: int|None = None, advanceX: int|None = None, image: Image|list|tuple|None = None): self.value:int = value # type: ignore self.offsetX:int = offsetX # type: ignore self.offsetY:int = offsetY # type: ignore self.advanceX:int = advanceX # type: ignore self.image:Image = image # type: ignore class GuiStyleProp: """NOTE: Used when exporting style as code for convenience.""" def __init__(self, controlId: int|None = None, propertyId: int|None = None, propertyValue: int|None = None): self.controlId:int = controlId # type: ignore self.propertyId:int = propertyId # type: ignore self.propertyValue:int = propertyValue # type: ignore class Image: """Image, pixel data stored in CPU memory (RAM).""" def __init__(self, data: Any|None = None, width: int|None = None, height: int|None = None, mipmaps: int|None = None, format: int|None = None): self.data:Any = data # type: ignore self.width:int = width # type: ignore self.height:int = height # type: ignore self.mipmaps:int = mipmaps # type: ignore self.format:int = format # type: ignore class Mat2: """Mat2 type (used for polygon shape rotation matrix).""" def __init__(self, m00: float|None = None, m01: float|None = None, m10: float|None = None, m11: float|None = None): self.m00:float = m00 # type: ignore self.m01:float = m01 # type: ignore self.m10:float = m10 # type: ignore self.m11:float = m11 # type: ignore class Material: """Material, includes shader and maps.""" def __init__(self, shader: Shader|list|tuple|None = None, maps: Any|None = None, params: list|None = None): self.shader:Shader = shader # type: ignore self.maps:Any = maps # type: ignore self.params:list = params # type: ignore class MaterialMap: """MaterialMap.""" def __init__(self, texture: Texture|list|tuple|None = None, color: Color|list|tuple|None = None, value: float|None = None): self.texture:Texture = texture # type: ignore self.color:Color = color # type: ignore self.value:float = value # type: ignore class Matrix: """Matrix, 4x4 components, column major, OpenGL style, right-handed.""" def __init__(self, m0: float|None = None, m4: float|None = None, m8: float|None = None, m12: float|None = None, m1: float|None = None, m5: float|None = None, m9: float|None = None, m13: float|None = None, m2: float|None = None, m6: float|None = None, m10: float|None = None, m14: float|None = None, m3: float|None = None, m7: float|None = None, m11: float|None = None, m15: float|None = None): self.m0:float = m0 # type: ignore self.m4:float = m4 # type: ignore self.m8:float = m8 # type: ignore self.m12:float = m12 # type: ignore self.m1:float = m1 # type: ignore self.m5:float = m5 # type: ignore self.m9:float = m9 # type: ignore self.m13:float = m13 # type: ignore self.m2:float = m2 # type: ignore self.m6:float = m6 # type: ignore self.m10:float = m10 # type: ignore self.m14:float = m14 # type: ignore self.m3:float = m3 # type: ignore self.m7:float = m7 # type: ignore self.m11:float = m11 # type: ignore self.m15:float = m15 # type: ignore class Mesh: """Mesh, vertex data and vao/vbo.""" def __init__(self, vertexCount: int|None = None, triangleCount: int|None = None, vertices: Any|None = None, texcoords: Any|None = None, texcoords2: Any|None = None, normals: Any|None = None, tangents: Any|None = None, colors: str|None = None, indices: Any|None = None, animVertices: Any|None = None, animNormals: Any|None = None, boneIds: str|None = None, boneWeights: Any|None = None, boneMatrices: Any|None = None, boneCount: int|None = None, vaoId: int|None = None, vboId: Any|None = None): self.vertexCount:int = vertexCount # type: ignore self.triangleCount:int = triangleCount # type: ignore self.vertices:Any = vertices # type: ignore self.texcoords:Any = texcoords # type: ignore self.texcoords2:Any = texcoords2 # type: ignore self.normals:Any = normals # type: ignore self.tangents:Any = tangents # type: ignore self.colors:str = colors # type: ignore self.indices:Any = indices # type: ignore self.animVertices:Any = animVertices # type: ignore self.animNormals:Any = animNormals # type: ignore self.boneIds:str = boneIds # type: ignore self.boneWeights:Any = boneWeights # type: ignore self.boneMatrices:Any = boneMatrices # type: ignore self.boneCount:int = boneCount # type: ignore self.vaoId:int = vaoId # type: ignore self.vboId:Any = vboId # type: ignore class Model: """Model, meshes, materials and animation data.""" def __init__(self, transform: Matrix|list|tuple|None = None, meshCount: int|None = None, materialCount: int|None = None, meshes: Any|None = None, materials: Any|None = None, meshMaterial: Any|None = None, boneCount: int|None = None, bones: Any|None = None, bindPose: Any|None = None): self.transform:Matrix = transform # type: ignore self.meshCount:int = meshCount # type: ignore self.materialCount:int = materialCount # type: ignore self.meshes:Any = meshes # type: ignore self.materials:Any = materials # type: ignore self.meshMaterial:Any = meshMaterial # type: ignore self.boneCount:int = boneCount # type: ignore self.bones:Any = bones # type: ignore self.bindPose:Any = bindPose # type: ignore class ModelAnimation: """ModelAnimation.""" def __init__(self, boneCount: int|None = None, frameCount: int|None = None, bones: Any|None = None, framePoses: Any|None = None, name: list|None = None): self.boneCount:int = boneCount # type: ignore self.frameCount:int = frameCount # type: ignore self.bones:Any = bones # type: ignore self.framePoses:Any = framePoses # type: ignore self.name:list = name # type: ignore class Music: """Music, audio stream, anything longer than ~10 seconds should be streamed.""" def __init__(self, stream: AudioStream|list|tuple|None = None, frameCount: int|None = None, looping: bool|None = None, ctxType: int|None = None, ctxData: Any|None = None): self.stream:AudioStream = stream # type: ignore self.frameCount:int = frameCount # type: ignore self.looping:bool = looping # type: ignore self.ctxType:int = ctxType # type: ignore self.ctxData:Any = ctxData # type: ignore class NPatchInfo: """NPatchInfo, n-patch layout info.""" def __init__(self, source: Rectangle|list|tuple|None = None, left: int|None = None, top: int|None = None, right: int|None = None, bottom: int|None = None, layout: int|None = None): self.source:Rectangle = source # type: ignore self.left:int = left # type: ignore self.top:int = top # type: ignore self.right:int = right # type: ignore self.bottom:int = bottom # type: ignore self.layout:int = layout # type: ignore class PhysicsBodyData: """.""" def __init__(self, id: int|None = None, enabled: bool|None = None, position: Vector2|list|tuple|None = None, velocity: Vector2|list|tuple|None = None, force: Vector2|list|tuple|None = None, angularVelocity: float|None = None, torque: float|None = None, orient: float|None = None, inertia: float|None = None, inverseInertia: float|None = None, mass: float|None = None, inverseMass: float|None = None, staticFriction: float|None = None, dynamicFriction: float|None = None, restitution: float|None = None, useGravity: bool|None = None, isGrounded: bool|None = None, freezeOrient: bool|None = None, shape: PhysicsShape|list|tuple|None = None): self.id:int = id # type: ignore self.enabled:bool = enabled # type: ignore self.position:Vector2 = position # type: ignore self.velocity:Vector2 = velocity # type: ignore self.force:Vector2 = force # type: ignore self.angularVelocity:float = angularVelocity # type: ignore self.torque:float = torque # type: ignore self.orient:float = orient # type: ignore self.inertia:float = inertia # type: ignore self.inverseInertia:float = inverseInertia # type: ignore self.mass:float = mass # type: ignore self.inverseMass:float = inverseMass # type: ignore self.staticFriction:float = staticFriction # type: ignore self.dynamicFriction:float = dynamicFriction # type: ignore self.restitution:float = restitution # type: ignore self.useGravity:bool = useGravity # type: ignore self.isGrounded:bool = isGrounded # type: ignore self.freezeOrient:bool = freezeOrient # type: ignore self.shape:PhysicsShape = shape # type: ignore class PhysicsManifoldData: """.""" def __init__(self, id: int|None = None, bodyA: Any|None = None, bodyB: Any|None = None, penetration: float|None = None, normal: Vector2|list|tuple|None = None, contacts: list|None = None, contactsCount: int|None = None, restitution: float|None = None, dynamicFriction: float|None = None, staticFriction: float|None = None): self.id:int = id # type: ignore self.bodyA:Any = bodyA # type: ignore self.bodyB:Any = bodyB # type: ignore self.penetration:float = penetration # type: ignore self.normal:Vector2 = normal # type: ignore self.contacts:list = contacts # type: ignore self.contactsCount:int = contactsCount # type: ignore self.restitution:float = restitution # type: ignore self.dynamicFriction:float = dynamicFriction # type: ignore self.staticFriction:float = staticFriction # type: ignore class PhysicsShape: """.""" def __init__(self, type: PhysicsShapeType|None = None, body: Any|None = None, radius: float|None = None, transform: Mat2|list|tuple|None = None, vertexData: PolygonData|list|tuple|None = None): self.type:PhysicsShapeType = type # type: ignore self.body:Any = body # type: ignore self.radius:float = radius # type: ignore self.transform:Mat2 = transform # type: ignore self.vertexData:PolygonData = vertexData # type: ignore class PolygonData: """.""" def __init__(self, vertexCount: int|None = None, positions: list|None = None, normals: list|None = None): self.vertexCount:int = vertexCount # type: ignore self.positions:list = positions # type: ignore self.normals:list = normals # type: ignore class Ray: """Ray, ray for raycasting.""" def __init__(self, position: Vector3|list|tuple|None = None, direction: Vector3|list|tuple|None = None): self.position:Vector3 = position # type: ignore self.direction:Vector3 = direction # type: ignore class RayCollision: """RayCollision, ray hit information.""" def __init__(self, hit: bool|None = None, distance: float|None = None, point: Vector3|list|tuple|None = None, normal: Vector3|list|tuple|None = None): self.hit:bool = hit # type: ignore self.distance:float = distance # type: ignore self.point:Vector3 = point # type: ignore self.normal:Vector3 = normal # type: ignore class Rectangle: """Rectangle, 4 components.""" def __init__(self, x: float|None = None, y: float|None = None, width: float|None = None, height: float|None = None): self.x:float = x # type: ignore self.y:float = y # type: ignore self.width:float = width # type: ignore self.height:float = height # type: ignore class RenderTexture: """RenderTexture, fbo for texture rendering.""" def __init__(self, id: int|None = None, texture: Texture|list|tuple|None = None, depth: Texture|list|tuple|None = None): self.id:int = id # type: ignore self.texture:Texture = texture # type: ignore self.depth:Texture = depth # type: ignore class Shader: """Shader.""" def __init__(self, id: int|None = None, locs: Any|None = None): self.id:int = id # type: ignore self.locs:Any = locs # type: ignore class Sound: """Sound.""" def __init__(self, stream: AudioStream|list|tuple|None = None, frameCount: int|None = None): self.stream:AudioStream = stream # type: ignore self.frameCount:int = frameCount # type: ignore class Texture: """Texture, tex data stored in GPU memory (VRAM).""" def __init__(self, id: int|None = None, width: int|None = None, height: int|None = None, mipmaps: int|None = None, format: int|None = None): self.id:int = id # type: ignore self.width:int = width # type: ignore self.height:int = height # type: ignore self.mipmaps:int = mipmaps # type: ignore self.format:int = format # type: ignore class Texture2D: """It should be redesigned to be provided by user.""" def __init__(self, id: int|None = None, width: int|None = None, height: int|None = None, mipmaps: int|None = None, format: int|None = None): self.id:int = id # type: ignore self.width:int = width # type: ignore self.height:int = height # type: ignore self.mipmaps:int = mipmaps # type: ignore self.format:int = format # type: ignore class Transform: """Transform, vertex transformation data.""" def __init__(self, translation: Vector3|list|tuple|None = None, rotation: Vector4|list|tuple|None = None, scale: Vector3|list|tuple|None = None): self.translation:Vector3 = translation # type: ignore self.rotation:Vector4 = rotation # type: ignore self.scale:Vector3 = scale # type: ignore class Vector2: """Vector2, 2 components.""" def __init__(self, x: float|None = None, y: float|None = None): self.x:float = x # type: ignore self.y:float = y # type: ignore class Vector3: """Vector3, 3 components.""" def __init__(self, x: float|None = None, y: float|None = None, z: float|None = None): self.x:float = x # type: ignore self.y:float = y # type: ignore self.z:float = z # type: ignore class Vector4: """Vector4, 4 components.""" def __init__(self, x: float|None = None, y: float|None = None, z: float|None = None, w: float|None = None): self.x:float = x # type: ignore self.y:float = y # type: ignore self.z:float = z # type: ignore self.w:float = w # type: ignore class VrDeviceInfo: """VrDeviceInfo, Head-Mounted-Display device parameters.""" def __init__(self, hResolution: int|None = None, vResolution: int|None = None, hScreenSize: float|None = None, vScreenSize: float|None = None, eyeToScreenDistance: float|None = None, lensSeparationDistance: float|None = None, interpupillaryDistance: float|None = None, lensDistortionValues: list|None = None, chromaAbCorrection: list|None = None): self.hResolution:int = hResolution # type: ignore self.vResolution:int = vResolution # type: ignore self.hScreenSize:float = hScreenSize # type: ignore self.vScreenSize:float = vScreenSize # type: ignore self.eyeToScreenDistance:float = eyeToScreenDistance # type: ignore self.lensSeparationDistance:float = lensSeparationDistance # type: ignore self.interpupillaryDistance:float = interpupillaryDistance # type: ignore self.lensDistortionValues:list = lensDistortionValues # type: ignore self.chromaAbCorrection:list = chromaAbCorrection # type: ignore class VrStereoConfig: """VrStereoConfig, VR stereo rendering configuration for simulator.""" def __init__(self, projection: list|None = None, viewOffset: list|None = None, leftLensCenter: list|None = None, rightLensCenter: list|None = None, leftScreenCenter: list|None = None, rightScreenCenter: list|None = None, scale: list|None = None, scaleIn: list|None = None): self.projection:list = projection # type: ignore self.viewOffset:list = viewOffset # type: ignore self.leftLensCenter:list = leftLensCenter # type: ignore self.rightLensCenter:list = rightLensCenter # type: ignore self.leftScreenCenter:list = leftScreenCenter # type: ignore self.rightScreenCenter:list = rightScreenCenter # type: ignore self.scale:list = scale # type: ignore self.scaleIn:list = scaleIn # type: ignore class Wave: """Wave, audio wave data.""" def __init__(self, frameCount: int|None = None, sampleRate: int|None = None, sampleSize: int|None = None, channels: int|None = None, data: Any|None = None): self.frameCount:int = frameCount # type: ignore self.sampleRate:int = sampleRate # type: ignore self.sampleSize:int = sampleSize # type: ignore self.channels:int = channels # type: ignore self.data:Any = data # type: ignore class float16: """.""" def __init__(self, v: list|None = None): self.v:list = v # type: ignore class float3: """NOTE: Helper types to be used instead of array return types for *ToFloat functions.""" def __init__(self, v: list|None = None): self.v:list = v # type: ignore class rlDrawCall: """of those state-change happens (this is done in core module).""" def __init__(self, mode: int|None = None, vertexCount: int|None = None, vertexAlignment: int|None = None, textureId: int|None = None): self.mode:int = mode # type: ignore self.vertexCount:int = vertexCount # type: ignore self.vertexAlignment:int = vertexAlignment # type: ignore self.textureId:int = textureId # type: ignore class rlRenderBatch: """rlRenderBatch type.""" def __init__(self, bufferCount: int|None = None, currentBuffer: int|None = None, vertexBuffer: Any|None = None, draws: Any|None = None, drawCounter: int|None = None, currentDepth: float|None = None): self.bufferCount:int = bufferCount # type: ignore self.currentBuffer:int = currentBuffer # type: ignore self.vertexBuffer:Any = vertexBuffer # type: ignore self.draws:Any = draws # type: ignore self.drawCounter:int = drawCounter # type: ignore self.currentDepth:float = currentDepth # type: ignore class rlVertexBuffer: """Dynamic vertex buffers (position + texcoords + colors + indices arrays).""" def __init__(self, elementCount: int|None = None, vertices: Any|None = None, texcoords: Any|None = None, normals: Any|None = None, colors: str|None = None, indices: Any|None = None, vaoId: int|None = None, vboId: list|None = None): self.elementCount:int = elementCount # type: ignore self.vertices:Any = vertices # type: ignore self.texcoords:Any = texcoords # type: ignore self.normals:Any = normals # type: ignore self.colors:str = colors # type: ignore self.indices:Any = indices # type: ignore self.vaoId:int = vaoId # type: ignore self.vboId:list = vboId # type: ignore LIGHTGRAY : Color GRAY : Color DARKGRAY : Color YELLOW : Color GOLD : Color ORANGE : Color PINK : Color RED : Color MAROON : Color GREEN : Color LIME : Color DARKGREEN : Color SKYBLUE : Color BLUE : Color DARKBLUE : Color PURPLE : Color VIOLET : Color DARKPURPLE : Color BEIGE : Color BROWN : Color DARKBROWN : Color WHITE : Color BLACK : Color BLANK : Color MAGENTA : Color RAYWHITE : Color