raylib.static

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

Example program:

from raylib.static import *

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

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

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

See also https://github.com/electronstudio/raylib-python-cffi/blob/master/test_static.py

Also useful to read whenever you need to convert stuff between C and Python: https://cffi.readthedocs.io

Your primary reference should always be the official Raylib docs

However, here is a list of available functions:

Functions API reference

raylib.static.AudioStream
raylib.static.BLEND_ADDITIVE
raylib.static.BLEND_ADD_COLORS
raylib.static.BLEND_ALPHA
raylib.static.BLEND_CUSTOM
raylib.static.BLEND_MULTIPLIED
raylib.static.BLEND_SUBTRACT_COLORS
raylib.static.BeginBlendMode(mode: int)

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

raylib.static.BeginDrawing()

Setup canvas (framebuffer) to start drawing

raylib.static.BeginMode2D(camera: Camera2D)

Begin 2D mode with custom camera (2D)

raylib.static.BeginMode3D(camera: Camera3D)

Begin 3D mode with custom camera (3D)

raylib.static.BeginScissorMode(x: int, y: int, width: int, height: int)

Begin scissor mode (define screen area for following drawing)

raylib.static.BeginShaderMode(shader: Shader)

Begin custom shader drawing

raylib.static.BeginTextureMode(target: RenderTexture)

Begin drawing to render texture

raylib.static.BeginVrStereoMode(config: VrStereoConfig)

Begin stereo rendering (requires VR simulator)

raylib.static.BlendMode
raylib.static.BoneInfo
raylib.static.BoundingBox
raylib.static.CAMERA_CUSTOM
raylib.static.CAMERA_FIRST_PERSON
raylib.static.CAMERA_FREE
raylib.static.CAMERA_ORBITAL
raylib.static.CAMERA_ORTHOGRAPHIC
raylib.static.CAMERA_PERSPECTIVE
raylib.static.CAMERA_THIRD_PERSON
raylib.static.CUBEMAP_LAYOUT_AUTO_DETECT
raylib.static.CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE
raylib.static.CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR
raylib.static.CUBEMAP_LAYOUT_LINE_HORIZONTAL
raylib.static.CUBEMAP_LAYOUT_LINE_VERTICAL
raylib.static.CUBEMAP_LAYOUT_PANORAMA
raylib.static.Camera
raylib.static.Camera2D
raylib.static.Camera3D
raylib.static.CameraMode
raylib.static.CameraProjection
raylib.static.ChangeDirectory(dir: str)

Change working directory, return true on success

raylib.static.CharInfo
raylib.static.CheckCollisionBoxSphere(box: BoundingBox, center: Vector3, radius: float)

Check collision between box and sphere

raylib.static.CheckCollisionBoxes(box1: BoundingBox, box2: BoundingBox)

Check collision between two bounding boxes

raylib.static.CheckCollisionCircleRec(center: Vector2, radius: float, rec: Rectangle)

Check collision between circle and rectangle

raylib.static.CheckCollisionCircles(center1: Vector2, radius1: float, center2: Vector2, radius2: float)

Check collision between two circles

raylib.static.CheckCollisionLines(startPos1: Vector2, endPos1: Vector2, startPos2: Vector2, endPos2: Vector2, collisionPoint: Any)

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

raylib.static.CheckCollisionPointCircle(point: Vector2, center: Vector2, radius: float)

Check if point is inside circle

raylib.static.CheckCollisionPointRec(point: Vector2, rec: Rectangle)

Check if point is inside rectangle

raylib.static.CheckCollisionPointTriangle(point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2)

Check if point is inside a triangle

raylib.static.CheckCollisionRayBox(Ray_0: Ray, BoundingBox_1: BoundingBox)

_Bool CheckCollisionRayBox(struct Ray, struct BoundingBox);

CFFI C function from raylib.static._raylib_cffi.lib

raylib.static.CheckCollisionRaySphere(Ray_0: Ray, Vector3_1: Vector3, float_2: float)

_Bool CheckCollisionRaySphere(struct Ray, struct Vector3, float);

CFFI C function from raylib.static._raylib_cffi.lib

raylib.static.CheckCollisionRaySphereEx(Ray_0: Ray, Vector3_1: Vector3, float_2: float, Vector3_pointer_3: Any)

_Bool CheckCollisionRaySphereEx(struct Ray, struct Vector3, float, struct Vector3 *);

CFFI C function from raylib.static._raylib_cffi.lib

raylib.static.CheckCollisionRecs(rec1: Rectangle, rec2: Rectangle)

Check collision between two rectangles

raylib.static.CheckCollisionSpheres(center1: Vector3, radius1: float, center2: Vector3, radius2: float)

Check collision between two spheres

raylib.static.ClearBackground(color: Color)

Set background color (framebuffer clear color)

raylib.static.ClearDirectoryFiles()

Clear directory files paths buffers (free memory)

raylib.static.ClearDroppedFiles()

Clear dropped files paths buffer (free memory)

raylib.static.ClearWindowState(flags: int)

Clear window configuration state flags

raylib.static.CloseAudioDevice()

Close the audio device and context

raylib.static.CloseAudioStream(AudioStream_0: AudioStream)

void CloseAudioStream(struct AudioStream);

CFFI C function from raylib.static._raylib_cffi.lib

raylib.static.CloseWindow()

Close window and unload OpenGL context

raylib.static.CodepointToUtf8(codepoint: int, byteLength: Any)

Encode codepoint into utf8 text (char array length returned as parameter)

raylib.static.Color
raylib.static.ColorAlpha(color: Color, alpha: float)

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

raylib.static.ColorAlphaBlend(dst: Color, src: Color, tint: Color)

Get src alpha-blended into dst color with tint

raylib.static.ColorFromHSV(hue: float, saturation: float, value: float)

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

raylib.static.ColorFromNormalized(normalized: Vector4)

Get Color from normalized values [0..1]

raylib.static.ColorNormalize(color: Color)

Get Color normalized as float [0..1]

raylib.static.ColorToHSV(color: Color)

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

raylib.static.ColorToInt(color: Color)

Get hexadecimal value for a Color

raylib.static.CompressData(data: str, dataLength: int, compDataLength: Any)

Compress data (DEFLATE algorithm)

raylib.static.ConfigFlags
raylib.static.CubemapLayout
raylib.static.DecompressData(compData: str, compDataLength: int, dataLength: Any)

Decompress data (DEFLATE algorithm)

raylib.static.DirectoryExists(dirPath: str)

Check if a directory path exists

raylib.static.DisableCursor()

Disables cursor (lock cursor)

raylib.static.DrawBillboard(camera: Camera3D, texture: Texture, position: Vector3, size: float, tint: Color)

Draw a billboard texture

raylib.static.DrawBillboardRec(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, size: float, tint: Color)

Draw a billboard texture defined by source

raylib.static.DrawBoundingBox(box: BoundingBox, color: Color)

Draw bounding box (wires)

raylib.static.DrawCircle(centerX: int, centerY: int, radius: float, color: Color)

Draw a color-filled circle

raylib.static.DrawCircle3D(center: Vector3, radius: float, rotationAxis: Vector3, rotationAngle: float, color: Color)

Draw a circle in 3D world space

raylib.static.DrawCircleGradient(centerX: int, centerY: int, radius: float, color1: Color, color2: Color)

Draw a gradient-filled circle

raylib.static.DrawCircleLines(centerX: int, centerY: int, radius: float, color: Color)

Draw circle outline

raylib.static.DrawCircleSector(center: Vector2, radius: float, startAngle: float, endAngle: float, segments: int, color: Color)

Draw a piece of a circle

raylib.static.DrawCircleSectorLines(center: Vector2, radius: float, startAngle: float, endAngle: float, segments: int, color: Color)

Draw circle sector outline

raylib.static.DrawCircleV(center: Vector2, radius: float, color: Color)

Draw a color-filled circle (Vector version)

raylib.static.DrawCube(position: Vector3, width: float, height: float, length: float, color: Color)

Draw cube

raylib.static.DrawCubeTexture(texture: Texture, position: Vector3, width: float, height: float, length: float, color: Color)

Draw cube textured

raylib.static.DrawCubeV(position: Vector3, size: Vector3, color: Color)

Draw cube (Vector version)

raylib.static.DrawCubeWires(position: Vector3, width: float, height: float, length: float, color: Color)

Draw cube wires

raylib.static.DrawCubeWiresV(position: Vector3, size: Vector3, color: Color)

Draw cube wires (Vector version)

raylib.static.DrawCylinder(position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color)

Draw a cylinder/cone

raylib.static.DrawCylinderWires(position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color)

Draw a cylinder/cone wires

raylib.static.DrawEllipse(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color)

Draw ellipse

raylib.static.DrawEllipseLines(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color)

Draw ellipse outline

raylib.static.DrawFPS(posX: int, posY: int)

Draw current FPS

raylib.static.DrawGrid(slices: int, spacing: float)

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

raylib.static.DrawLine(startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color)

Draw a line

raylib.static.DrawLine3D(startPos: Vector3, endPos: Vector3, color: Color)

Draw a line in 3D world space

raylib.static.DrawLineBezier(startPos: Vector2, endPos: Vector2, thick: float, color: Color)

Draw a line using cubic-bezier curves in-out

raylib.static.DrawLineBezierQuad(startPos: Vector2, endPos: Vector2, controlPos: Vector2, thick: float, color: Color)

raw line using quadratic bezier curves with a control point

raylib.static.DrawLineEx(startPos: Vector2, endPos: Vector2, thick: float, color: Color)

Draw a line defining thickness

raylib.static.DrawLineStrip(points: Any, pointsCount: int, color: Color)

Draw lines sequence

raylib.static.DrawLineV(startPos: Vector2, endPos: Vector2, color: Color)

Draw a line (Vector version)

raylib.static.DrawMesh(mesh: Mesh, material: Material, transform: Matrix)

Draw a 3d mesh with material and transform

raylib.static.DrawMeshInstanced(mesh: Mesh, material: Material, transforms: Any, instances: int)

Draw multiple mesh instances with material and different transforms

raylib.static.DrawModel(model: Model, position: Vector3, scale: float, tint: Color)

Draw a model (with texture if set)

raylib.static.DrawModelEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color)

Draw a model with extended parameters

raylib.static.DrawModelWires(model: Model, position: Vector3, scale: float, tint: Color)

Draw a model wires (with texture if set)

raylib.static.DrawModelWiresEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color)

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

raylib.static.DrawPixel(posX: int, posY: int, color: Color)

Draw a pixel

raylib.static.DrawPixelV(position: Vector2, color: Color)

Draw a pixel (Vector version)

raylib.static.DrawPlane(centerPos: Vector3, size: Vector2, color: Color)

Draw a plane XZ

raylib.static.DrawPoint3D(position: Vector3, color: Color)

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

raylib.static.DrawPoly(center: Vector2, sides: int, radius: float, rotation: float, color: Color)

Draw a regular polygon (Vector version)

raylib.static.DrawPolyLines(center: Vector2, sides: int, radius: float, rotation: float, color: Color)

Draw a polygon outline of n sides

raylib.static.DrawRay(ray: Ray, color: Color)

Draw a ray line

raylib.static.DrawRectangle(posX: int, posY: int, width: int, height: int, color: Color)

Draw a color-filled rectangle

raylib.static.DrawRectangleGradientEx(rec: Rectangle, col1: Color, col2: Color, col3: Color, col4: Color)

Draw a gradient-filled rectangle with custom vertex colors

raylib.static.DrawRectangleGradientH(posX: int, posY: int, width: int, height: int, color1: Color, color2: Color)

Draw a horizontal-gradient-filled rectangle

raylib.static.DrawRectangleGradientV(posX: int, posY: int, width: int, height: int, color1: Color, color2: Color)

Draw a vertical-gradient-filled rectangle

raylib.static.DrawRectangleLines(posX: int, posY: int, width: int, height: int, color: Color)

Draw rectangle outline

raylib.static.DrawRectangleLinesEx(rec: Rectangle, lineThick: int, color: Color)

Draw rectangle outline with extended parameters

raylib.static.DrawRectanglePro(rec: Rectangle, origin: Vector2, rotation: float, color: Color)

Draw a color-filled rectangle with pro parameters

raylib.static.DrawRectangleRec(rec: Rectangle, color: Color)

Draw a color-filled rectangle

raylib.static.DrawRectangleRounded(rec: Rectangle, roundness: float, segments: int, color: Color)

Draw rectangle with rounded edges

raylib.static.DrawRectangleRoundedLines(rec: Rectangle, roundness: float, segments: int, lineThick: int, color: Color)

Draw rectangle with rounded edges outline

raylib.static.DrawRectangleV(position: Vector2, size: Vector2, color: Color)

Draw a color-filled rectangle (Vector version)

raylib.static.DrawRing(center: Vector2, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color)

Draw ring

raylib.static.DrawRingLines(center: Vector2, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color)

Draw ring outline

raylib.static.DrawSphere(centerPos: Vector3, radius: float, color: Color)

Draw sphere

raylib.static.DrawSphereEx(centerPos: Vector3, radius: float, rings: int, slices: int, color: Color)

Draw sphere with extended parameters

raylib.static.DrawSphereWires(centerPos: Vector3, radius: float, rings: int, slices: int, color: Color)

Draw sphere wires

raylib.static.DrawText(text: str, posX: int, posY: int, fontSize: int, color: Color)

Draw text (using default font)

raylib.static.DrawTextCodepoint(font: Font, codepoint: int, position: Vector2, fontSize: float, tint: Color)

Draw one character (codepoint)

raylib.static.DrawTextEx(font: Font, text: str, position: Vector2, fontSize: float, spacing: float, tint: Color)

Draw text using font and additional parameters

raylib.static.DrawTextRec(font: Font, text: str, rec: Rectangle, fontSize: float, spacing: float, wordWrap: bool, tint: Color)

Draw text using font inside rectangle limits

raylib.static.DrawTextRecEx(font: Font, text: str, rec: Rectangle, fontSize: float, spacing: float, wordWrap: bool, tint: Color, selectStart: int, selectLength: int, selectTint: Color, selectBackTint: Color)

Draw text using font inside rectangle limits with support for text selection

raylib.static.DrawTexture(texture: Texture, posX: int, posY: int, tint: Color)

Draw a Texture2D

raylib.static.DrawTextureEx(texture: Texture, position: Vector2, rotation: float, scale: float, tint: Color)

Draw a Texture2D with extended parameters

raylib.static.DrawTextureNPatch(texture: Texture, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: float, tint: Color)

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

raylib.static.DrawTexturePoly(texture: Texture, center: Vector2, points: Any, texcoords: Any, pointsCount: int, tint: Color)

Draw a textured polygon

raylib.static.DrawTexturePro(texture: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: float, tint: Color)

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

raylib.static.DrawTextureQuad(texture: Texture, tiling: Vector2, offset: Vector2, quad: Rectangle, tint: Color)

Draw texture quad with tiling and offset parameters

raylib.static.DrawTextureRec(texture: Texture, source: Rectangle, position: Vector2, tint: Color)

Draw a part of a texture defined by a rectangle

raylib.static.DrawTextureTiled(texture: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: float, scale: float, tint: Color)

Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.

raylib.static.DrawTextureV(texture: Texture, position: Vector2, tint: Color)

Draw a Texture2D with position defined as Vector2

raylib.static.DrawTriangle(v1: Vector2, v2: Vector2, v3: Vector2, color: Color)

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

raylib.static.DrawTriangle3D(v1: Vector3, v2: Vector3, v3: Vector3, color: Color)

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

raylib.static.DrawTriangleFan(points: Any, pointsCount: int, color: Color)

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

raylib.static.DrawTriangleLines(v1: Vector2, v2: Vector2, v3: Vector2, color: Color)

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

raylib.static.DrawTriangleStrip(points: Any, pointsCount: int, color: Color)

Draw a triangle strip defined by points

raylib.static.DrawTriangleStrip3D(points: Any, pointsCount: int, color: Color)

Draw a triangle strip defined by points

raylib.static.EnableCursor()

Enables cursor (unlock cursor)

raylib.static.EndBlendMode()

End blending mode (reset to default: alpha blending)

raylib.static.EndDrawing()

End canvas drawing and swap buffers (double buffering)

raylib.static.EndMode2D()

Ends 2D mode with custom camera

raylib.static.EndMode3D()

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

raylib.static.EndScissorMode()

End scissor mode

raylib.static.EndShaderMode()

End custom shader drawing (use default shader)

raylib.static.EndTextureMode()

Ends drawing to render texture

raylib.static.EndVrStereoMode()

End stereo rendering (requires VR simulator)

raylib.static.ExportImage(image: Image, fileName: str)

Export image data to file, returns true on success

raylib.static.ExportImageAsCode(image: Image, fileName: str)

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

raylib.static.ExportMesh(mesh: Mesh, fileName: str)

Export mesh data to file, returns true on success

raylib.static.ExportWave(wave: Wave, fileName: str)

Export wave data to file, returns true on success

raylib.static.ExportWaveAsCode(wave: Wave, fileName: str)

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

raylib.static.FLAG_FULLSCREEN_MODE
raylib.static.FLAG_INTERLACED_HINT
raylib.static.FLAG_MSAA_4X_HINT
raylib.static.FLAG_VSYNC_HINT
raylib.static.FLAG_WINDOW_ALWAYS_RUN
raylib.static.FLAG_WINDOW_HIDDEN
raylib.static.FLAG_WINDOW_HIGHDPI
raylib.static.FLAG_WINDOW_MAXIMIZED
raylib.static.FLAG_WINDOW_MINIMIZED
raylib.static.FLAG_WINDOW_RESIZABLE
raylib.static.FLAG_WINDOW_TOPMOST
raylib.static.FLAG_WINDOW_TRANSPARENT
raylib.static.FLAG_WINDOW_UNDECORATED
raylib.static.FLAG_WINDOW_UNFOCUSED
raylib.static.FONT_BITMAP
raylib.static.FONT_DEFAULT
raylib.static.FONT_SDF
raylib.static.Fade(color: Color, alpha: float)

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

raylib.static.FileExists(fileName: str)

Check if file exists

raylib.static.Font
raylib.static.FontType
raylib.static.GAMEPAD_AXIS_LEFT_TRIGGER
raylib.static.GAMEPAD_AXIS_LEFT_X
raylib.static.GAMEPAD_AXIS_LEFT_Y
raylib.static.GAMEPAD_AXIS_RIGHT_TRIGGER
raylib.static.GAMEPAD_AXIS_RIGHT_X
raylib.static.GAMEPAD_AXIS_RIGHT_Y
raylib.static.GAMEPAD_BUTTON_LEFT_FACE_DOWN
raylib.static.GAMEPAD_BUTTON_LEFT_FACE_LEFT
raylib.static.GAMEPAD_BUTTON_LEFT_FACE_RIGHT
raylib.static.GAMEPAD_BUTTON_LEFT_FACE_UP
raylib.static.GAMEPAD_BUTTON_LEFT_THUMB
raylib.static.GAMEPAD_BUTTON_LEFT_TRIGGER_1
raylib.static.GAMEPAD_BUTTON_LEFT_TRIGGER_2
raylib.static.GAMEPAD_BUTTON_MIDDLE
raylib.static.GAMEPAD_BUTTON_MIDDLE_LEFT
raylib.static.GAMEPAD_BUTTON_MIDDLE_RIGHT
raylib.static.GAMEPAD_BUTTON_RIGHT_FACE_DOWN
raylib.static.GAMEPAD_BUTTON_RIGHT_FACE_LEFT
raylib.static.GAMEPAD_BUTTON_RIGHT_FACE_RIGHT
raylib.static.GAMEPAD_BUTTON_RIGHT_FACE_UP
raylib.static.GAMEPAD_BUTTON_RIGHT_THUMB
raylib.static.GAMEPAD_BUTTON_RIGHT_TRIGGER_1
raylib.static.GAMEPAD_BUTTON_RIGHT_TRIGGER_2
raylib.static.GAMEPAD_BUTTON_UNKNOWN
raylib.static.GESTURE_DOUBLETAP
raylib.static.GESTURE_DRAG
raylib.static.GESTURE_HOLD
raylib.static.GESTURE_NONE
raylib.static.GESTURE_PINCH_IN
raylib.static.GESTURE_PINCH_OUT
raylib.static.GESTURE_SWIPE_DOWN
raylib.static.GESTURE_SWIPE_LEFT
raylib.static.GESTURE_SWIPE_RIGHT
raylib.static.GESTURE_SWIPE_UP
raylib.static.GESTURE_TAP
raylib.static.GamepadAxis
raylib.static.GamepadButton
raylib.static.GenImageCellular(width: int, height: int, tileSize: int)

Generate image: cellular algorithm. Bigger tileSize means bigger cells

raylib.static.GenImageChecked(width: int, height: int, checksX: int, checksY: int, col1: Color, col2: Color)

Generate image: checked

raylib.static.GenImageColor(width: int, height: int, color: Color)

Generate image: plain color

raylib.static.GenImageFontAtlas(chars: Any, recs: Any, charsCount: int, fontSize: int, padding: int, packMethod: int)

Generate image font atlas using chars info

raylib.static.GenImageGradientH(width: int, height: int, left: Color, right: Color)

Generate image: horizontal gradient

raylib.static.GenImageGradientRadial(width: int, height: int, density: float, inner: Color, outer: Color)

Generate image: radial gradient

raylib.static.GenImageGradientV(width: int, height: int, top: Color, bottom: Color)

Generate image: vertical gradient

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

Generate image: perlin noise

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

Generate image: white noise

raylib.static.GenMeshCube(width: float, height: float, length: float)

Generate cuboid mesh

raylib.static.GenMeshCubicmap(cubicmap: Image, cubeSize: Vector3)

Generate cubes-based map mesh from image data

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

Generate cylinder mesh

raylib.static.GenMeshHeightmap(heightmap: Image, size: Vector3)

Generate heightmap mesh from image data

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

Generate half-sphere mesh (no bottom cap)

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

Generate trefoil knot mesh

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

Generate plane mesh (with subdivisions)

raylib.static.GenMeshPoly(sides: int, radius: float)

Generate polygonal mesh

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

Generate sphere mesh (standard sphere)

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

Generate torus mesh

raylib.static.GenTextureMipmaps(texture: Any)

Generate GPU mipmaps for a texture

raylib.static.Gestures
raylib.static.GetCameraMatrix(camera: Camera3D)

Get camera transform matrix (view matrix)

raylib.static.GetCameraMatrix2D(camera: Camera2D)

Get camera 2d transform matrix

raylib.static.GetCharPressed()

Get char pressed (unicode), call it multiple times for chars queued

raylib.static.GetClipboardText()

Get clipboard text content

raylib.static.GetCodepoints(text: str, count: Any)

Get all codepoints in a string, codepoints count returned by parameters

raylib.static.GetCodepointsCount(text: str)

Get total number of characters (codepoints) in a UTF8 encoded string

raylib.static.GetCollisionRayGround(Ray_0: Ray, float_1: float)

struct RayHitInfo GetCollisionRayGround(struct Ray, float);

CFFI C function from raylib.static._raylib_cffi.lib

raylib.static.GetCollisionRayMesh(Ray_0: Ray, Mesh_1: Mesh, Matrix_2: Matrix)

struct RayHitInfo GetCollisionRayMesh(struct Ray, struct Mesh, struct Matrix);

CFFI C function from raylib.static._raylib_cffi.lib

raylib.static.GetCollisionRayModel(Ray_0: Ray, Model_1: Model)

struct RayHitInfo GetCollisionRayModel(struct Ray, struct Model);

CFFI C function from raylib.static._raylib_cffi.lib

raylib.static.GetCollisionRayTriangle(Ray_0: Ray, Vector3_1: Vector3, Vector3_2: Vector3, Vector3_3: Vector3)

struct RayHitInfo GetCollisionRayTriangle(struct Ray, struct Vector3, struct Vector3, struct Vector3);

CFFI C function from raylib.static._raylib_cffi.lib

raylib.static.GetCollisionRec(rec1: Rectangle, rec2: Rectangle)

Get collision rectangle for two rectangles collision

raylib.static.GetColor(hexValue: int)

Get Color structure from hexadecimal value

raylib.static.GetCurrentMonitor()

Get current connected monitor

raylib.static.GetDirectoryFiles(dirPath: str, count: Any)

Get filenames in a directory path (memory should be freed)

raylib.static.GetDirectoryPath(filePath: str)

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

raylib.static.GetDroppedFiles(count: Any)

Get dropped files names (memory should be freed)

raylib.static.GetFPS()

Get current FPS

raylib.static.GetFileExtension(fileName: str)

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

raylib.static.GetFileModTime(fileName: str)

Get file modification time (last write time)

raylib.static.GetFileName(filePath: str)

Get pointer to filename for a path string

raylib.static.GetFileNameWithoutExt(filePath: str)

Get filename string without extension (uses static string)

raylib.static.GetFontDefault()

Get the default Font

raylib.static.GetFrameTime()

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

raylib.static.GetGamepadAxisCount(gamepad: int)

Get gamepad axis count for a gamepad

raylib.static.GetGamepadAxisMovement(gamepad: int, axis: int)

Get axis movement value for a gamepad axis

raylib.static.GetGamepadButtonPressed()

Get the last gamepad button pressed

raylib.static.GetGamepadName(gamepad: int)

Get gamepad internal name id

raylib.static.GetGestureDetected()

Get latest detected gesture

raylib.static.GetGestureDragAngle()

Get gesture drag angle

raylib.static.GetGestureDragVector()

Get gesture drag vector

raylib.static.GetGestureHoldDuration()

Get gesture hold time in milliseconds

raylib.static.GetGesturePinchAngle()

Get gesture pinch angle

raylib.static.GetGesturePinchVector()

Get gesture pinch delta

raylib.static.GetGlyphIndex(font: Font, codepoint: int)

Get index position for a unicode character on font

raylib.static.GetImageAlphaBorder(image: Image, threshold: float)

Get image alpha border rectangle

raylib.static.GetKeyPressed()

Get key pressed (keycode), call it multiple times for keys queued

raylib.static.GetMonitorCount()

Get number of connected monitors

raylib.static.GetMonitorHeight(monitor: int)

Get specified monitor height (max available by monitor)

raylib.static.GetMonitorName(monitor: int)

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

raylib.static.GetMonitorPhysicalHeight(monitor: int)

Get specified monitor physical height in millimetres

raylib.static.GetMonitorPhysicalWidth(monitor: int)

Get specified monitor physical width in millimetres

raylib.static.GetMonitorPosition(monitor: int)

Get specified monitor position

raylib.static.GetMonitorRefreshRate(monitor: int)

Get specified monitor refresh rate

raylib.static.GetMonitorWidth(monitor: int)

Get specified monitor width (max available by monitor)

raylib.static.GetMousePosition()

Get mouse position XY

raylib.static.GetMouseRay(mousePosition: Vector2, camera: Camera3D)

Get a ray trace from mouse position

raylib.static.GetMouseWheelMove()

Get mouse wheel movement Y

raylib.static.GetMouseX()

Get mouse position X

raylib.static.GetMouseY()

Get mouse position Y

raylib.static.GetMusicTimeLength(music: Music)

Get music time length (in seconds)

raylib.static.GetMusicTimePlayed(music: Music)

Get current music time played (in seconds)

raylib.static.GetNextCodepoint(text: str, bytesProcessed: Any)

Get next codepoint in a UTF8 encoded string; 0x3f(‘?’) is returned on failure

raylib.static.GetPixelColor(srcPtr: Any, format: int)

Get Color from a source pixel pointer of certain format

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

Get pixel data size in bytes for certain format

raylib.static.GetPrevDirectoryPath(dirPath: str)

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

raylib.static.GetRandomValue(min: int, max: int)

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

raylib.static.GetScreenData()

Get pixel data from screen buffer and return an Image (screenshot)

raylib.static.GetScreenHeight()

Get current screen height

raylib.static.GetScreenToWorld2D(position: Vector2, camera: Camera2D)

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

raylib.static.GetScreenWidth()

Get current screen width

raylib.static.GetShaderLocation(shader: Shader, uniformName: str)

Get shader uniform location

raylib.static.GetShaderLocationAttrib(shader: Shader, attribName: str)

Get shader attribute location

raylib.static.GetSoundsPlaying()

Get number of sounds playing in the multichannel

raylib.static.GetTextureData(texture: Texture)

Get pixel data from GPU texture and return an Image

raylib.static.GetTime()

Get elapsed time in seconds since InitWindow()

raylib.static.GetTouchPointsCount()

Get touch points count

raylib.static.GetTouchPosition(index: int)

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

raylib.static.GetTouchX()

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

raylib.static.GetTouchY()

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

raylib.static.GetWindowHandle()

Get native window handle

raylib.static.GetWindowPosition()

Get window position XY on monitor

raylib.static.GetWindowScaleDPI()

Get window scale DPI factor

raylib.static.GetWorkingDirectory()

Get current working directory (uses static string)

raylib.static.GetWorldToScreen(position: Vector3, camera: Camera3D)

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

raylib.static.GetWorldToScreen2D(position: Vector2, camera: Camera2D)

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

raylib.static.GetWorldToScreenEx(position: Vector3, camera: Camera3D, width: int, height: int)

Get size position for a 3d world space position

raylib.static.HideCursor()

Hides cursor

raylib.static.Image
raylib.static.ImageAlphaClear(image: Any, color: Color, threshold: float)

Clear alpha channel to desired color

raylib.static.ImageAlphaCrop(image: Any, threshold: float)

Crop image depending on alpha value

raylib.static.ImageAlphaMask(image: Any, alphaMask: Image)

Apply alpha mask to image

raylib.static.ImageAlphaPremultiply(image: Any)

Premultiply alpha channel

raylib.static.ImageClearBackground(dst: Any, color: Color)

Clear image background with given color

raylib.static.ImageColorBrightness(image: Any, brightness: int)

Modify image color: brightness (-255 to 255)

raylib.static.ImageColorContrast(image: Any, contrast: float)

Modify image color: contrast (-100 to 100)

raylib.static.ImageColorGrayscale(image: Any)

Modify image color: grayscale

raylib.static.ImageColorInvert(image: Any)

Modify image color: invert

raylib.static.ImageColorReplace(image: Any, color: Color, replace: Color)

Modify image color: replace color

raylib.static.ImageColorTint(image: Any, color: Color)

Modify image color: tint

raylib.static.ImageCopy(image: Image)

Create an image duplicate (useful for transformations)

raylib.static.ImageCrop(image: Any, crop: Rectangle)

Crop an image to a defined rectangle

raylib.static.ImageDither(image: Any, rBpp: int, gBpp: int, bBpp: int, aBpp: int)

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

raylib.static.ImageDraw(dst: Any, src: Image, srcRec: Rectangle, dstRec: Rectangle, tint: Color)

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

raylib.static.ImageDrawCircle(dst: Any, centerX: int, centerY: int, radius: int, color: Color)

Draw circle within an image

raylib.static.ImageDrawCircleV(dst: Any, center: Vector2, radius: int, color: Color)

Draw circle within an image (Vector version)

raylib.static.ImageDrawLine(dst: Any, startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color)

Draw line within an image

raylib.static.ImageDrawLineV(dst: Any, start: Vector2, end: Vector2, color: Color)

Draw line within an image (Vector version)

raylib.static.ImageDrawPixel(dst: Any, posX: int, posY: int, color: Color)

Draw pixel within an image

raylib.static.ImageDrawPixelV(dst: Any, position: Vector2, color: Color)

Draw pixel within an image (Vector version)

raylib.static.ImageDrawRectangle(dst: Any, posX: int, posY: int, width: int, height: int, color: Color)

Draw rectangle within an image

raylib.static.ImageDrawRectangleLines(dst: Any, rec: Rectangle, thick: int, color: Color)

Draw rectangle lines within an image

raylib.static.ImageDrawRectangleRec(dst: Any, rec: Rectangle, color: Color)

Draw rectangle within an image

raylib.static.ImageDrawRectangleV(dst: Any, position: Vector2, size: Vector2, color: Color)

Draw rectangle within an image (Vector version)

raylib.static.ImageDrawText(dst: Any, text: str, posX: int, posY: int, fontSize: int, color: Color)

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

raylib.static.ImageDrawTextEx(dst: Any, font: Font, text: str, position: Vector2, fontSize: float, spacing: float, tint: Color)

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

raylib.static.ImageFlipHorizontal(image: Any)

Flip image horizontally

raylib.static.ImageFlipVertical(image: Any)

Flip image vertically

raylib.static.ImageFormat(image: Any, newFormat: int)

Convert image data to desired format

raylib.static.ImageFromImage(image: Image, rec: Rectangle)

Create an image from another image piece

raylib.static.ImageMipmaps(image: Any)

Compute all mipmap levels for a provided image

raylib.static.ImageResize(image: Any, newWidth: int, newHeight: int)

Resize image (Bicubic scaling algorithm)

raylib.static.ImageResizeCanvas(image: Any, newWidth: int, newHeight: int, offsetX: int, offsetY: int, fill: Color)

Resize canvas and fill with color

raylib.static.ImageResizeNN(image: Any, newWidth: int, newHeight: int)

Resize image (Nearest-Neighbor scaling algorithm)

raylib.static.ImageRotateCCW(image: Any)

Rotate image counter-clockwise 90deg

raylib.static.ImageRotateCW(image: Any)

Rotate image clockwise 90deg

raylib.static.ImageText(text: str, fontSize: int, color: Color)

Create an image from text (default font)

raylib.static.ImageTextEx(font: Font, text: str, fontSize: float, spacing: float, tint: Color)

Create an image from text (custom sprite font)

raylib.static.ImageToPOT(image: Any, fill: Color)

Convert image to POT (power-of-two)

raylib.static.InitAudioDevice()

Initialize audio device and context

raylib.static.InitAudioStream(unsignedint_0: int, unsignedint_1: int, unsignedint_2: int)

struct AudioStream InitAudioStream(unsigned int, unsigned int, unsigned int);

CFFI C function from raylib.static._raylib_cffi.lib

raylib.static.InitWindow(width: int, height: int, title: str)

Initialize window and OpenGL context

raylib.static.IsAudioDeviceReady()

Check if audio device has been initialized successfully

raylib.static.IsAudioStreamPlaying(stream: AudioStream)

Check if audio stream is playing

raylib.static.IsAudioStreamProcessed(stream: AudioStream)

Check if any audio stream buffers requires refill

raylib.static.IsCursorHidden()

Check if cursor is not visible

raylib.static.IsCursorOnScreen()

Check if cursor is on the screen

raylib.static.IsFileDropped()

Check if a file has been dropped into window

raylib.static.IsFileExtension(fileName: str, ext: str)

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

raylib.static.IsGamepadAvailable(gamepad: int)

Check if a gamepad is available

raylib.static.IsGamepadButtonDown(gamepad: int, button: int)

Check if a gamepad button is being pressed

raylib.static.IsGamepadButtonPressed(gamepad: int, button: int)

Check if a gamepad button has been pressed once

raylib.static.IsGamepadButtonReleased(gamepad: int, button: int)

Check if a gamepad button has been released once

raylib.static.IsGamepadButtonUp(gamepad: int, button: int)

Check if a gamepad button is NOT being pressed

raylib.static.IsGamepadName(gamepad: int, name: str)

Check gamepad name (if available)

raylib.static.IsGestureDetected(gesture: int)

Check if a gesture have been detected

raylib.static.IsKeyDown(key: int)

Check if a key is being pressed

raylib.static.IsKeyPressed(key: int)

Check if a key has been pressed once

raylib.static.IsKeyReleased(key: int)

Check if a key has been released once

raylib.static.IsKeyUp(key: int)

Check if a key is NOT being pressed

raylib.static.IsModelAnimationValid(model: Model, anim: ModelAnimation)

Check model animation skeleton match

raylib.static.IsMouseButtonDown(button: int)

Check if a mouse button is being pressed

raylib.static.IsMouseButtonPressed(button: int)

Check if a mouse button has been pressed once

raylib.static.IsMouseButtonReleased(button: int)

Check if a mouse button has been released once

raylib.static.IsMouseButtonUp(button: int)

Check if a mouse button is NOT being pressed

raylib.static.IsMusicPlaying(Music_0: Music)

_Bool IsMusicPlaying(struct Music);

CFFI C function from raylib.static._raylib_cffi.lib

raylib.static.IsSoundPlaying(sound: Sound)

Check if a sound is currently playing

raylib.static.IsWindowFocused()

Check if window is currently focused (only PLATFORM_DESKTOP)

raylib.static.IsWindowFullscreen()

Check if window is currently fullscreen

raylib.static.IsWindowHidden()

Check if window is currently hidden (only PLATFORM_DESKTOP)

raylib.static.IsWindowMaximized()

Check if window is currently maximized (only PLATFORM_DESKTOP)

raylib.static.IsWindowMinimized()

Check if window is currently minimized (only PLATFORM_DESKTOP)

raylib.static.IsWindowReady()

Check if window has been initialized successfully

raylib.static.IsWindowResized()

Check if window has been resized last frame

raylib.static.IsWindowState(flag: int)

Check if one specific window flag is enabled

raylib.static.KEY_A
raylib.static.KEY_APOSTROPHE
raylib.static.KEY_B
raylib.static.KEY_BACK
raylib.static.KEY_BACKSLASH
raylib.static.KEY_BACKSPACE
raylib.static.KEY_C
raylib.static.KEY_CAPS_LOCK
raylib.static.KEY_COMMA
raylib.static.KEY_D
raylib.static.KEY_DELETE
raylib.static.KEY_DOWN
raylib.static.KEY_E
raylib.static.KEY_EIGHT
raylib.static.KEY_END
raylib.static.KEY_ENTER
raylib.static.KEY_EQUAL
raylib.static.KEY_ESCAPE
raylib.static.KEY_F
raylib.static.KEY_F1
raylib.static.KEY_F10
raylib.static.KEY_F11
raylib.static.KEY_F12
raylib.static.KEY_F2
raylib.static.KEY_F3
raylib.static.KEY_F4
raylib.static.KEY_F5
raylib.static.KEY_F6
raylib.static.KEY_F7
raylib.static.KEY_F8
raylib.static.KEY_F9
raylib.static.KEY_FIVE
raylib.static.KEY_FOUR
raylib.static.KEY_G
raylib.static.KEY_GRAVE
raylib.static.KEY_H
raylib.static.KEY_HOME
raylib.static.KEY_I
raylib.static.KEY_INSERT
raylib.static.KEY_J
raylib.static.KEY_K
raylib.static.KEY_KB_MENU
raylib.static.KEY_KP_0
raylib.static.KEY_KP_1
raylib.static.KEY_KP_2
raylib.static.KEY_KP_3
raylib.static.KEY_KP_4
raylib.static.KEY_KP_5
raylib.static.KEY_KP_6
raylib.static.KEY_KP_7
raylib.static.KEY_KP_8
raylib.static.KEY_KP_9
raylib.static.KEY_KP_ADD
raylib.static.KEY_KP_DECIMAL
raylib.static.KEY_KP_DIVIDE
raylib.static.KEY_KP_ENTER
raylib.static.KEY_KP_EQUAL
raylib.static.KEY_KP_MULTIPLY
raylib.static.KEY_KP_SUBTRACT
raylib.static.KEY_L
raylib.static.KEY_LEFT
raylib.static.KEY_LEFT_ALT
raylib.static.KEY_LEFT_BRACKET
raylib.static.KEY_LEFT_CONTROL
raylib.static.KEY_LEFT_SHIFT
raylib.static.KEY_LEFT_SUPER
raylib.static.KEY_M
raylib.static.KEY_MENU
raylib.static.KEY_MINUS
raylib.static.KEY_N
raylib.static.KEY_NINE
raylib.static.KEY_NULL
raylib.static.KEY_NUM_LOCK
raylib.static.KEY_O
raylib.static.KEY_ONE
raylib.static.KEY_P
raylib.static.KEY_PAGE_DOWN
raylib.static.KEY_PAGE_UP
raylib.static.KEY_PAUSE
raylib.static.KEY_PERIOD
raylib.static.KEY_PRINT_SCREEN
raylib.static.KEY_Q
raylib.static.KEY_R
raylib.static.KEY_RIGHT
raylib.static.KEY_RIGHT_ALT
raylib.static.KEY_RIGHT_BRACKET
raylib.static.KEY_RIGHT_CONTROL
raylib.static.KEY_RIGHT_SHIFT
raylib.static.KEY_RIGHT_SUPER
raylib.static.KEY_S
raylib.static.KEY_SCROLL_LOCK
raylib.static.KEY_SEMICOLON
raylib.static.KEY_SEVEN
raylib.static.KEY_SIX
raylib.static.KEY_SLASH
raylib.static.KEY_SPACE
raylib.static.KEY_T
raylib.static.KEY_TAB
raylib.static.KEY_THREE
raylib.static.KEY_TWO
raylib.static.KEY_U
raylib.static.KEY_UP
raylib.static.KEY_V
raylib.static.KEY_VOLUME_DOWN
raylib.static.KEY_VOLUME_UP
raylib.static.KEY_W
raylib.static.KEY_X
raylib.static.KEY_Y
raylib.static.KEY_Z
raylib.static.KEY_ZERO
raylib.static.KeyboardKey
raylib.static.LOG_ALL
raylib.static.LOG_DEBUG
raylib.static.LOG_ERROR
raylib.static.LOG_FATAL
raylib.static.LOG_INFO
raylib.static.LOG_NONE
raylib.static.LOG_TRACE
raylib.static.LOG_WARNING
raylib.static.LoadFileData(fileName: str, bytesRead: Any)

Load file data as byte array (read)

raylib.static.LoadFileText(fileName: str)

Load text data from file (read), returns a ‘ 0’ terminated string

raylib.static.LoadFont(fileName: str)

Load font from file into GPU memory (VRAM)

raylib.static.LoadFontData(fileData: str, dataSize: int, fontSize: int, fontChars: Any, charsCount: int, type: int)

Load font data for further use

raylib.static.LoadFontEx(fileName: str, fontSize: int, fontChars: Any, charsCount: int)

Load font from file with extended parameters

raylib.static.LoadFontFromImage(image: Image, key: Color, firstChar: int)

Load font from Image (XNA style)

raylib.static.LoadFontFromMemory(fileType: str, fileData: str, dataSize: int, fontSize: int, fontChars: Any, charsCount: int)

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

raylib.static.LoadImage(fileName: str)

Load image from file into CPU memory (RAM)

raylib.static.LoadImageAnim(fileName: str, frames: Any)

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

raylib.static.LoadImageColors(image: Image)

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

raylib.static.LoadImageFromMemory(fileType: str, fileData: str, dataSize: int)

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

raylib.static.LoadImagePalette(image: Image, maxPaletteSize: int, colorsCount: Any)

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

raylib.static.LoadImageRaw(fileName: str, width: int, height: int, format: int, headerSize: int)

Load image from RAW file data

raylib.static.LoadMaterialDefault()

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

raylib.static.LoadMaterials(fileName: str, materialCount: Any)

Load materials from model file

raylib.static.LoadModel(fileName: str)

Load model from files (meshes and materials)

raylib.static.LoadModelAnimations(fileName: str, animsCount: Any)

Load model animations from file

raylib.static.LoadModelFromMesh(mesh: Mesh)

Load model from generated mesh (default material)

raylib.static.LoadMusicStream(fileName: str)

Load music stream from file

raylib.static.LoadMusicStreamFromMemory(fileType: str, data: str, dataSize: int)

Load music stream from data

raylib.static.LoadRenderTexture(width: int, height: int)

Load texture for rendering (framebuffer)

raylib.static.LoadShader(vsFileName: str, fsFileName: str)

Load shader from files and bind default locations

raylib.static.LoadShaderFromMemory(vsCode: str, fsCode: str)

Load shader from code strings and bind default locations

raylib.static.LoadSound(fileName: str)

Load sound from file

raylib.static.LoadSoundFromWave(wave: Wave)

Load sound from wave data

raylib.static.LoadStorageValue(position: int)

Load integer value from storage file (from defined position)

raylib.static.LoadTexture(fileName: str)

Load texture from file into GPU memory (VRAM)

raylib.static.LoadTextureCubemap(image: Image, layout: int)

Load cubemap from image, multiple image cubemap layouts supported

raylib.static.LoadTextureFromImage(image: Image)

Load texture from image data

raylib.static.LoadVrStereoConfig(device: VrDeviceInfo)

Load VR stereo config for VR simulator device parameters

raylib.static.LoadWave(fileName: str)

Load wave data from file

raylib.static.LoadWaveFromMemory(fileType: str, fileData: str, dataSize: int)

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

raylib.static.LoadWaveSamples(wave: Wave)

Load samples data from wave as a floats array

raylib.static.MATERIAL_MAP_ALBEDO
raylib.static.MATERIAL_MAP_BRDG
raylib.static.MATERIAL_MAP_CUBEMAP
raylib.static.MATERIAL_MAP_DIFFUSE
raylib.static.MATERIAL_MAP_EMISSION
raylib.static.MATERIAL_MAP_HEIGHT
raylib.static.MATERIAL_MAP_IRRADIANCE
raylib.static.MATERIAL_MAP_METALNESS
raylib.static.MATERIAL_MAP_NORMAL
raylib.static.MATERIAL_MAP_OCCLUSION
raylib.static.MATERIAL_MAP_PREFILTER
raylib.static.MATERIAL_MAP_ROUGHNESS
raylib.static.MATERIAL_MAP_SPECULAR
raylib.static.MOUSE_CURSOR_ARROW
raylib.static.MOUSE_CURSOR_CROSSHAIR
raylib.static.MOUSE_CURSOR_DEFAULT
raylib.static.MOUSE_CURSOR_IBEAM
raylib.static.MOUSE_CURSOR_NOT_ALLOWED
raylib.static.MOUSE_CURSOR_POINTING_HAND
raylib.static.MOUSE_CURSOR_RESIZE_ALL
raylib.static.MOUSE_CURSOR_RESIZE_EW
raylib.static.MOUSE_CURSOR_RESIZE_NESW
raylib.static.MOUSE_CURSOR_RESIZE_NS
raylib.static.MOUSE_CURSOR_RESIZE_NWSE
raylib.static.MOUSE_LEFT_BUTTON
raylib.static.MOUSE_MIDDLE_BUTTON
raylib.static.MOUSE_RIGHT_BUTTON
raylib.static.Material
raylib.static.MaterialMap
raylib.static.MaterialMapIndex
raylib.static.Matrix
raylib.static.MaximizeWindow()

Set window state: maximized, if resizable (only PLATFORM_DESKTOP)

raylib.static.MeasureText(text: str, fontSize: int)

Measure string width for default font

raylib.static.MeasureTextEx(font: Font, text: str, fontSize: float, spacing: float)

Measure string size for Font

raylib.static.MemAlloc(size: int)

Internal memory allocator

raylib.static.MemFree(ptr: Any)

Internal memory free

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

Internal memory reallocator

raylib.static.Mesh
raylib.static.MeshBinormals(mesh: Any)

Compute mesh binormals

raylib.static.MeshBoundingBox(Mesh_0: Mesh)

struct BoundingBox MeshBoundingBox(struct Mesh);

CFFI C function from raylib.static._raylib_cffi.lib

raylib.static.MeshTangents(mesh: Any)

Compute mesh tangents

raylib.static.MinimizeWindow()

Set window state: minimized, if resizable (only PLATFORM_DESKTOP)

raylib.static.Model
raylib.static.ModelAnimation
raylib.static.MouseButton
raylib.static.MouseCursor
raylib.static.Music
raylib.static.NPATCH_NINE_PATCH
raylib.static.NPATCH_THREE_PATCH_HORIZONTAL
raylib.static.NPATCH_THREE_PATCH_VERTICAL
raylib.static.NPatchInfo
raylib.static.NPatchLayout
raylib.static.OpenURL(url: str)

Open URL with default system browser (if available)

raylib.static.PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA
raylib.static.PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA
raylib.static.PIXELFORMAT_COMPRESSED_DXT1_RGB
raylib.static.PIXELFORMAT_COMPRESSED_DXT1_RGBA
raylib.static.PIXELFORMAT_COMPRESSED_DXT3_RGBA
raylib.static.PIXELFORMAT_COMPRESSED_DXT5_RGBA
raylib.static.PIXELFORMAT_COMPRESSED_ETC1_RGB
raylib.static.PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA
raylib.static.PIXELFORMAT_COMPRESSED_ETC2_RGB
raylib.static.PIXELFORMAT_COMPRESSED_PVRT_RGB
raylib.static.PIXELFORMAT_COMPRESSED_PVRT_RGBA
raylib.static.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
raylib.static.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA
raylib.static.PIXELFORMAT_UNCOMPRESSED_R32
raylib.static.PIXELFORMAT_UNCOMPRESSED_R32G32B32
raylib.static.PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
raylib.static.PIXELFORMAT_UNCOMPRESSED_R4G4B4A4
raylib.static.PIXELFORMAT_UNCOMPRESSED_R5G5B5A1
raylib.static.PIXELFORMAT_UNCOMPRESSED_R5G6B5
raylib.static.PIXELFORMAT_UNCOMPRESSED_R8G8B8
raylib.static.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
raylib.static.PauseAudioStream(stream: AudioStream)

Pause audio stream

raylib.static.PauseMusicStream(music: Music)

Pause music playing

raylib.static.PauseSound(sound: Sound)

Pause a sound

raylib.static.PixelFormat
raylib.static.PlayAudioStream(stream: AudioStream)

Play audio stream

raylib.static.PlayMusicStream(music: Music)

Start music playing

raylib.static.PlaySound(sound: Sound)

Play a sound

raylib.static.PlaySoundMulti(sound: Sound)

Play a sound (using multichannel buffer pool)

raylib.static.Quaternion
raylib.static.Ray
raylib.static.RayHitInfo
raylib.static.Rectangle
raylib.static.RenderTexture
raylib.static.RenderTexture2D
raylib.static.RestoreWindow()

Set window state: not minimized/maximized (only PLATFORM_DESKTOP)

raylib.static.ResumeAudioStream(stream: AudioStream)

Resume audio stream

raylib.static.ResumeMusicStream(music: Music)

Resume playing paused music

raylib.static.ResumeSound(sound: Sound)

Resume a paused sound

raylib.static.SHADER_LOC_COLOR_AMBIENT
raylib.static.SHADER_LOC_COLOR_DIFFUSE
raylib.static.SHADER_LOC_COLOR_SPECULAR
raylib.static.SHADER_LOC_MAP_ALBEDO
raylib.static.SHADER_LOC_MAP_BRDF
raylib.static.SHADER_LOC_MAP_CUBEMAP
raylib.static.SHADER_LOC_MAP_DIFFUSE
raylib.static.SHADER_LOC_MAP_EMISSION
raylib.static.SHADER_LOC_MAP_HEIGHT
raylib.static.SHADER_LOC_MAP_IRRADIANCE
raylib.static.SHADER_LOC_MAP_METALNESS
raylib.static.SHADER_LOC_MAP_NORMAL
raylib.static.SHADER_LOC_MAP_OCCLUSION
raylib.static.SHADER_LOC_MAP_PREFILTER
raylib.static.SHADER_LOC_MAP_ROUGHNESS
raylib.static.SHADER_LOC_MAP_SPECULAR
raylib.static.SHADER_LOC_MATRIX_MODEL
raylib.static.SHADER_LOC_MATRIX_MVP
raylib.static.SHADER_LOC_MATRIX_NORMAL
raylib.static.SHADER_LOC_MATRIX_PROJECTION
raylib.static.SHADER_LOC_MATRIX_VIEW
raylib.static.SHADER_LOC_VECTOR_VIEW
raylib.static.SHADER_LOC_VERTEX_COLOR
raylib.static.SHADER_LOC_VERTEX_NORMAL
raylib.static.SHADER_LOC_VERTEX_POSITION
raylib.static.SHADER_LOC_VERTEX_TANGENT
raylib.static.SHADER_LOC_VERTEX_TEXCOORD01
raylib.static.SHADER_LOC_VERTEX_TEXCOORD02
raylib.static.SHADER_UNIFORM_FLOAT
raylib.static.SHADER_UNIFORM_INT
raylib.static.SHADER_UNIFORM_IVEC2
raylib.static.SHADER_UNIFORM_IVEC3
raylib.static.SHADER_UNIFORM_IVEC4
raylib.static.SHADER_UNIFORM_SAMPLER2D
raylib.static.SHADER_UNIFORM_VEC2
raylib.static.SHADER_UNIFORM_VEC3
raylib.static.SHADER_UNIFORM_VEC4
raylib.static.SaveFileData(fileName: str, data: Any, bytesToWrite: int)

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

raylib.static.SaveFileText(fileName: str, text: str)

Save text data to file (write), string must be ‘ 0’ terminated, returns true on success

raylib.static.SaveStorageValue(position: int, value: int)

Save integer value to storage file (to defined position), returns true on success

raylib.static.SetAudioStreamBufferSizeDefault(size: int)

Default size for new audio streams

raylib.static.SetAudioStreamPitch(stream: AudioStream, pitch: float)

Set pitch for audio stream (1.0 is base level)

raylib.static.SetAudioStreamVolume(stream: AudioStream, volume: float)

Set volume for audio stream (1.0 is max level)

raylib.static.SetCameraAltControl(keyAlt: int)

Set camera alt key to combine with mouse movement (free camera)

raylib.static.SetCameraMode(camera: Camera3D, mode: int)

Set camera mode (multiple camera modes available)

raylib.static.SetCameraMoveControls(keyFront: int, keyBack: int, keyRight: int, keyLeft: int, keyUp: int, keyDown: int)

Set camera move controls (1st person and 3rd person cameras)

raylib.static.SetCameraPanControl(keyPan: int)

Set camera pan key to combine with mouse movement (free camera)

raylib.static.SetCameraSmoothZoomControl(keySmoothZoom: int)

Set camera smooth zoom key to combine with mouse (free camera)

raylib.static.SetClipboardText(text: str)

Set clipboard text content

raylib.static.SetConfigFlags(flags: int)

Setup init configuration flags (view FLAGS)

raylib.static.SetExitKey(key: int)

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

raylib.static.SetGamepadMappings(mappings: str)

Set internal gamepad mappings (SDL_GameControllerDB)

raylib.static.SetGesturesEnabled(flags: int)

Enable a set of gestures using flags

raylib.static.SetMasterVolume(volume: float)

Set master volume (listener)

raylib.static.SetMaterialTexture(material: Any, mapType: int, texture: Texture)

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

raylib.static.SetModelMeshMaterial(model: Any, meshId: int, materialId: int)

Set material for a mesh

raylib.static.SetMouseCursor(cursor: int)

Set mouse cursor

raylib.static.SetMouseOffset(offsetX: int, offsetY: int)

Set mouse offset

raylib.static.SetMousePosition(x: int, y: int)

Set mouse position XY

raylib.static.SetMouseScale(scaleX: float, scaleY: float)

Set mouse scaling

raylib.static.SetMusicPitch(music: Music, pitch: float)

Set pitch for a music (1.0 is base level)

raylib.static.SetMusicVolume(music: Music, volume: float)

Set volume for music (1.0 is max level)

raylib.static.SetPixelColor(dstPtr: Any, color: Color, format: int)

Set color formatted into destination pixel pointer

raylib.static.SetShaderValue(shader: Shader, locIndex: int, value: Any, uniformType: int)

Set shader uniform value

raylib.static.SetShaderValueMatrix(shader: Shader, locIndex: int, mat: Matrix)

Set shader uniform value (matrix 4x4)

raylib.static.SetShaderValueTexture(shader: Shader, locIndex: int, texture: Texture)

Set shader uniform value for texture (sampler2d)

raylib.static.SetShaderValueV(shader: Shader, locIndex: int, value: Any, uniformType: int, count: int)

Set shader uniform value vector

raylib.static.SetShapesTexture(texture: Texture, source: Rectangle)

Set texture and rectangle to be used on shapes drawing

raylib.static.SetSoundPitch(sound: Sound, pitch: float)

Set pitch for a sound (1.0 is base level)

raylib.static.SetSoundVolume(sound: Sound, volume: float)

Set volume for a sound (1.0 is max level)

raylib.static.SetTargetFPS(fps: int)

Set target FPS (maximum)

raylib.static.SetTextureFilter(texture: Texture, filter: int)

Set texture scaling filter mode

raylib.static.SetTextureWrap(texture: Texture, wrap: int)

Set texture wrapping mode

raylib.static.SetTraceLogLevel(logLevel: int)

Set the current threshold (minimum) log level

raylib.static.SetWindowIcon(image: Image)

Set icon for window (only PLATFORM_DESKTOP)

raylib.static.SetWindowMinSize(width: int, height: int)

Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)

raylib.static.SetWindowMonitor(monitor: int)

Set monitor for the current window (fullscreen mode)

raylib.static.SetWindowPosition(x: int, y: int)

Set window position on screen (only PLATFORM_DESKTOP)

raylib.static.SetWindowSize(width: int, height: int)

Set window dimensions

raylib.static.SetWindowState(flags: int)

Set window configuration state using flags

raylib.static.SetWindowTitle(title: str)

Set title for window (only PLATFORM_DESKTOP)

raylib.static.Shader
raylib.static.ShaderLocationIndex
raylib.static.ShaderUniformDataType
raylib.static.ShowCursor()

Shows cursor

raylib.static.Sound
raylib.static.StopAudioStream(stream: AudioStream)

Stop audio stream

raylib.static.StopMusicStream(music: Music)

Stop music playing

raylib.static.StopSound(sound: Sound)

Stop playing a sound

raylib.static.StopSoundMulti()

Stop any sound playing (using multichannel buffer pool)

raylib.static.TEXTURE_FILTER_ANISOTROPIC_16X
raylib.static.TEXTURE_FILTER_ANISOTROPIC_4X
raylib.static.TEXTURE_FILTER_ANISOTROPIC_8X
raylib.static.TEXTURE_FILTER_BILINEAR
raylib.static.TEXTURE_FILTER_POINT
raylib.static.TEXTURE_FILTER_TRILINEAR
raylib.static.TEXTURE_WRAP_CLAMP
raylib.static.TEXTURE_WRAP_MIRROR_CLAMP
raylib.static.TEXTURE_WRAP_MIRROR_REPEAT
raylib.static.TEXTURE_WRAP_REPEAT
raylib.static.TakeScreenshot(fileName: str)

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

raylib.static.TextAppend(text: str, append: str, position: Any)

Append text at specific position and move cursor!

raylib.static.TextCopy(dst: str, src: str)

Copy one string to another, returns bytes copied

raylib.static.TextFindIndex(text: str, find: str)

Find first text occurrence within a string

raylib.static.TextFormat(*args)

VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI

raylib.static.TextInsert(text: str, insert: str, position: int)

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

raylib.static.TextIsEqual(text1: str, text2: str)

Check if two text string are equal

raylib.static.TextJoin(textList: str, count: int, delimiter: str)

Join text strings with delimiter

raylib.static.TextLength(text: str)

Get text length, checks for ‘ 0’ ending

raylib.static.TextReplace(text: str, replace: str, by: str)

Replace text string (memory must be freed!)

raylib.static.TextSplit(text: str, delimiter: str, count: Any)

Split text into multiple strings

raylib.static.TextSubtext(text: str, position: int, length: int)

Get a piece of a text string

raylib.static.TextToInteger(text: str)

Get integer value from text (negative values not supported)

raylib.static.TextToLower(text: str)

Get lower case version of provided string

raylib.static.TextToPascal(text: str)

Get Pascal case notation version of provided string

raylib.static.TextToUpper(text: str)

Get upper case version of provided string

raylib.static.TextToUtf8(codepoints: Any, length: int)

Encode text codepoint into utf8 text (memory must be freed!)

raylib.static.Texture
raylib.static.Texture2D
raylib.static.TextureCubemap
raylib.static.TextureFilter
raylib.static.TextureWrap
raylib.static.ToggleFullscreen()

Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)

raylib.static.TraceLog(*args)

VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI

raylib.static.TraceLogLevel
raylib.static.Transform
raylib.static.UnloadFileData(data: str)

Unload file data allocated by LoadFileData()

raylib.static.UnloadFileText(text: str)

Unload file text data allocated by LoadFileText()

raylib.static.UnloadFont(font: Font)

Unload Font from GPU memory (VRAM)

raylib.static.UnloadFontData(chars: Any, charsCount: int)

Unload font chars info data (RAM)

raylib.static.UnloadImage(image: Image)

Unload image from CPU memory (RAM)

raylib.static.UnloadImageColors(colors: Any)

Unload color data loaded with LoadImageColors()

raylib.static.UnloadImagePalette(colors: Any)

Unload colors palette loaded with LoadImagePalette()

raylib.static.UnloadMaterial(material: Material)

Unload material from GPU memory (VRAM)

raylib.static.UnloadMesh(mesh: Mesh)

Unload mesh data from CPU and GPU

raylib.static.UnloadModel(model: Model)

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

raylib.static.UnloadModelAnimation(anim: ModelAnimation)

Unload animation data

raylib.static.UnloadModelAnimations(animations: Any, count: int)

Unload animation array data

raylib.static.UnloadModelKeepMeshes(model: Model)

Unload model (but not meshes) from memory (RAM and/or VRAM)

raylib.static.UnloadMusicStream(music: Music)

Unload music stream

raylib.static.UnloadRenderTexture(target: RenderTexture)

Unload render texture from GPU memory (VRAM)

raylib.static.UnloadShader(shader: Shader)

Unload shader from GPU memory (VRAM)

raylib.static.UnloadSound(sound: Sound)

Unload sound

raylib.static.UnloadTexture(texture: Texture)

Unload texture from GPU memory (VRAM)

raylib.static.UnloadVrStereoConfig(config: VrStereoConfig)

Unload VR stereo config

raylib.static.UnloadWave(wave: Wave)

Unload wave data

raylib.static.UnloadWaveSamples(samples: Any)

Unload samples data loaded with LoadWaveSamples()

raylib.static.UpdateAudioStream(stream: AudioStream, data: Any, samplesCount: int)

Update audio stream buffers with data

raylib.static.UpdateCamera(camera: Any)

Update camera position for selected mode

raylib.static.UpdateMeshBuffer(mesh: Mesh, index: int, data: Any, dataSize: int, offset: int)

Update mesh vertex data in GPU for a specific buffer index

raylib.static.UpdateModelAnimation(model: Model, anim: ModelAnimation, frame: int)

Update model animation pose

raylib.static.UpdateMusicStream(music: Music)

Updates buffers for music streaming

raylib.static.UpdateSound(sound: Sound, data: Any, samplesCount: int)

Update sound buffer with new data

raylib.static.UpdateTexture(texture: Texture, pixels: Any)

Update GPU texture with new data

raylib.static.UpdateTextureRec(texture: Texture, rec: Rectangle, pixels: Any)

Update GPU texture rectangle with new data

raylib.static.UploadMesh(mesh: Any, dynamic: bool)

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

raylib.static.Vector2
raylib.static.Vector3
raylib.static.Vector4
raylib.static.VrDeviceInfo
raylib.static.VrStereoConfig
raylib.static.Wave
raylib.static.WaveCopy(wave: Wave)

Copy a wave to a new wave

raylib.static.WaveCrop(wave: Any, initSample: int, finalSample: int)

Crop a wave to defined samples range

raylib.static.WaveFormat(wave: Any, sampleRate: int, sampleSize: int, channels: int)

Convert wave data to desired format

raylib.static.WindowShouldClose()

Check if KEY_ESCAPE pressed or Close icon pressed

raylib.static.rAudioBuffer
class raylib.static.struct