C API
The goal of the C API is make usage as similar to the original C as CFFI will allow. So the example programs are very, very similar to the C originals.
Example program:
from raylib 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])
while not WindowShouldClose():
UpdateCamera(camera, CAMERA_ORBITAL)
BeginDrawing()
ClearBackground(RAYWHITE)
BeginMode3D(camera[0])
DrawGrid(20, 1.0)
EndMode3D()
DrawText(b"Hellow World", 190, 200, 20, VIOLET)
EndDrawing()
CloseWindow()
If you want to be more portable (i.e. same code will work with dynamic bindings) you can prefix the functions like this:
from raylib import ffi, rl, colors
rl.InitWindow(800, 450, b"Hello Raylib")
rl.SetTargetFPS(60)
...
Note
Whenever you need to convert stuff between C and Python see https://cffi.readthedocs.io
Important
Your primary reference should always be
However, here is a list of available functions:
Functions API reference
- raylib.ARROWS_SIZE
- raylib.ARROWS_VISIBLE
- raylib.ARROW_PADDING
- raylib.AttachAudioMixedProcessor(processor: Any)
Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
- raylib.AttachAudioStreamProcessor(stream: AudioStream, processor: Any)
Attach audio stream processor to stream, receives the samples as <float>s
- raylib.AudioStream
- raylib.AutomationEvent
- raylib.AutomationEventList
- raylib.BACKGROUND_COLOR
- raylib.BASE_COLOR_DISABLED
- raylib.BASE_COLOR_FOCUSED
- raylib.BASE_COLOR_NORMAL
- raylib.BASE_COLOR_PRESSED
- raylib.BEIGE = (211, 176, 131, 255)
- raylib.BLACK = (0, 0, 0, 255)
- raylib.BLANK = (0, 0, 0, 0)
- raylib.BLEND_ADDITIVE
- raylib.BLEND_ADD_COLORS
- raylib.BLEND_ALPHA
- raylib.BLEND_ALPHA_PREMULTIPLY
- raylib.BLEND_CUSTOM
- raylib.BLEND_CUSTOM_SEPARATE
- raylib.BLEND_MULTIPLIED
- raylib.BLEND_SUBTRACT_COLORS
- raylib.BLUE = (0, 121, 241, 255)
- raylib.BORDER_COLOR_DISABLED
- raylib.BORDER_COLOR_FOCUSED
- raylib.BORDER_COLOR_NORMAL
- raylib.BORDER_COLOR_PRESSED
- raylib.BORDER_WIDTH
- raylib.BROWN = (127, 106, 79, 255)
- raylib.BUTTON
- raylib.BeginBlendMode(mode: int)
Begin blending mode (alpha, additive, multiplied, subtract, custom)
- raylib.BeginDrawing()
Setup canvas (framebuffer) to start drawing
- raylib.BeginScissorMode(x: int, y: int, width: int, height: int)
Begin scissor mode (define screen area for following drawing)
- raylib.BeginTextureMode(target: RenderTexture)
Begin drawing to render texture
- raylib.BeginVrStereoMode(config: VrStereoConfig)
Begin stereo rendering (requires VR simulator)
- raylib.BlendMode
- raylib.BoneInfo
- raylib.BoundingBox
- raylib.CAMERA_CUSTOM
- raylib.CAMERA_FIRST_PERSON
- raylib.CAMERA_FREE
- raylib.CAMERA_ORBITAL
- raylib.CAMERA_ORTHOGRAPHIC
- raylib.CAMERA_PERSPECTIVE
- raylib.CAMERA_THIRD_PERSON
- raylib.CHECKBOX
- raylib.CHECK_PADDING
- raylib.COLORPICKER
- raylib.COLOR_SELECTOR_SIZE
- raylib.COMBOBOX
- raylib.COMBO_BUTTON_SPACING
- raylib.COMBO_BUTTON_WIDTH
- raylib.CUBEMAP_LAYOUT_AUTO_DETECT
- raylib.CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE
- raylib.CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR
- raylib.CUBEMAP_LAYOUT_LINE_HORIZONTAL
- raylib.CUBEMAP_LAYOUT_LINE_VERTICAL
- raylib.CUBEMAP_LAYOUT_PANORAMA
- raylib.Camera
- raylib.Camera2D
- raylib.Camera3D
- raylib.CameraMode
- raylib.CameraProjection
- raylib.ChangeDirectory(dir: str)
Change working directory, return true on success
- raylib.CheckCollisionBoxSphere(box: BoundingBox, center: Vector3, radius: float)
Check collision between box and sphere
- raylib.CheckCollisionBoxes(box1: BoundingBox, box2: BoundingBox)
Check collision between two bounding boxes
- raylib.CheckCollisionCircleRec(center: Vector2, radius: float, rec: Rectangle)
Check collision between circle and rectangle
- raylib.CheckCollisionCircles(center1: Vector2, radius1: float, center2: Vector2, radius2: float)
Check collision between two circles
- raylib.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.CheckCollisionPointCircle(point: Vector2, center: Vector2, radius: float)
Check if point is inside circle
- raylib.CheckCollisionPointLine(point: Vector2, p1: Vector2, p2: Vector2, threshold: int)
Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
- raylib.CheckCollisionPointPoly(point: Vector2, points: Any, pointCount: int)
Check if point is within a polygon described by array of vertices
- raylib.CheckCollisionPointTriangle(point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2)
Check if point is inside a triangle
- raylib.CheckCollisionSpheres(center1: Vector3, radius1: float, center2: Vector3, radius2: float)
Check collision between two spheres
- raylib.Clamp(value: float, min_1: float, max_2: float)
- raylib.ClearWindowState(flags: int)
Clear window configuration state flags
- raylib.CloseAudioDevice()
Close the audio device and context
- raylib.ClosePhysics()
Close physics system and unload used memory
- raylib.CloseWindow()
Close window and unload OpenGL context
- raylib.CodepointToUTF8(codepoint: int, utf8Size: Any)
Encode one codepoint into UTF-8 byte array (array length returned as parameter)
- raylib.Color
- raylib.ColorAlpha(color: Color, alpha: float)
Get color with alpha applied, alpha goes from 0.0f to 1.0f
- raylib.ColorAlphaBlend(dst: Color, src: Color, tint: Color)
Get src alpha-blended into dst color with tint
- raylib.ColorBrightness(color: Color, factor: float)
Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
- raylib.ColorContrast(color: Color, contrast: float)
Get color with contrast correction, contrast values between -1.0f and 1.0f
- raylib.ColorFromHSV(hue: float, saturation: float, value: float)
Get a Color from HSV values, hue [0..360], saturation/value [0..1]
- raylib.CompressData(data: str, dataSize: int, compDataSize: Any)
Compress data (DEFLATE algorithm), memory must be MemFree()
- raylib.ConfigFlags
- raylib.CreatePhysicsBodyCircle(pos: Vector2, radius: float, density: float)
Creates a new circle physics body with generic parameters
- raylib.CreatePhysicsBodyPolygon(pos: Vector2, radius: float, sides: int, density: float)
Creates a new polygon physics body with generic parameters
- raylib.CreatePhysicsBodyRectangle(pos: Vector2, width: float, height: float, density: float)
Creates a new rectangle physics body with generic parameters
- raylib.CubemapLayout
- raylib.DARKBLUE = (0, 82, 172, 255)
- raylib.DARKBROWN = (76, 63, 47, 255)
- raylib.DARKGRAY = (80, 80, 80, 255)
- raylib.DARKGREEN = (0, 117, 44, 255)
- raylib.DARKPURPLE = (112, 31, 126, 255)
- raylib.DEFAULT
- raylib.DROPDOWNBOX
- raylib.DROPDOWN_ITEMS_SPACING
- raylib.DecodeDataBase64(data: str, outputSize: Any)
Decode Base64 string data, memory must be MemFree()
- raylib.DecompressData(compData: str, compDataSize: int, dataSize: Any)
Decompress data (DEFLATE algorithm), memory must be MemFree()
- raylib.DestroyPhysicsBody(body: Any)
Destroy a physics body
- raylib.DetachAudioMixedProcessor(processor: Any)
Detach audio stream processor from the entire audio pipeline
- raylib.DetachAudioStreamProcessor(stream: AudioStream, processor: Any)
Detach audio stream processor from stream
- raylib.DirectoryExists(dirPath: str)
Check if a directory path exists
- raylib.DisableCursor()
Disables cursor (lock cursor)
- raylib.DisableEventWaiting()
Disable waiting for events on EndDrawing(), automatic events polling
- raylib.DrawBillboard(camera: Camera3D, texture: Texture, position: Vector3, size: float, tint: Color)
Draw a billboard texture
- raylib.DrawBillboardPro(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: float, tint: Color)
Draw a billboard texture defined by source and rotation
- raylib.DrawBillboardRec(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, size: Vector2, tint: Color)
Draw a billboard texture defined by source
- raylib.DrawBoundingBox(box: BoundingBox, color: Color)
Draw bounding box (wires)
- raylib.DrawCapsule(startPos: Vector3, endPos: Vector3, radius: float, slices: int, rings: int, color: Color)
Draw a capsule with the center of its sphere caps at startPos and endPos
- raylib.DrawCapsuleWires(startPos: Vector3, endPos: Vector3, radius: float, slices: int, rings: int, color: Color)
Draw capsule wireframe with the center of its sphere caps at startPos and endPos
- raylib.DrawCircle(centerX: int, centerY: int, radius: float, color: Color)
Draw a color-filled circle
- raylib.DrawCircle3D(center: Vector3, radius: float, rotationAxis: Vector3, rotationAngle: float, color: Color)
Draw a circle in 3D world space
- raylib.DrawCircleGradient(centerX: int, centerY: int, radius: float, color1: Color, color2: Color)
Draw a gradient-filled circle
- raylib.DrawCircleLines(centerX: int, centerY: int, radius: float, color: Color)
Draw circle outline
- raylib.DrawCircleLinesV(center: Vector2, radius: float, color: Color)
Draw circle outline (Vector version)
- raylib.DrawCircleSector(center: Vector2, radius: float, startAngle: float, endAngle: float, segments: int, color: Color)
Draw a piece of a circle
- raylib.DrawCircleSectorLines(center: Vector2, radius: float, startAngle: float, endAngle: float, segments: int, color: Color)
Draw circle sector outline
- raylib.DrawCircleV(center: Vector2, radius: float, color: Color)
Draw a color-filled circle (Vector version)
- raylib.DrawCube(position: Vector3, width: float, height: float, length: float, color: Color)
Draw cube
- raylib.DrawCubeWires(position: Vector3, width: float, height: float, length: float, color: Color)
Draw cube wires
- raylib.DrawCubeWiresV(position: Vector3, size: Vector3, color: Color)
Draw cube wires (Vector version)
- raylib.DrawCylinder(position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color)
Draw a cylinder/cone
- raylib.DrawCylinderEx(startPos: Vector3, endPos: Vector3, startRadius: float, endRadius: float, sides: int, color: Color)
Draw a cylinder with base at startPos and top at endPos
- raylib.DrawCylinderWires(position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color)
Draw a cylinder/cone wires
- raylib.DrawCylinderWiresEx(startPos: Vector3, endPos: Vector3, startRadius: float, endRadius: float, sides: int, color: Color)
Draw a cylinder wires with base at startPos and top at endPos
- raylib.DrawEllipse(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color)
Draw ellipse
- raylib.DrawEllipseLines(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color)
Draw ellipse outline
- raylib.DrawFPS(posX: int, posY: int)
Draw current FPS
- raylib.DrawGrid(slices: int, spacing: float)
Draw a grid (centered at (0, 0, 0))
- raylib.DrawLine(startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color)
Draw a line
- raylib.DrawLineBezier(startPos: Vector2, endPos: Vector2, thick: float, color: Color)
Draw line segment cubic-bezier in-out interpolation
- raylib.DrawLineEx(startPos: Vector2, endPos: Vector2, thick: float, color: Color)
Draw a line (using triangles/quads)
- raylib.DrawLineStrip(points: Any, pointCount: int, color: Color)
Draw lines sequence (using gl lines)
- raylib.DrawMesh(mesh: Mesh, material: Material, transform: Matrix)
Draw a 3d mesh with material and transform
- raylib.DrawMeshInstanced(mesh: Mesh, material: Material, transforms: Any, instances: int)
Draw multiple mesh instances with material and different transforms
- raylib.DrawModel(model: Model, position: Vector3, scale: float, tint: Color)
Draw a model (with texture if set)
- raylib.DrawModelEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color)
Draw a model with extended parameters
- raylib.DrawModelWires(model: Model, position: Vector3, scale: float, tint: Color)
Draw a model wires (with texture if set)
- raylib.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.DrawPoint3D(position: Vector3, color: Color)
Draw a point in 3D space, actually a small line
- raylib.DrawPoly(center: Vector2, sides: int, radius: float, rotation: float, color: Color)
Draw a regular polygon (Vector version)
- raylib.DrawPolyLines(center: Vector2, sides: int, radius: float, rotation: float, color: Color)
Draw a polygon outline of n sides
- raylib.DrawPolyLinesEx(center: Vector2, sides: int, radius: float, rotation: float, lineThick: float, color: Color)
Draw a polygon outline of n sides with extended parameters
- raylib.DrawRectangle(posX: int, posY: int, width: int, height: int, color: Color)
Draw a color-filled rectangle
- raylib.DrawRectangleGradientEx(rec: Rectangle, col1: Color, col2: Color, col3: Color, col4: Color)
Draw a gradient-filled rectangle with custom vertex colors
- raylib.DrawRectangleGradientH(posX: int, posY: int, width: int, height: int, color1: Color, color2: Color)
Draw a horizontal-gradient-filled rectangle
- raylib.DrawRectangleGradientV(posX: int, posY: int, width: int, height: int, color1: Color, color2: Color)
Draw a vertical-gradient-filled rectangle
- raylib.DrawRectangleLines(posX: int, posY: int, width: int, height: int, color: Color)
Draw rectangle outline
- raylib.DrawRectangleLinesEx(rec: Rectangle, lineThick: float, color: Color)
Draw rectangle outline with extended parameters
- raylib.DrawRectanglePro(rec: Rectangle, origin: Vector2, rotation: float, color: Color)
Draw a color-filled rectangle with pro parameters
- raylib.DrawRectangleRounded(rec: Rectangle, roundness: float, segments: int, color: Color)
Draw rectangle with rounded edges
- raylib.DrawRectangleRoundedLines(rec: Rectangle, roundness: float, segments: int, lineThick: float, color: Color)
Draw rectangle with rounded edges outline
- raylib.DrawRectangleV(position: Vector2, size: Vector2, color: Color)
Draw a color-filled rectangle (Vector version)
- raylib.DrawRing(center: Vector2, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color)
Draw ring
- raylib.DrawRingLines(center: Vector2, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color)
Draw ring outline
- raylib.DrawSphereEx(centerPos: Vector3, radius: float, rings: int, slices: int, color: Color)
Draw sphere with extended parameters
- raylib.DrawSphereWires(centerPos: Vector3, radius: float, rings: int, slices: int, color: Color)
Draw sphere wires
- raylib.DrawSplineBasis(points: Any, pointCount: int, thick: float, color: Color)
Draw spline: B-Spline, minimum 4 points
- raylib.DrawSplineBezierCubic(points: Any, pointCount: int, thick: float, color: Color)
Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6…]
- raylib.DrawSplineBezierQuadratic(points: Any, pointCount: int, thick: float, color: Color)
Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4…]
- raylib.DrawSplineCatmullRom(points: Any, pointCount: int, thick: float, color: Color)
Draw spline: Catmull-Rom, minimum 4 points
- raylib.DrawSplineLinear(points: Any, pointCount: int, thick: float, color: Color)
Draw spline: Linear, minimum 2 points
- raylib.DrawSplineSegmentBasis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: float, color: Color)
Draw spline segment: B-Spline, 4 points
- raylib.DrawSplineSegmentBezierCubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, thick: float, color: Color)
Draw spline segment: Cubic Bezier, 2 points, 2 control points
- raylib.DrawSplineSegmentBezierQuadratic(p1: Vector2, c2: Vector2, p3: Vector2, thick: float, color: Color)
Draw spline segment: Quadratic Bezier, 2 points, 1 control point
- raylib.DrawSplineSegmentCatmullRom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: float, color: Color)
Draw spline segment: Catmull-Rom, 4 points
- raylib.DrawSplineSegmentLinear(p1: Vector2, p2: Vector2, thick: float, color: Color)
Draw spline segment: Linear, 2 points
- raylib.DrawText(text: str, posX: int, posY: int, fontSize: int, color: Color)
Draw text (using default font)
- raylib.DrawTextCodepoint(font: Font, codepoint: int, position: Vector2, fontSize: float, tint: Color)
Draw one character (codepoint)
- raylib.DrawTextCodepoints(font: Font, codepoints: Any, codepointCount: int, position: Vector2, fontSize: float, spacing: float, tint: Color)
Draw multiple character (codepoint)
- raylib.DrawTextEx(font: Font, text: str, position: Vector2, fontSize: float, spacing: float, tint: Color)
Draw text using font and additional parameters
- raylib.DrawTextPro(font: Font, text: str, position: Vector2, origin: Vector2, rotation: float, fontSize: float, spacing: float, tint: Color)
Draw text using Font and pro parameters (rotation)
- raylib.DrawTextureEx(texture: Texture, position: Vector2, rotation: float, scale: float, tint: Color)
Draw a Texture2D with extended parameters
- raylib.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.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.DrawTextureRec(texture: Texture, source: Rectangle, position: Vector2, tint: Color)
Draw a part of a texture defined by a rectangle
- raylib.DrawTextureV(texture: Texture, position: Vector2, tint: Color)
Draw a Texture2D with position defined as Vector2
- raylib.DrawTriangle(v1: Vector2, v2: Vector2, v3: Vector2, color: Color)
Draw a color-filled triangle (vertex in counter-clockwise order!)
- raylib.DrawTriangle3D(v1: Vector3, v2: Vector3, v3: Vector3, color: Color)
Draw a color-filled triangle (vertex in counter-clockwise order!)
- raylib.DrawTriangleFan(points: Any, pointCount: int, color: Color)
Draw a triangle fan defined by points (first vertex is the center)
- raylib.DrawTriangleLines(v1: Vector2, v2: Vector2, v3: Vector2, color: Color)
Draw triangle outline (vertex in counter-clockwise order!)
- raylib.DrawTriangleStrip(points: Any, pointCount: int, color: Color)
Draw a triangle strip defined by points
- raylib.DrawTriangleStrip3D(points: Any, pointCount: int, color: Color)
Draw a triangle strip defined by points
- raylib.EnableCursor()
Enables cursor (unlock cursor)
- raylib.EnableEventWaiting()
Enable waiting for events on EndDrawing(), no automatic event polling
- raylib.EncodeDataBase64(data: str, dataSize: int, outputSize: Any)
Encode data to Base64 string, memory must be MemFree()
- raylib.EndBlendMode()
End blending mode (reset to default: alpha blending)
- raylib.EndDrawing()
End canvas drawing and swap buffers (double buffering)
- raylib.EndMode2D()
Ends 2D mode with custom camera
- raylib.EndMode3D()
Ends 3D mode and returns to default 2D orthographic mode
- raylib.EndScissorMode()
End scissor mode
- raylib.EndShaderMode()
End custom shader drawing (use default shader)
- raylib.EndTextureMode()
Ends drawing to render texture
- raylib.EndVrStereoMode()
End stereo rendering (requires VR simulator)
- raylib.ExportAutomationEventList(list_0: AutomationEventList, fileName: str)
Export automation events list as text file
- raylib.ExportDataAsCode(data: str, dataSize: int, fileName: str)
Export data to code (.h), returns true on success
- raylib.ExportFontAsCode(font: Font, fileName: str)
Export font as code file, returns true on success
- raylib.ExportImageAsCode(image: Image, fileName: str)
Export image as code file defining an array of bytes, returns true on success
- raylib.ExportImageToMemory(image: Image, fileType: str, fileSize: Any)
Export image to memory buffer
- raylib.ExportWaveAsCode(wave: Wave, fileName: str)
Export wave sample data to code (.h), returns true on success
- raylib.FLAG_BORDERLESS_WINDOWED_MODE
- raylib.FLAG_FULLSCREEN_MODE
- raylib.FLAG_INTERLACED_HINT
- raylib.FLAG_MSAA_4X_HINT
- raylib.FLAG_VSYNC_HINT
- raylib.FLAG_WINDOW_ALWAYS_RUN
- raylib.FLAG_WINDOW_HIDDEN
- raylib.FLAG_WINDOW_HIGHDPI
- raylib.FLAG_WINDOW_MAXIMIZED
- raylib.FLAG_WINDOW_MINIMIZED
- raylib.FLAG_WINDOW_MOUSE_PASSTHROUGH
- raylib.FLAG_WINDOW_RESIZABLE
- raylib.FLAG_WINDOW_TOPMOST
- raylib.FLAG_WINDOW_TRANSPARENT
- raylib.FLAG_WINDOW_UNDECORATED
- raylib.FLAG_WINDOW_UNFOCUSED
- raylib.FONT_BITMAP
- raylib.FONT_DEFAULT
- raylib.FONT_SDF
- raylib.FileExists(fileName: str)
Check if file exists
- raylib.FilePathList
- raylib.FloatEquals(x: float, y: float)
- raylib.Font
- raylib.FontType
- raylib.GAMEPAD_AXIS_LEFT_TRIGGER
- raylib.GAMEPAD_AXIS_LEFT_X
- raylib.GAMEPAD_AXIS_LEFT_Y
- raylib.GAMEPAD_AXIS_RIGHT_TRIGGER
- raylib.GAMEPAD_AXIS_RIGHT_X
- raylib.GAMEPAD_AXIS_RIGHT_Y
- raylib.GAMEPAD_BUTTON_LEFT_FACE_DOWN
- raylib.GAMEPAD_BUTTON_LEFT_FACE_LEFT
- raylib.GAMEPAD_BUTTON_LEFT_FACE_RIGHT
- raylib.GAMEPAD_BUTTON_LEFT_FACE_UP
- raylib.GAMEPAD_BUTTON_LEFT_THUMB
- raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_1
- raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_2
- raylib.GAMEPAD_BUTTON_MIDDLE
- raylib.GAMEPAD_BUTTON_MIDDLE_LEFT
- raylib.GAMEPAD_BUTTON_MIDDLE_RIGHT
- raylib.GAMEPAD_BUTTON_RIGHT_FACE_DOWN
- raylib.GAMEPAD_BUTTON_RIGHT_FACE_LEFT
- raylib.GAMEPAD_BUTTON_RIGHT_FACE_RIGHT
- raylib.GAMEPAD_BUTTON_RIGHT_FACE_UP
- raylib.GAMEPAD_BUTTON_RIGHT_THUMB
- raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_1
- raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_2
- raylib.GAMEPAD_BUTTON_UNKNOWN
- raylib.GESTURE_DOUBLETAP
- raylib.GESTURE_DRAG
- raylib.GESTURE_HOLD
- raylib.GESTURE_NONE
- raylib.GESTURE_PINCH_IN
- raylib.GESTURE_PINCH_OUT
- raylib.GESTURE_SWIPE_DOWN
- raylib.GESTURE_SWIPE_LEFT
- raylib.GESTURE_SWIPE_RIGHT
- raylib.GESTURE_SWIPE_UP
- raylib.GESTURE_TAP
- raylib.GLFWallocator
- raylib.GLFWcursor
- raylib.GLFWgamepadstate
- raylib.GLFWgammaramp
- raylib.GLFWimage
- raylib.GLFWmonitor
- raylib.GLFWvidmode
- raylib.GLFWwindow
- raylib.GOLD = (255, 203, 0, 255)
- raylib.GRAY = (130, 130, 130, 255)
- raylib.GREEN = (0, 228, 48, 255)
- raylib.GROUP_PADDING
- raylib.GamepadAxis
- raylib.GamepadButton
- raylib.GenImageCellular(width: int, height: int, tileSize: int)
Generate image: cellular algorithm, bigger tileSize means bigger cells
- raylib.GenImageChecked(width: int, height: int, checksX: int, checksY: int, col1: Color, col2: Color)
Generate image: checked
- raylib.GenImageFontAtlas(glyphs: Any, glyphRecs: Any, glyphCount: int, fontSize: int, padding: int, packMethod: int)
Generate image font atlas using chars info
- raylib.GenImageGradientLinear(width: int, height: int, direction: int, start: Color, end: Color)
Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
- raylib.GenImageGradientRadial(width: int, height: int, density: float, inner: Color, outer: Color)
Generate image: radial gradient
- raylib.GenImageGradientSquare(width: int, height: int, density: float, inner: Color, outer: Color)
Generate image: square gradient
- raylib.GenImagePerlinNoise(width: int, height: int, offsetX: int, offsetY: int, scale: float)
Generate image: perlin noise
- raylib.GenImageText(width: int, height: int, text: str)
Generate image: grayscale image from text data
- raylib.GenImageWhiteNoise(width: int, height: int, factor: float)
Generate image: white noise
- raylib.GenMeshCone(radius: float, height: float, slices: int)
Generate cone/pyramid mesh
- raylib.GenMeshCube(width: float, height: float, length: float)
Generate cuboid mesh
- raylib.GenMeshCubicmap(cubicmap: Image, cubeSize: Vector3)
Generate cubes-based map mesh from image data
- raylib.GenMeshCylinder(radius: float, height: float, slices: int)
Generate cylinder mesh
- raylib.GenMeshHemiSphere(radius: float, rings: int, slices: int)
Generate half-sphere mesh (no bottom cap)
- raylib.GenMeshKnot(radius: float, size: float, radSeg: int, sides: int)
Generate trefoil knot mesh
- raylib.GenMeshPlane(width: float, length: float, resX: int, resZ: int)
Generate plane mesh (with subdivisions)
- raylib.GenMeshPoly(sides: int, radius: float)
Generate polygonal mesh
- raylib.GenMeshSphere(radius: float, rings: int, slices: int)
Generate sphere mesh (standard sphere)
- raylib.GenMeshTangents(mesh: Any)
Compute mesh tangents
- raylib.GenMeshTorus(radius: float, size: float, radSeg: int, sides: int)
Generate torus mesh
- raylib.GenTextureMipmaps(texture: Any)
Generate GPU mipmaps for a texture
- raylib.Gesture
- raylib.GetApplicationDirectory()
Get the directory of the running application (uses static string)
- raylib.GetCharPressed()
Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
- raylib.GetClipboardText()
Get clipboard text content
- raylib.GetCodepoint(text: str, codepointSize: Any)
Get next codepoint in a UTF-8 encoded string, 0x3f(‘?’) is returned on failure
- raylib.GetCodepointCount(text: str)
Get total number of codepoints in a UTF-8 encoded string
- raylib.GetCodepointNext(text: str, codepointSize: Any)
Get next codepoint in a UTF-8 encoded string, 0x3f(‘?’) is returned on failure
- raylib.GetCodepointPrevious(text: str, codepointSize: Any)
Get previous codepoint in a UTF-8 encoded string, 0x3f(‘?’) is returned on failure
- raylib.GetCollisionRec(rec1: Rectangle, rec2: Rectangle)
Get collision rectangle for two rectangles collision
- raylib.GetColor(hexValue: int)
Get Color structure from hexadecimal value
- raylib.GetCurrentMonitor()
Get current connected monitor
- raylib.GetDirectoryPath(filePath: str)
Get full path for a given fileName with path (uses static string)
- raylib.GetFPS()
Get current FPS
- raylib.GetFileExtension(fileName: str)
Get pointer to extension for a filename string (includes dot: ‘.png’)
- raylib.GetFileLength(fileName: str)
Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
- raylib.GetFileModTime(fileName: str)
Get file modification time (last write time)
- raylib.GetFileName(filePath: str)
Get pointer to filename for a path string
- raylib.GetFileNameWithoutExt(filePath: str)
Get filename string without extension (uses static string)
- raylib.GetFontDefault()
Get the default Font
- raylib.GetFrameTime()
Get time in seconds for last frame drawn (delta time)
- raylib.GetGamepadAxisCount(gamepad: int)
Get gamepad axis count for a gamepad
- raylib.GetGamepadAxisMovement(gamepad: int, axis: int)
Get axis movement value for a gamepad axis
- raylib.GetGamepadButtonPressed()
Get the last gamepad button pressed
- raylib.GetGamepadName(gamepad: int)
Get gamepad internal name id
- raylib.GetGestureDetected()
Get latest detected gesture
- raylib.GetGestureDragAngle()
Get gesture drag angle
- raylib.GetGestureDragVector()
Get gesture drag vector
- raylib.GetGestureHoldDuration()
Get gesture hold time in milliseconds
- raylib.GetGesturePinchAngle()
Get gesture pinch angle
- raylib.GetGesturePinchVector()
Get gesture pinch delta
- raylib.GetGlyphAtlasRec(font: Font, codepoint: int)
Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to ‘?’ if not found
- raylib.GetGlyphIndex(font: Font, codepoint: int)
Get glyph index position in font for a codepoint (unicode character), fallback to ‘?’ if not found
- raylib.GetGlyphInfo(font: Font, codepoint: int)
Get glyph font info data for a codepoint (unicode character), fallback to ‘?’ if not found
- raylib.GetKeyPressed()
Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
- raylib.GetMasterVolume()
Get master volume (listener)
- raylib.GetMonitorCount()
Get number of connected monitors
- raylib.GetMonitorHeight(monitor: int)
Get specified monitor height (current video mode used by monitor)
- raylib.GetMonitorName(monitor: int)
Get the human-readable, UTF-8 encoded name of the specified monitor
- raylib.GetMonitorPhysicalHeight(monitor: int)
Get specified monitor physical height in millimetres
- raylib.GetMonitorPhysicalWidth(monitor: int)
Get specified monitor physical width in millimetres
- raylib.GetMonitorPosition(monitor: int)
Get specified monitor position
- raylib.GetMonitorRefreshRate(monitor: int)
Get specified monitor refresh rate
- raylib.GetMonitorWidth(monitor: int)
Get specified monitor width (current video mode used by monitor)
- raylib.GetMouseDelta()
Get mouse delta between frames
- raylib.GetMousePosition()
Get mouse position XY
- raylib.GetMouseWheelMove()
Get mouse wheel movement for X or Y, whichever is larger
- raylib.GetMouseWheelMoveV()
Get mouse wheel movement for both X and Y
- raylib.GetMouseX()
Get mouse position X
- raylib.GetMouseY()
Get mouse position Y
- raylib.GetPhysicsBodiesCount()
Returns the current amount of created physics bodies
- raylib.GetPhysicsBody(index: int)
Returns a physics body of the bodies pool at a specific index
- raylib.GetPhysicsShapeType(index: int)
Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
- raylib.GetPhysicsShapeVertex(body: Any, vertex: int)
Returns transformed position of a body shape (body position + vertex transformed position)
- raylib.GetPhysicsShapeVerticesCount(index: int)
Returns the amount of vertices of a physics body shape
- raylib.GetPixelColor(srcPtr: Any, format: int)
Get Color from a source pixel pointer of certain format
- raylib.GetPixelDataSize(width: int, height: int, format: int)
Get pixel data size in bytes for certain format
- raylib.GetPrevDirectoryPath(dirPath: str)
Get previous directory path for a given path (uses static string)
- raylib.GetRandomValue(min_0: int, max_1: int)
Get a random value between min and max (both included)
- raylib.GetRayCollisionBox(ray: Ray, box: BoundingBox)
Get collision info between ray and box
- raylib.GetRayCollisionMesh(ray: Ray, mesh: Mesh, transform: Matrix)
Get collision info between ray and mesh
- raylib.GetRayCollisionQuad(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3)
Get collision info between ray and quad
- raylib.GetRayCollisionSphere(ray: Ray, center: Vector3, radius: float)
Get collision info between ray and sphere
- raylib.GetRayCollisionTriangle(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3)
Get collision info between ray and triangle
- raylib.GetRenderHeight()
Get current render height (it considers HiDPI)
- raylib.GetRenderWidth()
Get current render width (it considers HiDPI)
- raylib.GetScreenHeight()
Get current screen height
- raylib.GetScreenToWorld2D(position: Vector2, camera: Camera2D)
Get the world space position for a 2d camera screen space position
- raylib.GetScreenWidth()
Get current screen width
- raylib.GetSplinePointBasis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, t: float)
Get (evaluate) spline point: B-Spline
- raylib.GetSplinePointBezierCubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, t: float)
Get (evaluate) spline point: Cubic Bezier
- raylib.GetSplinePointBezierQuad(p1: Vector2, c2: Vector2, p3: Vector2, t: float)
Get (evaluate) spline point: Quadratic Bezier
- raylib.GetSplinePointCatmullRom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, t: float)
Get (evaluate) spline point: Catmull-Rom
- raylib.GetSplinePointLinear(startPos: Vector2, endPos: Vector2, t: float)
Get (evaluate) spline point: Linear
- raylib.GetTime()
Get elapsed time in seconds since InitWindow()
- raylib.GetTouchPointCount()
Get number of touch points
- raylib.GetTouchPointId(index: int)
Get touch point identifier for given index
- raylib.GetTouchPosition(index: int)
Get touch position XY for a touch point index (relative to screen size)
- raylib.GetTouchX()
Get touch position X for touch point 0 (relative to screen size)
- raylib.GetTouchY()
Get touch position Y for touch point 0 (relative to screen size)
- raylib.GetWindowHandle()
Get native window handle
- raylib.GetWindowPosition()
Get window position XY on monitor
- raylib.GetWindowScaleDPI()
Get window scale DPI factor
- raylib.GetWorkingDirectory()
Get current working directory (uses static string)
- raylib.GetWorldToScreen(position: Vector3, camera: Camera3D)
Get the screen space position for a 3d world space position
- raylib.GetWorldToScreen2D(position: Vector2, camera: Camera2D)
Get the screen space position for a 2d camera world space position
- raylib.GetWorldToScreenEx(position: Vector3, camera: Camera3D, width: int, height: int)
Get size position for a 3d world space position
- raylib.GlyphInfo
- raylib.GuiCheckBox(bounds: Rectangle, text: str, checked: Any)
Check Box control, returns true when active
- raylib.GuiCheckBoxProperty
- raylib.GuiColorPanelHSV(bounds: Rectangle, text: str, colorHsv: Any)
Color Panel control that returns HSV color value, used by GuiColorPickerHSV()
- raylib.GuiColorPicker(bounds: Rectangle, text: str, color: Any)
Color Picker control (multiple color controls)
- raylib.GuiColorPickerHSV(bounds: Rectangle, text: str, colorHsv: Any)
Color Picker control that avoids conversion to RGB on each call (multiple color controls)
- raylib.GuiColorPickerProperty
- raylib.GuiComboBox(bounds: Rectangle, text: str, active: Any)
Combo Box control, returns selected item index
- raylib.GuiComboBoxProperty
- raylib.GuiControl
- raylib.GuiControlProperty
- raylib.GuiDefaultProperty
- raylib.GuiDisable()
Disable gui controls (global state)
- raylib.GuiDisableTooltip()
Disable gui tooltips (global state)
- raylib.GuiDrawIcon(iconId: int, posX: int, posY: int, pixelSize: int, color: Color)
Draw icon using pixel size at specified position
- raylib.GuiDropdownBox(bounds: Rectangle, text: str, active: Any, editMode: bool)
Dropdown Box control, returns selected item
- raylib.GuiDropdownBoxProperty
- raylib.GuiEnable()
Enable gui controls (global state)
- raylib.GuiEnableTooltip()
Enable gui tooltips (global state)
- raylib.GuiGetFont()
Get gui custom font (global state)
- raylib.GuiGetIcons()
Get raygui icons data pointer
- raylib.GuiGetState()
Get gui state (global state)
- raylib.GuiGetStyle(control: int, property: int)
Get one style property
- raylib.GuiGrid(bounds: Rectangle, text: str, spacing: float, subdivs: int, mouseCell: Any)
Grid control, returns mouse cell position
- raylib.GuiIconName
- raylib.GuiIconText(iconId: int, text: str)
Get text with icon id prepended (if supported)
- raylib.GuiIsLocked()
Check if gui is locked (global state)
- raylib.GuiListView(bounds: Rectangle, text: str, scrollIndex: Any, active: Any)
List View control, returns selected list item index
- raylib.GuiListViewEx(bounds: Rectangle, text: str, count: int, scrollIndex: Any, active: Any, focus: Any)
List View with extended parameters
- raylib.GuiListViewProperty
- raylib.GuiLoadIcons(fileName: str, loadIconsName: bool)
Load raygui icons file (.rgi) into internal icons data
- raylib.GuiLoadStyle(fileName: str)
Load style file over global style variable (.rgs)
- raylib.GuiLoadStyleDefault()
Load style default over global style
- raylib.GuiLock()
Lock gui controls (global state)
- raylib.GuiMessageBox(bounds: Rectangle, title: str, message: str, buttons: str)
Message Box control, displays a message
- raylib.GuiProgressBar(bounds: Rectangle, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float)
Progress Bar control, shows current progress value
- raylib.GuiProgressBarProperty
- raylib.GuiScrollBarProperty
- raylib.GuiScrollPanel(bounds: Rectangle, text: str, content: Rectangle, scroll: Any, view: Any)
Scroll Panel control
- raylib.GuiSetAlpha(alpha: float)
Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f
- raylib.GuiSetIconScale(scale: int)
Set default icon drawing size
- raylib.GuiSetState(state: int)
Set gui state (global state)
- raylib.GuiSetStyle(control: int, property: int, value: int)
Set one style property
- raylib.GuiSetTooltip(tooltip: str)
Set tooltip string
- raylib.GuiSlider(bounds: Rectangle, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float)
Slider control, returns selected value
- raylib.GuiSliderBar(bounds: Rectangle, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float)
Slider Bar control, returns selected value
- raylib.GuiSliderProperty
- raylib.GuiSpinner(bounds: Rectangle, text: str, value: Any, minValue: int, maxValue: int, editMode: bool)
Spinner control, returns selected value
- raylib.GuiSpinnerProperty
- raylib.GuiState
- raylib.GuiStyleProp
- raylib.GuiTabBar(bounds: Rectangle, text: str, count: int, active: Any)
Tab Bar control, returns TAB to be closed or -1
- raylib.GuiTextAlignment
- raylib.GuiTextAlignmentVertical
- raylib.GuiTextBox(bounds: Rectangle, text: str, textSize: int, editMode: bool)
Text Box control, updates input text
- raylib.GuiTextBoxProperty
- raylib.GuiTextInputBox(bounds: Rectangle, title: str, message: str, buttons: str, text: str, textMaxSize: int, secretViewActive: Any)
Text Input Box control, ask for text, supports secret
- raylib.GuiTextWrapMode
- raylib.GuiToggle(bounds: Rectangle, text: str, active: Any)
Toggle Button control, returns true when active
- raylib.GuiToggleGroup(bounds: Rectangle, text: str, active: Any)
Toggle Group control, returns active toggle index
- raylib.GuiToggleProperty
- raylib.GuiToggleSlider(bounds: Rectangle, text: str, active: Any)
Toggle Slider control, returns true when clicked
- raylib.GuiUnlock()
Unlock gui controls (global state)
- raylib.GuiValueBox(bounds: Rectangle, text: str, value: Any, minValue: int, maxValue: int, editMode: bool)
Value Box control, updates input text with numbers
- raylib.GuiWindowBox(bounds: Rectangle, title: str)
Window Box control, shows a window that can be closed
- raylib.HUEBAR_PADDING
- raylib.HUEBAR_SELECTOR_HEIGHT
- raylib.HUEBAR_SELECTOR_OVERFLOW
- raylib.HUEBAR_WIDTH
- raylib.HideCursor()
Hides cursor
- raylib.ICON_1UP
- raylib.ICON_220
- raylib.ICON_221
- raylib.ICON_222
- raylib.ICON_223
- raylib.ICON_224
- raylib.ICON_225
- raylib.ICON_226
- raylib.ICON_227
- raylib.ICON_228
- raylib.ICON_229
- raylib.ICON_230
- raylib.ICON_231
- raylib.ICON_232
- raylib.ICON_233
- raylib.ICON_234
- raylib.ICON_235
- raylib.ICON_236
- raylib.ICON_237
- raylib.ICON_238
- raylib.ICON_239
- raylib.ICON_240
- raylib.ICON_241
- raylib.ICON_242
- raylib.ICON_243
- raylib.ICON_244
- raylib.ICON_245
- raylib.ICON_246
- raylib.ICON_247
- raylib.ICON_248
- raylib.ICON_249
- raylib.ICON_250
- raylib.ICON_251
- raylib.ICON_252
- raylib.ICON_253
- raylib.ICON_254
- raylib.ICON_255
- raylib.ICON_ALARM
- raylib.ICON_ALPHA_CLEAR
- raylib.ICON_ALPHA_MULTIPLY
- raylib.ICON_ARROW_DOWN
- raylib.ICON_ARROW_DOWN_FILL
- raylib.ICON_ARROW_LEFT
- raylib.ICON_ARROW_LEFT_FILL
- raylib.ICON_ARROW_RIGHT
- raylib.ICON_ARROW_RIGHT_FILL
- raylib.ICON_ARROW_UP
- raylib.ICON_ARROW_UP_FILL
- raylib.ICON_AUDIO
- raylib.ICON_BIN
- raylib.ICON_BOX
- raylib.ICON_BOX_BOTTOM
- raylib.ICON_BOX_BOTTOM_LEFT
- raylib.ICON_BOX_BOTTOM_RIGHT
- raylib.ICON_BOX_CENTER
- raylib.ICON_BOX_CIRCLE_MASK
- raylib.ICON_BOX_CONCENTRIC
- raylib.ICON_BOX_CORNERS_BIG
- raylib.ICON_BOX_CORNERS_SMALL
- raylib.ICON_BOX_DOTS_BIG
- raylib.ICON_BOX_DOTS_SMALL
- raylib.ICON_BOX_GRID
- raylib.ICON_BOX_GRID_BIG
- raylib.ICON_BOX_LEFT
- raylib.ICON_BOX_MULTISIZE
- raylib.ICON_BOX_RIGHT
- raylib.ICON_BOX_TOP
- raylib.ICON_BOX_TOP_LEFT
- raylib.ICON_BOX_TOP_RIGHT
- raylib.ICON_BREAKPOINT_OFF
- raylib.ICON_BREAKPOINT_ON
- raylib.ICON_BRUSH_CLASSIC
- raylib.ICON_BRUSH_PAINTER
- raylib.ICON_BURGER_MENU
- raylib.ICON_CAMERA
- raylib.ICON_CASE_SENSITIVE
- raylib.ICON_CLOCK
- raylib.ICON_COIN
- raylib.ICON_COLOR_BUCKET
- raylib.ICON_COLOR_PICKER
- raylib.ICON_CORNER
- raylib.ICON_CPU
- raylib.ICON_CRACK
- raylib.ICON_CRACK_POINTS
- raylib.ICON_CROP
- raylib.ICON_CROP_ALPHA
- raylib.ICON_CROSS
- raylib.ICON_CROSSLINE
- raylib.ICON_CROSS_SMALL
- raylib.ICON_CUBE
- raylib.ICON_CUBE_FACE_BACK
- raylib.ICON_CUBE_FACE_BOTTOM
- raylib.ICON_CUBE_FACE_FRONT
- raylib.ICON_CUBE_FACE_LEFT
- raylib.ICON_CUBE_FACE_RIGHT
- raylib.ICON_CUBE_FACE_TOP
- raylib.ICON_CURSOR_CLASSIC
- raylib.ICON_CURSOR_HAND
- raylib.ICON_CURSOR_MOVE
- raylib.ICON_CURSOR_MOVE_FILL
- raylib.ICON_CURSOR_POINTER
- raylib.ICON_CURSOR_SCALE
- raylib.ICON_CURSOR_SCALE_FILL
- raylib.ICON_CURSOR_SCALE_LEFT
- raylib.ICON_CURSOR_SCALE_LEFT_FILL
- raylib.ICON_CURSOR_SCALE_RIGHT
- raylib.ICON_CURSOR_SCALE_RIGHT_FILL
- raylib.ICON_DEMON
- raylib.ICON_DITHERING
- raylib.ICON_DOOR
- raylib.ICON_EMPTYBOX
- raylib.ICON_EMPTYBOX_SMALL
- raylib.ICON_EXIT
- raylib.ICON_EXPLOSION
- raylib.ICON_EYE_OFF
- raylib.ICON_EYE_ON
- raylib.ICON_FILE
- raylib.ICON_FILETYPE_ALPHA
- raylib.ICON_FILETYPE_AUDIO
- raylib.ICON_FILETYPE_BINARY
- raylib.ICON_FILETYPE_HOME
- raylib.ICON_FILETYPE_IMAGE
- raylib.ICON_FILETYPE_INFO
- raylib.ICON_FILETYPE_PLAY
- raylib.ICON_FILETYPE_TEXT
- raylib.ICON_FILETYPE_VIDEO
- raylib.ICON_FILE_ADD
- raylib.ICON_FILE_COPY
- raylib.ICON_FILE_CUT
- raylib.ICON_FILE_DELETE
- raylib.ICON_FILE_EXPORT
- raylib.ICON_FILE_NEW
- raylib.ICON_FILE_OPEN
- raylib.ICON_FILE_PASTE
- raylib.ICON_FILE_SAVE
- raylib.ICON_FILE_SAVE_CLASSIC
- raylib.ICON_FILTER
- raylib.ICON_FILTER_BILINEAR
- raylib.ICON_FILTER_POINT
- raylib.ICON_FILTER_TOP
- raylib.ICON_FOLDER
- raylib.ICON_FOLDER_ADD
- raylib.ICON_FOLDER_FILE_OPEN
- raylib.ICON_FOLDER_OPEN
- raylib.ICON_FOLDER_SAVE
- raylib.ICON_FOUR_BOXES
- raylib.ICON_FX
- raylib.ICON_GEAR
- raylib.ICON_GEAR_BIG
- raylib.ICON_GEAR_EX
- raylib.ICON_GRID
- raylib.ICON_GRID_FILL
- raylib.ICON_HAND_POINTER
- raylib.ICON_HEART
- raylib.ICON_HELP
- raylib.ICON_HEX
- raylib.ICON_HIDPI
- raylib.ICON_HOUSE
- raylib.ICON_INFO
- raylib.ICON_KEY
- raylib.ICON_LASER
- raylib.ICON_LAYERS
- raylib.ICON_LAYERS_VISIBLE
- raylib.ICON_LENS
- raylib.ICON_LENS_BIG
- raylib.ICON_LIFE_BARS
- raylib.ICON_LINK
- raylib.ICON_LINK_BOXES
- raylib.ICON_LINK_BROKE
- raylib.ICON_LINK_MULTI
- raylib.ICON_LINK_NET
- raylib.ICON_LOCK_CLOSE
- raylib.ICON_LOCK_OPEN
- raylib.ICON_MAGNET
- raylib.ICON_MAILBOX
- raylib.ICON_MIPMAPS
- raylib.ICON_MODE_2D
- raylib.ICON_MODE_3D
- raylib.ICON_MONITOR
- raylib.ICON_MUTATE
- raylib.ICON_MUTATE_FILL
- raylib.ICON_NONE
- raylib.ICON_NOTEBOOK
- raylib.ICON_OK_TICK
- raylib.ICON_PENCIL
- raylib.ICON_PENCIL_BIG
- raylib.ICON_PHOTO_CAMERA
- raylib.ICON_PHOTO_CAMERA_FLASH
- raylib.ICON_PLAYER
- raylib.ICON_PLAYER_JUMP
- raylib.ICON_PLAYER_NEXT
- raylib.ICON_PLAYER_PAUSE
- raylib.ICON_PLAYER_PLAY
- raylib.ICON_PLAYER_PLAY_BACK
- raylib.ICON_PLAYER_PREVIOUS
- raylib.ICON_PLAYER_RECORD
- raylib.ICON_PLAYER_STOP
- raylib.ICON_POT
- raylib.ICON_PRINTER
- raylib.ICON_REDO
- raylib.ICON_REDO_FILL
- raylib.ICON_REG_EXP
- raylib.ICON_REPEAT
- raylib.ICON_REPEAT_FILL
- raylib.ICON_REREDO
- raylib.ICON_REREDO_FILL
- raylib.ICON_RESIZE
- raylib.ICON_RESTART
- raylib.ICON_ROM
- raylib.ICON_ROTATE
- raylib.ICON_ROTATE_FILL
- raylib.ICON_RUBBER
- raylib.ICON_SAND_TIMER
- raylib.ICON_SCALE
- raylib.ICON_SHIELD
- raylib.ICON_SHUFFLE
- raylib.ICON_SHUFFLE_FILL
- raylib.ICON_SPECIAL
- raylib.ICON_SQUARE_TOGGLE
- raylib.ICON_STAR
- raylib.ICON_STEP_INTO
- raylib.ICON_STEP_OUT
- raylib.ICON_STEP_OVER
- raylib.ICON_SUITCASE
- raylib.ICON_SUITCASE_ZIP
- raylib.ICON_SYMMETRY
- raylib.ICON_SYMMETRY_HORIZONTAL
- raylib.ICON_SYMMETRY_VERTICAL
- raylib.ICON_TARGET
- raylib.ICON_TARGET_BIG
- raylib.ICON_TARGET_BIG_FILL
- raylib.ICON_TARGET_MOVE
- raylib.ICON_TARGET_MOVE_FILL
- raylib.ICON_TARGET_POINT
- raylib.ICON_TARGET_SMALL
- raylib.ICON_TARGET_SMALL_FILL
- raylib.ICON_TEXT_A
- raylib.ICON_TEXT_NOTES
- raylib.ICON_TEXT_POPUP
- raylib.ICON_TEXT_T
- raylib.ICON_TOOLS
- raylib.ICON_UNDO
- raylib.ICON_UNDO_FILL
- raylib.ICON_VERTICAL_BARS
- raylib.ICON_VERTICAL_BARS_FILL
- raylib.ICON_WATER_DROP
- raylib.ICON_WAVE
- raylib.ICON_WAVE_SINUS
- raylib.ICON_WAVE_SQUARE
- raylib.ICON_WAVE_TRIANGULAR
- raylib.ICON_WINDOW
- raylib.ICON_ZOOM_ALL
- raylib.ICON_ZOOM_BIG
- raylib.ICON_ZOOM_CENTER
- raylib.ICON_ZOOM_MEDIUM
- raylib.ICON_ZOOM_SMALL
- raylib.Image
- raylib.ImageAlphaClear(image: Any, color: Color, threshold: float)
Clear alpha channel to desired color
- raylib.ImageAlphaCrop(image: Any, threshold: float)
Crop image depending on alpha value
- raylib.ImageAlphaPremultiply(image: Any)
Premultiply alpha channel
- raylib.ImageBlurGaussian(image: Any, blurSize: int)
Apply Gaussian blur using a box blur approximation
- raylib.ImageColorBrightness(image: Any, brightness: int)
Modify image color: brightness (-255 to 255)
- raylib.ImageColorContrast(image: Any, contrast: float)
Modify image color: contrast (-100 to 100)
- raylib.ImageColorGrayscale(image: Any)
Modify image color: grayscale
- raylib.ImageColorInvert(image: Any)
Modify image color: invert
- raylib.ImageColorReplace(image: Any, color: Color, replace: Color)
Modify image color: replace color
- raylib.ImageDither(image: Any, rBpp: int, gBpp: int, bBpp: int, aBpp: int)
Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
- raylib.ImageDraw(dst: Any, src: Image, srcRec: Rectangle, dstRec: Rectangle, tint: Color)
Draw a source image within a destination image (tint applied to source)
- raylib.ImageDrawCircle(dst: Any, centerX: int, centerY: int, radius: int, color: Color)
Draw a filled circle within an image
- raylib.ImageDrawCircleLines(dst: Any, centerX: int, centerY: int, radius: int, color: Color)
Draw circle outline within an image
- raylib.ImageDrawCircleLinesV(dst: Any, center: Vector2, radius: int, color: Color)
Draw circle outline within an image (Vector version)
- raylib.ImageDrawCircleV(dst: Any, center: Vector2, radius: int, color: Color)
Draw a filled circle within an image (Vector version)
- raylib.ImageDrawLine(dst: Any, startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color)
Draw line within an image
- raylib.ImageDrawLineV(dst: Any, start: Vector2, end: Vector2, color: Color)
Draw line within an image (Vector version)
- raylib.ImageDrawPixelV(dst: Any, position: Vector2, color: Color)
Draw pixel within an image (Vector version)
- raylib.ImageDrawRectangle(dst: Any, posX: int, posY: int, width: int, height: int, color: Color)
Draw rectangle within an image
- raylib.ImageDrawRectangleLines(dst: Any, rec: Rectangle, thick: int, color: Color)
Draw rectangle lines within an image
- raylib.ImageDrawRectangleRec(dst: Any, rec: Rectangle, color: Color)
Draw rectangle within an image
- raylib.ImageDrawRectangleV(dst: Any, position: Vector2, size: Vector2, color: Color)
Draw rectangle within an image (Vector version)
- raylib.ImageDrawText(dst: Any, text: str, posX: int, posY: int, fontSize: int, color: Color)
Draw text (using default font) within an image (destination)
- raylib.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.ImageFlipHorizontal(image: Any)
Flip image horizontally
- raylib.ImageFlipVertical(image: Any)
Flip image vertically
- raylib.ImageFormat(image: Any, newFormat: int)
Convert image data to desired format
- raylib.ImageMipmaps(image: Any)
Compute all mipmap levels for a provided image
- raylib.ImageResize(image: Any, newWidth: int, newHeight: int)
Resize image (Bicubic scaling algorithm)
- raylib.ImageResizeCanvas(image: Any, newWidth: int, newHeight: int, offsetX: int, offsetY: int, fill: Color)
Resize canvas and fill with color
- raylib.ImageResizeNN(image: Any, newWidth: int, newHeight: int)
Resize image (Nearest-Neighbor scaling algorithm)
- raylib.ImageRotate(image: Any, degrees: int)
Rotate image by input angle in degrees (-359 to 359)
- raylib.ImageRotateCCW(image: Any)
Rotate image counter-clockwise 90deg
- raylib.ImageRotateCW(image: Any)
Rotate image clockwise 90deg
- raylib.ImageTextEx(font: Font, text: str, fontSize: float, spacing: float, tint: Color)
Create an image from text (custom sprite font)
- raylib.InitAudioDevice()
Initialize audio device and context
- raylib.InitPhysics()
Initializes physics system
- raylib.InitWindow(width: int, height: int, title: str)
Initialize window and OpenGL context
- raylib.IsAudioDeviceReady()
Check if audio device has been initialized successfully
- raylib.IsAudioStreamPlaying(stream: AudioStream)
Check if audio stream is playing
- raylib.IsAudioStreamProcessed(stream: AudioStream)
Check if any audio stream buffers requires refill
- raylib.IsAudioStreamReady(stream: AudioStream)
Checks if an audio stream is ready
- raylib.IsCursorHidden()
Check if cursor is not visible
- raylib.IsCursorOnScreen()
Check if cursor is on the screen
- raylib.IsFileDropped()
Check if a file has been dropped into window
- raylib.IsFileExtension(fileName: str, ext: str)
Check file extension (including point: .png, .wav)
- raylib.IsGamepadAvailable(gamepad: int)
Check if a gamepad is available
- raylib.IsGamepadButtonDown(gamepad: int, button: int)
Check if a gamepad button is being pressed
- raylib.IsGamepadButtonPressed(gamepad: int, button: int)
Check if a gamepad button has been pressed once
- raylib.IsGamepadButtonReleased(gamepad: int, button: int)
Check if a gamepad button has been released once
- raylib.IsGamepadButtonUp(gamepad: int, button: int)
Check if a gamepad button is NOT being pressed
- raylib.IsGestureDetected(gesture: int)
Check if a gesture have been detected
- raylib.IsKeyDown(key: int)
Check if a key is being pressed
- raylib.IsKeyPressed(key: int)
Check if a key has been pressed once
- raylib.IsKeyPressedRepeat(key: int)
Check if a key has been pressed again (Only PLATFORM_DESKTOP)
- raylib.IsKeyReleased(key: int)
Check if a key has been released once
- raylib.IsKeyUp(key: int)
Check if a key is NOT being pressed
- raylib.IsModelAnimationValid(model: Model, anim: ModelAnimation)
Check model animation skeleton match
- raylib.IsMouseButtonDown(button: int)
Check if a mouse button is being pressed
- raylib.IsMouseButtonPressed(button: int)
Check if a mouse button has been pressed once
- raylib.IsMouseButtonReleased(button: int)
Check if a mouse button has been released once
- raylib.IsMouseButtonUp(button: int)
Check if a mouse button is NOT being pressed
- raylib.IsPathFile(path: str)
Check if a given path is a file or a directory
- raylib.IsRenderTextureReady(target: RenderTexture)
Check if a render texture is ready
- raylib.IsWindowFocused()
Check if window is currently focused (only PLATFORM_DESKTOP)
- raylib.IsWindowFullscreen()
Check if window is currently fullscreen
- raylib.IsWindowHidden()
Check if window is currently hidden (only PLATFORM_DESKTOP)
- raylib.IsWindowMaximized()
Check if window is currently maximized (only PLATFORM_DESKTOP)
- raylib.IsWindowMinimized()
Check if window is currently minimized (only PLATFORM_DESKTOP)
- raylib.IsWindowReady()
Check if window has been initialized successfully
- raylib.IsWindowResized()
Check if window has been resized last frame
- raylib.IsWindowState(flag: int)
Check if one specific window flag is enabled
- raylib.KEY_A
- raylib.KEY_APOSTROPHE
- raylib.KEY_B
- raylib.KEY_BACK
- raylib.KEY_BACKSLASH
- raylib.KEY_BACKSPACE
- raylib.KEY_C
- raylib.KEY_CAPS_LOCK
- raylib.KEY_COMMA
- raylib.KEY_D
- raylib.KEY_DELETE
- raylib.KEY_DOWN
- raylib.KEY_E
- raylib.KEY_EIGHT
- raylib.KEY_END
- raylib.KEY_ENTER
- raylib.KEY_EQUAL
- raylib.KEY_ESCAPE
- raylib.KEY_F
- raylib.KEY_F1
- raylib.KEY_F10
- raylib.KEY_F11
- raylib.KEY_F12
- raylib.KEY_F2
- raylib.KEY_F3
- raylib.KEY_F4
- raylib.KEY_F5
- raylib.KEY_F6
- raylib.KEY_F7
- raylib.KEY_F8
- raylib.KEY_F9
- raylib.KEY_FIVE
- raylib.KEY_FOUR
- raylib.KEY_G
- raylib.KEY_GRAVE
- raylib.KEY_H
- raylib.KEY_HOME
- raylib.KEY_I
- raylib.KEY_INSERT
- raylib.KEY_J
- raylib.KEY_K
- raylib.KEY_KB_MENU
- raylib.KEY_KP_0
- raylib.KEY_KP_1
- raylib.KEY_KP_2
- raylib.KEY_KP_3
- raylib.KEY_KP_4
- raylib.KEY_KP_5
- raylib.KEY_KP_6
- raylib.KEY_KP_7
- raylib.KEY_KP_8
- raylib.KEY_KP_9
- raylib.KEY_KP_ADD
- raylib.KEY_KP_DECIMAL
- raylib.KEY_KP_DIVIDE
- raylib.KEY_KP_ENTER
- raylib.KEY_KP_EQUAL
- raylib.KEY_KP_MULTIPLY
- raylib.KEY_KP_SUBTRACT
- raylib.KEY_L
- raylib.KEY_LEFT
- raylib.KEY_LEFT_ALT
- raylib.KEY_LEFT_BRACKET
- raylib.KEY_LEFT_CONTROL
- raylib.KEY_LEFT_SHIFT
- raylib.KEY_LEFT_SUPER
- raylib.KEY_M
- raylib.KEY_MENU
- raylib.KEY_MINUS
- raylib.KEY_N
- raylib.KEY_NINE
- raylib.KEY_NULL
- raylib.KEY_NUM_LOCK
- raylib.KEY_O
- raylib.KEY_ONE
- raylib.KEY_P
- raylib.KEY_PAGE_DOWN
- raylib.KEY_PAGE_UP
- raylib.KEY_PAUSE
- raylib.KEY_PERIOD
- raylib.KEY_PRINT_SCREEN
- raylib.KEY_Q
- raylib.KEY_R
- raylib.KEY_RIGHT
- raylib.KEY_RIGHT_ALT
- raylib.KEY_RIGHT_BRACKET
- raylib.KEY_RIGHT_CONTROL
- raylib.KEY_RIGHT_SHIFT
- raylib.KEY_RIGHT_SUPER
- raylib.KEY_S
- raylib.KEY_SCROLL_LOCK
- raylib.KEY_SEMICOLON
- raylib.KEY_SEVEN
- raylib.KEY_SIX
- raylib.KEY_SLASH
- raylib.KEY_SPACE
- raylib.KEY_T
- raylib.KEY_TAB
- raylib.KEY_THREE
- raylib.KEY_TWO
- raylib.KEY_U
- raylib.KEY_UP
- raylib.KEY_V
- raylib.KEY_VOLUME_DOWN
- raylib.KEY_VOLUME_UP
- raylib.KEY_W
- raylib.KEY_X
- raylib.KEY_Y
- raylib.KEY_Z
- raylib.KEY_ZERO
- raylib.KeyboardKey
- raylib.LABEL
- raylib.LIGHTGRAY = (200, 200, 200, 255)
- raylib.LIME = (0, 158, 47, 255)
- raylib.LINE_COLOR
- raylib.LISTVIEW
- raylib.LIST_ITEMS_HEIGHT
- raylib.LIST_ITEMS_SPACING
- raylib.LOG_ALL
- raylib.LOG_DEBUG
- raylib.LOG_ERROR
- raylib.LOG_FATAL
- raylib.LOG_INFO
- raylib.LOG_NONE
- raylib.LOG_TRACE
- raylib.LOG_WARNING
- raylib.Lerp(start: float, end: float, amount: float)
- raylib.LoadAudioStream(sampleRate: int, sampleSize: int, channels: int)
Load audio stream (to stream raw audio pcm data)
- raylib.LoadAutomationEventList(fileName: str)
Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
- raylib.LoadCodepoints(text: str, count: Any)
Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
- raylib.LoadDirectoryFiles(dirPath: str)
Load directory filepaths
- raylib.LoadDirectoryFilesEx(basePath: str, filter: str, scanSubdirs: bool)
Load directory filepaths with extension filtering and recursive directory scan
- raylib.LoadDroppedFiles()
Load dropped filepaths
- raylib.LoadFileData(fileName: str, dataSize: Any)
Load file data as byte array (read)
- raylib.LoadFileText(fileName: str)
Load text data from file (read), returns a ‘' terminated string
- raylib.LoadFont(fileName: str)
Load font from file into GPU memory (VRAM)
- raylib.LoadFontData(fileData: str, dataSize: int, fontSize: int, codepoints: Any, codepointCount: int, type: int)
Load font data for further use
- raylib.LoadFontEx(fileName: str, fontSize: int, codepoints: Any, codepointCount: int)
Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character setFont
- raylib.LoadFontFromImage(image: Image, key: Color, firstChar: int)
Load font from Image (XNA style)
- raylib.LoadFontFromMemory(fileType: str, fileData: str, dataSize: int, fontSize: int, codepoints: Any, codepointCount: int)
Load font from memory buffer, fileType refers to extension: i.e. ‘.ttf’
- raylib.LoadImage(fileName: str)
Load image from file into CPU memory (RAM)
- raylib.LoadImageAnim(fileName: str, frames: Any)
Load image sequence from file (frames appended to image.data)
- raylib.LoadImageFromMemory(fileType: str, fileData: str, dataSize: int)
Load image from memory buffer, fileType refers to extension: i.e. ‘.png’
- raylib.LoadImageFromScreen()
Load image from screen buffer and (screenshot)
- raylib.LoadImagePalette(image: Image, maxPaletteSize: int, colorCount: Any)
Load colors palette from image as a Color array (RGBA - 32bit)
- raylib.LoadImageRaw(fileName: str, width: int, height: int, format: int, headerSize: int)
Load image from RAW file data
- raylib.LoadImageSvg(fileNameOrString: str, width: int, height: int)
Load image from SVG file data or string with specified size
- raylib.LoadMaterialDefault()
Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
- raylib.LoadMaterials(fileName: str, materialCount: Any)
Load materials from model file
- raylib.LoadModel(fileName: str)
Load model from files (meshes and materials)
- raylib.LoadModelAnimations(fileName: str, animCount: Any)
Load model animations from file
- raylib.LoadMusicStream(fileName: str)
Load music stream from file
- raylib.LoadMusicStreamFromMemory(fileType: str, data: str, dataSize: int)
Load music stream from data
- raylib.LoadRandomSequence(count: int, min_1: int, max_2: int)
Load random values sequence, no values repeated
- raylib.LoadRenderTexture(width: int, height: int)
Load texture for rendering (framebuffer)
- raylib.LoadShader(vsFileName: str, fsFileName: str)
Load shader from files and bind default locations
- raylib.LoadShaderFromMemory(vsCode: str, fsCode: str)
Load shader from code strings and bind default locations
- raylib.LoadSound(fileName: str)
Load sound from file
- raylib.LoadSoundAlias(source: Sound)
Create a new sound that shares the same sample data as the source sound, does not own the sound data
- raylib.LoadTexture(fileName: str)
Load texture from file into GPU memory (VRAM)
- raylib.LoadTextureCubemap(image: Image, layout: int)
Load cubemap from image, multiple image cubemap layouts supported
- raylib.LoadUTF8(codepoints: Any, length: int)
Load UTF-8 text encoded from codepoints array
- raylib.LoadVrStereoConfig(device: VrDeviceInfo)
Load VR stereo config for VR simulator device parameters
- raylib.LoadWave(fileName: str)
Load wave data from file
- raylib.LoadWaveFromMemory(fileType: str, fileData: str, dataSize: int)
Load wave from memory buffer, fileType refers to extension: i.e. ‘.wav’
- raylib.MAGENTA = (255, 0, 255, 255)
- raylib.MAROON = (190, 33, 55, 255)
- raylib.MATERIAL_MAP_ALBEDO
- raylib.MATERIAL_MAP_BRDF
- raylib.MATERIAL_MAP_CUBEMAP
- raylib.MATERIAL_MAP_EMISSION
- raylib.MATERIAL_MAP_HEIGHT
- raylib.MATERIAL_MAP_IRRADIANCE
- raylib.MATERIAL_MAP_METALNESS
- raylib.MATERIAL_MAP_NORMAL
- raylib.MATERIAL_MAP_OCCLUSION
- raylib.MATERIAL_MAP_PREFILTER
- raylib.MATERIAL_MAP_ROUGHNESS
- raylib.MOUSE_BUTTON_BACK
- raylib.MOUSE_BUTTON_EXTRA
- raylib.MOUSE_BUTTON_FORWARD
- raylib.MOUSE_BUTTON_LEFT
- raylib.MOUSE_BUTTON_MIDDLE
- raylib.MOUSE_BUTTON_RIGHT
- raylib.MOUSE_BUTTON_SIDE
- raylib.MOUSE_CURSOR_ARROW
- raylib.MOUSE_CURSOR_CROSSHAIR
- raylib.MOUSE_CURSOR_DEFAULT
- raylib.MOUSE_CURSOR_IBEAM
- raylib.MOUSE_CURSOR_NOT_ALLOWED
- raylib.MOUSE_CURSOR_POINTING_HAND
- raylib.MOUSE_CURSOR_RESIZE_ALL
- raylib.MOUSE_CURSOR_RESIZE_EW
- raylib.MOUSE_CURSOR_RESIZE_NESW
- raylib.MOUSE_CURSOR_RESIZE_NS
- raylib.MOUSE_CURSOR_RESIZE_NWSE
- raylib.Material
- raylib.MaterialMap
- raylib.MaterialMapIndex
- raylib.Matrix
- raylib.Matrix2x2
- raylib.MatrixFrustum(left: float, right: float, bottom: float, top: float, near: float, far: float)
- raylib.MatrixIdentity()
- raylib.MatrixOrtho(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float)
- raylib.MatrixPerspective(fovY: float, aspect: float, nearPlane: float, farPlane: float)
- raylib.MatrixRotateX(angle: float)
- raylib.MatrixRotateY(angle: float)
- raylib.MatrixRotateZ(angle: float)
- raylib.MatrixScale(x: float, y: float, z: float)
- raylib.MatrixTranslate(x: float, y: float, z: float)
- raylib.MaximizeWindow()
Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
- raylib.MeasureText(text: str, fontSize: int)
Measure string width for default font
- raylib.MeasureTextEx(font: Font, text: str, fontSize: float, spacing: float)
Measure string size for Font
- raylib.MemAlloc(size: int)
Internal memory allocator
- raylib.MemFree(ptr: Any)
Internal memory free
- raylib.MemRealloc(ptr: Any, size: int)
Internal memory reallocator
- raylib.Mesh
- raylib.MinimizeWindow()
Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
- raylib.Model
- raylib.ModelAnimation
- raylib.MouseButton
- raylib.MouseCursor
- raylib.Music
- raylib.NPATCH_NINE_PATCH
- raylib.NPATCH_THREE_PATCH_HORIZONTAL
- raylib.NPATCH_THREE_PATCH_VERTICAL
- raylib.NPatchInfo
- raylib.NPatchLayout
- raylib.Normalize(value: float, start: float, end: float)
- raylib.ORANGE = (255, 161, 0, 255)
- raylib.OpenURL(url: str)
Open URL with default system browser (if available)
- raylib.PHYSICS_CIRCLE
- raylib.PHYSICS_POLYGON
- raylib.PINK = (255, 109, 194, 255)
- raylib.PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA
- raylib.PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA
- raylib.PIXELFORMAT_COMPRESSED_DXT1_RGB
- raylib.PIXELFORMAT_COMPRESSED_DXT1_RGBA
- raylib.PIXELFORMAT_COMPRESSED_DXT3_RGBA
- raylib.PIXELFORMAT_COMPRESSED_DXT5_RGBA
- raylib.PIXELFORMAT_COMPRESSED_ETC1_RGB
- raylib.PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA
- raylib.PIXELFORMAT_COMPRESSED_ETC2_RGB
- raylib.PIXELFORMAT_COMPRESSED_PVRT_RGB
- raylib.PIXELFORMAT_COMPRESSED_PVRT_RGBA
- raylib.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
- raylib.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA
- raylib.PIXELFORMAT_UNCOMPRESSED_R16
- raylib.PIXELFORMAT_UNCOMPRESSED_R16G16B16
- raylib.PIXELFORMAT_UNCOMPRESSED_R16G16B16A16
- raylib.PIXELFORMAT_UNCOMPRESSED_R32
- raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32
- raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
- raylib.PIXELFORMAT_UNCOMPRESSED_R4G4B4A4
- raylib.PIXELFORMAT_UNCOMPRESSED_R5G5B5A1
- raylib.PIXELFORMAT_UNCOMPRESSED_R5G6B5
- raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8
- raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
- raylib.PROGRESSBAR
- raylib.PROGRESS_PADDING
- raylib.PURPLE = (200, 122, 255, 255)
- raylib.PauseAudioStream(stream: AudioStream)
Pause audio stream
- raylib.PhysicsAddTorque(body: Any, amount: float)
Adds an angular force to a physics body
- raylib.PhysicsBodyData
- raylib.PhysicsManifoldData
- raylib.PhysicsShape
- raylib.PhysicsShapeType
- raylib.PhysicsShatter(body: Any, position: Vector2, force: float)
Shatters a polygon shape physics body to little physics bodies with explosion force
- raylib.PhysicsVertexData
- raylib.PixelFormat
- raylib.PlayAudioStream(stream: AudioStream)
Play audio stream
- raylib.PlayAutomationEvent(event: AutomationEvent)
Play a recorded automation event
- raylib.PollInputEvents()
Register all input events
- raylib.Quaternion
- raylib.QuaternionFromEuler(pitch: float, yaw: float, roll: float)
- raylib.QuaternionIdentity()
- raylib.RAYWHITE = (245, 245, 245, 255)
- raylib.RED = (230, 41, 55, 255)
- raylib.RL_ATTACHMENT_COLOR_CHANNEL0
- raylib.RL_ATTACHMENT_COLOR_CHANNEL1
- raylib.RL_ATTACHMENT_COLOR_CHANNEL2
- raylib.RL_ATTACHMENT_COLOR_CHANNEL3
- raylib.RL_ATTACHMENT_COLOR_CHANNEL4
- raylib.RL_ATTACHMENT_COLOR_CHANNEL5
- raylib.RL_ATTACHMENT_COLOR_CHANNEL6
- raylib.RL_ATTACHMENT_COLOR_CHANNEL7
- raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_X
- raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y
- raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z
- raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_X
- raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_Y
- raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_Z
- raylib.RL_ATTACHMENT_DEPTH
- raylib.RL_ATTACHMENT_RENDERBUFFER
- raylib.RL_ATTACHMENT_STENCIL
- raylib.RL_ATTACHMENT_TEXTURE2D
- raylib.RL_BLEND_ADDITIVE
- raylib.RL_BLEND_ADD_COLORS
- raylib.RL_BLEND_ALPHA
- raylib.RL_BLEND_ALPHA_PREMULTIPLY
- raylib.RL_BLEND_CUSTOM
- raylib.RL_BLEND_CUSTOM_SEPARATE
- raylib.RL_BLEND_MULTIPLIED
- raylib.RL_BLEND_SUBTRACT_COLORS
- raylib.RL_CULL_FACE_BACK
- raylib.RL_CULL_FACE_FRONT
- raylib.RL_LOG_ALL
- raylib.RL_LOG_DEBUG
- raylib.RL_LOG_ERROR
- raylib.RL_LOG_FATAL
- raylib.RL_LOG_INFO
- raylib.RL_LOG_NONE
- raylib.RL_LOG_TRACE
- raylib.RL_LOG_WARNING
- raylib.RL_OPENGL_11
- raylib.RL_OPENGL_21
- raylib.RL_OPENGL_33
- raylib.RL_OPENGL_43
- raylib.RL_OPENGL_ES_20
- raylib.RL_OPENGL_ES_30
- raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA
- raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA
- raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGB
- raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA
- raylib.RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA
- raylib.RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA
- raylib.RL_PIXELFORMAT_COMPRESSED_ETC1_RGB
- raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA
- raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_RGB
- raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGB
- raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8
- raylib.RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
- raylib.RL_SHADER_ATTRIB_FLOAT
- raylib.RL_SHADER_ATTRIB_VEC2
- raylib.RL_SHADER_ATTRIB_VEC3
- raylib.RL_SHADER_ATTRIB_VEC4
- raylib.RL_SHADER_LOC_COLOR_AMBIENT
- raylib.RL_SHADER_LOC_COLOR_DIFFUSE
- raylib.RL_SHADER_LOC_COLOR_SPECULAR
- raylib.RL_SHADER_LOC_MAP_ALBEDO
- raylib.RL_SHADER_LOC_MAP_BRDF
- raylib.RL_SHADER_LOC_MAP_CUBEMAP
- raylib.RL_SHADER_LOC_MAP_EMISSION
- raylib.RL_SHADER_LOC_MAP_HEIGHT
- raylib.RL_SHADER_LOC_MAP_IRRADIANCE
- raylib.RL_SHADER_LOC_MAP_METALNESS
- raylib.RL_SHADER_LOC_MAP_NORMAL
- raylib.RL_SHADER_LOC_MAP_OCCLUSION
- raylib.RL_SHADER_LOC_MAP_PREFILTER
- raylib.RL_SHADER_LOC_MAP_ROUGHNESS
- raylib.RL_SHADER_LOC_MATRIX_MODEL
- raylib.RL_SHADER_LOC_MATRIX_MVP
- raylib.RL_SHADER_LOC_MATRIX_NORMAL
- raylib.RL_SHADER_LOC_MATRIX_PROJECTION
- raylib.RL_SHADER_LOC_MATRIX_VIEW
- raylib.RL_SHADER_LOC_VECTOR_VIEW
- raylib.RL_SHADER_LOC_VERTEX_COLOR
- raylib.RL_SHADER_LOC_VERTEX_NORMAL
- raylib.RL_SHADER_LOC_VERTEX_POSITION
- raylib.RL_SHADER_LOC_VERTEX_TANGENT
- raylib.RL_SHADER_LOC_VERTEX_TEXCOORD01
- raylib.RL_SHADER_LOC_VERTEX_TEXCOORD02
- raylib.RL_SHADER_UNIFORM_FLOAT
- raylib.RL_SHADER_UNIFORM_INT
- raylib.RL_SHADER_UNIFORM_IVEC2
- raylib.RL_SHADER_UNIFORM_IVEC3
- raylib.RL_SHADER_UNIFORM_IVEC4
- raylib.RL_SHADER_UNIFORM_SAMPLER2D
- raylib.RL_SHADER_UNIFORM_VEC2
- raylib.RL_SHADER_UNIFORM_VEC3
- raylib.RL_SHADER_UNIFORM_VEC4
- raylib.RL_TEXTURE_FILTER_ANISOTROPIC_16X
- raylib.RL_TEXTURE_FILTER_ANISOTROPIC_4X
- raylib.RL_TEXTURE_FILTER_ANISOTROPIC_8X
- raylib.RL_TEXTURE_FILTER_BILINEAR
- raylib.RL_TEXTURE_FILTER_POINT
- raylib.RL_TEXTURE_FILTER_TRILINEAR
- raylib.Ray
- raylib.RayCollision
- raylib.Rectangle
- raylib.Remap(value: float, inputStart: float, inputEnd: float, outputStart: float, outputEnd: float)
- raylib.RenderTexture
- raylib.RenderTexture2D
- raylib.ResetPhysics()
Reset physics system (global variables)
- raylib.RestoreWindow()
Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
- raylib.ResumeAudioStream(stream: AudioStream)
Resume audio stream
- raylib.SCROLLBAR
- raylib.SCROLLBAR_SIDE
- raylib.SCROLLBAR_WIDTH
- raylib.SCROLL_PADDING
- raylib.SCROLL_SLIDER_PADDING
- raylib.SCROLL_SLIDER_SIZE
- raylib.SCROLL_SPEED
- raylib.SHADER_ATTRIB_FLOAT
- raylib.SHADER_ATTRIB_VEC2
- raylib.SHADER_ATTRIB_VEC3
- raylib.SHADER_ATTRIB_VEC4
- raylib.SHADER_LOC_COLOR_AMBIENT
- raylib.SHADER_LOC_COLOR_DIFFUSE
- raylib.SHADER_LOC_COLOR_SPECULAR
- raylib.SHADER_LOC_MAP_ALBEDO
- raylib.SHADER_LOC_MAP_BRDF
- raylib.SHADER_LOC_MAP_CUBEMAP
- raylib.SHADER_LOC_MAP_EMISSION
- raylib.SHADER_LOC_MAP_HEIGHT
- raylib.SHADER_LOC_MAP_IRRADIANCE
- raylib.SHADER_LOC_MAP_METALNESS
- raylib.SHADER_LOC_MAP_NORMAL
- raylib.SHADER_LOC_MAP_OCCLUSION
- raylib.SHADER_LOC_MAP_PREFILTER
- raylib.SHADER_LOC_MAP_ROUGHNESS
- raylib.SHADER_LOC_MATRIX_MODEL
- raylib.SHADER_LOC_MATRIX_MVP
- raylib.SHADER_LOC_MATRIX_NORMAL
- raylib.SHADER_LOC_MATRIX_PROJECTION
- raylib.SHADER_LOC_MATRIX_VIEW
- raylib.SHADER_LOC_VECTOR_VIEW
- raylib.SHADER_LOC_VERTEX_COLOR
- raylib.SHADER_LOC_VERTEX_NORMAL
- raylib.SHADER_LOC_VERTEX_POSITION
- raylib.SHADER_LOC_VERTEX_TANGENT
- raylib.SHADER_LOC_VERTEX_TEXCOORD01
- raylib.SHADER_LOC_VERTEX_TEXCOORD02
- raylib.SHADER_UNIFORM_FLOAT
- raylib.SHADER_UNIFORM_INT
- raylib.SHADER_UNIFORM_IVEC2
- raylib.SHADER_UNIFORM_IVEC3
- raylib.SHADER_UNIFORM_IVEC4
- raylib.SHADER_UNIFORM_SAMPLER2D
- raylib.SHADER_UNIFORM_VEC2
- raylib.SHADER_UNIFORM_VEC3
- raylib.SHADER_UNIFORM_VEC4
- raylib.SKYBLUE = (102, 191, 255, 255)
- raylib.SLIDER
- raylib.SLIDER_PADDING
- raylib.SLIDER_WIDTH
- raylib.SPINNER
- raylib.SPIN_BUTTON_SPACING
- raylib.SPIN_BUTTON_WIDTH
- raylib.STATE_DISABLED
- raylib.STATE_FOCUSED
- raylib.STATE_NORMAL
- raylib.STATE_PRESSED
- raylib.STATUSBAR
- raylib.SaveFileData(fileName: str, data: Any, dataSize: int)
Save data to file from byte array (write), returns true on success
- raylib.SaveFileText(fileName: str, text: str)
Save text data to file (write), string must be ‘' terminated, returns true on success
- raylib.SetAudioStreamBufferSizeDefault(size: int)
Default size for new audio streams
- raylib.SetAudioStreamCallback(stream: AudioStream, callback: Any)
Audio thread callback to request new data
- raylib.SetAudioStreamPan(stream: AudioStream, pan: float)
Set pan for audio stream (0.5 is centered)
- raylib.SetAudioStreamPitch(stream: AudioStream, pitch: float)
Set pitch for audio stream (1.0 is base level)
- raylib.SetAudioStreamVolume(stream: AudioStream, volume: float)
Set volume for audio stream (1.0 is max level)
- raylib.SetAutomationEventBaseFrame(frame: int)
Set automation event internal base frame to start recording
- raylib.SetAutomationEventList(list_0: Any)
Set automation event list to record to
- raylib.SetClipboardText(text: str)
Set clipboard text content
- raylib.SetConfigFlags(flags: int)
Setup init configuration flags (view FLAGS)
- raylib.SetExitKey(key: int)
Set a custom key to exit program (default is ESC)
- raylib.SetGamepadMappings(mappings: str)
Set internal gamepad mappings (SDL_GameControllerDB)
- raylib.SetGesturesEnabled(flags: int)
Enable a set of gestures using flags
- raylib.SetLoadFileDataCallback(callback: str)
Set custom file binary data loader
- raylib.SetLoadFileTextCallback(callback: str)
Set custom file text data loader
- raylib.SetMasterVolume(volume: float)
Set master volume (listener)
- raylib.SetMaterialTexture(material: Any, mapType: int, texture: Texture)
Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR…)
- raylib.SetModelMeshMaterial(model: Any, meshId: int, materialId: int)
Set material for a mesh
- raylib.SetMouseCursor(cursor: int)
Set mouse cursor
- raylib.SetMouseOffset(offsetX: int, offsetY: int)
Set mouse offset
- raylib.SetMousePosition(x: int, y: int)
Set mouse position XY
- raylib.SetMouseScale(scaleX: float, scaleY: float)
Set mouse scaling
- raylib.SetPhysicsBodyRotation(body: Any, radians: float)
Sets physics body shape transform based on radians parameter
- raylib.SetPhysicsGravity(x: float, y: float)
Sets physics global gravity force
- raylib.SetPhysicsTimeStep(delta: float)
Sets physics fixed time step in milliseconds. 1.666666 by default
- raylib.SetPixelColor(dstPtr: Any, color: Color, format: int)
Set color formatted into destination pixel pointer
- raylib.SetRandomSeed(seed: int)
Set the seed for the random number generator
- raylib.SetSaveFileDataCallback(callback: str)
Set custom file binary data saver
- raylib.SetSaveFileTextCallback(callback: str)
Set custom file text data saver
- raylib.SetShaderValue(shader: Shader, locIndex: int, value: Any, uniformType: int)
Set shader uniform value
- raylib.SetShaderValueMatrix(shader: Shader, locIndex: int, mat: Matrix)
Set shader uniform value (matrix 4x4)
- raylib.SetShaderValueTexture(shader: Shader, locIndex: int, texture: Texture)
Set shader uniform value for texture (sampler2d)
- raylib.SetShaderValueV(shader: Shader, locIndex: int, value: Any, uniformType: int, count: int)
Set shader uniform value vector
- raylib.SetShapesTexture(texture: Texture, source: Rectangle)
Set texture and rectangle to be used on shapes drawing
- raylib.SetTargetFPS(fps: int)
Set target FPS (maximum)
- raylib.SetTextLineSpacing(spacing: int)
Set vertical line spacing when drawing with line-breaks
- raylib.SetTraceLogCallback(callback: str)
Set custom trace log
- raylib.SetTraceLogLevel(logLevel: int)
Set the current threshold (minimum) log level
- raylib.SetWindowFocused()
Set window focused (only PLATFORM_DESKTOP)
- raylib.SetWindowIcon(image: Image)
Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
- raylib.SetWindowIcons(images: Any, count: int)
Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
- raylib.SetWindowMaxSize(width: int, height: int)
Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
- raylib.SetWindowMinSize(width: int, height: int)
Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
- raylib.SetWindowMonitor(monitor: int)
Set monitor for the current window
- raylib.SetWindowOpacity(opacity: float)
Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
- raylib.SetWindowPosition(x: int, y: int)
Set window position on screen (only PLATFORM_DESKTOP)
- raylib.SetWindowSize(width: int, height: int)
Set window dimensions
- raylib.SetWindowState(flags: int)
Set window configuration state using flags (only PLATFORM_DESKTOP)
- raylib.SetWindowTitle(title: str)
Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
- raylib.Shader
- raylib.ShaderAttributeDataType
- raylib.ShaderLocationIndex
- raylib.ShaderUniformDataType
- raylib.ShowCursor()
Shows cursor
- raylib.Sound
- raylib.StartAutomationEventRecording()
Start recording automation events (AutomationEventList must be set)
- raylib.StopAudioStream(stream: AudioStream)
Stop audio stream
- raylib.StopAutomationEventRecording()
Stop recording automation events
- raylib.SwapScreenBuffer()
Swap back buffer with front buffer (screen drawing)
- raylib.TEXTBOX
- raylib.TEXTURE_FILTER_ANISOTROPIC_16X
- raylib.TEXTURE_FILTER_ANISOTROPIC_4X
- raylib.TEXTURE_FILTER_ANISOTROPIC_8X
- raylib.TEXTURE_FILTER_BILINEAR
- raylib.TEXTURE_FILTER_POINT
- raylib.TEXTURE_FILTER_TRILINEAR
- raylib.TEXTURE_WRAP_CLAMP
- raylib.TEXTURE_WRAP_MIRROR_CLAMP
- raylib.TEXTURE_WRAP_MIRROR_REPEAT
- raylib.TEXTURE_WRAP_REPEAT
- raylib.TEXT_ALIGNMENT
- raylib.TEXT_ALIGNMENT_VERTICAL
- raylib.TEXT_ALIGN_BOTTOM
- raylib.TEXT_ALIGN_CENTER
- raylib.TEXT_ALIGN_LEFT
- raylib.TEXT_ALIGN_MIDDLE
- raylib.TEXT_ALIGN_RIGHT
- raylib.TEXT_ALIGN_TOP
- raylib.TEXT_COLOR_DISABLED
- raylib.TEXT_COLOR_FOCUSED
- raylib.TEXT_COLOR_NORMAL
- raylib.TEXT_COLOR_PRESSED
- raylib.TEXT_LINE_SPACING
- raylib.TEXT_PADDING
- raylib.TEXT_READONLY
- raylib.TEXT_SIZE
- raylib.TEXT_SPACING
- raylib.TEXT_WRAP_CHAR
- raylib.TEXT_WRAP_MODE
- raylib.TEXT_WRAP_NONE
- raylib.TEXT_WRAP_WORD
- raylib.TOGGLE
- raylib.TakeScreenshot(fileName: str)
Takes a screenshot of current screen (filename extension defines format)
- raylib.TextAppend(text: str, append: str, position: Any)
Append text at specific position and move cursor!
- raylib.TextCopy(dst: str, src: str)
Copy one string to another, returns bytes copied
- raylib.TextFindIndex(text: str, find: str)
Find first text occurrence within a string
- raylib.TextFormat(*args)
VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI
- raylib.TextInsert(text: str, insert: str, position: int)
Insert text in a position (WARNING: memory must be freed!)
- raylib.TextIsEqual(text1: str, text2: str)
Check if two text string are equal
- raylib.TextJoin(textList: str, count: int, delimiter: str)
Join text strings with delimiter
- raylib.TextLength(text: str)
Get text length, checks for ‘' ending
- raylib.TextReplace(text: str, replace: str, by: str)
Replace text string (WARNING: memory must be freed!)
- raylib.TextSplit(text: str, delimiter: str, count: Any)
Split text into multiple strings
- raylib.TextSubtext(text: str, position: int, length: int)
Get a piece of a text string
- raylib.TextToInteger(text: str)
Get integer value from text (negative values not supported)
- raylib.TextToLower(text: str)
Get lower case version of provided string
- raylib.TextToPascal(text: str)
Get Pascal case notation version of provided string
- raylib.TextToUpper(text: str)
Get upper case version of provided string
- raylib.Texture
- raylib.Texture2D
- raylib.TextureCubemap
- raylib.TextureFilter
- raylib.TextureWrap
- raylib.ToggleBorderlessWindowed()
Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
- raylib.ToggleFullscreen()
Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
- raylib.TraceLog(*args)
VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI
- raylib.TraceLogLevel
- raylib.Transform
- raylib.UnloadAudioStream(stream: AudioStream)
Unload audio stream and free memory
- raylib.UnloadAutomationEventList(list_0: Any)
Unload automation events list from file
- raylib.UnloadCodepoints(codepoints: Any)
Unload codepoints data from memory
- raylib.UnloadDirectoryFiles(files: FilePathList)
Unload filepaths
- raylib.UnloadDroppedFiles(files: FilePathList)
Unload dropped filepaths
- raylib.UnloadFileData(data: str)
Unload file data allocated by LoadFileData()
- raylib.UnloadFileText(text: str)
Unload file text data allocated by LoadFileText()
- raylib.UnloadFontData(glyphs: Any, glyphCount: int)
Unload font chars info data (RAM)
- raylib.UnloadImageColors(colors: Any)
Unload color data loaded with LoadImageColors()
- raylib.UnloadImagePalette(colors: Any)
Unload colors palette loaded with LoadImagePalette()
- raylib.UnloadModelAnimation(anim: ModelAnimation)
Unload animation data
- raylib.UnloadModelAnimations(animations: Any, animCount: int)
Unload animation array data
- raylib.UnloadRandomSequence(sequence: Any)
Unload random values sequence
- raylib.UnloadRenderTexture(target: RenderTexture)
Unload render texture from GPU memory (VRAM)
- raylib.UnloadUTF8(text: str)
Unload UTF-8 text encoded from codepoints array
- raylib.UnloadVrStereoConfig(config: VrStereoConfig)
Unload VR stereo config
- raylib.UnloadWaveSamples(samples: Any)
Unload samples data loaded with LoadWaveSamples()
- raylib.UpdateAudioStream(stream: AudioStream, data: Any, frameCount: int)
Update audio stream buffers with data
- raylib.UpdateCamera(camera: Any, mode: int)
Update camera position for selected mode
- raylib.UpdateCameraPro(camera: Any, movement: Vector3, rotation: Vector3, zoom: float)
Update camera movement/rotation
- raylib.UpdateMeshBuffer(mesh: Mesh, index: int, data: Any, dataSize: int, offset: int)
Update mesh vertex data in GPU for a specific buffer index
- raylib.UpdateModelAnimation(model: Model, anim: ModelAnimation, frame: int)
Update model animation pose
- raylib.UpdatePhysics()
Update physics system
- raylib.UpdateTextureRec(texture: Texture, rec: Rectangle, pixels: Any)
Update GPU texture rectangle with new data
- raylib.UploadMesh(mesh: Any, dynamic: bool)
Upload mesh vertex data in GPU and provide VAO/VBO ids
- raylib.VALUEBOX
- raylib.VIOLET = (135, 60, 190, 255)
- raylib.Vector2
- raylib.Vector2One()
- raylib.Vector2Zero()
- raylib.Vector3
- raylib.Vector3One()
- raylib.Vector3OrthoNormalize(v1: Any, v2: Any)
- raylib.Vector3Zero()
- raylib.Vector4
- raylib.VrDeviceInfo
- raylib.VrStereoConfig
- raylib.WHITE = (255, 255, 255, 255)
- raylib.WaitTime(seconds: float)
Wait for some time (halt program execution)
- raylib.Wave
- raylib.WaveCrop(wave: Any, initSample: int, finalSample: int)
Crop a wave to defined samples range
- raylib.WaveFormat(wave: Any, sampleRate: int, sampleSize: int, channels: int)
Convert wave data to desired format
- raylib.WindowShouldClose()
Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
- raylib.Wrap(value: float, min_1: float, max_2: float)
- raylib.YELLOW = (253, 249, 0, 255)
- raylib.ffi
- raylib.float16
- raylib.float3
- raylib.glfwCreateCursor(image: Any, xhot: int, yhot: int)
- raylib.glfwCreateStandardCursor(shape: int)
- raylib.glfwCreateWindow(width: int, height: int, title: str, monitor: Any, share: Any)
- raylib.glfwDefaultWindowHints()
- raylib.glfwDestroyCursor(cursor: Any)
- raylib.glfwDestroyWindow(window: Any)
- raylib.glfwExtensionSupported(extension: str)
- raylib.glfwFocusWindow(window: Any)
- raylib.glfwGetClipboardString(window: Any)
- raylib.glfwGetCurrentContext()
- raylib.glfwGetCursorPos(window: Any, xpos: Any, ypos: Any)
- raylib.glfwGetError(description: str)
- raylib.glfwGetFramebufferSize(window: Any, width: Any, height: Any)
- raylib.glfwGetGamepadName(jid: int)
- raylib.glfwGetGamepadState(jid: int, state: Any)
- raylib.glfwGetGammaRamp(monitor: Any)
- raylib.glfwGetInputMode(window: Any, mode: int)
- raylib.glfwGetJoystickAxes(jid: int, count: Any)
- raylib.glfwGetJoystickButtons(jid: int, count: Any)
- raylib.glfwGetJoystickGUID(jid: int)
- raylib.glfwGetJoystickHats(jid: int, count: Any)
- raylib.glfwGetJoystickName(jid: int)
- raylib.glfwGetJoystickUserPointer(jid: int)
- raylib.glfwGetKey(window: Any, key: int)
- raylib.glfwGetKeyName(key: int, scancode: int)
- raylib.glfwGetKeyScancode(key: int)
- raylib.glfwGetMonitorContentScale(monitor: Any, xscale: Any, yscale: Any)
- raylib.glfwGetMonitorName(monitor: Any)
- raylib.glfwGetMonitorPhysicalSize(monitor: Any, widthMM: Any, heightMM: Any)
- raylib.glfwGetMonitorPos(monitor: Any, xpos: Any, ypos: Any)
- raylib.glfwGetMonitorUserPointer(monitor: Any)
- raylib.glfwGetMonitorWorkarea(monitor: Any, xpos: Any, ypos: Any, width: Any, height: Any)
- raylib.glfwGetMonitors(count: Any)
- raylib.glfwGetMouseButton(window: Any, button: int)
- raylib.glfwGetPlatform()
- raylib.glfwGetPrimaryMonitor()
- raylib.glfwGetProcAddress(procname: str)
- raylib.glfwGetRequiredInstanceExtensions(count: Any)
- raylib.glfwGetTime()
- raylib.glfwGetTimerFrequency()
- raylib.glfwGetTimerValue()
- raylib.glfwGetVersion(major: Any, minor: Any, rev: Any)
- raylib.glfwGetVersionString()
- raylib.glfwGetVideoMode(monitor: Any)
- raylib.glfwGetVideoModes(monitor: Any, count: Any)
- raylib.glfwGetWindowAttrib(window: Any, attrib: int)
- raylib.glfwGetWindowContentScale(window: Any, xscale: Any, yscale: Any)
- raylib.glfwGetWindowFrameSize(window: Any, left: Any, top: Any, right: Any, bottom: Any)
- raylib.glfwGetWindowMonitor(window: Any)
- raylib.glfwGetWindowOpacity(window: Any)
- raylib.glfwGetWindowPos(window: Any, xpos: Any, ypos: Any)
- raylib.glfwGetWindowSize(window: Any, width: Any, height: Any)
- raylib.glfwGetWindowUserPointer(window: Any)
- raylib.glfwHideWindow(window: Any)
- raylib.glfwIconifyWindow(window: Any)
- raylib.glfwInit()
- raylib.glfwInitAllocator(allocator: Any)
- raylib.glfwInitHint(hint: int, value: int)
- raylib.glfwJoystickIsGamepad(jid: int)
- raylib.glfwJoystickPresent(jid: int)
- raylib.glfwMakeContextCurrent(window: Any)
- raylib.glfwMaximizeWindow(window: Any)
- raylib.glfwPlatformSupported(platform: int)
- raylib.glfwPollEvents()
- raylib.glfwPostEmptyEvent()
- raylib.glfwRawMouseMotionSupported()
- raylib.glfwRequestWindowAttention(window: Any)
- raylib.glfwRestoreWindow(window: Any)
- raylib.glfwSetCharCallback(window: Any, callback: Any)
- raylib.glfwSetCharModsCallback(window: Any, callback: Any)
- raylib.glfwSetClipboardString(window: Any, string: str)
- raylib.glfwSetCursor(window: Any, cursor: Any)
- raylib.glfwSetCursorEnterCallback(window: Any, callback: Any)
- raylib.glfwSetCursorPos(window: Any, xpos: float, ypos: float)
- raylib.glfwSetCursorPosCallback(window: Any, callback: Any)
- raylib.glfwSetDropCallback(window: Any, callback: str)
- raylib.glfwSetErrorCallback(callback: str)
- raylib.glfwSetFramebufferSizeCallback(window: Any, callback: Any)
- raylib.glfwSetGamma(monitor: Any, gamma: float)
- raylib.glfwSetGammaRamp(monitor: Any, ramp: Any)
- raylib.glfwSetInputMode(window: Any, mode: int, value: int)
- raylib.glfwSetJoystickCallback(callback: Any)
- raylib.glfwSetJoystickUserPointer(jid: int, pointer: Any)
- raylib.glfwSetKeyCallback(window: Any, callback: Any)
- raylib.glfwSetMonitorCallback(callback: Any)
- raylib.glfwSetMonitorUserPointer(monitor: Any, pointer: Any)
- raylib.glfwSetMouseButtonCallback(window: Any, callback: Any)
- raylib.glfwSetScrollCallback(window: Any, callback: Any)
- raylib.glfwSetTime(time: float)
- raylib.glfwSetWindowAspectRatio(window: Any, numer: int, denom: int)
- raylib.glfwSetWindowAttrib(window: Any, attrib: int, value: int)
- raylib.glfwSetWindowCloseCallback(window: Any, callback: Any)
- raylib.glfwSetWindowContentScaleCallback(window: Any, callback: Any)
- raylib.glfwSetWindowFocusCallback(window: Any, callback: Any)
- raylib.glfwSetWindowIcon(window: Any, count: int, images: Any)
- raylib.glfwSetWindowIconifyCallback(window: Any, callback: Any)
- raylib.glfwSetWindowMaximizeCallback(window: Any, callback: Any)
- raylib.glfwSetWindowMonitor(window: Any, monitor: Any, xpos: int, ypos: int, width: int, height: int, refreshRate: int)
- raylib.glfwSetWindowOpacity(window: Any, opacity: float)
- raylib.glfwSetWindowPos(window: Any, xpos: int, ypos: int)
- raylib.glfwSetWindowPosCallback(window: Any, callback: Any)
- raylib.glfwSetWindowRefreshCallback(window: Any, callback: Any)
- raylib.glfwSetWindowShouldClose(window: Any, value: int)
- raylib.glfwSetWindowSize(window: Any, width: int, height: int)
- raylib.glfwSetWindowSizeCallback(window: Any, callback: Any)
- raylib.glfwSetWindowSizeLimits(window: Any, minwidth: int, minheight: int, maxwidth: int, maxheight: int)
- raylib.glfwSetWindowTitle(window: Any, title: str)
- raylib.glfwSetWindowUserPointer(window: Any, pointer: Any)
- raylib.glfwShowWindow(window: Any)
- raylib.glfwSwapBuffers(window: Any)
- raylib.glfwSwapInterval(interval: int)
- raylib.glfwTerminate()
- raylib.glfwUpdateGamepadMappings(string: str)
- raylib.glfwVulkanSupported()
- raylib.glfwWaitEvents()
- raylib.glfwWaitEventsTimeout(timeout: float)
- raylib.glfwWindowHint(hint: int, value: int)
- raylib.glfwWindowHintString(hint: int, value: str)
- raylib.glfwWindowShouldClose(window: Any)
- raylib.rAudioBuffer
- raylib.rAudioProcessor
- raylib.rl
- raylib.rlActiveDrawBuffers(count: int)
Activate multiple draw color buffers
- raylib.rlActiveTextureSlot(slot: int)
Select and active a texture slot
- raylib.rlBegin(mode: int)
Initialize drawing mode (how to organize vertex)
- raylib.rlBindImageTexture(id: int, index: int, format: int, readonly: bool)
Bind image texture
- raylib.rlBindShaderBuffer(id: int, index: int)
Bind SSBO buffer
- raylib.rlBlendMode
- raylib.rlBlitFramebuffer(srcX: int, srcY: int, srcWidth: int, srcHeight: int, dstX: int, dstY: int, dstWidth: int, dstHeight: int, bufferMask: int)
Blit active framebuffer to main framebuffer
- raylib.rlCheckErrors()
Check and log OpenGL error codes
- raylib.rlCheckRenderBatchLimit(vCount: int)
Check internal buffer overflow for a given number of vertex
- raylib.rlClearColor(r: str, g: str, b: str, a: str)
Clear color buffer with color
- raylib.rlClearScreenBuffers()
Clear used screen buffers (color and depth)
- raylib.rlColor3f(x: float, y: float, z: float)
Define one vertex (color) - 3 float
- raylib.rlColor4f(x: float, y: float, z: float, w: float)
Define one vertex (color) - 4 float
- raylib.rlColor4ub(r: str, g: str, b: str, a: str)
Define one vertex (color) - 4 byte
- raylib.rlCompileShader(shaderCode: str, type: int)
Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)
- raylib.rlComputeShaderDispatch(groupX: int, groupY: int, groupZ: int)
Dispatch compute shader (equivalent to draw for graphics pipeline)
- raylib.rlCopyShaderBuffer(destId: int, srcId: int, destOffset: int, srcOffset: int, count: int)
Copy SSBO data between buffers
- raylib.rlCubemapParameters(id: int, param: int, value: int)
Set cubemap parameters (filter, wrap)
- raylib.rlCullMode
- raylib.rlDisableBackfaceCulling()
Disable backface culling
- raylib.rlDisableColorBlend()
Disable color blending
- raylib.rlDisableDepthMask()
Disable depth write
- raylib.rlDisableDepthTest()
Disable depth test
- raylib.rlDisableFramebuffer()
Disable render texture (fbo), return to default framebuffer
- raylib.rlDisableScissorTest()
Disable scissor test
- raylib.rlDisableShader()
Disable shader program
- raylib.rlDisableSmoothLines()
Disable line aliasing
- raylib.rlDisableStereoRender()
Disable stereo rendering
- raylib.rlDisableTexture()
Disable texture
- raylib.rlDisableTextureCubemap()
Disable texture cubemap
- raylib.rlDisableVertexArray()
Disable vertex array (VAO, if supported)
- raylib.rlDisableVertexAttribute(index: int)
Disable vertex attribute index
- raylib.rlDisableVertexBuffer()
Disable vertex buffer (VBO)
- raylib.rlDisableVertexBufferElement()
Disable vertex buffer element (VBO element)
- raylib.rlDisableWireMode()
Disable wire mode ( and point ) maybe rename
- raylib.rlDrawCall
- raylib.rlDrawRenderBatch(batch: Any)
Draw render batch data (Update->Draw->Reset)
- raylib.rlDrawRenderBatchActive()
Update and draw internal render batch
- raylib.rlDrawVertexArray(offset: int, count: int)
- raylib.rlDrawVertexArrayElements(offset: int, count: int, buffer: Any)
- raylib.rlDrawVertexArrayElementsInstanced(offset: int, count: int, buffer: Any, instances: int)
- raylib.rlDrawVertexArrayInstanced(offset: int, count: int, instances: int)
- raylib.rlEnableBackfaceCulling()
Enable backface culling
- raylib.rlEnableColorBlend()
Enable color blending
- raylib.rlEnableDepthMask()
Enable depth write
- raylib.rlEnableDepthTest()
Enable depth test
- raylib.rlEnableFramebuffer(id: int)
Enable render texture (fbo)
- raylib.rlEnablePointMode()
Enable point mode
- raylib.rlEnableScissorTest()
Enable scissor test
- raylib.rlEnableShader(id: int)
Enable shader program
- raylib.rlEnableSmoothLines()
Enable line aliasing
- raylib.rlEnableStereoRender()
Enable stereo rendering
- raylib.rlEnableTexture(id: int)
Enable texture
- raylib.rlEnableTextureCubemap(id: int)
Enable texture cubemap
- raylib.rlEnableVertexArray(vaoId: int)
Enable vertex array (VAO, if supported)
- raylib.rlEnableVertexAttribute(index: int)
Enable vertex attribute index
- raylib.rlEnableVertexBuffer(id: int)
Enable vertex buffer (VBO)
- raylib.rlEnableVertexBufferElement(id: int)
Enable vertex buffer element (VBO element)
- raylib.rlEnableWireMode()
Enable wire mode
- raylib.rlEnd()
Finish vertex providing
- raylib.rlFramebufferAttach(fboId: int, texId: int, attachType: int, texType: int, mipLevel: int)
Attach texture/renderbuffer to a framebuffer
- raylib.rlFramebufferAttachTextureType
- raylib.rlFramebufferAttachType
- raylib.rlFramebufferComplete(id: int)
Verify framebuffer is complete
- raylib.rlFrustum(left: float, right: float, bottom: float, top: float, znear: float, zfar: float)
- raylib.rlGenTextureMipmaps(id: int, width: int, height: int, format: int, mipmaps: Any)
Generate mipmap data for selected texture
- raylib.rlGetFramebufferHeight()
Get default framebuffer height
- raylib.rlGetFramebufferWidth()
Get default framebuffer width
- raylib.rlGetGlTextureFormats(format: int, glInternalFormat: Any, glFormat: Any, glType: Any)
Get OpenGL internal formats
- raylib.rlGetLineWidth()
Get the line drawing width
- raylib.rlGetLocationAttrib(shaderId: int, attribName: str)
Get shader location attribute
- raylib.rlGetLocationUniform(shaderId: int, uniformName: str)
Get shader location uniform
- raylib.rlGetMatrixModelview()
Get internal modelview matrix
- raylib.rlGetMatrixProjection()
Get internal projection matrix
- raylib.rlGetMatrixProjectionStereo(eye: int)
Get internal projection matrix for stereo render (selected eye)
- raylib.rlGetMatrixTransform()
Get internal accumulated transform matrix
- raylib.rlGetMatrixViewOffsetStereo(eye: int)
Get internal view offset matrix for stereo render (selected eye)
- raylib.rlGetPixelFormatName(format: int)
Get name string for pixel format
- raylib.rlGetShaderBufferSize(id: int)
Get SSBO buffer size
- raylib.rlGetShaderIdDefault()
Get default shader id
- raylib.rlGetShaderLocsDefault()
Get default shader locations
- raylib.rlGetTextureIdDefault()
Get default texture id
- raylib.rlGetVersion()
Get current OpenGL version
- raylib.rlGlVersion
- raylib.rlIsStereoRenderEnabled()
Check if stereo render is enabled
- raylib.rlLoadComputeShaderProgram(shaderId: int)
Load compute shader program
- raylib.rlLoadDrawCube()
Load and draw a cube
- raylib.rlLoadDrawQuad()
Load and draw a quad
- raylib.rlLoadExtensions(loader: Any)
Load OpenGL extensions (loader function required)
- raylib.rlLoadFramebuffer(width: int, height: int)
Load an empty framebuffer
- raylib.rlLoadIdentity()
Reset current matrix to identity matrix
- raylib.rlLoadRenderBatch(numBuffers: int, bufferElements: int)
Load a render batch system
- raylib.rlLoadShaderBuffer(size: int, data: Any, usageHint: int)
Load shader storage buffer object (SSBO)
- raylib.rlLoadShaderCode(vsCode: str, fsCode: str)
Load shader from code strings
- raylib.rlLoadShaderProgram(vShaderId: int, fShaderId: int)
Load custom shader program
- raylib.rlLoadTexture(data: Any, width: int, height: int, format: int, mipmapCount: int)
Load texture in GPU
- raylib.rlLoadTextureCubemap(data: Any, size: int, format: int)
Load texture cubemap
- raylib.rlLoadTextureDepth(width: int, height: int, useRenderBuffer: bool)
Load depth texture/renderbuffer (to be attached to fbo)
- raylib.rlLoadVertexArray()
Load vertex array (vao) if supported
- raylib.rlLoadVertexBuffer(buffer: Any, size: int, dynamic: bool)
Load a vertex buffer attribute
- raylib.rlLoadVertexBufferElement(buffer: Any, size: int, dynamic: bool)
Load a new attributes element buffer
- raylib.rlMatrixMode(mode: int)
Choose the current matrix to be transformed
- raylib.rlMultMatrixf(matf: Any)
Multiply the current matrix by another matrix
- raylib.rlNormal3f(x: float, y: float, z: float)
Define one vertex (normal) - 3 float
- raylib.rlOrtho(left: float, right: float, bottom: float, top: float, znear: float, zfar: float)
- raylib.rlPixelFormat
- raylib.rlPopMatrix()
Pop latest inserted matrix from stack
- raylib.rlPushMatrix()
Push the current matrix to stack
- raylib.rlReadScreenPixels(width: int, height: int)
Read screen pixel data (color buffer)
- raylib.rlReadShaderBuffer(id: int, dest: Any, count: int, offset: int)
Read SSBO buffer data (GPU->CPU)
- raylib.rlReadTexturePixels(id: int, width: int, height: int, format: int)
Read texture pixel data
- raylib.rlRenderBatch
- raylib.rlRotatef(angle: float, x: float, y: float, z: float)
Multiply the current matrix by a rotation matrix
- raylib.rlScalef(x: float, y: float, z: float)
Multiply the current matrix by a scaling matrix
- raylib.rlScissor(x: int, y: int, width: int, height: int)
Scissor test
- raylib.rlSetBlendFactors(glSrcFactor: int, glDstFactor: int, glEquation: int)
Set blending mode factor and equation (using OpenGL factors)
- raylib.rlSetBlendFactorsSeparate(glSrcRGB: int, glDstRGB: int, glSrcAlpha: int, glDstAlpha: int, glEqRGB: int, glEqAlpha: int)
Set blending mode factors and equations separately (using OpenGL factors)
- raylib.rlSetBlendMode(mode: int)
Set blending mode
- raylib.rlSetCullFace(mode: int)
Set face culling mode
- raylib.rlSetFramebufferHeight(height: int)
Set current framebuffer height
- raylib.rlSetFramebufferWidth(width: int)
Set current framebuffer width
- raylib.rlSetLineWidth(width: float)
Set the line drawing width
- raylib.rlSetMatrixModelview(view: Matrix)
Set a custom modelview matrix (replaces internal modelview matrix)
- raylib.rlSetMatrixProjection(proj: Matrix)
Set a custom projection matrix (replaces internal projection matrix)
- raylib.rlSetMatrixProjectionStereo(right: Matrix, left: Matrix)
Set eyes projection matrices for stereo rendering
- raylib.rlSetMatrixViewOffsetStereo(right: Matrix, left: Matrix)
Set eyes view offsets matrices for stereo rendering
- raylib.rlSetRenderBatchActive(batch: Any)
Set the active render batch for rlgl (NULL for default internal)
- raylib.rlSetShader(id: int, locs: Any)
Set shader currently active (id and locations)
- raylib.rlSetTexture(id: int)
Set current texture for render batch and check buffers limits
- raylib.rlSetUniform(locIndex: int, value: Any, uniformType: int, count: int)
Set shader value uniform
- raylib.rlSetUniformSampler(locIndex: int, textureId: int)
Set shader value sampler
- raylib.rlSetVertexAttribute(index: int, compSize: int, type: int, normalized: bool, stride: int, pointer: Any)
- raylib.rlSetVertexAttributeDefault(locIndex: int, value: Any, attribType: int, count: int)
Set vertex attribute default value
- raylib.rlSetVertexAttributeDivisor(index: int, divisor: int)
- raylib.rlShaderAttributeDataType
- raylib.rlShaderLocationIndex
- raylib.rlShaderUniformDataType
- raylib.rlTexCoord2f(x: float, y: float)
Define one vertex (texture coordinate) - 2 float
- raylib.rlTextureFilter
- raylib.rlTextureParameters(id: int, param: int, value: int)
Set texture parameters (filter, wrap)
- raylib.rlTraceLogLevel
- raylib.rlTranslatef(x: float, y: float, z: float)
Multiply the current matrix by a translation matrix
- raylib.rlUnloadFramebuffer(id: int)
Delete framebuffer from GPU
- raylib.rlUnloadRenderBatch(batch: rlRenderBatch)
Unload render batch system
- raylib.rlUnloadShaderBuffer(ssboId: int)
Unload shader storage buffer object (SSBO)
- raylib.rlUnloadShaderProgram(id: int)
Unload shader program
- raylib.rlUnloadTexture(id: int)
Unload texture from GPU memory
- raylib.rlUnloadVertexArray(vaoId: int)
- raylib.rlUnloadVertexBuffer(vboId: int)
- raylib.rlUpdateShaderBuffer(id: int, data: Any, dataSize: int, offset: int)
Update SSBO buffer data
- raylib.rlUpdateTexture(id: int, offsetX: int, offsetY: int, width: int, height: int, format: int, data: Any)
Update GPU texture with new data
- raylib.rlUpdateVertexBuffer(bufferId: int, data: Any, dataSize: int, offset: int)
Update GPU buffer with new data
- raylib.rlUpdateVertexBufferElements(id: int, data: Any, dataSize: int, offset: int)
Update vertex buffer elements with new data
- raylib.rlVertex2f(x: float, y: float)
Define one vertex (position) - 2 float
- raylib.rlVertex2i(x: int, y: int)
Define one vertex (position) - 2 int
- raylib.rlVertex3f(x: float, y: float, z: float)
Define one vertex (position) - 3 float
- raylib.rlVertexBuffer
- raylib.rlViewport(x: int, y: int, width: int, height: int)
Set the viewport area
- raylib.rlglClose()
De-initialize rlgl (buffers, shaders, textures)
- raylib.rlglInit(width: int, height: int)
Initialize rlgl (buffers, shaders, textures, states)
- class raylib.struct