Python API
This is a wrapper around the C API with some syntactic sugar.
The API is still the same as Raylib, so you should still reply on the official Raylib docs, except:
the function names are in snake_case.
Some string and pointer conversions are handled automatically.
There are some helper functions to create structures.
Example program:
from raylib.pyray import PyRay
from raylib.colors import *
pyray = PyRay()
pyray.init_window(800, 450, "Hello Pyray")
pyray.set_target_fps(60)
camera = pyray.Camera3D([18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0)
pyray.set_camera_mode(camera, pyray.CAMERA_ORBITAL)
while not pyray.window_should_close():
pyray.update_camera(camera)
pyray.begin_drawing()
pyray.clear_background(RAYWHITE)
pyray.begin_mode_3d(camera)
pyray.draw_grid(20, 1.0)
pyray.end_mode_3d()
pyray.draw_text("Hello world", 190, 200, 20, VIOLET)
pyray.end_drawing()
pyray.close_window()
See also https://github.com/electronstudio/raylib-python-cffi/blob/master/test_pyray.py
API reference
- class raylib.pyray.PyRay
- class AudioStream(buffer, sampleRate, sampleSize, channels)
comment
- BLEND_ADDITIVE
- BLEND_ADD_COLORS
- BLEND_ALPHA
- BLEND_CUSTOM
- BLEND_MULTIPLIED
- BLEND_SUBTRACT_COLORS
- BlendMode
- class BoneInfo(name, parent)
comment
- class BoundingBox(min, max)
comment
- CAMERA_CUSTOM
- CAMERA_FIRST_PERSON
- CAMERA_FREE
- CAMERA_ORBITAL
- CAMERA_ORTHOGRAPHIC
- CAMERA_PERSPECTIVE
- CAMERA_THIRD_PERSON
- CUBEMAP_LAYOUT_AUTO_DETECT
- CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE
- CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR
- CUBEMAP_LAYOUT_LINE_HORIZONTAL
- CUBEMAP_LAYOUT_LINE_VERTICAL
- CUBEMAP_LAYOUT_PANORAMA
- class Camera(position, target, up, fovy, projection)
comment
- class Camera2D(offset, target, rotation, zoom)
comment
- class Camera3D(position, target, up, fovy, projection)
comment
- CameraMode
- CameraProjection
- class CharInfo(value, offsetX, offsetY, advanceX, image)
comment
- class Color(r, g, b, a)
comment
- ConfigFlags
- CubemapLayout
- FLAG_FULLSCREEN_MODE
- FLAG_INTERLACED_HINT
- FLAG_MSAA_4X_HINT
- FLAG_VSYNC_HINT
- FLAG_WINDOW_ALWAYS_RUN
- FLAG_WINDOW_HIDDEN
- FLAG_WINDOW_HIGHDPI
- FLAG_WINDOW_MAXIMIZED
- FLAG_WINDOW_MINIMIZED
- FLAG_WINDOW_RESIZABLE
- FLAG_WINDOW_TOPMOST
- FLAG_WINDOW_TRANSPARENT
- FLAG_WINDOW_UNDECORATED
- FLAG_WINDOW_UNFOCUSED
- FONT_BITMAP
- FONT_DEFAULT
- FONT_SDF
- class Font(baseSize, charsCount, charsPadding, texture, recs, chars)
comment
- FontType
- GAMEPAD_AXIS_LEFT_TRIGGER
- GAMEPAD_AXIS_LEFT_X
- GAMEPAD_AXIS_LEFT_Y
- GAMEPAD_AXIS_RIGHT_TRIGGER
- GAMEPAD_AXIS_RIGHT_X
- GAMEPAD_AXIS_RIGHT_Y
- GAMEPAD_BUTTON_LEFT_FACE_DOWN
- GAMEPAD_BUTTON_LEFT_FACE_LEFT
- GAMEPAD_BUTTON_LEFT_FACE_RIGHT
- GAMEPAD_BUTTON_LEFT_FACE_UP
- GAMEPAD_BUTTON_LEFT_THUMB
- GAMEPAD_BUTTON_LEFT_TRIGGER_1
- GAMEPAD_BUTTON_LEFT_TRIGGER_2
- GAMEPAD_BUTTON_MIDDLE
- GAMEPAD_BUTTON_MIDDLE_LEFT
- GAMEPAD_BUTTON_MIDDLE_RIGHT
- GAMEPAD_BUTTON_RIGHT_FACE_DOWN
- GAMEPAD_BUTTON_RIGHT_FACE_LEFT
- GAMEPAD_BUTTON_RIGHT_FACE_RIGHT
- GAMEPAD_BUTTON_RIGHT_FACE_UP
- GAMEPAD_BUTTON_RIGHT_THUMB
- GAMEPAD_BUTTON_RIGHT_TRIGGER_1
- GAMEPAD_BUTTON_RIGHT_TRIGGER_2
- GAMEPAD_BUTTON_UNKNOWN
- GESTURE_DOUBLETAP
- GESTURE_DRAG
- GESTURE_HOLD
- GESTURE_NONE
- GESTURE_PINCH_IN
- GESTURE_PINCH_OUT
- GESTURE_SWIPE_DOWN
- GESTURE_SWIPE_LEFT
- GESTURE_SWIPE_RIGHT
- GESTURE_SWIPE_UP
- GESTURE_TAP
- GamepadAxis
- GamepadButton
- Gestures
- class Image(data, width, height, mipmaps, format)
comment
- KEY_A
- KEY_APOSTROPHE
- KEY_B
- KEY_BACK
- KEY_BACKSLASH
- KEY_BACKSPACE
- KEY_C
- KEY_CAPS_LOCK
- KEY_COMMA
- KEY_D
- KEY_DELETE
- KEY_DOWN
- KEY_E
- KEY_EIGHT
- KEY_END
- KEY_ENTER
- KEY_EQUAL
- KEY_ESCAPE
- KEY_F
- KEY_F1
- KEY_F10
- KEY_F11
- KEY_F12
- KEY_F2
- KEY_F3
- KEY_F4
- KEY_F5
- KEY_F6
- KEY_F7
- KEY_F8
- KEY_F9
- KEY_FIVE
- KEY_FOUR
- KEY_G
- KEY_GRAVE
- KEY_H
- KEY_HOME
- KEY_I
- KEY_INSERT
- KEY_J
- KEY_K
- KEY_KB_MENU
- KEY_KP_0
- KEY_KP_1
- KEY_KP_2
- KEY_KP_3
- KEY_KP_4
- KEY_KP_5
- KEY_KP_6
- KEY_KP_7
- KEY_KP_8
- KEY_KP_9
- KEY_KP_ADD
- KEY_KP_DECIMAL
- KEY_KP_DIVIDE
- KEY_KP_ENTER
- KEY_KP_EQUAL
- KEY_KP_MULTIPLY
- KEY_KP_SUBTRACT
- KEY_L
- KEY_LEFT
- KEY_LEFT_ALT
- KEY_LEFT_BRACKET
- KEY_LEFT_CONTROL
- KEY_LEFT_SHIFT
- KEY_LEFT_SUPER
- KEY_M
- KEY_MENU
- KEY_MINUS
- KEY_N
- KEY_NINE
- KEY_NULL
- KEY_NUM_LOCK
- KEY_O
- KEY_ONE
- KEY_P
- KEY_PAGE_DOWN
- KEY_PAGE_UP
- KEY_PAUSE
- KEY_PERIOD
- KEY_PRINT_SCREEN
- KEY_Q
- KEY_R
- KEY_RIGHT
- KEY_RIGHT_ALT
- KEY_RIGHT_BRACKET
- KEY_RIGHT_CONTROL
- KEY_RIGHT_SHIFT
- KEY_RIGHT_SUPER
- KEY_S
- KEY_SCROLL_LOCK
- KEY_SEMICOLON
- KEY_SEVEN
- KEY_SIX
- KEY_SLASH
- KEY_SPACE
- KEY_T
- KEY_TAB
- KEY_THREE
- KEY_TWO
- KEY_U
- KEY_UP
- KEY_V
- KEY_VOLUME_DOWN
- KEY_VOLUME_UP
- KEY_W
- KEY_X
- KEY_Y
- KEY_Z
- KEY_ZERO
- KeyboardKey
- LOG_ALL
- LOG_DEBUG
- LOG_ERROR
- LOG_FATAL
- LOG_INFO
- LOG_NONE
- LOG_TRACE
- LOG_WARNING
- MATERIAL_MAP_ALBEDO
- MATERIAL_MAP_BRDG
- MATERIAL_MAP_CUBEMAP
- MATERIAL_MAP_DIFFUSE
- MATERIAL_MAP_EMISSION
- MATERIAL_MAP_HEIGHT
- MATERIAL_MAP_IRRADIANCE
- MATERIAL_MAP_METALNESS
- MATERIAL_MAP_NORMAL
- MATERIAL_MAP_OCCLUSION
- MATERIAL_MAP_PREFILTER
- MATERIAL_MAP_ROUGHNESS
- MATERIAL_MAP_SPECULAR
- MOUSE_CURSOR_ARROW
- MOUSE_CURSOR_CROSSHAIR
- MOUSE_CURSOR_DEFAULT
- MOUSE_CURSOR_IBEAM
- MOUSE_CURSOR_NOT_ALLOWED
- MOUSE_CURSOR_POINTING_HAND
- MOUSE_CURSOR_RESIZE_ALL
- MOUSE_CURSOR_RESIZE_EW
- MOUSE_CURSOR_RESIZE_NESW
- MOUSE_CURSOR_RESIZE_NS
- MOUSE_CURSOR_RESIZE_NWSE
- MOUSE_LEFT_BUTTON
- MOUSE_MIDDLE_BUTTON
- MOUSE_RIGHT_BUTTON
- class Material(shader, maps, params)
comment
- class MaterialMap(texture, color, value)
comment
- MaterialMapIndex
- class Matrix(m0, m4, m8, m12, m1, m5, m9, m13, m2, m6, m10, m14, m3, m7, m11, m15)
comment
- class Mesh(vertexCount, triangleCount, vertices, texcoords, texcoords2, normals, tangents, colors, indices, animVertices, animNormals, boneIds, boneWeights, vaoId, vboId)
comment
- class Model(transform, meshCount, materialCount, meshes, materials, meshMaterial, boneCount, bones, bindPose)
comment
- class ModelAnimation(boneCount, frameCount, bones, framePoses)
comment
- MouseButton
- MouseCursor
- class Music(stream, sampleCount, looping, ctxType, ctxData)
comment
- NPATCH_NINE_PATCH
- NPATCH_THREE_PATCH_HORIZONTAL
- NPATCH_THREE_PATCH_VERTICAL
- class NPatchInfo(source, left, top, right, bottom, layout)
comment
- NPatchLayout
- PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA
- PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA
- PIXELFORMAT_COMPRESSED_DXT1_RGB
- PIXELFORMAT_COMPRESSED_DXT1_RGBA
- PIXELFORMAT_COMPRESSED_DXT3_RGBA
- PIXELFORMAT_COMPRESSED_DXT5_RGBA
- PIXELFORMAT_COMPRESSED_ETC1_RGB
- PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA
- PIXELFORMAT_COMPRESSED_ETC2_RGB
- PIXELFORMAT_COMPRESSED_PVRT_RGB
- PIXELFORMAT_COMPRESSED_PVRT_RGBA
- PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
- PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA
- PIXELFORMAT_UNCOMPRESSED_R32
- PIXELFORMAT_UNCOMPRESSED_R32G32B32
- PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
- PIXELFORMAT_UNCOMPRESSED_R4G4B4A4
- PIXELFORMAT_UNCOMPRESSED_R5G5B5A1
- PIXELFORMAT_UNCOMPRESSED_R5G6B5
- PIXELFORMAT_UNCOMPRESSED_R8G8B8
- PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
- PixelFormat
- class Quaternion(x, y, z, w)
comment
- class Ray(position, direction)
comment
- class RayHitInfo(hit, distance, position, normal)
comment
- class Rectangle(x, y, width, height)
comment
- class RenderTexture(id, texture, depth)
comment
- class RenderTexture2D(id, texture, depth)
comment
- SHADER_LOC_COLOR_AMBIENT
- SHADER_LOC_COLOR_DIFFUSE
- SHADER_LOC_COLOR_SPECULAR
- SHADER_LOC_MAP_ALBEDO
- SHADER_LOC_MAP_BRDF
- SHADER_LOC_MAP_CUBEMAP
- SHADER_LOC_MAP_DIFFUSE
- SHADER_LOC_MAP_EMISSION
- SHADER_LOC_MAP_HEIGHT
- SHADER_LOC_MAP_IRRADIANCE
- SHADER_LOC_MAP_METALNESS
- SHADER_LOC_MAP_NORMAL
- SHADER_LOC_MAP_OCCLUSION
- SHADER_LOC_MAP_PREFILTER
- SHADER_LOC_MAP_ROUGHNESS
- SHADER_LOC_MAP_SPECULAR
- SHADER_LOC_MATRIX_MODEL
- SHADER_LOC_MATRIX_MVP
- SHADER_LOC_MATRIX_NORMAL
- SHADER_LOC_MATRIX_PROJECTION
- SHADER_LOC_MATRIX_VIEW
- SHADER_LOC_VECTOR_VIEW
- SHADER_LOC_VERTEX_COLOR
- SHADER_LOC_VERTEX_NORMAL
- SHADER_LOC_VERTEX_POSITION
- SHADER_LOC_VERTEX_TANGENT
- SHADER_LOC_VERTEX_TEXCOORD01
- SHADER_LOC_VERTEX_TEXCOORD02
- SHADER_UNIFORM_FLOAT
- SHADER_UNIFORM_INT
- SHADER_UNIFORM_IVEC2
- SHADER_UNIFORM_IVEC3
- SHADER_UNIFORM_IVEC4
- SHADER_UNIFORM_SAMPLER2D
- SHADER_UNIFORM_VEC2
- SHADER_UNIFORM_VEC3
- SHADER_UNIFORM_VEC4
- class Shader(id, locs)
comment
- ShaderLocationIndex
- ShaderUniformDataType
- class Sound(stream, sampleCount)
comment
- TEXTURE_FILTER_ANISOTROPIC_16X
- TEXTURE_FILTER_ANISOTROPIC_4X
- TEXTURE_FILTER_ANISOTROPIC_8X
- TEXTURE_FILTER_BILINEAR
- TEXTURE_FILTER_POINT
- TEXTURE_FILTER_TRILINEAR
- TEXTURE_WRAP_CLAMP
- TEXTURE_WRAP_MIRROR_CLAMP
- TEXTURE_WRAP_MIRROR_REPEAT
- TEXTURE_WRAP_REPEAT
- class Texture(id, width, height, mipmaps, format)
comment
- class Texture2D(id, width, height, mipmaps, format)
comment
- class TextureCubemap(id, width, height, mipmaps, format)
comment
- TextureFilter
- TextureWrap
- TraceLogLevel
- class Transform(translation, rotation, scale)
comment
- class Vector2(x, y)
comment
- class Vector3(x, y, z)
comment
- class Vector4(x, y, z, w)
comment
- class VrDeviceInfo(hResolution, vResolution, hScreenSize, vScreenSize, vScreenCenter, eyeToScreenDistance, lensSeparationDistance, interpupillaryDistance, lensDistortionValues, chromaAbCorrection)
comment
- class VrStereoConfig(projection, viewOffset, leftLensCenter, rightLensCenter, leftScreenCenter, rightScreenCenter, scale, scaleIn)
comment
- class Wave(sampleCount, sampleRate, sampleSize, channels, data)
comment
- begin_blend_mode(self, mode: int)
Begin blending mode (alpha, additive, multiplied, subtract, custom)
- begin_drawing(self)
Setup canvas (framebuffer) to start drawing
- begin_scissor_mode(self, x: int, y: int, width: int, height: int)
Begin scissor mode (define screen area for following drawing)
- begin_texture_mode(self, target: RenderTexture)
Begin drawing to render texture
- begin_vr_stereo_mode(self, config: VrStereoConfig)
Begin stereo rendering (requires VR simulator)
- change_directory(self, dir: str)
Change working directory, return true on success
- check_collision_box_sphere(self, box: BoundingBox, center: Vector3, radius: float)
Check collision between box and sphere
- check_collision_boxes(self, box1: BoundingBox, box2: BoundingBox)
Check collision between two bounding boxes
- check_collision_circle_rec(self, center: Vector2, radius: float, rec: Rectangle)
Check collision between circle and rectangle
- check_collision_circles(self, center1: Vector2, radius1: float, center2: Vector2, radius2: float)
Check collision between two circles
- check_collision_lines(self, 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
- check_collision_point_circle(self, point: Vector2, center: Vector2, radius: float)
Check if point is inside circle
- check_collision_point_triangle(self, point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2)
Check if point is inside a triangle
- check_collision_ray_box(self, Ray_0: Ray, BoundingBox_1: BoundingBox)
_Bool CheckCollisionRayBox(struct Ray, struct BoundingBox);
CFFI C function from raylib._raylib_cffi.lib
- check_collision_ray_sphere(self, Ray_0: Ray, Vector3_1: Vector3, float_2: float)
_Bool CheckCollisionRaySphere(struct Ray, struct Vector3, float);
CFFI C function from raylib._raylib_cffi.lib
- check_collision_ray_sphere_ex(self, Ray_0: Ray, Vector3_1: Vector3, float_2: float, Vector3_pointer_3: Any)
_Bool CheckCollisionRaySphereEx(struct Ray, struct Vector3, float, struct Vector3 *);
CFFI C function from raylib._raylib_cffi.lib
- check_collision_recs(self, rec1: Rectangle, rec2: Rectangle)
Check collision between two rectangles
- check_collision_spheres(self, center1: Vector3, radius1: float, center2: Vector3, radius2: float)
Check collision between two spheres
- clear_directory_files(self)
Clear directory files paths buffers (free memory)
- clear_dropped_files(self)
Clear dropped files paths buffer (free memory)
- clear_window_state(self, flags: int)
Clear window configuration state flags
- close_audio_device(self)
Close the audio device and context
- close_audio_stream(self, AudioStream_0: AudioStream)
void CloseAudioStream(struct AudioStream);
CFFI C function from raylib._raylib_cffi.lib
- close_window(self)
Close window and unload OpenGL context
- codepoint_to_utf8(self, codepoint: int, byteLength: Any)
Encode codepoint into utf8 text (char array length returned as parameter)
- color_alpha(self, color: Color, alpha: float)
Get color with alpha applied, alpha goes from 0.0f to 1.0f
- color_alpha_blend(self, dst: Color, src: Color, tint: Color)
Get src alpha-blended into dst color with tint
- color_from_hsv(self, hue: float, saturation: float, value: float)
Get a Color from HSV values, hue [0..360], saturation/value [0..1]
- compress_data(self, data: str, dataLength: int, compDataLength: Any)
Compress data (DEFLATE algorithm)
- decompress_data(self, compData: str, compDataLength: int, dataLength: Any)
Decompress data (DEFLATE algorithm)
- directory_exists(self, dirPath: str)
Check if a directory path exists
- disable_cursor(self)
Disables cursor (lock cursor)
- draw_billboard(self, camera: Camera3D, texture: Texture, position: Vector3, size: float, tint: Color)
Draw a billboard texture
- draw_billboard_rec(self, camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, size: float, tint: Color)
Draw a billboard texture defined by source
- draw_bounding_box(self, box: BoundingBox, color: Color)
Draw bounding box (wires)
- draw_circle(self, centerX: int, centerY: int, radius: float, color: Color)
Draw a color-filled circle
- draw_circle_3d(self, center: Vector3, radius: float, rotationAxis: Vector3, rotationAngle: float, color: Color)
Draw a circle in 3D world space
- draw_circle_gradient(self, centerX: int, centerY: int, radius: float, color1: Color, color2: Color)
Draw a gradient-filled circle
- draw_circle_lines(self, centerX: int, centerY: int, radius: float, color: Color)
Draw circle outline
- draw_circle_sector(self, center: Vector2, radius: float, startAngle: float, endAngle: float, segments: int, color: Color)
Draw a piece of a circle
- draw_circle_sector_lines(self, center: Vector2, radius: float, startAngle: float, endAngle: float, segments: int, color: Color)
Draw circle sector outline
- draw_circle_v(self, center: Vector2, radius: float, color: Color)
Draw a color-filled circle (Vector version)
- draw_cube(self, position: Vector3, width: float, height: float, length: float, color: Color)
Draw cube
- draw_cube_texture(self, texture: Texture, position: Vector3, width: float, height: float, length: float, color: Color)
Draw cube textured
- draw_cube_wires(self, position: Vector3, width: float, height: float, length: float, color: Color)
Draw cube wires
- draw_cube_wires_v(self, position: Vector3, size: Vector3, color: Color)
Draw cube wires (Vector version)
- draw_cylinder(self, position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color)
Draw a cylinder/cone
- draw_cylinder_wires(self, position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color)
Draw a cylinder/cone wires
- draw_ellipse(self, centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color)
Draw ellipse
- draw_ellipse_lines(self, centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color)
Draw ellipse outline
- draw_fps(self, posX: int, posY: int)
Draw current FPS
- draw_grid(self, slices: int, spacing: float)
Draw a grid (centered at (0, 0, 0))
- draw_line(self, startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color)
Draw a line
- draw_line_bezier(self, startPos: Vector2, endPos: Vector2, thick: float, color: Color)
Draw a line using cubic-bezier curves in-out
- draw_line_bezier_quad(self, startPos: Vector2, endPos: Vector2, controlPos: Vector2, thick: float, color: Color)
raw line using quadratic bezier curves with a control point
- draw_line_ex(self, startPos: Vector2, endPos: Vector2, thick: float, color: Color)
Draw a line defining thickness
- draw_mesh(self, mesh: Mesh, material: Material, transform: Matrix)
Draw a 3d mesh with material and transform
- draw_mesh_instanced(self, mesh: Mesh, material: Material, transforms: Any, instances: int)
Draw multiple mesh instances with material and different transforms
- draw_model(self, model: Model, position: Vector3, scale: float, tint: Color)
Draw a model (with texture if set)
- draw_model_ex(self, model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color)
Draw a model with extended parameters
- draw_model_wires(self, model: Model, position: Vector3, scale: float, tint: Color)
Draw a model wires (with texture if set)
- draw_model_wires_ex(self, model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color)
Draw a model wires (with texture if set) with extended parameters
- draw_point_3d(self, position: Vector3, color: Color)
Draw a point in 3D space, actually a small line
- draw_poly(self, center: Vector2, sides: int, radius: float, rotation: float, color: Color)
Draw a regular polygon (Vector version)
- draw_poly_lines(self, center: Vector2, sides: int, radius: float, rotation: float, color: Color)
Draw a polygon outline of n sides
- draw_rectangle(self, posX: int, posY: int, width: int, height: int, color: Color)
Draw a color-filled rectangle
- draw_rectangle_gradient_ex(self, rec: Rectangle, col1: Color, col2: Color, col3: Color, col4: Color)
Draw a gradient-filled rectangle with custom vertex colors
- draw_rectangle_gradient_h(self, posX: int, posY: int, width: int, height: int, color1: Color, color2: Color)
Draw a horizontal-gradient-filled rectangle
- draw_rectangle_gradient_v(self, posX: int, posY: int, width: int, height: int, color1: Color, color2: Color)
Draw a vertical-gradient-filled rectangle
- draw_rectangle_lines(self, posX: int, posY: int, width: int, height: int, color: Color)
Draw rectangle outline
- draw_rectangle_lines_ex(self, rec: Rectangle, lineThick: int, color: Color)
Draw rectangle outline with extended parameters
- draw_rectangle_pro(self, rec: Rectangle, origin: Vector2, rotation: float, color: Color)
Draw a color-filled rectangle with pro parameters
- draw_rectangle_rounded(self, rec: Rectangle, roundness: float, segments: int, color: Color)
Draw rectangle with rounded edges
- draw_rectangle_rounded_lines(self, rec: Rectangle, roundness: float, segments: int, lineThick: int, color: Color)
Draw rectangle with rounded edges outline
- draw_rectangle_v(self, position: Vector2, size: Vector2, color: Color)
Draw a color-filled rectangle (Vector version)
- draw_ring(self, center: Vector2, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color)
Draw ring
- draw_ring_lines(self, center: Vector2, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color)
Draw ring outline
- draw_sphere_ex(self, centerPos: Vector3, radius: float, rings: int, slices: int, color: Color)
Draw sphere with extended parameters
- draw_sphere_wires(self, centerPos: Vector3, radius: float, rings: int, slices: int, color: Color)
Draw sphere wires
- draw_text(self, text: str, posX: int, posY: int, fontSize: int, color: Color)
Draw text (using default font)
- draw_text_codepoint(self, font: Font, codepoint: int, position: Vector2, fontSize: float, tint: Color)
Draw one character (codepoint)
- draw_text_ex(self, font: Font, text: str, position: Vector2, fontSize: float, spacing: float, tint: Color)
Draw text using font and additional parameters
- draw_text_rec(self, font: Font, text: str, rec: Rectangle, fontSize: float, spacing: float, wordWrap: bool, tint: Color)
Draw text using font inside rectangle limits
- draw_text_rec_ex(self, font: Font, text: str, rec: Rectangle, fontSize: float, spacing: float, wordWrap: bool, tint: Color, selectStart: int, selectLength: int, selectTint: Color, selectBackTint: Color)
Draw text using font inside rectangle limits with support for text selection
- draw_texture_ex(self, texture: Texture, position: Vector2, rotation: float, scale: float, tint: Color)
Draw a Texture2D with extended parameters
- draw_texture_n_patch(self, texture: Texture, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: float, tint: Color)
Draws a texture (or part of it) that stretches or shrinks nicely
- draw_texture_poly(self, texture: Texture, center: Vector2, points: Any, texcoords: Any, pointsCount: int, tint: Color)
Draw a textured polygon
- draw_texture_pro(self, 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
- draw_texture_quad(self, texture: Texture, tiling: Vector2, offset: Vector2, quad: Rectangle, tint: Color)
Draw texture quad with tiling and offset parameters
- draw_texture_rec(self, texture: Texture, source: Rectangle, position: Vector2, tint: Color)
Draw a part of a texture defined by a rectangle
- draw_texture_tiled(self, texture: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: float, scale: float, tint: Color)
Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
- draw_texture_v(self, texture: Texture, position: Vector2, tint: Color)
Draw a Texture2D with position defined as Vector2
- draw_triangle(self, v1: Vector2, v2: Vector2, v3: Vector2, color: Color)
Draw a color-filled triangle (vertex in counter-clockwise order!)
- draw_triangle_3d(self, v1: Vector3, v2: Vector3, v3: Vector3, color: Color)
Draw a color-filled triangle (vertex in counter-clockwise order!)
- draw_triangle_fan(self, points: Any, pointsCount: int, color: Color)
Draw a triangle fan defined by points (first vertex is the center)
- draw_triangle_lines(self, v1: Vector2, v2: Vector2, v3: Vector2, color: Color)
Draw triangle outline (vertex in counter-clockwise order!)
- draw_triangle_strip(self, points: Any, pointsCount: int, color: Color)
Draw a triangle strip defined by points
- draw_triangle_strip_3d(self, points: Any, pointsCount: int, color: Color)
Draw a triangle strip defined by points
- enable_cursor(self)
Enables cursor (unlock cursor)
- end_blend_mode(self)
End blending mode (reset to default: alpha blending)
- end_drawing(self)
End canvas drawing and swap buffers (double buffering)
- end_mode_2d(self)
Ends 2D mode with custom camera
- end_mode_3d(self)
Ends 3D mode and returns to default 2D orthographic mode
- end_scissor_mode(self)
End scissor mode
- end_shader_mode(self)
End custom shader drawing (use default shader)
- end_texture_mode(self)
Ends drawing to render texture
- end_vr_stereo_mode(self)
End stereo rendering (requires VR simulator)
- export_image_as_code(self, image: Image, fileName: str)
Export image as code file defining an array of bytes, returns true on success
- export_wave_as_code(self, wave: Wave, fileName: str)
Export wave sample data to code (.h), returns true on success
- file_exists(self, fileName: str)
Check if file exists
- gen_image_cellular(self, width: int, height: int, tileSize: int)
Generate image: cellular algorithm. Bigger tileSize means bigger cells
- gen_image_checked(self, width: int, height: int, checksX: int, checksY: int, col1: Color, col2: Color)
Generate image: checked
- gen_image_font_atlas(self, chars: Any, recs: Any, charsCount: int, fontSize: int, padding: int, packMethod: int)
Generate image font atlas using chars info
- gen_image_gradient_h(self, width: int, height: int, left: Color, right: Color)
Generate image: horizontal gradient
- gen_image_gradient_radial(self, width: int, height: int, density: float, inner: Color, outer: Color)
Generate image: radial gradient
- gen_image_gradient_v(self, width: int, height: int, top: Color, bottom: Color)
Generate image: vertical gradient
- gen_image_perlin_noise(self, width: int, height: int, offsetX: int, offsetY: int, scale: float)
Generate image: perlin noise
- gen_image_white_noise(self, width: int, height: int, factor: float)
Generate image: white noise
- gen_mesh_cube(self, width: float, height: float, length: float)
Generate cuboid mesh
- gen_mesh_cubicmap(self, cubicmap: Image, cubeSize: Vector3)
Generate cubes-based map mesh from image data
- gen_mesh_cylinder(self, radius: float, height: float, slices: int)
Generate cylinder mesh
- gen_mesh_hemi_sphere(self, radius: float, rings: int, slices: int)
Generate half-sphere mesh (no bottom cap)
- gen_mesh_knot(self, radius: float, size: float, radSeg: int, sides: int)
Generate trefoil knot mesh
- gen_mesh_plane(self, width: float, length: float, resX: int, resZ: int)
Generate plane mesh (with subdivisions)
- gen_mesh_poly(self, sides: int, radius: float)
Generate polygonal mesh
- gen_mesh_sphere(self, radius: float, rings: int, slices: int)
Generate sphere mesh (standard sphere)
- gen_mesh_torus(self, radius: float, size: float, radSeg: int, sides: int)
Generate torus mesh
- gen_texture_mipmaps(self, texture: Any)
Generate GPU mipmaps for a texture
- get_char_pressed(self)
Get char pressed (unicode), call it multiple times for chars queued
- get_clipboard_text(self)
Get clipboard text content
- get_codepoints(self, text: str, count: Any)
Get all codepoints in a string, codepoints count returned by parameters
- get_codepoints_count(self, text: str)
Get total number of characters (codepoints) in a UTF8 encoded string
- get_collision_ray_ground(self, Ray_0: Ray, float_1: float)
struct RayHitInfo GetCollisionRayGround(struct Ray, float);
CFFI C function from raylib._raylib_cffi.lib
- get_collision_ray_mesh(self, Ray_0: Ray, Mesh_1: Mesh, Matrix_2: Matrix)
struct RayHitInfo GetCollisionRayMesh(struct Ray, struct Mesh, struct Matrix);
CFFI C function from raylib._raylib_cffi.lib
- get_collision_ray_model(self, Ray_0: Ray, Model_1: Model)
struct RayHitInfo GetCollisionRayModel(struct Ray, struct Model);
CFFI C function from raylib._raylib_cffi.lib
- get_collision_ray_triangle(self, Ray_0: Ray, Vector3_1: Vector3, Vector3_2: Vector3, Vector3_3: Vector3)
struct RayHitInfo GetCollisionRayTriangle(struct Ray, struct Vector3, struct Vector3, struct Vector3);
CFFI C function from raylib._raylib_cffi.lib
- get_collision_rec(self, rec1: Rectangle, rec2: Rectangle)
Get collision rectangle for two rectangles collision
- get_color(self, hexValue: int)
Get Color structure from hexadecimal value
- get_current_monitor(self)
Get current connected monitor
- get_directory_files(self, dirPath: str, count: Any)
Get filenames in a directory path (memory should be freed)
- get_directory_path(self, filePath: str)
Get full path for a given fileName with path (uses static string)
- get_dropped_files(self, count: Any)
Get dropped files names (memory should be freed)
- get_file_extension(self, fileName: str)
Get pointer to extension for a filename string (includes dot: ‘.png’)
- get_file_mod_time(self, fileName: str)
Get file modification time (last write time)
- get_file_name(self, filePath: str)
Get pointer to filename for a path string
- get_file_name_without_ext(self, filePath: str)
Get filename string without extension (uses static string)
- get_font_default(self)
Get the default Font
- get_fps(self)
Get current FPS
- get_frame_time(self)
Get time in seconds for last frame drawn (delta time)
- get_gamepad_axis_count(self, gamepad: int)
Get gamepad axis count for a gamepad
- get_gamepad_axis_movement(self, gamepad: int, axis: int)
Get axis movement value for a gamepad axis
- get_gamepad_button_pressed(self)
Get the last gamepad button pressed
- get_gamepad_name(self, gamepad: int)
Get gamepad internal name id
- get_gesture_detected(self)
Get latest detected gesture
- get_gesture_drag_angle(self)
Get gesture drag angle
- get_gesture_drag_vector(self)
Get gesture drag vector
- get_gesture_hold_duration(self)
Get gesture hold time in milliseconds
- get_gesture_pinch_angle(self)
Get gesture pinch angle
- get_gesture_pinch_vector(self)
Get gesture pinch delta
- get_glyph_index(self, font: Font, codepoint: int)
Get index position for a unicode character on font
- get_key_pressed(self)
Get key pressed (keycode), call it multiple times for keys queued
- get_monitor_count(self)
Get number of connected monitors
- get_monitor_height(self, monitor: int)
Get specified monitor height (max available by monitor)
- get_monitor_name(self, monitor: int)
Get the human-readable, UTF-8 encoded name of the primary monitor
- get_monitor_physical_height(self, monitor: int)
Get specified monitor physical height in millimetres
- get_monitor_physical_width(self, monitor: int)
Get specified monitor physical width in millimetres
- get_monitor_position(self, monitor: int)
Get specified monitor position
- get_monitor_refresh_rate(self, monitor: int)
Get specified monitor refresh rate
- get_monitor_width(self, monitor: int)
Get specified monitor width (max available by monitor)
- get_mouse_position(self)
Get mouse position XY
- get_mouse_wheel_move(self)
Get mouse wheel movement Y
- get_mouse_x(self)
Get mouse position X
- get_mouse_y(self)
Get mouse position Y
- get_next_codepoint(self, text: str, bytesProcessed: Any)
Get next codepoint in a UTF8 encoded string; 0x3f(‘?’) is returned on failure
- get_pixel_color(self, srcPtr: Any, format: int)
Get Color from a source pixel pointer of certain format
- get_pixel_data_size(self, width: int, height: int, format: int)
Get pixel data size in bytes for certain format
- get_prev_directory_path(self, dirPath: str)
Get previous directory path for a given path (uses static string)
- get_random_value(self, min: int, max: int)
Get a random value between min and max (both included)
- get_screen_data(self)
Get pixel data from screen buffer and return an Image (screenshot)
- get_screen_height(self)
Get current screen height
- get_screen_to_world_2d(self, position: Vector2, camera: Camera2D)
Get the world space position for a 2d camera screen space position
- get_screen_width(self)
Get current screen width
- get_sounds_playing(self)
Get number of sounds playing in the multichannel
- get_time(self)
Get elapsed time in seconds since InitWindow()
- get_touch_points_count(self)
Get touch points count
- get_touch_position(self, index: int)
Get touch position XY for a touch point index (relative to screen size)
- get_touch_x(self)
Get touch position X for touch point 0 (relative to screen size)
- get_touch_y(self)
Get touch position Y for touch point 0 (relative to screen size)
- get_window_handle(self)
Get native window handle
- get_window_position(self)
Get window position XY on monitor
- get_window_scale_dpi(self)
Get window scale DPI factor
- get_working_directory(self)
Get current working directory (uses static string)
- get_world_to_screen(self, position: Vector3, camera: Camera3D)
Get the screen space position for a 3d world space position
- get_world_to_screen_2d(self, position: Vector2, camera: Camera2D)
Get the screen space position for a 2d camera world space position
- get_world_to_screen_ex(self, position: Vector3, camera: Camera3D, width: int, height: int)
Get size position for a 3d world space position
- hide_cursor(self)
Hides cursor
- image_alpha_clear(self, image: Any, color: Color, threshold: float)
Clear alpha channel to desired color
- image_alpha_crop(self, image: Any, threshold: float)
Crop image depending on alpha value
- image_alpha_premultiply(self, image: Any)
Premultiply alpha channel
- image_color_brightness(self, image: Any, brightness: int)
Modify image color: brightness (-255 to 255)
- image_color_contrast(self, image: Any, contrast: float)
Modify image color: contrast (-100 to 100)
- image_color_grayscale(self, image: Any)
Modify image color: grayscale
- image_color_invert(self, image: Any)
Modify image color: invert
- image_color_replace(self, image: Any, color: Color, replace: Color)
Modify image color: replace color
- image_dither(self, image: Any, rBpp: int, gBpp: int, bBpp: int, aBpp: int)
Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
- image_draw(self, dst: Any, src: Image, srcRec: Rectangle, dstRec: Rectangle, tint: Color)
Draw a source image within a destination image (tint applied to source)
- image_draw_circle(self, dst: Any, centerX: int, centerY: int, radius: int, color: Color)
Draw circle within an image
- image_draw_circle_v(self, dst: Any, center: Vector2, radius: int, color: Color)
Draw circle within an image (Vector version)
- image_draw_line(self, dst: Any, startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color)
Draw line within an image
- image_draw_line_v(self, dst: Any, start: Vector2, end: Vector2, color: Color)
Draw line within an image (Vector version)
- image_draw_pixel_v(self, dst: Any, position: Vector2, color: Color)
Draw pixel within an image (Vector version)
- image_draw_rectangle(self, dst: Any, posX: int, posY: int, width: int, height: int, color: Color)
Draw rectangle within an image
- image_draw_rectangle_lines(self, dst: Any, rec: Rectangle, thick: int, color: Color)
Draw rectangle lines within an image
- image_draw_rectangle_rec(self, dst: Any, rec: Rectangle, color: Color)
Draw rectangle within an image
- image_draw_rectangle_v(self, dst: Any, position: Vector2, size: Vector2, color: Color)
Draw rectangle within an image (Vector version)
- image_draw_text(self, dst: Any, text: str, posX: int, posY: int, fontSize: int, color: Color)
Draw text (using default font) within an image (destination)
- image_draw_text_ex(self, dst: Any, font: Font, text: str, position: Vector2, fontSize: float, spacing: float, tint: Color)
Draw text (custom sprite font) within an image (destination)
- image_flip_horizontal(self, image: Any)
Flip image horizontally
- image_flip_vertical(self, image: Any)
Flip image vertically
- image_format(self, image: Any, newFormat: int)
Convert image data to desired format
- image_mipmaps(self, image: Any)
Compute all mipmap levels for a provided image
- image_resize(self, image: Any, newWidth: int, newHeight: int)
Resize image (Bicubic scaling algorithm)
- image_resize_canvas(self, image: Any, newWidth: int, newHeight: int, offsetX: int, offsetY: int, fill: Color)
Resize canvas and fill with color
- image_resize_nn(self, image: Any, newWidth: int, newHeight: int)
Resize image (Nearest-Neighbor scaling algorithm)
- image_rotate_ccw(self, image: Any)
Rotate image counter-clockwise 90deg
- image_rotate_cw(self, image: Any)
Rotate image clockwise 90deg
- image_text_ex(self, font: Font, text: str, fontSize: float, spacing: float, tint: Color)
Create an image from text (custom sprite font)
- init_audio_device(self)
Initialize audio device and context
- init_audio_stream(self, unsignedint_0: int, unsignedint_1: int, unsignedint_2: int)
struct AudioStream InitAudioStream(unsigned int, unsigned int, unsigned int);
CFFI C function from raylib._raylib_cffi.lib
- init_window(self, width: int, height: int, title: str)
Initialize window and OpenGL context
- is_audio_device_ready(self)
Check if audio device has been initialized successfully
- is_audio_stream_playing(self, stream: AudioStream)
Check if audio stream is playing
- is_audio_stream_processed(self, stream: AudioStream)
Check if any audio stream buffers requires refill
Check if cursor is not visible
- is_cursor_on_screen(self)
Check if cursor is on the screen
- is_file_dropped(self)
Check if a file has been dropped into window
- is_file_extension(self, fileName: str, ext: str)
Check file extension (including point: .png, .wav)
- is_gamepad_available(self, gamepad: int)
Check if a gamepad is available
- is_gamepad_button_down(self, gamepad: int, button: int)
Check if a gamepad button is being pressed
- is_gamepad_button_pressed(self, gamepad: int, button: int)
Check if a gamepad button has been pressed once
- is_gamepad_button_released(self, gamepad: int, button: int)
Check if a gamepad button has been released once
- is_gamepad_button_up(self, gamepad: int, button: int)
Check if a gamepad button is NOT being pressed
- is_gamepad_name(self, gamepad: int, name: str)
Check gamepad name (if available)
- is_gesture_detected(self, gesture: int)
Check if a gesture have been detected
- is_key_down(self, key: int)
Check if a key is being pressed
- is_key_pressed(self, key: int)
Check if a key has been pressed once
- is_key_released(self, key: int)
Check if a key has been released once
- is_key_up(self, key: int)
Check if a key is NOT being pressed
- is_model_animation_valid(self, model: Model, anim: ModelAnimation)
Check model animation skeleton match
- is_mouse_button_down(self, button: int)
Check if a mouse button is being pressed
- is_mouse_button_pressed(self, button: int)
Check if a mouse button has been pressed once
- is_mouse_button_released(self, button: int)
Check if a mouse button has been released once
- is_mouse_button_up(self, button: int)
Check if a mouse button is NOT being pressed
- is_music_playing(self, Music_0: Music)
_Bool IsMusicPlaying(struct Music);
CFFI C function from raylib._raylib_cffi.lib
- is_window_focused(self)
Check if window is currently focused (only PLATFORM_DESKTOP)
- is_window_fullscreen(self)
Check if window is currently fullscreen
Check if window is currently hidden (only PLATFORM_DESKTOP)
- is_window_maximized(self)
Check if window is currently maximized (only PLATFORM_DESKTOP)
- is_window_minimized(self)
Check if window is currently minimized (only PLATFORM_DESKTOP)
- is_window_ready(self)
Check if window has been initialized successfully
- is_window_resized(self)
Check if window has been resized last frame
- is_window_state(self, flag: int)
Check if one specific window flag is enabled
- load_file_data(self, fileName: str, bytesRead: Any)
Load file data as byte array (read)
- load_file_text(self, fileName: str)
Load text data from file (read), returns a ‘ 0’ terminated string
- load_font(self, fileName: str)
Load font from file into GPU memory (VRAM)
- load_font_data(self, fileData: str, dataSize: int, fontSize: int, fontChars: Any, charsCount: int, type: int)
Load font data for further use
- load_font_ex(self, fileName: str, fontSize: int, fontChars: Any, charsCount: int)
Load font from file with extended parameters
- load_font_from_image(self, image: Image, key: Color, firstChar: int)
Load font from Image (XNA style)
- load_font_from_memory(self, fileType: str, fileData: str, dataSize: int, fontSize: int, fontChars: Any, charsCount: int)
Load font from memory buffer, fileType refers to extension: i.e. ‘.ttf’
- load_image(self, fileName: str)
Load image from file into CPU memory (RAM)
- load_image_anim(self, fileName: str, frames: Any)
Load image sequence from file (frames appended to image.data)
- load_image_from_memory(self, fileType: str, fileData: str, dataSize: int)
Load image from memory buffer, fileType refers to extension: i.e. ‘.png’
- load_image_palette(self, image: Image, maxPaletteSize: int, colorsCount: Any)
Load colors palette from image as a Color array (RGBA - 32bit)
- load_image_raw(self, fileName: str, width: int, height: int, format: int, headerSize: int)
Load image from RAW file data
- load_material_default(self)
Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
- load_materials(self, fileName: str, materialCount: Any)
Load materials from model file
- load_model(self, fileName: str)
Load model from files (meshes and materials)
- load_model_animations(self, fileName: str, animsCount: Any)
Load model animations from file
- load_music_stream(self, fileName: str)
Load music stream from file
- load_music_stream_from_memory(self, fileType: str, data: str, dataSize: int)
Load music stream from data
- load_render_texture(self, width: int, height: int)
Load texture for rendering (framebuffer)
- load_shader(self, vsFileName: str, fsFileName: str)
Load shader from files and bind default locations
- load_shader_from_memory(self, vsCode: str, fsCode: str)
Load shader from code strings and bind default locations
- load_sound(self, fileName: str)
Load sound from file
- load_storage_value(self, position: int)
Load integer value from storage file (from defined position)
- load_texture(self, fileName: str)
Load texture from file into GPU memory (VRAM)
- load_texture_cubemap(self, image: Image, layout: int)
Load cubemap from image, multiple image cubemap layouts supported
- load_vr_stereo_config(self, device: VrDeviceInfo)
Load VR stereo config for VR simulator device parameters
- load_wave(self, fileName: str)
Load wave data from file
- load_wave_from_memory(self, fileType: str, fileData: str, dataSize: int)
Load wave from memory buffer, fileType refers to extension: i.e. ‘.wav’
- maximize_window(self)
Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
- measure_text(self, text: str, fontSize: int)
Measure string width for default font
- measure_text_ex(self, font: Font, text: str, fontSize: float, spacing: float)
Measure string size for Font
- mem_alloc(self, size: int)
Internal memory allocator
- mem_free(self, ptr: Any)
Internal memory free
- mem_realloc(self, ptr: Any, size: int)
Internal memory reallocator
- mesh_binormals(self, mesh: Any)
Compute mesh binormals
- mesh_bounding_box(self, Mesh_0: Mesh)
struct BoundingBox MeshBoundingBox(struct Mesh);
CFFI C function from raylib._raylib_cffi.lib
- mesh_tangents(self, mesh: Any)
Compute mesh tangents
- minimize_window(self)
Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
- open_url(self, url: str)
Open URL with default system browser (if available)
- pause_audio_stream(self, stream: AudioStream)
Pause audio stream
- play_audio_stream(self, stream: AudioStream)
Play audio stream
- pointer(self, struct)
- restore_window(self)
Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
- resume_audio_stream(self, stream: AudioStream)
Resume audio stream
- save_file_data(self, fileName: str, data: Any, bytesToWrite: int)
Save data to file from byte array (write), returns true on success
- save_file_text(self, fileName: str, text: str)
Save text data to file (write), string must be ‘ 0’ terminated, returns true on success
- save_storage_value(self, position: int, value: int)
Save integer value to storage file (to defined position), returns true on success
- set_audio_stream_buffer_size_default(self, size: int)
Default size for new audio streams
- set_audio_stream_pitch(self, stream: AudioStream, pitch: float)
Set pitch for audio stream (1.0 is base level)
- set_audio_stream_volume(self, stream: AudioStream, volume: float)
Set volume for audio stream (1.0 is max level)
- set_camera_alt_control(self, keyAlt: int)
Set camera alt key to combine with mouse movement (free camera)
- set_camera_mode(self, camera: Camera3D, mode: int)
Set camera mode (multiple camera modes available)
- set_camera_move_controls(self, keyFront: int, keyBack: int, keyRight: int, keyLeft: int, keyUp: int, keyDown: int)
Set camera move controls (1st person and 3rd person cameras)
- set_camera_pan_control(self, keyPan: int)
Set camera pan key to combine with mouse movement (free camera)
- set_camera_smooth_zoom_control(self, keySmoothZoom: int)
Set camera smooth zoom key to combine with mouse (free camera)
- set_clipboard_text(self, text: str)
Set clipboard text content
- set_config_flags(self, flags: int)
Setup init configuration flags (view FLAGS)
- set_exit_key(self, key: int)
Set a custom key to exit program (default is ESC)
- set_gamepad_mappings(self, mappings: str)
Set internal gamepad mappings (SDL_GameControllerDB)
- set_gestures_enabled(self, flags: int)
Enable a set of gestures using flags
- set_master_volume(self, volume: float)
Set master volume (listener)
- set_material_texture(self, material: Any, mapType: int, texture: Texture)
Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR…)
- set_model_mesh_material(self, model: Any, meshId: int, materialId: int)
Set material for a mesh
- set_mouse_cursor(self, cursor: int)
Set mouse cursor
- set_mouse_offset(self, offsetX: int, offsetY: int)
Set mouse offset
- set_mouse_position(self, x: int, y: int)
Set mouse position XY
- set_mouse_scale(self, scaleX: float, scaleY: float)
Set mouse scaling
- set_pixel_color(self, dstPtr: Any, color: Color, format: int)
Set color formatted into destination pixel pointer
- set_shader_value(self, shader: Shader, locIndex: int, value: Any, uniformType: int)
Set shader uniform value
- set_shader_value_matrix(self, shader: Shader, locIndex: int, mat: Matrix)
Set shader uniform value (matrix 4x4)
- set_shader_value_texture(self, shader: Shader, locIndex: int, texture: Texture)
Set shader uniform value for texture (sampler2d)
- set_shader_value_v(self, shader: Shader, locIndex: int, value: Any, uniformType: int, count: int)
Set shader uniform value vector
- set_shapes_texture(self, texture: Texture, source: Rectangle)
Set texture and rectangle to be used on shapes drawing
- set_target_fps(self, fps: int)
Set target FPS (maximum)
- set_trace_log_level(self, logLevel: int)
Set the current threshold (minimum) log level
- set_window_min_size(self, width: int, height: int)
Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
- set_window_monitor(self, monitor: int)
Set monitor for the current window (fullscreen mode)
- set_window_position(self, x: int, y: int)
Set window position on screen (only PLATFORM_DESKTOP)
- set_window_size(self, width: int, height: int)
Set window dimensions
- set_window_state(self, flags: int)
Set window configuration state using flags
- set_window_title(self, title: str)
Set title for window (only PLATFORM_DESKTOP)
- show_cursor(self)
Shows cursor
- stop_audio_stream(self, stream: AudioStream)
Stop audio stream
- stop_sound_multi(self)
Stop any sound playing (using multichannel buffer pool)
- take_screenshot(self, fileName: str)
Takes a screenshot of current screen (filename extension defines format)
- text_append(self, text: str, append: str, position: Any)
Append text at specific position and move cursor!
- text_copy(self, dst: str, src: str)
Copy one string to another, returns bytes copied
- text_find_index(self, text: str, find: str)
Find first text occurrence within a string
- text_format(self, *args)
VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI
- text_insert(self, text: str, insert: str, position: int)
Insert text in a position (memory must be freed!)
- text_is_equal(self, text1: str, text2: str)
Check if two text string are equal
- text_join(self, textList: str, count: int, delimiter: str)
Join text strings with delimiter
- text_length(self, text: str)
Get text length, checks for ‘ 0’ ending
- text_replace(self, text: str, replace: str, by: str)
Replace text string (memory must be freed!)
- text_split(self, text: str, delimiter: str, count: Any)
Split text into multiple strings
- text_subtext(self, text: str, position: int, length: int)
Get a piece of a text string
- text_to_integer(self, text: str)
Get integer value from text (negative values not supported)
- text_to_lower(self, text: str)
Get lower case version of provided string
- text_to_pascal(self, text: str)
Get Pascal case notation version of provided string
- text_to_upper(self, text: str)
Get upper case version of provided string
- text_to_utf8(self, codepoints: Any, length: int)
Encode text codepoint into utf8 text (memory must be freed!)
- toggle_fullscreen(self)
Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
- trace_log(self, *args)
VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI
- unload_file_data(self, data: str)
Unload file data allocated by LoadFileData()
- unload_file_text(self, text: str)
Unload file text data allocated by LoadFileText()
- unload_font_data(self, chars: Any, charsCount: int)
Unload font chars info data (RAM)
- unload_image_colors(self, colors: Any)
Unload color data loaded with LoadImageColors()
- unload_image_palette(self, colors: Any)
Unload colors palette loaded with LoadImagePalette()
- unload_model_animation(self, anim: ModelAnimation)
Unload animation data
- unload_model_animations(self, animations: Any, count: int)
Unload animation array data
- unload_model_keep_meshes(self, model: Model)
Unload model (but not meshes) from memory (RAM and/or VRAM)
- unload_render_texture(self, target: RenderTexture)
Unload render texture from GPU memory (VRAM)
- unload_vr_stereo_config(self, config: VrStereoConfig)
Unload VR stereo config
- unload_wave_samples(self, samples: Any)
Unload samples data loaded with LoadWaveSamples()
- update_audio_stream(self, stream: AudioStream, data: Any, samplesCount: int)
Update audio stream buffers with data
- update_camera(self, camera: Any)
Update camera position for selected mode
- update_mesh_buffer(self, mesh: Mesh, index: int, data: Any, dataSize: int, offset: int)
Update mesh vertex data in GPU for a specific buffer index
- update_model_animation(self, model: Model, anim: ModelAnimation, frame: int)
Update model animation pose
- update_texture_rec(self, texture: Texture, rec: Rectangle, pixels: Any)
Update GPU texture rectangle with new data
- upload_mesh(self, mesh: Any, dynamic: bool)
Upload mesh vertex data in GPU and provide VAO/VBO ids
- wave_crop(self, wave: Any, initSample: int, finalSample: int)
Crop a wave to defined samples range
- wave_format(self, wave: Any, sampleRate: int, sampleSize: int, channels: int)
Convert wave data to desired format
- window_should_close(self)
Check if KEY_ESCAPE pressed or Close icon pressed