C API
The goal of the C API is make usage as similar to the original C as CFFI will allow. The example programs are very, very similar to the C originals.
Example program:
from raylib import *
InitWindow(800, 450, b"Hello Raylib")
SetTargetFPS(60)
camera = ffi.new("struct Camera3D *", [[18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0])
SetCameraMode(camera[0], CAMERA_ORBITAL)
while not WindowShouldClose():
UpdateCamera(camera)
BeginDrawing()
ClearBackground(RAYWHITE)
BeginMode3D(camera[0])
DrawGrid(20, 1.0)
EndMode3D()
DrawText(b"Hellow World", 190, 200, 20, VIOLET)
EndDrawing()
CloseWindow()
If you want to be more portable you can prefix the functions like this:
from raylib import ffi, rl, colors
rl.InitWindow(800, 450, b"Hello Raylib")
rl.SetTargetFPS(60)
...
See also https://github.com/electronstudio/raylib-python-cffi/blob/master/test_static.py
Note
Whenever you need to convert stuff between C and Python see https://cffi.readthedocs.io
Important
Your primary reference should always be the official Raylib docs
However, here is a list of available functions:
Functions API reference
- raylib.AudioStream
- raylib.BLEND_ADDITIVE
- raylib.BLEND_ADD_COLORS
- raylib.BLEND_ALPHA
- raylib.BLEND_CUSTOM
- raylib.BLEND_MULTIPLIED
- raylib.BLEND_SUBTRACT_COLORS
- 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.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.CharInfo
- 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.CheckCollisionPointTriangle(point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2)
Check if point is inside a triangle
- raylib.CheckCollisionRayBox(Ray_0: Ray, BoundingBox_1: BoundingBox)
_Bool CheckCollisionRayBox(struct Ray, struct BoundingBox);
CFFI C function from raylib._raylib_cffi.lib
- raylib.CheckCollisionRaySphere(Ray_0: Ray, Vector3_1: Vector3, float_2: float)
_Bool CheckCollisionRaySphere(struct Ray, struct Vector3, float);
CFFI C function from raylib._raylib_cffi.lib
- raylib.CheckCollisionRaySphereEx(Ray_0: Ray, Vector3_1: Vector3, float_2: float, Vector3_pointer_3: Any)
_Bool CheckCollisionRaySphereEx(struct Ray, struct Vector3, float, struct Vector3 *);
CFFI C function from raylib._raylib_cffi.lib
- raylib.CheckCollisionSpheres(center1: Vector3, radius1: float, center2: Vector3, radius2: float)
Check collision between two spheres
- raylib.ClearDirectoryFiles()
Clear directory files paths buffers (free memory)
- raylib.ClearDroppedFiles()
Clear dropped files paths buffer (free memory)
- raylib.ClearWindowState(flags: int)
Clear window configuration state flags
- raylib.CloseAudioDevice()
Close the audio device and context
- raylib.CloseAudioStream(AudioStream_0: AudioStream)
void CloseAudioStream(struct AudioStream);
CFFI C function from raylib._raylib_cffi.lib
- raylib.CloseWindow()
Close window and unload OpenGL context
- raylib.CodepointToUtf8(codepoint: int, byteLength: Any)
Encode codepoint into utf8 text (char 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.ColorFromHSV(hue: float, saturation: float, value: float)
Get a Color from HSV values, hue [0..360], saturation/value [0..1]
- raylib.CompressData(data: str, dataLength: int, compDataLength: Any)
Compress data (DEFLATE algorithm)
- raylib.ConfigFlags
- raylib.CubemapLayout
- raylib.DecompressData(compData: str, compDataLength: int, dataLength: Any)
Decompress data (DEFLATE algorithm)
- raylib.DirectoryExists(dirPath: str)
Check if a directory path exists
- raylib.DisableCursor()
Disables cursor (lock cursor)
- raylib.DrawBillboard(camera: Camera3D, texture: Texture, position: Vector3, size: float, tint: Color)
Draw a billboard texture
- raylib.DrawBillboardRec(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, size: float, tint: Color)
Draw a billboard texture defined by source
- raylib.DrawBoundingBox(box: BoundingBox, color: Color)
Draw bounding box (wires)
- 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.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.DrawCubeTexture(texture: Texture, position: Vector3, width: float, height: float, length: float, color: Color)
Draw cube textured
- 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.DrawCylinderWires(position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color)
Draw a cylinder/cone wires
- 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 a line using cubic-bezier curves in-out
- raylib.DrawLineBezierQuad(startPos: Vector2, endPos: Vector2, controlPos: Vector2, thick: float, color: Color)
raw line using quadratic bezier curves with a control point
- raylib.DrawLineEx(startPos: Vector2, endPos: Vector2, thick: float, color: Color)
Draw a line defining thickness
- 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.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: int, 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: int, 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.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.DrawTextEx(font: Font, text: str, position: Vector2, fontSize: float, spacing: float, tint: Color)
Draw text using font and additional parameters
- raylib.DrawTextRec(font: Font, text: str, rec: Rectangle, fontSize: float, spacing: float, wordWrap: bool, tint: Color)
Draw text using font inside rectangle limits
- raylib.DrawTextRecEx(font: Font, text: str, rec: Rectangle, fontSize: float, spacing: float, wordWrap: bool, tint: Color, selectStart: int, selectLength: int, selectTint: Color, selectBackTint: Color)
Draw text using font inside rectangle limits with support for text selection
- raylib.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.DrawTexturePoly(texture: Texture, center: Vector2, points: Any, texcoords: Any, pointsCount: int, tint: Color)
Draw a textured polygon
- 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.DrawTextureQuad(texture: Texture, tiling: Vector2, offset: Vector2, quad: Rectangle, tint: Color)
Draw texture quad with tiling and offset parameters
- raylib.DrawTextureRec(texture: Texture, source: Rectangle, position: Vector2, tint: Color)
Draw a part of a texture defined by a rectangle
- raylib.DrawTextureTiled(texture: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: float, scale: float, tint: Color)
Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
- raylib.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, pointsCount: 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, pointsCount: int, color: Color)
Draw a triangle strip defined by points
- raylib.DrawTriangleStrip3D(points: Any, pointsCount: int, color: Color)
Draw a triangle strip defined by points
- raylib.EnableCursor()
Enables cursor (unlock cursor)
- 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.ExportImageAsCode(image: Image, fileName: str)
Export image as code file defining an array of bytes, returns true on success
- raylib.ExportWaveAsCode(wave: Wave, fileName: str)
Export wave sample data to code (.h), returns true on success
- 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_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.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.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(chars: Any, recs: Any, charsCount: int, fontSize: int, padding: int, packMethod: int)
Generate image font atlas using chars info
- raylib.GenImageGradientH(width: int, height: int, left: Color, right: Color)
Generate image: horizontal gradient
- raylib.GenImageGradientRadial(width: int, height: int, density: float, inner: Color, outer: Color)
Generate image: radial gradient
- raylib.GenImageGradientV(width: int, height: int, top: Color, bottom: Color)
Generate image: vertical gradient
- raylib.GenImagePerlinNoise(width: int, height: int, offsetX: int, offsetY: int, scale: float)
Generate image: perlin noise
- raylib.GenImageWhiteNoise(width: int, height: int, factor: float)
Generate image: white noise
- 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.GenMeshTorus(radius: float, size: float, radSeg: int, sides: int)
Generate torus mesh
- raylib.GenTextureMipmaps(texture: Any)
Generate GPU mipmaps for a texture
- raylib.Gestures
- raylib.GetCharPressed()
Get char pressed (unicode), call it multiple times for chars queued
- raylib.GetClipboardText()
Get clipboard text content
- raylib.GetCodepoints(text: str, count: Any)
Get all codepoints in a string, codepoints count returned by parameters
- raylib.GetCodepointsCount(text: str)
Get total number of characters (codepoints) in a UTF8 encoded string
- raylib.GetCollisionRayGround(Ray_0: Ray, float_1: float)
struct RayHitInfo GetCollisionRayGround(struct Ray, float);
CFFI C function from raylib._raylib_cffi.lib
- raylib.GetCollisionRayMesh(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
- raylib.GetCollisionRayModel(Ray_0: Ray, Model_1: Model)
struct RayHitInfo GetCollisionRayModel(struct Ray, struct Model);
CFFI C function from raylib._raylib_cffi.lib
- raylib.GetCollisionRayTriangle(Ray_0: Ray, Vector3_1: Vector3, Vector3_2: Vector3, Vector3_3: Vector3)
struct RayHitInfo GetCollisionRayTriangle(struct Ray, struct Vector3, struct Vector3, struct Vector3);
CFFI C function from raylib._raylib_cffi.lib
- 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.GetDirectoryFiles(dirPath: str, count: Any)
Get filenames in a directory path (memory should be freed)
- raylib.GetDirectoryPath(filePath: str)
Get full path for a given fileName with path (uses static string)
- raylib.GetDroppedFiles(count: Any)
Get dropped files names (memory should be freed)
- raylib.GetFPS()
Get current FPS
- raylib.GetFileExtension(fileName: str)
Get pointer to extension for a filename string (includes dot: ‘.png’)
- 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.GetGlyphIndex(font: Font, codepoint: int)
Get index position for a unicode character on font
- raylib.GetKeyPressed()
Get key pressed (keycode), call it multiple times for keys queued
- raylib.GetMonitorCount()
Get number of connected monitors
- raylib.GetMonitorHeight(monitor: int)
Get specified monitor height (max available by monitor)
- raylib.GetMonitorName(monitor: int)
Get the human-readable, UTF-8 encoded name of the primary 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 (max available by monitor)
- raylib.GetMousePosition()
Get mouse position XY
- raylib.GetMouseWheelMove()
Get mouse wheel movement Y
- raylib.GetMouseX()
Get mouse position X
- raylib.GetMouseY()
Get mouse position Y
- raylib.GetNextCodepoint(text: str, bytesProcessed: Any)
Get next codepoint in a UTF8 encoded string; 0x3f(‘?’) is returned on failure
- 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: int, max: int)
Get a random value between min and max (both included)
- raylib.GetScreenData()
Get pixel data from screen buffer and return an Image (screenshot)
- 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.GetSoundsPlaying()
Get number of sounds playing in the multichannel
- raylib.GetTime()
Get elapsed time in seconds since InitWindow()
- raylib.GetTouchPointsCount()
Get touch points count
- 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.HideCursor()
Hides cursor
- 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.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 circle within an image
- raylib.ImageDrawCircleV(dst: Any, center: Vector2, radius: int, color: Color)
Draw 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.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.InitAudioStream(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
- 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.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.IsGamepadName(gamepad: int, name: str)
Check gamepad name (if available)
- 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.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.IsMusicPlaying(Music_0: Music)
_Bool IsMusicPlaying(struct Music);
CFFI C function from raylib._raylib_cffi.lib
- 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.LOG_ALL
- raylib.LOG_DEBUG
- raylib.LOG_ERROR
- raylib.LOG_FATAL
- raylib.LOG_INFO
- raylib.LOG_NONE
- raylib.LOG_TRACE
- raylib.LOG_WARNING
- raylib.LoadFileData(fileName: str, bytesRead: Any)
Load file data as byte array (read)
- raylib.LoadFileText(fileName: str)
Load text data from file (read), returns a ‘ 0’ terminated string
- raylib.LoadFont(fileName: str)
Load font from file into GPU memory (VRAM)
- raylib.LoadFontData(fileData: str, dataSize: int, fontSize: int, fontChars: Any, charsCount: int, type: int)
Load font data for further use
- raylib.LoadFontEx(fileName: str, fontSize: int, fontChars: Any, charsCount: int)
Load font from file with extended parameters
- raylib.LoadFontFromImage(image: Image, key: Color, firstChar: int)
Load font from Image (XNA style)
- raylib.LoadFontFromMemory(fileType: str, fileData: str, dataSize: int, fontSize: int, fontChars: Any, charsCount: int)
Load font from memory buffer, fileType refers to extension: i.e. ‘.ttf’
- raylib.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.LoadImagePalette(image: Image, maxPaletteSize: int, colorsCount: 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.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, animsCount: 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.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.LoadStorageValue(position: int)
Load integer value from storage file (from defined position)
- 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.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.MATERIAL_MAP_ALBEDO
- raylib.MATERIAL_MAP_BRDG
- raylib.MATERIAL_MAP_CUBEMAP
- raylib.MATERIAL_MAP_DIFFUSE
- 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.MATERIAL_MAP_SPECULAR
- 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.MOUSE_LEFT_BUTTON
- raylib.MOUSE_MIDDLE_BUTTON
- raylib.MOUSE_RIGHT_BUTTON
- raylib.Material
- raylib.MaterialMap
- raylib.MaterialMapIndex
- raylib.Matrix
- 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.MeshBinormals(mesh: Any)
Compute mesh binormals
- raylib.MeshBoundingBox(Mesh_0: Mesh)
struct BoundingBox MeshBoundingBox(struct Mesh);
CFFI C function from raylib._raylib_cffi.lib
- raylib.MeshTangents(mesh: Any)
Compute mesh tangents
- 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.OpenURL(url: str)
Open URL with default system browser (if available)
- 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_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.PauseAudioStream(stream: AudioStream)
Pause audio stream
- raylib.PixelFormat
- raylib.PlayAudioStream(stream: AudioStream)
Play audio stream
- raylib.Quaternion
- raylib.Ray
- raylib.RayHitInfo
- raylib.Rectangle
- raylib.RenderTexture
- raylib.RenderTexture2D
- raylib.RestoreWindow()
Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
- raylib.ResumeAudioStream(stream: AudioStream)
Resume audio stream
- 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_DIFFUSE
- 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_MAP_SPECULAR
- 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.SaveFileData(fileName: str, data: Any, bytesToWrite: 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 ‘ 0’ terminated, returns true on success
- raylib.SaveStorageValue(position: int, value: int)
Save integer value to storage file (to defined position), returns true on success
- raylib.SetAudioStreamBufferSizeDefault(size: int)
Default size for new audio streams
- 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.SetCameraAltControl(keyAlt: int)
Set camera alt key to combine with mouse movement (free camera)
- raylib.SetCameraMode(camera: Camera3D, mode: int)
Set camera mode (multiple camera modes available)
- raylib.SetCameraMoveControls(keyFront: int, keyBack: int, keyRight: int, keyLeft: int, keyUp: int, keyDown: int)
Set camera move controls (1st person and 3rd person cameras)
- raylib.SetCameraPanControl(keyPan: int)
Set camera pan key to combine with mouse movement (free camera)
- raylib.SetCameraSmoothZoomControl(keySmoothZoom: int)
Set camera smooth zoom key to combine with mouse (free camera)
- 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.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.SetPixelColor(dstPtr: Any, color: Color, format: int)
Set color formatted into destination pixel pointer
- 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.SetTraceLogLevel(logLevel: int)
Set the current threshold (minimum) log level
- raylib.SetWindowMinSize(width: int, height: int)
Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
- raylib.SetWindowMonitor(monitor: int)
Set monitor for the current window (fullscreen mode)
- 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
- raylib.SetWindowTitle(title: str)
Set title for window (only PLATFORM_DESKTOP)
- raylib.Shader
- raylib.ShaderLocationIndex
- raylib.ShaderUniformDataType
- raylib.ShowCursor()
Shows cursor
- raylib.Sound
- raylib.StopAudioStream(stream: AudioStream)
Stop audio stream
- raylib.StopSoundMulti()
Stop any sound playing (using multichannel buffer pool)
- 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.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 (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 ‘ 0’ ending
- raylib.TextReplace(text: str, replace: str, by: str)
Replace text string (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.TextToUtf8(codepoints: Any, length: int)
Encode text codepoint into utf8 text (memory must be freed!)
- raylib.Texture
- raylib.Texture2D
- raylib.TextureCubemap
- raylib.TextureFilter
- raylib.TextureWrap
- 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.UnloadFileData(data: str)
Unload file data allocated by LoadFileData()
- raylib.UnloadFileText(text: str)
Unload file text data allocated by LoadFileText()
- raylib.UnloadFontData(chars: Any, charsCount: 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, count: int)
Unload animation array data
- raylib.UnloadModelKeepMeshes(model: Model)
Unload model (but not meshes) from memory (RAM and/or VRAM)
- raylib.UnloadRenderTexture(target: RenderTexture)
Unload render texture from GPU memory (VRAM)
- raylib.UnloadVrStereoConfig(config: VrStereoConfig)
Unload VR stereo config
- raylib.UnloadWaveSamples(samples: Any)
Unload samples data loaded with LoadWaveSamples()
- raylib.UpdateAudioStream(stream: AudioStream, data: Any, samplesCount: int)
Update audio stream buffers with data
- raylib.UpdateCamera(camera: Any)
Update camera position for selected mode
- 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.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.Vector2
- raylib.Vector3
- raylib.Vector4
- raylib.VrDeviceInfo
- raylib.VrStereoConfig
- 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 KEY_ESCAPE pressed or Close icon pressed
- raylib.rAudioBuffer
- class raylib.struct