NAME
Graphics::Raylib::XS - XS wrapper around raylib
SYNOPSIS
DESCRIPTION
See Graphics::Raylib for a Perlish wrapper. This XS wrapper wraps version 1.9.1-dev.
EXPORT
None by default.
EXPORT
None by default.
Exportable constants
BLEND_ADDITIVE
BLEND_ALPHA
BLEND_MULTIPLIED
CAMERA_CUSTOM
CAMERA_FIRST_PERSON
CAMERA_FREE
CAMERA_ORBITAL
CAMERA_THIRD_PERSON
COMPRESSED_ASTC_4x4_RGBA
COMPRESSED_ASTC_8x8_RGBA
COMPRESSED_DXT1_RGB
COMPRESSED_DXT1_RGBA
COMPRESSED_DXT3_RGBA
COMPRESSED_DXT5_RGBA
COMPRESSED_ETC1_RGB
COMPRESSED_ETC2_EAC_RGBA
COMPRESSED_ETC2_RGB
COMPRESSED_PVRT_RGB
COMPRESSED_PVRT_RGBA
DEG2RAD
FILTER_ANISOTROPIC_16X
FILTER_ANISOTROPIC_4X
FILTER_ANISOTROPIC_8X
FILTER_BILINEAR
FILTER_POINT
FILTER_TRILINEAR
FLAG_FULLSCREEN_MODE
FLAG_MSAA_4X_HINT
FLAG_SHOW_LOGO
FLAG_VSYNC_HINT
FLAG_WINDOW_DECORATED
FLAG_WINDOW_RESIZABLE
FLAG_WINDOW_TRANSPARENT
GAMEPAD_PLAYER1
GAMEPAD_PLAYER2
GAMEPAD_PLAYER3
GAMEPAD_PLAYER4
GAMEPAD_PS3_AXIS_L2
GAMEPAD_PS3_AXIS_LEFT_X
GAMEPAD_PS3_AXIS_LEFT_Y
GAMEPAD_PS3_AXIS_R2
GAMEPAD_PS3_AXIS_RIGHT_X
GAMEPAD_PS3_AXIS_RIGHT_Y
GAMEPAD_PS3_BUTTON_CIRCLE
GAMEPAD_PS3_BUTTON_CROSS
GAMEPAD_PS3_BUTTON_DOWN
GAMEPAD_PS3_BUTTON_L1
GAMEPAD_PS3_BUTTON_L2
GAMEPAD_PS3_BUTTON_LEFT
GAMEPAD_PS3_BUTTON_PS
GAMEPAD_PS3_BUTTON_R1
GAMEPAD_PS3_BUTTON_R2
GAMEPAD_PS3_BUTTON_RIGHT
GAMEPAD_PS3_BUTTON_SELECT
GAMEPAD_PS3_BUTTON_SQUARE
GAMEPAD_PS3_BUTTON_START
GAMEPAD_PS3_BUTTON_TRIANGLE
GAMEPAD_PS3_BUTTON_UP
GAMEPAD_XBOX_AXIS_LEFT_X
GAMEPAD_XBOX_AXIS_LEFT_Y
GAMEPAD_XBOX_AXIS_LT
GAMEPAD_XBOX_AXIS_RIGHT_X
GAMEPAD_XBOX_AXIS_RIGHT_Y
GAMEPAD_XBOX_AXIS_RT
GAMEPAD_XBOX_BUTTON_A
GAMEPAD_XBOX_BUTTON_B
GAMEPAD_XBOX_BUTTON_DOWN
GAMEPAD_XBOX_BUTTON_HOME
GAMEPAD_XBOX_BUTTON_LB
GAMEPAD_XBOX_BUTTON_LEFT
GAMEPAD_XBOX_BUTTON_RB
GAMEPAD_XBOX_BUTTON_RIGHT
GAMEPAD_XBOX_BUTTON_SELECT
GAMEPAD_XBOX_BUTTON_START
GAMEPAD_XBOX_BUTTON_UP
GAMEPAD_XBOX_BUTTON_X
GAMEPAD_XBOX_BUTTON_Y
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
HMD_DEFAULT_DEVICE
HMD_OCULUS_GO
HMD_OCULUS_RIFT_CV1
HMD_OCULUS_RIFT_DK2
HMD_SONY_PSVR
HMD_VALVE_HTC_VIVE
KEY_A
KEY_B
KEY_BACK
KEY_BACKSPACE
KEY_C
KEY_D
KEY_DOWN
KEY_E
KEY_EIGHT
KEY_ENTER
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_H
KEY_I
KEY_J
KEY_K
KEY_L
KEY_LEFT
KEY_LEFT_ALT
KEY_LEFT_CONTROL
KEY_LEFT_SHIFT
KEY_M
KEY_MENU
KEY_N
KEY_NINE
KEY_O
KEY_ONE
KEY_P
KEY_Q
KEY_R
KEY_RIGHT
KEY_RIGHT_ALT
KEY_RIGHT_CONTROL
KEY_RIGHT_SHIFT
KEY_S
KEY_SEVEN
KEY_SIX
KEY_SPACE
KEY_T
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
LOC_COLOR_AMBIENT
LOC_COLOR_DIFFUSE
LOC_COLOR_SPECULAR
LOC_MAP_ALBEDO
LOC_MAP_BRDF
LOC_MAP_CUBEMAP
LOC_MAP_DIFFUSE
LOC_MAP_EMISSION
LOC_MAP_HEIGHT
LOC_MAP_IRRADIANCE
LOC_MAP_METALNESS
LOC_MAP_NORMAL
LOC_MAP_OCCUSION
LOC_MAP_PREFILTER
LOC_MAP_ROUGHNESS
LOC_MAP_SPECULAR
LOC_MATRIX_MODEL
LOC_MATRIX_MVP
LOC_MATRIX_PROJECTION
LOC_MATRIX_VIEW
LOC_VECTOR_VIEW
LOC_VERTEX_COLOR
LOC_VERTEX_NORMAL
LOC_VERTEX_POSITION
LOC_VERTEX_TANGENT
LOC_VERTEX_TEXCOORD01
LOC_VERTEX_TEXCOORD02
LOG_DEBUG
LOG_ERROR
LOG_INFO
LOG_OTHER
LOG_WARNING
MAP_ALBEDO
MAP_BRDF
MAP_CUBEMAP
MAP_DIFFUSE
MAP_EMISSION
MAP_HEIGHT
MAP_IRRADIANCE
MAP_METALNESS
MAP_NORMAL
MAP_OCCLUSION
MAP_PREFILTER
MAP_ROUGHNESS
MAP_SPECULAR
MAX_MATERIAL_MAPS
MAX_SHADER_LOCATIONS
MAX_TOUCH_POINTS
MOUSE_LEFT_BUTTON
MOUSE_MIDDLE_BUTTON
MOUSE_RIGHT_BUTTON
RAD2DEG
RRES_TYPE_DIRECTORY
RRES_TYPE_FONT_CHARDATA
RRES_TYPE_FONT_IMAGE
RRES_TYPE_IMAGE
RRES_TYPE_RAW
RRES_TYPE_TEXT
RRES_TYPE_VERTEX
RRES_TYPE_WAVE
UNCOMPRESSED_GRAYSCALE
UNCOMPRESSED_GRAY_ALPHA
UNCOMPRESSED_R32G32B32
UNCOMPRESSED_R4G4B4A4
UNCOMPRESSED_R5G5B5A1
UNCOMPRESSED_R5G6B5
UNCOMPRESSED_R8G8B8
UNCOMPRESSED_R8G8B8A8
WRAP_CLAMP
WRAP_MIRROR
WRAP_REPEAT
false
true
Exportable functions
void Begin2dMode(Camera2D camera)
void Begin3dMode(Camera camera)
void BeginBlendMode(
int
mode)
void BeginDrawing(void)
void BeginShaderMode(Shader shader)
void BeginTextureMode(RenderTexture2D target)
void BeginVrDrawing(void)
BoundingBox CalculateBoundingBox(Mesh mesh)
bool ChangeDirectory(const char
*dir
)
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere)
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2)
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2)
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius)
bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3)
bool CheckCollisionRayBox(Ray ray, BoundingBox box)
bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius)
bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
Vector3
*collisionPoint
)
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB)
void ClearBackground(Color color)
void ClearDroppedFiles(void)
void CloseAudioDevice(void)
void CloseAudioStream(AudioStream stream)
void CloseVrSimulator(void)
void CloseWindow(void)
float
*ColorToFloat
(Color color)
void DisableCursor(void)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
Vector3 center, float size, Color tint)
void DrawBoundingBox(BoundingBox box, Color color)
void DrawCircle(
int
centerX,
int
centerY, float radius, Color color)
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color)
void DrawCircleGradient(
int
centerX,
int
centerY, float radius, Color color1, Color color2)
void DrawCircleLines(
int
centerX,
int
centerY, float radius, Color color)
void DrawCircleV(Vector2 center, float radius, Color color)
void DrawCube(Vector3 position, float width, float height, float
length
, Color color)
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float
length
, Color color)
void DrawCubeV(Vector3 position, Vector3 size, Color color)
void DrawCubeWires(Vector3 position, float width, float height, float
length
, Color color)
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height,
int
slices, Color color)
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height,
int
slices, Color color)
void DrawFPS(
int
posX,
int
posY)
void DrawGizmo(Vector3 position)
void DrawGrid(
int
slices, float spacing)
void DrawLine(
int
startPosX,
int
startPosY,
int
endPosX,
int
endPosY, Color color)
void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color)
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
void DrawModel(Model model, Vector3 position, float scale, Color tint)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
float rotationAngle, Vector3 scale, Color tint)
void DrawModelWires(Model model, Vector3 position, float scale, Color tint)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
float rotationAngle, Vector3 scale, Color tint)
void DrawPixel(
int
posX,
int
posY, Color color)
void DrawPixelV(Vector2 position, Color color)
void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
void DrawPoly(Vector2 center,
int
sides, float radius, float rotation, Color color)
void DrawPolyEx(Vector2
*points
,
int
numPoints, Color color)
void DrawPolyExLines(Vector2
*points
,
int
numPoints, Color color)
void DrawRay(Ray ray, Color color)
void DrawRectangle(
int
posX,
int
posY,
int
width,
int
height, Color color)
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
void DrawRectangleGradientH(
int
posX,
int
posY,
int
width,
int
height, Color color1, Color color2)
void DrawRectangleGradientV(
int
posX,
int
posY,
int
width,
int
height, Color color1, Color color2)
void DrawRectangleLines(
int
posX,
int
posY,
int
width,
int
height, Color color)
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
void DrawRectangleRec(Rectangle rec, Color color)
void DrawRectangleT(
int
posX,
int
posY,
int
width,
int
height, Color color)
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
void DrawSphere(Vector3 centerPos, float radius, Color color)
void DrawSphereEx(Vector3 centerPos, float radius,
int
rings,
int
slices, Color color)
void DrawSphereWires(Vector3 centerPos, float radius,
int
rings,
int
slices, Color color)
void DrawText(const char
*text
,
int
posX,
int
posY,
int
fontSize, Color color)
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position,
float fontSize,
int
spacing, Color tint)
void DrawTexture(Texture2D texture,
int
posX,
int
posY, Color tint)
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint)
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin,
float rotation, Color tint)
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
void DrawTextureV(Texture2D texture, Vector2 position, Color tint)
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
void EnableCursor(void)
void End2dMode(void)
void End3dMode(void)
void EndBlendMode(void)
void EndDrawing(void)
void EndShaderMode(void)
void EndTextureMode(void)
void EndVrDrawing(void)
Color Fade(Color color, float alpha)
const char
*FormatText
(const char
*text
, ...)
Image GenImageCellular(
int
width,
int
height,
int
tileSize)
Image GenImageChecked(
int
width,
int
height,
int
checksX,
int
checksY, Color col1, Color col2)
Image GenImageColor(
int
width,
int
height, Color color)
Image GenImageGradientH(
int
width,
int
height, Color left, Color right)
Image GenImageGradientRadial(
int
width,
int
height, float density, Color inner, Color outer)
Image GenImageGradientV(
int
width,
int
height, Color top, Color bottom)
Image GenImagePerlinNoise(
int
width,
int
height, float scale)
Image GenImageWhiteNoise(
int
width,
int
height, float factor)
Mesh GenMeshCube(float width, float height, float
length
)
Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
Mesh GenMeshCylinder(float radius, float height,
int
slices)
Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
Mesh GenMeshHemiSphere(float radius,
int
rings,
int
slices)
Mesh GenMeshKnot(float radius, float size,
int
radSeg,
int
sides)
Mesh GenMeshPlane(float width, float
length
,
int
resX,
int
resZ)
Mesh GenMeshSphere(float radius,
int
rings,
int
slices)
Mesh GenMeshTorus(float radius, float size,
int
radSeg,
int
sides)
Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap,
int
size)
Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR,
int
size)
Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap,
int
size)
void GenTextureMipmaps(Texture2D
*texture
)
Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap,
int
size)
Matrix GetCameraMatrix(Camera camera)
RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight)
RayHitInfo GetCollisionRayMesh(Ray ray, Mesh
*mesh
)
RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3)
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
Color GetColor(
int
hexValue)
SpriteFont GetDefaultFont(void)
const char
*GetDirectoryPath
(const char
*fileName
)
const char
*GetExtension
(const char
*fileName
)
int
GetFPS(void)
float GetFrameTime(void)
int
GetGamepadAxisCount(
int
gamepad)
float GetGamepadAxisMovement(
int
gamepad,
int
axis)
int
GetGamepadButtonPressed(void)
const char
*GetGamepadName
(
int
gamepad)
int
GetGestureDetected(void)
float GetGestureDragAngle(void)
Vector2 GetGestureDragVector(void)
float GetGestureHoldDuration(void)
float GetGesturePinchAngle(void)
Vector2 GetGesturePinchVector(void)
int
GetHexValue(Color color)
Color
*GetImageData
(Image image)
int
GetKeyPressed(void)
Vector2 GetMousePosition(void)
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
int
GetMouseWheelMove(void)
int
GetMouseX(void)
int
GetMouseY(void)
float GetMusicTimeLength(Music music)
float GetMusicTimePlayed(Music music)
int
GetRandomValue(
int
min,
int
max)
int
GetScreenHeight(void)
int
GetScreenWidth(void)
Shader GetShaderDefault(void)
int
GetShaderLocation(Shader shader, const char
*uniformName
)
Image GetTextureData(Texture2D texture)
Texture2D GetTextureDefault(void)
int
GetTouchPointsCount(void)
Vector2 GetTouchPosition(
int
index
)
int
GetTouchX(void)
int
GetTouchY(void)
VrDeviceInfo GetVrDeviceInfo(
int
vrDeviceType)
float
*GetWaveData
(Wave wave)
const char
*GetWorkingDirectory
(void)
Vector2 GetWorldToScreen(Vector3 position, Camera camera)
void HideCursor(void)
void ImageAlphaMask(Image
*image
, Image alphaMask)
void ImageColorBrightness(Image
*image
,
int
brightness)
void ImageColorContrast(Image
*image
, float contrast)
void ImageColorGrayscale(Image
*image
)
void ImageColorInvert(Image
*image
)
void ImageColorTint(Image
*image
, Color color)
Image ImageCopy(Image image)
void ImageCrop(Image
*image
, Rectangle crop)
void ImageDither(Image
*image
,
int
rBpp,
int
gBpp,
int
bBpp,
int
aBpp)
void ImageDraw(Image
*dst
, Image src, Rectangle srcRec, Rectangle dstRec)
void ImageDrawText(Image
*dst
, Vector2 position, const char
*text
,
int
fontSize, Color color)
void ImageDrawTextEx(Image
*dst
, Vector2 position, SpriteFont font, const char
*text
,
float fontSize,
int
spacing, Color color)
void ImageFlipHorizontal(Image
*image
)
void ImageFlipVertical(Image
*image
)
void ImageFormat(Image
*image
,
int
newFormat)
void ImageResize(Image
*image
,
int
newWidth,
int
newHeight)
void ImageResizeNN(Image
*image
,
int
newWidth,
int
newHeight)
Image ImageText(const char
*text
,
int
fontSize, Color color)
Image ImageTextEx(SpriteFont font, const char
*text
, float fontSize,
int
spacing, Color tint)
void ImageToPOT(Image
*image
, Color fillColor)
void InitAudioDevice(void)
AudioStream InitAudioStream(unsigned
int
sampleRate, unsigned
int
sampleSize,
unsigned
int
channels)
void InitVrSimulator(VrDeviceInfo info)
void InitWindow(
int
width,
int
height, const char
*data
)
bool IsAudioBufferProcessed(AudioStream stream)
bool IsAudioDeviceReady(void)
bool IsCursorHidden(void)
bool IsFileDropped(void)
bool IsFileExtension(const char
*fileName
, const char
*ext
)
bool IsGamepadAvailable(
int
gamepad)
bool IsGamepadButtonDown(
int
gamepad,
int
button)
bool IsGamepadButtonPressed(
int
gamepad,
int
button)
bool IsGamepadButtonReleased(
int
gamepad,
int
button)
bool IsGamepadButtonUp(
int
gamepad,
int
button)
bool IsGamepadName(
int
gamepad, const char
*name
)
bool IsGestureDetected(
int
gesture)
bool IsKeyDown(
int
key)
bool IsKeyPressed(
int
key)
bool IsKeyReleased(
int
key)
bool IsKeyUp(
int
key)
bool IsMouseButtonDown(
int
button)
bool IsMouseButtonPressed(
int
button)
bool IsMouseButtonReleased(
int
button)
bool IsMouseButtonUp(
int
button)
bool IsMusicPlaying(Music music)
bool IsSoundPlaying(Sound sound)
bool IsVrSimulatorReady(void)
bool IsWindowMinimized(void)
Image LoadImage(const char
*fileName
)
Image LoadImageEx(Color
*pixels
,
int
width,
int
height)
Image LoadImagePro(void
*data
,
int
width,
int
height,
int
format
)
Image LoadImageRaw(const char
*fileName
,
int
width,
int
height,
int
format
,
int
headerSize)
Image LoadImageFromAV(SV
*array_ref
, SV
*color_cb
,
int
width,
int
height)
Image LoadImageFromAV_uninitialized_mem(SV
*array_ref
, SV
*color_cb
,
int
width,
int
height)
Image LoadImageFromAV_transposed(SV
*array_ref
, SV
*color_cb
,
int
width,
int
height)
Image LoadImageFromAV_transposed_uninitialized_mem(SV
*array_ref
, SV
*color_cb
,
int
width,
int
height)
Material LoadMaterial(const char
*fileName
)
Material LoadMaterialDefault(void)
Mesh LoadMesh(const char
*fileName
)
Model LoadModel(const char
*fileName
)
Model LoadModelFromMesh(Mesh mesh)
Music LoadMusicStream(const char
*fileName
)
RenderTexture2D LoadRenderTexture(
int
width,
int
height)
Shader LoadShader(char
*vsFileName
, char
*fsFileName
)
Sound LoadSound(const char
*fileName
)
Sound LoadSoundFromWave(Wave wave)
SpriteFont LoadSpriteFont(const char
*fileName
)
SpriteFont LoadSpriteFontEx(const char
*fileName
,
int
fontSize,
int
charsCount,
int
*fontChars
)
char
*LoadText
(const char
*fileName
)
Texture2D LoadTexture(const char
*fileName
)
Texture2D LoadTextureFromImage(Image image)
Wave LoadWave(const char
*fileName
)
Wave LoadWaveEx(void
*data
,
int
sampleCount,
int
sampleRate,
int
sampleSize,
int
channels)
Matrix MatrixIdentity(void)
float
*MatrixToFloat
(Matrix mat)
int
MeasureText(const char
*text
,
int
fontSize)
Vector2 MeasureTextEx(SpriteFont spriteFont, const char
*text
, float fontSize,
int
spacing)
void PauseAudioStream(AudioStream stream)
void PauseMusicStream(Music music)
void PauseSound(Sound sound)
void PlayAudioStream(AudioStream stream)
void PlayMusicStream(Music music)
void PlaySound(Sound sound)
void ResumeAudioStream(AudioStream stream)
void ResumeMusicStream(Music music)
void ResumeSound(Sound sound)
void SaveImageAs(const char
*fileName
, Image image)
void SetCameraAltControl(
int
altKey)
void SetCameraMode(Camera camera,
int
mode)
void SetCameraMoveControls(
int
frontKey,
int
backKey,
int
rightKey,
int
leftKey,
int
upKey,
int
downKey)
void SetCameraPanControl(
int
panKey)
void SetCameraSmoothZoomControl(
int
szKey)
void SetConfigFlags(char flags)
void SetExitKey(
int
key)
void SetGesturesEnabled(unsigned
int
gestureFlags)
void SetMasterVolume(float volume)
void SetMatrixModelview(Matrix view)
void SetMatrixProjection(Matrix proj)
void SetMousePosition(Vector2 position)
void SetMusicLoopCount(Music music, float count)
void SetMusicPitch(Music music, float pitch)
void SetMusicVolume(Music music, float volume)
void SetShaderValue(Shader shader,
int
uniformLoc, const float
*value
,
int
size)
void SetShaderValueMatrix(Shader shader,
int
uniformLoc, Matrix mat)
void SetShaderValuei(Shader shader,
int
uniformLoc, const
int
*value
,
int
size)
void SetSoundPitch(Sound sound, float pitch)
void SetSoundVolume(Sound sound, float volume)
void SetTargetFPS(
int
fps)
void SetTextureFilter(Texture2D texture,
int
filterMode)
void SetTextureWrap(Texture2D texture,
int
wrapMode)
void SetVrDistortionShader(Shader shader)
void SetWindowIcon(Image image)
void SetWindowMinSize(
int
width,
int
height)
void SetWindowMonitor(
int
monitor)
void SetWindowPosition(
int
x,
int
y)
void SetWindowTitle(const char
*title
)
void ShowCursor(void)
void ShowLogo(void)
void StopAudioStream(AudioStream stream)
void StopMusicStream(Music music)
void StopSound(Sound sound)
int
StorageLoadValue(
int
position)
void StorageSaveValue(
int
position,
int
value)
const char
*SubText
(const char
*text
,
int
position,
int
length
)
void TakeScreenshot(const char
*fileName
)
void ToggleFullscreen(void)
void ToggleVrMode(void)
void TraceLog(
int
logType, const char
*text
, ...)
void UnloadImage(Image image)
void UnloadMaterial(Material material)
void UnloadMesh(Mesh
*mesh
)
void UnloadModel(Model model)
void UnloadMusicStream(Music music)
void UnloadRenderTexture(RenderTexture2D target)
void UnloadShader(Shader shader)
void UnloadSound(Sound sound)
void UnloadSpriteFont(SpriteFont spriteFont)
void UnloadTexture(Texture2D texture)
void UnloadWave(Wave wave)
void UpdateAudioStream(AudioStream stream, const void
*data
,
int
samplesCount)
void UpdateCamera(Camera
*camera
)
void UpdateMusicStream(Music music)
void UpdateSound(Sound sound, const void
*data
,
int
samplesCount)
void UpdateTexture(Texture2D texture, const void
*pixels
)
void UpdateTextureFromImage(Texture2D texture, Image image)
void UpdateVrTracking(Camera
*camera
)
Vector3 Vector3One(void)
float
*Vector3ToFloat
(Vector3
vec
)
Vector3 Vector3Zero(void)
Wave WaveCopy(Wave wave)
void WaveCrop(Wave
*wave
,
int
initSample,
int
finalSample)
void WaveFormat(Wave
*wave
,
int
sampleRate,
int
sampleSize,
int
channels)
bool WindowShouldClose(void)
SEE ALSO
AUTHOR
Ahmad Fatoum, <ahmad@a3f.at>
COPYRIGHT AND LICENSE
Copyright (C) 2017 by Ahmad Fatoum
This library is free software; you can redistribute it and/or modify it under the same terms as Perl itself, either Perl version 5.26.1 or, at your option, any later version of Perl 5 you may have available.