lib Raylib
Overview
Defined in:
raylib-cr/raylib.crConstant Summary
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BEIGE =
Color.new(r: 211, g: 176, b: 131, a: 255)
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BLACK =
Color.new(r: 0, g: 0, b: 0, a: 255)
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BLANK =
Color.new(r: 0, g: 0, b: 0, a: 0)
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BLUE =
Color.new(r: 0, g: 121, b: 241, a: 255)
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BROWN =
Color.new(r: 127, g: 106, b: 79, a: 255)
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DARKBLUE =
Color.new(r: 0, g: 82, b: 172, a: 255)
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DARKBROWN =
Color.new(r: 76, g: 63, b: 47, a: 255)
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DARKGRAY =
Color.new(r: 80, g: 80, b: 80, a: 255)
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DARKGREEN =
Color.new(r: 0, g: 117, b: 44, a: 255)
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DARKPURPLE =
Color.new(r: 112, g: 31, b: 126, a: 255)
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DEG2RAD =
0.017453292519943295
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GOLD =
Color.new(r: 255, g: 203, b: 0, a: 255)
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GRAY =
Color.new(r: 130, g: 130, b: 130, a: 255)
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GREEN =
Color.new(r: 0, g: 228, b: 48, a: 255)
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LIGHTGRAY =
Color.new(r: 200, g: 200, b: 200, a: 255)
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LIME =
Color.new(r: 0, g: 158, b: 47, a: 255)
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MAGENTA =
Color.new(r: 255, g: 0, b: 255, a: 255)
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MAROON =
Color.new(r: 190, g: 33, b: 55, a: 255)
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ORANGE =
Color.new(r: 255, g: 161, b: 0, a: 255)
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PI =
3.141592653589793
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PINK =
Color.new(r: 255, g: 109, b: 194, a: 255)
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PURPLE =
Color.new(r: 200, g: 122, b: 255, a: 255)
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RAD2DEG =
57.29577951308232
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RAYWHITE =
Color.new(r: 245, g: 245, b: 245, a: 255)
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RED =
Color.new(r: 230, g: 41, b: 55, a: 255)
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SKYBLUE =
Color.new(r: 102, g: 191, b: 255, a: 255)
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VERSION =
"5.0"
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VIOLET =
Color.new(r: 135, g: 60, b: 190, a: 255)
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WHITE =
Color.new(r: 255, g: 255, b: 255, a: 255)
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YELLOW =
Color.new(r: 253, g: 249, b: 0, a: 255)
Function Summary
- .begin_blend_mode = BeginBlendMode(mode : Int32)
- .begin_drawing = BeginDrawing
- .begin_mode_2d = BeginMode2D(camera : Raylib::Camera2D)
- .begin_mode_3d = BeginMode3D(camera : Raylib::Camera3D)
- .begin_scissor_mode = BeginScissorMode(x : Int32, y : Int32, width : Int32, height : Int32)
- .begin_shader_mode = BeginShaderMode(shader : Raylib::Shader)
- .begin_texture_mode = BeginTextureMode(target : Raylib::RenderTexture2D)
- .begin_vr_stereo_mode = BeginVrStereoMode(vr_stereo_config : Raylib::VrStereoConfig)
- .camera_move_forward = CameraMoveForward(camera : Pointer(Raylib::Camera3D), distance : Float32, moveInWorldPlane : Bool)
- .camera_move_right = CameraMoveRight(camera : Pointer(Raylib::Camera3D), distance : Float32, moveInWorldPlane : Bool)
- .camera_move_target = CameraMoveToTarget(camera : Pointer(Raylib::Camera3D), delta : Float32)
- .camera_move_up = CameraMoveUp(camera : Pointer(Raylib::Camera3D), distance : Float32)
- .camera_pitch = CameraPitch(camera : Pointer(Raylib::Camera3D), angle : Float32, lockView : Bool, rotateAroundTarget : Bool, rotateUp : Bool)
- .camera_roll = CameraRoll(camera : Pointer(Raylib::Camera3D), angle : Float32)
- .camera_yaw = CameraYaw(camera : Pointer(Raylib::Camera3D), angle : Float32, rotateAroundTarget : Bool)
- .change_directory? = ChangeDirectory(dir : Pointer(UInt8)) : Bool
- .check_collision_box_sphere? = CheckCollisionBoxSphere(box : Raylib::BoundingBox, center : Raylib::Vector3, radius : Float32) : Bool
- .check_collision_boxes? = CheckCollisionBoxes(box1 : Raylib::BoundingBox, box2 : Raylib::BoundingBox) : Bool
- .check_collision_circle_rec? = CheckCollisionCircleRec(center : Raylib::Vector2, radius : Float32, rec : Raylib::Rectangle) : Bool
- .check_collision_circles? = CheckCollisionCircles(center1 : Raylib::Vector2, radius1 : Float32, center2 : Raylib::Vector2, radius2 : Float32) : Bool
- .check_collision_lines? = CheckCollisionLines(start_pos1 : Raylib::Vector2, end_pos1 : Raylib::Vector2, start_pos2 : Raylib::Vector2, end_pos2 : Raylib::Vector2, collision_point : Pointer(Raylib::Vector2)) : Bool
- .check_collision_point_circle? = CheckCollisionPointCircle(point : Raylib::Vector2, center : Raylib::Vector2, radius : Float32) : Bool
- .check_collision_point_line? = CheckCollisionPointLine(point : Raylib::Vector2, p1 : Raylib::Vector2, p2 : Raylib::Vector2, threshold : Int32) : Bool
- .check_collision_point_poly? = CheckCollisionPointPoly(point : Raylib::Vector2, points : Pointer(Raylib::Vector2), points_length : Int32) : Bool
- .check_collision_point_rec? = CheckCollisionPointRec(point : Raylib::Vector2, rec : Raylib::Rectangle) : Bool
- .check_collision_point_triangle? = CheckCollisionPointTriangle(point : Raylib::Vector2, p1 : Raylib::Vector2, p2 : Raylib::Vector2, p3 : Raylib::Vector2) : Bool
- .check_collision_recs? = CheckCollisionRecs(rec1 : Raylib::Rectangle, rec2 : Raylib::Rectangle) : Bool
- .check_collision_spheres? = CheckCollisionSpheres(center1 : Raylib::Vector3, radius1 : Float32, center2 : Raylib::Vector3, radius2 : Float32) : Bool
- .clear_background = ClearBackground(color : Raylib::Color)
- .clear_window_state = ClearWindowState(flag : Raylib::ConfigFlags)
- .close_window = CloseWindow
- .close_window? = WindowShouldClose : Bool
- .codepoint_to_utf8 = CodepointToUTF8(codepoint : Int32, utf8_size : Pointer(Int32)) : Pointer(LibC::Char)
- .color_alpha = ColorAlpha(color : Raylib::Color, alpha : Float32) : Color
- .color_alpha_blend = ColorAlphaBlend(dst : Raylib::Color, src : Raylib::Color, tint : Raylib::Color) : Color
- .color_brightness = ColorBrightness(color : Raylib::Color, factor : Float32) : Color
- .color_contrast = ColorContrast(color : Raylib::Color, contrast : Float32) : Color
- .color_from_hsv = ColorFromHSV(hue : Float32, saturation : Float32, value : Float32) : Color
- .color_from_normalized = ColorFromNormalized(normalized : Raylib::Vector4) : Color
- .color_normalize = ColorNormalize(color : Raylib::Color) : Vector4
- .color_tint = ColorTint(color : Raylib::Color, tint : Raylib::Color) : Color
- .color_to_hsv = ColorToHSV(color : Raylib::Color) : Vector3
- .color_to_int = ColorToInt(color : Raylib::Color) : LibC::Int
- .compress_data = CompressData(data : Pointer(UInt8), data_length : Int32, comp_data_length : Pointer(Int32)) : Pointer(LibC::UChar)
- .cursor_hidden? = IsCursorHidden : Bool
- .cursor_on_screen? = IsCursorOnScreen
- .decode_data_base64 = DecodeDataBase64(data : Pointer(UInt8), output_length : Pointer(Int32)) : Pointer(LibC::UChar)
- .decompress_data = DecompressData(comp_data : Pointer(UInt8), comp_data_length : Int32, data_length : Pointer(Int32)) : Pointer(LibC::UChar)
- .directory_exists? = DirectoryExists(dir_path : Pointer(UInt8)) : Bool
- .disable_cursor = DisableCursor
- .disable_event_waiting = DisableEventWaiting
- .draw_billboard = DrawBillboard(camera : Raylib::Camera3D, texture : Raylib::Texture2D, position : Raylib::Vector3, size : Float32, tint : Raylib::Color)
- .draw_billboard_pro = DrawBillboardPro(camera : Raylib::Camera3D, texture : Raylib::Texture2D, source : Raylib::Rectangle, position : Raylib::Vector3, up : Raylib::Vector3, size : Raylib::Vector2, origin : Raylib::Vector2, rotation : Float32, tint : Raylib::Color)
- .draw_billboard_rec = DrawBillboardRec(camera : Raylib::Camera3D, texture : Raylib::Texture2D, source : Raylib::Rectangle, position : Raylib::Vector3, size : Raylib::Vector2, tint : Raylib::Color)
- .draw_bounding_box = DrawBoundingBox(box : Raylib::BoundingBox, color : Raylib::Color)
- .draw_capsule = DrawCapsule(start_position : Raylib::Vector3, end_position : Raylib::Vector3, radius : Float32, slices : Int32, rings : Int32, color : Raylib::Color)
- .draw_capsule_wires = DrawCapsuleWires(start_position : Raylib::Vector3, end_position : Raylib::Vector3, radius : Float32, slices : Int32, rings : Int32, color : Raylib::Color)
- .draw_circle = DrawCircle(center_x : Int32, center_y : Int32, radius : Float32, color : Raylib::Color)
- .draw_circle_3d = DrawCircle3D(center : Raylib::Vector3, radius : Float32, rotation_axis : Raylib::Vector3, rotation_angle : Float32, color : Raylib::Color)
- .draw_circle_gradient = DrawCircleGradient(center_x : Int32, center_y : Int32, radius : Float32, color1 : Raylib::Color, color2 : Raylib::Color)
- .draw_circle_lines = DrawCircleLines(center_x : Int32, center_y : Int32, radius : Float32, color : Raylib::Color)
- .draw_circle_sector = DrawCircleSector(center : Raylib::Vector2, radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32, color : Raylib::Color)
- .draw_circle_sector_lines = DrawCircleSectorLines(center : Raylib::Vector2, radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32, color : Raylib::Color)
- .draw_circle_v = DrawCircleV(center : Raylib::Vector2, radius : Float32, color : Raylib::Color)
- .draw_cube = DrawCube(position : Raylib::Vector3, width : Float32, height : Float32, length : Float32, color : Raylib::Color)
- .draw_cube_v = DrawCubeV(position : Raylib::Vector3, size : Raylib::Vector3, color : Raylib::Color)
- .draw_cube_wires = DrawCubeWires(position : Raylib::Vector3, width : Float32, height : Float32, length : Float32, color : Raylib::Color)
- .draw_cube_wires_v = DrawCubeWiresV(position : Raylib::Vector3, size : Raylib::Vector3, color : Raylib::Color)
- .draw_cylinder = DrawCylinder(position : Raylib::Vector3, radius_top : Float32, radius_bottom : Float32, height : Float32, slices : Int32, color : Raylib::Color)
- .draw_cylinder_ex = DrawCylinderEx(start_pos : Raylib::Vector3, end_pos : Raylib::Vector3, start_radius : Float32, end_radius : Float32, sides : Int32, color : Raylib::Color)
- .draw_cylinder_wires = DrawCylinderWires(position : Raylib::Vector3, radius_top : Float32, radius_bottom : Float32, height : Float32, slices : Int32, color : Raylib::Color)
- .draw_cylinder_wires_ex = DrawCylinderWiresEx(start_pos : Raylib::Vector3, end_pos : Raylib::Vector3, start_radius : Float32, end_radius : Float32, sides : Int32, color : Raylib::Color)
- .draw_ellipse = DrawEllipse(center_x : Int32, center_y : Int32, radius_h : Float32, radius_v : Float32, color : Raylib::Color)
- .draw_ellipse_lines = DrawEllipseLines(center_x : Int32, center_y : Int32, radius_h : Float32, radius_v : Float32, color : Raylib::Color)
- .draw_fps = DrawFPS(pos_x : Int32, pos_y : Int32)
- .draw_grid = DrawGrid(slices : Int32, spacing : Float32)
- .draw_line = DrawLine(start_pos_x : Int32, start_pos_y : Int32, end_pos_x : Int32, end_pos_y : Int32, color : Raylib::Color)
- .draw_line_3d = DrawLine3D(start_pos : Raylib::Vector3, end_pos : Raylib::Vector3, color : Raylib::Color)
- .draw_line_bezier = DrawLineBezier(start_pos : Raylib::Vector2, end_pos : Raylib::Vector2, thick : Float32, color : Raylib::Color)
- .draw_line_ex = DrawLineEx(start_pos : Raylib::Vector2, end_pos : Raylib::Vector2, thick : Float32, color : Raylib::Color)
- .draw_line_strip = DrawLineStrip(points : Pointer(Raylib::Vector2), point_count : Int32, color : Raylib::Color)
- .draw_line_v = DrawLineV(start_pos : Raylib::Vector2, end_pos : Raylib::Vector2, color : Raylib::Color)
- .draw_mesh = DrawMesh(mesh : Raylib::Mesh, material : Raylib::Material, transform : Raylib::Matrix)
- .draw_mesh_instanced = DrawMeshInstanced(mesh : Raylib::Mesh, material : Raylib::Material, transforms : Pointer(Raylib::Matrix), instances : Int32)
- .draw_model = DrawModel(model : Raylib::Model, position : Raylib::Vector3, scale : Float32, tint : Raylib::Color)
- .draw_model_ex = DrawModelEx(model : Raylib::Model, position : Raylib::Vector3, rotation_axis : Raylib::Vector3, rotation_angle : Float32, scale : Raylib::Vector3, tint : Raylib::Color)
- .draw_model_wires = DrawModelWires(model : Raylib::Model, position : Raylib::Vector3, scale : Float32, tint : Raylib::Color)
- .draw_model_wires_ex = DrawModelWiresEx(model : Raylib::Model, position : Raylib::Vector3, rotation_axis : Raylib::Vector3, rotation_angle : Float32, scale : Raylib::Vector3, tint : Raylib::Color)
- .draw_pixel = DrawPixel(pos_x : Int32, pos_y : Int32, color : Raylib::Color)
- .draw_pixel_v = DrawPixelV(position : Raylib::Vector2, color : Raylib::Color)
- .draw_plane = DrawPlane(center_pos : Raylib::Vector3, size : Raylib::Vector2, color : Raylib::Color)
- .draw_point_3d = DrawPoint3D(position : Raylib::Vector3, color : Raylib::Color)
- .draw_poly = DrawPoly(center : Raylib::Vector2, sides : Int32, radius : Float32, rotation : Float32, color : Raylib::Color)
- .draw_poly_lines = DrawPolyLines(center : Raylib::Vector2, sides : Int32, radius : Float32, rotation : Float32, color : Raylib::Color)
- .draw_poly_lines_ex = DrawPolyLinesEx(center : Raylib::Vector2, sides : Int32, radius : Float32, rotation : Float32, line_thick : Float32, color : Raylib::Color)
- .draw_ray = DrawRay(ray : Raylib::Ray, color : Raylib::Color)
- .draw_rectangle = DrawRectangle(pos_x : Int32, pos_y : Int32, width : Int32, height : Int32, color : Raylib::Color)
- .draw_rectangle_gradient_ex = DrawRectangleGradientEx(rec : Raylib::Rectangle, col1 : Raylib::Color, col2 : Raylib::Color, col3 : Raylib::Color, col4 : Raylib::Color)
- .draw_rectangle_gradient_h = DrawRectangleGradientH(pos_x : Int32, pos_y : Int32, width : Int32, height : Int32, color1 : Raylib::Color, color2 : Raylib::Color)
- .draw_rectangle_gradient_v = DrawRectangleGradientV(pos_x : Int32, pos_y : Int32, width : Int32, height : Int32, color1 : Raylib::Color, color2 : Raylib::Color)
- .draw_rectangle_lines = DrawRectangleLines(pos_x : Int32, pos_y : Int32, width : Int32, height : Int32, color : Raylib::Color)
- .draw_rectangle_lines_ex = DrawRectangleLinesEx(rec : Raylib::Rectangle, line_thick : Float32, color : Raylib::Color)
- .draw_rectangle_pro = DrawRectanglePro(rec : Raylib::Rectangle, origin : Raylib::Vector2, rotation : Float32, color : Raylib::Color)
- .draw_rectangle_rec = DrawRectangleRec(rec : Raylib::Rectangle, color : Raylib::Color)
- .draw_rectangle_rounded = DrawRectangleRounded(rec : Raylib::Rectangle, roundness : Float32, segments : Int32, color : Raylib::Color)
- .draw_rectangle_rounded_lines = DrawRectangleRoundedLines(rec : Raylib::Rectangle, roundness : Float32, segments : Int32, line_thick : Float32, color : Raylib::Color)
- .draw_rectangle_v = DrawRectangleV(position : Raylib::Vector2, size : Raylib::Vector2, color : Raylib::Color)
- .draw_ring = DrawRing(center : Raylib::Vector2, inner_radius : Float32, outer_radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32, color : Raylib::Color)
- .draw_ring_lines = DrawRingLines(center : Raylib::Vector2, inner_radius : Float32, outer_radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32, color : Raylib::Color)
- .draw_sphere = DrawSphere(center_pos : Raylib::Vector3, radius : Float32, color : Raylib::Color)
- .draw_sphere_ex = DrawSphereEx(center_pos : Raylib::Vector3, radius : Float32, rings : Int32, slices : Int32, color : Raylib::Color)
- .draw_sphere_wires = DrawSphereWires(center_pos : Raylib::Vector3, radius : Float32, rings : Int32, slices : Int32, color : Raylib::Color)
- .draw_spline_basis = DrawSplineBasis(points : Pointer(Raylib::Vector2), point_count : Int32, thick : Float32, color : Raylib::Color)
- .draw_spline_bezier_cubic = DrawSplineBezierCubic(points : Pointer(Raylib::Vector2), point_count : Int32, thick : Float32, color : Raylib::Color)
- .draw_spline_bezier_quadratic = DrawSplineBezierQuadratic(points : Pointer(Raylib::Vector2), point_count : Int32, thick : Float32, color : Raylib::Color)
- .draw_spline_catmull_rom = DrawSplineCatmullRom(points : Pointer(Raylib::Vector2), point_count : Int32, thick : Float32, color : Raylib::Color)
- .draw_spline_linear = DrawSplineLinear(points : Pointer(Raylib::Vector2), point_count : Int32, thick : Float32, color : Raylib::Color)
- .draw_spline_segment_basis = DrawSplineSegmentBasis(p1 : Raylib::Vector2, p2 : Raylib::Vector2, p3 : Raylib::Vector2, p4 : Raylib::Vector2, thick : Float32, color : Raylib::Color)
- .draw_spline_segment_bezier_cubic = DrawSplineSegmentBezierCubic(p1 : Raylib::Vector2, c2 : Raylib::Vector2, c3 : Raylib::Vector2, p4 : Raylib::Vector2, thick : Float32, color : Raylib::Color)
- .draw_spline_segment_bezier_quadratic = DrawSplineSegmentBezierQuadratic(p1 : Raylib::Vector2, c2 : Raylib::Vector2, p3 : Raylib::Vector2, thick : Float32, color : Raylib::Color)
- .draw_spline_segment_catmull_rom = DrawSplineSegmentCatmullRom(p1 : Raylib::Vector2, p2 : Raylib::Vector2, p3 : Raylib::Vector2, p4 : Raylib::Vector2, thick : Float32, color : Raylib::Color)
- .draw_spline_segment_linear = DrawSplineSegmentLinear(p1 : Raylib::Vector2, p2 : Raylib::Vector2, thick : Float32, color : Raylib::Color)
- .draw_text = DrawText(text : Pointer(UInt8), pos_x : Int32, pos_y : Int32, font_size : Int32, color : Raylib::Color)
- .draw_text_codepoint = DrawTextCodepoint(font : Raylib::Font, codepoint : Int32, position : Raylib::Vector2, font_size : Float32, tint : Raylib::Color)
- .draw_text_codepoints = DrawTextCodepoints(font : Raylib::Font, codepoints : Pointer(Int32), codepoint_count : Int32, position : Raylib::Vector2, font_size : Float32, spacing : Float32, tint : Raylib::Color)
- .draw_text_ex = DrawTextEx(font : Raylib::Font, text : Pointer(UInt8), position : Raylib::Vector2, font_size : Float32, spacing : Float32, tint : Raylib::Color)
- .draw_text_pro = DrawTextPro(font : Raylib::Font, text : Pointer(UInt8), position : Raylib::Vector2, origin : Raylib::Vector2, rotation : Float32, font_size : Float32, spacing : Float32, tint : Raylib::Color)
- .draw_texture = DrawTexture(texture : Raylib::Texture2D, pos_x : Int32, pos_y : Int32, tint : Raylib::Color)
- .draw_texture_ex = DrawTextureEx(texture : Raylib::Texture2D, position : Raylib::Vector2, rotation : Float32, scale : Float32, tint : Raylib::Color)
- .draw_texture_n_patch = DrawTextureNPatch(texture : Raylib::Texture2D, n_patch_info : Raylib::NPatchInfo, dest : Raylib::Rectangle, origin : Raylib::Vector2, rotation : Float32, tint : Raylib::Color)
- .draw_texture_pro = DrawTexturePro(texture : Raylib::Texture2D, source : Raylib::Rectangle, dest : Raylib::Rectangle, origin : Raylib::Vector2, rotation : Float32, tint : Raylib::Color)
- .draw_texture_rec = DrawTextureRec(texture : Raylib::Texture2D, source : Raylib::Rectangle, position : Raylib::Vector2, tint : Raylib::Color)
- .draw_texture_v = DrawTextureV(texture : Raylib::Texture2D, position : Raylib::Vector2, tint : Raylib::Color)
- .draw_triangle = DrawTriangle(v1 : Raylib::Vector2, v2 : Raylib::Vector2, v3 : Raylib::Vector2, color : Raylib::Color)
- .draw_triangle_3d = DrawTriangle3D(v1 : Raylib::Vector3, v2 : Raylib::Vector3, v3 : Raylib::Vector3, color : Raylib::Color)
- .draw_triangle_fan = DrawTriangleFan(points : Pointer(Raylib::Vector2), point_count : Int32, color : Raylib::Color)
- .draw_triangle_lines = DrawTriangleLines(v1 : Raylib::Vector2, v2 : Raylib::Vector2, v3 : Raylib::Vector2, color : Raylib::Color)
- .draw_triangle_strip = DrawTriangleStrip(points : Pointer(Raylib::Vector2), point_count : Int32, color : Raylib::Color)
- .draw_triangle_strip_3d = DrawTriangleStrip3D(points : Pointer(Raylib::Vector3), point_count : Int32, color : Raylib::Color)
- .enable_cursor = EnableCursor
- .enable_event_waiting = EnableEventWaiting
- .encode_data_base64 = EncodeDataBase64(data : Pointer(UInt8), data_length : Int32, output_length : Pointer(Int32)) : Pointer(LibC::Char)
- .end_blend_mode = EndBlendMode
- .end_drawing = EndDrawing
- .end_mode_2d = EndMode2D
- .end_mode_3d = EndMode3D
- .end_scissor_mode = EndScissorMode
- .end_shader_mode = EndShaderMode
- .end_texture_mode = EndTextureMode
- .end_vr_stereo_mode = EndVrStereoMode
- .export_automation_event_list = ExportAutomationEventList(list : Raylib::AutomationEventList, filename : Pointer(UInt8)) : Bool
- .export_data_as_code = ExportDataAsCode(data : Pointer(UInt8), data_size : UInt32, filename : Pointer(UInt8)) : Bool
- .export_font_as_code = ExportFontAsCode(font : Raylib::Font, filename : Pointer(UInt8)) : Bool
- .export_image? = ExportImage(image : Raylib::Image, file_name : Pointer(UInt8)) : Bool
- .export_image_as_code? = ExportImageAsCode(image : Raylib::Image, file_name : Pointer(UInt8)) : Bool
- .export_image_to_memory = ExportImageToMemory(image : Raylib::Image, filetype : Pointer(UInt8), filesize : Pointer(UInt8), datasize : Int32) : Pointer(LibC::UChar)
- .export_mesh? = ExportMesh(mesh : Raylib::Mesh, file_name : Pointer(UInt8)) : Bool
- .fade = Fade(color : Raylib::Color, alpha : Float32) : Color
- .file_dropped? = IsFileDropped : Bool
- .file_exists? = FileExists(file_name : Pointer(UInt8)) : Bool
- .file_extension? = IsFileExtension(file_name : Pointer(UInt8), ext : Pointer(UInt8)) : Bool
- .font_ready? = IsFontReady(font : Raylib::Font) : Bool
- .gamepad_available? = IsGamepadAvailable(gamepad : Int32) : Bool
- .gamepad_button_down? = IsGamepadButtonDown(gamepad : Int32, button : Int32) : Bool
- .gamepad_button_pressed? = IsGamepadButtonPressed(gamepad : Int32, button : Int32) : Bool
- .gamepad_button_released? = IsGamepadButtonReleased(gamepad : Int32, button : Int32) : Bool
- .gamepad_button_up? = IsGamepadButtonUp(gamepad : Int32, button : Int32) : Bool
- .gen_image_cellular = GenImageCellular(width : Int32, height : Int32, tile_size : Int32) : Image
- .gen_image_checked = GenImageChecked(width : Int32, height : Int32, checks_x : Int32, checks_y : Int32, col1 : Raylib::Color, col2 : Raylib::Color) : Image
- .gen_image_color = GenImageColor(width : Int32, height : Int32, color : Raylib::Color) : Image
- .gen_image_font_atlas = GenImageFontAtlas(glyphs : Pointer(Raylib::GlyphInfo), glyph_recs : Pointer(Pointer(Raylib::Rectangle)), glyph_count : Int32, font_size : Int32, padding : Int32, pack_method : Int32) : Image
- .gen_image_gradient_linear = GenImageGradientLinear(width : Int32, height : Int32, direction : Int32, start_color : Raylib::Color, end_color : Raylib::Color) : Image
- .gen_image_gradient_radial = GenImageGradientRadial(width : Int32, height : Int32, density : Float32, inner : Raylib::Color, outer : Raylib::Color) : Image
- .gen_image_gradient_square = GenImageGradientSquare(width : Float32, height : Float32, density : Float32, inner : Raylib::Color, outer : Raylib::Color) : Image
- .gen_image_perlin_noise = GenImagePerlinNoise(width : Int32, height : Int32, offset_x : Int32, offset_y : Int32, scale : Float32) : Image
- .gen_image_text = GenImageText(width : Int32, height : Int32, text : Pointer(UInt8)) : Image
- .gen_image_white_noise = GenImageWhiteNoise(width : Int32, height : Int32, factor : Float32) : Image
- .gen_mesh_cone = GenMeshCone(radius : Float32, height : Float32, slices : Int32) : Mesh
- .gen_mesh_cube = GenMeshCube(width : Float32, height : Float32, length : Float32) : Mesh
- .gen_mesh_cubicmap = GenMeshCubicmap(cubicmap : Raylib::Image, cube_size : Raylib::Vector3) : Mesh
- .gen_mesh_cylinder = GenMeshCylinder(radius : Float32, height : Float32, slices : Int32) : Mesh
- .gen_mesh_heightmap = GenMeshHeightmap(heightmap : Raylib::Image, size : Raylib::Vector3) : Mesh
- .gen_mesh_hemi_sphere = GenMeshHemiSphere(radius : Float32, rings : Int32, slices : Int32) : Mesh
- .gen_mesh_knot = GenMeshKnot(radius : Float32, size : Float32, rad_seg : Int32, sides : Int32) : Mesh
- .gen_mesh_plane = GenMeshPlane(width : Float32, length : Float32, res_x : Int32, res_z : Int32) : Mesh
- .gen_mesh_poly = GenMeshPoly(sides : Int32, radius : Float32) : Mesh
- .gen_mesh_sphere = GenMeshSphere(radius : Float32, rings : Int32, slices : Int32) : Mesh
- .gen_mesh_tangents = GenMeshTangents(mesh : Pointer(Raylib::Mesh))
- .gen_mesh_torus = GenMeshTorus(radius : Float32, size : Float32, rad_seg : Int32, sides : Int32) : Mesh
- .gen_texture_mipmaps = GenTextureMipmaps(texture : Pointer(Raylib::Texture2D))
- .gesture_detected? = IsGestureDetected(gesture : UInt32) : Bool
- .get_application_directory = GetApplicationDirectory : Pointer(LibC::Char)
- .get_camera_forward = GetCameraForward(camera : Pointer(Raylib::Camera3D)) : Raylib::Vector3
- .get_camera_matrix = GetCameraMatrix(camera : Raylib::Camera3D) : Matrix
- .get_camera_matrix_2d = GetCameraMatrix2D(camera : Raylib::Camera2D) : Matrix
- .get_camera_right = GetCameraRight(camera : Pointer(Raylib::Camera3D)) : Raylib::Vector3
- .get_camera_up = GetCameraUp(camera : Pointer(Raylib::Camera3D)) : Raylib::Vector3
- .get_char_pressed = GetCharPressed : LibC::Int
- .get_clipboard_text = GetClipboardText : Pointer(Char)
- .get_codepoint = GetCodepoint(text : Pointer(UInt8), bytes_processed : Pointer(Int32)) : LibC::Int
- .get_codepoint_count = GetCodepointCount(text : Pointer(UInt8)) : LibC::Int
- .get_codepoint_next = GetCodepointNext(text : Pointer(UInt8), codepoint_size : Pointer(Int32)) : LibC::Int
- .get_codepoint_previous = GetCodepointPrevious(text : Pointer(UInt8), codepoint_size : Pointer(Int32)) : LibC::Int
- .get_collision_rec = GetCollisionRec(rec1 : Raylib::Rectangle, rec2 : Raylib::Rectangle) : Rectangle
- .get_color = GetColor(hex_value : UInt32) : Color
- .get_current_monitor = GetCurrentMonitor : LibC::Int
- .get_directory_path = GetDirectoryPath(file_path : Pointer(UInt8)) : Pointer(LibC::Char)
- .get_file_extension = GetFileExtension(file_name : Pointer(UInt8)) : Pointer(LibC::Char)
- .get_file_length = GetFileLength(filename : Pointer(UInt8), ext : Pointer(UInt8)) : LibC::Int
- .get_file_mod_time = GetFileModTime(file_name : Pointer(UInt8)) : LibC::Long
- .get_file_name = GetFileName(file_path : Pointer(UInt8)) : Pointer(LibC::Char)
- .get_file_name_without_ext = GetFileNameWithoutExt(file_path : Pointer(UInt8)) : Pointer(LibC::Char)
- .get_font_default = GetFontDefault : Font
- .get_fps = GetFPS : LibC::Int
- .get_frame_time = GetFrameTime : LibC::Float
- .get_gamepad_axis_count = GetGamepadAxisCount(gamepad : Int32) : LibC::Int
- .get_gamepad_axis_movement = GetGamepadAxisMovement(gamepad : Int32, axis : Int32) : LibC::Float
- .get_gamepad_button_pressed = GetGamepadButtonPressed : LibC::Int
- .get_gamepad_name = GetGamepadName(gamepad : Int32) : Pointer(LibC::Char)
- .get_gesture_detected = GetGestureDetected : LibC::Int
- .get_gesture_drag_angle = GetGestureDragAngle : LibC::Float
- .get_gesture_drag_vector = GetGestureDragVector : Vector2
- .get_gesture_hold_duration = GetGestureHoldDuration : LibC::Float
- .get_gesture_pinch_angle = GetGesturePinchAngle : LibC::Float
- .get_gesture_pinch_vector = GetGesturePinchVector : Vector2
- .get_glyph_atlas_rec = GetGlyphAtlasRec(font : Raylib::Font, codepoint : Int32) : Rectangle
- .get_glyph_index = GetGlyphIndex(font : Raylib::Font, codepoint : Int32) : LibC::Int
- .get_glyph_info = GetGlyphInfo(font : Raylib::Font, codepoint : Int32) : GlyphInfo
- .get_image_alpha_border = GetImageAlphaBorder(image : Raylib::Image, threshold : Float32) : Rectangle
- .get_image_color = GetImageColor(image : Raylib::Image, x : Int32, y : Int32) : Color
- .get_key_pressed = GetKeyPressed : LibC::Int
- .get_mesh_bounding_box = GetMeshBoundingBox(mesh : Raylib::Mesh) : BoundingBox
- .get_model_bounding_box = GetModelBoundingBox(model : Raylib::Model) : BoundingBox
- .get_monitor_count = GetMonitorCount : LibC::Int
- .get_monitor_height = GetMonitorHeight(monitor : Int32) : LibC::Int
- .get_monitor_name = GetMonitorName(monitor : Int32) : Pointer(Char)
- .get_monitor_physical_height = GetMonitorPhysicalHeight(monitor : Int32) : LibC::Int
- .get_monitor_physical_width = GetMonitorPhysicalWidth(monitor : Int32) : LibC::Int
- .get_monitor_position = GetMonitorPosition(monitor : Int32) : Vector2
- .get_monitor_refresh_rate = GetMonitorRefreshRate(monitor : Int32) : LibC::Int
- .get_monitor_width = GetMonitorWidth(monitor : Int32) : LibC::Int
- .get_mouse_delta = GetMouseDelta : Vector2
- .get_mouse_position = GetMousePosition : Vector2
- .get_mouse_ray = GetMouseRay(mouse_position : Raylib::Vector2, camera : Raylib::Camera3D) : Ray
- .get_mouse_wheel_move = GetMouseWheelMove : LibC::Float
- .get_mouse_wheel_move_v = GetMouseWheelMoveV : Vector2
- .get_mouse_x = GetMouseX : LibC::Int
- .get_mouse_y = GetMouseY : LibC::Int
- .get_pixel_color = GetPixelColor(src_ptr : Pointer(Void), format : Int32) : Color
- .get_pixel_data_size = GetPixelDataSize(width : Int32, height : Int32, format : Int32) : LibC::Int
- .get_prev_directory_path = GetPrevDirectoryPath(dir_path : Pointer(UInt8)) : Pointer(LibC::Char)
- .get_random_value = GetRandomValue(min : Int32, max : Int32) : LibC::Int
- .get_ray_collision_box = GetRayCollisionBox(ray : Raylib::Ray, box : Raylib::BoundingBox) : RayCollision
- .get_ray_collision_mesh = GetRayCollisionMesh(ray : Raylib::Ray, mesh : Raylib::Mesh, transform : Raylib::Matrix) : RayCollision
- .get_ray_collision_quad = GetRayCollisionQuad(ray : Raylib::Ray, p1 : Raylib::Vector3, p2 : Raylib::Vector3, p3 : Raylib::Vector3, p4 : Raylib::Vector3) : RayCollision
- .get_ray_collision_sphere = GetRayCollisionSphere(ray : Raylib::Ray, center : Raylib::Vector3, radius : Float32) : RayCollision
- .get_ray_collision_triangle = GetRayCollisionTriangle(ray : Raylib::Ray, p1 : Raylib::Vector3, p2 : Raylib::Vector3, p3 : Raylib::Vector3) : RayCollision
- .get_render_height = GetRenderHeight : LibC::Int
- .get_render_width = GetRenderWidth : LibC::Int
- .get_screen_height = GetScreenHeight : LibC::Int
- .get_screen_to_world_2d = GetScreenToWorld2D(position : Raylib::Vector2, camera : Raylib::Camera2D) : Vector2
- .get_screen_width = GetScreenWidth : LibC::Int
- .get_shader_location = GetShaderLocation(shader : Raylib::Shader, uniform_name : Pointer(UInt8)) : LibC::Int
- .get_shader_location_attrib = GetShaderLocationAttrib(shader : Raylib::Shader, attrib_name : Pointer(UInt8)) : LibC::Int
- .get_spline_point_basis = GetSplinePointBasis(p1 : Raylib::Vector2, p2 : Raylib::Vector2, p3 : Raylib::Vector2, p4 : Raylib::Vector2, t : Float32) : Vector2
- .get_spline_point_bezier_cubic = GetSplinePointBezierCubic(p1 : Raylib::Vector2, c2 : Raylib::Vector2, c3 : Raylib::Vector2, p4 : Raylib::Vector2, t : Float32) : Vector2
- .get_spline_point_bezier_quad = GetSplinePointBezierQuad(p1 : Raylib::Vector2, c2 : Raylib::Vector2, p3 : Raylib::Vector2, t : Float32) : Vector2
- .get_spline_point_catmull_rom = GetSplinePointCatmullRom(p1 : Raylib::Vector2, p2 : Raylib::Vector2, p3 : Raylib::Vector2, p4 : Raylib::Vector2, t : Float32) : Vector2
- .get_spline_point_linear = GetSplinePointLinear(start_pos : Raylib::Vector2, end_pos : Raylib::Vector2, t : Float32) : Vector2
- .get_time = GetTime : LibC::Double
- .get_touch_point_count = GetTouchPointCount : LibC::Int
- .get_touch_point_id = GetTouchPointId(index : Int32) : LibC::Int
- .get_touch_position = GetTouchPosition(index : Int32) : Vector2
- .get_touch_x = GetTouchX : LibC::Int
- .get_touch_y = GetTouchY : LibC::Int
- .get_window_handle = GetWindowHandle : Pointer(Void)
- .get_window_position = GetWindowPosition : Vector2
- .get_window_scale_dpi = GetWindowScaleDPI : Vector2
- .get_working_directory = GetWorkingDirectory : Pointer(LibC::Char)
- .get_world_to_screen = GetWorldToScreen(position : Raylib::Vector3, camera : Raylib::Camera3D) : Vector2
- .get_world_to_screen_2d = GetWorldToScreen2D(position : Raylib::Vector2, camera : Raylib::Camera2D) : Vector2
- .get_world_to_screen_ex = GetWorldToScreenEx(position : Raylib::Vector3, camera : Raylib::Camera3D, width : Int32, height : Int32) : Vector2
- .hide_cursor = HideCursor
- .image_alpha_clear = ImageAlphaClear(image : Pointer(Raylib::Image), color : Raylib::Color, threshold : Float32)
- .image_alpha_crop = ImageAlphaCrop(image : Pointer(Raylib::Image), threshold : Float32)
- .image_alpha_mask = ImageAlphaMask(image : Pointer(Raylib::Image), alpha_mask : Raylib::Image)
- .image_alpha_premultiply = ImageAlphaPremultiply(image : Pointer(Raylib::Image))
- .image_blur_gaussian = ImageBlurGaussian(image : Pointer(Raylib::Image), blur_size : Int32)
- .image_clear_background = ImageClearBackground(dst : Pointer(Raylib::Image), color : Raylib::Color)
- .image_color_brightness = ImageColorBrightness(image : Pointer(Raylib::Image), brightness : Int32)
- .image_color_contrast = ImageColorContrast(image : Pointer(Raylib::Image), contrast : Float32)
- .image_color_grayscale = ImageColorGrayscale(image : Pointer(Raylib::Image))
- .image_color_invert = ImageColorInvert(image : Pointer(Raylib::Image))
- .image_color_replace = ImageColorReplace(image : Pointer(Raylib::Image), color : Raylib::Color, replace : Raylib::Color)
- .image_color_tint = ImageColorTint(image : Pointer(Raylib::Image), color : Raylib::Color)
- .image_copy = ImageCopy(image : Raylib::Image) : Image
- .image_crop = ImageCrop(image : Pointer(Raylib::Image), crop : Raylib::Rectangle)
- .image_dither = ImageDither(image : Pointer(Raylib::Image), r_bpp : Int32, g_bpp : Int32, b_bpp : Int32, a_bpp : Int32)
- .image_draw = ImageDraw(dst : Pointer(Raylib::Image), src : Raylib::Image, src_rec : Raylib::Rectangle, dst_rec : Raylib::Rectangle, tint : Raylib::Color)
- .image_draw_circle = ImageDrawCircle(dst : Pointer(Raylib::Image), center_x : Int32, center_y : Int32, radius : Int32, color : Raylib::Color)
- .image_draw_circle_lines = ImageDrawCircle(dst : Pointer(Raylib::Image), center_X : Int32, center_y : Int32, radius : Int32, color : Raylib::Color)
- .image_draw_circle_lines_v = ImageDrawCircleV(dst : Pointer(Raylib::Image), center : Raylib::Vector2, radius : Int32, color : Raylib::Color)
- .image_draw_circle_v = ImageDrawCircleV(dst : Pointer(Raylib::Image), center : Raylib::Vector2, radius : Int32, color : Raylib::Color)
- .image_draw_line = ImageDrawLine(dst : Pointer(Raylib::Image), start_pos_x : Int32, start_pos_y : Int32, end_pos_x : Int32, end_pos_y : Int32, color : Raylib::Color)
- .image_draw_line_v = ImageDrawLineV(dst : Pointer(Raylib::Image), start : Raylib::Vector2, end : Raylib::Vector2, color : Raylib::Color)
- .image_draw_pixel = ImageDrawPixel(dst : Pointer(Raylib::Image), pos_x : Int32, pos_y : Int32, color : Raylib::Color)
- .image_draw_pixel_v = ImageDrawPixelV(dst : Pointer(Raylib::Image), position : Raylib::Vector2, color : Raylib::Color)
- .image_draw_rectangle = ImageDrawRectangle(dst : Pointer(Raylib::Image), pos_x : Int32, pos_y : Int32, width : Int32, height : Int32, color : Raylib::Color)
- .image_draw_rectangle_lines = ImageDrawRectangleLines(dst : Pointer(Raylib::Image), rec : Raylib::Rectangle, thick : Int32, color : Raylib::Color)
- .image_draw_rectangle_rec = ImageDrawRectangleRec(dst : Pointer(Raylib::Image), rec : Raylib::Rectangle, color : Raylib::Color)
- .image_draw_rectangle_v = ImageDrawRectangleV(dst : Pointer(Raylib::Image), position : Raylib::Vector2, size : Raylib::Vector2, color : Raylib::Color)
- .image_draw_text = ImageDrawText(dst : Pointer(Raylib::Image), text : Pointer(UInt8), pos_x : Int32, pos_y : Int32, font_size : Int32, color : Raylib::Color)
- .image_draw_text_ex = ImageDrawTextEx(dst : Pointer(Raylib::Image), font : Raylib::Font, text : Pointer(UInt8), position : Raylib::Vector2, font_size : Float32, spacing : Float32, tint : Raylib::Color)
- .image_flip_horizontal = ImageFlipHorizontal(image : Pointer(Raylib::Image))
- .image_flip_vertical = ImageFlipVertical(image : Pointer(Raylib::Image))
- .image_format = ImageFormat(image : Pointer(Raylib::Image), new_format : Int32)
- .image_from_image = ImageFromImage(image : Raylib::Image, rec : Raylib::Rectangle) : Image
- .image_mipmaps = ImageMipmaps(image : Pointer(Raylib::Image))
- .image_ready? = IsImageReady(image : Raylib::Image) : Bool
- .image_resize = ImageResize(image : Pointer(Raylib::Image), new_width : Int32, new_height : Int32)
- .image_resize_canvas = ImageResizeCanvas(image : Pointer(Raylib::Image), new_width : Int32, new_height : Int32, offset_x : Int32, offset_y : Int32, fill : Raylib::Color)
- .image_resize_nn = ImageResizeNN(image : Pointer(Raylib::Image), new_width : Int32, new_height : Int32)
- .image_rotate = ImageRotate(image : Pointer(Raylib::Image), degrees : Int32)
- .image_rotate_ccw = ImageRotateCCW(image : Pointer(Raylib::Image))
- .image_rotate_cw = ImageRotateCW(image : Pointer(Raylib::Image))
- .image_text = ImageText(text : Pointer(UInt8), font_size : Int32, color : Raylib::Color) : Image
- .image_text_ex = ImageTextEx(font : Raylib::Font, text : Pointer(UInt8), font_size : Float32, spacing : Float32, tint : Raylib::Color) : Image
- .image_to_pot = ImageToPOT(image : Pointer(Raylib::Image), fill : Raylib::Color)
- .init_window = InitWindow(width : Int32, height : Int32, title : Pointer(UInt8))
- .key_down? = IsKeyDown(key : Int32) : Bool
- .key_pressed? = IsKeyPressed(key : Int32) : Bool
- .key_pressed_repeat? = IsKeyPressedRepeat(key : Int32) : Bool
- .key_released? = IsKeyReleased(key : Int32) : Bool
- .key_up? = IsKeyUp(key : Int32) : Bool
- .load_automation_event_list = LoadAutomationEventList(filename : Pointer(UInt8)) : AutomationEventList
- .load_codepoints = LoadCodepoints(text : Pointer(UInt8), count : Pointer(Int32)) : Pointer(LibC::Int)
- .load_directory_files = LoadDirectoryFiles(dir_path : Pointer(UInt8)) : FilePathList
- .load_directory_files_ex = LoadDirectoryFilesEx(base_path : Pointer(UInt8), filter : Pointer(UInt8), scan_sub_dirs : Bool) : FilePathList
- .load_dropped_files = LoadDroppedFiles : FilePathList
- .load_file_data = LoadFileData(file_name : Pointer(UInt8), data_size : Pointer(UInt32)) : Pointer(LibC::UChar)
- .load_file_text = LoadFileText(file_name : Pointer(UInt8)) : Pointer(LibC::Char)
- .load_font = LoadFont(file_name : Pointer(UInt8)) : Font
- .load_font_data = LoadFontData(file_data : Pointer(UInt8), data_size : Int32, font_size : Int32, codepoints : Pointer(Int32), codepoint_count : Int32, type : Int32) : Pointer(GlyphInfo)
- .load_font_ex = LoadFontEx(file_name : Pointer(UInt8), font_size : Int32, codepoints : Pointer(Int32), codepoint_count : Int32) : Font
- .load_font_from_image = LoadFontFromImage(image : Raylib::Image, key : Raylib::Color, first_char : Int32) : Font
- .load_font_from_memory = LoadFontFromMemory(file_type : Pointer(UInt8), file_data : Pointer(UInt8), data_size : Int32, font_size : Int32, codepoints : Pointer(Int32), codepoint_count : Int32) : Font
- .load_image = LoadImage(file_name : Pointer(UInt8)) : Image
- .load_image_anim = LoadImageAnim(file_name : Pointer(UInt8), frames : Pointer(Int32)) : Image
- .load_image_colors = LoadImageColors(image : Raylib::Image) : Pointer(Color)
- .load_image_from_memory = LoadImageFromMemory(file_type : Pointer(UInt8), file_data : Pointer(UInt8), data_size : Int32) : Image
- .load_image_from_screen = LoadImageFromScreen : Image
- .load_image_from_texture = LoadImageFromTexture(texture : Raylib::Texture2D) : Image
- .load_image_palette = LoadImagePalette(image : Raylib::Image, max_palette_size : Int32, color_count : Pointer(Int32)) : Pointer(Color)
- .load_image_raw = LoadImageRaw(file_name : Pointer(UInt8), width : Int32, height : Int32, format : Int32, header_size : Int32) : Image
- .load_image_svg = LoadImageSvg(file_name_or_string : Pointer(UInt8), width : Int32, height : Int32) : Image
- .load_material_default = LoadMaterialDefault : Material
- .load_materials = LoadMaterials(file_name : Pointer(UInt8), material_count : Pointer(Int32)) : Pointer(Material)
- .load_model = LoadModel(file_name : Pointer(UInt8)) : Model
- .load_model_animations = LoadModelAnimations(file_name : Pointer(UInt8), anim_count : Pointer(UInt32)) : Pointer(ModelAnimation)
- .load_model_from_mesh = LoadModelFromMesh(mesh : Raylib::Mesh) : Model
- .load_random_sequence = LoadRandomSequence(count : UInt32, min : Int32, max : Int32) : Pointer(LibC::Int)
- .load_render_texture = LoadRenderTexture(width : Int32, height : Int32) : RenderTexture2D
- .load_shader = LoadShader(vs_file_name : Pointer(UInt8), fs_file_name : Pointer(UInt8)) : Shader
- .load_shader_from_memory = LoadShaderFromMemory(vs_code : Pointer(UInt8), fs_code : Pointer(UInt8)) : Shader
- .load_texture = LoadTexture(file_name : Pointer(UInt8)) : Texture2D
- .load_texture_cubemap = LoadTextureCubemap(image : Raylib::Image, layout : Int32) : TextureCubemap
- .load_texture_from_image = LoadTextureFromImage(image : Raylib::Image) : Texture2D
- .load_utf8 = LoadUTF8(codepoints : Pointer(Int32), length : Int32) : Pointer(LibC::Char)
- .load_vr_stereo_config = LoadVrStereoConfig(device : Raylib::VrDeviceInfo) : VrStereoConfig
- .material_ready? = IsMaterialReady(material : Raylib::Material) : Bool
- .maximize_window = MaximizeWindow
- .measure_text = MeasureText(text : Pointer(UInt8), font_size : Int32) : LibC::Int
- .measure_text_ex = MeasureTextEx(font : Raylib::Font, text : Pointer(UInt8), font_size : Float32, spacing : Float32) : Vector2
- .mem_alloc = MemAlloc(size : UInt32) : Pointer(Void)
- .mem_free = MemFree(ptr : Pointer(Void))
- .mem_realloc = MemRealloc(ptr : Pointer(Void), size : UInt32) : Pointer(Void)
- .minimize_window = MinimizeWindow
- .model_animation_valid? = IsModelAnimationValid(model : Raylib::Model, anim : Raylib::ModelAnimation) : Bool
- .model_ready? = IsModelReady(model : Raylib::Model) : Bool
- .mouse_button_down? = IsMouseButtonDown(button : Int32) : Bool
- .mouse_button_pressed? = IsMouseButtonPressed(button : Int32) : Bool
- .mouse_button_released? = IsMouseButtonReleased(button : Int32) : Bool
- .mouse_button_up? = IsMouseButtonUp(button : Int32) : Bool
- .open_url = OpenUrl(url : Pointer(UInt8))
- .path_file? = IsPathFile(path : Pointer(UInt8)) : Bool
- .play_automation_event_recording = PlayAutomationEventRecording(event : Raylib::AutomationEvent)
- .poll_input_events = PollInputEvents
- .render_texture_ready? = IsRenderTextureReady(render_texture : Raylib::RenderTexture2D) : Bool
- .restore_window = RestoreWindow
- .save_file_data? = SaveFileData(file_name : Pointer(UInt8), data : Pointer(Void), data_size : UInt32) : Bool
- .save_file_text? = SaveFileText(file_name : Pointer(UInt8), text : Pointer(UInt8)) : Bool
- .set_automation_event_base_frame = SetAutomationEventBaseFrame(frame : Int32)
- .set_automation_event_list = SetAutomationEventList(list : Pointer(Raylib::AutomationEventList))
- .set_clipboard_text = SetClipboardText(text : Pointer(UInt8))
- .set_config_flags = SetConfigFlags(flags : UInt32)
- .set_exit_key = SetExitKey(key : Int32)
- .set_gamepad_mappings = SetGamepadMappings(mappings : Pointer(UInt8)) : LibC::Int
- .set_gestures_enabled = SetGesturesEnabled(flags : UInt32)
- .set_material_texture = SetMaterialTexture(material : Pointer(Raylib::Material), map_type : Int32, texture : Raylib::Texture2D)
- .set_model_mesh_material = SetModelMeshMaterial(model : Pointer(Raylib::Model), mesh_id : Int32, material_id : Int32)
- .set_mouse_cursor = SetMouseCursor(cursor : Int32)
- .set_mouse_offset = SetMouseOffset(offset_x : Int32, offset_y : Int32)
- .set_mouse_position = SetMousePosition(x : Int32, y : Int32)
- .set_mouse_scale = SetMouseScale(scale_x : Float32, scale_y : Float32)
- .set_pixel_color = SetPixelColor(dst_ptr : Pointer(Void), color : Raylib::Color, format : Int32)
- .set_random_seed = SetRandomSeed(seed : UInt32)
- .set_shader_value = SetShaderValue(shader : Raylib::Shader, loc_index : Int32, value : Pointer(Void), uniform_type : Int32)
- .set_shader_value_matrix = SetShaderValueMatrix(shader : Raylib::Shader, loc_index : Int32, mat : Raylib::Matrix)
- .set_shader_value_texture = SetShaderValueTexture(shader : Raylib::Shader, loc_index : Int32, texture : Raylib::Texture2D)
- .set_shader_value_v = SetShaderValueV(shader : Raylib::Shader, loc_index : Int32, value : Pointer(Void), uniform_type : Int32, count : Int32)
- .set_shapes_texture = SetShapesTexture(texture : Raylib::Texture2D, source : Raylib::Rectangle)
- .set_target_fps = SetTargetFPS(fps : Int32)
- .set_text_line_spacing = SetTextLineSpacing(spacing : Int32)
- .set_texture_filter = SetTextureFilter(texture : Raylib::Texture2D, filter : Int32)
- .set_texture_wrap = SetTextureWrap(texture : Raylib::Texture2D, wrap : Int32)
- .set_trace_log_level = SetTraceLogLevel(log_level : Int32)
- .set_window_focused = SetWindowFocused
- .set_window_icon = SetWindowIcon(image : Raylib::Image)
- .set_window_icons = SetWindowIcons(images : Pointer(Raylib::Image), count : Int32)
- .set_window_max_size = SetWindowMaxSize(width : Int32, height : Int32)
- .set_window_min_size = SetWindowMinSize(width : Int32, height : Int32)
- .set_window_monitor = SetWindowMonitor(monitor : Int32)
- .set_window_opacity = SetWindowOpacity(opacity : Float32)
- .set_window_position = SetWindowPosition(x : Int32, y : Int32)
- .set_window_size = SetWindowSize(width : Int32, height : Int32)
- .set_window_state = SetWindowState(flag : Raylib::ConfigFlags)
- .set_window_title = SetWindowTitle(title : Pointer(UInt8))
- .shader_ready? = IsShaderReady(shader : Raylib::Shader) : Bool
- .show_cursor = ShowCursor
- .start_automation_event_recording = StartAutomationEventRecording
- .stop_automation_event_recording = StopAutomationEventRecording
- .swap_screen_buffer = SwapScreenBuffer
- .take_screenshot = TakeScreenshot(file_name : Pointer(UInt8))
- .text_append = TextAppend(text : Pointer(UInt8), append : Pointer(UInt8), position : Pointer(Int32))
- .text_copy = TextCopy(dst : Pointer(UInt8), src : Pointer(UInt8)) : LibC::Int
- .text_find_index = TextFindIndex(text : Pointer(UInt8), find : Pointer(UInt8)) : LibC::Int
- .text_format = TextFormat(text : Pointer(UInt8)) : Pointer(LibC::Char)
- .text_insert = TextInsert(text : Pointer(UInt8), insert : Pointer(UInt8), position : Int32) : Pointer(LibC::Char)
- .text_is_equal? = TextIsEqual(text1 : Pointer(UInt8), text2 : Pointer(UInt8)) : Bool
- .text_join = TextJoin(text_list : Pointer(Pointer(UInt8)), count : Int32, delimiter : Pointer(UInt8)) : Pointer(LibC::Char)
- .text_length = TextLength(text : Pointer(UInt8)) : LibC::UInt
- .text_replace = TextReplace(text : Pointer(UInt8), replace : Pointer(UInt8), by : Pointer(UInt8)) : Pointer(LibC::Char)
- .text_split = TextSplit(text : Pointer(UInt8), delimiter : UInt8, count : Pointer(Int32)) : Pointer(Pointer(LibC::Char))
- .text_subtext = TextSubtext(text : Pointer(UInt8), position : Int32, length : Int32) : Pointer(LibC::Char)
- .text_to_integer = TextToInteger(text : Pointer(UInt8)) : LibC::Int
- .text_to_lower = TextToLower(text : Pointer(UInt8)) : Pointer(LibC::Char)
- .text_to_pascal = TextToPascal(text : Pointer(UInt8)) : Pointer(LibC::Char)
- .text_to_upper = TextToUpper(text : Pointer(UInt8)) : Pointer(LibC::Char)
- .texture_ready? = IsTextureReady(texture : Raylib::Texture2D) : Bool
- .toggle_borderless_windowed = ToggleBorderlessWindowed
- .toggle_fullscreen = ToggleFullscreen
- .trace_log = TraceLog(log_level : Int32, text : Pointer(UInt8))
- .unload_automation_event_list = UnloadAutomationEventList(list : Pointer(Raylib::AutomationEventList))
- .unload_codepoints = UnloadCodepoints(codepoints : Pointer(Int32))
- .unload_directory_files = UnloadDirectoryFiles(files : Raylib::FilePathList)
- .unload_dropped_files = UnloadDroppedFiles(files : Raylib::FilePathList)
- .unload_file_data = UnloadFileData(data : Pointer(UInt8))
- .unload_file_text = UnloadFileText(text : Pointer(UInt8))
- .unload_font = UnloadFont(font : Raylib::Font)
- .unload_font_data = UnloadFontData(glyphs : Pointer(Raylib::GlyphInfo), glyph_count : Int32)
- .unload_image = UnloadImage(image : Raylib::Image)
- .unload_image_colors = UnloadImageColors(colors : Pointer(Raylib::Color))
- .unload_image_palette = UnloadImagePalette(colors : Pointer(Raylib::Color))
- .unload_material = UnloadMaterial(material : Raylib::Material)
- .unload_mesh = UnloadMesh(mesh : Raylib::Mesh)
- .unload_model = UnloadModel(model : Raylib::Model)
- .unload_model_animation = UnloadModelAnimation(anim : Raylib::ModelAnimation)
- .unload_model_animations = UnloadModelAnimations(animations : Pointer(Raylib::ModelAnimation), count : UInt32)
- .unload_model_keep_meshes = UnloadModelKeepMeshes(model : Raylib::Model)
- .unload_random_sequence = UnloadRandomSequence(sequence : Pointer(Int32))
- .unload_render_texture = UnloadRenderTexture(target : Raylib::RenderTexture2D)
- .unload_shader = UnloadShader(shader : Raylib::Shader)
- .unload_texture = UnloadTexture(texture : Raylib::Texture2D)
- .unload_utf8 = UnloadUTF8(text : Pointer(UInt8))
- .unload_vr_stereo_config = UnloadVrStereoConfig(config : Raylib::VrStereoConfig)
- .update_camera = UpdateCamera(camera : Pointer(Raylib::Camera3D), mode : Raylib::CameraMode)
- .update_camera_pro = UpdateCameraPro(camera : Pointer(Raylib::Camera3D), movement : Raylib::Vector3, rotation : Raylib::Vector3, zoom : Float32)
- .update_mesh_buffer = UpdateMeshBuffer(mesh : Raylib::Mesh, index : Int32, data : Pointer(Void), data_size : Int32, offset : Int32)
- .update_model_animation = UpdateModelAnimation(model : Raylib::Model, anim : Raylib::ModelAnimation, frame : Int32)
- .update_texture = UpdateTexture(texture : Raylib::Texture2D, pixels : Pointer(Void))
- .update_texture_rec = UpdateTextureRec(texture : Raylib::Texture2D, rec : Raylib::Rectangle, pixels : Pointer(Void))
- .upload_mesh = UploadMesh(mesh : Pointer(Raylib::Mesh), dynamic : Bool)
- .wait_time = WaitTime(seconds : Float64)
- .window_focused? = IsWindowFocused : Bool
- .window_fullscreen? = IsWindowFullscreen : Bool
- .window_hidden? = IsWindowHidden : Bool
- .window_maximized? = IsWindowMaximized : Bool
- .window_minimized? = IsWindowMinimized : Bool
- .window_ready? = IsWindowReady : Bool
- .window_resized? = IsWindowResized : Bool
- .window_state? = IsWindowState(flag : Raylib::ConfigFlags) : Bool
Function Detail
fun begin_scissor_mode = BeginScissorMode(x : Int32, y : Int32, width : Int32, height : Int32)
#
fun begin_vr_stereo_mode = BeginVrStereoMode(vr_stereo_config : Raylib::VrStereoConfig)
#
fun camera_move_forward = CameraMoveForward(camera : Pointer(Raylib::Camera3D), distance : Float32, moveInWorldPlane : Bool)
#
fun camera_move_right = CameraMoveRight(camera : Pointer(Raylib::Camera3D), distance : Float32, moveInWorldPlane : Bool)
#
fun camera_move_target = CameraMoveToTarget(camera : Pointer(Raylib::Camera3D), delta : Float32)
#
fun camera_move_up = CameraMoveUp(camera : Pointer(Raylib::Camera3D), distance : Float32)
#
fun camera_pitch = CameraPitch(camera : Pointer(Raylib::Camera3D), angle : Float32, lockView : Bool, rotateAroundTarget : Bool, rotateUp : Bool)
#
fun camera_yaw = CameraYaw(camera : Pointer(Raylib::Camera3D), angle : Float32, rotateAroundTarget : Bool)
#
fun check_collision_box_sphere? = CheckCollisionBoxSphere(box : Raylib::BoundingBox, center : Raylib::Vector3, radius : Float32) : Bool
#
fun check_collision_boxes? = CheckCollisionBoxes(box1 : Raylib::BoundingBox, box2 : Raylib::BoundingBox) : Bool
#
fun check_collision_circle_rec? = CheckCollisionCircleRec(center : Raylib::Vector2, radius : Float32, rec : Raylib::Rectangle) : Bool
#
fun check_collision_circles? = CheckCollisionCircles(center1 : Raylib::Vector2, radius1 : Float32, center2 : Raylib::Vector2, radius2 : Float32) : Bool
#
fun check_collision_lines? = CheckCollisionLines(start_pos1 : Raylib::Vector2, end_pos1 : Raylib::Vector2, start_pos2 : Raylib::Vector2, end_pos2 : Raylib::Vector2, collision_point : Pointer(Raylib::Vector2)) : Bool
#
fun check_collision_point_circle? = CheckCollisionPointCircle(point : Raylib::Vector2, center : Raylib::Vector2, radius : Float32) : Bool
#
fun check_collision_point_line? = CheckCollisionPointLine(point : Raylib::Vector2, p1 : Raylib::Vector2, p2 : Raylib::Vector2, threshold : Int32) : Bool
#
fun check_collision_point_poly? = CheckCollisionPointPoly(point : Raylib::Vector2, points : Pointer(Raylib::Vector2), points_length : Int32) : Bool
#
fun check_collision_point_rec? = CheckCollisionPointRec(point : Raylib::Vector2, rec : Raylib::Rectangle) : Bool
#
fun check_collision_point_triangle? = CheckCollisionPointTriangle(point : Raylib::Vector2, p1 : Raylib::Vector2, p2 : Raylib::Vector2, p3 : Raylib::Vector2) : Bool
#
fun check_collision_recs? = CheckCollisionRecs(rec1 : Raylib::Rectangle, rec2 : Raylib::Rectangle) : Bool
#
fun check_collision_spheres? = CheckCollisionSpheres(center1 : Raylib::Vector3, radius1 : Float32, center2 : Raylib::Vector3, radius2 : Float32) : Bool
#
fun codepoint_to_utf8 = CodepointToUTF8(codepoint : Int32, utf8_size : Pointer(Int32)) : Pointer(LibC::Char)
#
fun color_alpha_blend = ColorAlphaBlend(dst : Raylib::Color, src : Raylib::Color, tint : Raylib::Color) : Color
#
fun color_brightness = ColorBrightness(color : Raylib::Color, factor : Float32) : Color
#
fun color_contrast = ColorContrast(color : Raylib::Color, contrast : Float32) : Color
#
fun color_from_hsv = ColorFromHSV(hue : Float32, saturation : Float32, value : Float32) : Color
#
fun color_from_normalized = ColorFromNormalized(normalized : Raylib::Vector4) : Color
#
fun compress_data = CompressData(data : Pointer(UInt8), data_length : Int32, comp_data_length : Pointer(Int32)) : Pointer(LibC::UChar)
#
fun decode_data_base64 = DecodeDataBase64(data : Pointer(UInt8), output_length : Pointer(Int32)) : Pointer(LibC::UChar)
#
fun decompress_data = DecompressData(comp_data : Pointer(UInt8), comp_data_length : Int32, data_length : Pointer(Int32)) : Pointer(LibC::UChar)
#
fun draw_billboard = DrawBillboard(camera : Raylib::Camera3D, texture : Raylib::Texture2D, position : Raylib::Vector3, size : Float32, tint : Raylib::Color)
#
fun draw_billboard_pro = DrawBillboardPro(camera : Raylib::Camera3D, texture : Raylib::Texture2D, source : Raylib::Rectangle, position : Raylib::Vector3, up : Raylib::Vector3, size : Raylib::Vector2, origin : Raylib::Vector2, rotation : Float32, tint : Raylib::Color)
#
fun draw_billboard_rec = DrawBillboardRec(camera : Raylib::Camera3D, texture : Raylib::Texture2D, source : Raylib::Rectangle, position : Raylib::Vector3, size : Raylib::Vector2, tint : Raylib::Color)
#
fun draw_bounding_box = DrawBoundingBox(box : Raylib::BoundingBox, color : Raylib::Color)
#
fun draw_capsule = DrawCapsule(start_position : Raylib::Vector3, end_position : Raylib::Vector3, radius : Float32, slices : Int32, rings : Int32, color : Raylib::Color)
#
fun draw_capsule_wires = DrawCapsuleWires(start_position : Raylib::Vector3, end_position : Raylib::Vector3, radius : Float32, slices : Int32, rings : Int32, color : Raylib::Color)
#
fun draw_circle = DrawCircle(center_x : Int32, center_y : Int32, radius : Float32, color : Raylib::Color)
#
fun draw_circle_3d = DrawCircle3D(center : Raylib::Vector3, radius : Float32, rotation_axis : Raylib::Vector3, rotation_angle : Float32, color : Raylib::Color)
#
fun draw_circle_gradient = DrawCircleGradient(center_x : Int32, center_y : Int32, radius : Float32, color1 : Raylib::Color, color2 : Raylib::Color)
#
fun draw_circle_lines = DrawCircleLines(center_x : Int32, center_y : Int32, radius : Float32, color : Raylib::Color)
#
fun draw_circle_sector = DrawCircleSector(center : Raylib::Vector2, radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32, color : Raylib::Color)
#
fun draw_circle_sector_lines = DrawCircleSectorLines(center : Raylib::Vector2, radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32, color : Raylib::Color)
#
fun draw_circle_v = DrawCircleV(center : Raylib::Vector2, radius : Float32, color : Raylib::Color)
#
fun draw_cube = DrawCube(position : Raylib::Vector3, width : Float32, height : Float32, length : Float32, color : Raylib::Color)
#
fun draw_cube_v = DrawCubeV(position : Raylib::Vector3, size : Raylib::Vector3, color : Raylib::Color)
#
fun draw_cube_wires = DrawCubeWires(position : Raylib::Vector3, width : Float32, height : Float32, length : Float32, color : Raylib::Color)
#
fun draw_cube_wires_v = DrawCubeWiresV(position : Raylib::Vector3, size : Raylib::Vector3, color : Raylib::Color)
#
fun draw_cylinder = DrawCylinder(position : Raylib::Vector3, radius_top : Float32, radius_bottom : Float32, height : Float32, slices : Int32, color : Raylib::Color)
#
fun draw_cylinder_ex = DrawCylinderEx(start_pos : Raylib::Vector3, end_pos : Raylib::Vector3, start_radius : Float32, end_radius : Float32, sides : Int32, color : Raylib::Color)
#
fun draw_cylinder_wires = DrawCylinderWires(position : Raylib::Vector3, radius_top : Float32, radius_bottom : Float32, height : Float32, slices : Int32, color : Raylib::Color)
#
fun draw_cylinder_wires_ex = DrawCylinderWiresEx(start_pos : Raylib::Vector3, end_pos : Raylib::Vector3, start_radius : Float32, end_radius : Float32, sides : Int32, color : Raylib::Color)
#
fun draw_ellipse = DrawEllipse(center_x : Int32, center_y : Int32, radius_h : Float32, radius_v : Float32, color : Raylib::Color)
#
fun draw_ellipse_lines = DrawEllipseLines(center_x : Int32, center_y : Int32, radius_h : Float32, radius_v : Float32, color : Raylib::Color)
#
fun draw_line = DrawLine(start_pos_x : Int32, start_pos_y : Int32, end_pos_x : Int32, end_pos_y : Int32, color : Raylib::Color)
#
fun draw_line_3d = DrawLine3D(start_pos : Raylib::Vector3, end_pos : Raylib::Vector3, color : Raylib::Color)
#
fun draw_line_bezier = DrawLineBezier(start_pos : Raylib::Vector2, end_pos : Raylib::Vector2, thick : Float32, color : Raylib::Color)
#
fun draw_line_ex = DrawLineEx(start_pos : Raylib::Vector2, end_pos : Raylib::Vector2, thick : Float32, color : Raylib::Color)
#
fun draw_line_strip = DrawLineStrip(points : Pointer(Raylib::Vector2), point_count : Int32, color : Raylib::Color)
#
fun draw_line_v = DrawLineV(start_pos : Raylib::Vector2, end_pos : Raylib::Vector2, color : Raylib::Color)
#
fun draw_mesh = DrawMesh(mesh : Raylib::Mesh, material : Raylib::Material, transform : Raylib::Matrix)
#
fun draw_mesh_instanced = DrawMeshInstanced(mesh : Raylib::Mesh, material : Raylib::Material, transforms : Pointer(Raylib::Matrix), instances : Int32)
#
fun draw_model = DrawModel(model : Raylib::Model, position : Raylib::Vector3, scale : Float32, tint : Raylib::Color)
#
fun draw_model_ex = DrawModelEx(model : Raylib::Model, position : Raylib::Vector3, rotation_axis : Raylib::Vector3, rotation_angle : Float32, scale : Raylib::Vector3, tint : Raylib::Color)
#
fun draw_model_wires = DrawModelWires(model : Raylib::Model, position : Raylib::Vector3, scale : Float32, tint : Raylib::Color)
#
fun draw_model_wires_ex = DrawModelWiresEx(model : Raylib::Model, position : Raylib::Vector3, rotation_axis : Raylib::Vector3, rotation_angle : Float32, scale : Raylib::Vector3, tint : Raylib::Color)
#
fun draw_plane = DrawPlane(center_pos : Raylib::Vector3, size : Raylib::Vector2, color : Raylib::Color)
#
fun draw_poly = DrawPoly(center : Raylib::Vector2, sides : Int32, radius : Float32, rotation : Float32, color : Raylib::Color)
#
fun draw_poly_lines = DrawPolyLines(center : Raylib::Vector2, sides : Int32, radius : Float32, rotation : Float32, color : Raylib::Color)
#
fun draw_poly_lines_ex = DrawPolyLinesEx(center : Raylib::Vector2, sides : Int32, radius : Float32, rotation : Float32, line_thick : Float32, color : Raylib::Color)
#
fun draw_rectangle = DrawRectangle(pos_x : Int32, pos_y : Int32, width : Int32, height : Int32, color : Raylib::Color)
#
fun draw_rectangle_gradient_ex = DrawRectangleGradientEx(rec : Raylib::Rectangle, col1 : Raylib::Color, col2 : Raylib::Color, col3 : Raylib::Color, col4 : Raylib::Color)
#
fun draw_rectangle_gradient_h = DrawRectangleGradientH(pos_x : Int32, pos_y : Int32, width : Int32, height : Int32, color1 : Raylib::Color, color2 : Raylib::Color)
#
fun draw_rectangle_gradient_v = DrawRectangleGradientV(pos_x : Int32, pos_y : Int32, width : Int32, height : Int32, color1 : Raylib::Color, color2 : Raylib::Color)
#
fun draw_rectangle_lines = DrawRectangleLines(pos_x : Int32, pos_y : Int32, width : Int32, height : Int32, color : Raylib::Color)
#
fun draw_rectangle_lines_ex = DrawRectangleLinesEx(rec : Raylib::Rectangle, line_thick : Float32, color : Raylib::Color)
#
fun draw_rectangle_pro = DrawRectanglePro(rec : Raylib::Rectangle, origin : Raylib::Vector2, rotation : Float32, color : Raylib::Color)
#
fun draw_rectangle_rec = DrawRectangleRec(rec : Raylib::Rectangle, color : Raylib::Color)
#
fun draw_rectangle_rounded = DrawRectangleRounded(rec : Raylib::Rectangle, roundness : Float32, segments : Int32, color : Raylib::Color)
#
fun draw_rectangle_rounded_lines = DrawRectangleRoundedLines(rec : Raylib::Rectangle, roundness : Float32, segments : Int32, line_thick : Float32, color : Raylib::Color)
#
fun draw_rectangle_v = DrawRectangleV(position : Raylib::Vector2, size : Raylib::Vector2, color : Raylib::Color)
#
fun draw_ring = DrawRing(center : Raylib::Vector2, inner_radius : Float32, outer_radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32, color : Raylib::Color)
#
fun draw_ring_lines = DrawRingLines(center : Raylib::Vector2, inner_radius : Float32, outer_radius : Float32, start_angle : Float32, end_angle : Float32, segments : Int32, color : Raylib::Color)
#
fun draw_sphere = DrawSphere(center_pos : Raylib::Vector3, radius : Float32, color : Raylib::Color)
#
fun draw_sphere_ex = DrawSphereEx(center_pos : Raylib::Vector3, radius : Float32, rings : Int32, slices : Int32, color : Raylib::Color)
#
fun draw_sphere_wires = DrawSphereWires(center_pos : Raylib::Vector3, radius : Float32, rings : Int32, slices : Int32, color : Raylib::Color)
#
fun draw_spline_basis = DrawSplineBasis(points : Pointer(Raylib::Vector2), point_count : Int32, thick : Float32, color : Raylib::Color)
#
fun draw_spline_bezier_cubic = DrawSplineBezierCubic(points : Pointer(Raylib::Vector2), point_count : Int32, thick : Float32, color : Raylib::Color)
#
fun draw_spline_bezier_quadratic = DrawSplineBezierQuadratic(points : Pointer(Raylib::Vector2), point_count : Int32, thick : Float32, color : Raylib::Color)
#
fun draw_spline_catmull_rom = DrawSplineCatmullRom(points : Pointer(Raylib::Vector2), point_count : Int32, thick : Float32, color : Raylib::Color)
#
fun draw_spline_linear = DrawSplineLinear(points : Pointer(Raylib::Vector2), point_count : Int32, thick : Float32, color : Raylib::Color)
#
fun draw_spline_segment_basis = DrawSplineSegmentBasis(p1 : Raylib::Vector2, p2 : Raylib::Vector2, p3 : Raylib::Vector2, p4 : Raylib::Vector2, thick : Float32, color : Raylib::Color)
#
fun draw_spline_segment_bezier_cubic = DrawSplineSegmentBezierCubic(p1 : Raylib::Vector2, c2 : Raylib::Vector2, c3 : Raylib::Vector2, p4 : Raylib::Vector2, thick : Float32, color : Raylib::Color)
#
fun draw_spline_segment_bezier_quadratic = DrawSplineSegmentBezierQuadratic(p1 : Raylib::Vector2, c2 : Raylib::Vector2, p3 : Raylib::Vector2, thick : Float32, color : Raylib::Color)
#
fun draw_spline_segment_catmull_rom = DrawSplineSegmentCatmullRom(p1 : Raylib::Vector2, p2 : Raylib::Vector2, p3 : Raylib::Vector2, p4 : Raylib::Vector2, thick : Float32, color : Raylib::Color)
#
fun draw_spline_segment_linear = DrawSplineSegmentLinear(p1 : Raylib::Vector2, p2 : Raylib::Vector2, thick : Float32, color : Raylib::Color)
#
fun draw_text = DrawText(text : Pointer(UInt8), pos_x : Int32, pos_y : Int32, font_size : Int32, color : Raylib::Color)
#
fun draw_text_codepoint = DrawTextCodepoint(font : Raylib::Font, codepoint : Int32, position : Raylib::Vector2, font_size : Float32, tint : Raylib::Color)
#
fun draw_text_codepoints = DrawTextCodepoints(font : Raylib::Font, codepoints : Pointer(Int32), codepoint_count : Int32, position : Raylib::Vector2, font_size : Float32, spacing : Float32, tint : Raylib::Color)
#
fun draw_text_ex = DrawTextEx(font : Raylib::Font, text : Pointer(UInt8), position : Raylib::Vector2, font_size : Float32, spacing : Float32, tint : Raylib::Color)
#
fun draw_text_pro = DrawTextPro(font : Raylib::Font, text : Pointer(UInt8), position : Raylib::Vector2, origin : Raylib::Vector2, rotation : Float32, font_size : Float32, spacing : Float32, tint : Raylib::Color)
#
fun draw_texture = DrawTexture(texture : Raylib::Texture2D, pos_x : Int32, pos_y : Int32, tint : Raylib::Color)
#
fun draw_texture_ex = DrawTextureEx(texture : Raylib::Texture2D, position : Raylib::Vector2, rotation : Float32, scale : Float32, tint : Raylib::Color)
#
fun draw_texture_n_patch = DrawTextureNPatch(texture : Raylib::Texture2D, n_patch_info : Raylib::NPatchInfo, dest : Raylib::Rectangle, origin : Raylib::Vector2, rotation : Float32, tint : Raylib::Color)
#
fun draw_texture_pro = DrawTexturePro(texture : Raylib::Texture2D, source : Raylib::Rectangle, dest : Raylib::Rectangle, origin : Raylib::Vector2, rotation : Float32, tint : Raylib::Color)
#
fun draw_texture_rec = DrawTextureRec(texture : Raylib::Texture2D, source : Raylib::Rectangle, position : Raylib::Vector2, tint : Raylib::Color)
#
fun draw_texture_v = DrawTextureV(texture : Raylib::Texture2D, position : Raylib::Vector2, tint : Raylib::Color)
#
fun draw_triangle = DrawTriangle(v1 : Raylib::Vector2, v2 : Raylib::Vector2, v3 : Raylib::Vector2, color : Raylib::Color)
#
fun draw_triangle_3d = DrawTriangle3D(v1 : Raylib::Vector3, v2 : Raylib::Vector3, v3 : Raylib::Vector3, color : Raylib::Color)
#
fun draw_triangle_fan = DrawTriangleFan(points : Pointer(Raylib::Vector2), point_count : Int32, color : Raylib::Color)
#
fun draw_triangle_lines = DrawTriangleLines(v1 : Raylib::Vector2, v2 : Raylib::Vector2, v3 : Raylib::Vector2, color : Raylib::Color)
#
fun draw_triangle_strip = DrawTriangleStrip(points : Pointer(Raylib::Vector2), point_count : Int32, color : Raylib::Color)
#
fun draw_triangle_strip_3d = DrawTriangleStrip3D(points : Pointer(Raylib::Vector3), point_count : Int32, color : Raylib::Color)
#
fun encode_data_base64 = EncodeDataBase64(data : Pointer(UInt8), data_length : Int32, output_length : Pointer(Int32)) : Pointer(LibC::Char)
#
fun export_automation_event_list = ExportAutomationEventList(list : Raylib::AutomationEventList, filename : Pointer(UInt8)) : Bool
#
fun export_data_as_code = ExportDataAsCode(data : Pointer(UInt8), data_size : UInt32, filename : Pointer(UInt8)) : Bool
#
fun export_font_as_code = ExportFontAsCode(font : Raylib::Font, filename : Pointer(UInt8)) : Bool
#
fun export_image? = ExportImage(image : Raylib::Image, file_name : Pointer(UInt8)) : Bool
#
fun export_image_as_code? = ExportImageAsCode(image : Raylib::Image, file_name : Pointer(UInt8)) : Bool
#
fun export_image_to_memory = ExportImageToMemory(image : Raylib::Image, filetype : Pointer(UInt8), filesize : Pointer(UInt8), datasize : Int32) : Pointer(LibC::UChar)
#
fun export_mesh? = ExportMesh(mesh : Raylib::Mesh, file_name : Pointer(UInt8)) : Bool
#
fun file_extension? = IsFileExtension(file_name : Pointer(UInt8), ext : Pointer(UInt8)) : Bool
#
fun gamepad_button_down? = IsGamepadButtonDown(gamepad : Int32, button : Int32) : Bool
#
fun gamepad_button_pressed? = IsGamepadButtonPressed(gamepad : Int32, button : Int32) : Bool
#
fun gamepad_button_released? = IsGamepadButtonReleased(gamepad : Int32, button : Int32) : Bool
#
fun gen_image_cellular = GenImageCellular(width : Int32, height : Int32, tile_size : Int32) : Image
#
fun gen_image_checked = GenImageChecked(width : Int32, height : Int32, checks_x : Int32, checks_y : Int32, col1 : Raylib::Color, col2 : Raylib::Color) : Image
#
fun gen_image_color = GenImageColor(width : Int32, height : Int32, color : Raylib::Color) : Image
#
fun gen_image_font_atlas = GenImageFontAtlas(glyphs : Pointer(Raylib::GlyphInfo), glyph_recs : Pointer(Pointer(Raylib::Rectangle)), glyph_count : Int32, font_size : Int32, padding : Int32, pack_method : Int32) : Image
#
fun gen_image_gradient_linear = GenImageGradientLinear(width : Int32, height : Int32, direction : Int32, start_color : Raylib::Color, end_color : Raylib::Color) : Image
#
fun gen_image_gradient_radial = GenImageGradientRadial(width : Int32, height : Int32, density : Float32, inner : Raylib::Color, outer : Raylib::Color) : Image
#
fun gen_image_gradient_square = GenImageGradientSquare(width : Float32, height : Float32, density : Float32, inner : Raylib::Color, outer : Raylib::Color) : Image
#
fun gen_image_perlin_noise = GenImagePerlinNoise(width : Int32, height : Int32, offset_x : Int32, offset_y : Int32, scale : Float32) : Image
#
fun gen_image_text = GenImageText(width : Int32, height : Int32, text : Pointer(UInt8)) : Image
#
fun gen_image_white_noise = GenImageWhiteNoise(width : Int32, height : Int32, factor : Float32) : Image
#
fun gen_mesh_cone = GenMeshCone(radius : Float32, height : Float32, slices : Int32) : Mesh
#
fun gen_mesh_cube = GenMeshCube(width : Float32, height : Float32, length : Float32) : Mesh
#
fun gen_mesh_cubicmap = GenMeshCubicmap(cubicmap : Raylib::Image, cube_size : Raylib::Vector3) : Mesh
#
fun gen_mesh_cylinder = GenMeshCylinder(radius : Float32, height : Float32, slices : Int32) : Mesh
#
fun gen_mesh_heightmap = GenMeshHeightmap(heightmap : Raylib::Image, size : Raylib::Vector3) : Mesh
#
fun gen_mesh_hemi_sphere = GenMeshHemiSphere(radius : Float32, rings : Int32, slices : Int32) : Mesh
#
fun gen_mesh_knot = GenMeshKnot(radius : Float32, size : Float32, rad_seg : Int32, sides : Int32) : Mesh
#
fun gen_mesh_plane = GenMeshPlane(width : Float32, length : Float32, res_x : Int32, res_z : Int32) : Mesh
#
fun gen_mesh_sphere = GenMeshSphere(radius : Float32, rings : Int32, slices : Int32) : Mesh
#
fun gen_mesh_torus = GenMeshTorus(radius : Float32, size : Float32, rad_seg : Int32, sides : Int32) : Mesh
#
fun get_camera_forward = GetCameraForward(camera : Pointer(Raylib::Camera3D)) : Raylib::Vector3
#
fun get_camera_right = GetCameraRight(camera : Pointer(Raylib::Camera3D)) : Raylib::Vector3
#
fun get_camera_up = GetCameraUp(camera : Pointer(Raylib::Camera3D)) : Raylib::Vector3
#
fun get_codepoint = GetCodepoint(text : Pointer(UInt8), bytes_processed : Pointer(Int32)) : LibC::Int
#
fun get_codepoint_next = GetCodepointNext(text : Pointer(UInt8), codepoint_size : Pointer(Int32)) : LibC::Int
#
fun get_codepoint_previous = GetCodepointPrevious(text : Pointer(UInt8), codepoint_size : Pointer(Int32)) : LibC::Int
#
fun get_collision_rec = GetCollisionRec(rec1 : Raylib::Rectangle, rec2 : Raylib::Rectangle) : Rectangle
#
fun get_directory_path = GetDirectoryPath(file_path : Pointer(UInt8)) : Pointer(LibC::Char)
#
fun get_file_extension = GetFileExtension(file_name : Pointer(UInt8)) : Pointer(LibC::Char)
#
fun get_file_length = GetFileLength(filename : Pointer(UInt8), ext : Pointer(UInt8)) : LibC::Int
#
fun get_file_name_without_ext = GetFileNameWithoutExt(file_path : Pointer(UInt8)) : Pointer(LibC::Char)
#
fun get_gamepad_axis_movement = GetGamepadAxisMovement(gamepad : Int32, axis : Int32) : LibC::Float
#
fun get_glyph_atlas_rec = GetGlyphAtlasRec(font : Raylib::Font, codepoint : Int32) : Rectangle
#
fun get_glyph_index = GetGlyphIndex(font : Raylib::Font, codepoint : Int32) : LibC::Int
#
fun get_glyph_info = GetGlyphInfo(font : Raylib::Font, codepoint : Int32) : GlyphInfo
#
fun get_image_alpha_border = GetImageAlphaBorder(image : Raylib::Image, threshold : Float32) : Rectangle
#
fun get_image_color = GetImageColor(image : Raylib::Image, x : Int32, y : Int32) : Color
#
fun get_model_bounding_box = GetModelBoundingBox(model : Raylib::Model) : BoundingBox
#
fun get_monitor_physical_height = GetMonitorPhysicalHeight(monitor : Int32) : LibC::Int
#
fun get_monitor_physical_width = GetMonitorPhysicalWidth(monitor : Int32) : LibC::Int
#
fun get_mouse_ray = GetMouseRay(mouse_position : Raylib::Vector2, camera : Raylib::Camera3D) : Ray
#
fun get_pixel_color = GetPixelColor(src_ptr : Pointer(Void), format : Int32) : Color
#
fun get_pixel_data_size = GetPixelDataSize(width : Int32, height : Int32, format : Int32) : LibC::Int
#
fun get_prev_directory_path = GetPrevDirectoryPath(dir_path : Pointer(UInt8)) : Pointer(LibC::Char)
#
fun get_ray_collision_box = GetRayCollisionBox(ray : Raylib::Ray, box : Raylib::BoundingBox) : RayCollision
#
fun get_ray_collision_mesh = GetRayCollisionMesh(ray : Raylib::Ray, mesh : Raylib::Mesh, transform : Raylib::Matrix) : RayCollision
#
fun get_ray_collision_quad = GetRayCollisionQuad(ray : Raylib::Ray, p1 : Raylib::Vector3, p2 : Raylib::Vector3, p3 : Raylib::Vector3, p4 : Raylib::Vector3) : RayCollision
#
fun get_ray_collision_sphere = GetRayCollisionSphere(ray : Raylib::Ray, center : Raylib::Vector3, radius : Float32) : RayCollision
#
fun get_ray_collision_triangle = GetRayCollisionTriangle(ray : Raylib::Ray, p1 : Raylib::Vector3, p2 : Raylib::Vector3, p3 : Raylib::Vector3) : RayCollision
#
fun get_screen_to_world_2d = GetScreenToWorld2D(position : Raylib::Vector2, camera : Raylib::Camera2D) : Vector2
#
fun get_shader_location = GetShaderLocation(shader : Raylib::Shader, uniform_name : Pointer(UInt8)) : LibC::Int
#
fun get_shader_location_attrib = GetShaderLocationAttrib(shader : Raylib::Shader, attrib_name : Pointer(UInt8)) : LibC::Int
#
fun get_spline_point_basis = GetSplinePointBasis(p1 : Raylib::Vector2, p2 : Raylib::Vector2, p3 : Raylib::Vector2, p4 : Raylib::Vector2, t : Float32) : Vector2
#
fun get_spline_point_bezier_cubic = GetSplinePointBezierCubic(p1 : Raylib::Vector2, c2 : Raylib::Vector2, c3 : Raylib::Vector2, p4 : Raylib::Vector2, t : Float32) : Vector2
#
fun get_spline_point_bezier_quad = GetSplinePointBezierQuad(p1 : Raylib::Vector2, c2 : Raylib::Vector2, p3 : Raylib::Vector2, t : Float32) : Vector2
#
fun get_spline_point_catmull_rom = GetSplinePointCatmullRom(p1 : Raylib::Vector2, p2 : Raylib::Vector2, p3 : Raylib::Vector2, p4 : Raylib::Vector2, t : Float32) : Vector2
#
fun get_spline_point_linear = GetSplinePointLinear(start_pos : Raylib::Vector2, end_pos : Raylib::Vector2, t : Float32) : Vector2
#
fun get_world_to_screen = GetWorldToScreen(position : Raylib::Vector3, camera : Raylib::Camera3D) : Vector2
#
fun get_world_to_screen_2d = GetWorldToScreen2D(position : Raylib::Vector2, camera : Raylib::Camera2D) : Vector2
#
fun get_world_to_screen_ex = GetWorldToScreenEx(position : Raylib::Vector3, camera : Raylib::Camera3D, width : Int32, height : Int32) : Vector2
#
fun image_alpha_clear = ImageAlphaClear(image : Pointer(Raylib::Image), color : Raylib::Color, threshold : Float32)
#
fun image_alpha_crop = ImageAlphaCrop(image : Pointer(Raylib::Image), threshold : Float32)
#
fun image_alpha_mask = ImageAlphaMask(image : Pointer(Raylib::Image), alpha_mask : Raylib::Image)
#
fun image_blur_gaussian = ImageBlurGaussian(image : Pointer(Raylib::Image), blur_size : Int32)
#
fun image_clear_background = ImageClearBackground(dst : Pointer(Raylib::Image), color : Raylib::Color)
#
fun image_color_brightness = ImageColorBrightness(image : Pointer(Raylib::Image), brightness : Int32)
#
fun image_color_contrast = ImageColorContrast(image : Pointer(Raylib::Image), contrast : Float32)
#
fun image_color_replace = ImageColorReplace(image : Pointer(Raylib::Image), color : Raylib::Color, replace : Raylib::Color)
#
fun image_color_tint = ImageColorTint(image : Pointer(Raylib::Image), color : Raylib::Color)
#
fun image_crop = ImageCrop(image : Pointer(Raylib::Image), crop : Raylib::Rectangle)
#
fun image_dither = ImageDither(image : Pointer(Raylib::Image), r_bpp : Int32, g_bpp : Int32, b_bpp : Int32, a_bpp : Int32)
#
fun image_draw = ImageDraw(dst : Pointer(Raylib::Image), src : Raylib::Image, src_rec : Raylib::Rectangle, dst_rec : Raylib::Rectangle, tint : Raylib::Color)
#
fun image_draw_circle = ImageDrawCircle(dst : Pointer(Raylib::Image), center_x : Int32, center_y : Int32, radius : Int32, color : Raylib::Color)
#
fun image_draw_circle_lines = ImageDrawCircle(dst : Pointer(Raylib::Image), center_X : Int32, center_y : Int32, radius : Int32, color : Raylib::Color)
#
fun image_draw_circle_lines_v = ImageDrawCircleV(dst : Pointer(Raylib::Image), center : Raylib::Vector2, radius : Int32, color : Raylib::Color)
#
fun image_draw_circle_v = ImageDrawCircleV(dst : Pointer(Raylib::Image), center : Raylib::Vector2, radius : Int32, color : Raylib::Color)
#
fun image_draw_line = ImageDrawLine(dst : Pointer(Raylib::Image), start_pos_x : Int32, start_pos_y : Int32, end_pos_x : Int32, end_pos_y : Int32, color : Raylib::Color)
#
fun image_draw_line_v = ImageDrawLineV(dst : Pointer(Raylib::Image), start : Raylib::Vector2, end : Raylib::Vector2, color : Raylib::Color)
#
fun image_draw_pixel = ImageDrawPixel(dst : Pointer(Raylib::Image), pos_x : Int32, pos_y : Int32, color : Raylib::Color)
#
fun image_draw_pixel_v = ImageDrawPixelV(dst : Pointer(Raylib::Image), position : Raylib::Vector2, color : Raylib::Color)
#
fun image_draw_rectangle = ImageDrawRectangle(dst : Pointer(Raylib::Image), pos_x : Int32, pos_y : Int32, width : Int32, height : Int32, color : Raylib::Color)
#
fun image_draw_rectangle_lines = ImageDrawRectangleLines(dst : Pointer(Raylib::Image), rec : Raylib::Rectangle, thick : Int32, color : Raylib::Color)
#
fun image_draw_rectangle_rec = ImageDrawRectangleRec(dst : Pointer(Raylib::Image), rec : Raylib::Rectangle, color : Raylib::Color)
#
fun image_draw_rectangle_v = ImageDrawRectangleV(dst : Pointer(Raylib::Image), position : Raylib::Vector2, size : Raylib::Vector2, color : Raylib::Color)
#
fun image_draw_text = ImageDrawText(dst : Pointer(Raylib::Image), text : Pointer(UInt8), pos_x : Int32, pos_y : Int32, font_size : Int32, color : Raylib::Color)
#
fun image_draw_text_ex = ImageDrawTextEx(dst : Pointer(Raylib::Image), font : Raylib::Font, text : Pointer(UInt8), position : Raylib::Vector2, font_size : Float32, spacing : Float32, tint : Raylib::Color)
#
fun image_from_image = ImageFromImage(image : Raylib::Image, rec : Raylib::Rectangle) : Image
#
fun image_resize = ImageResize(image : Pointer(Raylib::Image), new_width : Int32, new_height : Int32)
#
fun image_resize_canvas = ImageResizeCanvas(image : Pointer(Raylib::Image), new_width : Int32, new_height : Int32, offset_x : Int32, offset_y : Int32, fill : Raylib::Color)
#
fun image_resize_nn = ImageResizeNN(image : Pointer(Raylib::Image), new_width : Int32, new_height : Int32)
#
fun image_text = ImageText(text : Pointer(UInt8), font_size : Int32, color : Raylib::Color) : Image
#
fun image_text_ex = ImageTextEx(font : Raylib::Font, text : Pointer(UInt8), font_size : Float32, spacing : Float32, tint : Raylib::Color) : Image
#
fun load_automation_event_list = LoadAutomationEventList(filename : Pointer(UInt8)) : AutomationEventList
#
fun load_codepoints = LoadCodepoints(text : Pointer(UInt8), count : Pointer(Int32)) : Pointer(LibC::Int)
#
fun load_directory_files = LoadDirectoryFiles(dir_path : Pointer(UInt8)) : FilePathList
#
fun load_directory_files_ex = LoadDirectoryFilesEx(base_path : Pointer(UInt8), filter : Pointer(UInt8), scan_sub_dirs : Bool) : FilePathList
#
fun load_file_data = LoadFileData(file_name : Pointer(UInt8), data_size : Pointer(UInt32)) : Pointer(LibC::UChar)
#
fun load_font_data = LoadFontData(file_data : Pointer(UInt8), data_size : Int32, font_size : Int32, codepoints : Pointer(Int32), codepoint_count : Int32, type : Int32) : Pointer(GlyphInfo)
#
fun load_font_ex = LoadFontEx(file_name : Pointer(UInt8), font_size : Int32, codepoints : Pointer(Int32), codepoint_count : Int32) : Font
#
fun load_font_from_image = LoadFontFromImage(image : Raylib::Image, key : Raylib::Color, first_char : Int32) : Font
#
fun load_font_from_memory = LoadFontFromMemory(file_type : Pointer(UInt8), file_data : Pointer(UInt8), data_size : Int32, font_size : Int32, codepoints : Pointer(Int32), codepoint_count : Int32) : Font
#
fun load_image_anim = LoadImageAnim(file_name : Pointer(UInt8), frames : Pointer(Int32)) : Image
#
fun load_image_from_memory = LoadImageFromMemory(file_type : Pointer(UInt8), file_data : Pointer(UInt8), data_size : Int32) : Image
#
fun load_image_from_texture = LoadImageFromTexture(texture : Raylib::Texture2D) : Image
#
fun load_image_palette = LoadImagePalette(image : Raylib::Image, max_palette_size : Int32, color_count : Pointer(Int32)) : Pointer(Color)
#
fun load_image_raw = LoadImageRaw(file_name : Pointer(UInt8), width : Int32, height : Int32, format : Int32, header_size : Int32) : Image
#
fun load_image_svg = LoadImageSvg(file_name_or_string : Pointer(UInt8), width : Int32, height : Int32) : Image
#
fun load_materials = LoadMaterials(file_name : Pointer(UInt8), material_count : Pointer(Int32)) : Pointer(Material)
#
fun load_model_animations = LoadModelAnimations(file_name : Pointer(UInt8), anim_count : Pointer(UInt32)) : Pointer(ModelAnimation)
#
fun load_random_sequence = LoadRandomSequence(count : UInt32, min : Int32, max : Int32) : Pointer(LibC::Int)
#
fun load_render_texture = LoadRenderTexture(width : Int32, height : Int32) : RenderTexture2D
#
fun load_shader = LoadShader(vs_file_name : Pointer(UInt8), fs_file_name : Pointer(UInt8)) : Shader
#
fun load_shader_from_memory = LoadShaderFromMemory(vs_code : Pointer(UInt8), fs_code : Pointer(UInt8)) : Shader
#
fun load_texture_cubemap = LoadTextureCubemap(image : Raylib::Image, layout : Int32) : TextureCubemap
#
fun load_texture_from_image = LoadTextureFromImage(image : Raylib::Image) : Texture2D
#
fun load_utf8 = LoadUTF8(codepoints : Pointer(Int32), length : Int32) : Pointer(LibC::Char)
#
fun load_vr_stereo_config = LoadVrStereoConfig(device : Raylib::VrDeviceInfo) : VrStereoConfig
#
fun measure_text = MeasureText(text : Pointer(UInt8), font_size : Int32) : LibC::Int
#
fun measure_text_ex = MeasureTextEx(font : Raylib::Font, text : Pointer(UInt8), font_size : Float32, spacing : Float32) : Vector2
#
fun model_animation_valid? = IsModelAnimationValid(model : Raylib::Model, anim : Raylib::ModelAnimation) : Bool
#
fun play_automation_event_recording = PlayAutomationEventRecording(event : Raylib::AutomationEvent)
#
fun render_texture_ready? = IsRenderTextureReady(render_texture : Raylib::RenderTexture2D) : Bool
#
fun save_file_data? = SaveFileData(file_name : Pointer(UInt8), data : Pointer(Void), data_size : UInt32) : Bool
#
fun save_file_text? = SaveFileText(file_name : Pointer(UInt8), text : Pointer(UInt8)) : Bool
#
fun set_automation_event_list = SetAutomationEventList(list : Pointer(Raylib::AutomationEventList))
#
fun set_gamepad_mappings = SetGamepadMappings(mappings : Pointer(UInt8)) : LibC::Int
#
fun set_material_texture = SetMaterialTexture(material : Pointer(Raylib::Material), map_type : Int32, texture : Raylib::Texture2D)
#
fun set_model_mesh_material = SetModelMeshMaterial(model : Pointer(Raylib::Model), mesh_id : Int32, material_id : Int32)
#
fun set_pixel_color = SetPixelColor(dst_ptr : Pointer(Void), color : Raylib::Color, format : Int32)
#
fun set_shader_value = SetShaderValue(shader : Raylib::Shader, loc_index : Int32, value : Pointer(Void), uniform_type : Int32)
#
fun set_shader_value_matrix = SetShaderValueMatrix(shader : Raylib::Shader, loc_index : Int32, mat : Raylib::Matrix)
#
fun set_shader_value_texture = SetShaderValueTexture(shader : Raylib::Shader, loc_index : Int32, texture : Raylib::Texture2D)
#
fun set_shader_value_v = SetShaderValueV(shader : Raylib::Shader, loc_index : Int32, value : Pointer(Void), uniform_type : Int32, count : Int32)
#
fun set_shapes_texture = SetShapesTexture(texture : Raylib::Texture2D, source : Raylib::Rectangle)
#
fun set_texture_filter = SetTextureFilter(texture : Raylib::Texture2D, filter : Int32)
#
fun set_window_icons = SetWindowIcons(images : Pointer(Raylib::Image), count : Int32)
#
fun text_append = TextAppend(text : Pointer(UInt8), append : Pointer(UInt8), position : Pointer(Int32))
#
fun text_find_index = TextFindIndex(text : Pointer(UInt8), find : Pointer(UInt8)) : LibC::Int
#
fun text_insert = TextInsert(text : Pointer(UInt8), insert : Pointer(UInt8), position : Int32) : Pointer(LibC::Char)
#
fun text_is_equal? = TextIsEqual(text1 : Pointer(UInt8), text2 : Pointer(UInt8)) : Bool
#
fun text_join = TextJoin(text_list : Pointer(Pointer(UInt8)), count : Int32, delimiter : Pointer(UInt8)) : Pointer(LibC::Char)
#
fun text_replace = TextReplace(text : Pointer(UInt8), replace : Pointer(UInt8), by : Pointer(UInt8)) : Pointer(LibC::Char)
#
fun text_split = TextSplit(text : Pointer(UInt8), delimiter : UInt8, count : Pointer(Int32)) : Pointer(Pointer(LibC::Char))
#
fun text_subtext = TextSubtext(text : Pointer(UInt8), position : Int32, length : Int32) : Pointer(LibC::Char)
#
fun unload_automation_event_list = UnloadAutomationEventList(list : Pointer(Raylib::AutomationEventList))
#
fun unload_font_data = UnloadFontData(glyphs : Pointer(Raylib::GlyphInfo), glyph_count : Int32)
#
fun unload_model_animations = UnloadModelAnimations(animations : Pointer(Raylib::ModelAnimation), count : UInt32)
#
fun update_camera = UpdateCamera(camera : Pointer(Raylib::Camera3D), mode : Raylib::CameraMode)
#
fun update_camera_pro = UpdateCameraPro(camera : Pointer(Raylib::Camera3D), movement : Raylib::Vector3, rotation : Raylib::Vector3, zoom : Float32)
#
fun update_mesh_buffer = UpdateMeshBuffer(mesh : Raylib::Mesh, index : Int32, data : Pointer(Void), data_size : Int32, offset : Int32)
#
fun update_model_animation = UpdateModelAnimation(model : Raylib::Model, anim : Raylib::ModelAnimation, frame : Int32)
#
fun update_texture = UpdateTexture(texture : Raylib::Texture2D, pixels : Pointer(Void))
#
fun update_texture_rec = UpdateTextureRec(texture : Raylib::Texture2D, rec : Raylib::Rectangle, pixels : Pointer(Void))
#