0% found this document useful (0 votes)
19 views8 pages

Raylib - Cheatsheet

The document provides a comprehensive reference for the raylib library, which is designed for video game programming. It includes detailed descriptions of various functions related to window management, drawing, VR configuration, shader management, and file handling. Additionally, it offers functionality for random value generation, timing, and automation events, making it a versatile tool for developers.

Uploaded by

ritodo.05225
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
19 views8 pages

Raylib - Cheatsheet

The document provides a comprehensive reference for the raylib library, which is designed for video game programming. It includes detailed descriptions of various functions related to window management, drawing, VR configuration, shader management, and file handling. Additionally, it offers functionality for random value generation, timing, and automation events, making it a versatile tool for developers.

Uploaded by

ritodo.05225
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

A simple and easy-to-use library to enjoy videogames programming

[raylib Discord server][[Link]/raysan5/raylib][raylib.h]

v5.5 quick reference card [download as PDF]

Chinese Translation: 以下为raylib所有API接口中文释义


module: rcore →

// Window-related functions
void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
void CloseWindow(void); // Close window and unload OpenGL context
bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close
bool IsWindowReady(void); // Check if window has been initialized successfully
bool IsWindowFullscreen(void); // Check if window is currently fullscreen
bool IsWindowHidden(void); // Check if window is currently hidden
bool IsWindowMinimized(void); // Check if window is currently minimized
bool IsWindowMaximized(void); // Check if window is currently maximized
bool IsWindowFocused(void); // Check if window is currently focused
bool IsWindowResized(void); // Check if window has been resized last frame
bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
void SetWindowState(unsigned int flags); // Set window configuration state using flags
void ClearWindowState(unsigned int flags); // Clear window configuration state flags
void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match wind
void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monit
void MaximizeWindow(void); // Set window state: maximized, if resizable
void MinimizeWindow(void); // Set window state: minimized, if resizable
void RestoreWindow(void); // Set window state: not minimized/maximized
void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
void SetWindowTitle(const char *title); // Set title for window
void SetWindowPosition(int x, int y); // Set window position on screen
void SetWindowMonitor(int monitor); // Set monitor for the current window
void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
void SetWindowSize(int width, int height); // Set window dimensions
void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
void SetWindowFocused(void); // Set window focused
void *GetWindowHandle(void); // Get native window handle
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
int GetRenderWidth(void); // Get current render width (it considers HiDPI)
int GetRenderHeight(void); // Get current render height (it considers HiDPI)
int GetMonitorCount(void); // Get number of connected monitors
int GetCurrentMonitor(void); // Get current monitor where window is placed
Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
Vector2 GetWindowPosition(void); // Get window position XY on monitor
Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
void SetClipboardText(const char *text); // Set clipboard text content
const char *GetClipboardText(void); // Get clipboard text content
Image GetClipboardImage(void); // Get clipboard image
void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling

// Cursor-related functions
void ShowCursor(void); // Shows cursor
void HideCursor(void); // Hides cursor
bool IsCursorHidden(void); // Check if cursor is not visible
void EnableCursor(void); // Enables cursor (unlock cursor)
void DisableCursor(void); // Disables cursor (lock cursor)
bool IsCursorOnScreen(void); // Check if cursor is on the screen

// Drawing-related functions
void ClearBackground(Color color); // Set background color (framebuffer clear color)
void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
void EndMode2D(void); // Ends 2D mode with custom camera
void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
void EndTextureMode(void); // Ends drawing to render texture
void BeginShaderMode(Shader shader); // Begin custom shader drawing
void EndShaderMode(void); // End custom shader drawing (use default shader)
void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
void EndScissorMode(void); // End scissor mode
void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)

// VR stereo config functions for VR simulator


VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config

// Shader management functions


// NOTE: Shader functionality is not available on OpenGL 1.1
Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)

// Screen-space-related functions
#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions
Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse)
Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space positio
Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space positio
Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix

// Timing-related functions
void SetTargetFPS(int fps); // Set target FPS (maximum)
float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
double GetTime(void); // Get elapsed time in seconds since InitWindow()
int GetFPS(void); // Get current FPS

// Custom frame control functions


// NOTE: Those functions are intended for advanced users that want full control over the frame processing
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
void PollInputEvents(void); // Register all input events
void WaitTime(double seconds); // Wait for some time (halt program execution)

// Random values generation functions


void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated
void UnloadRandomSequence(int *sequence); // Unload random values sequence

// Misc. functions
void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format
void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
void OpenURL(const char *url); // Open URL with default system browser (if available)

// NOTE: Following functions implemented in module [utils]


//------------------------------------------------------------------
void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...
void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
void *MemAlloc(unsigned int size); // Internal memory allocator
void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
void MemFree(void *ptr); // Internal memory free

// Set custom callbacks


// WARNING: Callbacks setup is intended for advanced users
void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver

// Files management functions


unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read)
void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on succe
bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on suc
char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns
//------------------------------------------------------------------

// File system functions


bool FileExists(const char *fileName); // Check if file exists
bool DirectoryExists(const char *dirPath); // Check if a directory path exists
bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on succes
bool ChangeDirectory(const char *dir); // Change working directory, return true on success
bool IsPathFile(const char *path); // Check if a given path is a file or a directory
bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extens
void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
bool IsFileDropped(void); // Check if a file has been dropped into window
FilePathList LoadDroppedFiles(void); // Load dropped filepaths
void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
long GetFileModTime(const char *fileName); // Get file modification time (last write time)

// Compression/Encoding functionality
unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm),
unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm)
char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memor
unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory m
unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)

// Automation events functionality


AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for e
void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start
void StartAutomationEventRecording(void); // Start recording automation events (AutomationEven
void StopAutomationEventRecording(void); // Stop recording automation events
void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event

//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------

// Input-related functions: keyboard


bool IsKeyPressed(int key); // Check if a key has been pressed once
bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
bool IsKeyDown(int key); // Check if a key is being pressed
bool IsKeyReleased(int key); // Check if a key has been released once
bool IsKeyUp(int key); // Check if a key is NOT being pressed
int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns
int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, return
void SetExitKey(int key); // Set a custom key to exit program (default is ESC)

// Input-related functions: gamepads


bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
const char *GetGamepadName(int gamepad); // Get gamepad internal name id
bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (du

// Input-related functions: mouse


bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
int GetMouseX(void); // Get mouse position X
int GetMouseY(void); // Get mouse position Y
Vector2 GetMousePosition(void); // Get mouse position XY
Vector2 GetMouseDelta(void); // Get mouse delta between frames
void SetMousePosition(int x, int y); // Set mouse position XY
void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
void SetMouseCursor(int cursor); // Set mouse cursor

// Input-related functions: touch


int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
int GetTouchPointId(int index); // Get touch point identifier for given index
int GetTouchPointCount(void); // Get number of touch points

//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: rgestures)
//------------------------------------------------------------------------------------
void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in seconds
Vector2 GetGestureDragVector(void); // Get gesture drag vector
float GetGestureDragAngle(void); // Get gesture drag angle
Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
float GetGesturePinchAngle(void); // Get gesture pinch angle

//------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------
void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation

module: rshapes →

// Set texture and rectangle to be used on shapes drawing


// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing

// Basic shapes drawing functions


void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can
void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vec
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/qua
void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl li
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier i
void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece
void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle
void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // Draw a gradient-filled circle
void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vect
void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector vers
void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // D
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color);
void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (V
void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle wi
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-fille
void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-fi
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with exte
void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edge
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounde
void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with r
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (ve
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in
void DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by p
void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector v
void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n side
void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline

// Splines drawing functions


void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minim
void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, min
void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom,
void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bez
void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier,
void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 p
void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Splin
void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Ca
void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic
void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: C

// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]


Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Lin
Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-S
Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Cat
Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Qua
Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cub

// Basic shapes collision detection functions


bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rect
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circ
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle a
bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a
bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectang
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a trian
bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line c
bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polyg
bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check th
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two

module: rtextures →

// Image loading functions


// NOTE: These functions do not require GPU access
Image LoadImage(const char *fileName); // Load image from file into CPU me
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (f
Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence
Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, f
Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
Image LoadImageFromScreen(void); // Load image from screen buffer an
bool IsImageValid(Image image); // Check if an image is valid (data
void UnloadImage(Image image); // Unload image from CPU memory (RA
bool ExportImage(Image image, const char *fileName); // Export image data to file, retur
unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defini

// Image generation functions


Image GenImageColor(int width, int height, Color color); // Generate image: plain color
Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient,
Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient
Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorit
Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image

// Image manipulation functions


Image ImageCopy(Image image); // Create an image duplicate (usefu
Image ImageFromImage(Image image, Rectangle rec); // Create an image from another ima
Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected
Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (defau
Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custo
void ImageFormat(Image *image, int newFormat); // Convert image data to desired fo
void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-t
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined recta
void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha va
void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired c
void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box
void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution
void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling al
void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor s
void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill wit
void ImageMipmaps(Image *image); // Compute all mipmap levels for a
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lo
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
void ImageRotate(Image *image, int degrees); // Rotate image by input angle in d
void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 9
void ImageColorTint(Image *image, Color color); // Modify image color: tint
void ImageColorInvert(Image *image); // Modify image color: invert
void ImageColorGrayscale(Image *image); // Modify image color: grayscale
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-1
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (
void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace colo
Color *LoadImageColors(Image image); // Load color data from image as a
Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image a
void UnloadImageColors(Color *colors); // Unload color data loaded with Lo
void UnloadImagePalette(Color *colors); // Unload colors palette loaded wit
Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y)

// Image drawing functions


// NOTE: Image software-rendering functions (CPU)
void ImageClearBackground(Image *dst, Color color); // Clear image background with give
void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image
void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vect
void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vecto
void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness w
void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an i
void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an i
void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an im
void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an im
void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (
void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an i
void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpol
void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an
void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by p
void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by
void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a des
void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) w
void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw te

// Texture loading functions


// NOTE: These functions require GPU access
Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU
Texture2D LoadTextureFromImage(Image image); // Load texture from image data
TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multipl
RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (fram
bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loa
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (
bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is val
void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU m
void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle wit

// Texture configuration functions


void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a textu
void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode

// Texture drawing functions


void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position d
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended p
void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined
void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part o
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws

// Color/pixel related functions


bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0
Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [
Color ColorTint(Color color, Color tint); // Get color multiplied with another color
Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes
Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -
Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f
Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format

module: rtext →

// Font loading/unloading functions


Font GetFontDefault(void); // Get the default Font
Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended paramet
Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepoin
bool IsFontValid(Font font); // Check if a font is valid (font data loaded, W
GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); //
Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); //
void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on suc

// Text drawing functions


void DrawFPS(int posX, int posY); // Draw current FPS
void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and
void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color t
void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color t

// Text font info functions


void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with l
int MeasureText(const char *text, int fontSize); // Measure string width for default font
Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepo
GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (uni
Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codep

// Text codepoints management functions (unicode characters)


char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count re
void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is return
int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is return
int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is re
const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned

// Text strings management functions (no UTF-8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes cop
bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() sty
const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
char *TextReplace(const char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be
char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory mu
const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cur
int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
const char *TextToUpper(const char *text); // Get upper case version of provided string
const char *TextToLower(const char *text); // Get lower case version of provided string
const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
float TextToFloat(const char *text); // Get float value from text (negative values not supported)

module: rmodels →

// Basic geometric 3D shapes drawing functions


void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actual
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world
void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (ve
void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by
void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parame
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/co
void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylind
void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cyli
void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the cente
void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe w
void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
void DrawRay(Ray ray, Color color); // Draw a ray line
void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0,

//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------

// Model management functions


Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default mater
bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO
void UnloadModel(Model model); // Unload model (including meshes) from memory (
BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers

// Model drawing functions


void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model
void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a
void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a
void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billb
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin,

// Mesh management functions


void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VA
void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a speci
void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with ma
BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on suc
bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multip

// Mesh generation functions


Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data

// Material loading/unloading functions


Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPE
bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned
void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL
void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh

// Model animations loading/unloading functions


ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GP
void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match

// Collision detection functions


bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding
bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and spher
RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sp
RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and bo
RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and me
RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and tr
RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and qu

module: raudio →

// Audio device management functions


void InitAudioDevice(void); // Initialize audio device and context
void CloseAudioDevice(void); // Close the audio device and context
bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
void SetMasterVolume(float volume); // Set master volume (listener)
float GetMasterVolume(void); // Get master volume (listener)

// Wave/Sound loading/unloading functions


Wave LoadWave(const char *fileName); // Load wave data from file
Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType
bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
Sound LoadSound(const char *fileName); // Load sound from file
Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source s
bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
void UnloadWave(Wave wave); // Unload wave data
void UnloadSound(Sound sound); // Unload sound
void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data)
bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success

// Wave/Sound management functions


void PlaySound(Sound sound); // Play a sound
void StopSound(Sound sound); // Stop playing a sound
void PauseSound(Sound sound); // Pause a sound
void ResumeSound(Sound sound); // Resume a paused sound
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
Wave WaveCopy(Wave wave); // Copy a wave to a new wave
void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range
void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()

// Music management functions


Music LoadMusicStream(const char *fileName); // Load music stream from file
Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
void UnloadMusicStream(Music music); // Unload music stream
void PlayMusicStream(Music music); // Start music playing
bool IsMusicStreamPlaying(Music music); // Check if music is playing
void UpdateMusicStream(Music music); // Updates buffers for music streaming
void StopMusicStream(Music music); // Stop music playing
void PauseMusicStream(Music music); // Pause music playing
void ResumeMusicStream(Music music); // Resume playing paused music
void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
float GetMusicTimeLength(Music music); // Get music time length (in seconds)
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)

// AudioStream management functions


AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream
bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
void PlayAudioStream(AudioStream stream); // Play audio stream
void PauseAudioStream(AudioStream stream); // Pause audio stream
void ResumeAudioStream(AudioStream stream); // Resume audio stream
bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
void StopAudioStream(AudioStream stream); // Stop audio stream
void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data

void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the
void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream

void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the s
void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline

structs colors

struct Vector2; // Vector2, 2 components // Custom raylib col


struct Vector3; // Vector3, 3 components #define LIGHTGRAY
struct Vector4; // Vector4, 4 components #define GRAY
struct Matrix; // Matrix, 4x4 components, column major, OpenGL style, right handed #define DARKGRAY
struct Color; // Color, 4 components, R8G8B8A8 (32bit) #define YELLOW
struct Rectangle; // Rectangle, 4 components #define GOLD
#define ORANGE
struct Image; // Image, pixel data stored in CPU memory (RAM) #define PINK
struct Texture; // Texture, tex data stored in GPU memory (VRAM) #define RED
struct RenderTexture; // RenderTexture, fbo for texture rendering #define MAROON
struct NPatchInfo; // NPatchInfo, n-patch layout info #define GREEN
struct GlyphInfo; // GlyphInfo, font characters glyphs info #define LIME
struct Font; // Font, font texture and GlyphInfo array data #define DARKGREEN
#define SKYBLUE
struct Camera2D; // Camera2D, defines position/orientation in 2d space #define BLUE
struct Camera3D; // Camera, defines position/orientation in 3d space #define DARKBLUE
#define PURPLE
struct Shader; // Shader #define VIOLET
struct MaterialMap; // MaterialMap #define DARKPURPLE
struct Material; // Material, includes shader and maps #define BEIGE
struct Mesh; // Mesh, vertex data and vao/vbo #define BROWN
struct Model; // Model, meshes, materials and animation data #define DARKBROWN
struct ModelAnimation; // ModelAnimation
struct Transform; // Transform, vertex transformation data #define WHITE
struct BoneInfo; // Bone, skeletal animation bone #define BLACK
struct Ray; // Ray, ray for raycasting #define BLANK
struct RayCollision; // RayCollision, ray hit information #define MAGENTA
struct BoundingBox; // BoundingBox #define RAYWHITE
struct Wave; // Wave, audio wave data
struct AudioStream; // AudioStream, custom audio stream
struct Sound; // Sound
struct Music; // Music, audio stream, anything longer than ~10 seconds should be streamed

struct VrDeviceInfo; // VrDeviceInfo, Head-Mounted-Display device parameters


struct VrStereoConfig; // VrStereoConfig, VR stereo rendering configuration for simulator
struct FilePathList; // File path list

struct AutomationEvent; // Automation event


struct AutomationEventList; // Automation event list

Other cheatsheets

raymath cheatsheet

raylib quick reference card - Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)

You might also like