C API

The goal of the C API is make usage as similar to the original C as CFFI will allow. So the example programs are very, very similar to the C originals.

Example program:

from raylib import *

InitWindow(800, 450, b"Hello Raylib")
SetTargetFPS(60)

camera = ffi.new("struct Camera3D *", [[18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0])

while not WindowShouldClose():
    UpdateCamera(camera, CAMERA_ORBITAL)
    BeginDrawing()
    ClearBackground(RAYWHITE)
    BeginMode3D(camera[0])
    DrawGrid(20, 1.0)
    EndMode3D()
    DrawText(b"Hellow World", 190, 200, 20, VIOLET)
    EndDrawing()
CloseWindow()

If you want to be more portable (i.e. same code will work with dynamic bindings) you can prefix the functions like this:

from raylib import ffi, rl, colors

rl.InitWindow(800, 450, b"Hello Raylib")
rl.SetTargetFPS(60)

...

Note

Whenever you need to convert stuff between C and Python see https://cffi.readthedocs.io

Important

Your primary reference should always be

However, here is a list of available functions:

Functions API reference

raylib.ARROWS_SIZE
raylib.ARROWS_VISIBLE
raylib.ARROW_PADDING
raylib.AttachAudioMixedProcessor(processor: Any)

Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s

raylib.AttachAudioStreamProcessor(stream: AudioStream, processor: Any)

Attach audio stream processor to stream, receives the samples as <float>s

raylib.AudioStream
raylib.AutomationEvent
raylib.AutomationEventList
raylib.BACKGROUND_COLOR
raylib.BASE_COLOR_DISABLED
raylib.BASE_COLOR_FOCUSED
raylib.BASE_COLOR_NORMAL
raylib.BASE_COLOR_PRESSED
raylib.BEIGE = (211, 176, 131, 255)
raylib.BLACK = (0, 0, 0, 255)
raylib.BLANK = (0, 0, 0, 0)
raylib.BLEND_ADDITIVE
raylib.BLEND_ADD_COLORS
raylib.BLEND_ALPHA
raylib.BLEND_ALPHA_PREMULTIPLY
raylib.BLEND_CUSTOM
raylib.BLEND_CUSTOM_SEPARATE
raylib.BLEND_MULTIPLIED
raylib.BLEND_SUBTRACT_COLORS
raylib.BLUE = (0, 121, 241, 255)
raylib.BORDER_COLOR_DISABLED
raylib.BORDER_COLOR_FOCUSED
raylib.BORDER_COLOR_NORMAL
raylib.BORDER_COLOR_PRESSED
raylib.BORDER_WIDTH
raylib.BROWN = (127, 106, 79, 255)
raylib.BUTTON
raylib.BeginBlendMode(mode: int)

Begin blending mode (alpha, additive, multiplied, subtract, custom)

raylib.BeginDrawing()

Setup canvas (framebuffer) to start drawing

raylib.BeginMode2D(camera: Camera2D)

Begin 2D mode with custom camera (2D)

raylib.BeginMode3D(camera: Camera3D)

Begin 3D mode with custom camera (3D)

raylib.BeginScissorMode(x: int, y: int, width: int, height: int)

Begin scissor mode (define screen area for following drawing)

raylib.BeginShaderMode(shader: Shader)

Begin custom shader drawing

raylib.BeginTextureMode(target: RenderTexture)

Begin drawing to render texture

raylib.BeginVrStereoMode(config: VrStereoConfig)

Begin stereo rendering (requires VR simulator)

raylib.BlendMode
raylib.BoneInfo
raylib.BoundingBox
raylib.CAMERA_CUSTOM
raylib.CAMERA_FIRST_PERSON
raylib.CAMERA_FREE
raylib.CAMERA_ORBITAL
raylib.CAMERA_ORTHOGRAPHIC
raylib.CAMERA_PERSPECTIVE
raylib.CAMERA_THIRD_PERSON
raylib.CHECKBOX
raylib.CHECK_PADDING
raylib.COLORPICKER
raylib.COLOR_SELECTOR_SIZE
raylib.COMBOBOX
raylib.COMBO_BUTTON_SPACING
raylib.COMBO_BUTTON_WIDTH
raylib.CUBEMAP_LAYOUT_AUTO_DETECT
raylib.CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE
raylib.CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR
raylib.CUBEMAP_LAYOUT_LINE_HORIZONTAL
raylib.CUBEMAP_LAYOUT_LINE_VERTICAL
raylib.CUBEMAP_LAYOUT_PANORAMA
raylib.Camera
raylib.Camera2D
raylib.Camera3D
raylib.CameraMode
raylib.CameraProjection
raylib.ChangeDirectory(dir: str)

Change working directory, return true on success

raylib.CheckCollisionBoxSphere(box: BoundingBox, center: Vector3, radius: float)

Check collision between box and sphere

raylib.CheckCollisionBoxes(box1: BoundingBox, box2: BoundingBox)

Check collision between two bounding boxes

raylib.CheckCollisionCircleRec(center: Vector2, radius: float, rec: Rectangle)

Check collision between circle and rectangle

raylib.CheckCollisionCircles(center1: Vector2, radius1: float, center2: Vector2, radius2: float)

Check collision between two circles

raylib.CheckCollisionLines(startPos1: Vector2, endPos1: Vector2, startPos2: Vector2, endPos2: Vector2, collisionPoint: Any)

Check the collision between two lines defined by two points each, returns collision point by reference

raylib.CheckCollisionPointCircle(point: Vector2, center: Vector2, radius: float)

Check if point is inside circle

raylib.CheckCollisionPointLine(point: Vector2, p1: Vector2, p2: Vector2, threshold: int)

Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]

raylib.CheckCollisionPointPoly(point: Vector2, points: Any, pointCount: int)

Check if point is within a polygon described by array of vertices

raylib.CheckCollisionPointRec(point: Vector2, rec: Rectangle)

Check if point is inside rectangle

raylib.CheckCollisionPointTriangle(point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2)

Check if point is inside a triangle

raylib.CheckCollisionRecs(rec1: Rectangle, rec2: Rectangle)

Check collision between two rectangles

raylib.CheckCollisionSpheres(center1: Vector3, radius1: float, center2: Vector3, radius2: float)

Check collision between two spheres

raylib.Clamp(value: float, min_1: float, max_2: float)
raylib.ClearBackground(color: Color)

Set background color (framebuffer clear color)

raylib.ClearWindowState(flags: int)

Clear window configuration state flags

raylib.CloseAudioDevice()

Close the audio device and context

raylib.ClosePhysics()

Close physics system and unload used memory

raylib.CloseWindow()

Close window and unload OpenGL context

raylib.CodepointToUTF8(codepoint: int, utf8Size: Any)

Encode one codepoint into UTF-8 byte array (array length returned as parameter)

raylib.Color
raylib.ColorAlpha(color: Color, alpha: float)

Get color with alpha applied, alpha goes from 0.0f to 1.0f

raylib.ColorAlphaBlend(dst: Color, src: Color, tint: Color)

Get src alpha-blended into dst color with tint

raylib.ColorBrightness(color: Color, factor: float)

Get color with brightness correction, brightness factor goes from -1.0f to 1.0f

raylib.ColorContrast(color: Color, contrast: float)

Get color with contrast correction, contrast values between -1.0f and 1.0f

raylib.ColorFromHSV(hue: float, saturation: float, value: float)

Get a Color from HSV values, hue [0..360], saturation/value [0..1]

raylib.ColorFromNormalized(normalized: Vector4)

Get Color from normalized values [0..1]

raylib.ColorNormalize(color: Color)

Get Color normalized as float [0..1]

raylib.ColorTint(color: Color, tint: Color)

Get color multiplied with another color

raylib.ColorToHSV(color: Color)

Get HSV values for a Color, hue [0..360], saturation/value [0..1]

raylib.ColorToInt(color: Color)

Get hexadecimal value for a Color

raylib.CompressData(data: str, dataSize: int, compDataSize: Any)

Compress data (DEFLATE algorithm), memory must be MemFree()

raylib.ConfigFlags
raylib.CreatePhysicsBodyCircle(pos: Vector2, radius: float, density: float)

Creates a new circle physics body with generic parameters

raylib.CreatePhysicsBodyPolygon(pos: Vector2, radius: float, sides: int, density: float)

Creates a new polygon physics body with generic parameters

raylib.CreatePhysicsBodyRectangle(pos: Vector2, width: float, height: float, density: float)

Creates a new rectangle physics body with generic parameters

raylib.CubemapLayout
raylib.DARKBLUE = (0, 82, 172, 255)
raylib.DARKBROWN = (76, 63, 47, 255)
raylib.DARKGRAY = (80, 80, 80, 255)
raylib.DARKGREEN = (0, 117, 44, 255)
raylib.DARKPURPLE = (112, 31, 126, 255)
raylib.DEFAULT
raylib.DROPDOWNBOX
raylib.DROPDOWN_ITEMS_SPACING
raylib.DecodeDataBase64(data: str, outputSize: Any)

Decode Base64 string data, memory must be MemFree()

raylib.DecompressData(compData: str, compDataSize: int, dataSize: Any)

Decompress data (DEFLATE algorithm), memory must be MemFree()

raylib.DestroyPhysicsBody(body: Any)

Destroy a physics body

raylib.DetachAudioMixedProcessor(processor: Any)

Detach audio stream processor from the entire audio pipeline

raylib.DetachAudioStreamProcessor(stream: AudioStream, processor: Any)

Detach audio stream processor from stream

raylib.DirectoryExists(dirPath: str)

Check if a directory path exists

raylib.DisableCursor()

Disables cursor (lock cursor)

raylib.DisableEventWaiting()

Disable waiting for events on EndDrawing(), automatic events polling

raylib.DrawBillboard(camera: Camera3D, texture: Texture, position: Vector3, size: float, tint: Color)

Draw a billboard texture

raylib.DrawBillboardPro(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: float, tint: Color)

Draw a billboard texture defined by source and rotation

raylib.DrawBillboardRec(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, size: Vector2, tint: Color)

Draw a billboard texture defined by source

raylib.DrawBoundingBox(box: BoundingBox, color: Color)

Draw bounding box (wires)

raylib.DrawCapsule(startPos: Vector3, endPos: Vector3, radius: float, slices: int, rings: int, color: Color)

Draw a capsule with the center of its sphere caps at startPos and endPos

raylib.DrawCapsuleWires(startPos: Vector3, endPos: Vector3, radius: float, slices: int, rings: int, color: Color)

Draw capsule wireframe with the center of its sphere caps at startPos and endPos

raylib.DrawCircle(centerX: int, centerY: int, radius: float, color: Color)

Draw a color-filled circle

raylib.DrawCircle3D(center: Vector3, radius: float, rotationAxis: Vector3, rotationAngle: float, color: Color)

Draw a circle in 3D world space

raylib.DrawCircleGradient(centerX: int, centerY: int, radius: float, color1: Color, color2: Color)

Draw a gradient-filled circle

raylib.DrawCircleLines(centerX: int, centerY: int, radius: float, color: Color)

Draw circle outline

raylib.DrawCircleLinesV(center: Vector2, radius: float, color: Color)

Draw circle outline (Vector version)

raylib.DrawCircleSector(center: Vector2, radius: float, startAngle: float, endAngle: float, segments: int, color: Color)

Draw a piece of a circle

raylib.DrawCircleSectorLines(center: Vector2, radius: float, startAngle: float, endAngle: float, segments: int, color: Color)

Draw circle sector outline

raylib.DrawCircleV(center: Vector2, radius: float, color: Color)

Draw a color-filled circle (Vector version)

raylib.DrawCube(position: Vector3, width: float, height: float, length: float, color: Color)

Draw cube

raylib.DrawCubeV(position: Vector3, size: Vector3, color: Color)

Draw cube (Vector version)

raylib.DrawCubeWires(position: Vector3, width: float, height: float, length: float, color: Color)

Draw cube wires

raylib.DrawCubeWiresV(position: Vector3, size: Vector3, color: Color)

Draw cube wires (Vector version)

raylib.DrawCylinder(position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color)

Draw a cylinder/cone

raylib.DrawCylinderEx(startPos: Vector3, endPos: Vector3, startRadius: float, endRadius: float, sides: int, color: Color)

Draw a cylinder with base at startPos and top at endPos

raylib.DrawCylinderWires(position: Vector3, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color)

Draw a cylinder/cone wires

raylib.DrawCylinderWiresEx(startPos: Vector3, endPos: Vector3, startRadius: float, endRadius: float, sides: int, color: Color)

Draw a cylinder wires with base at startPos and top at endPos

raylib.DrawEllipse(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color)

Draw ellipse

raylib.DrawEllipseLines(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color)

Draw ellipse outline

raylib.DrawFPS(posX: int, posY: int)

Draw current FPS

raylib.DrawGrid(slices: int, spacing: float)

Draw a grid (centered at (0, 0, 0))

raylib.DrawLine(startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color)

Draw a line

raylib.DrawLine3D(startPos: Vector3, endPos: Vector3, color: Color)

Draw a line in 3D world space

raylib.DrawLineBezier(startPos: Vector2, endPos: Vector2, thick: float, color: Color)

Draw line segment cubic-bezier in-out interpolation

raylib.DrawLineEx(startPos: Vector2, endPos: Vector2, thick: float, color: Color)

Draw a line (using triangles/quads)

raylib.DrawLineStrip(points: Any, pointCount: int, color: Color)

Draw lines sequence (using gl lines)

raylib.DrawLineV(startPos: Vector2, endPos: Vector2, color: Color)

Draw a line (using gl lines)

raylib.DrawMesh(mesh: Mesh, material: Material, transform: Matrix)

Draw a 3d mesh with material and transform

raylib.DrawMeshInstanced(mesh: Mesh, material: Material, transforms: Any, instances: int)

Draw multiple mesh instances with material and different transforms

raylib.DrawModel(model: Model, position: Vector3, scale: float, tint: Color)

Draw a model (with texture if set)

raylib.DrawModelEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color)

Draw a model with extended parameters

raylib.DrawModelWires(model: Model, position: Vector3, scale: float, tint: Color)

Draw a model wires (with texture if set)

raylib.DrawModelWiresEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: float, scale: Vector3, tint: Color)

Draw a model wires (with texture if set) with extended parameters

raylib.DrawPixel(posX: int, posY: int, color: Color)

Draw a pixel

raylib.DrawPixelV(position: Vector2, color: Color)

Draw a pixel (Vector version)

raylib.DrawPlane(centerPos: Vector3, size: Vector2, color: Color)

Draw a plane XZ

raylib.DrawPoint3D(position: Vector3, color: Color)

Draw a point in 3D space, actually a small line

raylib.DrawPoly(center: Vector2, sides: int, radius: float, rotation: float, color: Color)

Draw a regular polygon (Vector version)

raylib.DrawPolyLines(center: Vector2, sides: int, radius: float, rotation: float, color: Color)

Draw a polygon outline of n sides

raylib.DrawPolyLinesEx(center: Vector2, sides: int, radius: float, rotation: float, lineThick: float, color: Color)

Draw a polygon outline of n sides with extended parameters

raylib.DrawRay(ray: Ray, color: Color)

Draw a ray line

raylib.DrawRectangle(posX: int, posY: int, width: int, height: int, color: Color)

Draw a color-filled rectangle

raylib.DrawRectangleGradientEx(rec: Rectangle, col1: Color, col2: Color, col3: Color, col4: Color)

Draw a gradient-filled rectangle with custom vertex colors

raylib.DrawRectangleGradientH(posX: int, posY: int, width: int, height: int, color1: Color, color2: Color)

Draw a horizontal-gradient-filled rectangle

raylib.DrawRectangleGradientV(posX: int, posY: int, width: int, height: int, color1: Color, color2: Color)

Draw a vertical-gradient-filled rectangle

raylib.DrawRectangleLines(posX: int, posY: int, width: int, height: int, color: Color)

Draw rectangle outline

raylib.DrawRectangleLinesEx(rec: Rectangle, lineThick: float, color: Color)

Draw rectangle outline with extended parameters

raylib.DrawRectanglePro(rec: Rectangle, origin: Vector2, rotation: float, color: Color)

Draw a color-filled rectangle with pro parameters

raylib.DrawRectangleRec(rec: Rectangle, color: Color)

Draw a color-filled rectangle

raylib.DrawRectangleRounded(rec: Rectangle, roundness: float, segments: int, color: Color)

Draw rectangle with rounded edges

raylib.DrawRectangleRoundedLines(rec: Rectangle, roundness: float, segments: int, lineThick: float, color: Color)

Draw rectangle with rounded edges outline

raylib.DrawRectangleV(position: Vector2, size: Vector2, color: Color)

Draw a color-filled rectangle (Vector version)

raylib.DrawRing(center: Vector2, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color)

Draw ring

raylib.DrawRingLines(center: Vector2, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color)

Draw ring outline

raylib.DrawSphere(centerPos: Vector3, radius: float, color: Color)

Draw sphere

raylib.DrawSphereEx(centerPos: Vector3, radius: float, rings: int, slices: int, color: Color)

Draw sphere with extended parameters

raylib.DrawSphereWires(centerPos: Vector3, radius: float, rings: int, slices: int, color: Color)

Draw sphere wires

raylib.DrawSplineBasis(points: Any, pointCount: int, thick: float, color: Color)

Draw spline: B-Spline, minimum 4 points

raylib.DrawSplineBezierCubic(points: Any, pointCount: int, thick: float, color: Color)

Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6…]

raylib.DrawSplineBezierQuadratic(points: Any, pointCount: int, thick: float, color: Color)

Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4…]

raylib.DrawSplineCatmullRom(points: Any, pointCount: int, thick: float, color: Color)

Draw spline: Catmull-Rom, minimum 4 points

raylib.DrawSplineLinear(points: Any, pointCount: int, thick: float, color: Color)

Draw spline: Linear, minimum 2 points

raylib.DrawSplineSegmentBasis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: float, color: Color)

Draw spline segment: B-Spline, 4 points

raylib.DrawSplineSegmentBezierCubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, thick: float, color: Color)

Draw spline segment: Cubic Bezier, 2 points, 2 control points

raylib.DrawSplineSegmentBezierQuadratic(p1: Vector2, c2: Vector2, p3: Vector2, thick: float, color: Color)

Draw spline segment: Quadratic Bezier, 2 points, 1 control point

raylib.DrawSplineSegmentCatmullRom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, thick: float, color: Color)

Draw spline segment: Catmull-Rom, 4 points

raylib.DrawSplineSegmentLinear(p1: Vector2, p2: Vector2, thick: float, color: Color)

Draw spline segment: Linear, 2 points

raylib.DrawText(text: str, posX: int, posY: int, fontSize: int, color: Color)

Draw text (using default font)

raylib.DrawTextCodepoint(font: Font, codepoint: int, position: Vector2, fontSize: float, tint: Color)

Draw one character (codepoint)

raylib.DrawTextCodepoints(font: Font, codepoints: Any, codepointCount: int, position: Vector2, fontSize: float, spacing: float, tint: Color)

Draw multiple character (codepoint)

raylib.DrawTextEx(font: Font, text: str, position: Vector2, fontSize: float, spacing: float, tint: Color)

Draw text using font and additional parameters

raylib.DrawTextPro(font: Font, text: str, position: Vector2, origin: Vector2, rotation: float, fontSize: float, spacing: float, tint: Color)

Draw text using Font and pro parameters (rotation)

raylib.DrawTexture(texture: Texture, posX: int, posY: int, tint: Color)

Draw a Texture2D

raylib.DrawTextureEx(texture: Texture, position: Vector2, rotation: float, scale: float, tint: Color)

Draw a Texture2D with extended parameters

raylib.DrawTextureNPatch(texture: Texture, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: float, tint: Color)

Draws a texture (or part of it) that stretches or shrinks nicely

raylib.DrawTexturePro(texture: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: float, tint: Color)

Draw a part of a texture defined by a rectangle with ‘pro’ parameters

raylib.DrawTextureRec(texture: Texture, source: Rectangle, position: Vector2, tint: Color)

Draw a part of a texture defined by a rectangle

raylib.DrawTextureV(texture: Texture, position: Vector2, tint: Color)

Draw a Texture2D with position defined as Vector2

raylib.DrawTriangle(v1: Vector2, v2: Vector2, v3: Vector2, color: Color)

Draw a color-filled triangle (vertex in counter-clockwise order!)

raylib.DrawTriangle3D(v1: Vector3, v2: Vector3, v3: Vector3, color: Color)

Draw a color-filled triangle (vertex in counter-clockwise order!)

raylib.DrawTriangleFan(points: Any, pointCount: int, color: Color)

Draw a triangle fan defined by points (first vertex is the center)

raylib.DrawTriangleLines(v1: Vector2, v2: Vector2, v3: Vector2, color: Color)

Draw triangle outline (vertex in counter-clockwise order!)

raylib.DrawTriangleStrip(points: Any, pointCount: int, color: Color)

Draw a triangle strip defined by points

raylib.DrawTriangleStrip3D(points: Any, pointCount: int, color: Color)

Draw a triangle strip defined by points

raylib.EnableCursor()

Enables cursor (unlock cursor)

raylib.EnableEventWaiting()

Enable waiting for events on EndDrawing(), no automatic event polling

raylib.EncodeDataBase64(data: str, dataSize: int, outputSize: Any)

Encode data to Base64 string, memory must be MemFree()

raylib.EndBlendMode()

End blending mode (reset to default: alpha blending)

raylib.EndDrawing()

End canvas drawing and swap buffers (double buffering)

raylib.EndMode2D()

Ends 2D mode with custom camera

raylib.EndMode3D()

Ends 3D mode and returns to default 2D orthographic mode

raylib.EndScissorMode()

End scissor mode

raylib.EndShaderMode()

End custom shader drawing (use default shader)

raylib.EndTextureMode()

Ends drawing to render texture

raylib.EndVrStereoMode()

End stereo rendering (requires VR simulator)

raylib.ExportAutomationEventList(list_0: AutomationEventList, fileName: str)

Export automation events list as text file

raylib.ExportDataAsCode(data: str, dataSize: int, fileName: str)

Export data to code (.h), returns true on success

raylib.ExportFontAsCode(font: Font, fileName: str)

Export font as code file, returns true on success

raylib.ExportImage(image: Image, fileName: str)

Export image data to file, returns true on success

raylib.ExportImageAsCode(image: Image, fileName: str)

Export image as code file defining an array of bytes, returns true on success

raylib.ExportImageToMemory(image: Image, fileType: str, fileSize: Any)

Export image to memory buffer

raylib.ExportMesh(mesh: Mesh, fileName: str)

Export mesh data to file, returns true on success

raylib.ExportWave(wave: Wave, fileName: str)

Export wave data to file, returns true on success

raylib.ExportWaveAsCode(wave: Wave, fileName: str)

Export wave sample data to code (.h), returns true on success

raylib.FLAG_BORDERLESS_WINDOWED_MODE
raylib.FLAG_FULLSCREEN_MODE
raylib.FLAG_INTERLACED_HINT
raylib.FLAG_MSAA_4X_HINT
raylib.FLAG_VSYNC_HINT
raylib.FLAG_WINDOW_ALWAYS_RUN
raylib.FLAG_WINDOW_HIDDEN
raylib.FLAG_WINDOW_HIGHDPI
raylib.FLAG_WINDOW_MAXIMIZED
raylib.FLAG_WINDOW_MINIMIZED
raylib.FLAG_WINDOW_MOUSE_PASSTHROUGH
raylib.FLAG_WINDOW_RESIZABLE
raylib.FLAG_WINDOW_TOPMOST
raylib.FLAG_WINDOW_TRANSPARENT
raylib.FLAG_WINDOW_UNDECORATED
raylib.FLAG_WINDOW_UNFOCUSED
raylib.FONT_BITMAP
raylib.FONT_DEFAULT
raylib.FONT_SDF
raylib.Fade(color: Color, alpha: float)

Get color with alpha applied, alpha goes from 0.0f to 1.0f

raylib.FileExists(fileName: str)

Check if file exists

raylib.FilePathList
raylib.FloatEquals(x: float, y: float)
raylib.Font
raylib.FontType
raylib.GAMEPAD_AXIS_LEFT_TRIGGER
raylib.GAMEPAD_AXIS_LEFT_X
raylib.GAMEPAD_AXIS_LEFT_Y
raylib.GAMEPAD_AXIS_RIGHT_TRIGGER
raylib.GAMEPAD_AXIS_RIGHT_X
raylib.GAMEPAD_AXIS_RIGHT_Y
raylib.GAMEPAD_BUTTON_LEFT_FACE_DOWN
raylib.GAMEPAD_BUTTON_LEFT_FACE_LEFT
raylib.GAMEPAD_BUTTON_LEFT_FACE_RIGHT
raylib.GAMEPAD_BUTTON_LEFT_FACE_UP
raylib.GAMEPAD_BUTTON_LEFT_THUMB
raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_1
raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_2
raylib.GAMEPAD_BUTTON_MIDDLE
raylib.GAMEPAD_BUTTON_MIDDLE_LEFT
raylib.GAMEPAD_BUTTON_MIDDLE_RIGHT
raylib.GAMEPAD_BUTTON_RIGHT_FACE_DOWN
raylib.GAMEPAD_BUTTON_RIGHT_FACE_LEFT
raylib.GAMEPAD_BUTTON_RIGHT_FACE_RIGHT
raylib.GAMEPAD_BUTTON_RIGHT_FACE_UP
raylib.GAMEPAD_BUTTON_RIGHT_THUMB
raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_1
raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_2
raylib.GAMEPAD_BUTTON_UNKNOWN
raylib.GESTURE_DOUBLETAP
raylib.GESTURE_DRAG
raylib.GESTURE_HOLD
raylib.GESTURE_NONE
raylib.GESTURE_PINCH_IN
raylib.GESTURE_PINCH_OUT
raylib.GESTURE_SWIPE_DOWN
raylib.GESTURE_SWIPE_LEFT
raylib.GESTURE_SWIPE_RIGHT
raylib.GESTURE_SWIPE_UP
raylib.GESTURE_TAP
raylib.GLFWallocator
raylib.GLFWcursor
raylib.GLFWgamepadstate
raylib.GLFWgammaramp
raylib.GLFWimage
raylib.GLFWmonitor
raylib.GLFWvidmode
raylib.GLFWwindow
raylib.GOLD = (255, 203, 0, 255)
raylib.GRAY = (130, 130, 130, 255)
raylib.GREEN = (0, 228, 48, 255)
raylib.GROUP_PADDING
raylib.GamepadAxis
raylib.GamepadButton
raylib.GenImageCellular(width: int, height: int, tileSize: int)

Generate image: cellular algorithm, bigger tileSize means bigger cells

raylib.GenImageChecked(width: int, height: int, checksX: int, checksY: int, col1: Color, col2: Color)

Generate image: checked

raylib.GenImageColor(width: int, height: int, color: Color)

Generate image: plain color

raylib.GenImageFontAtlas(glyphs: Any, glyphRecs: Any, glyphCount: int, fontSize: int, padding: int, packMethod: int)

Generate image font atlas using chars info

raylib.GenImageGradientLinear(width: int, height: int, direction: int, start: Color, end: Color)

Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient

raylib.GenImageGradientRadial(width: int, height: int, density: float, inner: Color, outer: Color)

Generate image: radial gradient

raylib.GenImageGradientSquare(width: int, height: int, density: float, inner: Color, outer: Color)

Generate image: square gradient

raylib.GenImagePerlinNoise(width: int, height: int, offsetX: int, offsetY: int, scale: float)

Generate image: perlin noise

raylib.GenImageText(width: int, height: int, text: str)

Generate image: grayscale image from text data

raylib.GenImageWhiteNoise(width: int, height: int, factor: float)

Generate image: white noise

raylib.GenMeshCone(radius: float, height: float, slices: int)

Generate cone/pyramid mesh

raylib.GenMeshCube(width: float, height: float, length: float)

Generate cuboid mesh

raylib.GenMeshCubicmap(cubicmap: Image, cubeSize: Vector3)

Generate cubes-based map mesh from image data

raylib.GenMeshCylinder(radius: float, height: float, slices: int)

Generate cylinder mesh

raylib.GenMeshHeightmap(heightmap: Image, size: Vector3)

Generate heightmap mesh from image data

raylib.GenMeshHemiSphere(radius: float, rings: int, slices: int)

Generate half-sphere mesh (no bottom cap)

raylib.GenMeshKnot(radius: float, size: float, radSeg: int, sides: int)

Generate trefoil knot mesh

raylib.GenMeshPlane(width: float, length: float, resX: int, resZ: int)

Generate plane mesh (with subdivisions)

raylib.GenMeshPoly(sides: int, radius: float)

Generate polygonal mesh

raylib.GenMeshSphere(radius: float, rings: int, slices: int)

Generate sphere mesh (standard sphere)

raylib.GenMeshTangents(mesh: Any)

Compute mesh tangents

raylib.GenMeshTorus(radius: float, size: float, radSeg: int, sides: int)

Generate torus mesh

raylib.GenTextureMipmaps(texture: Any)

Generate GPU mipmaps for a texture

raylib.Gesture
raylib.GetApplicationDirectory()

Get the directory of the running application (uses static string)

raylib.GetCameraMatrix(camera: Camera3D)

Get camera transform matrix (view matrix)

raylib.GetCameraMatrix2D(camera: Camera2D)

Get camera 2d transform matrix

raylib.GetCharPressed()

Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty

raylib.GetClipboardText()

Get clipboard text content

raylib.GetCodepoint(text: str, codepointSize: Any)

Get next codepoint in a UTF-8 encoded string, 0x3f(‘?’) is returned on failure

raylib.GetCodepointCount(text: str)

Get total number of codepoints in a UTF-8 encoded string

raylib.GetCodepointNext(text: str, codepointSize: Any)

Get next codepoint in a UTF-8 encoded string, 0x3f(‘?’) is returned on failure

raylib.GetCodepointPrevious(text: str, codepointSize: Any)

Get previous codepoint in a UTF-8 encoded string, 0x3f(‘?’) is returned on failure

raylib.GetCollisionRec(rec1: Rectangle, rec2: Rectangle)

Get collision rectangle for two rectangles collision

raylib.GetColor(hexValue: int)

Get Color structure from hexadecimal value

raylib.GetCurrentMonitor()

Get current connected monitor

raylib.GetDirectoryPath(filePath: str)

Get full path for a given fileName with path (uses static string)

raylib.GetFPS()

Get current FPS

raylib.GetFileExtension(fileName: str)

Get pointer to extension for a filename string (includes dot: ‘.png’)

raylib.GetFileLength(fileName: str)

Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)

raylib.GetFileModTime(fileName: str)

Get file modification time (last write time)

raylib.GetFileName(filePath: str)

Get pointer to filename for a path string

raylib.GetFileNameWithoutExt(filePath: str)

Get filename string without extension (uses static string)

raylib.GetFontDefault()

Get the default Font

raylib.GetFrameTime()

Get time in seconds for last frame drawn (delta time)

raylib.GetGamepadAxisCount(gamepad: int)

Get gamepad axis count for a gamepad

raylib.GetGamepadAxisMovement(gamepad: int, axis: int)

Get axis movement value for a gamepad axis

raylib.GetGamepadButtonPressed()

Get the last gamepad button pressed

raylib.GetGamepadName(gamepad: int)

Get gamepad internal name id

raylib.GetGestureDetected()

Get latest detected gesture

raylib.GetGestureDragAngle()

Get gesture drag angle

raylib.GetGestureDragVector()

Get gesture drag vector

raylib.GetGestureHoldDuration()

Get gesture hold time in milliseconds

raylib.GetGesturePinchAngle()

Get gesture pinch angle

raylib.GetGesturePinchVector()

Get gesture pinch delta

raylib.GetGlyphAtlasRec(font: Font, codepoint: int)

Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to ‘?’ if not found

raylib.GetGlyphIndex(font: Font, codepoint: int)

Get glyph index position in font for a codepoint (unicode character), fallback to ‘?’ if not found

raylib.GetGlyphInfo(font: Font, codepoint: int)

Get glyph font info data for a codepoint (unicode character), fallback to ‘?’ if not found

raylib.GetImageAlphaBorder(image: Image, threshold: float)

Get image alpha border rectangle

raylib.GetImageColor(image: Image, x: int, y: int)

Get image pixel color at (x, y) position

raylib.GetKeyPressed()

Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty

raylib.GetMasterVolume()

Get master volume (listener)

raylib.GetMeshBoundingBox(mesh: Mesh)

Compute mesh bounding box limits

raylib.GetModelBoundingBox(model: Model)

Compute model bounding box limits (considers all meshes)

raylib.GetMonitorCount()

Get number of connected monitors

raylib.GetMonitorHeight(monitor: int)

Get specified monitor height (current video mode used by monitor)

raylib.GetMonitorName(monitor: int)

Get the human-readable, UTF-8 encoded name of the specified monitor

raylib.GetMonitorPhysicalHeight(monitor: int)

Get specified monitor physical height in millimetres

raylib.GetMonitorPhysicalWidth(monitor: int)

Get specified monitor physical width in millimetres

raylib.GetMonitorPosition(monitor: int)

Get specified monitor position

raylib.GetMonitorRefreshRate(monitor: int)

Get specified monitor refresh rate

raylib.GetMonitorWidth(monitor: int)

Get specified monitor width (current video mode used by monitor)

raylib.GetMouseDelta()

Get mouse delta between frames

raylib.GetMousePosition()

Get mouse position XY

raylib.GetMouseRay(mousePosition: Vector2, camera: Camera3D)

Get a ray trace from mouse position

raylib.GetMouseWheelMove()

Get mouse wheel movement for X or Y, whichever is larger

raylib.GetMouseWheelMoveV()

Get mouse wheel movement for both X and Y

raylib.GetMouseX()

Get mouse position X

raylib.GetMouseY()

Get mouse position Y

raylib.GetMusicTimeLength(music: Music)

Get music time length (in seconds)

raylib.GetMusicTimePlayed(music: Music)

Get current music time played (in seconds)

raylib.GetPhysicsBodiesCount()

Returns the current amount of created physics bodies

raylib.GetPhysicsBody(index: int)

Returns a physics body of the bodies pool at a specific index

raylib.GetPhysicsShapeType(index: int)

Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)

raylib.GetPhysicsShapeVertex(body: Any, vertex: int)

Returns transformed position of a body shape (body position + vertex transformed position)

raylib.GetPhysicsShapeVerticesCount(index: int)

Returns the amount of vertices of a physics body shape

raylib.GetPixelColor(srcPtr: Any, format: int)

Get Color from a source pixel pointer of certain format

raylib.GetPixelDataSize(width: int, height: int, format: int)

Get pixel data size in bytes for certain format

raylib.GetPrevDirectoryPath(dirPath: str)

Get previous directory path for a given path (uses static string)

raylib.GetRandomValue(min_0: int, max_1: int)

Get a random value between min and max (both included)

raylib.GetRayCollisionBox(ray: Ray, box: BoundingBox)

Get collision info between ray and box

raylib.GetRayCollisionMesh(ray: Ray, mesh: Mesh, transform: Matrix)

Get collision info between ray and mesh

raylib.GetRayCollisionQuad(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3)

Get collision info between ray and quad

raylib.GetRayCollisionSphere(ray: Ray, center: Vector3, radius: float)

Get collision info between ray and sphere

raylib.GetRayCollisionTriangle(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3)

Get collision info between ray and triangle

raylib.GetRenderHeight()

Get current render height (it considers HiDPI)

raylib.GetRenderWidth()

Get current render width (it considers HiDPI)

raylib.GetScreenHeight()

Get current screen height

raylib.GetScreenToWorld2D(position: Vector2, camera: Camera2D)

Get the world space position for a 2d camera screen space position

raylib.GetScreenWidth()

Get current screen width

raylib.GetShaderLocation(shader: Shader, uniformName: str)

Get shader uniform location

raylib.GetShaderLocationAttrib(shader: Shader, attribName: str)

Get shader attribute location

raylib.GetSplinePointBasis(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, t: float)

Get (evaluate) spline point: B-Spline

raylib.GetSplinePointBezierCubic(p1: Vector2, c2: Vector2, c3: Vector2, p4: Vector2, t: float)

Get (evaluate) spline point: Cubic Bezier

raylib.GetSplinePointBezierQuad(p1: Vector2, c2: Vector2, p3: Vector2, t: float)

Get (evaluate) spline point: Quadratic Bezier

raylib.GetSplinePointCatmullRom(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2, t: float)

Get (evaluate) spline point: Catmull-Rom

raylib.GetSplinePointLinear(startPos: Vector2, endPos: Vector2, t: float)

Get (evaluate) spline point: Linear

raylib.GetTime()

Get elapsed time in seconds since InitWindow()

raylib.GetTouchPointCount()

Get number of touch points

raylib.GetTouchPointId(index: int)

Get touch point identifier for given index

raylib.GetTouchPosition(index: int)

Get touch position XY for a touch point index (relative to screen size)

raylib.GetTouchX()

Get touch position X for touch point 0 (relative to screen size)

raylib.GetTouchY()

Get touch position Y for touch point 0 (relative to screen size)

raylib.GetWindowHandle()

Get native window handle

raylib.GetWindowPosition()

Get window position XY on monitor

raylib.GetWindowScaleDPI()

Get window scale DPI factor

raylib.GetWorkingDirectory()

Get current working directory (uses static string)

raylib.GetWorldToScreen(position: Vector3, camera: Camera3D)

Get the screen space position for a 3d world space position

raylib.GetWorldToScreen2D(position: Vector2, camera: Camera2D)

Get the screen space position for a 2d camera world space position

raylib.GetWorldToScreenEx(position: Vector3, camera: Camera3D, width: int, height: int)

Get size position for a 3d world space position

raylib.GlyphInfo
raylib.GuiButton(bounds: Rectangle, text: str)

Button control, returns true when clicked

raylib.GuiCheckBox(bounds: Rectangle, text: str, checked: Any)

Check Box control, returns true when active

raylib.GuiCheckBoxProperty
raylib.GuiColorBarAlpha(bounds: Rectangle, text: str, alpha: Any)

Color Bar Alpha control

raylib.GuiColorBarHue(bounds: Rectangle, text: str, value: Any)

Color Bar Hue control

raylib.GuiColorPanel(bounds: Rectangle, text: str, color: Any)

Color Panel control

raylib.GuiColorPanelHSV(bounds: Rectangle, text: str, colorHsv: Any)

Color Panel control that returns HSV color value, used by GuiColorPickerHSV()

raylib.GuiColorPicker(bounds: Rectangle, text: str, color: Any)

Color Picker control (multiple color controls)

raylib.GuiColorPickerHSV(bounds: Rectangle, text: str, colorHsv: Any)

Color Picker control that avoids conversion to RGB on each call (multiple color controls)

raylib.GuiColorPickerProperty
raylib.GuiComboBox(bounds: Rectangle, text: str, active: Any)

Combo Box control, returns selected item index

raylib.GuiComboBoxProperty
raylib.GuiControl
raylib.GuiControlProperty
raylib.GuiDefaultProperty
raylib.GuiDisable()

Disable gui controls (global state)

raylib.GuiDisableTooltip()

Disable gui tooltips (global state)

raylib.GuiDrawIcon(iconId: int, posX: int, posY: int, pixelSize: int, color: Color)

Draw icon using pixel size at specified position

raylib.GuiDropdownBox(bounds: Rectangle, text: str, active: Any, editMode: bool)

Dropdown Box control, returns selected item

raylib.GuiDropdownBoxProperty
raylib.GuiDummyRec(bounds: Rectangle, text: str)

Dummy control for placeholders

raylib.GuiEnable()

Enable gui controls (global state)

raylib.GuiEnableTooltip()

Enable gui tooltips (global state)

raylib.GuiGetFont()

Get gui custom font (global state)

raylib.GuiGetIcons()

Get raygui icons data pointer

raylib.GuiGetState()

Get gui state (global state)

raylib.GuiGetStyle(control: int, property: int)

Get one style property

raylib.GuiGrid(bounds: Rectangle, text: str, spacing: float, subdivs: int, mouseCell: Any)

Grid control, returns mouse cell position

raylib.GuiGroupBox(bounds: Rectangle, text: str)

Group Box control with text name

raylib.GuiIconName
raylib.GuiIconText(iconId: int, text: str)

Get text with icon id prepended (if supported)

raylib.GuiIsLocked()

Check if gui is locked (global state)

raylib.GuiLabel(bounds: Rectangle, text: str)

Label control, shows text

raylib.GuiLabelButton(bounds: Rectangle, text: str)

Label button control, show true when clicked

raylib.GuiLine(bounds: Rectangle, text: str)

Line separator control, could contain text

raylib.GuiListView(bounds: Rectangle, text: str, scrollIndex: Any, active: Any)

List View control, returns selected list item index

raylib.GuiListViewEx(bounds: Rectangle, text: str, count: int, scrollIndex: Any, active: Any, focus: Any)

List View with extended parameters

raylib.GuiListViewProperty
raylib.GuiLoadIcons(fileName: str, loadIconsName: bool)

Load raygui icons file (.rgi) into internal icons data

raylib.GuiLoadStyle(fileName: str)

Load style file over global style variable (.rgs)

raylib.GuiLoadStyleDefault()

Load style default over global style

raylib.GuiLock()

Lock gui controls (global state)

raylib.GuiMessageBox(bounds: Rectangle, title: str, message: str, buttons: str)

Message Box control, displays a message

raylib.GuiPanel(bounds: Rectangle, text: str)

Panel control, useful to group controls

raylib.GuiProgressBar(bounds: Rectangle, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float)

Progress Bar control, shows current progress value

raylib.GuiProgressBarProperty
raylib.GuiScrollBarProperty
raylib.GuiScrollPanel(bounds: Rectangle, text: str, content: Rectangle, scroll: Any, view: Any)

Scroll Panel control

raylib.GuiSetAlpha(alpha: float)

Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f

raylib.GuiSetFont(font: Font)

Set gui custom font (global state)

raylib.GuiSetIconScale(scale: int)

Set default icon drawing size

raylib.GuiSetState(state: int)

Set gui state (global state)

raylib.GuiSetStyle(control: int, property: int, value: int)

Set one style property

raylib.GuiSetTooltip(tooltip: str)

Set tooltip string

raylib.GuiSlider(bounds: Rectangle, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float)

Slider control, returns selected value

raylib.GuiSliderBar(bounds: Rectangle, textLeft: str, textRight: str, value: Any, minValue: float, maxValue: float)

Slider Bar control, returns selected value

raylib.GuiSliderProperty
raylib.GuiSpinner(bounds: Rectangle, text: str, value: Any, minValue: int, maxValue: int, editMode: bool)

Spinner control, returns selected value

raylib.GuiSpinnerProperty
raylib.GuiState
raylib.GuiStatusBar(bounds: Rectangle, text: str)

Status Bar control, shows info text

raylib.GuiStyleProp
raylib.GuiTabBar(bounds: Rectangle, text: str, count: int, active: Any)

Tab Bar control, returns TAB to be closed or -1

raylib.GuiTextAlignment
raylib.GuiTextAlignmentVertical
raylib.GuiTextBox(bounds: Rectangle, text: str, textSize: int, editMode: bool)

Text Box control, updates input text

raylib.GuiTextBoxProperty
raylib.GuiTextInputBox(bounds: Rectangle, title: str, message: str, buttons: str, text: str, textMaxSize: int, secretViewActive: Any)

Text Input Box control, ask for text, supports secret

raylib.GuiTextWrapMode
raylib.GuiToggle(bounds: Rectangle, text: str, active: Any)

Toggle Button control, returns true when active

raylib.GuiToggleGroup(bounds: Rectangle, text: str, active: Any)

Toggle Group control, returns active toggle index

raylib.GuiToggleProperty
raylib.GuiToggleSlider(bounds: Rectangle, text: str, active: Any)

Toggle Slider control, returns true when clicked

raylib.GuiUnlock()

Unlock gui controls (global state)

raylib.GuiValueBox(bounds: Rectangle, text: str, value: Any, minValue: int, maxValue: int, editMode: bool)

Value Box control, updates input text with numbers

raylib.GuiWindowBox(bounds: Rectangle, title: str)

Window Box control, shows a window that can be closed

raylib.HUEBAR_PADDING
raylib.HUEBAR_SELECTOR_HEIGHT
raylib.HUEBAR_SELECTOR_OVERFLOW
raylib.HUEBAR_WIDTH
raylib.HideCursor()

Hides cursor

raylib.ICON_1UP
raylib.ICON_220
raylib.ICON_221
raylib.ICON_222
raylib.ICON_223
raylib.ICON_224
raylib.ICON_225
raylib.ICON_226
raylib.ICON_227
raylib.ICON_228
raylib.ICON_229
raylib.ICON_230
raylib.ICON_231
raylib.ICON_232
raylib.ICON_233
raylib.ICON_234
raylib.ICON_235
raylib.ICON_236
raylib.ICON_237
raylib.ICON_238
raylib.ICON_239
raylib.ICON_240
raylib.ICON_241
raylib.ICON_242
raylib.ICON_243
raylib.ICON_244
raylib.ICON_245
raylib.ICON_246
raylib.ICON_247
raylib.ICON_248
raylib.ICON_249
raylib.ICON_250
raylib.ICON_251
raylib.ICON_252
raylib.ICON_253
raylib.ICON_254
raylib.ICON_255
raylib.ICON_ALARM
raylib.ICON_ALPHA_CLEAR
raylib.ICON_ALPHA_MULTIPLY
raylib.ICON_ARROW_DOWN
raylib.ICON_ARROW_DOWN_FILL
raylib.ICON_ARROW_LEFT
raylib.ICON_ARROW_LEFT_FILL
raylib.ICON_ARROW_RIGHT
raylib.ICON_ARROW_RIGHT_FILL
raylib.ICON_ARROW_UP
raylib.ICON_ARROW_UP_FILL
raylib.ICON_AUDIO
raylib.ICON_BIN
raylib.ICON_BOX
raylib.ICON_BOX_BOTTOM
raylib.ICON_BOX_BOTTOM_LEFT
raylib.ICON_BOX_BOTTOM_RIGHT
raylib.ICON_BOX_CENTER
raylib.ICON_BOX_CIRCLE_MASK
raylib.ICON_BOX_CONCENTRIC
raylib.ICON_BOX_CORNERS_BIG
raylib.ICON_BOX_CORNERS_SMALL
raylib.ICON_BOX_DOTS_BIG
raylib.ICON_BOX_DOTS_SMALL
raylib.ICON_BOX_GRID
raylib.ICON_BOX_GRID_BIG
raylib.ICON_BOX_LEFT
raylib.ICON_BOX_MULTISIZE
raylib.ICON_BOX_RIGHT
raylib.ICON_BOX_TOP
raylib.ICON_BOX_TOP_LEFT
raylib.ICON_BOX_TOP_RIGHT
raylib.ICON_BREAKPOINT_OFF
raylib.ICON_BREAKPOINT_ON
raylib.ICON_BRUSH_CLASSIC
raylib.ICON_BRUSH_PAINTER
raylib.ICON_BURGER_MENU
raylib.ICON_CAMERA
raylib.ICON_CASE_SENSITIVE
raylib.ICON_CLOCK
raylib.ICON_COIN
raylib.ICON_COLOR_BUCKET
raylib.ICON_COLOR_PICKER
raylib.ICON_CORNER
raylib.ICON_CPU
raylib.ICON_CRACK
raylib.ICON_CRACK_POINTS
raylib.ICON_CROP
raylib.ICON_CROP_ALPHA
raylib.ICON_CROSS
raylib.ICON_CROSSLINE
raylib.ICON_CROSS_SMALL
raylib.ICON_CUBE
raylib.ICON_CUBE_FACE_BACK
raylib.ICON_CUBE_FACE_BOTTOM
raylib.ICON_CUBE_FACE_FRONT
raylib.ICON_CUBE_FACE_LEFT
raylib.ICON_CUBE_FACE_RIGHT
raylib.ICON_CUBE_FACE_TOP
raylib.ICON_CURSOR_CLASSIC
raylib.ICON_CURSOR_HAND
raylib.ICON_CURSOR_MOVE
raylib.ICON_CURSOR_MOVE_FILL
raylib.ICON_CURSOR_POINTER
raylib.ICON_CURSOR_SCALE
raylib.ICON_CURSOR_SCALE_FILL
raylib.ICON_CURSOR_SCALE_LEFT
raylib.ICON_CURSOR_SCALE_LEFT_FILL
raylib.ICON_CURSOR_SCALE_RIGHT
raylib.ICON_CURSOR_SCALE_RIGHT_FILL
raylib.ICON_DEMON
raylib.ICON_DITHERING
raylib.ICON_DOOR
raylib.ICON_EMPTYBOX
raylib.ICON_EMPTYBOX_SMALL
raylib.ICON_EXIT
raylib.ICON_EXPLOSION
raylib.ICON_EYE_OFF
raylib.ICON_EYE_ON
raylib.ICON_FILE
raylib.ICON_FILETYPE_ALPHA
raylib.ICON_FILETYPE_AUDIO
raylib.ICON_FILETYPE_BINARY
raylib.ICON_FILETYPE_HOME
raylib.ICON_FILETYPE_IMAGE
raylib.ICON_FILETYPE_INFO
raylib.ICON_FILETYPE_PLAY
raylib.ICON_FILETYPE_TEXT
raylib.ICON_FILETYPE_VIDEO
raylib.ICON_FILE_ADD
raylib.ICON_FILE_COPY
raylib.ICON_FILE_CUT
raylib.ICON_FILE_DELETE
raylib.ICON_FILE_EXPORT
raylib.ICON_FILE_NEW
raylib.ICON_FILE_OPEN
raylib.ICON_FILE_PASTE
raylib.ICON_FILE_SAVE
raylib.ICON_FILE_SAVE_CLASSIC
raylib.ICON_FILTER
raylib.ICON_FILTER_BILINEAR
raylib.ICON_FILTER_POINT
raylib.ICON_FILTER_TOP
raylib.ICON_FOLDER
raylib.ICON_FOLDER_ADD
raylib.ICON_FOLDER_FILE_OPEN
raylib.ICON_FOLDER_OPEN
raylib.ICON_FOLDER_SAVE
raylib.ICON_FOUR_BOXES
raylib.ICON_FX
raylib.ICON_GEAR
raylib.ICON_GEAR_BIG
raylib.ICON_GEAR_EX
raylib.ICON_GRID
raylib.ICON_GRID_FILL
raylib.ICON_HAND_POINTER
raylib.ICON_HEART
raylib.ICON_HELP
raylib.ICON_HEX
raylib.ICON_HIDPI
raylib.ICON_HOUSE
raylib.ICON_INFO
raylib.ICON_KEY
raylib.ICON_LASER
raylib.ICON_LAYERS
raylib.ICON_LAYERS_VISIBLE
raylib.ICON_LENS
raylib.ICON_LENS_BIG
raylib.ICON_LIFE_BARS
raylib.ICON_LOCK_CLOSE
raylib.ICON_LOCK_OPEN
raylib.ICON_MAGNET
raylib.ICON_MAILBOX
raylib.ICON_MIPMAPS
raylib.ICON_MODE_2D
raylib.ICON_MODE_3D
raylib.ICON_MONITOR
raylib.ICON_MUTATE
raylib.ICON_MUTATE_FILL
raylib.ICON_NONE
raylib.ICON_NOTEBOOK
raylib.ICON_OK_TICK
raylib.ICON_PENCIL
raylib.ICON_PENCIL_BIG
raylib.ICON_PHOTO_CAMERA
raylib.ICON_PHOTO_CAMERA_FLASH
raylib.ICON_PLAYER
raylib.ICON_PLAYER_JUMP
raylib.ICON_PLAYER_NEXT
raylib.ICON_PLAYER_PAUSE
raylib.ICON_PLAYER_PLAY
raylib.ICON_PLAYER_PLAY_BACK
raylib.ICON_PLAYER_PREVIOUS
raylib.ICON_PLAYER_RECORD
raylib.ICON_PLAYER_STOP
raylib.ICON_POT
raylib.ICON_PRINTER
raylib.ICON_REDO
raylib.ICON_REDO_FILL
raylib.ICON_REG_EXP
raylib.ICON_REPEAT
raylib.ICON_REPEAT_FILL
raylib.ICON_REREDO
raylib.ICON_REREDO_FILL
raylib.ICON_RESIZE
raylib.ICON_RESTART
raylib.ICON_ROM
raylib.ICON_ROTATE
raylib.ICON_ROTATE_FILL
raylib.ICON_RUBBER
raylib.ICON_SAND_TIMER
raylib.ICON_SCALE
raylib.ICON_SHIELD
raylib.ICON_SHUFFLE
raylib.ICON_SHUFFLE_FILL
raylib.ICON_SPECIAL
raylib.ICON_SQUARE_TOGGLE
raylib.ICON_STAR
raylib.ICON_STEP_INTO
raylib.ICON_STEP_OUT
raylib.ICON_STEP_OVER
raylib.ICON_SUITCASE
raylib.ICON_SUITCASE_ZIP
raylib.ICON_SYMMETRY
raylib.ICON_SYMMETRY_HORIZONTAL
raylib.ICON_SYMMETRY_VERTICAL
raylib.ICON_TARGET
raylib.ICON_TARGET_BIG
raylib.ICON_TARGET_BIG_FILL
raylib.ICON_TARGET_MOVE
raylib.ICON_TARGET_MOVE_FILL
raylib.ICON_TARGET_POINT
raylib.ICON_TARGET_SMALL
raylib.ICON_TARGET_SMALL_FILL
raylib.ICON_TEXT_A
raylib.ICON_TEXT_NOTES
raylib.ICON_TEXT_POPUP
raylib.ICON_TEXT_T
raylib.ICON_TOOLS
raylib.ICON_UNDO
raylib.ICON_UNDO_FILL
raylib.ICON_VERTICAL_BARS
raylib.ICON_VERTICAL_BARS_FILL
raylib.ICON_WATER_DROP
raylib.ICON_WAVE
raylib.ICON_WAVE_SINUS
raylib.ICON_WAVE_SQUARE
raylib.ICON_WAVE_TRIANGULAR
raylib.ICON_WINDOW
raylib.ICON_ZOOM_ALL
raylib.ICON_ZOOM_BIG
raylib.ICON_ZOOM_CENTER
raylib.ICON_ZOOM_MEDIUM
raylib.ICON_ZOOM_SMALL
raylib.Image
raylib.ImageAlphaClear(image: Any, color: Color, threshold: float)

Clear alpha channel to desired color

raylib.ImageAlphaCrop(image: Any, threshold: float)

Crop image depending on alpha value

raylib.ImageAlphaMask(image: Any, alphaMask: Image)

Apply alpha mask to image

raylib.ImageAlphaPremultiply(image: Any)

Premultiply alpha channel

raylib.ImageBlurGaussian(image: Any, blurSize: int)

Apply Gaussian blur using a box blur approximation

raylib.ImageClearBackground(dst: Any, color: Color)

Clear image background with given color

raylib.ImageColorBrightness(image: Any, brightness: int)

Modify image color: brightness (-255 to 255)

raylib.ImageColorContrast(image: Any, contrast: float)

Modify image color: contrast (-100 to 100)

raylib.ImageColorGrayscale(image: Any)

Modify image color: grayscale

raylib.ImageColorInvert(image: Any)

Modify image color: invert

raylib.ImageColorReplace(image: Any, color: Color, replace: Color)

Modify image color: replace color

raylib.ImageColorTint(image: Any, color: Color)

Modify image color: tint

raylib.ImageCopy(image: Image)

Create an image duplicate (useful for transformations)

raylib.ImageCrop(image: Any, crop: Rectangle)

Crop an image to a defined rectangle

raylib.ImageDither(image: Any, rBpp: int, gBpp: int, bBpp: int, aBpp: int)

Dither image data to 16bpp or lower (Floyd-Steinberg dithering)

raylib.ImageDraw(dst: Any, src: Image, srcRec: Rectangle, dstRec: Rectangle, tint: Color)

Draw a source image within a destination image (tint applied to source)

raylib.ImageDrawCircle(dst: Any, centerX: int, centerY: int, radius: int, color: Color)

Draw a filled circle within an image

raylib.ImageDrawCircleLines(dst: Any, centerX: int, centerY: int, radius: int, color: Color)

Draw circle outline within an image

raylib.ImageDrawCircleLinesV(dst: Any, center: Vector2, radius: int, color: Color)

Draw circle outline within an image (Vector version)

raylib.ImageDrawCircleV(dst: Any, center: Vector2, radius: int, color: Color)

Draw a filled circle within an image (Vector version)

raylib.ImageDrawLine(dst: Any, startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color)

Draw line within an image

raylib.ImageDrawLineV(dst: Any, start: Vector2, end: Vector2, color: Color)

Draw line within an image (Vector version)

raylib.ImageDrawPixel(dst: Any, posX: int, posY: int, color: Color)

Draw pixel within an image

raylib.ImageDrawPixelV(dst: Any, position: Vector2, color: Color)

Draw pixel within an image (Vector version)

raylib.ImageDrawRectangle(dst: Any, posX: int, posY: int, width: int, height: int, color: Color)

Draw rectangle within an image

raylib.ImageDrawRectangleLines(dst: Any, rec: Rectangle, thick: int, color: Color)

Draw rectangle lines within an image

raylib.ImageDrawRectangleRec(dst: Any, rec: Rectangle, color: Color)

Draw rectangle within an image

raylib.ImageDrawRectangleV(dst: Any, position: Vector2, size: Vector2, color: Color)

Draw rectangle within an image (Vector version)

raylib.ImageDrawText(dst: Any, text: str, posX: int, posY: int, fontSize: int, color: Color)

Draw text (using default font) within an image (destination)

raylib.ImageDrawTextEx(dst: Any, font: Font, text: str, position: Vector2, fontSize: float, spacing: float, tint: Color)

Draw text (custom sprite font) within an image (destination)

raylib.ImageFlipHorizontal(image: Any)

Flip image horizontally

raylib.ImageFlipVertical(image: Any)

Flip image vertically

raylib.ImageFormat(image: Any, newFormat: int)

Convert image data to desired format

raylib.ImageFromImage(image: Image, rec: Rectangle)

Create an image from another image piece

raylib.ImageMipmaps(image: Any)

Compute all mipmap levels for a provided image

raylib.ImageResize(image: Any, newWidth: int, newHeight: int)

Resize image (Bicubic scaling algorithm)

raylib.ImageResizeCanvas(image: Any, newWidth: int, newHeight: int, offsetX: int, offsetY: int, fill: Color)

Resize canvas and fill with color

raylib.ImageResizeNN(image: Any, newWidth: int, newHeight: int)

Resize image (Nearest-Neighbor scaling algorithm)

raylib.ImageRotate(image: Any, degrees: int)

Rotate image by input angle in degrees (-359 to 359)

raylib.ImageRotateCCW(image: Any)

Rotate image counter-clockwise 90deg

raylib.ImageRotateCW(image: Any)

Rotate image clockwise 90deg

raylib.ImageText(text: str, fontSize: int, color: Color)

Create an image from text (default font)

raylib.ImageTextEx(font: Font, text: str, fontSize: float, spacing: float, tint: Color)

Create an image from text (custom sprite font)

raylib.ImageToPOT(image: Any, fill: Color)

Convert image to POT (power-of-two)

raylib.InitAudioDevice()

Initialize audio device and context

raylib.InitPhysics()

Initializes physics system

raylib.InitWindow(width: int, height: int, title: str)

Initialize window and OpenGL context

raylib.IsAudioDeviceReady()

Check if audio device has been initialized successfully

raylib.IsAudioStreamPlaying(stream: AudioStream)

Check if audio stream is playing

raylib.IsAudioStreamProcessed(stream: AudioStream)

Check if any audio stream buffers requires refill

raylib.IsAudioStreamReady(stream: AudioStream)

Checks if an audio stream is ready

raylib.IsCursorHidden()

Check if cursor is not visible

raylib.IsCursorOnScreen()

Check if cursor is on the screen

raylib.IsFileDropped()

Check if a file has been dropped into window

raylib.IsFileExtension(fileName: str, ext: str)

Check file extension (including point: .png, .wav)

raylib.IsFontReady(font: Font)

Check if a font is ready

raylib.IsGamepadAvailable(gamepad: int)

Check if a gamepad is available

raylib.IsGamepadButtonDown(gamepad: int, button: int)

Check if a gamepad button is being pressed

raylib.IsGamepadButtonPressed(gamepad: int, button: int)

Check if a gamepad button has been pressed once

raylib.IsGamepadButtonReleased(gamepad: int, button: int)

Check if a gamepad button has been released once

raylib.IsGamepadButtonUp(gamepad: int, button: int)

Check if a gamepad button is NOT being pressed

raylib.IsGestureDetected(gesture: int)

Check if a gesture have been detected

raylib.IsImageReady(image: Image)

Check if an image is ready

raylib.IsKeyDown(key: int)

Check if a key is being pressed

raylib.IsKeyPressed(key: int)

Check if a key has been pressed once

raylib.IsKeyPressedRepeat(key: int)

Check if a key has been pressed again (Only PLATFORM_DESKTOP)

raylib.IsKeyReleased(key: int)

Check if a key has been released once

raylib.IsKeyUp(key: int)

Check if a key is NOT being pressed

raylib.IsMaterialReady(material: Material)

Check if a material is ready

raylib.IsModelAnimationValid(model: Model, anim: ModelAnimation)

Check model animation skeleton match

raylib.IsModelReady(model: Model)

Check if a model is ready

raylib.IsMouseButtonDown(button: int)

Check if a mouse button is being pressed

raylib.IsMouseButtonPressed(button: int)

Check if a mouse button has been pressed once

raylib.IsMouseButtonReleased(button: int)

Check if a mouse button has been released once

raylib.IsMouseButtonUp(button: int)

Check if a mouse button is NOT being pressed

raylib.IsMusicReady(music: Music)

Checks if a music stream is ready

raylib.IsMusicStreamPlaying(music: Music)

Check if music is playing

raylib.IsPathFile(path: str)

Check if a given path is a file or a directory

raylib.IsRenderTextureReady(target: RenderTexture)

Check if a render texture is ready

raylib.IsShaderReady(shader: Shader)

Check if a shader is ready

raylib.IsSoundPlaying(sound: Sound)

Check if a sound is currently playing

raylib.IsSoundReady(sound: Sound)

Checks if a sound is ready

raylib.IsTextureReady(texture: Texture)

Check if a texture is ready

raylib.IsWaveReady(wave: Wave)

Checks if wave data is ready

raylib.IsWindowFocused()

Check if window is currently focused (only PLATFORM_DESKTOP)

raylib.IsWindowFullscreen()

Check if window is currently fullscreen

raylib.IsWindowHidden()

Check if window is currently hidden (only PLATFORM_DESKTOP)

raylib.IsWindowMaximized()

Check if window is currently maximized (only PLATFORM_DESKTOP)

raylib.IsWindowMinimized()

Check if window is currently minimized (only PLATFORM_DESKTOP)

raylib.IsWindowReady()

Check if window has been initialized successfully

raylib.IsWindowResized()

Check if window has been resized last frame

raylib.IsWindowState(flag: int)

Check if one specific window flag is enabled

raylib.KEY_A
raylib.KEY_APOSTROPHE
raylib.KEY_B
raylib.KEY_BACK
raylib.KEY_BACKSLASH
raylib.KEY_BACKSPACE
raylib.KEY_C
raylib.KEY_CAPS_LOCK
raylib.KEY_COMMA
raylib.KEY_D
raylib.KEY_DELETE
raylib.KEY_DOWN
raylib.KEY_E
raylib.KEY_EIGHT
raylib.KEY_END
raylib.KEY_ENTER
raylib.KEY_EQUAL
raylib.KEY_ESCAPE
raylib.KEY_F
raylib.KEY_F1
raylib.KEY_F10
raylib.KEY_F11
raylib.KEY_F12
raylib.KEY_F2
raylib.KEY_F3
raylib.KEY_F4
raylib.KEY_F5
raylib.KEY_F6
raylib.KEY_F7
raylib.KEY_F8
raylib.KEY_F9
raylib.KEY_FIVE
raylib.KEY_FOUR
raylib.KEY_G
raylib.KEY_GRAVE
raylib.KEY_H
raylib.KEY_HOME
raylib.KEY_I
raylib.KEY_INSERT
raylib.KEY_J
raylib.KEY_K
raylib.KEY_KB_MENU
raylib.KEY_KP_0
raylib.KEY_KP_1
raylib.KEY_KP_2
raylib.KEY_KP_3
raylib.KEY_KP_4
raylib.KEY_KP_5
raylib.KEY_KP_6
raylib.KEY_KP_7
raylib.KEY_KP_8
raylib.KEY_KP_9
raylib.KEY_KP_ADD
raylib.KEY_KP_DECIMAL
raylib.KEY_KP_DIVIDE
raylib.KEY_KP_ENTER
raylib.KEY_KP_EQUAL
raylib.KEY_KP_MULTIPLY
raylib.KEY_KP_SUBTRACT
raylib.KEY_L
raylib.KEY_LEFT
raylib.KEY_LEFT_ALT
raylib.KEY_LEFT_BRACKET
raylib.KEY_LEFT_CONTROL
raylib.KEY_LEFT_SHIFT
raylib.KEY_LEFT_SUPER
raylib.KEY_M
raylib.KEY_MENU
raylib.KEY_MINUS
raylib.KEY_N
raylib.KEY_NINE
raylib.KEY_NULL
raylib.KEY_NUM_LOCK
raylib.KEY_O
raylib.KEY_ONE
raylib.KEY_P
raylib.KEY_PAGE_DOWN
raylib.KEY_PAGE_UP
raylib.KEY_PAUSE
raylib.KEY_PERIOD
raylib.KEY_PRINT_SCREEN
raylib.KEY_Q
raylib.KEY_R
raylib.KEY_RIGHT
raylib.KEY_RIGHT_ALT
raylib.KEY_RIGHT_BRACKET
raylib.KEY_RIGHT_CONTROL
raylib.KEY_RIGHT_SHIFT
raylib.KEY_RIGHT_SUPER
raylib.KEY_S
raylib.KEY_SCROLL_LOCK
raylib.KEY_SEMICOLON
raylib.KEY_SEVEN
raylib.KEY_SIX
raylib.KEY_SLASH
raylib.KEY_SPACE
raylib.KEY_T
raylib.KEY_TAB
raylib.KEY_THREE
raylib.KEY_TWO
raylib.KEY_U
raylib.KEY_UP
raylib.KEY_V
raylib.KEY_VOLUME_DOWN
raylib.KEY_VOLUME_UP
raylib.KEY_W
raylib.KEY_X
raylib.KEY_Y
raylib.KEY_Z
raylib.KEY_ZERO
raylib.KeyboardKey
raylib.LABEL
raylib.LIGHTGRAY = (200, 200, 200, 255)
raylib.LIME = (0, 158, 47, 255)
raylib.LINE_COLOR
raylib.LISTVIEW
raylib.LIST_ITEMS_HEIGHT
raylib.LIST_ITEMS_SPACING
raylib.LOG_ALL
raylib.LOG_DEBUG
raylib.LOG_ERROR
raylib.LOG_FATAL
raylib.LOG_INFO
raylib.LOG_NONE
raylib.LOG_TRACE
raylib.LOG_WARNING
raylib.Lerp(start: float, end: float, amount: float)
raylib.LoadAudioStream(sampleRate: int, sampleSize: int, channels: int)

Load audio stream (to stream raw audio pcm data)

raylib.LoadAutomationEventList(fileName: str)

Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS

raylib.LoadCodepoints(text: str, count: Any)

Load all codepoints from a UTF-8 text string, codepoints count returned by parameter

raylib.LoadDirectoryFiles(dirPath: str)

Load directory filepaths

raylib.LoadDirectoryFilesEx(basePath: str, filter: str, scanSubdirs: bool)

Load directory filepaths with extension filtering and recursive directory scan

raylib.LoadDroppedFiles()

Load dropped filepaths

raylib.LoadFileData(fileName: str, dataSize: Any)

Load file data as byte array (read)

raylib.LoadFileText(fileName: str)

Load text data from file (read), returns a ‘' terminated string

raylib.LoadFont(fileName: str)

Load font from file into GPU memory (VRAM)

raylib.LoadFontData(fileData: str, dataSize: int, fontSize: int, codepoints: Any, codepointCount: int, type: int)

Load font data for further use

raylib.LoadFontEx(fileName: str, fontSize: int, codepoints: Any, codepointCount: int)

Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character setFont

raylib.LoadFontFromImage(image: Image, key: Color, firstChar: int)

Load font from Image (XNA style)

raylib.LoadFontFromMemory(fileType: str, fileData: str, dataSize: int, fontSize: int, codepoints: Any, codepointCount: int)

Load font from memory buffer, fileType refers to extension: i.e. ‘.ttf’

raylib.LoadImage(fileName: str)

Load image from file into CPU memory (RAM)

raylib.LoadImageAnim(fileName: str, frames: Any)

Load image sequence from file (frames appended to image.data)

raylib.LoadImageColors(image: Image)

Load color data from image as a Color array (RGBA - 32bit)

raylib.LoadImageFromMemory(fileType: str, fileData: str, dataSize: int)

Load image from memory buffer, fileType refers to extension: i.e. ‘.png’

raylib.LoadImageFromScreen()

Load image from screen buffer and (screenshot)

raylib.LoadImageFromTexture(texture: Texture)

Load image from GPU texture data

raylib.LoadImagePalette(image: Image, maxPaletteSize: int, colorCount: Any)

Load colors palette from image as a Color array (RGBA - 32bit)

raylib.LoadImageRaw(fileName: str, width: int, height: int, format: int, headerSize: int)

Load image from RAW file data

raylib.LoadImageSvg(fileNameOrString: str, width: int, height: int)

Load image from SVG file data or string with specified size

raylib.LoadMaterialDefault()

Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)

raylib.LoadMaterials(fileName: str, materialCount: Any)

Load materials from model file

raylib.LoadModel(fileName: str)

Load model from files (meshes and materials)

raylib.LoadModelAnimations(fileName: str, animCount: Any)

Load model animations from file

raylib.LoadModelFromMesh(mesh: Mesh)

Load model from generated mesh (default material)

raylib.LoadMusicStream(fileName: str)

Load music stream from file

raylib.LoadMusicStreamFromMemory(fileType: str, data: str, dataSize: int)

Load music stream from data

raylib.LoadRandomSequence(count: int, min_1: int, max_2: int)

Load random values sequence, no values repeated

raylib.LoadRenderTexture(width: int, height: int)

Load texture for rendering (framebuffer)

raylib.LoadShader(vsFileName: str, fsFileName: str)

Load shader from files and bind default locations

raylib.LoadShaderFromMemory(vsCode: str, fsCode: str)

Load shader from code strings and bind default locations

raylib.LoadSound(fileName: str)

Load sound from file

raylib.LoadSoundAlias(source: Sound)

Create a new sound that shares the same sample data as the source sound, does not own the sound data

raylib.LoadSoundFromWave(wave: Wave)

Load sound from wave data

raylib.LoadTexture(fileName: str)

Load texture from file into GPU memory (VRAM)

raylib.LoadTextureCubemap(image: Image, layout: int)

Load cubemap from image, multiple image cubemap layouts supported

raylib.LoadTextureFromImage(image: Image)

Load texture from image data

raylib.LoadUTF8(codepoints: Any, length: int)

Load UTF-8 text encoded from codepoints array

raylib.LoadVrStereoConfig(device: VrDeviceInfo)

Load VR stereo config for VR simulator device parameters

raylib.LoadWave(fileName: str)

Load wave data from file

raylib.LoadWaveFromMemory(fileType: str, fileData: str, dataSize: int)

Load wave from memory buffer, fileType refers to extension: i.e. ‘.wav’

raylib.LoadWaveSamples(wave: Wave)

Load samples data from wave as a 32bit float data array

raylib.MAGENTA = (255, 0, 255, 255)
raylib.MAROON = (190, 33, 55, 255)
raylib.MATERIAL_MAP_ALBEDO
raylib.MATERIAL_MAP_BRDF
raylib.MATERIAL_MAP_CUBEMAP
raylib.MATERIAL_MAP_EMISSION
raylib.MATERIAL_MAP_HEIGHT
raylib.MATERIAL_MAP_IRRADIANCE
raylib.MATERIAL_MAP_METALNESS
raylib.MATERIAL_MAP_NORMAL
raylib.MATERIAL_MAP_OCCLUSION
raylib.MATERIAL_MAP_PREFILTER
raylib.MATERIAL_MAP_ROUGHNESS
raylib.MOUSE_BUTTON_BACK
raylib.MOUSE_BUTTON_EXTRA
raylib.MOUSE_BUTTON_FORWARD
raylib.MOUSE_BUTTON_LEFT
raylib.MOUSE_BUTTON_MIDDLE
raylib.MOUSE_BUTTON_RIGHT
raylib.MOUSE_BUTTON_SIDE
raylib.MOUSE_CURSOR_ARROW
raylib.MOUSE_CURSOR_CROSSHAIR
raylib.MOUSE_CURSOR_DEFAULT
raylib.MOUSE_CURSOR_IBEAM
raylib.MOUSE_CURSOR_NOT_ALLOWED
raylib.MOUSE_CURSOR_POINTING_HAND
raylib.MOUSE_CURSOR_RESIZE_ALL
raylib.MOUSE_CURSOR_RESIZE_EW
raylib.MOUSE_CURSOR_RESIZE_NESW
raylib.MOUSE_CURSOR_RESIZE_NS
raylib.MOUSE_CURSOR_RESIZE_NWSE
raylib.Material
raylib.MaterialMap
raylib.MaterialMapIndex
raylib.Matrix
raylib.Matrix2x2
raylib.MatrixAdd(left: Matrix, right: Matrix)
raylib.MatrixDeterminant(mat: Matrix)
raylib.MatrixFrustum(left: float, right: float, bottom: float, top: float, near: float, far: float)
raylib.MatrixIdentity()
raylib.MatrixInvert(mat: Matrix)
raylib.MatrixLookAt(eye: Vector3, target: Vector3, up: Vector3)
raylib.MatrixMultiply(left: Matrix, right: Matrix)
raylib.MatrixOrtho(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float)
raylib.MatrixPerspective(fovY: float, aspect: float, nearPlane: float, farPlane: float)
raylib.MatrixRotate(axis: Vector3, angle: float)
raylib.MatrixRotateX(angle: float)
raylib.MatrixRotateXYZ(angle: Vector3)
raylib.MatrixRotateY(angle: float)
raylib.MatrixRotateZ(angle: float)
raylib.MatrixRotateZYX(angle: Vector3)
raylib.MatrixScale(x: float, y: float, z: float)
raylib.MatrixSubtract(left: Matrix, right: Matrix)
raylib.MatrixToFloatV(mat: Matrix)
raylib.MatrixTrace(mat: Matrix)
raylib.MatrixTranslate(x: float, y: float, z: float)
raylib.MatrixTranspose(mat: Matrix)
raylib.MaximizeWindow()

Set window state: maximized, if resizable (only PLATFORM_DESKTOP)

raylib.MeasureText(text: str, fontSize: int)

Measure string width for default font

raylib.MeasureTextEx(font: Font, text: str, fontSize: float, spacing: float)

Measure string size for Font

raylib.MemAlloc(size: int)

Internal memory allocator

raylib.MemFree(ptr: Any)

Internal memory free

raylib.MemRealloc(ptr: Any, size: int)

Internal memory reallocator

raylib.Mesh
raylib.MinimizeWindow()

Set window state: minimized, if resizable (only PLATFORM_DESKTOP)

raylib.Model
raylib.ModelAnimation
raylib.MouseButton
raylib.MouseCursor
raylib.Music
raylib.NPATCH_NINE_PATCH
raylib.NPATCH_THREE_PATCH_HORIZONTAL
raylib.NPATCH_THREE_PATCH_VERTICAL
raylib.NPatchInfo
raylib.NPatchLayout
raylib.Normalize(value: float, start: float, end: float)
raylib.ORANGE = (255, 161, 0, 255)
raylib.OpenURL(url: str)

Open URL with default system browser (if available)

raylib.PHYSICS_CIRCLE
raylib.PHYSICS_POLYGON
raylib.PINK = (255, 109, 194, 255)
raylib.PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA
raylib.PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA
raylib.PIXELFORMAT_COMPRESSED_DXT1_RGB
raylib.PIXELFORMAT_COMPRESSED_DXT1_RGBA
raylib.PIXELFORMAT_COMPRESSED_DXT3_RGBA
raylib.PIXELFORMAT_COMPRESSED_DXT5_RGBA
raylib.PIXELFORMAT_COMPRESSED_ETC1_RGB
raylib.PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA
raylib.PIXELFORMAT_COMPRESSED_ETC2_RGB
raylib.PIXELFORMAT_COMPRESSED_PVRT_RGB
raylib.PIXELFORMAT_COMPRESSED_PVRT_RGBA
raylib.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
raylib.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA
raylib.PIXELFORMAT_UNCOMPRESSED_R16
raylib.PIXELFORMAT_UNCOMPRESSED_R16G16B16
raylib.PIXELFORMAT_UNCOMPRESSED_R16G16B16A16
raylib.PIXELFORMAT_UNCOMPRESSED_R32
raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32
raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
raylib.PIXELFORMAT_UNCOMPRESSED_R4G4B4A4
raylib.PIXELFORMAT_UNCOMPRESSED_R5G5B5A1
raylib.PIXELFORMAT_UNCOMPRESSED_R5G6B5
raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8
raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
raylib.PROGRESSBAR
raylib.PROGRESS_PADDING
raylib.PURPLE = (200, 122, 255, 255)
raylib.PauseAudioStream(stream: AudioStream)

Pause audio stream

raylib.PauseMusicStream(music: Music)

Pause music playing

raylib.PauseSound(sound: Sound)

Pause a sound

raylib.PhysicsAddForce(body: Any, force: Vector2)

Adds a force to a physics body

raylib.PhysicsAddTorque(body: Any, amount: float)

Adds an angular force to a physics body

raylib.PhysicsBodyData
raylib.PhysicsManifoldData
raylib.PhysicsShape
raylib.PhysicsShapeType
raylib.PhysicsShatter(body: Any, position: Vector2, force: float)

Shatters a polygon shape physics body to little physics bodies with explosion force

raylib.PhysicsVertexData
raylib.PixelFormat
raylib.PlayAudioStream(stream: AudioStream)

Play audio stream

raylib.PlayAutomationEvent(event: AutomationEvent)

Play a recorded automation event

raylib.PlayMusicStream(music: Music)

Start music playing

raylib.PlaySound(sound: Sound)

Play a sound

raylib.PollInputEvents()

Register all input events

raylib.Quaternion
raylib.QuaternionAdd(q1: Vector4, q2: Vector4)
raylib.QuaternionAddValue(q: Vector4, add: float)
raylib.QuaternionDivide(q1: Vector4, q2: Vector4)
raylib.QuaternionEquals(p: Vector4, q: Vector4)
raylib.QuaternionFromAxisAngle(axis: Vector3, angle: float)
raylib.QuaternionFromEuler(pitch: float, yaw: float, roll: float)
raylib.QuaternionFromMatrix(mat: Matrix)
raylib.QuaternionFromVector3ToVector3(from_0: Vector3, to: Vector3)
raylib.QuaternionIdentity()
raylib.QuaternionInvert(q: Vector4)
raylib.QuaternionLength(q: Vector4)
raylib.QuaternionLerp(q1: Vector4, q2: Vector4, amount: float)
raylib.QuaternionMultiply(q1: Vector4, q2: Vector4)
raylib.QuaternionNlerp(q1: Vector4, q2: Vector4, amount: float)
raylib.QuaternionNormalize(q: Vector4)
raylib.QuaternionScale(q: Vector4, mul: float)
raylib.QuaternionSlerp(q1: Vector4, q2: Vector4, amount: float)
raylib.QuaternionSubtract(q1: Vector4, q2: Vector4)
raylib.QuaternionSubtractValue(q: Vector4, sub: float)
raylib.QuaternionToAxisAngle(q: Vector4, outAxis: Any, outAngle: Any)
raylib.QuaternionToEuler(q: Vector4)
raylib.QuaternionToMatrix(q: Vector4)
raylib.QuaternionTransform(q: Vector4, mat: Matrix)
raylib.RAYWHITE = (245, 245, 245, 255)
raylib.RED = (230, 41, 55, 255)
raylib.RL_ATTACHMENT_COLOR_CHANNEL0
raylib.RL_ATTACHMENT_COLOR_CHANNEL1
raylib.RL_ATTACHMENT_COLOR_CHANNEL2
raylib.RL_ATTACHMENT_COLOR_CHANNEL3
raylib.RL_ATTACHMENT_COLOR_CHANNEL4
raylib.RL_ATTACHMENT_COLOR_CHANNEL5
raylib.RL_ATTACHMENT_COLOR_CHANNEL6
raylib.RL_ATTACHMENT_COLOR_CHANNEL7
raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_X
raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y
raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z
raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_X
raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_Y
raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_Z
raylib.RL_ATTACHMENT_DEPTH
raylib.RL_ATTACHMENT_RENDERBUFFER
raylib.RL_ATTACHMENT_STENCIL
raylib.RL_ATTACHMENT_TEXTURE2D
raylib.RL_BLEND_ADDITIVE
raylib.RL_BLEND_ADD_COLORS
raylib.RL_BLEND_ALPHA
raylib.RL_BLEND_ALPHA_PREMULTIPLY
raylib.RL_BLEND_CUSTOM
raylib.RL_BLEND_CUSTOM_SEPARATE
raylib.RL_BLEND_MULTIPLIED
raylib.RL_BLEND_SUBTRACT_COLORS
raylib.RL_CULL_FACE_BACK
raylib.RL_CULL_FACE_FRONT
raylib.RL_LOG_ALL
raylib.RL_LOG_DEBUG
raylib.RL_LOG_ERROR
raylib.RL_LOG_FATAL
raylib.RL_LOG_INFO
raylib.RL_LOG_NONE
raylib.RL_LOG_TRACE
raylib.RL_LOG_WARNING
raylib.RL_OPENGL_11
raylib.RL_OPENGL_21
raylib.RL_OPENGL_33
raylib.RL_OPENGL_43
raylib.RL_OPENGL_ES_20
raylib.RL_OPENGL_ES_30
raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA
raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA
raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGB
raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA
raylib.RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA
raylib.RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA
raylib.RL_PIXELFORMAT_COMPRESSED_ETC1_RGB
raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA
raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_RGB
raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGB
raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA
raylib.RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
raylib.RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
raylib.RL_SHADER_ATTRIB_FLOAT
raylib.RL_SHADER_ATTRIB_VEC2
raylib.RL_SHADER_ATTRIB_VEC3
raylib.RL_SHADER_ATTRIB_VEC4
raylib.RL_SHADER_LOC_COLOR_AMBIENT
raylib.RL_SHADER_LOC_COLOR_DIFFUSE
raylib.RL_SHADER_LOC_COLOR_SPECULAR
raylib.RL_SHADER_LOC_MAP_ALBEDO
raylib.RL_SHADER_LOC_MAP_BRDF
raylib.RL_SHADER_LOC_MAP_CUBEMAP
raylib.RL_SHADER_LOC_MAP_EMISSION
raylib.RL_SHADER_LOC_MAP_HEIGHT
raylib.RL_SHADER_LOC_MAP_IRRADIANCE
raylib.RL_SHADER_LOC_MAP_METALNESS
raylib.RL_SHADER_LOC_MAP_NORMAL
raylib.RL_SHADER_LOC_MAP_OCCLUSION
raylib.RL_SHADER_LOC_MAP_PREFILTER
raylib.RL_SHADER_LOC_MAP_ROUGHNESS
raylib.RL_SHADER_LOC_MATRIX_MODEL
raylib.RL_SHADER_LOC_MATRIX_MVP
raylib.RL_SHADER_LOC_MATRIX_NORMAL
raylib.RL_SHADER_LOC_MATRIX_PROJECTION
raylib.RL_SHADER_LOC_MATRIX_VIEW
raylib.RL_SHADER_LOC_VECTOR_VIEW
raylib.RL_SHADER_LOC_VERTEX_COLOR
raylib.RL_SHADER_LOC_VERTEX_NORMAL
raylib.RL_SHADER_LOC_VERTEX_POSITION
raylib.RL_SHADER_LOC_VERTEX_TANGENT
raylib.RL_SHADER_LOC_VERTEX_TEXCOORD01
raylib.RL_SHADER_LOC_VERTEX_TEXCOORD02
raylib.RL_SHADER_UNIFORM_FLOAT
raylib.RL_SHADER_UNIFORM_INT
raylib.RL_SHADER_UNIFORM_IVEC2
raylib.RL_SHADER_UNIFORM_IVEC3
raylib.RL_SHADER_UNIFORM_IVEC4
raylib.RL_SHADER_UNIFORM_SAMPLER2D
raylib.RL_SHADER_UNIFORM_VEC2
raylib.RL_SHADER_UNIFORM_VEC3
raylib.RL_SHADER_UNIFORM_VEC4
raylib.RL_TEXTURE_FILTER_ANISOTROPIC_16X
raylib.RL_TEXTURE_FILTER_ANISOTROPIC_4X
raylib.RL_TEXTURE_FILTER_ANISOTROPIC_8X
raylib.RL_TEXTURE_FILTER_BILINEAR
raylib.RL_TEXTURE_FILTER_POINT
raylib.RL_TEXTURE_FILTER_TRILINEAR
raylib.Ray
raylib.RayCollision
raylib.Rectangle
raylib.Remap(value: float, inputStart: float, inputEnd: float, outputStart: float, outputEnd: float)
raylib.RenderTexture
raylib.RenderTexture2D
raylib.ResetPhysics()

Reset physics system (global variables)

raylib.RestoreWindow()

Set window state: not minimized/maximized (only PLATFORM_DESKTOP)

raylib.ResumeAudioStream(stream: AudioStream)

Resume audio stream

raylib.ResumeMusicStream(music: Music)

Resume playing paused music

raylib.ResumeSound(sound: Sound)

Resume a paused sound

raylib.SCROLLBAR
raylib.SCROLLBAR_SIDE
raylib.SCROLLBAR_WIDTH
raylib.SCROLL_PADDING
raylib.SCROLL_SLIDER_PADDING
raylib.SCROLL_SLIDER_SIZE
raylib.SCROLL_SPEED
raylib.SHADER_ATTRIB_FLOAT
raylib.SHADER_ATTRIB_VEC2
raylib.SHADER_ATTRIB_VEC3
raylib.SHADER_ATTRIB_VEC4
raylib.SHADER_LOC_COLOR_AMBIENT
raylib.SHADER_LOC_COLOR_DIFFUSE
raylib.SHADER_LOC_COLOR_SPECULAR
raylib.SHADER_LOC_MAP_ALBEDO
raylib.SHADER_LOC_MAP_BRDF
raylib.SHADER_LOC_MAP_CUBEMAP
raylib.SHADER_LOC_MAP_EMISSION
raylib.SHADER_LOC_MAP_HEIGHT
raylib.SHADER_LOC_MAP_IRRADIANCE
raylib.SHADER_LOC_MAP_METALNESS
raylib.SHADER_LOC_MAP_NORMAL
raylib.SHADER_LOC_MAP_OCCLUSION
raylib.SHADER_LOC_MAP_PREFILTER
raylib.SHADER_LOC_MAP_ROUGHNESS
raylib.SHADER_LOC_MATRIX_MODEL
raylib.SHADER_LOC_MATRIX_MVP
raylib.SHADER_LOC_MATRIX_NORMAL
raylib.SHADER_LOC_MATRIX_PROJECTION
raylib.SHADER_LOC_MATRIX_VIEW
raylib.SHADER_LOC_VECTOR_VIEW
raylib.SHADER_LOC_VERTEX_COLOR
raylib.SHADER_LOC_VERTEX_NORMAL
raylib.SHADER_LOC_VERTEX_POSITION
raylib.SHADER_LOC_VERTEX_TANGENT
raylib.SHADER_LOC_VERTEX_TEXCOORD01
raylib.SHADER_LOC_VERTEX_TEXCOORD02
raylib.SHADER_UNIFORM_FLOAT
raylib.SHADER_UNIFORM_INT
raylib.SHADER_UNIFORM_IVEC2
raylib.SHADER_UNIFORM_IVEC3
raylib.SHADER_UNIFORM_IVEC4
raylib.SHADER_UNIFORM_SAMPLER2D
raylib.SHADER_UNIFORM_VEC2
raylib.SHADER_UNIFORM_VEC3
raylib.SHADER_UNIFORM_VEC4
raylib.SKYBLUE = (102, 191, 255, 255)
raylib.SLIDER
raylib.SLIDER_PADDING
raylib.SLIDER_WIDTH
raylib.SPINNER
raylib.SPIN_BUTTON_SPACING
raylib.SPIN_BUTTON_WIDTH
raylib.STATE_DISABLED
raylib.STATE_FOCUSED
raylib.STATE_NORMAL
raylib.STATE_PRESSED
raylib.STATUSBAR
raylib.SaveFileData(fileName: str, data: Any, dataSize: int)

Save data to file from byte array (write), returns true on success

raylib.SaveFileText(fileName: str, text: str)

Save text data to file (write), string must be ‘' terminated, returns true on success

raylib.SeekMusicStream(music: Music, position: float)

Seek music to a position (in seconds)

raylib.SetAudioStreamBufferSizeDefault(size: int)

Default size for new audio streams

raylib.SetAudioStreamCallback(stream: AudioStream, callback: Any)

Audio thread callback to request new data

raylib.SetAudioStreamPan(stream: AudioStream, pan: float)

Set pan for audio stream (0.5 is centered)

raylib.SetAudioStreamPitch(stream: AudioStream, pitch: float)

Set pitch for audio stream (1.0 is base level)

raylib.SetAudioStreamVolume(stream: AudioStream, volume: float)

Set volume for audio stream (1.0 is max level)

raylib.SetAutomationEventBaseFrame(frame: int)

Set automation event internal base frame to start recording

raylib.SetAutomationEventList(list_0: Any)

Set automation event list to record to

raylib.SetClipboardText(text: str)

Set clipboard text content

raylib.SetConfigFlags(flags: int)

Setup init configuration flags (view FLAGS)

raylib.SetExitKey(key: int)

Set a custom key to exit program (default is ESC)

raylib.SetGamepadMappings(mappings: str)

Set internal gamepad mappings (SDL_GameControllerDB)

raylib.SetGesturesEnabled(flags: int)

Enable a set of gestures using flags

raylib.SetLoadFileDataCallback(callback: str)

Set custom file binary data loader

raylib.SetLoadFileTextCallback(callback: str)

Set custom file text data loader

raylib.SetMasterVolume(volume: float)

Set master volume (listener)

raylib.SetMaterialTexture(material: Any, mapType: int, texture: Texture)

Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR…)

raylib.SetModelMeshMaterial(model: Any, meshId: int, materialId: int)

Set material for a mesh

raylib.SetMouseCursor(cursor: int)

Set mouse cursor

raylib.SetMouseOffset(offsetX: int, offsetY: int)

Set mouse offset

raylib.SetMousePosition(x: int, y: int)

Set mouse position XY

raylib.SetMouseScale(scaleX: float, scaleY: float)

Set mouse scaling

raylib.SetMusicPan(music: Music, pan: float)

Set pan for a music (0.5 is center)

raylib.SetMusicPitch(music: Music, pitch: float)

Set pitch for a music (1.0 is base level)

raylib.SetMusicVolume(music: Music, volume: float)

Set volume for music (1.0 is max level)

raylib.SetPhysicsBodyRotation(body: Any, radians: float)

Sets physics body shape transform based on radians parameter

raylib.SetPhysicsGravity(x: float, y: float)

Sets physics global gravity force

raylib.SetPhysicsTimeStep(delta: float)

Sets physics fixed time step in milliseconds. 1.666666 by default

raylib.SetPixelColor(dstPtr: Any, color: Color, format: int)

Set color formatted into destination pixel pointer

raylib.SetRandomSeed(seed: int)

Set the seed for the random number generator

raylib.SetSaveFileDataCallback(callback: str)

Set custom file binary data saver

raylib.SetSaveFileTextCallback(callback: str)

Set custom file text data saver

raylib.SetShaderValue(shader: Shader, locIndex: int, value: Any, uniformType: int)

Set shader uniform value

raylib.SetShaderValueMatrix(shader: Shader, locIndex: int, mat: Matrix)

Set shader uniform value (matrix 4x4)

raylib.SetShaderValueTexture(shader: Shader, locIndex: int, texture: Texture)

Set shader uniform value for texture (sampler2d)

raylib.SetShaderValueV(shader: Shader, locIndex: int, value: Any, uniformType: int, count: int)

Set shader uniform value vector

raylib.SetShapesTexture(texture: Texture, source: Rectangle)

Set texture and rectangle to be used on shapes drawing

raylib.SetSoundPan(sound: Sound, pan: float)

Set pan for a sound (0.5 is center)

raylib.SetSoundPitch(sound: Sound, pitch: float)

Set pitch for a sound (1.0 is base level)

raylib.SetSoundVolume(sound: Sound, volume: float)

Set volume for a sound (1.0 is max level)

raylib.SetTargetFPS(fps: int)

Set target FPS (maximum)

raylib.SetTextLineSpacing(spacing: int)

Set vertical line spacing when drawing with line-breaks

raylib.SetTextureFilter(texture: Texture, filter: int)

Set texture scaling filter mode

raylib.SetTextureWrap(texture: Texture, wrap: int)

Set texture wrapping mode

raylib.SetTraceLogCallback(callback: str)

Set custom trace log

raylib.SetTraceLogLevel(logLevel: int)

Set the current threshold (minimum) log level

raylib.SetWindowFocused()

Set window focused (only PLATFORM_DESKTOP)

raylib.SetWindowIcon(image: Image)

Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)

raylib.SetWindowIcons(images: Any, count: int)

Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)

raylib.SetWindowMaxSize(width: int, height: int)

Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)

raylib.SetWindowMinSize(width: int, height: int)

Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)

raylib.SetWindowMonitor(monitor: int)

Set monitor for the current window

raylib.SetWindowOpacity(opacity: float)

Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)

raylib.SetWindowPosition(x: int, y: int)

Set window position on screen (only PLATFORM_DESKTOP)

raylib.SetWindowSize(width: int, height: int)

Set window dimensions

raylib.SetWindowState(flags: int)

Set window configuration state using flags (only PLATFORM_DESKTOP)

raylib.SetWindowTitle(title: str)

Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)

raylib.Shader
raylib.ShaderAttributeDataType
raylib.ShaderLocationIndex
raylib.ShaderUniformDataType
raylib.ShowCursor()

Shows cursor

raylib.Sound
raylib.StartAutomationEventRecording()

Start recording automation events (AutomationEventList must be set)

raylib.StopAudioStream(stream: AudioStream)

Stop audio stream

raylib.StopAutomationEventRecording()

Stop recording automation events

raylib.StopMusicStream(music: Music)

Stop music playing

raylib.StopSound(sound: Sound)

Stop playing a sound

raylib.SwapScreenBuffer()

Swap back buffer with front buffer (screen drawing)

raylib.TEXTBOX
raylib.TEXTURE_FILTER_ANISOTROPIC_16X
raylib.TEXTURE_FILTER_ANISOTROPIC_4X
raylib.TEXTURE_FILTER_ANISOTROPIC_8X
raylib.TEXTURE_FILTER_BILINEAR
raylib.TEXTURE_FILTER_POINT
raylib.TEXTURE_FILTER_TRILINEAR
raylib.TEXTURE_WRAP_CLAMP
raylib.TEXTURE_WRAP_MIRROR_CLAMP
raylib.TEXTURE_WRAP_MIRROR_REPEAT
raylib.TEXTURE_WRAP_REPEAT
raylib.TEXT_ALIGNMENT
raylib.TEXT_ALIGNMENT_VERTICAL
raylib.TEXT_ALIGN_BOTTOM
raylib.TEXT_ALIGN_CENTER
raylib.TEXT_ALIGN_LEFT
raylib.TEXT_ALIGN_MIDDLE
raylib.TEXT_ALIGN_RIGHT
raylib.TEXT_ALIGN_TOP
raylib.TEXT_COLOR_DISABLED
raylib.TEXT_COLOR_FOCUSED
raylib.TEXT_COLOR_NORMAL
raylib.TEXT_COLOR_PRESSED
raylib.TEXT_LINE_SPACING
raylib.TEXT_PADDING
raylib.TEXT_READONLY
raylib.TEXT_SIZE
raylib.TEXT_SPACING
raylib.TEXT_WRAP_CHAR
raylib.TEXT_WRAP_MODE
raylib.TEXT_WRAP_NONE
raylib.TEXT_WRAP_WORD
raylib.TOGGLE
raylib.TakeScreenshot(fileName: str)

Takes a screenshot of current screen (filename extension defines format)

raylib.TextAppend(text: str, append: str, position: Any)

Append text at specific position and move cursor!

raylib.TextCopy(dst: str, src: str)

Copy one string to another, returns bytes copied

raylib.TextFindIndex(text: str, find: str)

Find first text occurrence within a string

raylib.TextFormat(*args)

VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI

raylib.TextInsert(text: str, insert: str, position: int)

Insert text in a position (WARNING: memory must be freed!)

raylib.TextIsEqual(text1: str, text2: str)

Check if two text string are equal

raylib.TextJoin(textList: str, count: int, delimiter: str)

Join text strings with delimiter

raylib.TextLength(text: str)

Get text length, checks for ‘' ending

raylib.TextReplace(text: str, replace: str, by: str)

Replace text string (WARNING: memory must be freed!)

raylib.TextSplit(text: str, delimiter: str, count: Any)

Split text into multiple strings

raylib.TextSubtext(text: str, position: int, length: int)

Get a piece of a text string

raylib.TextToInteger(text: str)

Get integer value from text (negative values not supported)

raylib.TextToLower(text: str)

Get lower case version of provided string

raylib.TextToPascal(text: str)

Get Pascal case notation version of provided string

raylib.TextToUpper(text: str)

Get upper case version of provided string

raylib.Texture
raylib.Texture2D
raylib.TextureCubemap
raylib.TextureFilter
raylib.TextureWrap
raylib.ToggleBorderlessWindowed()

Toggle window state: borderless windowed (only PLATFORM_DESKTOP)

raylib.ToggleFullscreen()

Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)

raylib.TraceLog(*args)

VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI

raylib.TraceLogLevel
raylib.Transform
raylib.UnloadAudioStream(stream: AudioStream)

Unload audio stream and free memory

raylib.UnloadAutomationEventList(list_0: Any)

Unload automation events list from file

raylib.UnloadCodepoints(codepoints: Any)

Unload codepoints data from memory

raylib.UnloadDirectoryFiles(files: FilePathList)

Unload filepaths

raylib.UnloadDroppedFiles(files: FilePathList)

Unload dropped filepaths

raylib.UnloadFileData(data: str)

Unload file data allocated by LoadFileData()

raylib.UnloadFileText(text: str)

Unload file text data allocated by LoadFileText()

raylib.UnloadFont(font: Font)

Unload font from GPU memory (VRAM)

raylib.UnloadFontData(glyphs: Any, glyphCount: int)

Unload font chars info data (RAM)

raylib.UnloadImage(image: Image)

Unload image from CPU memory (RAM)

raylib.UnloadImageColors(colors: Any)

Unload color data loaded with LoadImageColors()

raylib.UnloadImagePalette(colors: Any)

Unload colors palette loaded with LoadImagePalette()

raylib.UnloadMaterial(material: Material)

Unload material from GPU memory (VRAM)

raylib.UnloadMesh(mesh: Mesh)

Unload mesh data from CPU and GPU

raylib.UnloadModel(model: Model)

Unload model (including meshes) from memory (RAM and/or VRAM)

raylib.UnloadModelAnimation(anim: ModelAnimation)

Unload animation data

raylib.UnloadModelAnimations(animations: Any, animCount: int)

Unload animation array data

raylib.UnloadMusicStream(music: Music)

Unload music stream

raylib.UnloadRandomSequence(sequence: Any)

Unload random values sequence

raylib.UnloadRenderTexture(target: RenderTexture)

Unload render texture from GPU memory (VRAM)

raylib.UnloadShader(shader: Shader)

Unload shader from GPU memory (VRAM)

raylib.UnloadSound(sound: Sound)

Unload sound

raylib.UnloadSoundAlias(alias: Sound)

Unload a sound alias (does not deallocate sample data)

raylib.UnloadTexture(texture: Texture)

Unload texture from GPU memory (VRAM)

raylib.UnloadUTF8(text: str)

Unload UTF-8 text encoded from codepoints array

raylib.UnloadVrStereoConfig(config: VrStereoConfig)

Unload VR stereo config

raylib.UnloadWave(wave: Wave)

Unload wave data

raylib.UnloadWaveSamples(samples: Any)

Unload samples data loaded with LoadWaveSamples()

raylib.UpdateAudioStream(stream: AudioStream, data: Any, frameCount: int)

Update audio stream buffers with data

raylib.UpdateCamera(camera: Any, mode: int)

Update camera position for selected mode

raylib.UpdateCameraPro(camera: Any, movement: Vector3, rotation: Vector3, zoom: float)

Update camera movement/rotation

raylib.UpdateMeshBuffer(mesh: Mesh, index: int, data: Any, dataSize: int, offset: int)

Update mesh vertex data in GPU for a specific buffer index

raylib.UpdateModelAnimation(model: Model, anim: ModelAnimation, frame: int)

Update model animation pose

raylib.UpdateMusicStream(music: Music)

Updates buffers for music streaming

raylib.UpdatePhysics()

Update physics system

raylib.UpdateSound(sound: Sound, data: Any, sampleCount: int)

Update sound buffer with new data

raylib.UpdateTexture(texture: Texture, pixels: Any)

Update GPU texture with new data

raylib.UpdateTextureRec(texture: Texture, rec: Rectangle, pixels: Any)

Update GPU texture rectangle with new data

raylib.UploadMesh(mesh: Any, dynamic: bool)

Upload mesh vertex data in GPU and provide VAO/VBO ids

raylib.VALUEBOX
raylib.VIOLET = (135, 60, 190, 255)
raylib.Vector2
raylib.Vector2Add(v1: Vector2, v2: Vector2)
raylib.Vector2AddValue(v: Vector2, add: float)
raylib.Vector2Angle(v1: Vector2, v2: Vector2)
raylib.Vector2Clamp(v: Vector2, min_1: Vector2, max_2: Vector2)
raylib.Vector2ClampValue(v: Vector2, min_1: float, max_2: float)
raylib.Vector2Distance(v1: Vector2, v2: Vector2)
raylib.Vector2DistanceSqr(v1: Vector2, v2: Vector2)
raylib.Vector2Divide(v1: Vector2, v2: Vector2)
raylib.Vector2DotProduct(v1: Vector2, v2: Vector2)
raylib.Vector2Equals(p: Vector2, q: Vector2)
raylib.Vector2Invert(v: Vector2)
raylib.Vector2Length(v: Vector2)
raylib.Vector2LengthSqr(v: Vector2)
raylib.Vector2Lerp(v1: Vector2, v2: Vector2, amount: float)
raylib.Vector2LineAngle(start: Vector2, end: Vector2)
raylib.Vector2MoveTowards(v: Vector2, target: Vector2, maxDistance: float)
raylib.Vector2Multiply(v1: Vector2, v2: Vector2)
raylib.Vector2Negate(v: Vector2)
raylib.Vector2Normalize(v: Vector2)
raylib.Vector2One()
raylib.Vector2Reflect(v: Vector2, normal: Vector2)
raylib.Vector2Rotate(v: Vector2, angle: float)
raylib.Vector2Scale(v: Vector2, scale: float)
raylib.Vector2Subtract(v1: Vector2, v2: Vector2)
raylib.Vector2SubtractValue(v: Vector2, sub: float)
raylib.Vector2Transform(v: Vector2, mat: Matrix)
raylib.Vector2Zero()
raylib.Vector3
raylib.Vector3Add(v1: Vector3, v2: Vector3)
raylib.Vector3AddValue(v: Vector3, add: float)
raylib.Vector3Angle(v1: Vector3, v2: Vector3)
raylib.Vector3Barycenter(p: Vector3, a: Vector3, b: Vector3, c: Vector3)
raylib.Vector3Clamp(v: Vector3, min_1: Vector3, max_2: Vector3)
raylib.Vector3ClampValue(v: Vector3, min_1: float, max_2: float)
raylib.Vector3CrossProduct(v1: Vector3, v2: Vector3)
raylib.Vector3Distance(v1: Vector3, v2: Vector3)
raylib.Vector3DistanceSqr(v1: Vector3, v2: Vector3)
raylib.Vector3Divide(v1: Vector3, v2: Vector3)
raylib.Vector3DotProduct(v1: Vector3, v2: Vector3)
raylib.Vector3Equals(p: Vector3, q: Vector3)
raylib.Vector3Invert(v: Vector3)
raylib.Vector3Length(v: Vector3)
raylib.Vector3LengthSqr(v: Vector3)
raylib.Vector3Lerp(v1: Vector3, v2: Vector3, amount: float)
raylib.Vector3Max(v1: Vector3, v2: Vector3)
raylib.Vector3Min(v1: Vector3, v2: Vector3)
raylib.Vector3Multiply(v1: Vector3, v2: Vector3)
raylib.Vector3Negate(v: Vector3)
raylib.Vector3Normalize(v: Vector3)
raylib.Vector3One()
raylib.Vector3OrthoNormalize(v1: Any, v2: Any)
raylib.Vector3Perpendicular(v: Vector3)
raylib.Vector3Project(v1: Vector3, v2: Vector3)
raylib.Vector3Reflect(v: Vector3, normal: Vector3)
raylib.Vector3Refract(v: Vector3, n: Vector3, r: float)
raylib.Vector3Reject(v1: Vector3, v2: Vector3)
raylib.Vector3RotateByAxisAngle(v: Vector3, axis: Vector3, angle: float)
raylib.Vector3RotateByQuaternion(v: Vector3, q: Vector4)
raylib.Vector3Scale(v: Vector3, scalar: float)
raylib.Vector3Subtract(v1: Vector3, v2: Vector3)
raylib.Vector3SubtractValue(v: Vector3, sub: float)
raylib.Vector3ToFloatV(v: Vector3)
raylib.Vector3Transform(v: Vector3, mat: Matrix)
raylib.Vector3Unproject(source: Vector3, projection: Matrix, view: Matrix)
raylib.Vector3Zero()
raylib.Vector4
raylib.VrDeviceInfo
raylib.VrStereoConfig
raylib.WHITE = (255, 255, 255, 255)
raylib.WaitTime(seconds: float)

Wait for some time (halt program execution)

raylib.Wave
raylib.WaveCopy(wave: Wave)

Copy a wave to a new wave

raylib.WaveCrop(wave: Any, initSample: int, finalSample: int)

Crop a wave to defined samples range

raylib.WaveFormat(wave: Any, sampleRate: int, sampleSize: int, channels: int)

Convert wave data to desired format

raylib.WindowShouldClose()

Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)

raylib.Wrap(value: float, min_1: float, max_2: float)
raylib.YELLOW = (253, 249, 0, 255)
raylib.ffi
raylib.float16
raylib.float3
raylib.glfwCreateCursor(image: Any, xhot: int, yhot: int)
raylib.glfwCreateStandardCursor(shape: int)
raylib.glfwCreateWindow(width: int, height: int, title: str, monitor: Any, share: Any)
raylib.glfwDefaultWindowHints()
raylib.glfwDestroyCursor(cursor: Any)
raylib.glfwDestroyWindow(window: Any)
raylib.glfwExtensionSupported(extension: str)
raylib.glfwFocusWindow(window: Any)
raylib.glfwGetClipboardString(window: Any)
raylib.glfwGetCurrentContext()
raylib.glfwGetCursorPos(window: Any, xpos: Any, ypos: Any)
raylib.glfwGetError(description: str)
raylib.glfwGetFramebufferSize(window: Any, width: Any, height: Any)
raylib.glfwGetGamepadName(jid: int)
raylib.glfwGetGamepadState(jid: int, state: Any)
raylib.glfwGetGammaRamp(monitor: Any)
raylib.glfwGetInputMode(window: Any, mode: int)
raylib.glfwGetJoystickAxes(jid: int, count: Any)
raylib.glfwGetJoystickButtons(jid: int, count: Any)
raylib.glfwGetJoystickGUID(jid: int)
raylib.glfwGetJoystickHats(jid: int, count: Any)
raylib.glfwGetJoystickName(jid: int)
raylib.glfwGetJoystickUserPointer(jid: int)
raylib.glfwGetKey(window: Any, key: int)
raylib.glfwGetKeyName(key: int, scancode: int)
raylib.glfwGetKeyScancode(key: int)
raylib.glfwGetMonitorContentScale(monitor: Any, xscale: Any, yscale: Any)
raylib.glfwGetMonitorName(monitor: Any)
raylib.glfwGetMonitorPhysicalSize(monitor: Any, widthMM: Any, heightMM: Any)
raylib.glfwGetMonitorPos(monitor: Any, xpos: Any, ypos: Any)
raylib.glfwGetMonitorUserPointer(monitor: Any)
raylib.glfwGetMonitorWorkarea(monitor: Any, xpos: Any, ypos: Any, width: Any, height: Any)
raylib.glfwGetMonitors(count: Any)
raylib.glfwGetMouseButton(window: Any, button: int)
raylib.glfwGetPlatform()
raylib.glfwGetPrimaryMonitor()
raylib.glfwGetProcAddress(procname: str)
raylib.glfwGetRequiredInstanceExtensions(count: Any)
raylib.glfwGetTime()
raylib.glfwGetTimerFrequency()
raylib.glfwGetTimerValue()
raylib.glfwGetVersion(major: Any, minor: Any, rev: Any)
raylib.glfwGetVersionString()
raylib.glfwGetVideoMode(monitor: Any)
raylib.glfwGetVideoModes(monitor: Any, count: Any)
raylib.glfwGetWindowAttrib(window: Any, attrib: int)
raylib.glfwGetWindowContentScale(window: Any, xscale: Any, yscale: Any)
raylib.glfwGetWindowFrameSize(window: Any, left: Any, top: Any, right: Any, bottom: Any)
raylib.glfwGetWindowMonitor(window: Any)
raylib.glfwGetWindowOpacity(window: Any)
raylib.glfwGetWindowPos(window: Any, xpos: Any, ypos: Any)
raylib.glfwGetWindowSize(window: Any, width: Any, height: Any)
raylib.glfwGetWindowUserPointer(window: Any)
raylib.glfwHideWindow(window: Any)
raylib.glfwIconifyWindow(window: Any)
raylib.glfwInit()
raylib.glfwInitAllocator(allocator: Any)
raylib.glfwInitHint(hint: int, value: int)
raylib.glfwJoystickIsGamepad(jid: int)
raylib.glfwJoystickPresent(jid: int)
raylib.glfwMakeContextCurrent(window: Any)
raylib.glfwMaximizeWindow(window: Any)
raylib.glfwPlatformSupported(platform: int)
raylib.glfwPollEvents()
raylib.glfwPostEmptyEvent()
raylib.glfwRawMouseMotionSupported()
raylib.glfwRequestWindowAttention(window: Any)
raylib.glfwRestoreWindow(window: Any)
raylib.glfwSetCharCallback(window: Any, callback: Any)
raylib.glfwSetCharModsCallback(window: Any, callback: Any)
raylib.glfwSetClipboardString(window: Any, string: str)
raylib.glfwSetCursor(window: Any, cursor: Any)
raylib.glfwSetCursorEnterCallback(window: Any, callback: Any)
raylib.glfwSetCursorPos(window: Any, xpos: float, ypos: float)
raylib.glfwSetCursorPosCallback(window: Any, callback: Any)
raylib.glfwSetDropCallback(window: Any, callback: str)
raylib.glfwSetErrorCallback(callback: str)
raylib.glfwSetFramebufferSizeCallback(window: Any, callback: Any)
raylib.glfwSetGamma(monitor: Any, gamma: float)
raylib.glfwSetGammaRamp(monitor: Any, ramp: Any)
raylib.glfwSetInputMode(window: Any, mode: int, value: int)
raylib.glfwSetJoystickCallback(callback: Any)
raylib.glfwSetJoystickUserPointer(jid: int, pointer: Any)
raylib.glfwSetKeyCallback(window: Any, callback: Any)
raylib.glfwSetMonitorCallback(callback: Any)
raylib.glfwSetMonitorUserPointer(monitor: Any, pointer: Any)
raylib.glfwSetMouseButtonCallback(window: Any, callback: Any)
raylib.glfwSetScrollCallback(window: Any, callback: Any)
raylib.glfwSetTime(time: float)
raylib.glfwSetWindowAspectRatio(window: Any, numer: int, denom: int)
raylib.glfwSetWindowAttrib(window: Any, attrib: int, value: int)
raylib.glfwSetWindowCloseCallback(window: Any, callback: Any)
raylib.glfwSetWindowContentScaleCallback(window: Any, callback: Any)
raylib.glfwSetWindowFocusCallback(window: Any, callback: Any)
raylib.glfwSetWindowIcon(window: Any, count: int, images: Any)
raylib.glfwSetWindowIconifyCallback(window: Any, callback: Any)
raylib.glfwSetWindowMaximizeCallback(window: Any, callback: Any)
raylib.glfwSetWindowMonitor(window: Any, monitor: Any, xpos: int, ypos: int, width: int, height: int, refreshRate: int)
raylib.glfwSetWindowOpacity(window: Any, opacity: float)
raylib.glfwSetWindowPos(window: Any, xpos: int, ypos: int)
raylib.glfwSetWindowPosCallback(window: Any, callback: Any)
raylib.glfwSetWindowRefreshCallback(window: Any, callback: Any)
raylib.glfwSetWindowShouldClose(window: Any, value: int)
raylib.glfwSetWindowSize(window: Any, width: int, height: int)
raylib.glfwSetWindowSizeCallback(window: Any, callback: Any)
raylib.glfwSetWindowSizeLimits(window: Any, minwidth: int, minheight: int, maxwidth: int, maxheight: int)
raylib.glfwSetWindowTitle(window: Any, title: str)
raylib.glfwSetWindowUserPointer(window: Any, pointer: Any)
raylib.glfwShowWindow(window: Any)
raylib.glfwSwapBuffers(window: Any)
raylib.glfwSwapInterval(interval: int)
raylib.glfwTerminate()
raylib.glfwUpdateGamepadMappings(string: str)
raylib.glfwVulkanSupported()
raylib.glfwWaitEvents()
raylib.glfwWaitEventsTimeout(timeout: float)
raylib.glfwWindowHint(hint: int, value: int)
raylib.glfwWindowHintString(hint: int, value: str)
raylib.glfwWindowShouldClose(window: Any)
raylib.rAudioBuffer
raylib.rAudioProcessor
raylib.rl
raylib.rlActiveDrawBuffers(count: int)

Activate multiple draw color buffers

raylib.rlActiveTextureSlot(slot: int)

Select and active a texture slot

raylib.rlBegin(mode: int)

Initialize drawing mode (how to organize vertex)

raylib.rlBindImageTexture(id: int, index: int, format: int, readonly: bool)

Bind image texture

raylib.rlBindShaderBuffer(id: int, index: int)

Bind SSBO buffer

raylib.rlBlendMode
raylib.rlBlitFramebuffer(srcX: int, srcY: int, srcWidth: int, srcHeight: int, dstX: int, dstY: int, dstWidth: int, dstHeight: int, bufferMask: int)

Blit active framebuffer to main framebuffer

raylib.rlCheckErrors()

Check and log OpenGL error codes

raylib.rlCheckRenderBatchLimit(vCount: int)

Check internal buffer overflow for a given number of vertex

raylib.rlClearColor(r: str, g: str, b: str, a: str)

Clear color buffer with color

raylib.rlClearScreenBuffers()

Clear used screen buffers (color and depth)

raylib.rlColor3f(x: float, y: float, z: float)

Define one vertex (color) - 3 float

raylib.rlColor4f(x: float, y: float, z: float, w: float)

Define one vertex (color) - 4 float

raylib.rlColor4ub(r: str, g: str, b: str, a: str)

Define one vertex (color) - 4 byte

raylib.rlCompileShader(shaderCode: str, type: int)

Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER)

raylib.rlComputeShaderDispatch(groupX: int, groupY: int, groupZ: int)

Dispatch compute shader (equivalent to draw for graphics pipeline)

raylib.rlCopyShaderBuffer(destId: int, srcId: int, destOffset: int, srcOffset: int, count: int)

Copy SSBO data between buffers

raylib.rlCubemapParameters(id: int, param: int, value: int)

Set cubemap parameters (filter, wrap)

raylib.rlCullMode
raylib.rlDisableBackfaceCulling()

Disable backface culling

raylib.rlDisableColorBlend()

Disable color blending

raylib.rlDisableDepthMask()

Disable depth write

raylib.rlDisableDepthTest()

Disable depth test

raylib.rlDisableFramebuffer()

Disable render texture (fbo), return to default framebuffer

raylib.rlDisableScissorTest()

Disable scissor test

raylib.rlDisableShader()

Disable shader program

raylib.rlDisableSmoothLines()

Disable line aliasing

raylib.rlDisableStereoRender()

Disable stereo rendering

raylib.rlDisableTexture()

Disable texture

raylib.rlDisableTextureCubemap()

Disable texture cubemap

raylib.rlDisableVertexArray()

Disable vertex array (VAO, if supported)

raylib.rlDisableVertexAttribute(index: int)

Disable vertex attribute index

raylib.rlDisableVertexBuffer()

Disable vertex buffer (VBO)

raylib.rlDisableVertexBufferElement()

Disable vertex buffer element (VBO element)

raylib.rlDisableWireMode()

Disable wire mode ( and point ) maybe rename

raylib.rlDrawCall
raylib.rlDrawRenderBatch(batch: Any)

Draw render batch data (Update->Draw->Reset)

raylib.rlDrawRenderBatchActive()

Update and draw internal render batch

raylib.rlDrawVertexArray(offset: int, count: int)
raylib.rlDrawVertexArrayElements(offset: int, count: int, buffer: Any)
raylib.rlDrawVertexArrayElementsInstanced(offset: int, count: int, buffer: Any, instances: int)
raylib.rlDrawVertexArrayInstanced(offset: int, count: int, instances: int)
raylib.rlEnableBackfaceCulling()

Enable backface culling

raylib.rlEnableColorBlend()

Enable color blending

raylib.rlEnableDepthMask()

Enable depth write

raylib.rlEnableDepthTest()

Enable depth test

raylib.rlEnableFramebuffer(id: int)

Enable render texture (fbo)

raylib.rlEnablePointMode()

Enable point mode

raylib.rlEnableScissorTest()

Enable scissor test

raylib.rlEnableShader(id: int)

Enable shader program

raylib.rlEnableSmoothLines()

Enable line aliasing

raylib.rlEnableStereoRender()

Enable stereo rendering

raylib.rlEnableTexture(id: int)

Enable texture

raylib.rlEnableTextureCubemap(id: int)

Enable texture cubemap

raylib.rlEnableVertexArray(vaoId: int)

Enable vertex array (VAO, if supported)

raylib.rlEnableVertexAttribute(index: int)

Enable vertex attribute index

raylib.rlEnableVertexBuffer(id: int)

Enable vertex buffer (VBO)

raylib.rlEnableVertexBufferElement(id: int)

Enable vertex buffer element (VBO element)

raylib.rlEnableWireMode()

Enable wire mode

raylib.rlEnd()

Finish vertex providing

raylib.rlFramebufferAttach(fboId: int, texId: int, attachType: int, texType: int, mipLevel: int)

Attach texture/renderbuffer to a framebuffer

raylib.rlFramebufferAttachTextureType
raylib.rlFramebufferAttachType
raylib.rlFramebufferComplete(id: int)

Verify framebuffer is complete

raylib.rlFrustum(left: float, right: float, bottom: float, top: float, znear: float, zfar: float)
raylib.rlGenTextureMipmaps(id: int, width: int, height: int, format: int, mipmaps: Any)

Generate mipmap data for selected texture

raylib.rlGetFramebufferHeight()

Get default framebuffer height

raylib.rlGetFramebufferWidth()

Get default framebuffer width

raylib.rlGetGlTextureFormats(format: int, glInternalFormat: Any, glFormat: Any, glType: Any)

Get OpenGL internal formats

raylib.rlGetLineWidth()

Get the line drawing width

raylib.rlGetLocationAttrib(shaderId: int, attribName: str)

Get shader location attribute

raylib.rlGetLocationUniform(shaderId: int, uniformName: str)

Get shader location uniform

raylib.rlGetMatrixModelview()

Get internal modelview matrix

raylib.rlGetMatrixProjection()

Get internal projection matrix

raylib.rlGetMatrixProjectionStereo(eye: int)

Get internal projection matrix for stereo render (selected eye)

raylib.rlGetMatrixTransform()

Get internal accumulated transform matrix

raylib.rlGetMatrixViewOffsetStereo(eye: int)

Get internal view offset matrix for stereo render (selected eye)

raylib.rlGetPixelFormatName(format: int)

Get name string for pixel format

raylib.rlGetShaderBufferSize(id: int)

Get SSBO buffer size

raylib.rlGetShaderIdDefault()

Get default shader id

raylib.rlGetShaderLocsDefault()

Get default shader locations

raylib.rlGetTextureIdDefault()

Get default texture id

raylib.rlGetVersion()

Get current OpenGL version

raylib.rlGlVersion
raylib.rlIsStereoRenderEnabled()

Check if stereo render is enabled

raylib.rlLoadComputeShaderProgram(shaderId: int)

Load compute shader program

raylib.rlLoadDrawCube()

Load and draw a cube

raylib.rlLoadDrawQuad()

Load and draw a quad

raylib.rlLoadExtensions(loader: Any)

Load OpenGL extensions (loader function required)

raylib.rlLoadFramebuffer(width: int, height: int)

Load an empty framebuffer

raylib.rlLoadIdentity()

Reset current matrix to identity matrix

raylib.rlLoadRenderBatch(numBuffers: int, bufferElements: int)

Load a render batch system

raylib.rlLoadShaderBuffer(size: int, data: Any, usageHint: int)

Load shader storage buffer object (SSBO)

raylib.rlLoadShaderCode(vsCode: str, fsCode: str)

Load shader from code strings

raylib.rlLoadShaderProgram(vShaderId: int, fShaderId: int)

Load custom shader program

raylib.rlLoadTexture(data: Any, width: int, height: int, format: int, mipmapCount: int)

Load texture in GPU

raylib.rlLoadTextureCubemap(data: Any, size: int, format: int)

Load texture cubemap

raylib.rlLoadTextureDepth(width: int, height: int, useRenderBuffer: bool)

Load depth texture/renderbuffer (to be attached to fbo)

raylib.rlLoadVertexArray()

Load vertex array (vao) if supported

raylib.rlLoadVertexBuffer(buffer: Any, size: int, dynamic: bool)

Load a vertex buffer attribute

raylib.rlLoadVertexBufferElement(buffer: Any, size: int, dynamic: bool)

Load a new attributes element buffer

raylib.rlMatrixMode(mode: int)

Choose the current matrix to be transformed

raylib.rlMultMatrixf(matf: Any)

Multiply the current matrix by another matrix

raylib.rlNormal3f(x: float, y: float, z: float)

Define one vertex (normal) - 3 float

raylib.rlOrtho(left: float, right: float, bottom: float, top: float, znear: float, zfar: float)
raylib.rlPixelFormat
raylib.rlPopMatrix()

Pop latest inserted matrix from stack

raylib.rlPushMatrix()

Push the current matrix to stack

raylib.rlReadScreenPixels(width: int, height: int)

Read screen pixel data (color buffer)

raylib.rlReadShaderBuffer(id: int, dest: Any, count: int, offset: int)

Read SSBO buffer data (GPU->CPU)

raylib.rlReadTexturePixels(id: int, width: int, height: int, format: int)

Read texture pixel data

raylib.rlRenderBatch
raylib.rlRotatef(angle: float, x: float, y: float, z: float)

Multiply the current matrix by a rotation matrix

raylib.rlScalef(x: float, y: float, z: float)

Multiply the current matrix by a scaling matrix

raylib.rlScissor(x: int, y: int, width: int, height: int)

Scissor test

raylib.rlSetBlendFactors(glSrcFactor: int, glDstFactor: int, glEquation: int)

Set blending mode factor and equation (using OpenGL factors)

raylib.rlSetBlendFactorsSeparate(glSrcRGB: int, glDstRGB: int, glSrcAlpha: int, glDstAlpha: int, glEqRGB: int, glEqAlpha: int)

Set blending mode factors and equations separately (using OpenGL factors)

raylib.rlSetBlendMode(mode: int)

Set blending mode

raylib.rlSetCullFace(mode: int)

Set face culling mode

raylib.rlSetFramebufferHeight(height: int)

Set current framebuffer height

raylib.rlSetFramebufferWidth(width: int)

Set current framebuffer width

raylib.rlSetLineWidth(width: float)

Set the line drawing width

raylib.rlSetMatrixModelview(view: Matrix)

Set a custom modelview matrix (replaces internal modelview matrix)

raylib.rlSetMatrixProjection(proj: Matrix)

Set a custom projection matrix (replaces internal projection matrix)

raylib.rlSetMatrixProjectionStereo(right: Matrix, left: Matrix)

Set eyes projection matrices for stereo rendering

raylib.rlSetMatrixViewOffsetStereo(right: Matrix, left: Matrix)

Set eyes view offsets matrices for stereo rendering

raylib.rlSetRenderBatchActive(batch: Any)

Set the active render batch for rlgl (NULL for default internal)

raylib.rlSetShader(id: int, locs: Any)

Set shader currently active (id and locations)

raylib.rlSetTexture(id: int)

Set current texture for render batch and check buffers limits

raylib.rlSetUniform(locIndex: int, value: Any, uniformType: int, count: int)

Set shader value uniform

raylib.rlSetUniformMatrix(locIndex: int, mat: Matrix)

Set shader value matrix

raylib.rlSetUniformSampler(locIndex: int, textureId: int)

Set shader value sampler

raylib.rlSetVertexAttribute(index: int, compSize: int, type: int, normalized: bool, stride: int, pointer: Any)
raylib.rlSetVertexAttributeDefault(locIndex: int, value: Any, attribType: int, count: int)

Set vertex attribute default value

raylib.rlSetVertexAttributeDivisor(index: int, divisor: int)
raylib.rlShaderAttributeDataType
raylib.rlShaderLocationIndex
raylib.rlShaderUniformDataType
raylib.rlTexCoord2f(x: float, y: float)

Define one vertex (texture coordinate) - 2 float

raylib.rlTextureFilter
raylib.rlTextureParameters(id: int, param: int, value: int)

Set texture parameters (filter, wrap)

raylib.rlTraceLogLevel
raylib.rlTranslatef(x: float, y: float, z: float)

Multiply the current matrix by a translation matrix

raylib.rlUnloadFramebuffer(id: int)

Delete framebuffer from GPU

raylib.rlUnloadRenderBatch(batch: rlRenderBatch)

Unload render batch system

raylib.rlUnloadShaderBuffer(ssboId: int)

Unload shader storage buffer object (SSBO)

raylib.rlUnloadShaderProgram(id: int)

Unload shader program

raylib.rlUnloadTexture(id: int)

Unload texture from GPU memory

raylib.rlUnloadVertexArray(vaoId: int)
raylib.rlUnloadVertexBuffer(vboId: int)
raylib.rlUpdateShaderBuffer(id: int, data: Any, dataSize: int, offset: int)

Update SSBO buffer data

raylib.rlUpdateTexture(id: int, offsetX: int, offsetY: int, width: int, height: int, format: int, data: Any)

Update GPU texture with new data

raylib.rlUpdateVertexBuffer(bufferId: int, data: Any, dataSize: int, offset: int)

Update GPU buffer with new data

raylib.rlUpdateVertexBufferElements(id: int, data: Any, dataSize: int, offset: int)

Update vertex buffer elements with new data

raylib.rlVertex2f(x: float, y: float)

Define one vertex (position) - 2 float

raylib.rlVertex2i(x: int, y: int)

Define one vertex (position) - 2 int

raylib.rlVertex3f(x: float, y: float, z: float)

Define one vertex (position) - 3 float

raylib.rlVertexBuffer
raylib.rlViewport(x: int, y: int, width: int, height: int)

Set the viewport area

raylib.rlglClose()

De-initialize rlgl (buffers, shaders, textures)

raylib.rlglInit(width: int, height: int)

Initialize rlgl (buffers, shaders, textures, states)

class raylib.struct