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])
SetCameraMode(camera[0], CAMERA_ORBITAL)

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

If you want to be more portable (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.AttachAudioStreamProcessor(stream: AudioStream, processor: Any)

Attach audio stream processor to stream

raylib.AudioStream
raylib.BACKGROUND_COLOR
raylib.BASE_COLOR_DISABLED
raylib.BASE_COLOR_FOCUSED
raylib.BASE_COLOR_NORMAL
raylib.BASE_COLOR_PRESSED
raylib.BLEND_ADDITIVE
raylib.BLEND_ADD_COLORS
raylib.BLEND_ALPHA
raylib.BLEND_ALPHA_PREMULTIPLY
raylib.BLEND_CUSTOM
raylib.BLEND_MULTIPLIED
raylib.BLEND_SUBTRACT_COLORS
raylib.BORDER_COLOR_DISABLED
raylib.BORDER_COLOR_FOCUSED
raylib.BORDER_COLOR_NORMAL
raylib.BORDER_COLOR_PRESSED
raylib.BORDER_WIDTH
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.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(float_0: float, float_1: float, float_2: float)

float Clamp(float, float, float);

CFFI C function from raylib._raylib_cffi.lib

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()

void ClosePhysics();

CFFI C function from raylib._raylib_cffi.lib

raylib.CloseWindow()

Close window and unload OpenGL context

raylib.CodepointToUTF8(codepoint: int, byteSize: 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.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.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(Vector2_0: Vector2, float_1: float, float_2: float)

struct PhysicsBodyData *CreatePhysicsBodyCircle(struct Vector2, float, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.CreatePhysicsBodyPolygon(Vector2_0: Vector2, float_1: float, int_2: int, float_3: float)

struct PhysicsBodyData *CreatePhysicsBodyPolygon(struct Vector2, float, int, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.CreatePhysicsBodyRectangle(Vector2_0: Vector2, float_1: float, float_2: float, float_3: float)

struct PhysicsBodyData *CreatePhysicsBodyRectangle(struct Vector2, float, float, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.CubemapLayout
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(PhysicsBodyData_pointer_0: Any)

void DestroyPhysicsBody(struct PhysicsBodyData *);

CFFI C function from raylib._raylib_cffi.lib

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

Draw a color-filled circle

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

Draw a circle in 3D world space

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

Draw a gradient-filled circle

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

Draw circle outline

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

Draw a piece of a circle

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

Draw circle sector outline

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

Draw a color-filled circle (Vector version)

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

Draw cube

raylib.DrawCubeTexture(texture: Texture, position: Vector3, width: float, height: float, length: float, color: Color)

Draw cube textured

raylib.DrawCubeTextureRec(texture: Texture, source: Rectangle, position: Vector3, width: float, height: float, length: float, color: Color)

Draw cube with a region of a texture

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 a line using cubic-bezier curves in-out

raylib.DrawLineBezierCubic(startPos: Vector2, endPos: Vector2, startControlPos: Vector2, endControlPos: Vector2, thick: float, color: Color)

Draw line using cubic bezier curves with 2 control points

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

Draw line using quadratic bezier curves with a control point

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

Draw a line defining thickness

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

Draw lines sequence

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

Draw a line (Vector version)

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.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, count: 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.DrawTexturePoly(texture: Texture, center: Vector2, points: Any, texcoords: Any, pointCount: int, tint: Color)

Draw a textured polygon

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

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

raylib.DrawTextureQuad(texture: Texture, tiling: Vector2, offset: Vector2, quad: Rectangle, tint: Color)

Draw texture quad with tiling and offset parameters

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

Draw a part of a texture defined by a rectangle

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

Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.

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

Draw a Texture2D with position defined as Vector2

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

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

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

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

raylib.DrawTriangleFan(points: Any, 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.ExportDataAsCode(data: str, size: 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.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_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(float_0: float, float_1: float)

int FloatEquals(float, float);

CFFI C function from raylib._raylib_cffi.lib

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.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(chars: Any, recs: Any, glyphCount: int, fontSize: int, padding: int, packMethod: int)

Generate image font atlas using chars info

raylib.GenImageGradientH(width: int, height: int, left: Color, right: Color)

Generate image: horizontal gradient

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

Generate image: radial gradient

raylib.GenImageGradientV(width: int, height: int, top: Color, bottom: Color)

Generate image: vertical gradient

raylib.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 if 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, bytesProcessed: 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.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.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 primary monitor

raylib.GetMonitorPhysicalHeight(monitor: int)

Get specified monitor physical height in millimetres

raylib.GetMonitorPhysicalWidth(monitor: int)

Get specified monitor physical width in millimetres

raylib.GetMonitorPosition(monitor: int)

Get specified monitor position

raylib.GetMonitorRefreshRate(monitor: int)

Get specified monitor refresh rate

raylib.GetMonitorWidth(monitor: int)

Get specified monitor width (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()

int GetPhysicsBodiesCount();

CFFI C function from raylib._raylib_cffi.lib

raylib.GetPhysicsBody(int_0: int)

struct PhysicsBodyData *GetPhysicsBody(int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GetPhysicsShapeType(int_0: int)

int GetPhysicsShapeType(int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GetPhysicsShapeVertex(PhysicsBodyData_pointer_0: Any, int_1: int)

struct Vector2 GetPhysicsShapeVertex(struct PhysicsBodyData *, int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GetPhysicsShapeVerticesCount(int_0: int)

int GetPhysicsShapeVerticesCount(int);

CFFI C function from raylib._raylib_cffi.lib

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

Get Color from a source pixel pointer of certain format

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

Get pixel data size in bytes for certain format

raylib.GetPrevDirectoryPath(dirPath: str)

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

raylib.GetRandomValue(min: int, max: int)

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

raylib.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.GetSoundsPlaying()

Get number of sounds playing in the multichannel

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(Rectangle_0: Rectangle, str_1: str)

_Bool GuiButton(struct Rectangle, char *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiCheckBox(Rectangle_0: Rectangle, str_1: str, _Bool_2: bool)

_Bool GuiCheckBox(struct Rectangle, char *, _Bool);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiCheckBoxProperty
raylib.GuiCheckIconPixel(int_0: int, int_1: int, int_2: int)

_Bool GuiCheckIconPixel(int, int, int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiClearIconPixel(int_0: int, int_1: int, int_2: int)

void GuiClearIconPixel(int, int, int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiColorBarAlpha(Rectangle_0: Rectangle, str_1: str, float_2: float)

float GuiColorBarAlpha(struct Rectangle, char *, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiColorBarHue(Rectangle_0: Rectangle, str_1: str, float_2: float)

float GuiColorBarHue(struct Rectangle, char *, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiColorPanel(Rectangle_0: Rectangle, str_1: str, Color_2: Color)

struct Color GuiColorPanel(struct Rectangle, char *, struct Color);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiColorPicker(Rectangle_0: Rectangle, str_1: str, Color_2: Color)

struct Color GuiColorPicker(struct Rectangle, char *, struct Color);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiColorPickerProperty
raylib.GuiComboBox(Rectangle_0: Rectangle, str_1: str, int_2: int)

int GuiComboBox(struct Rectangle, char *, int);

CFFI C function from raylib._raylib_cffi.lib

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

void GuiDisable();

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiDrawIcon(int_0: int, int_1: int, int_2: int, int_3: int, Color_4: Color)

void GuiDrawIcon(int, int, int, int, struct Color);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiDropdownBox(Rectangle_0: Rectangle, str_1: str, int_pointer_2: Any, _Bool_3: bool)

_Bool GuiDropdownBox(struct Rectangle, char *, int *, _Bool);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiDropdownBoxProperty
raylib.GuiDummyRec(Rectangle_0: Rectangle, str_1: str)

void GuiDummyRec(struct Rectangle, char *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiEnable()

void GuiEnable();

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiFade(float_0: float)

void GuiFade(float);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiGetFont()

struct Font GuiGetFont();

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiGetIconData(int_0: int)

unsigned int *GuiGetIconData(int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiGetIcons()

unsigned int *GuiGetIcons();

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiGetState()

int GuiGetState();

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiGetStyle(int_0: int, int_1: int)

int GuiGetStyle(int, int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiGrid(Rectangle_0: Rectangle, str_1: str, float_2: float, int_3: int)

struct Vector2 GuiGrid(struct Rectangle, char *, float, int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiGroupBox(Rectangle_0: Rectangle, str_1: str)

void GuiGroupBox(struct Rectangle, char *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiIconName
raylib.GuiIconText(int_0: int, str_1: str)

char *GuiIconText(int, char *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiIsLocked()

_Bool GuiIsLocked();

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiLabel(Rectangle_0: Rectangle, str_1: str)

void GuiLabel(struct Rectangle, char *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiLabelButton(Rectangle_0: Rectangle, str_1: str)

_Bool GuiLabelButton(struct Rectangle, char *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiLine(Rectangle_0: Rectangle, str_1: str)

void GuiLine(struct Rectangle, char *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiListView(Rectangle_0: Rectangle, str_1: str, int_pointer_2: Any, int_3: int)

int GuiListView(struct Rectangle, char *, int *, int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiListViewEx(Rectangle_0: Rectangle, str_pointer_1: str, int_2: int, int_pointer_3: Any, int_pointer_4: Any, int_5: int)

int GuiListViewEx(struct Rectangle, char * *, int, int *, int *, int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiListViewProperty
raylib.GuiLoadStyle(str_0: str)

void GuiLoadStyle(char *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiLoadStyleDefault()

void GuiLoadStyleDefault();

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiLock()

void GuiLock();

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiMessageBox(Rectangle_0: Rectangle, str_1: str, str_2: str, str_3: str)

int GuiMessageBox(struct Rectangle, char *, char *, char *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiPanel(Rectangle_0: Rectangle, str_1: str)

void GuiPanel(struct Rectangle, char *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiProgressBar(Rectangle_0: Rectangle, str_1: str, str_2: str, float_3: float, float_4: float, float_5: float)

float GuiProgressBar(struct Rectangle, char *, char *, float, float, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiProgressBarProperty
raylib.GuiScrollBarProperty
raylib.GuiScrollPanel(Rectangle_0: Rectangle, str_1: str, Rectangle_2: Rectangle, Vector2_pointer_3: Any)

struct Rectangle GuiScrollPanel(struct Rectangle, char *, struct Rectangle, struct Vector2 *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiSetFont(Font_0: Font)

void GuiSetFont(struct Font);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiSetIconData(int_0: int, unsignedint_pointer_1: Any)

void GuiSetIconData(int, unsigned int *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiSetIconPixel(int_0: int, int_1: int, int_2: int)

void GuiSetIconPixel(int, int, int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiSetIconScale(unsignedint_0: int)

void GuiSetIconScale(unsigned int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiSetState(int_0: int)

void GuiSetState(int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiSetStyle(int_0: int, int_1: int, int_2: int)

void GuiSetStyle(int, int, int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiSlider(Rectangle_0: Rectangle, str_1: str, str_2: str, float_3: float, float_4: float, float_5: float)

float GuiSlider(struct Rectangle, char *, char *, float, float, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiSliderBar(Rectangle_0: Rectangle, str_1: str, str_2: str, float_3: float, float_4: float, float_5: float)

float GuiSliderBar(struct Rectangle, char *, char *, float, float, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiSliderProperty
raylib.GuiSpinner(Rectangle_0: Rectangle, str_1: str, int_pointer_2: Any, int_3: int, int_4: int, _Bool_5: bool)

_Bool GuiSpinner(struct Rectangle, char *, int *, int, int, _Bool);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiSpinnerProperty
raylib.GuiState
raylib.GuiStatusBar(Rectangle_0: Rectangle, str_1: str)

void GuiStatusBar(struct Rectangle, char *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiStyleProp
raylib.GuiTextAlignment
raylib.GuiTextBox(Rectangle_0: Rectangle, str_1: str, int_2: int, _Bool_3: bool)

_Bool GuiTextBox(struct Rectangle, char *, int, _Bool);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiTextBoxMulti(Rectangle_0: Rectangle, str_1: str, int_2: int, _Bool_3: bool)

_Bool GuiTextBoxMulti(struct Rectangle, char *, int, _Bool);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiTextBoxProperty
raylib.GuiTextInputBox(Rectangle_0: Rectangle, str_1: str, str_2: str, str_3: str, str_4: str, int_5: int, int_pointer_6: Any)

int GuiTextInputBox(struct Rectangle, char *, char *, char *, char *, int, int *);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiToggle(Rectangle_0: Rectangle, str_1: str, _Bool_2: bool)

_Bool GuiToggle(struct Rectangle, char *, _Bool);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiToggleGroup(Rectangle_0: Rectangle, str_1: str, int_2: int)

int GuiToggleGroup(struct Rectangle, char *, int);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiToggleProperty
raylib.GuiUnlock()

void GuiUnlock();

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiValueBox(Rectangle_0: Rectangle, str_1: str, int_pointer_2: Any, int_3: int, int_4: int, _Bool_5: bool)

_Bool GuiValueBox(struct Rectangle, char *, int *, int, int, _Bool);

CFFI C function from raylib._raylib_cffi.lib

raylib.GuiWindowBox(Rectangle_0: Rectangle, str_1: str)

_Bool GuiWindowBox(struct Rectangle, char *);

CFFI C function from raylib._raylib_cffi.lib

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

Hides cursor

raylib.ICON_1UP
raylib.ICON_206
raylib.ICON_207
raylib.ICON_208
raylib.ICON_209
raylib.ICON_210
raylib.ICON_211
raylib.ICON_212
raylib.ICON_213
raylib.ICON_214
raylib.ICON_215
raylib.ICON_216
raylib.ICON_217
raylib.ICON_218
raylib.ICON_219
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_BRUSH_CLASSIC
raylib.ICON_BRUSH_PAINTER
raylib.ICON_CAMERA
raylib.ICON_CLOCK
raylib.ICON_COIN
raylib.ICON_COLOR_BUCKET
raylib.ICON_COLOR_PICKER
raylib.ICON_CORNER
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_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_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_REPEAT
raylib.ICON_REPEAT_FILL
raylib.ICON_REREDO
raylib.ICON_REREDO_FILL
raylib.ICON_RESIZE
raylib.ICON_ROTATE
raylib.ICON_ROTATE_FILL
raylib.ICON_RUBBER
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_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.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 circle within an image

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

Draw circle within an image (Vector version)

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

Draw line within an image

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

Draw line within an image (Vector version)

raylib.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.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()

void InitPhysics();

CFFI C function from raylib._raylib_cffi.lib

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

Initialize window and OpenGL context

raylib.IsAudioDeviceReady()

Check if audio device has been initialized successfully

raylib.IsAudioStreamPlaying(stream: AudioStream)

Check if audio stream is playing

raylib.IsAudioStreamProcessed(stream: AudioStream)

Check if any audio stream buffers requires refill

raylib.IsCursorHidden()

Check if cursor is not visible

raylib.IsCursorOnScreen()

Check if cursor is on the screen

raylib.IsFileDropped()

Check if a file has been dropped into window

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

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

raylib.IsGamepadAvailable(gamepad: int)

Check if a gamepad is available

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

Check if a gamepad button is being pressed

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

Check if a gamepad button has been pressed once

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

Check if a gamepad button has been released once

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

Check if a gamepad button is NOT being pressed

raylib.IsGestureDetected(gesture: int)

Check if a gesture have been detected

raylib.IsKeyDown(key: int)

Check if a key is being pressed

raylib.IsKeyPressed(key: int)

Check if a key has been pressed once

raylib.IsKeyReleased(key: int)

Check if a key has been released once

raylib.IsKeyUp(key: int)

Check if a key is NOT being pressed

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

Check model animation skeleton match

raylib.IsMouseButtonDown(button: int)

Check if a mouse button is being pressed

raylib.IsMouseButtonPressed(button: int)

Check if a mouse button has been pressed once

raylib.IsMouseButtonReleased(button: int)

Check if a mouse button has been released once

raylib.IsMouseButtonUp(button: int)

Check if a mouse button is NOT being pressed

raylib.IsMusicStreamPlaying(music: Music)

Check if music is playing

raylib.IsPathFile(path: str)

Check if a given path is a file or a directory

raylib.IsSoundPlaying(sound: Sound)

Check if a sound is currently playing

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.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(float_0: float, float_1: float, float_2: float)

float Lerp(float, float, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.LoadAudioStream(sampleRate: int, sampleSize: int, channels: int)

Load audio stream (to stream raw audio pcm data)

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, bytesRead: 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, fontChars: Any, glyphCount: int, type: int)

Load font data for further use

raylib.LoadFontEx(fileName: str, fontSize: int, fontChars: Any, glyphCount: int)

Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set

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

Load font from Image (XNA style)

raylib.LoadFontFromMemory(fileType: str, fileData: str, dataSize: int, fontSize: int, fontChars: Any, glyphCount: 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.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.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.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.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.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(Matrix_0: Matrix, Matrix_1: Matrix)

struct Matrix MatrixAdd(struct Matrix, struct Matrix);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixDeterminant(Matrix_0: Matrix)

float MatrixDeterminant(struct Matrix);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixFrustum(double_0: float, double_1: float, double_2: float, double_3: float, double_4: float, double_5: float)

struct Matrix MatrixFrustum(double, double, double, double, double, double);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixIdentity()

struct Matrix MatrixIdentity();

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixInvert(Matrix_0: Matrix)

struct Matrix MatrixInvert(struct Matrix);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixLookAt(Vector3_0: Vector3, Vector3_1: Vector3, Vector3_2: Vector3)

struct Matrix MatrixLookAt(struct Vector3, struct Vector3, struct Vector3);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixMultiply(Matrix_0: Matrix, Matrix_1: Matrix)

struct Matrix MatrixMultiply(struct Matrix, struct Matrix);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixOrtho(double_0: float, double_1: float, double_2: float, double_3: float, double_4: float, double_5: float)

struct Matrix MatrixOrtho(double, double, double, double, double, double);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixPerspective(double_0: float, double_1: float, double_2: float, double_3: float)

struct Matrix MatrixPerspective(double, double, double, double);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixRotate(Vector3_0: Vector3, float_1: float)

struct Matrix MatrixRotate(struct Vector3, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixRotateX(float_0: float)

struct Matrix MatrixRotateX(float);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixRotateXYZ(Vector3_0: Vector3)

struct Matrix MatrixRotateXYZ(struct Vector3);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixRotateY(float_0: float)

struct Matrix MatrixRotateY(float);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixRotateZ(float_0: float)

struct Matrix MatrixRotateZ(float);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixRotateZYX(Vector3_0: Vector3)

struct Matrix MatrixRotateZYX(struct Vector3);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixScale(float_0: float, float_1: float, float_2: float)

struct Matrix MatrixScale(float, float, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixSubtract(Matrix_0: Matrix, Matrix_1: Matrix)

struct Matrix MatrixSubtract(struct Matrix, struct Matrix);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixToFloatV(Matrix_0: Matrix)

struct float16 MatrixToFloatV(struct Matrix);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixTrace(Matrix_0: Matrix)

float MatrixTrace(struct Matrix);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixTranslate(float_0: float, float_1: float, float_2: float)

struct Matrix MatrixTranslate(float, float, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.MatrixTranspose(Matrix_0: Matrix)

struct Matrix MatrixTranspose(struct Matrix);

CFFI C function from raylib._raylib_cffi.lib

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(float_0: float, float_1: float, float_2: float)

float Normalize(float, float, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.OPENGL_11
raylib.OPENGL_21
raylib.OPENGL_33
raylib.OPENGL_43
raylib.OPENGL_ES_20
raylib.OpenURL(url: str)

Open URL with default system browser (if available)

raylib.PHYSICS_CIRCLE
raylib.PHYSICS_POLYGON
raylib.PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA
raylib.PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA
raylib.PIXELFORMAT_COMPRESSED_DXT1_RGB
raylib.PIXELFORMAT_COMPRESSED_DXT1_RGBA
raylib.PIXELFORMAT_COMPRESSED_DXT3_RGBA
raylib.PIXELFORMAT_COMPRESSED_DXT5_RGBA
raylib.PIXELFORMAT_COMPRESSED_ETC1_RGB
raylib.PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA
raylib.PIXELFORMAT_COMPRESSED_ETC2_RGB
raylib.PIXELFORMAT_COMPRESSED_PVRT_RGB
raylib.PIXELFORMAT_COMPRESSED_PVRT_RGBA
raylib.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
raylib.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA
raylib.PIXELFORMAT_UNCOMPRESSED_R32
raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32
raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
raylib.PIXELFORMAT_UNCOMPRESSED_R4G4B4A4
raylib.PIXELFORMAT_UNCOMPRESSED_R5G5B5A1
raylib.PIXELFORMAT_UNCOMPRESSED_R5G6B5
raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8
raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
raylib.PROGRESSBAR
raylib.PROGRESS_PADDING
raylib.PauseAudioStream(stream: AudioStream)

Pause audio stream

raylib.PauseMusicStream(music: Music)

Pause music playing

raylib.PauseSound(sound: Sound)

Pause a sound

raylib.PhysicsAddForce(PhysicsBodyData_pointer_0: Any, Vector2_1: Vector2)

void PhysicsAddForce(struct PhysicsBodyData *, struct Vector2);

CFFI C function from raylib._raylib_cffi.lib

raylib.PhysicsAddTorque(PhysicsBodyData_pointer_0: Any, float_1: float)

void PhysicsAddTorque(struct PhysicsBodyData *, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.PhysicsBodyData
raylib.PhysicsManifoldData
raylib.PhysicsShape
raylib.PhysicsShapeType
raylib.PhysicsShatter(PhysicsBodyData_pointer_0: Any, Vector2_1: Vector2, float_2: float)

void PhysicsShatter(struct PhysicsBodyData *, struct Vector2, float);

CFFI C function from raylib._raylib_cffi.lib

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

Play audio stream

raylib.PlayMusicStream(music: Music)

Start music playing

raylib.PlaySound(sound: Sound)

Play a sound

raylib.PlaySoundMulti(sound: Sound)

Play a sound (using multichannel buffer pool)

raylib.PollInputEvents()

Register all input events

raylib.Quaternion
raylib.QuaternionAdd(Vector4_0: Vector4, Vector4_1: Vector4)

struct Vector4 QuaternionAdd(struct Vector4, struct Vector4);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionAddValue(Vector4_0: Vector4, float_1: float)

struct Vector4 QuaternionAddValue(struct Vector4, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionDivide(Vector4_0: Vector4, Vector4_1: Vector4)

struct Vector4 QuaternionDivide(struct Vector4, struct Vector4);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionEquals(Vector4_0: Vector4, Vector4_1: Vector4)

int QuaternionEquals(struct Vector4, struct Vector4);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionFromAxisAngle(Vector3_0: Vector3, float_1: float)

struct Vector4 QuaternionFromAxisAngle(struct Vector3, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionFromEuler(float_0: float, float_1: float, float_2: float)

struct Vector4 QuaternionFromEuler(float, float, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionFromMatrix(Matrix_0: Matrix)

struct Vector4 QuaternionFromMatrix(struct Matrix);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionFromVector3ToVector3(Vector3_0: Vector3, Vector3_1: Vector3)

struct Vector4 QuaternionFromVector3ToVector3(struct Vector3, struct Vector3);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionIdentity()

struct Vector4 QuaternionIdentity();

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionInvert(Vector4_0: Vector4)

struct Vector4 QuaternionInvert(struct Vector4);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionLength(Vector4_0: Vector4)

float QuaternionLength(struct Vector4);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionLerp(Vector4_0: Vector4, Vector4_1: Vector4, float_2: float)

struct Vector4 QuaternionLerp(struct Vector4, struct Vector4, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionMultiply(Vector4_0: Vector4, Vector4_1: Vector4)

struct Vector4 QuaternionMultiply(struct Vector4, struct Vector4);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionNlerp(Vector4_0: Vector4, Vector4_1: Vector4, float_2: float)

struct Vector4 QuaternionNlerp(struct Vector4, struct Vector4, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionNormalize(Vector4_0: Vector4)

struct Vector4 QuaternionNormalize(struct Vector4);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionScale(Vector4_0: Vector4, float_1: float)

struct Vector4 QuaternionScale(struct Vector4, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionSlerp(Vector4_0: Vector4, Vector4_1: Vector4, float_2: float)

struct Vector4 QuaternionSlerp(struct Vector4, struct Vector4, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionSubtract(Vector4_0: Vector4, Vector4_1: Vector4)

struct Vector4 QuaternionSubtract(struct Vector4, struct Vector4);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionSubtractValue(Vector4_0: Vector4, float_1: float)

struct Vector4 QuaternionSubtractValue(struct Vector4, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionToAxisAngle(Vector4_0: Vector4, Vector3_pointer_1: Any, float_pointer_2: Any)

void QuaternionToAxisAngle(struct Vector4, struct Vector3 *, float *);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionToEuler(Vector4_0: Vector4)

struct Vector3 QuaternionToEuler(struct Vector4);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionToMatrix(Vector4_0: Vector4)

struct Matrix QuaternionToMatrix(struct Vector4);

CFFI C function from raylib._raylib_cffi.lib

raylib.QuaternionTransform(Vector4_0: Vector4, Matrix_1: Matrix)

struct Vector4 QuaternionTransform(struct Vector4, struct Matrix);

CFFI C function from raylib._raylib_cffi.lib

raylib.RESERVED
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_MULTIPLIED
raylib.RL_BLEND_SUBTRACT_COLORS
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_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_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(float_0: float, float_1: float, float_2: float, float_3: float, float_4: float)

float Remap(float, float, float, float, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.RenderTexture
raylib.RenderTexture2D
raylib.ResetPhysics()

void ResetPhysics();

CFFI C function from raylib._raylib_cffi.lib

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.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, bytesToWrite: int)

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

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

Save text data to file (write), string must be ‘' 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.SetCameraAltControl(keyAlt: int)

Set camera alt key to combine with mouse movement (free camera)

raylib.SetCameraMode(camera: Camera3D, mode: int)

Set camera mode (multiple camera modes available)

raylib.SetCameraMoveControls(keyFront: int, keyBack: int, keyRight: int, keyLeft: int, keyUp: int, keyDown: int)

Set camera move controls (1st person and 3rd person cameras)

raylib.SetCameraPanControl(keyPan: int)

Set camera pan key to combine with mouse movement (free camera)

raylib.SetCameraSmoothZoomControl(keySmoothZoom: int)

Set camera smooth zoom key to combine with mouse (free camera)

raylib.SetClipboardText(text: str)

Set clipboard text content

raylib.SetConfigFlags(flags: int)

Setup init configuration flags (view FLAGS)

raylib.SetExitKey(key: int)

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

raylib.SetGamepadMappings(mappings: str)

Set internal gamepad mappings (SDL_GameControllerDB)

raylib.SetGesturesEnabled(flags: int)

Enable a set of gestures using flags

raylib.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(PhysicsBodyData_pointer_0: Any, float_1: float)

void SetPhysicsBodyRotation(struct PhysicsBodyData *, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.SetPhysicsGravity(float_0: float, float_1: float)

void SetPhysicsGravity(float, float);

CFFI C function from raylib._raylib_cffi.lib

raylib.SetPhysicsTimeStep(double_0: float)

void SetPhysicsTimeStep(double);

CFFI C function from raylib._raylib_cffi.lib

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.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.SetWindowIcon(image: Image)

Set icon for window (only PLATFORM_DESKTOP)

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

Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)

raylib.SetWindowMonitor(monitor: int)

Set monitor for the current window (fullscreen mode)

raylib.SetWindowOpacity(opacity: float)

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