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: int
raylib.ARROWS_VISIBLE: int
raylib.ARROW_PADDING: int
raylib.AttachAudioMixedProcessor(processor: Any) None

Attach audio stream processor to the entire audio pipeline, receives the samples as ‘float’

raylib.AttachAudioStreamProcessor(stream: AudioStream | list | tuple, processor: Any) None

Attach audio stream processor to stream, receives the samples as ‘float’

class raylib.AudioStream
buffer: Any
channels: int
processor: Any
sampleRate: int
sampleSize: int
class raylib.AutomationEvent
frame: int
params: list
type: int
class raylib.AutomationEventList
capacity: int
count: int
events: Any
raylib.BACKGROUND_COLOR: int
raylib.BASE_COLOR_DISABLED: int
raylib.BASE_COLOR_FOCUSED: int
raylib.BASE_COLOR_NORMAL: int
raylib.BASE_COLOR_PRESSED: int
raylib.BEIGE: Color
raylib.BLACK: Color
raylib.BLANK: Color
raylib.BLEND_ADDITIVE: int
raylib.BLEND_ADD_COLORS: int
raylib.BLEND_ALPHA: int
raylib.BLEND_ALPHA_PREMULTIPLY: int
raylib.BLEND_CUSTOM: int
raylib.BLEND_CUSTOM_SEPARATE: int
raylib.BLEND_MULTIPLIED: int
raylib.BLEND_SUBTRACT_COLORS: int
raylib.BLUE: Color
raylib.BORDER_COLOR_DISABLED: int
raylib.BORDER_COLOR_FOCUSED: int
raylib.BORDER_COLOR_NORMAL: int
raylib.BORDER_COLOR_PRESSED: int
raylib.BORDER_WIDTH: int
raylib.BROWN: Color
raylib.BUTTON: int
raylib.BeginBlendMode(mode: int) None

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

raylib.BeginDrawing() None

Setup canvas (framebuffer) to start drawing

raylib.BeginMode2D(camera: Camera2D | list | tuple) None

Begin 2D mode with custom camera (2D)

raylib.BeginMode3D(camera: Camera3D | list | tuple) None

Begin 3D mode with custom camera (3D)

raylib.BeginScissorMode(x: int, y: int, width: int, height: int) None

Begin scissor mode (define screen area for following drawing)

raylib.BeginShaderMode(shader: Shader | list | tuple) None

Begin custom shader drawing

raylib.BeginTextureMode(target: RenderTexture | list | tuple) None

Begin drawing to render texture

raylib.BeginVrStereoMode(config: VrStereoConfig | list | tuple) None

Begin stereo rendering (requires VR simulator)

raylib.BlendMode
class raylib.BoneInfo
name: bytes
parent: int
class raylib.BoundingBox
max: Vector3
min: Vector3
raylib.CAMERA_CUSTOM: int
raylib.CAMERA_FIRST_PERSON: int
raylib.CAMERA_FREE: int
raylib.CAMERA_ORBITAL: int
raylib.CAMERA_ORTHOGRAPHIC: int
raylib.CAMERA_PERSPECTIVE: int
raylib.CAMERA_THIRD_PERSON: int
raylib.CHECKBOX: int
raylib.CHECK_PADDING: int
raylib.COLORPICKER: int
raylib.COLOR_SELECTOR_SIZE: int
raylib.COMBOBOX: int
raylib.COMBO_BUTTON_SPACING: int
raylib.COMBO_BUTTON_WIDTH: int
raylib.CUBEMAP_LAYOUT_AUTO_DETECT: int
raylib.CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE: int
raylib.CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR: int
raylib.CUBEMAP_LAYOUT_LINE_HORIZONTAL: int
raylib.CUBEMAP_LAYOUT_LINE_VERTICAL: int
class raylib.Camera
fovy: float
position: Vector3
projection: int
target: Vector3
up: Vector3
class raylib.Camera2D
offset: Vector2
rotation: float
target: Vector2
zoom: float
class raylib.Camera3D
fovy: float
position: Vector3
projection: int
target: Vector3
up: Vector3
raylib.CameraMode
raylib.CameraProjection
raylib.ChangeDirectory(dir: bytes) bool

Change working directory, return true on success

raylib.CheckCollisionBoxSphere(box: BoundingBox | list | tuple, center: Vector3 | list | tuple, radius: float) bool

Check collision between box and sphere

raylib.CheckCollisionBoxes(box1: BoundingBox | list | tuple, box2: BoundingBox | list | tuple) bool

Check collision between two bounding boxes

raylib.CheckCollisionCircleLine(center: Vector2 | list | tuple, radius: float, p1: Vector2 | list | tuple, p2: Vector2 | list | tuple) bool

Check if circle collides with a line created betweeen two points [p1] and [p2]

raylib.CheckCollisionCircleRec(center: Vector2 | list | tuple, radius: float, rec: Rectangle | list | tuple) bool

Check collision between circle and rectangle

raylib.CheckCollisionCircles(center1: Vector2 | list | tuple, radius1: float, center2: Vector2 | list | tuple, radius2: float) bool

Check collision between two circles

raylib.CheckCollisionLines(startPos1: Vector2 | list | tuple, endPos1: Vector2 | list | tuple, startPos2: Vector2 | list | tuple, endPos2: Vector2 | list | tuple, collisionPoint: Any | list | tuple) bool

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

raylib.CheckCollisionPointCircle(point: Vector2 | list | tuple, center: Vector2 | list | tuple, radius: float) bool

Check if point is inside circle

raylib.CheckCollisionPointLine(point: Vector2 | list | tuple, p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, threshold: int) bool

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

raylib.CheckCollisionPointPoly(point: Vector2 | list | tuple, points: Any | list | tuple, pointCount: int) bool

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

raylib.CheckCollisionPointRec(point: Vector2 | list | tuple, rec: Rectangle | list | tuple) bool

Check if point is inside rectangle

raylib.CheckCollisionPointTriangle(point: Vector2 | list | tuple, p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, p3: Vector2 | list | tuple) bool

Check if point is inside a triangle

raylib.CheckCollisionRecs(rec1: Rectangle | list | tuple, rec2: Rectangle | list | tuple) bool

Check collision between two rectangles

raylib.CheckCollisionSpheres(center1: Vector3 | list | tuple, radius1: float, center2: Vector3 | list | tuple, radius2: float) bool

Check collision between two spheres

raylib.Clamp(value: float, min_1: float, max_2: float) float
raylib.ClearBackground(color: Color | list | tuple) None

Set background color (framebuffer clear color)

raylib.ClearWindowState(flags: int) None

Clear window configuration state flags

raylib.CloseAudioDevice() None

Close the audio device and context

raylib.ClosePhysics() None

Close physics system and unload used memory

raylib.CloseWindow() None

Close window and unload OpenGL context

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

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

class raylib.Color
a: bytes
b: bytes
g: bytes
r: bytes
raylib.ColorAlpha(color: Color | list | tuple, alpha: float) Color

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

raylib.ColorAlphaBlend(dst: Color | list | tuple, src: Color | list | tuple, tint: Color | list | tuple) Color

Get src alpha-blended into dst color with tint

raylib.ColorBrightness(color: Color | list | tuple, factor: float) Color

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

raylib.ColorContrast(color: Color | list | tuple, contrast: float) Color

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

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

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

raylib.ColorFromNormalized(normalized: Vector4 | list | tuple) Color

Get Color from normalized values [0..1]

raylib.ColorIsEqual(col1: Color | list | tuple, col2: Color | list | tuple) bool

Check if two colors are equal

raylib.ColorLerp(color1: Color | list | tuple, color2: Color | list | tuple, factor: float) Color

Get color lerp interpolation between two colors, factor [0.0f..1.0f]

raylib.ColorNormalize(color: Color | list | tuple) Vector4

Get Color normalized as float [0..1]

raylib.ColorTint(color: Color | list | tuple, tint: Color | list | tuple) Color

Get color multiplied with another color

raylib.ColorToHSV(color: Color | list | tuple) Vector3

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

raylib.ColorToInt(color: Color | list | tuple) int

Get hexadecimal value for a Color (0xRRGGBBAA)

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

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

raylib.ComputeCRC32(data: bytes, dataSize: int) int

Compute CRC32 hash code

raylib.ComputeMD5(data: bytes, dataSize: int) Any

Compute MD5 hash code, returns static int[4] (16 bytes)

raylib.ComputeSHA1(data: bytes, dataSize: int) Any

Compute SHA1 hash code, returns static int[5] (20 bytes)

raylib.ConfigFlags
raylib.CreatePhysicsBodyCircle(pos: Vector2 | list | tuple, radius: float, density: float) Any

Creates a new circle physics body with generic parameters

raylib.CreatePhysicsBodyPolygon(pos: Vector2 | list | tuple, radius: float, sides: int, density: float) Any

Creates a new polygon physics body with generic parameters

raylib.CreatePhysicsBodyRectangle(pos: Vector2 | list | tuple, width: float, height: float, density: float) Any

Creates a new rectangle physics body with generic parameters

raylib.CubemapLayout
raylib.DARKBLUE: Color
raylib.DARKBROWN: Color
raylib.DARKGRAY: Color
raylib.DARKGREEN: Color
raylib.DARKPURPLE: Color
raylib.DEFAULT: int
raylib.DROPDOWNBOX: int
raylib.DROPDOWN_ARROW_HIDDEN: int
raylib.DROPDOWN_ITEMS_SPACING: int
raylib.DROPDOWN_ROLL_UP: int
raylib.DecodeDataBase64(data: bytes, outputSize: Any) bytes

Decode Base64 string data, memory must be MemFree()

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

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

raylib.DestroyPhysicsBody(body: Any | list | tuple) None

Destroy a physics body

raylib.DetachAudioMixedProcessor(processor: Any) None

Detach audio stream processor from the entire audio pipeline

raylib.DetachAudioStreamProcessor(stream: AudioStream | list | tuple, processor: Any) None

Detach audio stream processor from stream

raylib.DirectoryExists(dirPath: bytes) bool

Check if a directory path exists

raylib.DisableCursor() None

Disables cursor (lock cursor)

raylib.DisableEventWaiting() None

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

raylib.DrawBillboard(camera: Camera3D | list | tuple, texture: Texture | list | tuple, position: Vector3 | list | tuple, scale: float, tint: Color | list | tuple) None

Draw a billboard texture

raylib.DrawBillboardPro(camera: Camera3D | list | tuple, texture: Texture | list | tuple, source: Rectangle | list | tuple, position: Vector3 | list | tuple, up: Vector3 | list | tuple, size: Vector2 | list | tuple, origin: Vector2 | list | tuple, rotation: float, tint: Color | list | tuple) None

Draw a billboard texture defined by source and rotation

raylib.DrawBillboardRec(camera: Camera3D | list | tuple, texture: Texture | list | tuple, source: Rectangle | list | tuple, position: Vector3 | list | tuple, size: Vector2 | list | tuple, tint: Color | list | tuple) None

Draw a billboard texture defined by source

raylib.DrawBoundingBox(box: BoundingBox | list | tuple, color: Color | list | tuple) None

Draw bounding box (wires)

raylib.DrawCapsule(startPos: Vector3 | list | tuple, endPos: Vector3 | list | tuple, radius: float, slices: int, rings: int, color: Color | list | tuple) None

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

raylib.DrawCapsuleWires(startPos: Vector3 | list | tuple, endPos: Vector3 | list | tuple, radius: float, slices: int, rings: int, color: Color | list | tuple) None

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

raylib.DrawCircle(centerX: int, centerY: int, radius: float, color: Color | list | tuple) None

Draw a color-filled circle

raylib.DrawCircle3D(center: Vector3 | list | tuple, radius: float, rotationAxis: Vector3 | list | tuple, rotationAngle: float, color: Color | list | tuple) None

Draw a circle in 3D world space

raylib.DrawCircleGradient(centerX: int, centerY: int, radius: float, inner: Color | list | tuple, outer: Color | list | tuple) None

Draw a gradient-filled circle

raylib.DrawCircleLines(centerX: int, centerY: int, radius: float, color: Color | list | tuple) None

Draw circle outline

raylib.DrawCircleLinesV(center: Vector2 | list | tuple, radius: float, color: Color | list | tuple) None

Draw circle outline (Vector version)

raylib.DrawCircleSector(center: Vector2 | list | tuple, radius: float, startAngle: float, endAngle: float, segments: int, color: Color | list | tuple) None

Draw a piece of a circle

raylib.DrawCircleSectorLines(center: Vector2 | list | tuple, radius: float, startAngle: float, endAngle: float, segments: int, color: Color | list | tuple) None

Draw circle sector outline

raylib.DrawCircleV(center: Vector2 | list | tuple, radius: float, color: Color | list | tuple) None

Draw a color-filled circle (Vector version)

raylib.DrawCube(position: Vector3 | list | tuple, width: float, height: float, length: float, color: Color | list | tuple) None

Draw cube

raylib.DrawCubeV(position: Vector3 | list | tuple, size: Vector3 | list | tuple, color: Color | list | tuple) None

Draw cube (Vector version)

raylib.DrawCubeWires(position: Vector3 | list | tuple, width: float, height: float, length: float, color: Color | list | tuple) None

Draw cube wires

raylib.DrawCubeWiresV(position: Vector3 | list | tuple, size: Vector3 | list | tuple, color: Color | list | tuple) None

Draw cube wires (Vector version)

raylib.DrawCylinder(position: Vector3 | list | tuple, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color | list | tuple) None

Draw a cylinder/cone

raylib.DrawCylinderEx(startPos: Vector3 | list | tuple, endPos: Vector3 | list | tuple, startRadius: float, endRadius: float, sides: int, color: Color | list | tuple) None

Draw a cylinder with base at startPos and top at endPos

raylib.DrawCylinderWires(position: Vector3 | list | tuple, radiusTop: float, radiusBottom: float, height: float, slices: int, color: Color | list | tuple) None

Draw a cylinder/cone wires

raylib.DrawCylinderWiresEx(startPos: Vector3 | list | tuple, endPos: Vector3 | list | tuple, startRadius: float, endRadius: float, sides: int, color: Color | list | tuple) None

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

raylib.DrawEllipse(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color | list | tuple) None

Draw ellipse

raylib.DrawEllipseLines(centerX: int, centerY: int, radiusH: float, radiusV: float, color: Color | list | tuple) None

Draw ellipse outline

raylib.DrawFPS(posX: int, posY: int) None

Draw current FPS

raylib.DrawGrid(slices: int, spacing: float) None

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

raylib.DrawLine(startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color | list | tuple) None

Draw a line

raylib.DrawLine3D(startPos: Vector3 | list | tuple, endPos: Vector3 | list | tuple, color: Color | list | tuple) None

Draw a line in 3D world space

raylib.DrawLineBezier(startPos: Vector2 | list | tuple, endPos: Vector2 | list | tuple, thick: float, color: Color | list | tuple) None

Draw line segment cubic-bezier in-out interpolation

raylib.DrawLineEx(startPos: Vector2 | list | tuple, endPos: Vector2 | list | tuple, thick: float, color: Color | list | tuple) None

Draw a line (using triangles/quads)

raylib.DrawLineStrip(points: Any | list | tuple, pointCount: int, color: Color | list | tuple) None

Draw lines sequence (using gl lines)

raylib.DrawLineV(startPos: Vector2 | list | tuple, endPos: Vector2 | list | tuple, color: Color | list | tuple) None

Draw a line (using gl lines)

raylib.DrawMesh(mesh: Mesh | list | tuple, material: Material | list | tuple, transform: Matrix | list | tuple) None

Draw a 3d mesh with material and transform

raylib.DrawMeshInstanced(mesh: Mesh | list | tuple, material: Material | list | tuple, transforms: Any | list | tuple, instances: int) None

Draw multiple mesh instances with material and different transforms

raylib.DrawModel(model: Model | list | tuple, position: Vector3 | list | tuple, scale: float, tint: Color | list | tuple) None

Draw a model (with texture if set)

raylib.DrawModelEx(model: Model | list | tuple, position: Vector3 | list | tuple, rotationAxis: Vector3 | list | tuple, rotationAngle: float, scale: Vector3 | list | tuple, tint: Color | list | tuple) None

Draw a model with extended parameters

raylib.DrawModelPoints(model: Model | list | tuple, position: Vector3 | list | tuple, scale: float, tint: Color | list | tuple) None

Draw a model as points

raylib.DrawModelPointsEx(model: Model | list | tuple, position: Vector3 | list | tuple, rotationAxis: Vector3 | list | tuple, rotationAngle: float, scale: Vector3 | list | tuple, tint: Color | list | tuple) None

Draw a model as points with extended parameters

raylib.DrawModelWires(model: Model | list | tuple, position: Vector3 | list | tuple, scale: float, tint: Color | list | tuple) None

Draw a model wires (with texture if set)

raylib.DrawModelWiresEx(model: Model | list | tuple, position: Vector3 | list | tuple, rotationAxis: Vector3 | list | tuple, rotationAngle: float, scale: Vector3 | list | tuple, tint: Color | list | tuple) None

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

raylib.DrawPixel(posX: int, posY: int, color: Color | list | tuple) None

Draw a pixel using geometry [Can be slow, use with care]

raylib.DrawPixelV(position: Vector2 | list | tuple, color: Color | list | tuple) None

Draw a pixel using geometry (Vector version) [Can be slow, use with care]

raylib.DrawPlane(centerPos: Vector3 | list | tuple, size: Vector2 | list | tuple, color: Color | list | tuple) None

Draw a plane XZ

raylib.DrawPoint3D(position: Vector3 | list | tuple, color: Color | list | tuple) None

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

raylib.DrawPoly(center: Vector2 | list | tuple, sides: int, radius: float, rotation: float, color: Color | list | tuple) None

Draw a regular polygon (Vector version)

raylib.DrawPolyLines(center: Vector2 | list | tuple, sides: int, radius: float, rotation: float, color: Color | list | tuple) None

Draw a polygon outline of n sides

raylib.DrawPolyLinesEx(center: Vector2 | list | tuple, sides: int, radius: float, rotation: float, lineThick: float, color: Color | list | tuple) None

Draw a polygon outline of n sides with extended parameters

raylib.DrawRay(ray: Ray | list | tuple, color: Color | list | tuple) None

Draw a ray line

raylib.DrawRectangle(posX: int, posY: int, width: int, height: int, color: Color | list | tuple) None

Draw a color-filled rectangle

raylib.DrawRectangleGradientEx(rec: Rectangle | list | tuple, topLeft: Color | list | tuple, bottomLeft: Color | list | tuple, topRight: Color | list | tuple, bottomRight: Color | list | tuple) None

Draw a gradient-filled rectangle with custom vertex colors

raylib.DrawRectangleGradientH(posX: int, posY: int, width: int, height: int, left: Color | list | tuple, right: Color | list | tuple) None

Draw a horizontal-gradient-filled rectangle

raylib.DrawRectangleGradientV(posX: int, posY: int, width: int, height: int, top: Color | list | tuple, bottom: Color | list | tuple) None

Draw a vertical-gradient-filled rectangle

raylib.DrawRectangleLines(posX: int, posY: int, width: int, height: int, color: Color | list | tuple) None

Draw rectangle outline

raylib.DrawRectangleLinesEx(rec: Rectangle | list | tuple, lineThick: float, color: Color | list | tuple) None

Draw rectangle outline with extended parameters

raylib.DrawRectanglePro(rec: Rectangle | list | tuple, origin: Vector2 | list | tuple, rotation: float, color: Color | list | tuple) None

Draw a color-filled rectangle with pro parameters

raylib.DrawRectangleRec(rec: Rectangle | list | tuple, color: Color | list | tuple) None

Draw a color-filled rectangle

raylib.DrawRectangleRounded(rec: Rectangle | list | tuple, roundness: float, segments: int, color: Color | list | tuple) None

Draw rectangle with rounded edges

raylib.DrawRectangleRoundedLines(rec: Rectangle | list | tuple, roundness: float, segments: int, color: Color | list | tuple) None

Draw rectangle lines with rounded edges

raylib.DrawRectangleRoundedLinesEx(rec: Rectangle | list | tuple, roundness: float, segments: int, lineThick: float, color: Color | list | tuple) None

Draw rectangle with rounded edges outline

raylib.DrawRectangleV(position: Vector2 | list | tuple, size: Vector2 | list | tuple, color: Color | list | tuple) None

Draw a color-filled rectangle (Vector version)

raylib.DrawRing(center: Vector2 | list | tuple, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color | list | tuple) None

Draw ring

raylib.DrawRingLines(center: Vector2 | list | tuple, innerRadius: float, outerRadius: float, startAngle: float, endAngle: float, segments: int, color: Color | list | tuple) None

Draw ring outline

raylib.DrawSphere(centerPos: Vector3 | list | tuple, radius: float, color: Color | list | tuple) None

Draw sphere

raylib.DrawSphereEx(centerPos: Vector3 | list | tuple, radius: float, rings: int, slices: int, color: Color | list | tuple) None

Draw sphere with extended parameters

raylib.DrawSphereWires(centerPos: Vector3 | list | tuple, radius: float, rings: int, slices: int, color: Color | list | tuple) None

Draw sphere wires

raylib.DrawSplineBasis(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) None

Draw spline: B-Spline, minimum 4 points

raylib.DrawSplineBezierCubic(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) None

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

raylib.DrawSplineBezierQuadratic(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) None

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

raylib.DrawSplineCatmullRom(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) None

Draw spline: Catmull-Rom, minimum 4 points

raylib.DrawSplineLinear(points: Any | list | tuple, pointCount: int, thick: float, color: Color | list | tuple) None

Draw spline: Linear, minimum 2 points

raylib.DrawSplineSegmentBasis(p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, p3: Vector2 | list | tuple, p4: Vector2 | list | tuple, thick: float, color: Color | list | tuple) None

Draw spline segment: B-Spline, 4 points

raylib.DrawSplineSegmentBezierCubic(p1: Vector2 | list | tuple, c2: Vector2 | list | tuple, c3: Vector2 | list | tuple, p4: Vector2 | list | tuple, thick: float, color: Color | list | tuple) None

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

raylib.DrawSplineSegmentBezierQuadratic(p1: Vector2 | list | tuple, c2: Vector2 | list | tuple, p3: Vector2 | list | tuple, thick: float, color: Color | list | tuple) None

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

raylib.DrawSplineSegmentCatmullRom(p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, p3: Vector2 | list | tuple, p4: Vector2 | list | tuple, thick: float, color: Color | list | tuple) None

Draw spline segment: Catmull-Rom, 4 points

raylib.DrawSplineSegmentLinear(p1: Vector2 | list | tuple, p2: Vector2 | list | tuple, thick: float, color: Color | list | tuple) None

Draw spline segment: Linear, 2 points

raylib.DrawText(text: bytes, posX: int, posY: int, fontSize: int, color: Color | list | tuple) None

Draw text (using default font)

raylib.DrawTextCodepoint(font: Font | list | tuple, codepoint: int, position: Vector2 | list | tuple, fontSize: float, tint: Color | list | tuple) None

Draw one character (codepoint)

raylib.DrawTextCodepoints(font: Font | list | tuple, codepoints: Any, codepointCount: int, position: Vector2 | list | tuple, fontSize: float, spacing: float, tint: Color | list | tuple) None

Draw multiple character (codepoint)

raylib.DrawTextEx(font: Font | list | tuple, text: bytes, position: Vector2 | list | tuple, fontSize: float, spacing: float, tint: Color | list | tuple) None

Draw text using font and additional parameters

raylib.DrawTextPro(font: Font | list | tuple, text: bytes, position: Vector2 | list | tuple, origin: Vector2 | list | tuple, rotation: float, fontSize: float, spacing: float, tint: Color | list | tuple) None

Draw text using Font and pro parameters (rotation)

raylib.DrawTexture(texture: Texture | list | tuple, posX: int, posY: int, tint: Color | list | tuple) None

Draw a Texture2D

raylib.DrawTextureEx(texture: Texture | list | tuple, position: Vector2 | list | tuple, rotation: float, scale: float, tint: Color | list | tuple) None

Draw a Texture2D with extended parameters

raylib.DrawTextureNPatch(texture: Texture | list | tuple, nPatchInfo: NPatchInfo | list | tuple, dest: Rectangle | list | tuple, origin: Vector2 | list | tuple, rotation: float, tint: Color | list | tuple) None

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

raylib.DrawTexturePro(texture: Texture | list | tuple, source: Rectangle | list | tuple, dest: Rectangle | list | tuple, origin: Vector2 | list | tuple, rotation: float, tint: Color | list | tuple) None

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

raylib.DrawTextureRec(texture: Texture | list | tuple, source: Rectangle | list | tuple, position: Vector2 | list | tuple, tint: Color | list | tuple) None

Draw a part of a texture defined by a rectangle

raylib.DrawTextureV(texture: Texture | list | tuple, position: Vector2 | list | tuple, tint: Color | list | tuple) None

Draw a Texture2D with position defined as Vector2

raylib.DrawTriangle(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, v3: Vector2 | list | tuple, color: Color | list | tuple) None

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

raylib.DrawTriangle3D(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple, v3: Vector3 | list | tuple, color: Color | list | tuple) None

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

raylib.DrawTriangleFan(points: Any | list | tuple, pointCount: int, color: Color | list | tuple) None

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

raylib.DrawTriangleLines(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, v3: Vector2 | list | tuple, color: Color | list | tuple) None

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

raylib.DrawTriangleStrip(points: Any | list | tuple, pointCount: int, color: Color | list | tuple) None

Draw a triangle strip defined by points

raylib.DrawTriangleStrip3D(points: Any | list | tuple, pointCount: int, color: Color | list | tuple) None

Draw a triangle strip defined by points

raylib.EnableCursor() None

Enables cursor (unlock cursor)

raylib.EnableEventWaiting() None

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

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

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

raylib.EndBlendMode() None

End blending mode (reset to default: alpha blending)

raylib.EndDrawing() None

End canvas drawing and swap buffers (double buffering)

raylib.EndMode2D() None

Ends 2D mode with custom camera

raylib.EndMode3D() None

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

raylib.EndScissorMode() None

End scissor mode

raylib.EndShaderMode() None

End custom shader drawing (use default shader)

raylib.EndTextureMode() None

Ends drawing to render texture

raylib.EndVrStereoMode() None

End stereo rendering (requires VR simulator)

raylib.ExportAutomationEventList(list_0: AutomationEventList | list | tuple, fileName: bytes) bool

Export automation events list as text file

raylib.ExportDataAsCode(data: bytes, dataSize: int, fileName: bytes) bool

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

raylib.ExportFontAsCode(font: Font | list | tuple, fileName: bytes) bool

Export font as code file, returns true on success

raylib.ExportImage(image: Image | list | tuple, fileName: bytes) bool

Export image data to file, returns true on success

raylib.ExportImageAsCode(image: Image | list | tuple, fileName: bytes) bool

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

raylib.ExportImageToMemory(image: Image | list | tuple, fileType: bytes, fileSize: Any) bytes

Export image to memory buffer

raylib.ExportMesh(mesh: Mesh | list | tuple, fileName: bytes) bool

Export mesh data to file, returns true on success

raylib.ExportMeshAsCode(mesh: Mesh | list | tuple, fileName: bytes) bool

Export mesh as code file (.h) defining multiple arrays of vertex attributes

raylib.ExportWave(wave: Wave | list | tuple, fileName: bytes) bool

Export wave data to file, returns true on success

raylib.ExportWaveAsCode(wave: Wave | list | tuple, fileName: bytes) bool

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

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

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

raylib.FileExists(fileName: bytes) bool

Check if file exists

class raylib.FilePathList
capacity: int
count: int
paths: list[bytes]
raylib.FloatEquals(x: float, y: float) int
class raylib.Font
baseSize: int
glyphCount: int
glyphPadding: int
glyphs: Any
recs: Any
texture: Texture
raylib.FontType
raylib.GAMEPAD_AXIS_LEFT_TRIGGER: int
raylib.GAMEPAD_AXIS_LEFT_X: int
raylib.GAMEPAD_AXIS_LEFT_Y: int
raylib.GAMEPAD_AXIS_RIGHT_TRIGGER: int
raylib.GAMEPAD_AXIS_RIGHT_X: int
raylib.GAMEPAD_AXIS_RIGHT_Y: int
raylib.GAMEPAD_BUTTON_LEFT_FACE_DOWN: int
raylib.GAMEPAD_BUTTON_LEFT_FACE_LEFT: int
raylib.GAMEPAD_BUTTON_LEFT_FACE_RIGHT: int
raylib.GAMEPAD_BUTTON_LEFT_FACE_UP: int
raylib.GAMEPAD_BUTTON_LEFT_THUMB: int
raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_1: int
raylib.GAMEPAD_BUTTON_LEFT_TRIGGER_2: int
raylib.GAMEPAD_BUTTON_MIDDLE: int
raylib.GAMEPAD_BUTTON_MIDDLE_LEFT: int
raylib.GAMEPAD_BUTTON_MIDDLE_RIGHT: int
raylib.GAMEPAD_BUTTON_RIGHT_FACE_DOWN: int
raylib.GAMEPAD_BUTTON_RIGHT_FACE_LEFT: int
raylib.GAMEPAD_BUTTON_RIGHT_FACE_RIGHT: int
raylib.GAMEPAD_BUTTON_RIGHT_FACE_UP: int
raylib.GAMEPAD_BUTTON_RIGHT_THUMB: int
raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_1: int
raylib.GAMEPAD_BUTTON_RIGHT_TRIGGER_2: int
raylib.GAMEPAD_BUTTON_UNKNOWN: int
raylib.GESTURE_DOUBLETAP: int
raylib.GESTURE_DRAG: int
raylib.GESTURE_HOLD: int
raylib.GESTURE_NONE: int
raylib.GESTURE_PINCH_IN: int
raylib.GESTURE_PINCH_OUT: int
raylib.GESTURE_SWIPE_DOWN: int
raylib.GESTURE_SWIPE_LEFT: int
raylib.GESTURE_SWIPE_RIGHT: int
raylib.GESTURE_SWIPE_UP: int
raylib.GESTURE_TAP: int
class raylib.GLFWallocator
allocate: Any
deallocate: Any
reallocate: Any
user: Any
class raylib.GLFWcursor
class raylib.GLFWgamepadstate
axes: list
buttons: bytes
class raylib.GLFWgammaramp
blue: Any
green: Any
red: Any
size: int
class raylib.GLFWimage
height: int
pixels: bytes
width: int
class raylib.GLFWmonitor
class raylib.GLFWvidmode
blueBits: int
greenBits: int
height: int
redBits: int
refreshRate: int
width: int
class raylib.GLFWwindow
raylib.GOLD: Color
raylib.GRAY: Color
raylib.GREEN: Color
raylib.GROUP_PADDING: int
raylib.GamepadAxis
raylib.GamepadButton
raylib.GenImageCellular(width: int, height: int, tileSize: int) Image

Generate image: cellular algorithm, bigger tileSize means bigger cells

raylib.GenImageChecked(width: int, height: int, checksX: int, checksY: int, col1: Color | list | tuple, col2: Color | list | tuple) Image

Generate image: checked

raylib.GenImageColor(width: int, height: int, color: Color | list | tuple) Image

Generate image: plain color

raylib.GenImageFontAtlas(glyphs: Any | list | tuple, glyphRecs: Any | list | tuple, glyphCount: int, fontSize: int, padding: int, packMethod: int) Image

Generate image font atlas using chars info

raylib.GenImageGradientLinear(width: int, height: int, direction: int, start: Color | list | tuple, end: Color | list | tuple) Image

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

raylib.GenImageGradientRadial(width: int, height: int, density: float, inner: Color | list | tuple, outer: Color | list | tuple) Image

Generate image: radial gradient

raylib.GenImageGradientSquare(width: int, height: int, density: float, inner: Color | list | tuple, outer: Color | list | tuple) Image

Generate image: square gradient

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

Generate image: perlin noise

raylib.GenImageText(width: int, height: int, text: bytes) Image

Generate image: grayscale image from text data

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

Generate image: white noise

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

Generate cone/pyramid mesh

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

Generate cuboid mesh

raylib.GenMeshCubicmap(cubicmap: Image | list | tuple, cubeSize: Vector3 | list | tuple) Mesh

Generate cubes-based map mesh from image data

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

Generate cylinder mesh

raylib.GenMeshHeightmap(heightmap: Image | list | tuple, size: Vector3 | list | tuple) Mesh

Generate heightmap mesh from image data

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

Generate half-sphere mesh (no bottom cap)

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

Generate trefoil knot mesh

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

Generate plane mesh (with subdivisions)

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

Generate polygonal mesh

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

Generate sphere mesh (standard sphere)

raylib.GenMeshTangents(mesh: Any | list | tuple) None

Compute mesh tangents

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

Generate torus mesh

raylib.GenTextureMipmaps(texture: Any | list | tuple) None

Generate GPU mipmaps for a texture

raylib.Gesture
raylib.GetApplicationDirectory() bytes

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

raylib.GetCameraMatrix(camera: Camera3D | list | tuple) Matrix

Get camera transform matrix (view matrix)

raylib.GetCameraMatrix2D(camera: Camera2D | list | tuple) Matrix

Get camera 2d transform matrix

raylib.GetCharPressed() int

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

raylib.GetClipboardImage() Image

Get clipboard image content

raylib.GetClipboardText() bytes

Get clipboard text content

raylib.GetCodepoint(text: bytes, codepointSize: Any) int

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

raylib.GetCodepointCount(text: bytes) int

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

raylib.GetCodepointNext(text: bytes, codepointSize: Any) int

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

raylib.GetCodepointPrevious(text: bytes, codepointSize: Any) int

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

raylib.GetCollisionRec(rec1: Rectangle | list | tuple, rec2: Rectangle | list | tuple) Rectangle

Get collision rectangle for two rectangles collision

raylib.GetColor(hexValue: int) Color

Get Color structure from hexadecimal value

raylib.GetCurrentMonitor() int

Get current monitor where window is placed

raylib.GetDirectoryPath(filePath: bytes) bytes

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

raylib.GetFPS() int

Get current FPS

raylib.GetFileExtension(fileName: bytes) bytes

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

raylib.GetFileLength(fileName: bytes) int

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

raylib.GetFileModTime(fileName: bytes) int

Get file modification time (last write time)

raylib.GetFileName(filePath: bytes) bytes

Get pointer to filename for a path string

raylib.GetFileNameWithoutExt(filePath: bytes) bytes

Get filename string without extension (uses static string)

raylib.GetFontDefault() Font

Get the default Font

raylib.GetFrameTime() float

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

raylib.GetGamepadAxisCount(gamepad: int) int

Get gamepad axis count for a gamepad

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

Get axis movement value for a gamepad axis

raylib.GetGamepadButtonPressed() int

Get the last gamepad button pressed

raylib.GetGamepadName(gamepad: int) bytes

Get gamepad internal name id

raylib.GetGestureDetected() int

Get latest detected gesture

raylib.GetGestureDragAngle() float

Get gesture drag angle

raylib.GetGestureDragVector() Vector2

Get gesture drag vector

raylib.GetGestureHoldDuration() float

Get gesture hold time in seconds

raylib.GetGesturePinchAngle() float

Get gesture pinch angle

raylib.GetGesturePinchVector() Vector2

Get gesture pinch delta

raylib.GetGlyphAtlasRec(font: Font | list | tuple, codepoint: int) Rectangle

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

raylib.GetGlyphIndex(font: Font | list | tuple, codepoint: int) int

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

raylib.GetGlyphInfo(font: Font | list | tuple, codepoint: int) GlyphInfo

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

raylib.GetImageAlphaBorder(image: Image | list | tuple, threshold: float) Rectangle

Get image alpha border rectangle

raylib.GetImageColor(image: Image | list | tuple, x: int, y: int) Color

Get image pixel color at (x, y) position

raylib.GetKeyPressed() int

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

raylib.GetMasterVolume() float

Get master volume (listener)

raylib.GetMeshBoundingBox(mesh: Mesh | list | tuple) BoundingBox

Compute mesh bounding box limits

raylib.GetModelBoundingBox(model: Model | list | tuple) BoundingBox

Compute model bounding box limits (considers all meshes)

raylib.GetMonitorCount() int

Get number of connected monitors

raylib.GetMonitorHeight(monitor: int) int

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

raylib.GetMonitorName(monitor: int) bytes

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

raylib.GetMonitorPhysicalHeight(monitor: int) int

Get specified monitor physical height in millimetres

raylib.GetMonitorPhysicalWidth(monitor: int) int

Get specified monitor physical width in millimetres

raylib.GetMonitorPosition(monitor: int) Vector2

Get specified monitor position

raylib.GetMonitorRefreshRate(monitor: int) int

Get specified monitor refresh rate

raylib.GetMonitorWidth(monitor: int) int

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

raylib.GetMouseDelta() Vector2

Get mouse delta between frames

raylib.GetMousePosition() Vector2

Get mouse position XY

raylib.GetMouseWheelMove() float

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

raylib.GetMouseWheelMoveV() Vector2

Get mouse wheel movement for both X and Y

raylib.GetMouseX() int

Get mouse position X

raylib.GetMouseY() int

Get mouse position Y

raylib.GetMusicTimeLength(music: Music | list | tuple) float

Get music time length (in seconds)

raylib.GetMusicTimePlayed(music: Music | list | tuple) float

Get current music time played (in seconds)

raylib.GetPhysicsBodiesCount() int

Returns the current amount of created physics bodies

raylib.GetPhysicsBody(index: int) Any

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

raylib.GetPhysicsShapeType(index: int) int

Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)

raylib.GetPhysicsShapeVertex(body: Any | list | tuple, vertex: int) Vector2

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

raylib.GetPhysicsShapeVerticesCount(index: int) int

Returns the amount of vertices of a physics body shape

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

Get Color from a source pixel pointer of certain format

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

Get pixel data size in bytes for certain format

raylib.GetPrevDirectoryPath(dirPath: bytes) bytes

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

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

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

raylib.GetRayCollisionBox(ray: Ray | list | tuple, box: BoundingBox | list | tuple) RayCollision

Get collision info between ray and box

raylib.GetRayCollisionMesh(ray: Ray | list | tuple, mesh: Mesh | list | tuple, transform: Matrix | list | tuple) RayCollision

Get collision info between ray and mesh

raylib.GetRayCollisionQuad(ray: Ray | list | tuple, p1: Vector3 | list | tuple, p2: Vector3 | list | tuple, p3: Vector3 | list | tuple, p4: Vector3 | list | tuple) RayCollision

Get collision info between ray and quad

raylib.GetRayCollisionSphere(ray: Ray | list | tuple, center: Vector3 | list | tuple, radius: float) RayCollision

Get collision info between ray and sphere

raylib.GetRayCollisionTriangle(ray: Ray | list | tuple, p1: Vector3 | list | tuple, p2: Vector3 | list | tuple, p3: Vector3 | list | tuple) RayCollision

Get collision info between ray and triangle

raylib.GetRenderHeight() int

Get current render height (it considers HiDPI)

raylib.GetRenderWidth() int

Get current render width (it considers HiDPI)

raylib.GetScreenHeight() int

Get current screen height

raylib.GetScreenToWorld2D(position: Vector2 | list | tuple, camera: Camera2D | list | tuple) Vector2

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

raylib.GetScreenToWorldRay(position: Vector2 | list | tuple, camera: Camera3D | list | tuple) Ray

Get a ray trace from screen position (i.e mouse)

raylib.GetScreenToWorldRayEx(position: Vector2 | list | tuple, camera: Camera3D | list | tuple, width: int, height: int) Ray

Get a ray trace from screen position (i.e mouse) in a viewport

raylib.GetScreenWidth() int

Get current screen width

raylib.GetShaderLocation(shader: Shader | list | tuple, uniformName: bytes) int

Get shader uniform location

raylib.GetShaderLocationAttrib(shader: Shader | list | tuple, attribName: bytes) int

Get shader attribute location

raylib.GetShapesTexture() Texture

Get texture that is used for shapes drawing

raylib.GetShapesTextureRectangle() Rectangle

Get texture source rectangle that is used for shapes drawing

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

Get (evaluate) spline point: B-Spline

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

Get (evaluate) spline point: Cubic Bezier

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

Get (evaluate) spline point: Quadratic Bezier

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

Get (evaluate) spline point: Catmull-Rom

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

Get (evaluate) spline point: Linear

raylib.GetTime() float

Get elapsed time in seconds since InitWindow()

raylib.GetTouchPointCount() int

Get number of touch points

raylib.GetTouchPointId(index: int) int

Get touch point identifier for given index

raylib.GetTouchPosition(index: int) Vector2

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

raylib.GetTouchX() int

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

raylib.GetTouchY() int

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

raylib.GetWindowHandle() Any

Get native window handle

raylib.GetWindowPosition() Vector2

Get window position XY on monitor

raylib.GetWindowScaleDPI() Vector2

Get window scale DPI factor

raylib.GetWorkingDirectory() bytes

Get current working directory (uses static string)

raylib.GetWorldToScreen(position: Vector3 | list | tuple, camera: Camera3D | list | tuple) Vector2

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

raylib.GetWorldToScreen2D(position: Vector2 | list | tuple, camera: Camera2D | list | tuple) Vector2

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

raylib.GetWorldToScreenEx(position: Vector3 | list | tuple, camera: Camera3D | list | tuple, width: int, height: int) Vector2

Get size position for a 3d world space position

class raylib.GlyphInfo
advanceX: int
image: Image
offsetX: int
offsetY: int
value: int
raylib.GuiButton(bounds: Rectangle | list | tuple, text: bytes) int

Button control, returns true when clicked

raylib.GuiCheckBox(bounds: Rectangle | list | tuple, text: bytes, checked: Any) int

Check Box control, returns true when active

raylib.GuiCheckBoxProperty
raylib.GuiColorBarAlpha(bounds: Rectangle | list | tuple, text: bytes, alpha: Any) int

Color Bar Alpha control

raylib.GuiColorBarHue(bounds: Rectangle | list | tuple, text: bytes, value: Any) int

Color Bar Hue control

raylib.GuiColorPanel(bounds: Rectangle | list | tuple, text: bytes, color: Any | list | tuple) int

Color Panel control

raylib.GuiColorPanelHSV(bounds: Rectangle | list | tuple, text: bytes, colorHsv: Any | list | tuple) int

Color Panel control that updates Hue-Saturation-Value color value, used by GuiColorPickerHSV()

raylib.GuiColorPicker(bounds: Rectangle | list | tuple, text: bytes, color: Any | list | tuple) int

Color Picker control (multiple color controls)

raylib.GuiColorPickerHSV(bounds: Rectangle | list | tuple, text: bytes, colorHsv: Any | list | tuple) int

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

raylib.GuiColorPickerProperty
raylib.GuiComboBox(bounds: Rectangle | list | tuple, text: bytes, active: Any) int

Combo Box control

raylib.GuiComboBoxProperty
raylib.GuiControl
raylib.GuiControlProperty
raylib.GuiDefaultProperty
raylib.GuiDisable() None

Disable gui controls (global state)

raylib.GuiDisableTooltip() None

Disable gui tooltips (global state)

raylib.GuiDrawIcon(iconId: int, posX: int, posY: int, pixelSize: int, color: Color | list | tuple) None

Draw icon using pixel size at specified position

raylib.GuiDropdownBox(bounds: Rectangle | list | tuple, text: bytes, active: Any, editMode: bool) int

Dropdown Box control

raylib.GuiDropdownBoxProperty
raylib.GuiDummyRec(bounds: Rectangle | list | tuple, text: bytes) int

Dummy control for placeholders

raylib.GuiEnable() None

Enable gui controls (global state)

raylib.GuiEnableTooltip() None

Enable gui tooltips (global state)

raylib.GuiGetFont() Font

Get gui custom font (global state)

raylib.GuiGetIcons() Any

Get raygui icons data pointer

raylib.GuiGetState() int

Get gui state (global state)

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

Get one style property

raylib.GuiGrid(bounds: Rectangle | list | tuple, text: bytes, spacing: float, subdivs: int, mouseCell: Any | list | tuple) int

Grid control

raylib.GuiGroupBox(bounds: Rectangle | list | tuple, text: bytes) int

Group Box control with text name

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

Get text with icon id prepended (if supported)

raylib.GuiIsLocked() bool

Check if gui is locked (global state)

raylib.GuiLabel(bounds: Rectangle | list | tuple, text: bytes) int

Label control

raylib.GuiLabelButton(bounds: Rectangle | list | tuple, text: bytes) int

Label button control, returns true when clicked

raylib.GuiLine(bounds: Rectangle | list | tuple, text: bytes) int

Line separator control, could contain text

raylib.GuiListView(bounds: Rectangle | list | tuple, text: bytes, scrollIndex: Any, active: Any) int

List View control

raylib.GuiListViewEx(bounds: Rectangle | list | tuple, text: list[bytes], count: int, scrollIndex: Any, active: Any, focus: Any) int

List View with extended parameters

raylib.GuiListViewProperty
raylib.GuiLoadIcons(fileName: bytes, loadIconsName: bool) list[bytes]

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

raylib.GuiLoadStyle(fileName: bytes) None

Load style file over global style variable (.rgs)

raylib.GuiLoadStyleDefault() None

Load style default over global style

raylib.GuiLock() None

Lock gui controls (global state)

raylib.GuiMessageBox(bounds: Rectangle | list | tuple, title: bytes, message: bytes, buttons: bytes) int

Message Box control, displays a message

raylib.GuiPanel(bounds: Rectangle | list | tuple, text: bytes) int

Panel control, useful to group controls

raylib.GuiProgressBar(bounds: Rectangle | list | tuple, textLeft: bytes, textRight: bytes, value: Any, minValue: float, maxValue: float) int

Progress Bar control

raylib.GuiProgressBarProperty
raylib.GuiScrollBarProperty
raylib.GuiScrollPanel(bounds: Rectangle | list | tuple, text: bytes, content: Rectangle | list | tuple, scroll: Any | list | tuple, view: Any | list | tuple) int

Scroll Panel control

raylib.GuiSetAlpha(alpha: float) None

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

raylib.GuiSetFont(font: Font | list | tuple) None

Set gui custom font (global state)

raylib.GuiSetIconScale(scale: int) None

Set default icon drawing size

raylib.GuiSetState(state: int) None

Set gui state (global state)

raylib.GuiSetStyle(control: int, property: int, value: int) None

Set one style property

raylib.GuiSetTooltip(tooltip: bytes) None

Set tooltip string

raylib.GuiSlider(bounds: Rectangle | list | tuple, textLeft: bytes, textRight: bytes, value: Any, minValue: float, maxValue: float) int

Slider control

raylib.GuiSliderBar(bounds: Rectangle | list | tuple, textLeft: bytes, textRight: bytes, value: Any, minValue: float, maxValue: float) int

Slider Bar control

raylib.GuiSliderProperty
raylib.GuiSpinner(bounds: Rectangle | list | tuple, text: bytes, value: Any, minValue: int, maxValue: int, editMode: bool) int

Spinner control

raylib.GuiSpinnerProperty
raylib.GuiState
raylib.GuiStatusBar(bounds: Rectangle | list | tuple, text: bytes) int

Status Bar control, shows info text

class raylib.GuiStyleProp
controlId: int
propertyId: int
propertyValue: int
raylib.GuiTabBar(bounds: Rectangle | list | tuple, text: list[bytes], count: int, active: Any) int

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

raylib.GuiTextAlignment
raylib.GuiTextAlignmentVertical
raylib.GuiTextBox(bounds: Rectangle | list | tuple, text: bytes, textSize: int, editMode: bool) int

Text Box control, updates input text

raylib.GuiTextBoxProperty
raylib.GuiTextInputBox(bounds: Rectangle | list | tuple, title: bytes, message: bytes, buttons: bytes, text: bytes, textMaxSize: int, secretViewActive: Any) int

Text Input Box control, ask for text, supports secret

raylib.GuiTextWrapMode
raylib.GuiToggle(bounds: Rectangle | list | tuple, text: bytes, active: Any) int

Toggle Button control

raylib.GuiToggleGroup(bounds: Rectangle | list | tuple, text: bytes, active: Any) int

Toggle Group control

raylib.GuiToggleProperty
raylib.GuiToggleSlider(bounds: Rectangle | list | tuple, text: bytes, active: Any) int

Toggle Slider control

raylib.GuiUnlock() None

Unlock gui controls (global state)

raylib.GuiValueBox(bounds: Rectangle | list | tuple, text: bytes, value: Any, minValue: int, maxValue: int, editMode: bool) int

Value Box control, updates input text with numbers

raylib.GuiValueBoxFloat(bounds: Rectangle | list | tuple, text: bytes, textValue: bytes, value: Any, editMode: bool) int

Value box control for float values

raylib.GuiWindowBox(bounds: Rectangle | list | tuple, title: bytes) int

Window Box control, shows a window that can be closed

raylib.HUEBAR_PADDING: int
raylib.HUEBAR_SELECTOR_HEIGHT: int
raylib.HUEBAR_SELECTOR_OVERFLOW: int
raylib.HUEBAR_WIDTH: int
raylib.HideCursor() None

Hides cursor

raylib.ICON_1UP: int
raylib.ICON_229: int
raylib.ICON_230: int
raylib.ICON_231: int
raylib.ICON_232: int
raylib.ICON_233: int
raylib.ICON_234: int
raylib.ICON_235: int
raylib.ICON_236: int
raylib.ICON_237: int
raylib.ICON_238: int
raylib.ICON_239: int
raylib.ICON_240: int
raylib.ICON_241: int
raylib.ICON_242: int
raylib.ICON_243: int
raylib.ICON_244: int
raylib.ICON_245: int
raylib.ICON_246: int
raylib.ICON_247: int
raylib.ICON_248: int
raylib.ICON_249: int
raylib.ICON_250: int
raylib.ICON_251: int
raylib.ICON_252: int
raylib.ICON_253: int
raylib.ICON_254: int
raylib.ICON_255: int
raylib.ICON_ALARM: int
raylib.ICON_ALPHA_CLEAR: int
raylib.ICON_ALPHA_MULTIPLY: int
raylib.ICON_ARROW_DOWN: int
raylib.ICON_ARROW_DOWN_FILL: int
raylib.ICON_ARROW_LEFT: int
raylib.ICON_ARROW_LEFT_FILL: int
raylib.ICON_ARROW_RIGHT: int
raylib.ICON_ARROW_RIGHT_FILL: int
raylib.ICON_ARROW_UP: int
raylib.ICON_ARROW_UP_FILL: int
raylib.ICON_AUDIO: int
raylib.ICON_BIN: int
raylib.ICON_BOX: int
raylib.ICON_BOX_BOTTOM: int
raylib.ICON_BOX_BOTTOM_LEFT: int
raylib.ICON_BOX_BOTTOM_RIGHT: int
raylib.ICON_BOX_CENTER: int
raylib.ICON_BOX_CIRCLE_MASK: int
raylib.ICON_BOX_CONCENTRIC: int
raylib.ICON_BOX_CORNERS_BIG: int
raylib.ICON_BOX_CORNERS_SMALL: int
raylib.ICON_BOX_DOTS_BIG: int
raylib.ICON_BOX_DOTS_SMALL: int
raylib.ICON_BOX_GRID: int
raylib.ICON_BOX_GRID_BIG: int
raylib.ICON_BOX_LEFT: int
raylib.ICON_BOX_MULTISIZE: int
raylib.ICON_BOX_RIGHT: int
raylib.ICON_BOX_TOP: int
raylib.ICON_BOX_TOP_LEFT: int
raylib.ICON_BOX_TOP_RIGHT: int
raylib.ICON_BREAKPOINT_OFF: int
raylib.ICON_BREAKPOINT_ON: int
raylib.ICON_BRUSH_CLASSIC: int
raylib.ICON_BRUSH_PAINTER: int
raylib.ICON_BURGER_MENU: int
raylib.ICON_CAMERA: int
raylib.ICON_CASE_SENSITIVE: int
raylib.ICON_CLOCK: int
raylib.ICON_COIN: int
raylib.ICON_COLOR_BUCKET: int
raylib.ICON_COLOR_PICKER: int
raylib.ICON_CORNER: int
raylib.ICON_CPU: int
raylib.ICON_CRACK: int
raylib.ICON_CRACK_POINTS: int
raylib.ICON_CROP: int
raylib.ICON_CROP_ALPHA: int
raylib.ICON_CROSS: int
raylib.ICON_CROSSLINE: int
raylib.ICON_CROSS_SMALL: int
raylib.ICON_CUBE: int
raylib.ICON_CUBE_FACE_BACK: int
raylib.ICON_CUBE_FACE_BOTTOM: int
raylib.ICON_CUBE_FACE_FRONT: int
raylib.ICON_CUBE_FACE_LEFT: int
raylib.ICON_CUBE_FACE_RIGHT: int
raylib.ICON_CUBE_FACE_TOP: int
raylib.ICON_CURSOR_CLASSIC: int
raylib.ICON_CURSOR_HAND: int
raylib.ICON_CURSOR_MOVE: int
raylib.ICON_CURSOR_MOVE_FILL: int
raylib.ICON_CURSOR_POINTER: int
raylib.ICON_CURSOR_SCALE: int
raylib.ICON_CURSOR_SCALE_FILL: int
raylib.ICON_CURSOR_SCALE_LEFT: int
raylib.ICON_CURSOR_SCALE_LEFT_FILL: int
raylib.ICON_CURSOR_SCALE_RIGHT: int
raylib.ICON_CURSOR_SCALE_RIGHT_FILL: int
raylib.ICON_DEMON: int
raylib.ICON_DITHERING: int
raylib.ICON_DOOR: int
raylib.ICON_EMPTYBOX: int
raylib.ICON_EMPTYBOX_SMALL: int
raylib.ICON_EXIT: int
raylib.ICON_EXPLOSION: int
raylib.ICON_EYE_OFF: int
raylib.ICON_EYE_ON: int
raylib.ICON_FILE: int
raylib.ICON_FILETYPE_ALPHA: int
raylib.ICON_FILETYPE_AUDIO: int
raylib.ICON_FILETYPE_BINARY: int
raylib.ICON_FILETYPE_HOME: int
raylib.ICON_FILETYPE_IMAGE: int
raylib.ICON_FILETYPE_INFO: int
raylib.ICON_FILETYPE_PLAY: int
raylib.ICON_FILETYPE_TEXT: int
raylib.ICON_FILETYPE_VIDEO: int
raylib.ICON_FILE_ADD: int
raylib.ICON_FILE_COPY: int
raylib.ICON_FILE_CUT: int
raylib.ICON_FILE_DELETE: int
raylib.ICON_FILE_EXPORT: int
raylib.ICON_FILE_NEW: int
raylib.ICON_FILE_OPEN: int
raylib.ICON_FILE_PASTE: int
raylib.ICON_FILE_SAVE: int
raylib.ICON_FILE_SAVE_CLASSIC: int
raylib.ICON_FILTER: int
raylib.ICON_FILTER_BILINEAR: int
raylib.ICON_FILTER_POINT: int
raylib.ICON_FILTER_TOP: int
raylib.ICON_FOLDER: int
raylib.ICON_FOLDER_ADD: int
raylib.ICON_FOLDER_FILE_OPEN: int
raylib.ICON_FOLDER_OPEN: int
raylib.ICON_FOLDER_SAVE: int
raylib.ICON_FOUR_BOXES: int
raylib.ICON_FX: int
raylib.ICON_GEAR: int
raylib.ICON_GEAR_BIG: int
raylib.ICON_GEAR_EX: int
raylib.ICON_GRID: int
raylib.ICON_GRID_FILL: int
raylib.ICON_HAND_POINTER: int
raylib.ICON_HEART: int
raylib.ICON_HELP: int
raylib.ICON_HELP_BOX: int
raylib.ICON_HEX: int
raylib.ICON_HIDPI: int
raylib.ICON_HOT: int
raylib.ICON_HOUSE: int
raylib.ICON_INFO: int
raylib.ICON_INFO_BOX: int
raylib.ICON_KEY: int
raylib.ICON_LASER: int
raylib.ICON_LAYERS: int
raylib.ICON_LAYERS2: int
raylib.ICON_LAYERS_ISO: int
raylib.ICON_LAYERS_VISIBLE: int
raylib.ICON_LENS: int
raylib.ICON_LENS_BIG: int
raylib.ICON_LIFE_BARS: int
raylib.ICON_LOCK_CLOSE: int
raylib.ICON_LOCK_OPEN: int
raylib.ICON_MAGNET: int
raylib.ICON_MAILBOX: int
raylib.ICON_MAPS: int
raylib.ICON_MIPMAPS: int
raylib.ICON_MLAYERS: int
raylib.ICON_MODE_2D: int
raylib.ICON_MODE_3D: int
raylib.ICON_MONITOR: int
raylib.ICON_MUTATE: int
raylib.ICON_MUTATE_FILL: int
raylib.ICON_NONE: int
raylib.ICON_NOTEBOOK: int
raylib.ICON_OK_TICK: int
raylib.ICON_PENCIL: int
raylib.ICON_PENCIL_BIG: int
raylib.ICON_PHOTO_CAMERA: int
raylib.ICON_PHOTO_CAMERA_FLASH: int
raylib.ICON_PLAYER: int
raylib.ICON_PLAYER_JUMP: int
raylib.ICON_PLAYER_NEXT: int
raylib.ICON_PLAYER_PAUSE: int
raylib.ICON_PLAYER_PLAY: int
raylib.ICON_PLAYER_PLAY_BACK: int
raylib.ICON_PLAYER_PREVIOUS: int
raylib.ICON_PLAYER_RECORD: int
raylib.ICON_PLAYER_STOP: int
raylib.ICON_POT: int
raylib.ICON_PRINTER: int
raylib.ICON_PRIORITY: int
raylib.ICON_REDO: int
raylib.ICON_REDO_FILL: int
raylib.ICON_REG_EXP: int
raylib.ICON_REPEAT: int
raylib.ICON_REPEAT_FILL: int
raylib.ICON_REREDO: int
raylib.ICON_REREDO_FILL: int
raylib.ICON_RESIZE: int
raylib.ICON_RESTART: int
raylib.ICON_ROM: int
raylib.ICON_ROTATE: int
raylib.ICON_ROTATE_FILL: int
raylib.ICON_RUBBER: int
raylib.ICON_SAND_TIMER: int
raylib.ICON_SCALE: int
raylib.ICON_SHIELD: int
raylib.ICON_SHUFFLE: int
raylib.ICON_SHUFFLE_FILL: int
raylib.ICON_SPECIAL: int
raylib.ICON_SQUARE_TOGGLE: int
raylib.ICON_STAR: int
raylib.ICON_STEP_INTO: int
raylib.ICON_STEP_OUT: int
raylib.ICON_STEP_OVER: int
raylib.ICON_SUITCASE: int
raylib.ICON_SUITCASE_ZIP: int
raylib.ICON_SYMMETRY: int
raylib.ICON_SYMMETRY_HORIZONTAL: int
raylib.ICON_SYMMETRY_VERTICAL: int
raylib.ICON_TARGET: int
raylib.ICON_TARGET_BIG: int
raylib.ICON_TARGET_BIG_FILL: int
raylib.ICON_TARGET_MOVE: int
raylib.ICON_TARGET_MOVE_FILL: int
raylib.ICON_TARGET_POINT: int
raylib.ICON_TARGET_SMALL: int
raylib.ICON_TARGET_SMALL_FILL: int
raylib.ICON_TEXT_A: int
raylib.ICON_TEXT_NOTES: int
raylib.ICON_TEXT_POPUP: int
raylib.ICON_TEXT_T: int
raylib.ICON_TOOLS: int
raylib.ICON_UNDO: int
raylib.ICON_UNDO_FILL: int
raylib.ICON_VERTICAL_BARS: int
raylib.ICON_VERTICAL_BARS_FILL: int
raylib.ICON_WARNING: int
raylib.ICON_WATER_DROP: int
raylib.ICON_WAVE: int
raylib.ICON_WAVE_SINUS: int
raylib.ICON_WAVE_SQUARE: int
raylib.ICON_WAVE_TRIANGULAR: int
raylib.ICON_WINDOW: int
raylib.ICON_ZOOM_ALL: int
raylib.ICON_ZOOM_BIG: int
raylib.ICON_ZOOM_CENTER: int
raylib.ICON_ZOOM_MEDIUM: int
raylib.ICON_ZOOM_SMALL: int
class raylib.Image
data: Any
format: int
height: int
mipmaps: int
width: int
raylib.ImageAlphaClear(image: Any | list | tuple, color: Color | list | tuple, threshold: float) None

Clear alpha channel to desired color

raylib.ImageAlphaCrop(image: Any | list | tuple, threshold: float) None

Crop image depending on alpha value

raylib.ImageAlphaMask(image: Any | list | tuple, alphaMask: Image | list | tuple) None

Apply alpha mask to image

raylib.ImageAlphaPremultiply(image: Any | list | tuple) None

Premultiply alpha channel

raylib.ImageBlurGaussian(image: Any | list | tuple, blurSize: int) None

Apply Gaussian blur using a box blur approximation

raylib.ImageClearBackground(dst: Any | list | tuple, color: Color | list | tuple) None

Clear image background with given color

raylib.ImageColorBrightness(image: Any | list | tuple, brightness: int) None

Modify image color: brightness (-255 to 255)

raylib.ImageColorContrast(image: Any | list | tuple, contrast: float) None

Modify image color: contrast (-100 to 100)

raylib.ImageColorGrayscale(image: Any | list | tuple) None

Modify image color: grayscale

raylib.ImageColorInvert(image: Any | list | tuple) None

Modify image color: invert

raylib.ImageColorReplace(image: Any | list | tuple, color: Color | list | tuple, replace: Color | list | tuple) None

Modify image color: replace color

raylib.ImageColorTint(image: Any | list | tuple, color: Color | list | tuple) None

Modify image color: tint

raylib.ImageCopy(image: Image | list | tuple) Image

Create an image duplicate (useful for transformations)

raylib.ImageCrop(image: Any | list | tuple, crop: Rectangle | list | tuple) None

Crop an image to a defined rectangle

raylib.ImageDither(image: Any | list | tuple, rBpp: int, gBpp: int, bBpp: int, aBpp: int) None

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

raylib.ImageDraw(dst: Any | list | tuple, src: Image | list | tuple, srcRec: Rectangle | list | tuple, dstRec: Rectangle | list | tuple, tint: Color | list | tuple) None

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

raylib.ImageDrawCircle(dst: Any | list | tuple, centerX: int, centerY: int, radius: int, color: Color | list | tuple) None

Draw a filled circle within an image

raylib.ImageDrawCircleLines(dst: Any | list | tuple, centerX: int, centerY: int, radius: int, color: Color | list | tuple) None

Draw circle outline within an image

raylib.ImageDrawCircleLinesV(dst: Any | list | tuple, center: Vector2 | list | tuple, radius: int, color: Color | list | tuple) None

Draw circle outline within an image (Vector version)

raylib.ImageDrawCircleV(dst: Any | list | tuple, center: Vector2 | list | tuple, radius: int, color: Color | list | tuple) None

Draw a filled circle within an image (Vector version)

raylib.ImageDrawLine(dst: Any | list | tuple, startPosX: int, startPosY: int, endPosX: int, endPosY: int, color: Color | list | tuple) None

Draw line within an image

raylib.ImageDrawLineEx(dst: Any | list | tuple, start: Vector2 | list | tuple, end: Vector2 | list | tuple, thick: int, color: Color | list | tuple) None

Draw a line defining thickness within an image

raylib.ImageDrawLineV(dst: Any | list | tuple, start: Vector2 | list | tuple, end: Vector2 | list | tuple, color: Color | list | tuple) None

Draw line within an image (Vector version)

raylib.ImageDrawPixel(dst: Any | list | tuple, posX: int, posY: int, color: Color | list | tuple) None

Draw pixel within an image

raylib.ImageDrawPixelV(dst: Any | list | tuple, position: Vector2 | list | tuple, color: Color | list | tuple) None

Draw pixel within an image (Vector version)

raylib.ImageDrawRectangle(dst: Any | list | tuple, posX: int, posY: int, width: int, height: int, color: Color | list | tuple) None

Draw rectangle within an image

raylib.ImageDrawRectangleLines(dst: Any | list | tuple, rec: Rectangle | list | tuple, thick: int, color: Color | list | tuple) None

Draw rectangle lines within an image

raylib.ImageDrawRectangleRec(dst: Any | list | tuple, rec: Rectangle | list | tuple, color: Color | list | tuple) None

Draw rectangle within an image

raylib.ImageDrawRectangleV(dst: Any | list | tuple, position: Vector2 | list | tuple, size: Vector2 | list | tuple, color: Color | list | tuple) None

Draw rectangle within an image (Vector version)

raylib.ImageDrawText(dst: Any | list | tuple, text: bytes, posX: int, posY: int, fontSize: int, color: Color | list | tuple) None

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

raylib.ImageDrawTextEx(dst: Any | list | tuple, font: Font | list | tuple, text: bytes, position: Vector2 | list | tuple, fontSize: float, spacing: float, tint: Color | list | tuple) None

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

raylib.ImageDrawTriangle(dst: Any | list | tuple, v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, v3: Vector2 | list | tuple, color: Color | list | tuple) None

Draw triangle within an image

raylib.ImageDrawTriangleEx(dst: Any | list | tuple, v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, v3: Vector2 | list | tuple, c1: Color | list | tuple, c2: Color | list | tuple, c3: Color | list | tuple) None

Draw triangle with interpolated colors within an image

raylib.ImageDrawTriangleFan(dst: Any | list | tuple, points: Any | list | tuple, pointCount: int, color: Color | list | tuple) None

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

raylib.ImageDrawTriangleLines(dst: Any | list | tuple, v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, v3: Vector2 | list | tuple, color: Color | list | tuple) None

Draw triangle outline within an image

raylib.ImageDrawTriangleStrip(dst: Any | list | tuple, points: Any | list | tuple, pointCount: int, color: Color | list | tuple) None

Draw a triangle strip defined by points within an image

raylib.ImageFlipHorizontal(image: Any | list | tuple) None

Flip image horizontally

raylib.ImageFlipVertical(image: Any | list | tuple) None

Flip image vertically

raylib.ImageFormat(image: Any | list | tuple, newFormat: int) None

Convert image data to desired format

raylib.ImageFromChannel(image: Image | list | tuple, selectedChannel: int) Image

Create an image from a selected channel of another image (GRAYSCALE)

raylib.ImageFromImage(image: Image | list | tuple, rec: Rectangle | list | tuple) Image

Create an image from another image piece

raylib.ImageKernelConvolution(image: Any | list | tuple, kernel: Any, kernelSize: int) None

Apply custom square convolution kernel to image

raylib.ImageMipmaps(image: Any | list | tuple) None

Compute all mipmap levels for a provided image

raylib.ImageResize(image: Any | list | tuple, newWidth: int, newHeight: int) None

Resize image (Bicubic scaling algorithm)

raylib.ImageResizeCanvas(image: Any | list | tuple, newWidth: int, newHeight: int, offsetX: int, offsetY: int, fill: Color | list | tuple) None

Resize canvas and fill with color

raylib.ImageResizeNN(image: Any | list | tuple, newWidth: int, newHeight: int) None

Resize image (Nearest-Neighbor scaling algorithm)

raylib.ImageRotate(image: Any | list | tuple, degrees: int) None

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

raylib.ImageRotateCCW(image: Any | list | tuple) None

Rotate image counter-clockwise 90deg

raylib.ImageRotateCW(image: Any | list | tuple) None

Rotate image clockwise 90deg

raylib.ImageText(text: bytes, fontSize: int, color: Color | list | tuple) Image

Create an image from text (default font)

raylib.ImageTextEx(font: Font | list | tuple, text: bytes, fontSize: float, spacing: float, tint: Color | list | tuple) Image

Create an image from text (custom sprite font)

raylib.ImageToPOT(image: Any | list | tuple, fill: Color | list | tuple) None

Convert image to POT (power-of-two)

raylib.InitAudioDevice() None

Initialize audio device and context

raylib.InitPhysics() None

Initializes physics system

raylib.InitWindow(width: int, height: int, title: bytes) None

Initialize window and OpenGL context

raylib.IsAudioDeviceReady() bool

Check if audio device has been initialized successfully

raylib.IsAudioStreamPlaying(stream: AudioStream | list | tuple) bool

Check if audio stream is playing

raylib.IsAudioStreamProcessed(stream: AudioStream | list | tuple) bool

Check if any audio stream buffers requires refill

raylib.IsAudioStreamValid(stream: AudioStream | list | tuple) bool

Checks if an audio stream is valid (buffers initialized)

raylib.IsCursorHidden() bool

Check if cursor is not visible

raylib.IsCursorOnScreen() bool

Check if cursor is on the screen

raylib.IsFileDropped() bool

Check if a file has been dropped into window

raylib.IsFileExtension(fileName: bytes, ext: bytes) bool

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

raylib.IsFileNameValid(fileName: bytes) bool

Check if fileName is valid for the platform/OS

raylib.IsFontValid(font: Font | list | tuple) bool

Check if a font is valid (font data loaded, WARNING: GPU texture not checked)

raylib.IsGamepadAvailable(gamepad: int) bool

Check if a gamepad is available

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

Check if a gamepad button is being pressed

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

Check if a gamepad button has been pressed once

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

Check if a gamepad button has been released once

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

Check if a gamepad button is NOT being pressed

raylib.IsGestureDetected(gesture: int) bool

Check if a gesture have been detected

raylib.IsImageValid(image: Image | list | tuple) bool

Check if an image is valid (data and parameters)

raylib.IsKeyDown(key: int) bool

Check if a key is being pressed

raylib.IsKeyPressed(key: int) bool

Check if a key has been pressed once

raylib.IsKeyPressedRepeat(key: int) bool

Check if a key has been pressed again

raylib.IsKeyReleased(key: int) bool

Check if a key has been released once

raylib.IsKeyUp(key: int) bool

Check if a key is NOT being pressed

raylib.IsMaterialValid(material: Material | list | tuple) bool

Check if a material is valid (shader assigned, map textures loaded in GPU)

raylib.IsModelAnimationValid(model: Model | list | tuple, anim: ModelAnimation | list | tuple) bool

Check model animation skeleton match

raylib.IsModelValid(model: Model | list | tuple) bool

Check if a model is valid (loaded in GPU, VAO/VBOs)

raylib.IsMouseButtonDown(button: int) bool

Check if a mouse button is being pressed

raylib.IsMouseButtonPressed(button: int) bool

Check if a mouse button has been pressed once

raylib.IsMouseButtonReleased(button: int) bool

Check if a mouse button has been released once

raylib.IsMouseButtonUp(button: int) bool

Check if a mouse button is NOT being pressed

raylib.IsMusicStreamPlaying(music: Music | list | tuple) bool

Check if music is playing

raylib.IsMusicValid(music: Music | list | tuple) bool

Checks if a music stream is valid (context and buffers initialized)

raylib.IsPathFile(path: bytes) bool

Check if a given path is a file or a directory

raylib.IsRenderTextureValid(target: RenderTexture | list | tuple) bool

Check if a render texture is valid (loaded in GPU)

raylib.IsShaderValid(shader: Shader | list | tuple) bool

Check if a shader is valid (loaded on GPU)

raylib.IsSoundPlaying(sound: Sound | list | tuple) bool

Check if a sound is currently playing

raylib.IsSoundValid(sound: Sound | list | tuple) bool

Checks if a sound is valid (data loaded and buffers initialized)

raylib.IsTextureValid(texture: Texture | list | tuple) bool

Check if a texture is valid (loaded in GPU)

raylib.IsWaveValid(wave: Wave | list | tuple) bool

Checks if wave data is valid (data loaded and parameters)

raylib.IsWindowFocused() bool

Check if window is currently focused

raylib.IsWindowFullscreen() bool

Check if window is currently fullscreen

raylib.IsWindowHidden() bool

Check if window is currently hidden

raylib.IsWindowMaximized() bool

Check if window is currently maximized

raylib.IsWindowMinimized() bool

Check if window is currently minimized

raylib.IsWindowReady() bool

Check if window has been initialized successfully

raylib.IsWindowResized() bool

Check if window has been resized last frame

raylib.IsWindowState(flag: int) bool

Check if one specific window flag is enabled

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

Load audio stream (to stream raw audio pcm data)

raylib.LoadAutomationEventList(fileName: bytes) AutomationEventList

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

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

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

raylib.LoadDirectoryFiles(dirPath: bytes) FilePathList

Load directory filepaths

raylib.LoadDirectoryFilesEx(basePath: bytes, filter: bytes, scanSubdirs: bool) FilePathList

Load directory filepaths with extension filtering and recursive directory scan. Use ‘DIR’ in the filter string to include directories in the result

raylib.LoadDroppedFiles() FilePathList

Load dropped filepaths

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

Load file data as byte array (read)

raylib.LoadFileText(fileName: bytes) bytes

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

raylib.LoadFont(fileName: bytes) Font

Load font from file into GPU memory (VRAM)

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

Load font data for further use

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

Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height

raylib.LoadFontFromImage(image: Image | list | tuple, key: Color | list | tuple, firstChar: int) Font

Load font from Image (XNA style)

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

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

raylib.LoadImage(fileName: bytes) Image

Load image from file into CPU memory (RAM)

raylib.LoadImageAnim(fileName: bytes, frames: Any) Image

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

raylib.LoadImageAnimFromMemory(fileType: bytes, fileData: bytes, dataSize: int, frames: Any) Image

Load image sequence from memory buffer

raylib.LoadImageColors(image: Image | list | tuple) Any

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

raylib.LoadImageFromMemory(fileType: bytes, fileData: bytes, dataSize: int) Image

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

raylib.LoadImageFromScreen() Image

Load image from screen buffer and (screenshot)

raylib.LoadImageFromTexture(texture: Texture | list | tuple) Image

Load image from GPU texture data

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

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

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

Load image from RAW file data

raylib.LoadMaterialDefault() Material

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

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

Load materials from model file

raylib.LoadModel(fileName: bytes) Model

Load model from files (meshes and materials)

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

Load model animations from file

raylib.LoadModelFromMesh(mesh: Mesh | list | tuple) Model

Load model from generated mesh (default material)

raylib.LoadMusicStream(fileName: bytes) Music

Load music stream from file

raylib.LoadMusicStreamFromMemory(fileType: bytes, data: bytes, dataSize: int) Music

Load music stream from data

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

Load random values sequence, no values repeated

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

Load texture for rendering (framebuffer)

raylib.LoadShader(vsFileName: bytes, fsFileName: bytes) Shader

Load shader from files and bind default locations

raylib.LoadShaderFromMemory(vsCode: bytes, fsCode: bytes) Shader

Load shader from code strings and bind default locations

raylib.LoadSound(fileName: bytes) Sound

Load sound from file

raylib.LoadSoundAlias(source: Sound | list | tuple) 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 | list | tuple) Sound

Load sound from wave data

raylib.LoadTexture(fileName: bytes) Texture

Load texture from file into GPU memory (VRAM)

raylib.LoadTextureCubemap(image: Image | list | tuple, layout: int) Texture

Load cubemap from image, multiple image cubemap layouts supported

raylib.LoadTextureFromImage(image: Image | list | tuple) Texture

Load texture from image data

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

Load UTF-8 text encoded from codepoints array

raylib.LoadVrStereoConfig(device: VrDeviceInfo | list | tuple) VrStereoConfig

Load VR stereo config for VR simulator device parameters

raylib.LoadWave(fileName: bytes) Wave

Load wave data from file

raylib.LoadWaveFromMemory(fileType: bytes, fileData: bytes, dataSize: int) Wave

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

raylib.LoadWaveSamples(wave: Wave | list | tuple) Any

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

raylib.MAGENTA: Color
raylib.MAROON: Color
raylib.MATERIAL_MAP_ALBEDO: int
raylib.MATERIAL_MAP_BRDF: int
raylib.MATERIAL_MAP_CUBEMAP: int
raylib.MATERIAL_MAP_EMISSION: int
raylib.MATERIAL_MAP_HEIGHT: int
raylib.MATERIAL_MAP_IRRADIANCE: int
raylib.MATERIAL_MAP_METALNESS: int
raylib.MATERIAL_MAP_NORMAL: int
raylib.MATERIAL_MAP_OCCLUSION: int
raylib.MATERIAL_MAP_PREFILTER: int
raylib.MATERIAL_MAP_ROUGHNESS: int
raylib.MOUSE_BUTTON_BACK: int
raylib.MOUSE_BUTTON_EXTRA: int
raylib.MOUSE_BUTTON_FORWARD: int
raylib.MOUSE_BUTTON_LEFT: int
raylib.MOUSE_BUTTON_MIDDLE: int
raylib.MOUSE_BUTTON_RIGHT: int
raylib.MOUSE_BUTTON_SIDE: int
raylib.MOUSE_CURSOR_ARROW: int
raylib.MOUSE_CURSOR_CROSSHAIR: int
raylib.MOUSE_CURSOR_DEFAULT: int
raylib.MOUSE_CURSOR_IBEAM: int
raylib.MOUSE_CURSOR_NOT_ALLOWED: int
raylib.MOUSE_CURSOR_POINTING_HAND: int
raylib.MOUSE_CURSOR_RESIZE_ALL: int
raylib.MOUSE_CURSOR_RESIZE_EW: int
raylib.MOUSE_CURSOR_RESIZE_NESW: int
raylib.MOUSE_CURSOR_RESIZE_NS: int
raylib.MOUSE_CURSOR_RESIZE_NWSE: int
raylib.MakeDirectory(dirPath: bytes) int

Create directories (including full path requested), returns 0 on success

class raylib.Material
maps: Any
params: list
shader: Shader
class raylib.MaterialMap
color: Color
texture: Texture
value: float
raylib.MaterialMapIndex
class raylib.Matrix
m0: float
m1: float
m10: float
m11: float
m12: float
m13: float
m14: float
m15: float
m2: float
m3: float
m4: float
m5: float
m6: float
m7: float
m8: float
m9: float
class raylib.Matrix2x2
m00: float
m01: float
m10: float
m11: float
raylib.MatrixAdd(left: Matrix | list | tuple, right: Matrix | list | tuple) Matrix
raylib.MatrixDecompose(mat: Matrix | list | tuple, translation: Any | list | tuple, rotation: Any | list | tuple, scale: Any | list | tuple) None
raylib.MatrixDeterminant(mat: Matrix | list | tuple) float
raylib.MatrixFrustum(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float) Matrix
raylib.MatrixIdentity() Matrix
raylib.MatrixInvert(mat: Matrix | list | tuple) Matrix
raylib.MatrixLookAt(eye: Vector3 | list | tuple, target: Vector3 | list | tuple, up: Vector3 | list | tuple) Matrix
raylib.MatrixMultiply(left: Matrix | list | tuple, right: Matrix | list | tuple) Matrix
raylib.MatrixOrtho(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float) Matrix
raylib.MatrixPerspective(fovY: float, aspect: float, nearPlane: float, farPlane: float) Matrix
raylib.MatrixRotate(axis: Vector3 | list | tuple, angle: float) Matrix
raylib.MatrixRotateX(angle: float) Matrix
raylib.MatrixRotateXYZ(angle: Vector3 | list | tuple) Matrix
raylib.MatrixRotateY(angle: float) Matrix
raylib.MatrixRotateZ(angle: float) Matrix
raylib.MatrixRotateZYX(angle: Vector3 | list | tuple) Matrix
raylib.MatrixScale(x: float, y: float, z: float) Matrix
raylib.MatrixSubtract(left: Matrix | list | tuple, right: Matrix | list | tuple) Matrix
raylib.MatrixToFloatV(mat: Matrix | list | tuple) float16
raylib.MatrixTrace(mat: Matrix | list | tuple) float
raylib.MatrixTranslate(x: float, y: float, z: float) Matrix
raylib.MatrixTranspose(mat: Matrix | list | tuple) Matrix
raylib.MaximizeWindow() None

Set window state: maximized, if resizable

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

Measure string width for default font

raylib.MeasureTextEx(font: Font | list | tuple, text: bytes, fontSize: float, spacing: float) Vector2

Measure string size for Font

raylib.MemAlloc(size: int) Any

Internal memory allocator

raylib.MemFree(ptr: Any) None

Internal memory free

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

Internal memory reallocator

class raylib.Mesh
animNormals: Any
animVertices: Any
boneCount: int
boneIds: bytes
boneMatrices: Any
boneWeights: Any
colors: bytes
indices: Any
normals: Any
tangents: Any
texcoords: Any
texcoords2: Any
triangleCount: int
vaoId: int
vboId: Any
vertexCount: int
vertices: Any
raylib.MinimizeWindow() None

Set window state: minimized, if resizable

class raylib.Model
bindPose: Any
boneCount: int
bones: Any
materialCount: int
materials: Any
meshCount: int
meshMaterial: Any
meshes: Any
transform: Matrix
class raylib.ModelAnimation
boneCount: int
bones: Any
frameCount: int
framePoses: Any
name: bytes
raylib.MouseButton
raylib.MouseCursor
class raylib.Music
ctxData: Any
ctxType: int
frameCount: int
looping: bool
stream: AudioStream
raylib.NPATCH_NINE_PATCH: int
raylib.NPATCH_THREE_PATCH_HORIZONTAL: int
raylib.NPATCH_THREE_PATCH_VERTICAL: int
class raylib.NPatchInfo
bottom: int
layout: int
left: int
right: int
source: Rectangle
top: int
raylib.NPatchLayout
raylib.Normalize(value: float, start: float, end: float) float
raylib.ORANGE: Color
raylib.OpenURL(url: bytes) None

Open URL with default system browser (if available)

raylib.PHYSICS_CIRCLE: int
raylib.PHYSICS_POLYGON: int
raylib.PINK: Color
raylib.PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: int
raylib.PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: int
raylib.PIXELFORMAT_COMPRESSED_DXT1_RGB: int
raylib.PIXELFORMAT_COMPRESSED_DXT1_RGBA: int
raylib.PIXELFORMAT_COMPRESSED_DXT3_RGBA: int
raylib.PIXELFORMAT_COMPRESSED_DXT5_RGBA: int
raylib.PIXELFORMAT_COMPRESSED_ETC1_RGB: int
raylib.PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: int
raylib.PIXELFORMAT_COMPRESSED_ETC2_RGB: int
raylib.PIXELFORMAT_COMPRESSED_PVRT_RGB: int
raylib.PIXELFORMAT_COMPRESSED_PVRT_RGBA: int
raylib.PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: int
raylib.PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: int
raylib.PIXELFORMAT_UNCOMPRESSED_R16: int
raylib.PIXELFORMAT_UNCOMPRESSED_R16G16B16: int
raylib.PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: int
raylib.PIXELFORMAT_UNCOMPRESSED_R32: int
raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32: int
raylib.PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: int
raylib.PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: int
raylib.PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: int
raylib.PIXELFORMAT_UNCOMPRESSED_R5G6B5: int
raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8: int
raylib.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: int
raylib.PROGRESSBAR: int
raylib.PROGRESS_PADDING: int
raylib.PURPLE: Color
raylib.PauseAudioStream(stream: AudioStream | list | tuple) None

Pause audio stream

raylib.PauseMusicStream(music: Music | list | tuple) None

Pause music playing

raylib.PauseSound(sound: Sound | list | tuple) None

Pause a sound

raylib.PhysicsAddForce(body: Any | list | tuple, force: Vector2 | list | tuple) None

Adds a force to a physics body

raylib.PhysicsAddTorque(body: Any | list | tuple, amount: float) None

Adds an angular force to a physics body

class raylib.PhysicsBodyData
angularVelocity: float
dynamicFriction: float
enabled: bool
force: Vector2
freezeOrient: bool
id: int
inertia: float
inverseInertia: float
inverseMass: float
isGrounded: bool
mass: float
orient: float
position: Vector2
restitution: float
shape: PhysicsShape
staticFriction: float
torque: float
useGravity: bool
velocity: Vector2
class raylib.PhysicsManifoldData
bodyA: Any
bodyB: Any
contacts: list
contactsCount: int
dynamicFriction: float
id: int
normal: Vector2
penetration: float
restitution: float
staticFriction: float
class raylib.PhysicsShape
body: Any
radius: float
transform: Matrix2x2
type: PhysicsShapeType
vertexData: PhysicsVertexData
raylib.PhysicsShapeType
raylib.PhysicsShatter(body: Any | list | tuple, position: Vector2 | list | tuple, force: float) None

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

class raylib.PhysicsVertexData
normals: list
positions: list
vertexCount: int
raylib.PixelFormat
raylib.PlayAudioStream(stream: AudioStream | list | tuple) None

Play audio stream

raylib.PlayAutomationEvent(event: AutomationEvent | list | tuple) None

Play a recorded automation event

raylib.PlayMusicStream(music: Music | list | tuple) None

Start music playing

raylib.PlaySound(sound: Sound | list | tuple) None

Play a sound

raylib.PollInputEvents() None

Register all input events

class raylib.Quaternion
w: float
x: float
y: float
z: float
raylib.QuaternionAdd(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) Vector4
raylib.QuaternionAddValue(q: Vector4 | list | tuple, add: float) Vector4
raylib.QuaternionCubicHermiteSpline(q1: Vector4 | list | tuple, outTangent1: Vector4 | list | tuple, q2: Vector4 | list | tuple, inTangent2: Vector4 | list | tuple, t: float) Vector4
raylib.QuaternionDivide(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) Vector4
raylib.QuaternionEquals(p: Vector4 | list | tuple, q: Vector4 | list | tuple) int
raylib.QuaternionFromAxisAngle(axis: Vector3 | list | tuple, angle: float) Vector4
raylib.QuaternionFromEuler(pitch: float, yaw: float, roll: float) Vector4
raylib.QuaternionFromMatrix(mat: Matrix | list | tuple) Vector4
raylib.QuaternionFromVector3ToVector3(from_0: Vector3 | list | tuple, to: Vector3 | list | tuple) Vector4
raylib.QuaternionIdentity() Vector4
raylib.QuaternionInvert(q: Vector4 | list | tuple) Vector4
raylib.QuaternionLength(q: Vector4 | list | tuple) float
raylib.QuaternionLerp(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple, amount: float) Vector4
raylib.QuaternionMultiply(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) Vector4
raylib.QuaternionNlerp(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple, amount: float) Vector4
raylib.QuaternionNormalize(q: Vector4 | list | tuple) Vector4
raylib.QuaternionScale(q: Vector4 | list | tuple, mul: float) Vector4
raylib.QuaternionSlerp(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple, amount: float) Vector4
raylib.QuaternionSubtract(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) Vector4
raylib.QuaternionSubtractValue(q: Vector4 | list | tuple, sub: float) Vector4
raylib.QuaternionToAxisAngle(q: Vector4 | list | tuple, outAxis: Any | list | tuple, outAngle: Any) None
raylib.QuaternionToEuler(q: Vector4 | list | tuple) Vector3
raylib.QuaternionToMatrix(q: Vector4 | list | tuple) Matrix
raylib.QuaternionTransform(q: Vector4 | list | tuple, mat: Matrix | list | tuple) Vector4
raylib.RAYWHITE: Color
raylib.RED: Color
raylib.RL_ATTACHMENT_COLOR_CHANNEL0: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL1: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL2: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL3: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL4: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL5: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL6: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL7: int
raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_X: int
raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y: int
raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z: int
raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_X: int
raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_Y: int
raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_Z: int
raylib.RL_ATTACHMENT_DEPTH: int
raylib.RL_ATTACHMENT_RENDERBUFFER: int
raylib.RL_ATTACHMENT_STENCIL: int
raylib.RL_ATTACHMENT_TEXTURE2D: int
raylib.RL_BLEND_ADDITIVE: int
raylib.RL_BLEND_ADD_COLORS: int
raylib.RL_BLEND_ALPHA: int
raylib.RL_BLEND_ALPHA_PREMULTIPLY: int
raylib.RL_BLEND_CUSTOM: int
raylib.RL_BLEND_CUSTOM_SEPARATE: int
raylib.RL_BLEND_MULTIPLIED: int
raylib.RL_BLEND_SUBTRACT_COLORS: int
raylib.RL_CULL_FACE_BACK: int
raylib.RL_CULL_FACE_FRONT: int
raylib.RL_LOG_ALL: int
raylib.RL_LOG_DEBUG: int
raylib.RL_LOG_ERROR: int
raylib.RL_LOG_FATAL: int
raylib.RL_LOG_INFO: int
raylib.RL_LOG_NONE: int
raylib.RL_LOG_TRACE: int
raylib.RL_LOG_WARNING: int
raylib.RL_OPENGL_11: int
raylib.RL_OPENGL_21: int
raylib.RL_OPENGL_33: int
raylib.RL_OPENGL_43: int
raylib.RL_OPENGL_ES_20: int
raylib.RL_OPENGL_ES_30: int
raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: int
raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: int
raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: int
raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: int
raylib.RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: int
raylib.RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: int
raylib.RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: int
raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: int
raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: int
raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: int
raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: int
raylib.RL_SHADER_ATTRIB_FLOAT: int
raylib.RL_SHADER_ATTRIB_VEC2: int
raylib.RL_SHADER_ATTRIB_VEC3: int
raylib.RL_SHADER_ATTRIB_VEC4: int
raylib.RL_SHADER_LOC_COLOR_AMBIENT: int
raylib.RL_SHADER_LOC_COLOR_DIFFUSE: int
raylib.RL_SHADER_LOC_COLOR_SPECULAR: int
raylib.RL_SHADER_LOC_MAP_ALBEDO: int
raylib.RL_SHADER_LOC_MAP_BRDF: int
raylib.RL_SHADER_LOC_MAP_CUBEMAP: int
raylib.RL_SHADER_LOC_MAP_EMISSION: int
raylib.RL_SHADER_LOC_MAP_HEIGHT: int
raylib.RL_SHADER_LOC_MAP_IRRADIANCE: int
raylib.RL_SHADER_LOC_MAP_METALNESS: int
raylib.RL_SHADER_LOC_MAP_NORMAL: int
raylib.RL_SHADER_LOC_MAP_OCCLUSION: int
raylib.RL_SHADER_LOC_MAP_PREFILTER: int
raylib.RL_SHADER_LOC_MAP_ROUGHNESS: int
raylib.RL_SHADER_LOC_MATRIX_MODEL: int
raylib.RL_SHADER_LOC_MATRIX_MVP: int
raylib.RL_SHADER_LOC_MATRIX_NORMAL: int
raylib.RL_SHADER_LOC_MATRIX_PROJECTION: int
raylib.RL_SHADER_LOC_MATRIX_VIEW: int
raylib.RL_SHADER_LOC_VECTOR_VIEW: int
raylib.RL_SHADER_LOC_VERTEX_COLOR: int
raylib.RL_SHADER_LOC_VERTEX_NORMAL: int
raylib.RL_SHADER_LOC_VERTEX_POSITION: int
raylib.RL_SHADER_LOC_VERTEX_TANGENT: int
raylib.RL_SHADER_LOC_VERTEX_TEXCOORD01: int
raylib.RL_SHADER_LOC_VERTEX_TEXCOORD02: int
raylib.RL_SHADER_UNIFORM_FLOAT: int
raylib.RL_SHADER_UNIFORM_INT: int
raylib.RL_SHADER_UNIFORM_IVEC2: int
raylib.RL_SHADER_UNIFORM_IVEC3: int
raylib.RL_SHADER_UNIFORM_IVEC4: int
raylib.RL_SHADER_UNIFORM_SAMPLER2D: int
raylib.RL_SHADER_UNIFORM_UINT: int
raylib.RL_SHADER_UNIFORM_UIVEC2: int
raylib.RL_SHADER_UNIFORM_UIVEC3: int
raylib.RL_SHADER_UNIFORM_UIVEC4: int
raylib.RL_SHADER_UNIFORM_VEC2: int
raylib.RL_SHADER_UNIFORM_VEC3: int
raylib.RL_SHADER_UNIFORM_VEC4: int
raylib.RL_TEXTURE_FILTER_ANISOTROPIC_16X: int
raylib.RL_TEXTURE_FILTER_ANISOTROPIC_4X: int
raylib.RL_TEXTURE_FILTER_ANISOTROPIC_8X: int
raylib.RL_TEXTURE_FILTER_BILINEAR: int
raylib.RL_TEXTURE_FILTER_POINT: int
raylib.RL_TEXTURE_FILTER_TRILINEAR: int
class raylib.Ray
direction: Vector3
position: Vector3
class raylib.RayCollision
distance: float
hit: bool
normal: Vector3
point: Vector3
class raylib.Rectangle
height: float
width: float
x: float
y: float
raylib.Remap(value: float, inputStart: float, inputEnd: float, outputStart: float, outputEnd: float) float
class raylib.RenderTexture
depth: Texture
id: int
texture: Texture
class raylib.RenderTexture2D
depth: Texture
id: int
texture: Texture
raylib.ResetPhysics() None

Reset physics system (global variables)

raylib.RestoreWindow() None

Set window state: not minimized/maximized

raylib.ResumeAudioStream(stream: AudioStream | list | tuple) None

Resume audio stream

raylib.ResumeMusicStream(music: Music | list | tuple) None

Resume playing paused music

raylib.ResumeSound(sound: Sound | list | tuple) None

Resume a paused sound

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

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

raylib.SaveFileText(fileName: bytes, text: bytes) bool

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

raylib.SeekMusicStream(music: Music | list | tuple, position: float) None

Seek music to a position (in seconds)

raylib.SetAudioStreamBufferSizeDefault(size: int) None

Default size for new audio streams

raylib.SetAudioStreamCallback(stream: AudioStream | list | tuple, callback: Any) None

Audio thread callback to request new data

raylib.SetAudioStreamPan(stream: AudioStream | list | tuple, pan: float) None

Set pan for audio stream (0.5 is centered)

raylib.SetAudioStreamPitch(stream: AudioStream | list | tuple, pitch: float) None

Set pitch for audio stream (1.0 is base level)

raylib.SetAudioStreamVolume(stream: AudioStream | list | tuple, volume: float) None

Set volume for audio stream (1.0 is max level)

raylib.SetAutomationEventBaseFrame(frame: int) None

Set automation event internal base frame to start recording

raylib.SetAutomationEventList(list_0: Any | list | tuple) None

Set automation event list to record to

raylib.SetClipboardText(text: bytes) None

Set clipboard text content

raylib.SetConfigFlags(flags: int) None

Setup init configuration flags (view FLAGS)

raylib.SetExitKey(key: int) None

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

raylib.SetGamepadMappings(mappings: bytes) int

Set internal gamepad mappings (SDL_GameControllerDB)

raylib.SetGamepadVibration(gamepad: int, leftMotor: float, rightMotor: float, duration: float) None

Set gamepad vibration for both motors (duration in seconds)

raylib.SetGesturesEnabled(flags: int) None

Enable a set of gestures using flags

raylib.SetLoadFileDataCallback(callback: bytes) None

Set custom file binary data loader

raylib.SetLoadFileTextCallback(callback: bytes) None

Set custom file text data loader

raylib.SetMasterVolume(volume: float) None

Set master volume (listener)

raylib.SetMaterialTexture(material: Any | list | tuple, mapType: int, texture: Texture | list | tuple) None

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

raylib.SetModelMeshMaterial(model: Any | list | tuple, meshId: int, materialId: int) None

Set material for a mesh

raylib.SetMouseCursor(cursor: int) None

Set mouse cursor

raylib.SetMouseOffset(offsetX: int, offsetY: int) None

Set mouse offset

raylib.SetMousePosition(x: int, y: int) None

Set mouse position XY

raylib.SetMouseScale(scaleX: float, scaleY: float) None

Set mouse scaling

raylib.SetMusicPan(music: Music | list | tuple, pan: float) None

Set pan for a music (0.5 is center)

raylib.SetMusicPitch(music: Music | list | tuple, pitch: float) None

Set pitch for a music (1.0 is base level)

raylib.SetMusicVolume(music: Music | list | tuple, volume: float) None

Set volume for music (1.0 is max level)

raylib.SetPhysicsBodyRotation(body: Any | list | tuple, radians: float) None

Sets physics body shape transform based on radians parameter

raylib.SetPhysicsGravity(x: float, y: float) None

Sets physics global gravity force

raylib.SetPhysicsTimeStep(delta: float) None

Sets physics fixed time step in milliseconds. 1.666666 by default

raylib.SetPixelColor(dstPtr: Any, color: Color | list | tuple, format: int) None

Set color formatted into destination pixel pointer

raylib.SetRandomSeed(seed: int) None

Set the seed for the random number generator

raylib.SetSaveFileDataCallback(callback: bytes) None

Set custom file binary data saver

raylib.SetSaveFileTextCallback(callback: bytes) None

Set custom file text data saver

raylib.SetShaderValue(shader: Shader | list | tuple, locIndex: int, value: Any, uniformType: int) None

Set shader uniform value

raylib.SetShaderValueMatrix(shader: Shader | list | tuple, locIndex: int, mat: Matrix | list | tuple) None

Set shader uniform value (matrix 4x4)

raylib.SetShaderValueTexture(shader: Shader | list | tuple, locIndex: int, texture: Texture | list | tuple) None

Set shader uniform value for texture (sampler2d)

raylib.SetShaderValueV(shader: Shader | list | tuple, locIndex: int, value: Any, uniformType: int, count: int) None

Set shader uniform value vector

raylib.SetShapesTexture(texture: Texture | list | tuple, source: Rectangle | list | tuple) None

Set texture and rectangle to be used on shapes drawing

raylib.SetSoundPan(sound: Sound | list | tuple, pan: float) None

Set pan for a sound (0.5 is center)

raylib.SetSoundPitch(sound: Sound | list | tuple, pitch: float) None

Set pitch for a sound (1.0 is base level)

raylib.SetSoundVolume(sound: Sound | list | tuple, volume: float) None

Set volume for a sound (1.0 is max level)

raylib.SetTargetFPS(fps: int) None

Set target FPS (maximum)

raylib.SetTextLineSpacing(spacing: int) None

Set vertical line spacing when drawing with line-breaks

raylib.SetTextureFilter(texture: Texture | list | tuple, filter: int) None

Set texture scaling filter mode

raylib.SetTextureWrap(texture: Texture | list | tuple, wrap: int) None

Set texture wrapping mode

raylib.SetTraceLogCallback(callback: bytes) None

Set custom trace log

raylib.SetTraceLogLevel(logLevel: int) None

Set the current threshold (minimum) log level

raylib.SetWindowFocused() None

Set window focused

raylib.SetWindowIcon(image: Image | list | tuple) None

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

raylib.SetWindowIcons(images: Any | list | tuple, count: int) None

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

raylib.SetWindowMaxSize(width: int, height: int) None

Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)

raylib.SetWindowMinSize(width: int, height: int) None

Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)

raylib.SetWindowMonitor(monitor: int) None

Set monitor for the current window

raylib.SetWindowOpacity(opacity: float) None

Set window opacity [0.0f..1.0f]

raylib.SetWindowPosition(x: int, y: int) None

Set window position on screen

raylib.SetWindowSize(width: int, height: int) None

Set window dimensions

raylib.SetWindowState(flags: int) None

Set window configuration state using flags

raylib.SetWindowTitle(title: bytes) None

Set title for window

class raylib.Shader
id: int
locs: Any
raylib.ShaderAttributeDataType
raylib.ShaderLocationIndex
raylib.ShaderUniformDataType
raylib.ShowCursor() None

Shows cursor

class raylib.Sound
frameCount: int
stream: AudioStream
raylib.StartAutomationEventRecording() None

Start recording automation events (AutomationEventList must be set)

raylib.StopAudioStream(stream: AudioStream | list | tuple) None

Stop audio stream

raylib.StopAutomationEventRecording() None

Stop recording automation events

raylib.StopMusicStream(music: Music | list | tuple) None

Stop music playing

raylib.StopSound(sound: Sound | list | tuple) None

Stop playing a sound

raylib.SwapScreenBuffer() None

Swap back buffer with front buffer (screen drawing)

raylib.TEXTBOX: int
raylib.TEXTURE_FILTER_ANISOTROPIC_16X: int
raylib.TEXTURE_FILTER_ANISOTROPIC_4X: int
raylib.TEXTURE_FILTER_ANISOTROPIC_8X: int
raylib.TEXTURE_FILTER_BILINEAR: int
raylib.TEXTURE_FILTER_POINT: int
raylib.TEXTURE_FILTER_TRILINEAR: int
raylib.TEXTURE_WRAP_CLAMP: int
raylib.TEXTURE_WRAP_MIRROR_CLAMP: int
raylib.TEXTURE_WRAP_MIRROR_REPEAT: int
raylib.TEXTURE_WRAP_REPEAT: int
raylib.TEXT_ALIGNMENT: int
raylib.TEXT_ALIGNMENT_VERTICAL: int
raylib.TEXT_ALIGN_BOTTOM: int
raylib.TEXT_ALIGN_CENTER: int
raylib.TEXT_ALIGN_LEFT: int
raylib.TEXT_ALIGN_MIDDLE: int
raylib.TEXT_ALIGN_RIGHT: int
raylib.TEXT_ALIGN_TOP: int
raylib.TEXT_COLOR_DISABLED: int
raylib.TEXT_COLOR_FOCUSED: int
raylib.TEXT_COLOR_NORMAL: int
raylib.TEXT_COLOR_PRESSED: int
raylib.TEXT_LINE_SPACING: int
raylib.TEXT_PADDING: int
raylib.TEXT_READONLY: int
raylib.TEXT_SIZE: int
raylib.TEXT_SPACING: int
raylib.TEXT_WRAP_CHAR: int
raylib.TEXT_WRAP_MODE: int
raylib.TEXT_WRAP_NONE: int
raylib.TEXT_WRAP_WORD: int
raylib.TOGGLE: int
raylib.TakeScreenshot(fileName: bytes) None

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

raylib.TextAppend(text: bytes, append: bytes, position: Any) None

Append text at specific position and move cursor!

raylib.TextCopy(dst: bytes, src: bytes) int

Copy one string to another, returns bytes copied

raylib.TextFindIndex(text: bytes, find: bytes) int

Find first text occurrence within a string

raylib.TextFormat(*args) bytes

VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI

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

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

raylib.TextIsEqual(text1: bytes, text2: bytes) bool

Check if two text string are equal

raylib.TextJoin(textList: list[bytes], count: int, delimiter: bytes) bytes

Join text strings with delimiter

raylib.TextLength(text: bytes) int

Get text length, checks for ‘' ending

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

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

raylib.TextSplit(text: bytes, delimiter: bytes, count: Any) list[bytes]

Split text into multiple strings

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

Get a piece of a text string

raylib.TextToCamel(text: bytes) bytes

Get Camel case notation version of provided string

raylib.TextToFloat(text: bytes) float

Get float value from text (negative values not supported)

raylib.TextToInteger(text: bytes) int

Get integer value from text (negative values not supported)

raylib.TextToLower(text: bytes) bytes

Get lower case version of provided string

raylib.TextToPascal(text: bytes) bytes

Get Pascal case notation version of provided string

raylib.TextToSnake(text: bytes) bytes

Get Snake case notation version of provided string

raylib.TextToUpper(text: bytes) bytes

Get upper case version of provided string

class raylib.Texture
format: int
height: int
id: int
mipmaps: int
width: int
class raylib.Texture2D
format: int
height: int
id: int
mipmaps: int
width: int
class raylib.TextureCubemap
format: int
height: int
id: int
mipmaps: int
width: int
raylib.TextureFilter
raylib.TextureWrap
raylib.ToggleBorderlessWindowed() None

Toggle window state: borderless windowed, resizes window to match monitor resolution

raylib.ToggleFullscreen() None

Toggle window state: fullscreen/windowed, resizes monitor to match window resolution

raylib.TraceLog(*args) None

VARARG FUNCTION - MAY NOT BE SUPPORTED BY CFFI

raylib.TraceLogLevel
class raylib.Transform
rotation: Vector4
scale: Vector3
translation: Vector3
raylib.UnloadAudioStream(stream: AudioStream | list | tuple) None

Unload audio stream and free memory

raylib.UnloadAutomationEventList(list_0: AutomationEventList | list | tuple) None

Unload automation events list from file

raylib.UnloadCodepoints(codepoints: Any) None

Unload codepoints data from memory

raylib.UnloadDirectoryFiles(files: FilePathList | list | tuple) None

Unload filepaths

raylib.UnloadDroppedFiles(files: FilePathList | list | tuple) None

Unload dropped filepaths

raylib.UnloadFileData(data: bytes) None

Unload file data allocated by LoadFileData()

raylib.UnloadFileText(text: bytes) None

Unload file text data allocated by LoadFileText()

raylib.UnloadFont(font: Font | list | tuple) None

Unload font from GPU memory (VRAM)

raylib.UnloadFontData(glyphs: Any | list | tuple, glyphCount: int) None

Unload font chars info data (RAM)

raylib.UnloadImage(image: Image | list | tuple) None

Unload image from CPU memory (RAM)

raylib.UnloadImageColors(colors: Any | list | tuple) None

Unload color data loaded with LoadImageColors()

raylib.UnloadImagePalette(colors: Any | list | tuple) None

Unload colors palette loaded with LoadImagePalette()

raylib.UnloadMaterial(material: Material | list | tuple) None

Unload material from GPU memory (VRAM)

raylib.UnloadMesh(mesh: Mesh | list | tuple) None

Unload mesh data from CPU and GPU

raylib.UnloadModel(model: Model | list | tuple) None

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

raylib.UnloadModelAnimation(anim: ModelAnimation | list | tuple) None

Unload animation data

raylib.UnloadModelAnimations(animations: Any | list | tuple, animCount: int) None

Unload animation array data

raylib.UnloadMusicStream(music: Music | list | tuple) None

Unload music stream

raylib.UnloadRandomSequence(sequence: Any) None

Unload random values sequence

raylib.UnloadRenderTexture(target: RenderTexture | list | tuple) None

Unload render texture from GPU memory (VRAM)

raylib.UnloadShader(shader: Shader | list | tuple) None

Unload shader from GPU memory (VRAM)

raylib.UnloadSound(sound: Sound | list | tuple) None

Unload sound

raylib.UnloadSoundAlias(alias: Sound | list | tuple) None

Unload a sound alias (does not deallocate sample data)

raylib.UnloadTexture(texture: Texture | list | tuple) None

Unload texture from GPU memory (VRAM)

raylib.UnloadUTF8(text: bytes) None

Unload UTF-8 text encoded from codepoints array

raylib.UnloadVrStereoConfig(config: VrStereoConfig | list | tuple) None

Unload VR stereo config

raylib.UnloadWave(wave: Wave | list | tuple) None

Unload wave data

raylib.UnloadWaveSamples(samples: Any) None

Unload samples data loaded with LoadWaveSamples()

raylib.UpdateAudioStream(stream: AudioStream | list | tuple, data: Any, frameCount: int) None

Update audio stream buffers with data

raylib.UpdateCamera(camera: Any | list | tuple, mode: int) None

Update camera position for selected mode

raylib.UpdateCameraPro(camera: Any | list | tuple, movement: Vector3 | list | tuple, rotation: Vector3 | list | tuple, zoom: float) None

Update camera movement/rotation

raylib.UpdateMeshBuffer(mesh: Mesh | list | tuple, index: int, data: Any, dataSize: int, offset: int) None

Update mesh vertex data in GPU for a specific buffer index

raylib.UpdateModelAnimation(model: Model | list | tuple, anim: ModelAnimation | list | tuple, frame: int) None

Update model animation pose (CPU)

raylib.UpdateModelAnimationBones(model: Model | list | tuple, anim: ModelAnimation | list | tuple, frame: int) None

Update model animation mesh bone matrices (GPU skinning)

raylib.UpdateMusicStream(music: Music | list | tuple) None

Updates buffers for music streaming

raylib.UpdatePhysics() None

Update physics system

raylib.UpdateSound(sound: Sound | list | tuple, data: Any, sampleCount: int) None

Update sound buffer with new data

raylib.UpdateTexture(texture: Texture | list | tuple, pixels: Any) None

Update GPU texture with new data

raylib.UpdateTextureRec(texture: Texture | list | tuple, rec: Rectangle | list | tuple, pixels: Any) None

Update GPU texture rectangle with new data

raylib.UploadMesh(mesh: Any | list | tuple, dynamic: bool) None

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

raylib.VALUEBOX: int
raylib.VIOLET: Color
class raylib.Vector2
x: float
y: float
raylib.Vector2Add(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
raylib.Vector2AddValue(v: Vector2 | list | tuple, add: float) Vector2
raylib.Vector2Angle(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) float
raylib.Vector2Clamp(v: Vector2 | list | tuple, min_1: Vector2 | list | tuple, max_2: Vector2 | list | tuple) Vector2
raylib.Vector2ClampValue(v: Vector2 | list | tuple, min_1: float, max_2: float) Vector2
raylib.Vector2Distance(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) float
raylib.Vector2DistanceSqr(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) float
raylib.Vector2Divide(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
raylib.Vector2DotProduct(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) float
raylib.Vector2Equals(p: Vector2 | list | tuple, q: Vector2 | list | tuple) int
raylib.Vector2Invert(v: Vector2 | list | tuple) Vector2
raylib.Vector2Length(v: Vector2 | list | tuple) float
raylib.Vector2LengthSqr(v: Vector2 | list | tuple) float
raylib.Vector2Lerp(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, amount: float) Vector2
raylib.Vector2LineAngle(start: Vector2 | list | tuple, end: Vector2 | list | tuple) float
raylib.Vector2Max(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
raylib.Vector2Min(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
raylib.Vector2MoveTowards(v: Vector2 | list | tuple, target: Vector2 | list | tuple, maxDistance: float) Vector2
raylib.Vector2Multiply(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
raylib.Vector2Negate(v: Vector2 | list | tuple) Vector2
raylib.Vector2Normalize(v: Vector2 | list | tuple) Vector2
raylib.Vector2One() Vector2
raylib.Vector2Reflect(v: Vector2 | list | tuple, normal: Vector2 | list | tuple) Vector2
raylib.Vector2Refract(v: Vector2 | list | tuple, n: Vector2 | list | tuple, r: float) Vector2
raylib.Vector2Rotate(v: Vector2 | list | tuple, angle: float) Vector2
raylib.Vector2Scale(v: Vector2 | list | tuple, scale: float) Vector2
raylib.Vector2Subtract(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) Vector2
raylib.Vector2SubtractValue(v: Vector2 | list | tuple, sub: float) Vector2
raylib.Vector2Transform(v: Vector2 | list | tuple, mat: Matrix | list | tuple) Vector2
raylib.Vector2Zero() Vector2
class raylib.Vector3
x: float
y: float
z: float
raylib.Vector3Add(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
raylib.Vector3AddValue(v: Vector3 | list | tuple, add: float) Vector3
raylib.Vector3Angle(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) float
raylib.Vector3Barycenter(p: Vector3 | list | tuple, a: Vector3 | list | tuple, b: Vector3 | list | tuple, c: Vector3 | list | tuple) Vector3
raylib.Vector3Clamp(v: Vector3 | list | tuple, min_1: Vector3 | list | tuple, max_2: Vector3 | list | tuple) Vector3
raylib.Vector3ClampValue(v: Vector3 | list | tuple, min_1: float, max_2: float) Vector3
raylib.Vector3CrossProduct(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
raylib.Vector3CubicHermite(v1: Vector3 | list | tuple, tangent1: Vector3 | list | tuple, v2: Vector3 | list | tuple, tangent2: Vector3 | list | tuple, amount: float) Vector3
raylib.Vector3Distance(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) float
raylib.Vector3DistanceSqr(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) float
raylib.Vector3Divide(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
raylib.Vector3DotProduct(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) float
raylib.Vector3Equals(p: Vector3 | list | tuple, q: Vector3 | list | tuple) int
raylib.Vector3Invert(v: Vector3 | list | tuple) Vector3
raylib.Vector3Length(v: Vector3 | list | tuple) float
raylib.Vector3LengthSqr(v: Vector3 | list | tuple) float
raylib.Vector3Lerp(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple, amount: float) Vector3
raylib.Vector3Max(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
raylib.Vector3Min(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
raylib.Vector3MoveTowards(v: Vector3 | list | tuple, target: Vector3 | list | tuple, maxDistance: float) Vector3
raylib.Vector3Multiply(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
raylib.Vector3Negate(v: Vector3 | list | tuple) Vector3
raylib.Vector3Normalize(v: Vector3 | list | tuple) Vector3
raylib.Vector3One() Vector3
raylib.Vector3OrthoNormalize(v1: Any | list | tuple, v2: Any | list | tuple) None
raylib.Vector3Perpendicular(v: Vector3 | list | tuple) Vector3
raylib.Vector3Project(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
raylib.Vector3Reflect(v: Vector3 | list | tuple, normal: Vector3 | list | tuple) Vector3
raylib.Vector3Refract(v: Vector3 | list | tuple, n: Vector3 | list | tuple, r: float) Vector3
raylib.Vector3Reject(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
raylib.Vector3RotateByAxisAngle(v: Vector3 | list | tuple, axis: Vector3 | list | tuple, angle: float) Vector3
raylib.Vector3RotateByQuaternion(v: Vector3 | list | tuple, q: Vector4 | list | tuple) Vector3
raylib.Vector3Scale(v: Vector3 | list | tuple, scalar: float) Vector3
raylib.Vector3Subtract(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) Vector3
raylib.Vector3SubtractValue(v: Vector3 | list | tuple, sub: float) Vector3
raylib.Vector3ToFloatV(v: Vector3 | list | tuple) float3
raylib.Vector3Transform(v: Vector3 | list | tuple, mat: Matrix | list | tuple) Vector3
raylib.Vector3Unproject(source: Vector3 | list | tuple, projection: Matrix | list | tuple, view: Matrix | list | tuple) Vector3
raylib.Vector3Zero() Vector3
class raylib.Vector4
w: float
x: float
y: float
z: float
raylib.Vector4Add(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
raylib.Vector4AddValue(v: Vector4 | list | tuple, add: float) Vector4
raylib.Vector4Distance(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) float
raylib.Vector4DistanceSqr(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) float
raylib.Vector4Divide(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
raylib.Vector4DotProduct(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) float
raylib.Vector4Equals(p: Vector4 | list | tuple, q: Vector4 | list | tuple) int
raylib.Vector4Invert(v: Vector4 | list | tuple) Vector4
raylib.Vector4Length(v: Vector4 | list | tuple) float
raylib.Vector4LengthSqr(v: Vector4 | list | tuple) float
raylib.Vector4Lerp(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple, amount: float) Vector4
raylib.Vector4Max(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
raylib.Vector4Min(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
raylib.Vector4MoveTowards(v: Vector4 | list | tuple, target: Vector4 | list | tuple, maxDistance: float) Vector4
raylib.Vector4Multiply(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
raylib.Vector4Negate(v: Vector4 | list | tuple) Vector4
raylib.Vector4Normalize(v: Vector4 | list | tuple) Vector4
raylib.Vector4One() Vector4
raylib.Vector4Scale(v: Vector4 | list | tuple, scale: float) Vector4
raylib.Vector4Subtract(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) Vector4
raylib.Vector4SubtractValue(v: Vector4 | list | tuple, add: float) Vector4
raylib.Vector4Zero() Vector4
class raylib.VrDeviceInfo
chromaAbCorrection: list
eyeToScreenDistance: float
hResolution: int
hScreenSize: float
interpupillaryDistance: float
lensDistortionValues: list
lensSeparationDistance: float
vResolution: int
vScreenSize: float
class raylib.VrStereoConfig
leftLensCenter: list
leftScreenCenter: list
projection: list
rightLensCenter: list
rightScreenCenter: list
scale: list
scaleIn: list
viewOffset: list
raylib.WHITE: Color
raylib.WaitTime(seconds: float) None

Wait for some time (halt program execution)

class raylib.Wave
channels: int
data: Any
frameCount: int
sampleRate: int
sampleSize: int
raylib.WaveCopy(wave: Wave | list | tuple) Wave

Copy a wave to a new wave

raylib.WaveCrop(wave: Any | list | tuple, initFrame: int, finalFrame: int) None

Crop a wave to defined frames range

raylib.WaveFormat(wave: Any | list | tuple, sampleRate: int, sampleSize: int, channels: int) None

Convert wave data to desired format

raylib.WindowShouldClose() bool

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

raylib.Wrap(value: float, min_1: float, max_2: float) float
raylib.YELLOW: Color
raylib.ffi: _cffi_backend.FFI
class raylib.float16
v: list
class raylib.float3
v: list
raylib.glfwCreateCursor(image: Any | list | tuple, xhot: int, yhot: int) Any
raylib.glfwCreateStandardCursor(shape: int) Any
raylib.glfwCreateWindow(width: int, height: int, title: bytes, monitor: Any | list | tuple, share: Any | list | tuple) Any
raylib.glfwDefaultWindowHints() None
raylib.glfwDestroyCursor(cursor: Any | list | tuple) None
raylib.glfwDestroyWindow(window: Any | list | tuple) None
raylib.glfwExtensionSupported(extension: bytes) int
raylib.glfwFocusWindow(window: Any | list | tuple) None
raylib.glfwGetClipboardString(window: Any | list | tuple) bytes
raylib.glfwGetCurrentContext() Any
raylib.glfwGetCursorPos(window: Any | list | tuple, xpos: Any, ypos: Any) None
raylib.glfwGetError(description: list[bytes]) int
raylib.glfwGetFramebufferSize(window: Any | list | tuple, width: Any, height: Any) None
raylib.glfwGetGamepadName(jid: int) bytes
raylib.glfwGetGamepadState(jid: int, state: Any | list | tuple) int
raylib.glfwGetGammaRamp(monitor: Any | list | tuple) Any
raylib.glfwGetInputMode(window: Any | list | tuple, mode: int) int
raylib.glfwGetJoystickAxes(jid: int, count: Any) Any
raylib.glfwGetJoystickButtons(jid: int, count: Any) bytes
raylib.glfwGetJoystickGUID(jid: int) bytes
raylib.glfwGetJoystickHats(jid: int, count: Any) bytes
raylib.glfwGetJoystickName(jid: int) bytes
raylib.glfwGetJoystickUserPointer(jid: int) Any
raylib.glfwGetKey(window: Any | list | tuple, key: int) int
raylib.glfwGetKeyName(key: int, scancode: int) bytes
raylib.glfwGetKeyScancode(key: int) int
raylib.glfwGetMonitorContentScale(monitor: Any | list | tuple, xscale: Any, yscale: Any) None
raylib.glfwGetMonitorName(monitor: Any | list | tuple) bytes
raylib.glfwGetMonitorPhysicalSize(monitor: Any | list | tuple, widthMM: Any, heightMM: Any) None
raylib.glfwGetMonitorPos(monitor: Any | list | tuple, xpos: Any, ypos: Any) None
raylib.glfwGetMonitorUserPointer(monitor: Any | list | tuple) Any
raylib.glfwGetMonitorWorkarea(monitor: Any | list | tuple, xpos: Any, ypos: Any, width: Any, height: Any) None
raylib.glfwGetMonitors(count: Any) Any
raylib.glfwGetMouseButton(window: Any | list | tuple, button: int) int
raylib.glfwGetPlatform() int
raylib.glfwGetPrimaryMonitor() Any
raylib.glfwGetProcAddress(procname: bytes) Any
raylib.glfwGetRequiredInstanceExtensions(count: Any) list[bytes]
raylib.glfwGetTime() float
raylib.glfwGetTimerFrequency() int
raylib.glfwGetTimerValue() int
raylib.glfwGetVersion(major: Any, minor: Any, rev: Any) None
raylib.glfwGetVersionString() bytes
raylib.glfwGetVideoMode(monitor: Any | list | tuple) Any
raylib.glfwGetVideoModes(monitor: Any | list | tuple, count: Any) Any
raylib.glfwGetWindowAttrib(window: Any | list | tuple, attrib: int) int
raylib.glfwGetWindowContentScale(window: Any | list | tuple, xscale: Any, yscale: Any) None
raylib.glfwGetWindowFrameSize(window: Any | list | tuple, left: Any, top: Any, right: Any, bottom: Any) None
raylib.glfwGetWindowMonitor(window: Any | list | tuple) Any
raylib.glfwGetWindowOpacity(window: Any | list | tuple) float
raylib.glfwGetWindowPos(window: Any | list | tuple, xpos: Any, ypos: Any) None
raylib.glfwGetWindowSize(window: Any | list | tuple, width: Any, height: Any) None
raylib.glfwGetWindowTitle(window: Any | list | tuple) bytes
raylib.glfwGetWindowUserPointer(window: Any | list | tuple) Any
raylib.glfwHideWindow(window: Any | list | tuple) None
raylib.glfwIconifyWindow(window: Any | list | tuple) None
raylib.glfwInit() int
raylib.glfwInitAllocator(allocator: Any | list | tuple) None
raylib.glfwInitHint(hint: int, value: int) None
raylib.glfwJoystickIsGamepad(jid: int) int
raylib.glfwJoystickPresent(jid: int) int
raylib.glfwMakeContextCurrent(window: Any | list | tuple) None
raylib.glfwMaximizeWindow(window: Any | list | tuple) None
raylib.glfwPlatformSupported(platform: int) int
raylib.glfwPollEvents() None
raylib.glfwPostEmptyEvent() None
raylib.glfwRawMouseMotionSupported() int
raylib.glfwRequestWindowAttention(window: Any | list | tuple) None
raylib.glfwRestoreWindow(window: Any | list | tuple) None
raylib.glfwSetCharCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetCharModsCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetClipboardString(window: Any | list | tuple, string: bytes) None
raylib.glfwSetCursor(window: Any | list | tuple, cursor: Any | list | tuple) None
raylib.glfwSetCursorEnterCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetCursorPos(window: Any | list | tuple, xpos: float, ypos: float) None
raylib.glfwSetCursorPosCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetDropCallback(window: Any | list | tuple, callback: list[bytes] | list | tuple) list[bytes]
raylib.glfwSetErrorCallback(callback: bytes) bytes
raylib.glfwSetFramebufferSizeCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetGamma(monitor: Any | list | tuple, gamma: float) None
raylib.glfwSetGammaRamp(monitor: Any | list | tuple, ramp: Any | list | tuple) None
raylib.glfwSetInputMode(window: Any | list | tuple, mode: int, value: int) None
raylib.glfwSetJoystickCallback(callback: Any) Any
raylib.glfwSetJoystickUserPointer(jid: int, pointer: Any) None
raylib.glfwSetKeyCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetMonitorCallback(callback: Any | list | tuple) Any
raylib.glfwSetMonitorUserPointer(monitor: Any | list | tuple, pointer: Any) None
raylib.glfwSetMouseButtonCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetScrollCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetTime(time: float) None
raylib.glfwSetWindowAspectRatio(window: Any | list | tuple, numer: int, denom: int) None
raylib.glfwSetWindowAttrib(window: Any | list | tuple, attrib: int, value: int) None
raylib.glfwSetWindowCloseCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetWindowContentScaleCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetWindowFocusCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetWindowIcon(window: Any | list | tuple, count: int, images: Any | list | tuple) None
raylib.glfwSetWindowIconifyCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetWindowMaximizeCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetWindowMonitor(window: Any | list | tuple, monitor: Any | list | tuple, xpos: int, ypos: int, width: int, height: int, refreshRate: int) None
raylib.glfwSetWindowOpacity(window: Any | list | tuple, opacity: float) None
raylib.glfwSetWindowPos(window: Any | list | tuple, xpos: int, ypos: int) None
raylib.glfwSetWindowPosCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetWindowRefreshCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetWindowShouldClose(window: Any | list | tuple, value: int) None
raylib.glfwSetWindowSize(window: Any | list | tuple, width: int, height: int) None
raylib.glfwSetWindowSizeCallback(window: Any | list | tuple, callback: Any | list | tuple) Any
raylib.glfwSetWindowSizeLimits(window: Any | list | tuple, minwidth: int, minheight: int, maxwidth: int, maxheight: int) None
raylib.glfwSetWindowTitle(window: Any | list | tuple, title: bytes) None
raylib.glfwSetWindowUserPointer(window: Any | list | tuple, pointer: Any) None
raylib.glfwShowWindow(window: Any | list | tuple) None
raylib.glfwSwapBuffers(window: Any | list | tuple) None
raylib.glfwSwapInterval(interval: int) None
raylib.glfwTerminate() None
raylib.glfwUpdateGamepadMappings(string: bytes) int
raylib.glfwVulkanSupported() int
raylib.glfwWaitEvents() None
raylib.glfwWaitEventsTimeout(timeout: float) None
raylib.glfwWindowHint(hint: int, value: int) None
raylib.glfwWindowHintString(hint: int, value: bytes) None
raylib.glfwWindowShouldClose(window: Any | list | tuple) int
class raylib.rAudioBuffer
class raylib.rAudioProcessor
raylib.rl: _cffi_backend.Lib
raylib.rlActiveDrawBuffers(count: int) None

Activate multiple draw color buffers

raylib.rlActiveTextureSlot(slot: int) None

Select and active a texture slot

raylib.rlBegin(mode: int) None

Initialize drawing mode (how to organize vertex)

raylib.rlBindFramebuffer(target: int, framebuffer: int) None

Bind framebuffer (FBO)

raylib.rlBindImageTexture(id: int, index: int, format: int, readonly: bool) None

Bind image texture

raylib.rlBindShaderBuffer(id: int, index: int) None

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) None

Blit active framebuffer to main framebuffer

raylib.rlCheckErrors() None

Check and log OpenGL error codes

raylib.rlCheckRenderBatchLimit(vCount: int) bool

Check internal buffer overflow for a given number of vertex

raylib.rlClearColor(r: bytes, g: bytes, b: bytes, a: bytes) None

Clear color buffer with color

raylib.rlClearScreenBuffers() None

Clear used screen buffers (color and depth)

raylib.rlColor3f(x: float, y: float, z: float) None

Define one vertex (color) - 3 float

raylib.rlColor4f(x: float, y: float, z: float, w: float) None

Define one vertex (color) - 4 float

raylib.rlColor4ub(r: bytes, g: bytes, b: bytes, a: bytes) None

Define one vertex (color) - 4 byte

raylib.rlColorMask(r: bool, g: bool, b: bool, a: bool) None

Color mask control

raylib.rlCompileShader(shaderCode: bytes, type: int) 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) None

Dispatch compute shader (equivalent to draw for graphics pipeline)

raylib.rlCopyShaderBuffer(destId: int, srcId: int, destOffset: int, srcOffset: int, count: int) None

Copy SSBO data between buffers

raylib.rlCubemapParameters(id: int, param: int, value: int) None

Set cubemap parameters (filter, wrap)

raylib.rlCullMode
raylib.rlDisableBackfaceCulling() None

Disable backface culling

raylib.rlDisableColorBlend() None

Disable color blending

raylib.rlDisableDepthMask() None

Disable depth write

raylib.rlDisableDepthTest() None

Disable depth test

raylib.rlDisableFramebuffer() None

Disable render texture (fbo), return to default framebuffer

raylib.rlDisableScissorTest() None

Disable scissor test

raylib.rlDisableShader() None

Disable shader program

raylib.rlDisableSmoothLines() None

Disable line aliasing

raylib.rlDisableStereoRender() None

Disable stereo rendering

raylib.rlDisableTexture() None

Disable texture

raylib.rlDisableTextureCubemap() None

Disable texture cubemap

raylib.rlDisableVertexArray() None

Disable vertex array (VAO, if supported)

raylib.rlDisableVertexAttribute(index: int) None

Disable vertex attribute index

raylib.rlDisableVertexBuffer() None

Disable vertex buffer (VBO)

raylib.rlDisableVertexBufferElement() None

Disable vertex buffer element (VBO element)

raylib.rlDisableWireMode() None

Disable wire (and point) mode

class raylib.rlDrawCall
mode: int
textureId: int
vertexAlignment: int
vertexCount: int
raylib.rlDrawRenderBatch(batch: Any | list | tuple) None

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

raylib.rlDrawRenderBatchActive() None

Update and draw internal render batch

raylib.rlDrawVertexArray(offset: int, count: int) None

Draw vertex array (currently active vao)

raylib.rlDrawVertexArrayElements(offset: int, count: int, buffer: Any) None

Draw vertex array elements

raylib.rlDrawVertexArrayElementsInstanced(offset: int, count: int, buffer: Any, instances: int) None

Draw vertex array elements with instancing

raylib.rlDrawVertexArrayInstanced(offset: int, count: int, instances: int) None

Draw vertex array (currently active vao) with instancing

raylib.rlEnableBackfaceCulling() None

Enable backface culling

raylib.rlEnableColorBlend() None

Enable color blending

raylib.rlEnableDepthMask() None

Enable depth write

raylib.rlEnableDepthTest() None

Enable depth test

raylib.rlEnableFramebuffer(id: int) None

Enable render texture (fbo)

raylib.rlEnablePointMode() None

Enable point mode

raylib.rlEnableScissorTest() None

Enable scissor test

raylib.rlEnableShader(id: int) None

Enable shader program

raylib.rlEnableSmoothLines() None

Enable line aliasing

raylib.rlEnableStereoRender() None

Enable stereo rendering

raylib.rlEnableTexture(id: int) None

Enable texture

raylib.rlEnableTextureCubemap(id: int) None

Enable texture cubemap

raylib.rlEnableVertexArray(vaoId: int) bool

Enable vertex array (VAO, if supported)

raylib.rlEnableVertexAttribute(index: int) None

Enable vertex attribute index

raylib.rlEnableVertexBuffer(id: int) None

Enable vertex buffer (VBO)

raylib.rlEnableVertexBufferElement(id: int) None

Enable vertex buffer element (VBO element)

raylib.rlEnableWireMode() None

Enable wire mode

raylib.rlEnd() None

Finish vertex providing

raylib.rlFramebufferAttach(fboId: int, texId: int, attachType: int, texType: int, mipLevel: int) None

Attach texture/renderbuffer to a framebuffer

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

Verify framebuffer is complete

raylib.rlFrustum(left: float, right: float, bottom: float, top: float, znear: float, zfar: float) None
raylib.rlGenTextureMipmaps(id: int, width: int, height: int, format: int, mipmaps: Any) None

Generate mipmap data for selected texture

raylib.rlGetActiveFramebuffer() int

Get the currently active render texture (fbo), 0 for default framebuffer

raylib.rlGetCullDistanceFar() float

Get cull plane distance far

raylib.rlGetCullDistanceNear() float

Get cull plane distance near

raylib.rlGetFramebufferHeight() int

Get default framebuffer height

raylib.rlGetFramebufferWidth() int

Get default framebuffer width

raylib.rlGetGlTextureFormats(format: int, glInternalFormat: Any, glFormat: Any, glType: Any) None

Get OpenGL internal formats

raylib.rlGetLineWidth() float

Get the line drawing width

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

Get shader location attribute

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

Get shader location uniform

raylib.rlGetMatrixModelview() Matrix

Get internal modelview matrix

raylib.rlGetMatrixProjection() Matrix

Get internal projection matrix

raylib.rlGetMatrixProjectionStereo(eye: int) Matrix

Get internal projection matrix for stereo render (selected eye)

raylib.rlGetMatrixTransform() Matrix

Get internal accumulated transform matrix

raylib.rlGetMatrixViewOffsetStereo(eye: int) Matrix

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

raylib.rlGetPixelFormatName(format: int) bytes

Get name string for pixel format

raylib.rlGetShaderBufferSize(id: int) int

Get SSBO buffer size

raylib.rlGetShaderIdDefault() int

Get default shader id

raylib.rlGetShaderLocsDefault() Any

Get default shader locations

raylib.rlGetTextureIdDefault() int

Get default texture id

raylib.rlGetVersion() int

Get current OpenGL version

raylib.rlGlVersion
raylib.rlIsStereoRenderEnabled() bool

Check if stereo render is enabled

raylib.rlLoadComputeShaderProgram(shaderId: int) int

Load compute shader program

raylib.rlLoadDrawCube() None

Load and draw a cube

raylib.rlLoadDrawQuad() None

Load and draw a quad

raylib.rlLoadExtensions(loader: Any) None

Load OpenGL extensions (loader function required)

raylib.rlLoadFramebuffer() int

Load an empty framebuffer

raylib.rlLoadIdentity() None

Reset current matrix to identity matrix

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

Load a render batch system

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

Load shader storage buffer object (SSBO)

raylib.rlLoadShaderCode(vsCode: bytes, fsCode: bytes) int

Load shader from code strings

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

Load custom shader program

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

Load texture data

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

Load texture cubemap data

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

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

raylib.rlLoadVertexArray() int

Load vertex array (vao) if supported

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

Load a vertex buffer object

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

Load vertex buffer elements object

raylib.rlMatrixMode(mode: int) None

Choose the current matrix to be transformed

raylib.rlMultMatrixf(matf: Any) None

Multiply the current matrix by another matrix

raylib.rlNormal3f(x: float, y: float, z: float) None

Define one vertex (normal) - 3 float

raylib.rlOrtho(left: float, right: float, bottom: float, top: float, znear: float, zfar: float) None
raylib.rlPixelFormat
raylib.rlPopMatrix() None

Pop latest inserted matrix from stack

raylib.rlPushMatrix() None

Push the current matrix to stack

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

Read screen pixel data (color buffer)

raylib.rlReadShaderBuffer(id: int, dest: Any, count: int, offset: int) None

Read SSBO buffer data (GPU->CPU)

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

Read texture pixel data

class raylib.rlRenderBatch
bufferCount: int
currentBuffer: int
currentDepth: float
drawCounter: int
draws: Any
vertexBuffer: Any
raylib.rlRotatef(angle: float, x: float, y: float, z: float) None

Multiply the current matrix by a rotation matrix

raylib.rlScalef(x: float, y: float, z: float) None

Multiply the current matrix by a scaling matrix

raylib.rlScissor(x: int, y: int, width: int, height: int) None

Scissor test

raylib.rlSetBlendFactors(glSrcFactor: int, glDstFactor: int, glEquation: int) None

Set blending mode factor and equation (using OpenGL factors)

raylib.rlSetBlendFactorsSeparate(glSrcRGB: int, glDstRGB: int, glSrcAlpha: int, glDstAlpha: int, glEqRGB: int, glEqAlpha: int) None

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

raylib.rlSetBlendMode(mode: int) None

Set blending mode

raylib.rlSetClipPlanes(nearPlane: float, farPlane: float) None

Set clip planes distances

raylib.rlSetCullFace(mode: int) None

Set face culling mode

raylib.rlSetFramebufferHeight(height: int) None

Set current framebuffer height

raylib.rlSetFramebufferWidth(width: int) None

Set current framebuffer width

raylib.rlSetLineWidth(width: float) None

Set the line drawing width

raylib.rlSetMatrixModelview(view: Matrix | list | tuple) None

Set a custom modelview matrix (replaces internal modelview matrix)

raylib.rlSetMatrixProjection(proj: Matrix | list | tuple) None

Set a custom projection matrix (replaces internal projection matrix)

raylib.rlSetMatrixProjectionStereo(right: Matrix | list | tuple, left: Matrix | list | tuple) None

Set eyes projection matrices for stereo rendering

raylib.rlSetMatrixViewOffsetStereo(right: Matrix | list | tuple, left: Matrix | list | tuple) None

Set eyes view offsets matrices for stereo rendering

raylib.rlSetRenderBatchActive(batch: Any | list | tuple) None

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

raylib.rlSetShader(id: int, locs: Any) None

Set shader currently active (id and locations)

raylib.rlSetTexture(id: int) None

Set current texture for render batch and check buffers limits

raylib.rlSetUniform(locIndex: int, value: Any, uniformType: int, count: int) None

Set shader value uniform

raylib.rlSetUniformMatrices(locIndex: int, mat: Any | list | tuple, count: int) None

Set shader value matrices

raylib.rlSetUniformMatrix(locIndex: int, mat: Matrix | list | tuple) None

Set shader value matrix

raylib.rlSetUniformSampler(locIndex: int, textureId: int) None

Set shader value sampler

raylib.rlSetVertexAttribute(index: int, compSize: int, type: int, normalized: bool, stride: int, offset: int) None

Set vertex attribute data configuration

raylib.rlSetVertexAttributeDefault(locIndex: int, value: Any, attribType: int, count: int) None

Set vertex attribute default value, when attribute to provided

raylib.rlSetVertexAttributeDivisor(index: int, divisor: int) None

Set vertex attribute data divisor

raylib.rlShaderAttributeDataType
raylib.rlShaderLocationIndex
raylib.rlShaderUniformDataType
raylib.rlTexCoord2f(x: float, y: float) None

Define one vertex (texture coordinate) - 2 float

raylib.rlTextureFilter
raylib.rlTextureParameters(id: int, param: int, value: int) None

Set texture parameters (filter, wrap)

raylib.rlTraceLogLevel
raylib.rlTranslatef(x: float, y: float, z: float) None

Multiply the current matrix by a translation matrix

raylib.rlUnloadFramebuffer(id: int) None

Delete framebuffer from GPU

raylib.rlUnloadRenderBatch(batch: rlRenderBatch | list | tuple) None

Unload render batch system

raylib.rlUnloadShaderBuffer(ssboId: int) None

Unload shader storage buffer object (SSBO)

raylib.rlUnloadShaderProgram(id: int) None

Unload shader program

raylib.rlUnloadTexture(id: int) None

Unload texture from GPU memory

raylib.rlUnloadVertexArray(vaoId: int) None

Unload vertex array (vao)

raylib.rlUnloadVertexBuffer(vboId: int) None

Unload vertex buffer object

raylib.rlUpdateShaderBuffer(id: int, data: Any, dataSize: int, offset: int) None

Update SSBO buffer data

raylib.rlUpdateTexture(id: int, offsetX: int, offsetY: int, width: int, height: int, format: int, data: Any) None

Update texture with new data on GPU

raylib.rlUpdateVertexBuffer(bufferId: int, data: Any, dataSize: int, offset: int) None

Update vertex buffer object data on GPU buffer

raylib.rlUpdateVertexBufferElements(id: int, data: Any, dataSize: int, offset: int) None

Update vertex buffer elements data on GPU buffer

raylib.rlVertex2f(x: float, y: float) None

Define one vertex (position) - 2 float

raylib.rlVertex2i(x: int, y: int) None

Define one vertex (position) - 2 int

raylib.rlVertex3f(x: float, y: float, z: float) None

Define one vertex (position) - 3 float

class raylib.rlVertexBuffer
colors: bytes
elementCount: int
indices: Any
normals: Any
texcoords: Any
vaoId: int
vboId: list
vertices: Any
raylib.rlViewport(x: int, y: int, width: int, height: int) None

Set the viewport area

raylib.rlglClose() None

De-initialize rlgl (buffers, shaders, textures)

raylib.rlglInit(width: int, height: int) None

Initialize rlgl (buffers, shaders, textures, states)

class raylib.struct