BLEND_ADDITIVE: Const[int]
-# Blend textures adding colors
-BLEND_ADD_COLORS: Const[int]
-# Blend textures adding colors (alternative)
-BLEND_ALPHA: Const[int]
-# Blend textures considering alpha (default)
-BLEND_ALPHA_PREMULTIPLY: Const[int]
-# Blend premultiplied textures considering alpha
-BLEND_CUSTOM: Const[int]
-# Blend textures using custom src/dst factors (use rlSetBlendFactors())
-BLEND_CUSTOM_SEPARATE: Const[int]
-# Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
-BLEND_MULTIPLIED: Const[int]
-# Blend textures multiplying colors
-BLEND_SUBTRACT_COLORS: Const[int]
-# Blend textures subtracting colors (alternative)
-CAMERA_CUSTOM: Const[int]
-# Custom camera
-CAMERA_FIRST_PERSON: Const[int]
-# First person camera
-CAMERA_FREE: Const[int]
-# Free camera
-CAMERA_ORBITAL: Const[int]
-# Orbital camera
-CAMERA_ORTHOGRAPHIC: Const[int]
-# Orthographic projection
-CAMERA_PERSPECTIVE: Const[int]
-# Perspective projection
-CAMERA_THIRD_PERSON: Const[int]
-# Third person camera
-CUBEMAP_LAYOUT_AUTO_DETECT: Const[int]
-# Automatically detect layout type
-CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE: Const[int]
-# Layout is defined by a 4x3 cross with cubemap faces
-CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR: Const[int]
-# Layout is defined by a 3x4 cross with cubemap faces
-CUBEMAP_LAYOUT_LINE_HORIZONTAL: Const[int]
-# Layout is defined by a horizontal line with faces
-CUBEMAP_LAYOUT_LINE_VERTICAL: Const[int]
-# Layout is defined by a vertical line with faces
-CUBEMAP_LAYOUT_PANORAMA: Const[int]
-# Layout is defined by a panorama image (equirrectangular map)
-FLAG_FULLSCREEN_MODE: Const[int]
-# Set to run program in fullscreen
-FLAG_INTERLACED_HINT: Const[int]
-# Set to try enabling interlaced video format (for V3D)
-FLAG_MSAA_4X_HINT: Const[int]
-# Set to try enabling MSAA 4X
-FLAG_VSYNC_HINT: Const[int]
-# Set to try enabling V-Sync on GPU
-FLAG_WINDOW_ALWAYS_RUN: Const[int]
-# Set to allow windows running while minimized
-FLAG_WINDOW_HIDDEN: Const[int]
-# Set to hide window
-FLAG_WINDOW_HIGHDPI: Const[int]
-# Set to support HighDPI
-FLAG_WINDOW_MAXIMIZED: Const[int]
-# Set to maximize window (expanded to monitor)
-FLAG_WINDOW_MINIMIZED: Const[int]
-# Set to minimize window (iconify)
-FLAG_WINDOW_MOUSE_PASSTHROUGH: Const[int]
-# Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
-FLAG_WINDOW_RESIZABLE: Const[int]
-# Set to allow resizable window
-FLAG_WINDOW_TOPMOST: Const[int]
-# Set to window always on top
-FLAG_WINDOW_TRANSPARENT: Const[int]
-# Set to allow transparent framebuffer
-FLAG_WINDOW_UNDECORATED: Const[int]
-# Set to disable window decoration (frame and buttons)
-FLAG_WINDOW_UNFOCUSED: Const[int]
-# Set to window non focused
-FONT_BITMAP: Const[int]
-# Bitmap font generation, no anti-aliasing
-FONT_DEFAULT: Const[int]
-# Default font generation, anti-aliased
-FONT_SDF: Const[int]
-# SDF font generation, requires external shader
-GAMEPAD_AXIS_LEFT_TRIGGER: Const[int]
-# Gamepad back trigger left, pressure level: [1..-1]
-GAMEPAD_AXIS_LEFT_X: Const[int]
-# Gamepad left stick X axis
-GAMEPAD_AXIS_LEFT_Y: Const[int]
-# Gamepad left stick Y axis
-GAMEPAD_AXIS_RIGHT_TRIGGER: Const[int]
-# Gamepad back trigger right, pressure level: [1..-1]
-GAMEPAD_AXIS_RIGHT_X: Const[int]
-# Gamepad right stick X axis
-GAMEPAD_AXIS_RIGHT_Y: Const[int]
-# Gamepad right stick Y axis
-GAMEPAD_BUTTON_LEFT_FACE_DOWN: Const[int]
-# Gamepad left DPAD down button
-GAMEPAD_BUTTON_LEFT_FACE_LEFT: Const[int]
-# Gamepad left DPAD left button
-GAMEPAD_BUTTON_LEFT_FACE_RIGHT: Const[int]
-# Gamepad left DPAD right button
-GAMEPAD_BUTTON_LEFT_FACE_UP: Const[int]
-# Gamepad left DPAD up button
-GAMEPAD_BUTTON_LEFT_THUMB: Const[int]
-# Gamepad joystick pressed button left
-GAMEPAD_BUTTON_LEFT_TRIGGER_1: Const[int]
-# Gamepad top/back trigger left (first), it could be a trailing button
-GAMEPAD_BUTTON_LEFT_TRIGGER_2: Const[int]
-# Gamepad top/back trigger left (second), it could be a trailing button
-GAMEPAD_BUTTON_MIDDLE: Const[int]
-# Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
-GAMEPAD_BUTTON_MIDDLE_LEFT: Const[int]
-# Gamepad center buttons, left one (i.e. PS3: Select)
-GAMEPAD_BUTTON_MIDDLE_RIGHT: Const[int]
-# Gamepad center buttons, right one (i.e. PS3: Start)
-GAMEPAD_BUTTON_RIGHT_FACE_DOWN: Const[int]
-# Gamepad right button down (i.e. PS3: Cross, Xbox: A)
-GAMEPAD_BUTTON_RIGHT_FACE_LEFT: Const[int]
-# Gamepad right button left (i.e. PS3: Circle, Xbox: B)
-GAMEPAD_BUTTON_RIGHT_FACE_RIGHT: Const[int]
-# Gamepad right button right (i.e. PS3: Square, Xbox: X)
-GAMEPAD_BUTTON_RIGHT_FACE_UP: Const[int]
-# Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
-GAMEPAD_BUTTON_RIGHT_THUMB: Const[int]
-# Gamepad joystick pressed button right
-GAMEPAD_BUTTON_RIGHT_TRIGGER_1: Const[int]
-# Gamepad top/back trigger right (one), it could be a trailing button
-GAMEPAD_BUTTON_RIGHT_TRIGGER_2: Const[int]
-# Gamepad top/back trigger right (second), it could be a trailing button
-GAMEPAD_BUTTON_UNKNOWN: Const[int]
-# Unknown button, just for error checking
-GESTURE_DOUBLETAP: Const[int]
-# Double tap gesture
-GESTURE_DRAG: Const[int]
-# Drag gesture
-GESTURE_HOLD: Const[int]
-# Hold gesture
-GESTURE_NONE: Const[int]
-# No gesture
-GESTURE_PINCH_IN: Const[int]
-# Pinch in gesture
-GESTURE_PINCH_OUT: Const[int]
-# Pinch out gesture
-GESTURE_SWIPE_DOWN: Const[int]
-# Swipe down gesture
-GESTURE_SWIPE_LEFT: Const[int]
-# Swipe left gesture
-GESTURE_SWIPE_RIGHT: Const[int]
-# Swipe right gesture
-GESTURE_SWIPE_UP: Const[int]
-# Swipe up gesture
-GESTURE_TAP: Const[int]
-# Tap gesture
-KEY_A: Const[int]
-# Key: A | a
-KEY_APOSTROPHE: Const[int]
-# Key: '
-KEY_B: Const[int]
-# Key: B | b
-KEY_BACK: Const[int]
-# Key: Android back button
-KEY_BACKSLASH: Const[int]
-# Key: '\'
-KEY_BACKSPACE: Const[int]
-# Key: Backspace
-KEY_C: Const[int]
-# Key: C | c
-KEY_CAPS_LOCK: Const[int]
-# Key: Caps lock
-KEY_COMMA: Const[int]
-# Key: ,
-KEY_D: Const[int]
-# Key: D | d
-KEY_DELETE: Const[int]
-# Key: Del
-KEY_DOWN: Const[int]
-# Key: Cursor down
-KEY_E: Const[int]
-# Key: E | e
-KEY_EIGHT: Const[int]
-# Key: 8
-KEY_END: Const[int]
-# Key: End
-KEY_ENTER: Const[int]
-# Key: Enter
-KEY_EQUAL: Const[int]
-# Key: =
-KEY_ESCAPE: Const[int]
-# Key: Esc
-KEY_F: Const[int]
-# Key: F | f
-KEY_F1: Const[int]
-# Key: F1
-KEY_F10: Const[int]
-# Key: F10
-KEY_F11: Const[int]
-# Key: F11
-KEY_F12: Const[int]
-# Key: F12
-KEY_F2: Const[int]
-# Key: F2
-KEY_F3: Const[int]
-# Key: F3
-KEY_F4: Const[int]
-# Key: F4
-KEY_F5: Const[int]
-# Key: F5
-KEY_F6: Const[int]
-# Key: F6
-KEY_F7: Const[int]
-# Key: F7
-KEY_F8: Const[int]
-# Key: F8
-KEY_F9: Const[int]
-# Key: F9
-KEY_FIVE: Const[int]
-# Key: 5
-KEY_FOUR: Const[int]
-# Key: 4
-KEY_G: Const[int]
-# Key: G | g
-KEY_GRAVE: Const[int]
-# Key: `
-KEY_H: Const[int]
-# Key: H | h
-KEY_HOME: Const[int]
-# Key: Home
-KEY_I: Const[int]
-# Key: I | i
-KEY_INSERT: Const[int]
-# Key: Ins
-KEY_J: Const[int]
-# Key: J | j
-KEY_K: Const[int]
-# Key: K | k
-KEY_KB_MENU: Const[int]
-# Key: KB menu
-KEY_KP_0: Const[int]
-# Key: Keypad 0
-KEY_KP_1: Const[int]
-# Key: Keypad 1
-KEY_KP_2: Const[int]
-# Key: Keypad 2
-KEY_KP_3: Const[int]
-# Key: Keypad 3
-KEY_KP_4: Const[int]
-# Key: Keypad 4
-KEY_KP_5: Const[int]
-# Key: Keypad 5
-KEY_KP_6: Const[int]
-# Key: Keypad 6
-KEY_KP_7: Const[int]
-# Key: Keypad 7
-KEY_KP_8: Const[int]
-# Key: Keypad 8
-KEY_KP_9: Const[int]
-# Key: Keypad 9
-KEY_KP_ADD: Const[int]
-# Key: Keypad +
-KEY_KP_DECIMAL: Const[int]
-# Key: Keypad .
-KEY_KP_DIVIDE: Const[int]
-# Key: Keypad /
-KEY_KP_ENTER: Const[int]
-# Key: Keypad Enter
-KEY_KP_EQUAL: Const[int]
-# Key: Keypad =
-KEY_KP_MULTIPLY: Const[int]
-# Key: Keypad *
-KEY_KP_SUBTRACT: Const[int]
-# Key: Keypad -
-KEY_L: Const[int]
-# Key: L | l
-KEY_LEFT: Const[int]
-# Key: Cursor left
-KEY_LEFT_ALT: Const[int]
-# Key: Alt left
-KEY_LEFT_BRACKET: Const[int]
-# Key: [
-KEY_LEFT_CONTROL: Const[int]
-# Key: Control left
-KEY_LEFT_SHIFT: Const[int]
-# Key: Shift left
-KEY_LEFT_SUPER: Const[int]
-# Key: Super left
-KEY_M: Const[int]
-# Key: M | m
-KEY_MENU: Const[int]
-# Key: Android menu button
-KEY_MINUS: Const[int]
-# Key: -
-KEY_N: Const[int]
-# Key: N | n
-KEY_NINE: Const[int]
-# Key: 9
-KEY_NULL: Const[int]
-# Key: NULL, used for no key pressed
-KEY_NUM_LOCK: Const[int]
-# Key: Num lock
-KEY_O: Const[int]
-# Key: O | o
-KEY_ONE: Const[int]
-# Key: 1
-KEY_P: Const[int]
-# Key: P | p
-KEY_PAGE_DOWN: Const[int]
-# Key: Page down
-KEY_PAGE_UP: Const[int]
-# Key: Page up
-KEY_PAUSE: Const[int]
-# Key: Pause
-KEY_PERIOD: Const[int]
-# Key: .
-KEY_PRINT_SCREEN: Const[int]
-# Key: Print screen
-KEY_Q: Const[int]
-# Key: Q | q
-KEY_R: Const[int]
-# Key: R | r
-KEY_RIGHT: Const[int]
-# Key: Cursor right
-KEY_RIGHT_ALT: Const[int]
-# Key: Alt right
-KEY_RIGHT_BRACKET: Const[int]
-# Key: ]
-KEY_RIGHT_CONTROL: Const[int]
-# Key: Control right
-KEY_RIGHT_SHIFT: Const[int]
-# Key: Shift right
-KEY_RIGHT_SUPER: Const[int]
-# Key: Super right
-KEY_S: Const[int]
-# Key: S | s
-KEY_SCROLL_LOCK: Const[int]
-# Key: Scroll down
-KEY_SEMICOLON: Const[int]
-# Key: ;
-KEY_SEVEN: Const[int]
-# Key: 7
-KEY_SIX: Const[int]
-# Key: 6
-KEY_SLASH: Const[int]
-# Key: /
-KEY_SPACE: Const[int]
-# Key: Space
-KEY_T: Const[int]
-# Key: T | t
-KEY_TAB: Const[int]
-# Key: Tab
-KEY_THREE: Const[int]
-# Key: 3
-KEY_TWO: Const[int]
-# Key: 2
-KEY_U: Const[int]
-# Key: U | u
-KEY_UP: Const[int]
-# Key: Cursor up
-KEY_V: Const[int]
-# Key: V | v
-KEY_VOLUME_DOWN: Const[int]
-# Key: Android volume down button
-KEY_VOLUME_UP: Const[int]
-# Key: Android volume up button
-KEY_W: Const[int]
-# Key: W | w
-KEY_X: Const[int]
-# Key: X | x
-KEY_Y: Const[int]
-# Key: Y | y
-KEY_Z: Const[int]
-# Key: Z | z
-KEY_ZERO: Const[int]
-# Key: 0
-LOG_ALL: Const[int]
-# Display all logs
-LOG_DEBUG: Const[int]
-# Debug logging, used for internal debugging, it should be disabled on release builds
-LOG_ERROR: Const[int]
-# Error logging, used on unrecoverable failures
-LOG_FATAL: Const[int]
-# Fatal logging, used to abort program: exit(EXIT_FAILURE)
-LOG_INFO: Const[int]
-# Info logging, used for program execution info
-LOG_NONE: Const[int]
-# Disable logging
-LOG_TRACE: Const[int]
-# Trace logging, intended for internal use only
-LOG_WARNING: Const[int]
-# Warning logging, used on recoverable failures
-MATERIAL_MAP_ALBEDO: Const[int]
-# Albedo material (same as: MATERIAL_MAP_DIFFUSE)
-MATERIAL_MAP_BRDF: Const[int]
-# Brdf material
-MATERIAL_MAP_CUBEMAP: Const[int]
-# Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
-MATERIAL_MAP_EMISSION: Const[int]
-# Emission material
-MATERIAL_MAP_HEIGHT: Const[int]
-# Heightmap material
-MATERIAL_MAP_IRRADIANCE: Const[int]
-# Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
-MATERIAL_MAP_METALNESS: Const[int]
-# Metalness material (same as: MATERIAL_MAP_SPECULAR)
-MATERIAL_MAP_NORMAL: Const[int]
-# Normal material
-MATERIAL_MAP_OCCLUSION: Const[int]
-# Ambient occlusion material
-MATERIAL_MAP_PREFILTER: Const[int]
-# Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
-MATERIAL_MAP_ROUGHNESS: Const[int]
-# Roughness material
-MOUSE_BUTTON_BACK: Const[int]
-# Mouse button back (advanced mouse device)
-MOUSE_BUTTON_EXTRA: Const[int]
-# Mouse button extra (advanced mouse device)
-MOUSE_BUTTON_FORWARD: Const[int]
-# Mouse button forward (advanced mouse device)
-MOUSE_BUTTON_LEFT: Const[int]
-# Mouse button left
-MOUSE_BUTTON_MIDDLE: Const[int]
-# Mouse button middle (pressed wheel)
-MOUSE_BUTTON_RIGHT: Const[int]
-# Mouse button right
-MOUSE_BUTTON_SIDE: Const[int]
-# Mouse button side (advanced mouse device)
-MOUSE_CURSOR_ARROW: Const[int]
-# Arrow shape
-MOUSE_CURSOR_CROSSHAIR: Const[int]
-# Cross shape
-MOUSE_CURSOR_DEFAULT: Const[int]
-# Default pointer shape
-MOUSE_CURSOR_IBEAM: Const[int]
-# Text writing cursor shape
-MOUSE_CURSOR_NOT_ALLOWED: Const[int]
-# The operation-not-allowed shape
-MOUSE_CURSOR_POINTING_HAND: Const[int]
-# Pointing hand cursor
-MOUSE_CURSOR_RESIZE_ALL: Const[int]
-# The omnidirectional resize/move cursor shape
-MOUSE_CURSOR_RESIZE_EW: Const[int]
-# Horizontal resize/move arrow shape
-MOUSE_CURSOR_RESIZE_NESW: Const[int]
-# The top-right to bottom-left diagonal resize/move arrow shape
-MOUSE_CURSOR_RESIZE_NS: Const[int]
-# Vertical resize/move arrow shape
-MOUSE_CURSOR_RESIZE_NWSE: Const[int]
-# Top-left to bottom-right diagonal resize/move arrow shape
-NPATCH_NINE_PATCH: Const[int]
-# Npatch layout: 3x3 tiles
-NPATCH_THREE_PATCH_HORIZONTAL: Const[int]
-# Npatch layout: 3x1 tiles
-NPATCH_THREE_PATCH_VERTICAL: Const[int]
-# Npatch layout: 1x3 tiles
-PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: Const[int]
-# 8 bpp
-PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: Const[int]
-# 2 bpp
-PIXELFORMAT_COMPRESSED_DXT1_RGB: Const[int]
-# 4 bpp (no alpha)
-PIXELFORMAT_COMPRESSED_DXT1_RGBA: Const[int]
-# 4 bpp (1 bit alpha)
-PIXELFORMAT_COMPRESSED_DXT3_RGBA: Const[int]
-# 8 bpp
-PIXELFORMAT_COMPRESSED_DXT5_RGBA: Const[int]
-# 8 bpp
-PIXELFORMAT_COMPRESSED_ETC1_RGB: Const[int]
-# 4 bpp
-PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: Const[int]
-# 8 bpp
-PIXELFORMAT_COMPRESSED_ETC2_RGB: Const[int]
-# 4 bpp
-PIXELFORMAT_COMPRESSED_PVRT_RGB: Const[int]
-# 4 bpp
-PIXELFORMAT_COMPRESSED_PVRT_RGBA: Const[int]
-# 4 bpp
-PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: Const[int]
-# 8 bit per pixel (no alpha)
-PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: Const[int]
-# 8*2 bpp (2 channels)
-PIXELFORMAT_UNCOMPRESSED_R32: Const[int]
-# 32 bpp (1 channel - float)
-PIXELFORMAT_UNCOMPRESSED_R32G32B32: Const[int]
-# 32*3 bpp (3 channels - float)
-PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: Const[int]
-# 32*4 bpp (4 channels - float)
-PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: Const[int]
-# 16 bpp (4 bit alpha)
-PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: Const[int]
-# 16 bpp (1 bit alpha)
-PIXELFORMAT_UNCOMPRESSED_R5G6B5: Const[int]
-# 16 bpp
-PIXELFORMAT_UNCOMPRESSED_R8G8B8: Const[int]
-# 24 bpp
-PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: Const[int]
-# 32 bpp
-SHADER_ATTRIB_FLOAT: Const[int]
-# Shader attribute type: float
-SHADER_ATTRIB_VEC2: Const[int]
-# Shader attribute type: vec2 (2 float)
-SHADER_ATTRIB_VEC3: Const[int]
-# Shader attribute type: vec3 (3 float)
-SHADER_ATTRIB_VEC4: Const[int]
-# Shader attribute type: vec4 (4 float)
-SHADER_LOC_COLOR_AMBIENT: Const[int]
-# Shader location: vector uniform: ambient color
-SHADER_LOC_COLOR_DIFFUSE: Const[int]
-# Shader location: vector uniform: diffuse color
-SHADER_LOC_COLOR_SPECULAR: Const[int]
-# Shader location: vector uniform: specular color
-SHADER_LOC_MAP_ALBEDO: Const[int]
-# Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
-SHADER_LOC_MAP_BRDF: Const[int]
-# Shader location: sampler2d texture: brdf
-SHADER_LOC_MAP_CUBEMAP: Const[int]
-# Shader location: samplerCube texture: cubemap
-SHADER_LOC_MAP_EMISSION: Const[int]
-# Shader location: sampler2d texture: emission
-SHADER_LOC_MAP_HEIGHT: Const[int]
-# Shader location: sampler2d texture: height
-SHADER_LOC_MAP_IRRADIANCE: Const[int]
-# Shader location: samplerCube texture: irradiance
-SHADER_LOC_MAP_METALNESS: Const[int]
-# Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
-SHADER_LOC_MAP_NORMAL: Const[int]
-# Shader location: sampler2d texture: normal
-SHADER_LOC_MAP_OCCLUSION: Const[int]
-# Shader location: sampler2d texture: occlusion
-SHADER_LOC_MAP_PREFILTER: Const[int]
-# Shader location: samplerCube texture: prefilter
-SHADER_LOC_MAP_ROUGHNESS: Const[int]
-# Shader location: sampler2d texture: roughness
-SHADER_LOC_MATRIX_MODEL: Const[int]
-# Shader location: matrix uniform: model (transform)
-SHADER_LOC_MATRIX_MVP: Const[int]
-# Shader location: matrix uniform: model-view-projection
-SHADER_LOC_MATRIX_NORMAL: Const[int]
-# Shader location: matrix uniform: normal
-SHADER_LOC_MATRIX_PROJECTION: Const[int]
-# Shader location: matrix uniform: projection
-SHADER_LOC_MATRIX_VIEW: Const[int]
-# Shader location: matrix uniform: view (camera transform)
-SHADER_LOC_VECTOR_VIEW: Const[int]
-# Shader location: vector uniform: view
-SHADER_LOC_VERTEX_COLOR: Const[int]
-# Shader location: vertex attribute: color
-SHADER_LOC_VERTEX_NORMAL: Const[int]
-# Shader location: vertex attribute: normal
-SHADER_LOC_VERTEX_POSITION: Const[int]
-# Shader location: vertex attribute: position
-SHADER_LOC_VERTEX_TANGENT: Const[int]
-# Shader location: vertex attribute: tangent
-SHADER_LOC_VERTEX_TEXCOORD01: Const[int]
-# Shader location: vertex attribute: texcoord01
-SHADER_LOC_VERTEX_TEXCOORD02: Const[int]
-# Shader location: vertex attribute: texcoord02
-SHADER_UNIFORM_FLOAT: Const[int]
-# Shader uniform type: float
-SHADER_UNIFORM_INT: Const[int]
-# Shader uniform type: int
-SHADER_UNIFORM_IVEC2: Const[int]
-# Shader uniform type: ivec2 (2 int)
-SHADER_UNIFORM_IVEC3: Const[int]
-# Shader uniform type: ivec3 (3 int)
-SHADER_UNIFORM_IVEC4: Const[int]
-# Shader uniform type: ivec4 (4 int)
-SHADER_UNIFORM_SAMPLER2D: Const[int]
-# Shader uniform type: sampler2d
-SHADER_UNIFORM_VEC2: Const[int]
-# Shader uniform type: vec2 (2 float)
-SHADER_UNIFORM_VEC3: Const[int]
-# Shader uniform type: vec3 (3 float)
-SHADER_UNIFORM_VEC4: Const[int]
-# Shader uniform type: vec4 (4 float)
-TEXTURE_FILTER_ANISOTROPIC_16X: Const[int]
-# Anisotropic filtering 16x
-TEXTURE_FILTER_ANISOTROPIC_4X: Const[int]
-# Anisotropic filtering 4x
-TEXTURE_FILTER_ANISOTROPIC_8X: Const[int]
-# Anisotropic filtering 8x
-TEXTURE_FILTER_BILINEAR: Const[int]
-# Linear filtering
-TEXTURE_FILTER_POINT: Const[int]
-# No filter, just pixel approximation
-TEXTURE_FILTER_TRILINEAR: Const[int]
-# Trilinear filtering (linear with mipmaps)
-TEXTURE_WRAP_CLAMP: Const[int]
-# Clamps texture to edge pixel in tiled mode
-TEXTURE_WRAP_MIRROR_CLAMP: Const[int]
-# Mirrors and clamps to border the texture in tiled mode
-TEXTURE_WRAP_MIRROR_REPEAT: Const[int]
-# Mirrors and repeats the texture in tiled mode
-TEXTURE_WRAP_REPEAT: Const[int]
-# Repeats texture in tiled mode
-class AudioStream
-# AudioStream, custom audio stream
-class BoneInfo
-# Bone, skeletal animation bone
-class BoundingBox
-# BoundingBox:
- min: Vector3
- max: Vector3
-class CChar32
-class CFloat2
-class CFloat4
-class Camera
-# Camera type fallback, defaults to Camera3D:
- position: Vector3
- target: Vector3
- up: Vector3
- fovy: float
- projection: libs.c.CInt
-class Camera2D
-# Camera2D, defines position/orientation in 2d space:
- offset: Vector2
- target: Vector2
- rotation: float
- zoom: float
-class Camera3D
-# Camera, defines position/orientation in 3d space:
- position: Vector3
- target: Vector3
- up: Vector3
- fovy: float
- projection: libs.c.CInt
-class Color
-# Color, 4 components, R8G8B8A8 (32bit):
- r: libs.c.CUChar
- g: libs.c.CUChar
- b: libs.c.CUChar
- a: libs.c.CUChar
-class DTMatrix2
-class FilePathList
-# File path list
-class Font
-# Font, font texture and GlyphInfo array data:
- baseSize: libs.c.CInt
- glyphCount: libs.c.CInt
- glyphPadding: libs.c.CInt
- texture: Texture2D
- recs: Ptr[Rectangle]
- glyphs: Ptr[GlyphInfo]
-class GlyphInfo
-# GlyphInfo, font characters glyphs info:
- value: libs.c.CInt
- offsetX: libs.c.CInt
- offsetY: libs.c.CInt
- advanceX: libs.c.CInt
- image: Image
-class Image
-# Image, pixel data stored in CPU memory (RAM):
- data: AnyPtr
- width: libs.c.CInt
- height: libs.c.CInt
- mipmaps: libs.c.CInt
- format: libs.c.CInt
-class Material
-# Material, includes shader and maps
-class MaterialMap
-# MaterialMap:
- texture: Texture2D
- color: Color
- value: float
-class Matrix
-# Matrix, 4x4 components, column major, OpenGL style, right-handed:
- m0: float
- m4: float
- m8: float
- m12: float
- m1: float
- m5: float
- m9: float
- m13: float
- m2: float
- m6: float
- m10: float
- m14: float
- m3: float
- m7: float
- m11: float
- m15: float
-class Mesh
-# Mesh, vertex data and vao/vbo
-class Model
-# Model, meshes, materials and animation data
-class ModelAnimation
-# ModelAnimation
-class Music
-# Music, audio stream, anything longer than ~10 seconds should be streamed:
- stream: AudioStream
- frameCount: libs.c.CUInt
- looping: bool
- ctxType: libs.c.CInt
- ctxData: AnyPtr
-class NPatchInfo
-# NPatchInfo, n-patch layout info:
- source: Rectangle
- left: libs.c.CInt
- top: libs.c.CInt
- right: libs.c.CInt
- bottom: libs.c.CInt
- layout: libs.c.CInt
-class Quaternion
-# Quaternion, 4 components (Vector4 alias):
- x: float
- y: float
- z: float
- w: float
-class RAudioBufferPtr
-class RAudioProcessorPtr
-class Ray
-# Ray, ray for raycasting:
- position: Vector3
- direction: Vector3
-class RayCollision
-# RayCollision, ray hit information:
- hit: bool
- distance: float
- point: Vector3
- normal: Vector3
-class Rectangle
-# Rectangle, 4 components:
- x: float
- y: float
- width: float
- height: float
-class RenderTexture
-# RenderTexture, fbo for texture rendering:
- id: libs.c.CUInt
- texture: Texture
- depth: Texture
-class RenderTexture2D
-# RenderTexture2D, same as RenderTexture:
- id: libs.c.CUInt
- p_texture: Texture
- depth: Texture
-class Shader
-# Shader
-class Sound
-# Sound:
- stream: AudioStream
- frameCount: libs.c.CUInt
-class Texture
-# Texture, tex data stored in GPU memory (VRAM):
- id: libs.c.CUInt
- width: libs.c.CInt
- height: libs.c.CInt
- mipmaps: libs.c.CInt
- format: libs.c.CInt
-class Texture2D
-# Texture2D, same as Texture:
- id: libs.c.CUInt
- width: libs.c.CInt
- height: libs.c.CInt
- mipmaps: libs.c.CInt
- format: libs.c.CInt
-class TextureCubemap
-# TextureCubemap, same as Texture:
- id: libs.c.CUInt
- width: libs.c.CInt
- height: libs.c.CInt
- mipmaps: libs.c.CInt
- format: libs.c.CInt
-class Transform
-# Transform, vertex transformation data:
- translation: Vector3
- rotation: Quaternion
- scale: Vector3
-class Vector2
-# Vector2, 2 components:
- x: float
- y: float
-class Vector3
-# Vector3, 3 components:
- x: float
- y: float
- z: float
-class Vector4
-# Vector4, 4 components:
- x: float
- y: float
- z: float
- w: float
-class VrDeviceInfo
-# VrDeviceInfo, Head-Mounted-Display device parameters
-class VrStereoConfig
-# VrStereoConfig, VR stereo rendering configuration for simulator
-class Wave
-# Wave, audio wave data:
- frameCount: libs.c.CUInt
- sampleRate: libs.c.CUInt
- sampleSize: libs.c.CUInt
- channels: libs.c.CUInt
- data: AnyPtr
-def begin_blend_mode(mode: int) -> None
-# Begin blending mode (alpha, additive, multiplied, subtract, custom)
-def begin_drawing() -> None
-# Setup canvas (framebuffer) to start drawing
-def begin_mode_2d(p_camera: Camera2D) -> None
-# Begin 2D mode with custom camera (2D)
-def begin_mode_3d(p_camera: Camera3D) -> None
-# Begin 3D mode with custom camera (3D)
-def begin_scissor_mode(x: int, y: int, width: int, height: int) -> None
-# Begin scissor mode (define screen area for following drawing)
-def begin_shader_mode(shader: Shader) -> None
-# Begin custom shader drawing
-def begin_texture_mode(target: RenderTexture2D) -> None
-# Begin drawing to render texture
-def begin_vr_stereo_mode(config: VrStereoConfig) -> None
-# Begin stereo rendering (requires VR simulator)
-def bounding_box(min: Vector3, max: Vector3) -> BoundingBox
-# Factory function for: BoundingBox
-def camera(position: Vector3, target: Vector3, up: Vector3, fovy: float, projection: int) -> Camera
-# Factory function for: Camera
-def camera_2d(offset: Vector2, target: Vector2, rotation: float, zoom: float) -> Camera2D
-# Factory function for: Camera2D
-def camera_3d(position: Vector3, target: Vector3, up: Vector3, fovy: float, projection: int) -> Camera3D
-# Factory function for: Camera3D
-def change_directory(dir: str) -> bool
-# Change working directory, return true on success
-def check_collision_box_sphere(box: BoundingBox, center: Vector3, radius: float) -> bool
-# Check collision between box and sphere
-def check_collision_boxes(box1: BoundingBox, box2: BoundingBox) -> bool
-# Check collision between two bounding boxes
-def check_collision_circle_rec(center: Vector2, radius: float, rec: Rectangle) -> bool
-# Check collision between circle and rectangle
-def check_collision_circles(center1: Vector2, radius1: float, center2: Vector2, radius2: float) -> bool
-# Check collision between two circles
-def check_collision_lines(start_pos1: Vector2, end_pos1: Vector2, start_pos2: Vector2, end_pos2: Vector2, collision_point: Ptr[Vector2]) -> bool
-# Check the collision between two lines defined by two points each, returns collision point by reference
-def check_collision_point_circle(point: Vector2, center: Vector2, radius: float) -> bool
-# Check if point is inside circle
-def check_collision_point_line(point: Vector2, p1: Vector2, p2: Vector2, threshold: int) -> bool
-# Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
-def check_collision_point_poly(point: Vector2, points: Ptr[Vector2], point_count: int) -> bool
-# Check if point is within a polygon described by array of vertices
-def check_collision_point_rec(point: Vector2, rec: Rectangle) -> bool
-# Check if point is inside rectangle
-def check_collision_point_triangle(point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2) -> bool
-# Check if point is inside a triangle
-def check_collision_recs(rec1: Rectangle, rec2: Rectangle) -> bool
-# Check collision between two rectangles
-def check_collision_spheres(center1: Vector3, radius1: float, center2: Vector3, radius2: float) -> bool
-# Check collision between two spheres
-def clear_background(p_color: Color) -> None
-# Set background color (framebuffer clear color)
-def clear_window_state(flags: u32) -> None
-# Clear window configuration state flags
-def close_audio_device() -> None
-# Close the audio device and context
-def close_window() -> None
-# Close window and unload OpenGL context
-def codepoint_to_utf8(codepoint: int, utf8_size: Ptr[libs.c.CInt]) -> Ptr[Const[libs.c.CChar]]
-# Encode one codepoint into UTF-8 byte array (array length returned as parameter)
-def color(r: int, g: int, b: int, a: int) -> Color
-# Factory function for: Color
-def color_alpha(p_color: Color, alpha: float) -> Color
-# Get color with alpha applied, alpha goes from 0.0f to 1.0f
-def color_alpha_blend(dst: Color, src: Color, tint: Color) -> Color
-# Get src alpha-blended into dst color with tint
-def color_brightness(p_color: Color, factor: float) -> Color
-# Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
-def color_contrast(p_color: Color, contrast: float) -> Color
-# Get color with contrast correction, contrast values between -1.0f and 1.0f
-def color_from_hsv(hue: float, saturation: float, value: float) -> Color
-# Get a Color from HSV values, hue [0..360], saturation/value [0..1]
-def color_from_normalized(normalized: Vector4) -> Color
-# Get Color from normalized values [0..1]
-def color_normalize(p_color: Color) -> Vector4
-# Get Color normalized as float [0..1]
-def color_tint(p_color: Color, tint: Color) -> Color
-# Get color multiplied with another color
-def color_to_hsv(p_color: Color) -> Vector3
-# Get HSV values for a Color, hue [0..360], saturation/value [0..1]
-def color_to_int(p_color: Color) -> int
-# Get hexadecimal value for a Color
-def compress_data(data: Ptr[Const[libs.c.CUChar]], data_size: int, comp_data_size: Ptr[libs.c.CInt]) -> Ptr[libs.c.CUChar]
-# Compress data (DEFLATE algorithm), memory must be MemFree()
-def decode_data_base64(data: Ptr[Const[libs.c.CUChar]], output_size: Ptr[libs.c.CInt]) -> Ptr[libs.c.CUChar]
-# Decode Base64 string data, memory must be MemFree()
-def decompress_data(comp_data: Ptr[Const[libs.c.CUChar]], comp_data_size: int, data_size: Ptr[libs.c.CInt]) -> Ptr[libs.c.CUChar]
-# Decompress data (DEFLATE algorithm), memory must be MemFree()
-def directory_exists(dir_path: str) -> bool
-# Check if a directory path exists
-def disable_cursor() -> None
-# Disables cursor (lock cursor)
-def disable_event_waiting() -> None
-# Disable waiting for events on EndDrawing(), automatic events polling
-def draw_billboard(p_camera: Camera, p_texture: Texture2D, position: Vector3, size: float, tint: Color) -> None
-# Draw a billboard texture
-def draw_billboard_pro(p_camera: Camera, p_texture: Texture2D, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: float, tint: Color) -> None
-# Draw a billboard texture defined by source and rotation
-def draw_billboard_rec(p_camera: Camera, p_texture: Texture2D, source: Rectangle, position: Vector3, size: Vector2, tint: Color) -> None
-# Draw a billboard texture defined by source
-def draw_bounding_box(box: BoundingBox, p_color: Color) -> None
-# Draw bounding box (wires)
-def draw_capsule(start_pos: Vector3, end_pos: Vector3, radius: float, slices: int, rings: int, p_color: Color) -> None
-# Draw a capsule with the center of its sphere caps at startPos and endPos
-def draw_capsule_wires(start_pos: Vector3, end_pos: Vector3, radius: float, slices: int, rings: int, p_color: Color) -> None
-# Draw capsule wireframe with the center of its sphere caps at startPos and endPos
-def draw_circle(center_x: int, center_y: int, radius: float, p_color: Color) -> None
-# Draw a color-filled circle
-def draw_circle_3d(center: Vector3, radius: float, rotation_axis: Vector3, rotation_angle: float, p_color: Color) -> None
-# Draw a circle in 3D world space
-def draw_circle_gradient(center_x: int, center_y: int, radius: float, color1: Color, color2: Color) -> None
-# Draw a gradient-filled circle
-def draw_circle_lines(center_x: int, center_y: int, radius: float, p_color: Color) -> None
-# Draw circle outline
-def draw_circle_sector(center: Vector2, radius: float, start_angle: float, end_angle: float, segments: int, p_color: Color) -> None
-# Draw a piece of a circle
-def draw_circle_sector_lines(center: Vector2, radius: float, start_angle: float, end_angle: float, segments: int, p_color: Color) -> None
-# Draw circle sector outline
-def draw_circle_v(center: Vector2, radius: float, p_color: Color) -> None
-# Draw a color-filled circle (Vector version)
-def draw_cube(position: Vector3, width: float, height: float, length: float, p_color: Color) -> None
-# Draw cube
-def draw_cube_v(position: Vector3, size: Vector3, p_color: Color) -> None
-# Draw cube (Vector version)
-def draw_cube_wires(position: Vector3, width: float, height: float, length: float, p_color: Color) -> None
-# Draw cube wires
-def draw_cube_wires_v(position: Vector3, size: Vector3, p_color: Color) -> None
-# Draw cube wires (Vector version)
-def draw_cylinder(position: Vector3, radius_top: float, radius_bottom: float, height: float, slices: int, p_color: Color) -> None
-# Draw a cylinder/cone
-def draw_cylinder_ex(start_pos: Vector3, end_pos: Vector3, start_radius: float, end_radius: float, sides: int, p_color: Color) -> None
-# Draw a cylinder with base at startPos and top at endPos
-def draw_cylinder_wires(position: Vector3, radius_top: float, radius_bottom: float, height: float, slices: int, p_color: Color) -> None
-# Draw a cylinder/cone wires
-def draw_cylinder_wires_ex(start_pos: Vector3, end_pos: Vector3, start_radius: float, end_radius: float, sides: int, p_color: Color) -> None
-# Draw a cylinder wires with base at startPos and top at endPos
-def draw_ellipse(center_x: int, center_y: int, radius_h: float, radius_v: float, p_color: Color) -> None
-# Draw ellipse
-def draw_ellipse_lines(center_x: int, center_y: int, radius_h: float, radius_v: float, p_color: Color) -> None
-# Draw ellipse outline
-def draw_fps(pos_x: int, pos_y: int) -> None
-# Draw current FPS
-def draw_grid(slices: int, spacing: float) -> None
-# Draw a grid (centered at (0, 0, 0))
-def draw_line(start_pos_x: int, start_pos_y: int, end_pos_x: int, end_pos_y: int, p_color: Color) -> None
-# Draw a line
-def draw_line_3d(start_pos: Vector3, end_pos: Vector3, p_color: Color) -> None
-# Draw a line in 3D world space
-def draw_line_bezier(start_pos: Vector2, end_pos: Vector2, thick: float, p_color: Color) -> None
-# Draw a line using cubic-bezier curves in-out
-def draw_line_bezier_cubic(start_pos: Vector2, end_pos: Vector2, start_control_pos: Vector2, end_control_pos: Vector2, thick: float, p_color: Color) -> None
-# Draw line using cubic bezier curves with 2 control points
-def draw_line_bezier_quad(start_pos: Vector2, end_pos: Vector2, control_pos: Vector2, thick: float, p_color: Color) -> None
-# Draw line using quadratic bezier curves with a control point
-def draw_line_ex(start_pos: Vector2, end_pos: Vector2, thick: float, p_color: Color) -> None
-# Draw a line defining thickness
-def draw_line_strip(points: Ptr[Vector2], point_count: int, p_color: Color) -> None
-# Draw lines sequence
-def draw_line_v(start_pos: Vector2, end_pos: Vector2, p_color: Color) -> None
-# Draw a line (Vector version)
-def draw_mesh(mesh: Mesh, material: Material, p_transform: Matrix) -> None
-# Draw a 3d mesh with material and transform
-def draw_mesh_instanced(mesh: Mesh, material: Material, transforms: Ptr[Const[Matrix]], instances: int) -> None
-# Draw multiple mesh instances with material and different transforms
-def draw_model(model: Model, position: Vector3, scale: float, tint: Color) -> None
-# Draw a model (with texture if set)
-def draw_model_ex(model: Model, position: Vector3, rotation_axis: Vector3, rotation_angle: float, scale: Vector3, tint: Color) -> None
-# Draw a model with extended parameters
-def draw_model_wires(model: Model, position: Vector3, scale: float, tint: Color) -> None
-# Draw a model wires (with texture if set)
-def draw_model_wires_ex(model: Model, position: Vector3, rotation_axis: Vector3, rotation_angle: float, scale: Vector3, tint: Color) -> None
-# Draw a model wires (with texture if set) with extended parameters
-def draw_pixel(pos_x: int, pos_y: int, p_color: Color) -> None
-# Draw a pixel
-def draw_pixel_v(position: Vector2, p_color: Color) -> None
-# Draw a pixel (Vector version)
-def draw_plane(center_pos: Vector3, size: Vector2, p_color: Color) -> None
-# Draw a plane XZ
-def draw_point_3d(position: Vector3, p_color: Color) -> None
-# Draw a point in 3D space, actually a small line
-def draw_poly(center: Vector2, sides: int, radius: float, rotation: float, p_color: Color) -> None
-# Draw a regular polygon (Vector version)
-def draw_poly_lines(center: Vector2, sides: int, radius: float, rotation: float, p_color: Color) -> None
-# Draw a polygon outline of n sides
-def draw_poly_lines_ex(center: Vector2, sides: int, radius: float, rotation: float, line_thick: float, p_color: Color) -> None
-# Draw a polygon outline of n sides with extended parameters
-def draw_ray(p_ray: Ray, p_color: Color) -> None
-# Draw a ray line
-def draw_rectangle(pos_x: int, pos_y: int, width: int, height: int, p_color: Color) -> None
-# Draw a color-filled rectangle
-def draw_rectangle_gradient_ex(rec: Rectangle, col1: Color, col2: Color, col3: Color, col4: Color) -> None
-# Draw a gradient-filled rectangle with custom vertex colors
-def draw_rectangle_gradient_h(pos_x: int, pos_y: int, width: int, height: int, color1: Color, color2: Color) -> None
-# Draw a horizontal-gradient-filled rectangle
-def draw_rectangle_gradient_v(pos_x: int, pos_y: int, width: int, height: int, color1: Color, color2: Color) -> None
-# Draw a vertical-gradient-filled rectangle
-def draw_rectangle_lines(pos_x: int, pos_y: int, width: int, height: int, p_color: Color) -> None
-# Draw rectangle outline
-def draw_rectangle_lines_ex(rec: Rectangle, line_thick: float, p_color: Color) -> None
-# Draw rectangle outline with extended parameters
-def draw_rectangle_pro(rec: Rectangle, origin: Vector2, rotation: float, p_color: Color) -> None
-# Draw a color-filled rectangle with pro parameters
-def draw_rectangle_rec(rec: Rectangle, p_color: Color) -> None
-# Draw a color-filled rectangle
-def draw_rectangle_rounded(rec: Rectangle, roundness: float, segments: int, p_color: Color) -> None
-# Draw rectangle with rounded edges
-def draw_rectangle_rounded_lines(rec: Rectangle, roundness: float, segments: int, line_thick: float, p_color: Color) -> None
-# Draw rectangle with rounded edges outline
-def draw_rectangle_v(position: Vector2, size: Vector2, p_color: Color) -> None
-# Draw a color-filled rectangle (Vector version)
-def draw_ring(center: Vector2, inner_radius: float, outer_radius: float, start_angle: float, end_angle: float, segments: int, p_color: Color) -> None
-# Draw ring
-def draw_ring_lines(center: Vector2, inner_radius: float, outer_radius: float, start_angle: float, end_angle: float, segments: int, p_color: Color) -> None
-# Draw ring outline
-def draw_sphere(center_pos: Vector3, radius: float, p_color: Color) -> None
-# Draw sphere
-def draw_sphere_ex(center_pos: Vector3, radius: float, rings: int, slices: int, p_color: Color) -> None
-# Draw sphere with extended parameters
-def draw_sphere_wires(center_pos: Vector3, radius: float, rings: int, slices: int, p_color: Color) -> None
-# Draw sphere wires
-def draw_text(text: str, pos_x: int, pos_y: int, font_size: int, p_color: Color) -> None
-# Draw text (using default font)
-def draw_text_codepoint(p_font: Font, codepoint: int, position: Vector2, font_size: float, tint: Color) -> None
-# Draw one character (codepoint)
-def draw_text_codepoints(p_font: Font, codepoints: Ptr[Const[libs.c.CInt]], count: int, position: Vector2, font_size: float, spacing: float, tint: Color) -> None
-# Draw multiple character (codepoint)
-def draw_text_ex(p_font: Font, text: str, position: Vector2, font_size: float, spacing: float, tint: Color) -> None
-# Draw text using font and additional parameters
-def draw_text_pro(p_font: Font, text: str, position: Vector2, origin: Vector2, rotation: float, font_size: float, spacing: float, tint: Color) -> None
-# Draw text using Font and pro parameters (rotation)
-def draw_texture(p_texture: Texture2D, pos_x: int, pos_y: int, tint: Color) -> None
-# Draw a Texture2D
-def draw_texture_ex(p_texture: Texture2D, position: Vector2, rotation: float, scale: float, tint: Color) -> None
-# Draw a Texture2D with extended parameters
-def draw_texture_n_patch(p_texture: Texture2D, p_n_patch_info: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: float, tint: Color) -> None
-# Draws a texture (or part of it) that stretches or shrinks nicely
-def draw_texture_pro(p_texture: Texture2D, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: float, tint: Color) -> None
-# Draw a part of a texture defined by a rectangle with 'pro' parameters
-def draw_texture_rec(p_texture: Texture2D, source: Rectangle, position: Vector2, tint: Color) -> None
-# Draw a part of a texture defined by a rectangle
-def draw_texture_v(p_texture: Texture2D, position: Vector2, tint: Color) -> None
-# Draw a Texture2D with position defined as Vector2
-def draw_triangle(v1: Vector2, v2: Vector2, v3: Vector2, p_color: Color) -> None
-# Draw a color-filled triangle (vertex in counter-clockwise order!)
-def draw_triangle_3d(v1: Vector3, v2: Vector3, v3: Vector3, p_color: Color) -> None
-# Draw a color-filled triangle (vertex in counter-clockwise order!)
-def draw_triangle_fan(points: Ptr[Vector2], point_count: int, p_color: Color) -> None
-# Draw a triangle fan defined by points (first vertex is the center)
-def draw_triangle_lines(v1: Vector2, v2: Vector2, v3: Vector2, p_color: Color) -> None
-# Draw triangle outline (vertex in counter-clockwise order!)
-def draw_triangle_strip(points: Ptr[Vector2], point_count: int, p_color: Color) -> None
-# Draw a triangle strip defined by points
-def draw_triangle_strip_3d(points: Ptr[Vector3], point_count: int, p_color: Color) -> None
-# Draw a triangle strip defined by points
-def enable_cursor() -> None
-# Enables cursor (unlock cursor)
-def enable_event_waiting() -> None
-# Enable waiting for events on EndDrawing(), no automatic event polling
-def encode_data_base64(data: Ptr[Const[libs.c.CUChar]], data_size: int, output_size: Ptr[libs.c.CInt]) -> libs.c.CStr
-# Encode data to Base64 string, memory must be MemFree()
-def end_blend_mode() -> None
-# End blending mode (reset to default: alpha blending)
-def end_drawing() -> None
-# End canvas drawing and swap buffers (double buffering)
-def end_mode_2d() -> None
-# Ends 2D mode with custom camera
-def end_mode_3d() -> None
-# Ends 3D mode and returns to default 2D orthographic mode
-def end_scissor_mode() -> None
-# End scissor mode
-def end_shader_mode() -> None
-# End custom shader drawing (use default shader)
-def end_texture_mode() -> None
-# Ends drawing to render texture
-def end_vr_stereo_mode() -> None
-# End stereo rendering (requires VR simulator)
-def export_data_as_code(data: Ptr[Const[libs.c.CUChar]], size: u32, file_name: str) -> bool
-# Export data to code (.h), returns true on success
-def export_font_as_code(p_font: Font, file_name: str) -> bool
-# Export font as code file, returns true on success
-def export_image(p_image: Image, file_name: str) -> bool
-# Export image data to file, returns true on success
-def export_image_as_code(p_image: Image, file_name: str) -> bool
-# Export image as code file defining an array of bytes, returns true on success
-def export_mesh(mesh: Mesh, file_name: str) -> bool
-# Export mesh data to file, returns true on success
-def export_wave(p_wave: Wave, file_name: str) -> bool
-# Export wave data to file, returns true on success
-def export_wave_as_code(p_wave: Wave, file_name: str) -> bool
-# Export wave sample data to code (.h), returns true on success
-def fade(p_color: Color, alpha: float) -> Color
-# Get color with alpha applied, alpha goes from 0.0f to 1.0f
-def file_exists(file_name: str) -> bool
-# Check if file exists
-def font(base_size: int, glyph_count: int, glyph_padding: int, p_texture: Texture2D, recs: Ptr[Rectangle], glyphs: Ptr[GlyphInfo]) -> Font
-# Factory function for: Font
-def gen_image_cellular(width: int, height: int, tile_size: int) -> Image
-# Generate image: cellular algorithm, bigger tileSize means bigger cells
-def gen_image_checked(width: int, height: int, checks_x: int, checks_y: int, col1: Color, col2: Color) -> Image
-# Generate image: checked
-def gen_image_color(width: int, height: int, p_color: Color) -> Image
-# Generate image: plain color
-def gen_image_font_atlas(chars: Ptr[Const[GlyphInfo]], recs: Ptr[Ptr[Rectangle]], glyph_count: int, font_size: int, padding: int, pack_method: int) -> Image
-# Generate image font atlas using chars info
-def gen_image_gradient_h(width: int, height: int, left: Color, right: Color) -> Image
-# Generate image: horizontal gradient
-def gen_image_gradient_radial(width: int, height: int, density: float, inner: Color, outer: Color) -> Image
-# Generate image: radial gradient
-def gen_image_gradient_v(width: int, height: int, top: Color, bottom: Color) -> Image
-# Generate image: vertical gradient
-def gen_image_perlin_noise(width: int, height: int, offset_x: int, offset_y: int, scale: float) -> Image
-# Generate image: perlin noise
-def gen_image_text(width: int, height: int, text: str) -> Image
-# Generate image: grayscale image from text data
-def gen_image_white_noise(width: int, height: int, factor: float) -> Image
-# Generate image: white noise
-def gen_mesh_cone(radius: float, height: float, slices: int) -> Mesh
-# Generate cone/pyramid mesh
-def gen_mesh_cube(width: float, height: float, length: float) -> Mesh
-# Generate cuboid mesh
-def gen_mesh_cubicmap(cubicmap: Image, cube_size: Vector3) -> Mesh
-# Generate cubes-based map mesh from image data
-def gen_mesh_cylinder(radius: float, height: float, slices: int) -> Mesh
-# Generate cylinder mesh
-def gen_mesh_heightmap(heightmap: Image, size: Vector3) -> Mesh
-# Generate heightmap mesh from image data
-def gen_mesh_hemi_sphere(radius: float, rings: int, slices: int) -> Mesh
-# Generate half-sphere mesh (no bottom cap)
-def gen_mesh_knot(radius: float, size: float, rad_seg: int, sides: int) -> Mesh
-# Generate trefoil knot mesh
-def gen_mesh_plane(width: float, length: float, res_x: int, res_z: int) -> Mesh
-# Generate plane mesh (with subdivisions)
-def gen_mesh_poly(sides: int, radius: float) -> Mesh
-# Generate polygonal mesh
-def gen_mesh_sphere(radius: float, rings: int, slices: int) -> Mesh
-# Generate sphere mesh (standard sphere)
-def gen_mesh_tangents(mesh: Ptr[Mesh]) -> None
-# Compute mesh tangents
-def gen_mesh_torus(radius: float, size: float, rad_seg: int, sides: int) -> Mesh
-# Generate torus mesh
-def gen_texture_mipmaps(p_texture: Ptr[Texture2D]) -> None
-# Generate GPU mipmaps for a texture
-def get_application_directory() -> Ptr[Const[libs.c.CChar]]
-# Get the directory if the running application (uses static string)
-def get_camera_matrix(p_camera: Camera) -> Matrix
-# Get camera transform matrix (view matrix)
-def get_camera_matrix_2d(p_camera: Camera2D) -> Matrix
-# Get camera 2d transform matrix
-def get_char_pressed() -> int
-# Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
-def get_clipboard_text() -> Ptr[Const[libs.c.CChar]]
-# Get clipboard text content
-def get_codepoint(text: str, codepoint_size: Ptr[libs.c.CInt]) -> int
-# Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-def get_codepoint_count(text: str) -> int
-# Get total number of codepoints in a UTF-8 encoded string
-def get_codepoint_next(text: str, codepoint_size: Ptr[libs.c.CInt]) -> int
-# Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-def get_codepoint_previous(text: str, codepoint_size: Ptr[libs.c.CInt]) -> int
-# Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-def get_collision_rec(rec1: Rectangle, rec2: Rectangle) -> Rectangle
-# Get collision rectangle for two rectangles collision
-def get_color(hex_value: u32) -> Color
-# Get Color structure from hexadecimal value
-def get_current_monitor() -> int
-# Get current connected monitor
-def get_directory_path(file_path: str) -> Ptr[Const[libs.c.CChar]]
-# Get full path for a given fileName with path (uses static string)
-def get_file_extension(file_name: str) -> Ptr[Const[libs.c.CChar]]
-# Get pointer to extension for a filename string (includes dot: '.png')
-def get_file_length(file_name: str) -> int
-# Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
-def get_file_mod_time(file_name: str) -> i64
-# Get file modification time (last write time)
-def get_file_name(file_path: str) -> Ptr[Const[libs.c.CChar]]
-# Get pointer to filename for a path string
-def get_file_name_without_ext(file_path: str) -> Ptr[Const[libs.c.CChar]]
-# Get filename string without extension (uses static string)
-def get_font_default() -> Font
-# Get the default Font
-def get_fps() -> int
-# Get current FPS
-def get_frame_time() -> float
-# Get time in seconds for last frame drawn (delta time)
-def get_gamepad_axis_count(gamepad: int) -> int
-# Get gamepad axis count for a gamepad
-def get_gamepad_axis_movement(gamepad: int, axis: int) -> float
-# Get axis movement value for a gamepad axis
-def get_gamepad_button_pressed() -> int
-# Get the last gamepad button pressed
-def get_gamepad_name(gamepad: int) -> Ptr[Const[libs.c.CChar]]
-# Get gamepad internal name id
-def get_gesture_detected() -> int
-# Get latest detected gesture
-def get_gesture_drag_angle() -> float
-# Get gesture drag angle
-def get_gesture_drag_vector() -> Vector2
-# Get gesture drag vector
-def get_gesture_hold_duration() -> float
-# Get gesture hold time in milliseconds
-def get_gesture_pinch_angle() -> float
-# Get gesture pinch angle
-def get_gesture_pinch_vector() -> Vector2
-# Get gesture pinch delta
-def get_glyph_atlas_rec(p_font: Font, codepoint: int) -> Rectangle
-# Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
-def get_glyph_index(p_font: Font, codepoint: int) -> int
-# Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
-def get_glyph_info(p_font: Font, codepoint: int) -> GlyphInfo
-# Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
-def get_image_alpha_border(p_image: Image, threshold: float) -> Rectangle
-# Get image alpha border rectangle
-def get_image_color(p_image: Image, x: int, y: int) -> Color
-# Get image pixel color at (x, y) position
-def get_key_pressed() -> int
-# Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
-def get_mesh_bounding_box(mesh: Mesh) -> BoundingBox
-# Compute mesh bounding box limits
-def get_model_bounding_box(model: Model) -> BoundingBox
-# Compute model bounding box limits (considers all meshes)
-def get_monitor_count() -> int
-# Get number of connected monitors
-def get_monitor_height(monitor: int) -> int
-# Get specified monitor height (current video mode used by monitor)
-def get_monitor_name(monitor: int) -> Ptr[Const[libs.c.CChar]]
-# Get the human-readable, UTF-8 encoded name of the primary monitor
-def get_monitor_physical_height(monitor: int) -> int
-# Get specified monitor physical height in millimetres
-def get_monitor_physical_width(monitor: int) -> int
-# Get specified monitor physical width in millimetres
-def get_monitor_position(monitor: int) -> Vector2
-# Get specified monitor position
-def get_monitor_refresh_rate(monitor: int) -> int
-# Get specified monitor refresh rate
-def get_monitor_width(monitor: int) -> int
-# Get specified monitor width (current video mode used by monitor)
-def get_mouse_delta() -> Vector2
-# Get mouse delta between frames
-def get_mouse_position() -> Vector2
-# Get mouse position XY
-def get_mouse_ray(mouse_position: Vector2, p_camera: Camera) -> Ray
-# Get a ray trace from mouse position
-def get_mouse_wheel_move() -> float
-# Get mouse wheel movement for X or Y, whichever is larger
-def get_mouse_wheel_move_v() -> Vector2
-# Get mouse wheel movement for both X and Y
-def get_mouse_x() -> int
-# Get mouse position X
-def get_mouse_y() -> int
-# Get mouse position Y
-def get_music_time_length(p_music: Music) -> float
-# Get music time length (in seconds)
-def get_music_time_played(p_music: Music) -> float
-# Get current music time played (in seconds)
-def get_pixel_color(src_ptr: AnyPtr, format: int) -> Color
-# Get Color from a source pixel pointer of certain format
-def get_pixel_data_size(width: int, height: int, format: int) -> int
-# Get pixel data size in bytes for certain format
-def get_prev_directory_path(dir_path: str) -> Ptr[Const[libs.c.CChar]]
-# Get previous directory path for a given path (uses static string)
-def get_random_value(min: int, max: int) -> int
-# Get a random value between min and max (both included)
-def get_ray_collision_box(p_ray: Ray, box: BoundingBox) -> RayCollision
-# Get collision info between ray and box
-def get_ray_collision_mesh(p_ray: Ray, mesh: Mesh, p_transform: Matrix) -> RayCollision
-# Get collision info between ray and mesh
-def get_ray_collision_quad(p_ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3) -> RayCollision
-# Get collision info between ray and quad
-def get_ray_collision_sphere(p_ray: Ray, center: Vector3, radius: float) -> RayCollision
-# Get collision info between ray and sphere
-def get_ray_collision_triangle(p_ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3) -> RayCollision
-# Get collision info between ray and triangle
-def get_render_height() -> int
-# Get current render height (it considers HiDPI)
-def get_render_width() -> int
-# Get current render width (it considers HiDPI)
-def get_screen_height() -> int
-# Get current screen height
-def get_screen_to_world_2d(position: Vector2, p_camera: Camera2D) -> Vector2
-# Get the world space position for a 2d camera screen space position
-def get_screen_width() -> int
-# Get current screen width
-def get_shader_location(shader: Shader, uniform_name: str) -> int
-# Get shader uniform location
-def get_shader_location_attrib(shader: Shader, attrib_name: str) -> int
-# Get shader attribute location
-def get_time() -> f64
-# Get elapsed time in seconds since InitWindow()
-def get_touch_point_count() -> int
-# Get number of touch points
-def get_touch_point_id(index: int) -> int
-# Get touch point identifier for given index
-def get_touch_position(index: int) -> Vector2
-# Get touch position XY for a touch point index (relative to screen size)
-def get_touch_x() -> int
-# Get touch position X for touch point 0 (relative to screen size)
-def get_touch_y() -> int
-# Get touch position Y for touch point 0 (relative to screen size)
-def get_window_handle() -> AnyPtr
-# Get native window handle
-def get_window_position() -> Vector2
-# Get window position XY on monitor
-def get_window_scale_dpi() -> Vector2
-# Get window scale DPI factor
-def get_working_directory() -> Ptr[Const[libs.c.CChar]]
-# Get current working directory (uses static string)
-def get_world_to_screen(position: Vector3, p_camera: Camera) -> Vector2
-# Get the screen space position for a 3d world space position
-def get_world_to_screen_2d(position: Vector2, p_camera: Camera2D) -> Vector2
-# Get the screen space position for a 2d camera world space position
-def get_world_to_screen_ex(position: Vector3, p_camera: Camera, width: int, height: int) -> Vector2
-# Get size position for a 3d world space position
-def glyph_info(value: int, offset_x: int, offset_y: int, advance_x: int, p_image: Image) -> GlyphInfo
-# Factory function for: GlyphInfo
-def hide_cursor() -> None
-# Hides cursor
-def image(data: AnyPtr, width: int, height: int, mipmaps: int, format: int) -> Image
-# Factory function for: Image
-def image_alpha_clear(p_image: Ptr[Image], p_color: Color, threshold: float) -> None
-# Clear alpha channel to desired color
-def image_alpha_crop(p_image: Ptr[Image], threshold: float) -> None
-# Crop image depending on alpha value
-def image_alpha_mask(p_image: Ptr[Image], alpha_mask: Image) -> None
-# Apply alpha mask to image
-def image_alpha_premultiply(p_image: Ptr[Image]) -> None
-# Premultiply alpha channel
-def image_blur_gaussian(p_image: Ptr[Image], blur_size: int) -> None
-# Apply Gaussian blur using a box blur approximation
-def image_clear_background(dst: Ptr[Image], p_color: Color) -> None
-# Clear image background with given color
-def image_color_brightness(p_image: Ptr[Image], brightness: int) -> None
-# Modify image color: brightness (-255 to 255)
-def image_color_contrast(p_image: Ptr[Image], contrast: float) -> None
-# Modify image color: contrast (-100 to 100)
-def image_color_grayscale(p_image: Ptr[Image]) -> None
-# Modify image color: grayscale
-def image_color_invert(p_image: Ptr[Image]) -> None
-# Modify image color: invert
-def image_color_replace(p_image: Ptr[Image], p_color: Color, replace: Color) -> None
-# Modify image color: replace color
-def image_color_tint(p_image: Ptr[Image], p_color: Color) -> None
-# Modify image color: tint
-def image_copy(p_image: Image) -> Image
-# Create an image duplicate (useful for transformations)
-def image_crop(p_image: Ptr[Image], crop: Rectangle) -> None
-# Crop an image to a defined rectangle
-def image_dither(p_image: Ptr[Image], r_bpp: int, g_bpp: int, b_bpp: int, a_bpp: int) -> None
-# Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
-def image_draw(dst: Ptr[Image], src: Image, src_rec: Rectangle, dst_rec: Rectangle, tint: Color) -> None
-# Draw a source image within a destination image (tint applied to source)
-def image_draw_circle(dst: Ptr[Image], center_x: int, center_y: int, radius: int, p_color: Color) -> None
-# Draw a filled circle within an image
-def image_draw_circle_lines(dst: Ptr[Image], center_x: int, center_y: int, radius: int, p_color: Color) -> None
-# Draw circle outline within an image
-def image_draw_circle_lines_v(dst: Ptr[Image], center: Vector2, radius: int, p_color: Color) -> None
-# Draw circle outline within an image (Vector version)
-def image_draw_circle_v(dst: Ptr[Image], center: Vector2, radius: int, p_color: Color) -> None
-# Draw a filled circle within an image (Vector version)
-def image_draw_line(dst: Ptr[Image], start_pos_x: int, start_pos_y: int, end_pos_x: int, end_pos_y: int, p_color: Color) -> None
-# Draw line within an image
-def image_draw_line_v(dst: Ptr[Image], start: Vector2, end: Vector2, p_color: Color) -> None
-# Draw line within an image (Vector version)
-def image_draw_pixel(dst: Ptr[Image], pos_x: int, pos_y: int, p_color: Color) -> None
-# Draw pixel within an image
-def image_draw_pixel_v(dst: Ptr[Image], position: Vector2, p_color: Color) -> None
-# Draw pixel within an image (Vector version)
-def image_draw_rectangle(dst: Ptr[Image], pos_x: int, pos_y: int, width: int, height: int, p_color: Color) -> None
-# Draw rectangle within an image
-def image_draw_rectangle_lines(dst: Ptr[Image], rec: Rectangle, thick: int, p_color: Color) -> None
-# Draw rectangle lines within an image
-def image_draw_rectangle_rec(dst: Ptr[Image], rec: Rectangle, p_color: Color) -> None
-# Draw rectangle within an image
-def image_draw_rectangle_v(dst: Ptr[Image], position: Vector2, size: Vector2, p_color: Color) -> None
-# Draw rectangle within an image (Vector version)
-def image_draw_text(dst: Ptr[Image], text: str, pos_x: int, pos_y: int, font_size: int, p_color: Color) -> None
-# Draw text (using default font) within an image (destination)
-def image_draw_text_ex(dst: Ptr[Image], p_font: Font, text: str, position: Vector2, font_size: float, spacing: float, tint: Color) -> None
-# Draw text (custom sprite font) within an image (destination)
-def image_flip_horizontal(p_image: Ptr[Image]) -> None
-# Flip image horizontally
-def image_flip_vertical(p_image: Ptr[Image]) -> None
-# Flip image vertically
-def image_format(p_image: Ptr[Image], new_format: int) -> None
-# Convert image data to desired format
-def image_from_image(p_image: Image, rec: Rectangle) -> Image
-# Create an image from another image piece
-def image_mipmaps(p_image: Ptr[Image]) -> None
-# Compute all mipmap levels for a provided image
-def image_resize(p_image: Ptr[Image], new_width: int, new_height: int) -> None
-# Resize image (Bicubic scaling algorithm)
-def image_resize_canvas(p_image: Ptr[Image], new_width: int, new_height: int, offset_x: int, offset_y: int, fill: Color) -> None
-# Resize canvas and fill with color
-def image_resize_nn(p_image: Ptr[Image], new_width: int, new_height: int) -> None
-# Resize image (Nearest-Neighbor scaling algorithm)
-def image_rotate_ccw(p_image: Ptr[Image]) -> None
-# Rotate image counter-clockwise 90deg
-def image_rotate_cw(p_image: Ptr[Image]) -> None
-# Rotate image clockwise 90deg
-def image_text(text: str, font_size: int, p_color: Color) -> Image
-# Create an image from text (default font)
-def image_text_ex(p_font: Font, text: str, font_size: float, spacing: float, tint: Color) -> Image
-# Create an image from text (custom sprite font)
-def image_to_pot(p_image: Ptr[Image], fill: Color) -> None
-# Convert image to POT (power-of-two)
-def init_audio_device() -> None
-# Initialize audio device and context
-def init_window(width: int, height: int, title: str) -> None
-# Initialize window and OpenGL context
-def is_audio_device_ready() -> bool
-# Check if audio device has been initialized successfully
-def is_audio_stream_playing(stream: AudioStream) -> bool
-# Check if audio stream is playing
-def is_audio_stream_processed(stream: AudioStream) -> bool
-# Check if any audio stream buffers requires refill
-def is_audio_stream_ready(stream: AudioStream) -> bool
-# Checks if an audio stream is ready
-def is_cursor_hidden() -> bool
-# Check if cursor is not visible
-def is_cursor_on_screen() -> bool
-# Check if cursor is on the screen
-def is_file_dropped() -> bool
-# Check if a file has been dropped into window
-def is_file_extension(file_name: str, ext: str) -> bool
-# Check file extension (including point: .png, .wav)
-def is_font_ready(p_font: Font) -> bool
-# Check if a font is ready
-def is_gamepad_available(gamepad: int) -> bool
-# Check if a gamepad is available
-def is_gamepad_button_down(gamepad: int, button: int) -> bool
-# Check if a gamepad button is being pressed
-def is_gamepad_button_pressed(gamepad: int, button: int) -> bool
-# Check if a gamepad button has been pressed once
-def is_gamepad_button_released(gamepad: int, button: int) -> bool
-# Check if a gamepad button has been released once
-def is_gamepad_button_up(gamepad: int, button: int) -> bool
-# Check if a gamepad button is NOT being pressed
-def is_gesture_detected(gesture: int) -> bool
-# Check if a gesture have been detected
-def is_image_ready(p_image: Image) -> bool
-# Check if an image is ready
-def is_key_down(key: int) -> bool
-# Check if a key is being pressed
-def is_key_pressed(key: int) -> bool
-# Check if a key has been pressed once
-def is_key_released(key: int) -> bool
-# Check if a key has been released once
-def is_key_up(key: int) -> bool
-# Check if a key is NOT being pressed
-def is_material_ready(material: Material) -> bool
-# Check if a material is ready
-def is_model_animation_valid(model: Model, anim: ModelAnimation) -> bool
-# Check model animation skeleton match
-def is_model_ready(model: Model) -> bool
-# Check if a model is ready
-def is_mouse_button_down(button: int) -> bool
-# Check if a mouse button is being pressed
-def is_mouse_button_pressed(button: int) -> bool
-# Check if a mouse button has been pressed once
-def is_mouse_button_released(button: int) -> bool
-# Check if a mouse button has been released once
-def is_mouse_button_up(button: int) -> bool
-# Check if a mouse button is NOT being pressed
-def is_music_ready(p_music: Music) -> bool
-# Checks if a music stream is ready
-def is_music_stream_playing(p_music: Music) -> bool
-# Check if music is playing
-def is_path_file(path: str) -> bool
-# Check if a given path is a file or a directory
-def is_render_texture_ready(target: RenderTexture2D) -> bool
-# Check if a render texture is ready
-def is_shader_ready(shader: Shader) -> bool
-# Check if a shader is ready
-def is_sound_playing(p_sound: Sound) -> bool
-# Check if a sound is currently playing
-def is_sound_ready(p_sound: Sound) -> bool
-# Checks if a sound is ready
-def is_texture_ready(p_texture: Texture2D) -> bool
-# Check if a texture is ready
-def is_wave_ready(p_wave: Wave) -> bool
-# Checks if wave data is ready
-def is_window_focused() -> bool
-# Check if window is currently focused (only PLATFORM_DESKTOP)
-def is_window_fullscreen() -> bool
-# Check if window is currently fullscreen
-def is_window_hidden() -> bool
-# Check if window is currently hidden (only PLATFORM_DESKTOP)
-def is_window_maximized() -> bool
-# Check if window is currently maximized (only PLATFORM_DESKTOP)
-def is_window_minimized() -> bool
-# Check if window is currently minimized (only PLATFORM_DESKTOP)
-def is_window_ready() -> bool
-# Check if window has been initialized successfully
-def is_window_resized() -> bool
-# Check if window has been resized last frame
-def is_window_state(flag: u32) -> bool
-# Check if one specific window flag is enabled
-def load_audio_stream(sample_rate: u32, sample_size: u32, channels: u32) -> AudioStream
-# Load audio stream (to stream raw audio pcm data)
-def load_codepoints(text: str, count: Ptr[libs.c.CInt]) -> Ptr[libs.c.CInt]
-# Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
-def load_directory_files(dir_path: str) -> FilePathList
-# Load directory filepaths
-def load_directory_files_ex(base_path: str, filter: str, scan_subdirs: bool) -> FilePathList
-# Load directory filepaths with extension filtering and recursive directory scan
-def load_dropped_files() -> FilePathList
-# Load dropped filepaths
-def load_file_data(file_name: str, bytes_read: Ptr[libs.c.CUInt]) -> Ptr[libs.c.CUChar]
-# Load file data as byte array (read)
-def load_file_text(file_name: str) -> libs.c.CStr
-# Load text data from file (read), returns a '\0' terminated string
-def load_font(file_name: str) -> Font
-# Load font from file into GPU memory (VRAM)
-def load_font_data(file_data: Ptr[Const[libs.c.CUChar]], data_size: int, font_size: int, font_chars: Ptr[libs.c.CInt], glyph_count: int, type: int) -> Ptr[GlyphInfo]
-# Load font data for further use
-def load_font_ex(file_name: str, font_size: int, font_chars: Ptr[libs.c.CInt], glyph_count: int) -> Font
-# Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set
-def load_font_from_image(p_image: Image, key: Color, first_char: int) -> Font
-# Load font from Image (XNA style)
-def load_font_from_memory(file_type: str, file_data: Ptr[Const[libs.c.CUChar]], data_size: int, font_size: int, font_chars: Ptr[libs.c.CInt], glyph_count: int) -> Font
-# Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
-def load_image(file_name: str) -> Image
-# Load image from file into CPU memory (RAM)
-def load_image_anim(file_name: str, frames: Ptr[libs.c.CInt]) -> Image
-# Load image sequence from file (frames appended to image.data)
-def load_image_colors(p_image: Image) -> Ptr[Color]
-# Load color data from image as a Color array (RGBA - 32bit)
-def load_image_from_memory(file_type: str, file_data: Ptr[Const[libs.c.CUChar]], data_size: int) -> Image
-# Load image from memory buffer, fileType refers to extension: i.e. '.png'
-def load_image_from_screen() -> Image
-# Load image from screen buffer and (screenshot)
-def load_image_from_texture(p_texture: Texture2D) -> Image
-# Load image from GPU texture data
-def load_image_palette(p_image: Image, max_palette_size: int, color_count: Ptr[libs.c.CInt]) -> Ptr[Color]
-# Load colors palette from image as a Color array (RGBA - 32bit)
-def load_image_raw(file_name: str, width: int, height: int, format: int, header_size: int) -> Image
-# Load image from RAW file data
-def load_material_default() -> Material
-# Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
-def load_materials(file_name: str, material_count: Ptr[libs.c.CInt]) -> Ptr[Material]
-# Load materials from model file
-def load_model(file_name: str) -> Model
-# Load model from files (meshes and materials)
-def load_model_animations(file_name: str, anim_count: Ptr[libs.c.CUInt]) -> Ptr[ModelAnimation]
-# Load model animations from file
-def load_model_from_mesh(mesh: Mesh) -> Model
-# Load model from generated mesh (default material)
-def load_music_stream(file_name: str) -> Music
-# Load music stream from file
-def load_music_stream_from_memory(file_type: str, data: Ptr[Const[libs.c.CUChar]], data_size: int) -> Music
-# Load music stream from data
-def load_render_texture(width: int, height: int) -> RenderTexture2D
-# Load texture for rendering (framebuffer)
-def load_shader(vs_file_name: str, fs_file_name: str) -> Shader
-# Load shader from files and bind default locations
-def load_shader_from_memory(vs_code: str, fs_code: str) -> Shader
-# Load shader from code strings and bind default locations
-def load_sound(file_name: str) -> Sound
-# Load sound from file
-def load_sound_from_wave(p_wave: Wave) -> Sound
-# Load sound from wave data
-def load_texture(file_name: str) -> Texture2D
-# Load texture from file into GPU memory (VRAM)
-def load_texture_cubemap(p_image: Image, layout: int) -> TextureCubemap
-# Load cubemap from image, multiple image cubemap layouts supported
-def load_texture_from_image(p_image: Image) -> Texture2D
-# Load texture from image data
-def load_utf8(codepoints: Ptr[Const[libs.c.CInt]], length: int) -> libs.c.CStr
-# Load UTF-8 text encoded from codepoints array
-def load_vr_stereo_config(device: VrDeviceInfo) -> VrStereoConfig
-# Load VR stereo config for VR simulator device parameters
-def load_wave(file_name: str) -> Wave
-# Load wave data from file
-def load_wave_from_memory(file_type: str, file_data: Ptr[Const[libs.c.CUChar]], data_size: int) -> Wave
-# Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
-def load_wave_samples(p_wave: Wave) -> Ptr[libs.c.CFloat]
-# Load samples data from wave as a 32bit float data array
-def material_map(p_texture: Texture2D, p_color: Color, value: float) -> MaterialMap
-# Factory function for: MaterialMap
-def matrix(m0: float, m4: float, m8: float, m12: float, m1: float, m5: float, m9: float, m13: float, m2: float, m6: float, m10: float, m14: float, m3: float, m7: float, m11: float, m15: float) -> Matrix
-# Factory function for: Matrix
-def maximize_window() -> None
-# Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
-def measure_text(text: str, font_size: int) -> int
-# Measure string width for default font
-def measure_text_ex(p_font: Font, text: str, font_size: float, spacing: float) -> Vector2
-# Measure string size for Font
-def mem_alloc(size: u32) -> AnyPtr
-# Internal memory allocator
-def mem_free(ptr: AnyPtr) -> None
-# Internal memory free
-def mem_realloc(ptr: AnyPtr, size: u32) -> AnyPtr
-# Internal memory reallocator
-def minimize_window() -> None
-# Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
-def music(stream: AudioStream, frame_count: u32, looping: bool, ctx_type: int, ctx_data: AnyPtr) -> Music
-# Factory function for: Music
-def n_patch_info(source: Rectangle, left: int, top: int, right: int, bottom: int, layout: int) -> NPatchInfo
-# Factory function for: NPatchInfo
-def open_url(url: str) -> None
-# Open URL with default system browser (if available)
-def pause_audio_stream(stream: AudioStream) -> None
-# Pause audio stream
-def pause_music_stream(p_music: Music) -> None
-# Pause music playing
-def pause_sound(p_sound: Sound) -> None
-# Pause a sound
-def play_audio_stream(stream: AudioStream) -> None
-# Play audio stream
-def play_music_stream(p_music: Music) -> None
-# Start music playing
-def play_sound(p_sound: Sound) -> None
-# Play a sound
-def poll_input_events() -> None
-# Register all input events
-def quaternion(x: float, y: float, z: float, w: float) -> Quaternion
-# Factory function for: Quaternion
-def ray(position: Vector3, direction: Vector3) -> Ray
-# Factory function for: Ray
-def ray_collision(hit: bool, distance: float, point: Vector3, normal: Vector3) -> RayCollision
-# Factory function for: RayCollision
-def rectangle(x: float, y: float, width: float, height: float) -> Rectangle
-# Factory function for: Rectangle
-def render_texture(id: u32, p_texture: Texture, depth: Texture) -> RenderTexture
-# Factory function for: RenderTexture
-def render_texture_2d(id: u32, p_texture: Texture, depth: Texture) -> RenderTexture2D
-# Factory function for: RenderTexture2D
-def restore_window() -> None
-# Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
-def resume_audio_stream(stream: AudioStream) -> None
-# Resume audio stream
-def resume_music_stream(p_music: Music) -> None
-# Resume playing paused music
-def resume_sound(p_sound: Sound) -> None
-# Resume a paused sound
-def save_file_data(file_name: str, data: AnyPtr, bytes_to_write: u32) -> bool
-# Save data to file from byte array (write), returns true on success
-def save_file_text(file_name: str, text: str) -> bool
-# Save text data to file (write), string must be '\0' terminated, returns true on success
-def seek_music_stream(p_music: Music, position: float) -> None
-# Seek music to a position (in seconds)
-def set_audio_stream_buffer_size_default(size: int) -> None
-# Default size for new audio streams
-def set_audio_stream_pan(stream: AudioStream, pan: float) -> None
-# Set pan for audio stream (0.5 is centered)
-def set_audio_stream_pitch(stream: AudioStream, pitch: float) -> None
-# Set pitch for audio stream (1.0 is base level)
-def set_audio_stream_volume(stream: AudioStream, volume: float) -> None
-# Set volume for audio stream (1.0 is max level)
-def set_clipboard_text(text: str) -> None
-# Set clipboard text content
-def set_config_flags(flags: u32) -> None
-# Setup init configuration flags (view FLAGS)
-def set_exit_key(key: int) -> None
-# Set a custom key to exit program (default is ESC)
-def set_gamepad_mappings(mappings: str) -> int
-# Set internal gamepad mappings (SDL_GameControllerDB)
-def set_gestures_enabled(flags: u32) -> None
-# Enable a set of gestures using flags
-def set_master_volume(volume: float) -> None
-# Set master volume (listener)
-def set_material_texture(material: Ptr[Material], map_type: int, p_texture: Texture2D) -> None
-# Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
-def set_model_mesh_material(model: Ptr[Model], mesh_id: int, material_id: int) -> None
-# Set material for a mesh
-def set_mouse_cursor(cursor: int) -> None
-# Set mouse cursor
-def set_mouse_offset(offset_x: int, offset_y: int) -> None
-# Set mouse offset
-def set_mouse_position(x: int, y: int) -> None
-# Set mouse position XY
-def set_mouse_scale(scale_x: float, scale_y: float) -> None
-# Set mouse scaling
-def set_music_pan(p_music: Music, pan: float) -> None
-# Set pan for a music (0.5 is center)
-def set_music_pitch(p_music: Music, pitch: float) -> None
-# Set pitch for a music (1.0 is base level)
-def set_music_volume(p_music: Music, volume: float) -> None
-# Set volume for music (1.0 is max level)
-def set_pixel_color(dst_ptr: AnyPtr, p_color: Color, format: int) -> None
-# Set color formatted into destination pixel pointer
-def set_random_seed(seed: u32) -> None
-# Set the seed for the random number generator
-def set_shader_value(shader: Shader, loc_index: int, value: AnyPtrToConst, uniform_type: int) -> None
-# Set shader uniform value
-def set_shader_value_matrix(shader: Shader, loc_index: int, mat: Matrix) -> None
-# Set shader uniform value (matrix 4x4)
-def set_shader_value_texture(shader: Shader, loc_index: int, p_texture: Texture2D) -> None
-# Set shader uniform value for texture (sampler2d)
-def set_shader_value_v(shader: Shader, loc_index: int, value: AnyPtrToConst, uniform_type: int, count: int) -> None
-# Set shader uniform value vector
-def set_shapes_texture(p_texture: Texture2D, source: Rectangle) -> None
-# Set texture and rectangle to be used on shapes drawing
-def set_sound_pan(p_sound: Sound, pan: float) -> None
-# Set pan for a sound (0.5 is center)
-def set_sound_pitch(p_sound: Sound, pitch: float) -> None
-# Set pitch for a sound (1.0 is base level)
-def set_sound_volume(p_sound: Sound, volume: float) -> None
-# Set volume for a sound (1.0 is max level)
-def set_target_fps(fps: int) -> None
-# Set target FPS (maximum)
-def set_texture_filter(p_texture: Texture2D, filter: int) -> None
-# Set texture scaling filter mode
-def set_texture_wrap(p_texture: Texture2D, wrap: int) -> None
-# Set texture wrapping mode
-def set_trace_log_level(log_level: int) -> None
-# Set the current threshold (minimum) log level
-def set_window_icon(p_image: Image) -> None
-# Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
-def set_window_icons(images: Ptr[Image], count: int) -> None
-# Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
-def set_window_min_size(width: int, height: int) -> None
-# Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
-def set_window_monitor(monitor: int) -> None
-# Set monitor for the current window (fullscreen mode)
-def set_window_opacity(opacity: float) -> None
-# Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
-def set_window_position(x: int, y: int) -> None
-# Set window position on screen (only PLATFORM_DESKTOP)
-def set_window_size(width: int, height: int) -> None
-# Set window dimensions
-def set_window_state(flags: u32) -> None
-# Set window configuration state using flags (only PLATFORM_DESKTOP)
-def set_window_title(title: str) -> None
-# Set title for window (only PLATFORM_DESKTOP)
-def show_cursor() -> None
-# Shows cursor
-def sound(stream: AudioStream, frame_count: u32) -> Sound
-# Factory function for: Sound
-def stop_audio_stream(stream: AudioStream) -> None
-# Stop audio stream
-def stop_music_stream(p_music: Music) -> None
-# Stop music playing
-def stop_sound(p_sound: Sound) -> None
-# Stop playing a sound
-def swap_screen_buffer() -> None
-# Swap back buffer with front buffer (screen drawing)
-def take_screenshot(file_name: str) -> None
-# Takes a screenshot of current screen (filename extension defines format)
-def text_append(text: str, append: str, position: Ptr[libs.c.CInt]) -> None
-# Append text at specific position and move cursor!
-def text_copy(dst: str, src: str) -> int
-# Copy one string to another, returns bytes copied
-def text_find_index(text: str, find: str) -> int
-# Find first text occurrence within a string
-def text_insert(text: str, insert: str, position: int) -> libs.c.CStr
-# Insert text in a position (WARNING: memory must be freed!)
-def text_is_equal(text1: str, text2: str) -> bool
-# Check if two text string are equal
-def text_join(text_list: Ptr[Ptr[Const[libs.c.CChar]]], count: int, delimiter: str) -> Ptr[Const[libs.c.CChar]]
-# Join text strings with delimiter
-def text_length(text: str) -> u32
-# Get text length, checks for '\0' ending
-def text_replace(text: str, replace: str, by: str) -> libs.c.CStr
-# Replace text string (WARNING: memory must be freed!)
-def text_split(text: str, delimiter: int, count: Ptr[libs.c.CInt]) -> Ptr[Ptr[Const[libs.c.CChar]]]
-# Split text into multiple strings
-def text_subtext(text: str, position: int, length: int) -> Ptr[Const[libs.c.CChar]]
-# Get a piece of a text string
-def text_to_integer(text: str) -> int
-# Get integer value from text (negative values not supported)
-def text_to_lower(text: str) -> Ptr[Const[libs.c.CChar]]
-# Get lower case version of provided string
-def text_to_pascal(text: str) -> Ptr[Const[libs.c.CChar]]
-# Get Pascal case notation version of provided string
-def text_to_upper(text: str) -> Ptr[Const[libs.c.CChar]]
-# Get upper case version of provided string
-def texture(id: u32, width: int, height: int, mipmaps: int, format: int) -> Texture
-# Factory function for: Texture
-def texture_2d(id: u32, width: int, height: int, mipmaps: int, format: int) -> Texture2D
-# Factory function for: Texture2D
-def texture_cubemap(id: u32, width: int, height: int, mipmaps: int, format: int) -> TextureCubemap
-# Factory function for: TextureCubemap
-def toggle_fullscreen() -> None
-# Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
-def transform(translation: Vector3, rotation: Quaternion, scale: Vector3) -> Transform
-# Factory function for: Transform
-def unload_audio_stream(stream: AudioStream) -> None
-# Unload audio stream and free memory
-def unload_codepoints(codepoints: Ptr[libs.c.CInt]) -> None
-# Unload codepoints data from memory
-def unload_directory_files(files: FilePathList) -> None
-# Unload filepaths
-def unload_dropped_files(files: FilePathList) -> None
-# Unload dropped filepaths
-def unload_file_data(data: Ptr[libs.c.CUChar]) -> None
-# Unload file data allocated by LoadFileData()
-def unload_file_text(text: str) -> None
-# Unload file text data allocated by LoadFileText()
-def unload_font(p_font: Font) -> None
-# Unload font from GPU memory (VRAM)
-def unload_font_data(chars: Ptr[GlyphInfo], glyph_count: int) -> None
-# Unload font chars info data (RAM)
-def unload_image(p_image: Image) -> None
-# Unload image from CPU memory (RAM)
-def unload_image_colors(colors: Ptr[Color]) -> None
-# Unload color data loaded with LoadImageColors()
-def unload_image_palette(colors: Ptr[Color]) -> None
-# Unload colors palette loaded with LoadImagePalette()
-def unload_material(material: Material) -> None
-# Unload material from GPU memory (VRAM)
-def unload_mesh(mesh: Mesh) -> None
-# Unload mesh data from CPU and GPU
-def unload_model(model: Model) -> None
-# Unload model (including meshes) from memory (RAM and/or VRAM)
-def unload_model_animation(anim: ModelAnimation) -> None
-# Unload animation data
-def unload_model_animations(animations: Ptr[ModelAnimation], count: u32) -> None
-# Unload animation array data
-def unload_music_stream(p_music: Music) -> None
-# Unload music stream
-def unload_render_texture(target: RenderTexture2D) -> None
-# Unload render texture from GPU memory (VRAM)
-def unload_shader(shader: Shader) -> None
-# Unload shader from GPU memory (VRAM)
-def unload_sound(p_sound: Sound) -> None
-# Unload sound
-def unload_texture(p_texture: Texture2D) -> None
-# Unload texture from GPU memory (VRAM)
-def unload_utf8(text: str) -> None
-# Unload UTF-8 text encoded from codepoints array
-def unload_vr_stereo_config(config: VrStereoConfig) -> None
-# Unload VR stereo config
-def unload_wave(p_wave: Wave) -> None
-# Unload wave data
-def unload_wave_samples(samples: Ptr[libs.c.CFloat]) -> None
-# Unload samples data loaded with LoadWaveSamples()
-def update_audio_stream(stream: AudioStream, data: AnyPtrToConst, frame_count: int) -> None
-# Update audio stream buffers with data
-def update_camera(p_camera: Ptr[Camera], mode: int) -> None
-# Update camera position for selected mode
-def update_camera_pro(p_camera: Ptr[Camera], movement: Vector3, rotation: Vector3, zoom: float) -> None
-# Update camera movement/rotation
-def update_mesh_buffer(mesh: Mesh, index: int, data: AnyPtrToConst, data_size: int, offset: int) -> None
-# Update mesh vertex data in GPU for a specific buffer index
-def update_model_animation(model: Model, anim: ModelAnimation, frame: int) -> None
-# Update model animation pose
-def update_music_stream(p_music: Music) -> None
-# Updates buffers for music streaming
-def update_sound(p_sound: Sound, data: AnyPtrToConst, sample_count: int) -> None
-# Update sound buffer with new data
-def update_texture(p_texture: Texture2D, pixels: AnyPtrToConst) -> None
-# Update GPU texture with new data
-def update_texture_rec(p_texture: Texture2D, rec: Rectangle, pixels: AnyPtrToConst) -> None
-# Update GPU texture rectangle with new data
-def upload_mesh(mesh: Ptr[Mesh], dynamic: bool) -> None
-# Upload mesh vertex data in GPU and provide VAO/VBO ids
-def vector2(x: float, y: float) -> Vector2
-# Factory function for: Vector2
-def vector3(x: float, y: float, z: float) -> Vector3
-# Factory function for: Vector3
-def vector4(x: float, y: float, z: float, w: float) -> Vector4
-# Factory function for: Vector4
-def wait_time(seconds: f64) -> None
-# Wait for some time (halt program execution)
-def wave(frame_count: u32, sample_rate: u32, sample_size: u32, channels: u32, data: AnyPtr) -> Wave
-# Factory function for: Wave
-def wave_copy(p_wave: Wave) -> Wave
-# Copy a wave to a new wave
-def wave_crop(p_wave: Ptr[Wave], init_sample: int, final_sample: int) -> None
-# Crop a wave to defined samples range
-def wave_format(p_wave: Ptr[Wave], sample_rate: int, sample_size: int, channels: int) -> None
-# Convert wave data to desired format
-def window_should_close() -> bool
-# Check if KEY_ESCAPE pressed or Close icon pressed
-