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raylib

Raylib _MAJOR 5 _MINOR 6 _PATCH 0 5.6-dev

raylib is a simple and easy-to-use library to enjoy videogames programming.

https://www.raylib.com/

Implemented APIs (633)

Name Description
sub BeginBlendMode(mode) Begin blending mode (alpha, additive, multiplied, subtract, custom)
sub BeginDrawing() Setup canvas (framebuffer) to start drawing
sub BeginMode2D(camera) Begin 2D mode with custom camera (2D)
sub BeginMode3D(camera) Begin 3D mode with custom camera (3D)
sub BeginScissorMode(x, y, width, height) Begin scissor mode (define screen area for following drawing)
sub BeginShaderMode(shader) Begin custom shader drawing
sub BeginTextureMode(target) Begin drawing to render texture
func ChangeDirectory(dir) Change working directory, return true on success
func CheckCollisionBoxes(box1, box2) Check collision between two bounding boxes
func CheckCollisionBoxSphere(box, center, radius) Check collision between box and sphere
func CheckCollisionCircleLine(center, radius, p1, p2) Check if circle collides with a line created betweeen two points [p1] and [p2]
func CheckCollisionCircleRec(center, radius, rec) Check collision between circle and rectangle
func CheckCollisionCircles(center1, radius1, center2, radius2) Check collision between two circles
func CheckCollisionLines(startPos1, endPos1, startPos2, endPos2, collisionPoint) Check the collision between two lines defined by two points each, returns collision point by reference
func CheckCollisionPointCircle(point, center, radius) Check if point is inside circle
func CheckCollisionPointLine(point, p1, p2, threshold) Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
func CheckCollisionPointPoly(point, points, pointCount) Check if point is within a polygon described by array of vertices
func CheckCollisionPointRec(point, rec) Check if point is inside rectangle
func CheckCollisionPointTriangle(point, p1, p2, p3) Check if point is inside a triangle
func CheckCollisionRecs(rec1, rec2) Check collision between two rectangles
func CheckCollisionSpheres(center1, radius1, center2, radius2) Check collision between two spheres
sub ClearBackground(color) Set background color (framebuffer clear color)
sub ClearWindowState(flags) Clear window configuration state flags
sub CloseAudioDevice() Close the audio device and context
func closePhysics() n/a
sub CloseWindow() Close window and unload OpenGL context
func CodepointToUTF8(codepoint, utf8Size) Encode one codepoint into UTF-8 byte array (array length returned as parameter)
func ColorAlpha(color, alpha) Get color with alpha applied, alpha goes from 0.0f to 1.0f
func ColorAlphaBlend(dst, src, tint) Get src alpha-blended into dst color with tint
func ColorBrightness(color, factor) Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
func ColorContrast(color, contrast) Get color with contrast correction, contrast values between -1.0f and 1.0f
func ColorFromHSV(hue, saturation, value) Get a Color from HSV values, hue [0..360], saturation/value [0..1]
func ColorFromNormalized(normalized) Get Color from normalized values [0..1]
func ColorIsEqual(col1, col2) Check if two colors are equal
func ColorLerp(color1, color2, factor) Get color lerp interpolation between two colors, factor [0.0f..1.0f]
func ColorNormalize(color) Get Color normalized as float [0..1]
func ColorTint(color, tint) Get color multiplied with another color
func ColorToHSV(color) Get HSV values for a Color, hue [0..360], saturation/value [0..1]
func ColorToInt(color) Get hexadecimal value for a Color (0xRRGGBBAA)
func CompressData(data, dataSize, compDataSize) Compress data (DEFLATE algorithm), memory must be MemFree()
func ComputeCRC32(data, dataSize) Compute CRC32 hash code
func ComputeMD5(data, dataSize) Compute MD5 hash code, returns static int[4] (16 bytes)
func ComputeSHA1(data, dataSize) Compute SHA1 hash code, returns static int[5] (20 bytes)
func createPhysicsbodycircle() n/a
func createPhysicsbodypolygon() n/a
func createPhysicsbodyrectangle() n/a
func DecodeDataBase64(data, outputSize) Decode Base64 string data, memory must be MemFree()
func DecompressData(compData, compDataSize, dataSize) Decompress data (DEFLATE algorithm), memory must be MemFree()
func destroyPhysicsbody() n/a
func DirectoryExists(dirPath) Check if a directory path exists
sub DisableCursor() Disables cursor (lock cursor)
sub DisableEventWaiting() Disable waiting for events on EndDrawing(), automatic events polling
sub DrawBillboard(camera, texture, position, scale, tint) Draw a billboard texture
sub DrawBillboardPro(camera, texture, source, position, up, size, origin, rotation, tint) Draw a billboard texture defined by source and rotation
sub DrawBillboardRec(camera, texture, source, position, size, tint) Draw a billboard texture defined by source
sub DrawBoundingBox(box, color) Draw bounding box (wires)
sub DrawCapsule(startPos, endPos, radius, slices, rings, color) Draw a capsule with the center of its sphere caps at startPos and endPos
sub DrawCapsuleWires(startPos, endPos, radius, slices, rings, color) Draw capsule wireframe with the center of its sphere caps at startPos and endPos
sub DrawCircle(centerX, centerY, radius, color) Draw a color-filled circle
sub DrawCircle3D(center, radius, rotationAxis, rotationAngle, color) Draw a circle in 3D world space
sub DrawCircleGradient(centerX, centerY, radius, inner, outer) Draw a gradient-filled circle
sub DrawCircleLines(centerX, centerY, radius, color) Draw circle outline
sub DrawCircleLinesV(center, radius, color) Draw circle outline (Vector version)
sub DrawCircleSector(center, radius, startAngle, endAngle, segments, color) Draw a piece of a circle
sub DrawCircleSectorLines(center, radius, startAngle, endAngle, segments, color) Draw circle sector outline
sub DrawCircleV(center, radius, color) Draw a color-filled circle (Vector version)
sub DrawCube(position, width, height, length, color) Draw cube
sub DrawCubeV(position, size, color) Draw cube (Vector version)
sub DrawCubeWires(position, width, height, length, color) Draw cube wires
sub DrawCubeWiresV(position, size, color) Draw cube wires (Vector version)
sub DrawCylinder(position, radiusTop, radiusBottom, height, slices, color) Draw a cylinder/cone
sub DrawCylinderEx(startPos, endPos, startRadius, endRadius, sides, color) Draw a cylinder with base at startPos and top at endPos
sub DrawCylinderWires(position, radiusTop, radiusBottom, height, slices, color) Draw a cylinder/cone wires
sub DrawCylinderWiresEx(startPos, endPos, startRadius, endRadius, sides, color) Draw a cylinder wires with base at startPos and top at endPos
sub DrawEllipse(centerX, centerY, radiusH, radiusV, color) Draw ellipse
sub DrawEllipseLines(centerX, centerY, radiusH, radiusV, color) Draw ellipse outline
sub DrawFPS(posX, posY) Draw current FPS
sub DrawGrid(slices, spacing) Draw a grid (centered at (0, 0, 0))
sub DrawLine(startPosX, startPosY, endPosX, endPosY, color) Draw a line
sub DrawLine3D(startPos, endPos, color) Draw a line in 3D world space
sub DrawLineBezier(startPos, endPos, thick, color) Draw line segment cubic-bezier in-out interpolation
sub DrawLineEx(startPos, endPos, thick, color) Draw a line (using triangles/quads)
sub DrawLineStrip(points, pointCount, color) Draw lines sequence (using gl lines)
sub DrawLineV(startPos, endPos, color) Draw a line (using gl lines)
sub DrawModel(model, position, scale, tint) Draw a model (with texture if set)
sub DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint) Draw a model with extended parameters
sub DrawModelPoints(model, position, scale, tint) Draw a model as points
sub DrawModelPointsEx(model, position, rotationAxis, rotationAngle, scale, tint) Draw a model as points with extended parameters
sub DrawModelWires(model, position, scale, tint) Draw a model wires (with texture if set)
sub DrawModelWiresEx(model, position, rotationAxis, rotationAngle, scale, tint) Draw a model wires (with texture if set) with extended parameters
sub DrawPixel(posX, posY, color) Draw a pixel using geometry [Can be slow, use with care]
sub DrawPixelV(position, color) Draw a pixel using geometry (Vector version) [Can be slow, use with care]
sub DrawPlane(centerPos, size, color) Draw a plane XZ
sub DrawPoint3D(position, color) Draw a point in 3D space, actually a small line
sub DrawPoly(center, sides, radius, rotation, color) Draw a regular polygon (Vector version)
sub DrawPolyLines(center, sides, radius, rotation, color) Draw a polygon outline of n sides
sub DrawPolyLinesEx(center, sides, radius, rotation, lineThick, color) Draw a polygon outline of n sides with extended parameters
sub DrawRay(ray, color) Draw a ray line
sub DrawRectangle(posX, posY, width, height, color) Draw a color-filled rectangle
sub DrawRectangleGradientEx(rec, topLeft, bottomLeft, topRight, bottomRight) Draw a gradient-filled rectangle with custom vertex colors
sub DrawRectangleGradientH(posX, posY, width, height, left, right) Draw a horizontal-gradient-filled rectangle
sub DrawRectangleGradientV(posX, posY, width, height, top, bottom) Draw a vertical-gradient-filled rectangle
sub DrawRectangleLines(posX, posY, width, height, color) Draw rectangle outline
sub DrawRectangleLinesEx(rec, lineThick, color) Draw rectangle outline with extended parameters
sub DrawRectanglePro(rec, origin, rotation, color) Draw a color-filled rectangle with pro parameters
sub DrawRectangleRec(rec, color) Draw a color-filled rectangle
sub DrawRectangleRounded(rec, roundness, segments, color) Draw rectangle with rounded edges
sub DrawRectangleRoundedLines(rec, roundness, segments, color) Draw rectangle lines with rounded edges
sub DrawRectangleRoundedLinesEx(rec, roundness, segments, lineThick, color) Draw rectangle with rounded edges outline
sub DrawRectangleV(position, size, color) Draw a color-filled rectangle (Vector version)
sub DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, color) Draw ring
sub DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, color) Draw ring outline
sub DrawSphere(centerPos, radius, color) Draw sphere
sub DrawSphereEx(centerPos, radius, rings, slices, color) Draw sphere with extended parameters
sub DrawSphereWires(centerPos, radius, rings, slices, color) Draw sphere wires
sub DrawSplineBasis(points, pointCount, thick, color) Draw spline: B-Spline, minimum 4 points
sub DrawSplineBezierCubic(points, pointCount, thick, color) Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
sub DrawSplineBezierQuadratic(points, pointCount, thick, color) Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
sub DrawSplineCatmullRom(points, pointCount, thick, color) Draw spline: Catmull-Rom, minimum 4 points
sub DrawSplineLinear(points, pointCount, thick, color) Draw spline: Linear, minimum 2 points
sub DrawSplineSegmentBasis(p1, p2, p3, p4, thick, color) Draw spline segment: B-Spline, 4 points
sub DrawSplineSegmentBezierCubic(p1, c2, c3, p4, thick, color) Draw spline segment: Cubic Bezier, 2 points, 2 control points
sub DrawSplineSegmentBezierQuadratic(p1, c2, p3, thick, color) Draw spline segment: Quadratic Bezier, 2 points, 1 control point
sub DrawSplineSegmentCatmullRom(p1, p2, p3, p4, thick, color) Draw spline segment: Catmull-Rom, 4 points
sub DrawSplineSegmentLinear(p1, p2, thick, color) Draw spline segment: Linear, 2 points
sub DrawText(text, posX, posY, fontSize, color) Draw text (using default font)
sub DrawTextCodepoint(font, codepoint, position, fontSize, tint) Draw one character (codepoint)
sub DrawTextCodepoints(font, codepoints, codepointCount, position, fontSize, spacing, tint) Draw multiple character (codepoint)
sub DrawTextEx(font, text, position, fontSize, spacing, tint) Draw text using font and additional parameters
sub DrawTextPro(font, text, position, origin, rotation, fontSize, spacing, tint) Draw text using Font and pro parameters (rotation)
sub DrawTexture(texture, posX, posY, tint) Draw a Texture2D
sub DrawTextureEx(texture, position, rotation, scale, tint) Draw a Texture2D with extended parameters
sub DrawTextureNPatch(texture, nPatchInfo, dest, origin, rotation, tint) Draws a texture (or part of it) that stretches or shrinks nicely
sub DrawTexturePro(texture, source, dest, origin, rotation, tint) Draw a part of a texture defined by a rectangle with 'pro' parameters
sub DrawTextureRec(texture, source, position, tint) Draw a part of a texture defined by a rectangle
sub DrawTextureV(texture, position, tint) Draw a Texture2D with position defined as Vector2
sub DrawTriangle(v1, v2, v3, color) Draw a color-filled triangle (vertex in counter-clockwise order!)
sub DrawTriangle3D(v1, v2, v3, color) Draw a color-filled triangle (vertex in counter-clockwise order!)
sub DrawTriangleFan(points, pointCount, color) Draw a triangle fan defined by points (first vertex is the center)
sub DrawTriangleLines(v1, v2, v3, color) Draw triangle outline (vertex in counter-clockwise order!)
sub DrawTriangleStrip(points, pointCount, color) Draw a triangle strip defined by points
sub DrawTriangleStrip3D(points, pointCount, color) Draw a triangle strip defined by points
sub EnableCursor() Enables cursor (unlock cursor)
sub EnableEventWaiting() Enable waiting for events on EndDrawing(), no automatic event polling
func EncodeDataBase64(data, dataSize, outputSize) Encode data to Base64 string, memory must be MemFree()
sub EndBlendMode() End blending mode (reset to default: alpha blending)
sub EndDrawing() End canvas drawing and swap buffers (double buffering)
sub EndMode2D() Ends 2D mode with custom camera
sub EndMode3D() Ends 3D mode and returns to default 2D orthographic mode
sub EndScissorMode() End scissor mode
sub EndShaderMode() End custom shader drawing (use default shader)
sub EndTextureMode() Ends drawing to render texture
sub EndVrStereoMode() End stereo rendering (requires VR simulator)
func ExportAutomationEventList(list, fileName) Export automation events list as text file
func ExportDataAsCode(data, dataSize, fileName) Export data to code (.h), returns true on success
func ExportFontAsCode(font, fileName) Export font as code file, returns true on success
func ExportImage(image, fileName) Export image data to file, returns true on success
func ExportImageAsCode(image, fileName) Export image as code file defining an array of bytes, returns true on success
func ExportImageToMemory(image, fileType, fileSize) Export image to memory buffer
func ExportMesh(mesh, fileName) Export mesh data to file, returns true on success
func ExportMeshAsCode(mesh, fileName) Export mesh as code file (.h) defining multiple arrays of vertex attributes
func ExportWave(wave, fileName) Export wave data to file, returns true on success
func ExportWaveAsCode(wave, fileName) Export wave sample data to code (.h), returns true on success
func Fade(color, alpha) Get color with alpha applied, alpha goes from 0.0f to 1.0f
func FileExists(fileName) Check if file exists
func GenImageCellular(width, height, tileSize) Generate image: cellular algorithm, bigger tileSize means bigger cells
func GenImageChecked(width, height, checksX, checksY, col1, col2) Generate image: checked
func GenImageColor(width, height, color) Generate image: plain color
func GenImageGradientLinear(width, height, direction, start, end) Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient
func GenImageGradientRadial(width, height, density, inner, outer) Generate image: radial gradient
func GenImageGradientSquare(width, height, density, inner, outer) Generate image: square gradient
func GenImagePerlinNoise(width, height, offsetX, offsetY, scale) Generate image: perlin noise
func GenImageText(width, height, text) Generate image: grayscale image from text data
func GenImageWhiteNoise(width, height, factor) Generate image: white noise
func GenMeshCone(radius, height, slices) Generate cone/pyramid mesh
func GenMeshCube(width, height, length) Generate cuboid mesh
func GenMeshCubicmap(cubicmap, cubeSize) Generate cubes-based map mesh from image data
func GenMeshCylinder(radius, height, slices) Generate cylinder mesh
func GenMeshHeightmap(heightmap, size) Generate heightmap mesh from image data
func GenMeshHemiSphere(radius, rings, slices) Generate half-sphere mesh (no bottom cap)
func GenMeshKnot(radius, size, radSeg, sides) Generate trefoil knot mesh
func GenMeshPlane(width, length, resX, resZ) Generate plane mesh (with subdivisions)
func GenMeshPoly(sides, radius) Generate polygonal mesh
func GenMeshSphere(radius, rings, slices) Generate sphere mesh (standard sphere)
sub GenMeshTangents(mesh) Compute mesh tangents
func GenMeshTorus(radius, size, radSeg, sides) Generate torus mesh
sub GenTextureMipmaps(texture) Generate GPU mipmaps for a texture
func GetApplicationDirectory() Get the directory of the running application (uses static string)
func GetCameraMatrix(camera) Get camera transform matrix (view matrix)
func GetCameraMatrix2D(camera) Get camera 2d transform matrix
func GetCharPressed() Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
func GetClipboardImage() Get clipboard image content
func GetClipboardText() Get clipboard text content
func GetCodepoint(text, codepointSize) Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
func GetCodepointCount(text) Get total number of codepoints in a UTF-8 encoded string
func GetCodepointNext(text, codepointSize) Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
func GetCodepointPrevious(text, codepointSize) Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
func GetCollisionRec(rec1, rec2) Get collision rectangle for two rectangles collision
func GetColor(hexValue) Get Color structure from hexadecimal value
func GetCurrentMonitor() Get current monitor where window is placed
func GetDirectoryPath(filePath) Get full path for a given fileName with path (uses static string)
func GetFileExtension(fileName) Get pointer to extension for a filename string (includes dot: '.png')
func GetFileLength(fileName) Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
func GetFileModTime(fileName) Get file modification time (last write time)
func GetFileName(filePath) Get pointer to filename for a path string
func GetFileNameWithoutExt(filePath) Get filename string without extension (uses static string)
func GetFontDefault() Get the default Font
func GetFPS() Get current FPS
func GetFrameTime() Get time in seconds for last frame drawn (delta time)
func GetGamepadAxisCount(gamepad) Get gamepad axis count for a gamepad
func GetGamepadAxisMovement(gamepad, axis) Get axis movement value for a gamepad axis
func GetGamepadButtonPressed() Get the last gamepad button pressed
func GetGamepadName(gamepad) Get gamepad internal name id
func GetGestureDetected() Get latest detected gesture
func GetGestureDragAngle() Get gesture drag angle
func GetGestureDragVector() Get gesture drag vector
func GetGestureHoldDuration() Get gesture hold time in seconds
func GetGesturePinchAngle() Get gesture pinch angle
func GetGesturePinchVector() Get gesture pinch delta
func GetGlyphAtlasRec(font, codepoint) Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
func GetGlyphIndex(font, codepoint) Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
func GetImageAlphaBorder(image, threshold) Get image alpha border rectangle
func GetImageColor(image, x, y) Get image pixel color at (x, y) position
func GetKeyName(key) Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)
func GetKeyPressed() Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
func GetMasterVolume() Get master volume (listener)
func GetModelBoundingBox(model) Compute model bounding box limits (considers all meshes)
func GetMonitorCount() Get number of connected monitors
func GetMonitorHeight(monitor) Get specified monitor height (current video mode used by monitor)
func GetMonitorName(monitor) Get the human-readable, UTF-8 encoded name of the specified monitor
func GetMonitorPhysicalHeight(monitor) Get specified monitor physical height in millimetres
func GetMonitorPhysicalWidth(monitor) Get specified monitor physical width in millimetres
func GetMonitorPosition(monitor) Get specified monitor position
func GetMonitorRefreshRate(monitor) Get specified monitor refresh rate
func GetMonitorWidth(monitor) Get specified monitor width (current video mode used by monitor)
func GetMouseDelta() Get mouse delta between frames
func GetMousePosition() Get mouse position XY
func GetMouseWheelMove() Get mouse wheel movement for X or Y, whichever is larger
func GetMouseWheelMoveV() Get mouse wheel movement for both X and Y
func GetMouseX() Get mouse position X
func GetMouseY() Get mouse position Y
func GetMusicTimeLength(music) Get music time length (in seconds)
func GetMusicTimePlayed(music) Get current music time played (in seconds)
func getPhysicsbodiescount() n/a
func getPhysicsbody() n/a
func getPhysicsshapetype() n/a
func getPhysicsshapevertex() n/a
func getPhysicsshapeverticescount() n/a
func GetPixelColor(srcPtr, format) Get Color from a source pixel pointer of certain format
func GetPixelDataSize(width, height, format) Get pixel data size in bytes for certain format
func GetPrevDirectoryPath(dirPath) Get previous directory path for a given path (uses static string)
func GetRandomValue(min, max) Get a random value between min and max (both included)
func GetRayCollisionBox(ray, box) Get collision info between ray and box
func GetRayCollisionMesh(ray, mesh, transform) Get collision info between ray and mesh
func GetRayCollisionQuad(ray, p1, p2, p3, p4) Get collision info between ray and quad
func GetRayCollisionSphere(ray, center, radius) Get collision info between ray and sphere
func GetRayCollisionTriangle(ray, p1, p2, p3) Get collision info between ray and triangle
func GetRenderHeight() Get current render height (it considers HiDPI)
func GetRenderWidth() Get current render width (it considers HiDPI)
func GetScreenHeight() Get current screen height
func GetScreenToWorld2D(position, camera) Get the world space position for a 2d camera screen space position
func GetScreenToWorldRay(position, camera) Get a ray trace from screen position (i.e mouse)
func GetScreenToWorldRayEx(position, camera, width, height) Get a ray trace from screen position (i.e mouse) in a viewport
func GetScreenWidth() Get current screen width
func GetShaderLocation(shader, uniformName) Get shader uniform location
func GetShaderLocationAttrib(shader, attribName) Get shader attribute location
func GetShapesTexture() Get texture that is used for shapes drawing
func GetShapesTextureRectangle() Get texture source rectangle that is used for shapes drawing
func GetSplinePointBasis(p1, p2, p3, p4, t) Get (evaluate) spline point: B-Spline
func GetSplinePointBezierCubic(p1, c2, c3, p4, t) Get (evaluate) spline point: Cubic Bezier
func GetSplinePointBezierQuad(p1, c2, p3, t) Get (evaluate) spline point: Quadratic Bezier
func GetSplinePointCatmullRom(p1, p2, p3, p4, t) Get (evaluate) spline point: Catmull-Rom
func GetSplinePointLinear(startPos, endPos, t) Get (evaluate) spline point: Linear
func GetTime() Get elapsed time in seconds since InitWindow()
func GetTouchPointCount() Get number of touch points
func GetTouchPointId(index) Get touch point identifier for given index
func GetTouchPosition(index) Get touch position XY for a touch point index (relative to screen size)
func GetTouchX() Get touch position X for touch point 0 (relative to screen size)
func GetTouchY() Get touch position Y for touch point 0 (relative to screen size)
func GetWindowHandle() Get native window handle
func GetWindowPosition() Get window position XY on monitor
func GetWindowScaleDPI() Get window scale DPI factor
func GetWorkingDirectory() Get current working directory (uses static string)
func GetWorldToScreen(position, camera) Get the screen space position for a 3d world space position
func GetWorldToScreen2D(position, camera) Get the screen space position for a 2d camera world space position
func GetWorldToScreenEx(position, camera, width, height) Get size position for a 3d world space position
func guibutton() n/a
func guicheckbox() n/a
func guicolorbaralpha() n/a
func guicolorbarhue() n/a
func guicolorpicker() n/a
func guicombobox() n/a
func guidisable() n/a
func guidropdownbox() n/a
func guidummyrec() n/a
func guienable() n/a
func guigetstyle() n/a
func guigrid() n/a
func guigroupbox() n/a
func guilabel() n/a
func guilabelbutton() n/a
func guiline() n/a
func guilistview() n/a
func guilistviewex() n/a
func guiloadstyle() n/a
func guiloadstyledefault() n/a
func guilock() n/a
func guimessagebox() n/a
func guipanel() n/a
func guiprogressbar() n/a
func guiscrollpanel() n/a
func guisetstate() n/a
func guisetstyle() n/a
func guislider() n/a
func guisliderbar() n/a
func guispinner() n/a
func guistatusbar() n/a
func guitextbox() n/a
func guitextinputbox() n/a
func guitoggle() n/a
func guitogglegroup() n/a
func guiunlock() n/a
func guivaluebox() n/a
func guiwindowbox() n/a
sub HideCursor() Hides cursor
sub ImageAlphaClear(image, color, threshold) Clear alpha channel to desired color
sub ImageAlphaCrop(image, threshold) Crop image depending on alpha value
sub ImageAlphaMask(image, alphaMask) Apply alpha mask to image
sub ImageAlphaPremultiply(image) Premultiply alpha channel
sub ImageBlurGaussian(image, blurSize) Apply Gaussian blur using a box blur approximation
sub ImageClearBackground(dst, color) Clear image background with given color
sub ImageColorBrightness(image, brightness) Modify image color: brightness (-255 to 255)
sub ImageColorContrast(image, contrast) Modify image color: contrast (-100 to 100)
sub ImageColorGrayscale(image) Modify image color: grayscale
sub ImageColorInvert(image) Modify image color: invert
sub ImageColorReplace(image, color, replace) Modify image color: replace color
sub ImageColorTint(image, color) Modify image color: tint
func ImageCopy(image) Create an image duplicate (useful for transformations)
sub ImageCrop(image, crop) Crop an image to a defined rectangle
sub ImageDither(image, rBpp, gBpp, bBpp, aBpp) Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
sub ImageDraw(dst, src, srcRec, dstRec, tint) Draw a source image within a destination image (tint applied to source)
sub ImageDrawCircle(dst, centerX, centerY, radius, color) Draw a filled circle within an image
sub ImageDrawCircleLines(dst, centerX, centerY, radius, color) Draw circle outline within an image
sub ImageDrawCircleLinesV(dst, center, radius, color) Draw circle outline within an image (Vector version)
sub ImageDrawCircleV(dst, center, radius, color) Draw a filled circle within an image (Vector version)
sub ImageDrawLine(dst, startPosX, startPosY, endPosX, endPosY, color) Draw line within an image
sub ImageDrawLineEx(dst, start, end, thick, color) Draw a line defining thickness within an image
sub ImageDrawLineV(dst, start, end, color) Draw line within an image (Vector version)
sub ImageDrawPixel(dst, posX, posY, color) Draw pixel within an image
sub ImageDrawPixelV(dst, position, color) Draw pixel within an image (Vector version)
sub ImageDrawRectangle(dst, posX, posY, width, height, color) Draw rectangle within an image
sub ImageDrawRectangleLines(dst, rec, thick, color) Draw rectangle lines within an image
sub ImageDrawRectangleRec(dst, rec, color) Draw rectangle within an image
sub ImageDrawRectangleV(dst, position, size, color) Draw rectangle within an image (Vector version)
sub ImageDrawText(dst, text, posX, posY, fontSize, color) Draw text (using default font) within an image (destination)
sub ImageDrawTextEx(dst, font, text, position, fontSize, spacing, tint) Draw text (custom sprite font) within an image (destination)
sub ImageDrawTriangle(dst, v1, v2, v3, color) Draw triangle within an image
sub ImageDrawTriangleEx(dst, v1, v2, v3, c1, c2, c3) Draw triangle with interpolated colors within an image
sub ImageDrawTriangleFan(dst, points, pointCount, color) Draw a triangle fan defined by points within an image (first vertex is the center)
sub ImageDrawTriangleLines(dst, v1, v2, v3, color) Draw triangle outline within an image
sub ImageDrawTriangleStrip(dst, points, pointCount, color) Draw a triangle strip defined by points within an image
sub ImageFlipHorizontal(image) Flip image horizontally
sub ImageFlipVertical(image) Flip image vertically
sub ImageFormat(image, newFormat) Convert image data to desired format
func ImageFromChannel(image, selectedChannel) Create an image from a selected channel of another image (GRAYSCALE)
func ImageFromImage(image, rec) Create an image from another image piece
sub ImageKernelConvolution(image, kernel, kernelSize) Apply custom square convolution kernel to image
sub ImageMipmaps(image) Compute all mipmap levels for a provided image
sub ImageResize(image, newWidth, newHeight) Resize image (Bicubic scaling algorithm)
sub ImageResizeCanvas(image, newWidth, newHeight, offsetX, offsetY, fill) Resize canvas and fill with color
sub ImageResizeNN(image, newWidth, newHeight) Resize image (Nearest-Neighbor scaling algorithm)
sub ImageRotate(image, degrees) Rotate image by input angle in degrees (-359 to 359)
sub ImageRotateCCW(image) Rotate image counter-clockwise 90deg
sub ImageRotateCW(image) Rotate image clockwise 90deg
func ImageText(text, fontSize, color) Create an image from text (default font)
func ImageTextEx(font, text, fontSize, spacing, tint) Create an image from text (custom sprite font)
sub ImageToPOT(image, fill) Convert image to POT (power-of-two)
sub InitAudioDevice() Initialize audio device and context
func initPhysics() n/a
sub InitWindow(width, height, title) Initialize window and OpenGL context
func IsAudioDeviceReady() Check if audio device has been initialized successfully
func IsAudioStreamPlaying(stream) Check if audio stream is playing
func IsAudioStreamProcessed(stream) Check if any audio stream buffers requires refill
func IsAudioStreamValid(stream) Checks if an audio stream is valid (buffers initialized)
func IsCursorHidden() Check if cursor is not visible
func IsCursorOnScreen() Check if cursor is on the screen
func IsFileDropped() Check if a file has been dropped into window
func IsFileExtension(fileName, ext) Check file extension (including point: .png, .wav)
func IsFileNameValid(fileName) Check if fileName is valid for the platform/OS
func IsFontValid(font) Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
func IsGamepadAvailable(gamepad) Check if a gamepad is available
func IsGamepadButtonDown(gamepad, button) Check if a gamepad button is being pressed
func IsGamepadButtonPressed(gamepad, button) Check if a gamepad button has been pressed once
func IsGamepadButtonReleased(gamepad, button) Check if a gamepad button has been released once
func IsGamepadButtonUp(gamepad, button) Check if a gamepad button is NOT being pressed
func IsGestureDetected(gesture) Check if a gesture have been detected
func IsImageValid(image) Check if an image is valid (data and parameters)
func IsKeyDown(key) Check if a key is being pressed
func IsKeyPressed(key) Check if a key has been pressed once
func IsKeyPressedRepeat(key) Check if a key has been pressed again
func IsKeyReleased(key) Check if a key has been released once
func IsKeyUp(key) Check if a key is NOT being pressed
func IsModelAnimationValid(model, anim) Check model animation skeleton match
func IsModelValid(model) Check if a model is valid (loaded in GPU, VAO/VBOs)
func IsMouseButtonDown(button) Check if a mouse button is being pressed
func IsMouseButtonPressed(button) Check if a mouse button has been pressed once
func IsMouseButtonReleased(button) Check if a mouse button has been released once
func IsMouseButtonUp(button) Check if a mouse button is NOT being pressed
func IsMusicStreamPlaying(music) Check if music is playing
func IsMusicValid(music) Checks if a music stream is valid (context and buffers initialized)
func IsPathFile(path) Check if a given path is a file or a directory
func IsRenderTextureValid(target) Check if a render texture is valid (loaded in GPU)
func IsShaderValid(shader) Check if a shader is valid (loaded on GPU)
func IsSoundPlaying(sound) Check if a sound is currently playing
func IsSoundValid(sound) Checks if a sound is valid (data loaded and buffers initialized)
func IsTextureValid(texture) Check if a texture is valid (loaded in GPU)
func IsWaveValid(wave) Checks if wave data is valid (data loaded and parameters)
func IsWindowFocused() Check if window is currently focused
func IsWindowFullscreen() Check if window is currently fullscreen
func IsWindowHidden() Check if window is currently hidden
func IsWindowMaximized() Check if window is currently maximized
func IsWindowMinimized() Check if window is currently minimized
func IsWindowReady() Check if window has been initialized successfully
func IsWindowResized() Check if window has been resized last frame
func IsWindowState(flag) Check if one specific window flag is enabled
func LoadAudioStream(sampleRate, sampleSize, channels) Load audio stream (to stream raw audio pcm data)
func LoadAutomationEventList(fileName) Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
func LoadCodepoints(text, count) Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
func LoadDirectoryFiles(dirPath) Load directory filepaths
func LoadDirectoryFilesEx(basePath, filter, scanSubdirs) Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
func LoadDroppedFiles() Load dropped filepaths
func LoadFileData(fileName, dataSize) Load file data as byte array (read)
func LoadFileText(fileName) Load text data from file (read), returns a '\0' terminated string
func LoadFont(fileName) Load font from file into GPU memory (VRAM)
func LoadFontEx(fileName, fontSize, codepoints, codepointCount) 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
func LoadFontFromImage(image, key, firstChar) Load font from Image (XNA style)
func LoadFontFromMemory(fileType, fileData, dataSize, fontSize, codepoints, codepointCount) Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
func LoadImage(fileName) Load image from file into CPU memory (RAM)
func LoadImageAnim(fileName, frames) Load image sequence from file (frames appended to image.data)
func LoadImageAnimFromMemory(fileType, fileData, dataSize, frames) Load image sequence from memory buffer
func LoadImageColors(image) Load color data from image as a Color array (RGBA - 32bit)
func LoadImageFromMemory(fileType, fileData, dataSize) Load image from memory buffer, fileType refers to extension: i.e. '.png'
func LoadImageFromScreen() Load image from screen buffer and (screenshot)
func LoadImageFromTexture(texture) Load image from GPU texture data
func LoadImagePalette(image, maxPaletteSize, colorCount) Load colors palette from image as a Color array (RGBA - 32bit)
func LoadImageRaw(fileName, width, height, format, headerSize) Load image from RAW file data
func LoadModel(fileName) Load model from files (meshes and materials)
func LoadModelAnimations(fileName, animCount) Load model animations from file
func LoadModelFromMesh(mesh) Load model from generated mesh (default material)
func LoadMusicStream(fileName) Load music stream from file
func LoadMusicStreamFromMemory(fileType, data, dataSize) Load music stream from data
func LoadRandomSequence(count, min, max) Load random values sequence, no values repeated
func LoadRenderTexture(width, height) Load texture for rendering (framebuffer)
func LoadShader(vsFileName, fsFileName) Load shader from files and bind default locations
func LoadShaderFromMemory(vsCode, fsCode) Load shader from code strings and bind default locations
func LoadSound(fileName) Load sound from file
func LoadSoundAlias(source) Create a new sound that shares the same sample data as the source sound, does not own the sound data
func LoadSoundFromWave(wave) Load sound from wave data
func LoadTexture(fileName) Load texture from file into GPU memory (VRAM)
func LoadTextureCubemap(image, layout) Load cubemap from image, multiple image cubemap layouts supported
func LoadTextureFromImage(image) Load texture from image data
func LoadUTF8(codepoints, length) Load UTF-8 text encoded from codepoints array
func LoadWave(fileName) Load wave data from file
func LoadWaveFromMemory(fileType, fileData, dataSize) Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
func LoadWaveSamples(wave) Load samples data from wave as a 32bit float data array
func MakeDirectory(dirPath) Create directories (including full path requested), returns 0 on success
sub MaximizeWindow() Set window state: maximized, if resizable
func MeasureText(text, fontSize) Measure string width for default font
func MeasureTextEx(font, text, fontSize, spacing) Measure string size for Font
func MemAlloc(size) Internal memory allocator
sub MemFree(ptr) Internal memory free
func MemRealloc(ptr, size) Internal memory reallocator
func meshboundingbox() n/a
sub MinimizeWindow() Set window state: minimized, if resizable
sub OpenURL(url) Open URL with default system browser (if available)
sub PauseAudioStream(stream) Pause audio stream
sub PauseMusicStream(music) Pause music playing
sub PauseSound(sound) Pause a sound
func Physicsaddforce() n/a
func Physicsaddtorque() n/a
func Physicsshapetype() n/a
func Physicsshatter() n/a
sub PlayAudioStream(stream) Play audio stream
sub PlayAutomationEvent(event) Play a recorded automation event
sub PlayMusicStream(music) Start music playing
sub PlaySound(sound) Play a sound
func pollevents() n/a
sub PollInputEvents() Register all input events
func resetPhysics() n/a
sub RestoreWindow() Set window state: not minimized/maximized
sub ResumeAudioStream(stream) Resume audio stream
sub ResumeMusicStream(music) Resume playing paused music
sub ResumeSound(sound) Resume a paused sound
func SaveFileData(fileName, data, dataSize) Save data to file from byte array (write), returns true on success
func SaveFileText(fileName, text) Save text data to file (write), string must be '\0' terminated, returns true on success
sub SeekMusicStream(music, position) Seek music to a position (in seconds)
sub SetAudioStreamBufferSizeDefault(size) Default size for new audio streams
sub SetAudioStreamPan(stream, pan) Set pan for audio stream (0.5 is centered)
sub SetAudioStreamPitch(stream, pitch) Set pitch for audio stream (1.0 is base level)
sub SetAudioStreamVolume(stream, volume) Set volume for audio stream (1.0 is max level)
sub SetAutomationEventBaseFrame(frame) Set automation event internal base frame to start recording
sub SetAutomationEventList(list) Set automation event list to record to
sub SetClipboardText(text) Set clipboard text content
sub SetConfigFlags(flags) Setup init configuration flags (view FLAGS)
sub SetExitKey(key) Set a custom key to exit program (default is ESC)
func SetGamepadMappings(mappings) Set internal gamepad mappings (SDL_GameControllerDB)
sub SetGamepadVibration(gamepad, leftMotor, rightMotor, duration) Set gamepad vibration for both motors (duration in seconds)
sub SetGesturesEnabled(flags) Enable a set of gestures using flags
sub SetMasterVolume(volume) Set master volume (listener)
func setmodeldiffusetexture() n/a
sub SetModelMeshMaterial(model, meshId, materialId) Set material for a mesh
func setmodeltransform() n/a
sub SetMouseCursor(cursor) Set mouse cursor
sub SetMouseOffset(offsetX, offsetY) Set mouse offset
sub SetMousePosition(x, y) Set mouse position XY
sub SetMouseScale(scaleX, scaleY) Set mouse scaling
sub SetMusicPan(music, pan) Set pan for a music (0.5 is center)
sub SetMusicPitch(music, pitch) Set pitch for a music (1.0 is base level)
sub SetMusicVolume(music, volume) Set volume for music (1.0 is max level)
func setPhysicsbodyangularvelocity() n/a
func setPhysicsbodydynamicfriction() n/a
func setPhysicsbodyenabled() n/a
func setPhysicsbodyforce() n/a
func setPhysicsbodyfreezeorient() n/a
func setPhysicsbodyinertia() n/a
func setPhysicsbodyinverseinertia() n/a
func setPhysicsbodyinversemass() n/a
func setPhysicsbodyisgrounded() n/a
func setPhysicsbodymass() n/a
func setPhysicsbodyorient() n/a
func setPhysicsbodyposition() n/a
func setPhysicsbodyrestitution() n/a
func setPhysicsbodyrotation() n/a
func setPhysicsbodystaticfriction() n/a
func setPhysicsbodytorque() n/a
func setPhysicsbodyusegravity() n/a
func setPhysicsbodyvelocity() n/a
func setPhysicsgravity() n/a
func setPhysicstimestep() n/a
sub SetPixelColor(dstPtr, color, format) Set color formatted into destination pixel pointer
sub SetRandomSeed(seed) Set the seed for the random number generator
sub SetShaderValue(shader, locIndex, value, uniformType) Set shader uniform value
sub SetShaderValueMatrix(shader, locIndex, mat) Set shader uniform value (matrix 4x4)
sub SetShaderValueTexture(shader, locIndex, texture) Set shader uniform value and bind the texture (sampler2d)
sub SetShaderValueV(shader, locIndex, value, uniformType, count) Set shader uniform value vector
sub SetShapesTexture(texture, source) Set texture and rectangle to be used on shapes drawing
sub SetSoundPan(sound, pan) Set pan for a sound (0.5 is center)
sub SetSoundPitch(sound, pitch) Set pitch for a sound (1.0 is base level)
sub SetSoundVolume(sound, volume) Set volume for a sound (1.0 is max level)
sub SetTargetFPS(fps) Set target FPS (maximum)
sub SetTextLineSpacing(spacing) Set vertical line spacing when drawing with line-breaks
sub SetTextureFilter(texture, filter) Set texture scaling filter mode
sub SetTextureWrap(texture, wrap) Set texture wrapping mode
sub SetTraceLogLevel(logLevel) Set the current threshold (minimum) log level
sub SetWindowFocused() Set window focused
sub SetWindowIcon(image) Set icon for window (single image, RGBA 32bit)
sub SetWindowIcons(images, count) Set icon for window (multiple images, RGBA 32bit)
sub SetWindowMaxSize(width, height) Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
sub SetWindowMinSize(width, height) Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
sub SetWindowMonitor(monitor) Set monitor for the current window
sub SetWindowOpacity(opacity) Set window opacity [0.0f..1.0f]
sub SetWindowPosition(x, y) Set window position on screen
sub SetWindowSize(width, height) Set window dimensions
sub SetWindowState(flags) Set window configuration state using flags
sub SetWindowTitle(title) Set title for window
sub ShowCursor() Shows cursor
sub StartAutomationEventRecording() Start recording automation events (AutomationEventList must be set)
sub StopAudioStream(stream) Stop audio stream
sub StopAutomationEventRecording() Stop recording automation events
sub StopMusicStream(music) Stop music playing
sub StopSound(sound) Stop playing a sound
sub SwapScreenBuffer() Swap back buffer with front buffer (screen drawing)
sub TakeScreenshot(fileName) Takes a screenshot of current screen (filename extension defines format)
sub TextAppend(text, append, position) Append text at specific position and move cursor!
func TextCopy(dst, src) Copy one string to another, returns bytes copied
func TextFindIndex(text, find) Find first text occurrence within a string
func TextFormat(text, args) Text formatting with variables (sprintf() style)
func TextInsert(text, insert, position) Insert text in a position (WARNING: memory must be freed!)
func TextIsEqual(text1, text2) Check if two text string are equal
func TextLength(text) Get text length, checks for '\0' ending
func TextReplace(text, replace, by) Replace text string (WARNING: memory must be freed!)
func TextSubtext(text, position, length) Get a piece of a text string
func TextToCamel(text) Get Camel case notation version of provided string
func TextToFloat(text) Get float value from text
func TextToInteger(text) Get integer value from text
func TextToLower(text) Get lower case version of provided string
func TextToPascal(text) Get Pascal case notation version of provided string
func TextToSnake(text) Get Snake case notation version of provided string
func TextToUpper(text) Get upper case version of provided string
sub ToggleBorderlessWindowed() Toggle window state: borderless windowed, resizes window to match monitor resolution
sub ToggleFullscreen() Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
sub UnloadAudioStream(stream) Unload audio stream and free memory
sub UnloadAutomationEventList(list) Unload automation events list from file
sub UnloadCodepoints(codepoints) Unload codepoints data from memory
sub UnloadDirectoryFiles(files) Unload filepaths
sub UnloadFileData(data) Unload file data allocated by LoadFileData()
sub UnloadFileText(text) Unload file text data allocated by LoadFileText()
sub UnloadFont(font) Unload font from GPU memory (VRAM)
sub UnloadImage(image) Unload image from CPU memory (RAM)
sub UnloadImageColors(colors) Unload color data loaded with LoadImageColors()
sub UnloadImagePalette(colors) Unload colors palette loaded with LoadImagePalette()
sub UnloadMesh(mesh) Unload mesh data from CPU and GPU
sub UnloadModel(model) Unload model (including meshes) from memory (RAM and/or VRAM)
sub UnloadModelAnimation(anim) Unload animation data
sub UnloadModelAnimations(animations, animCount) Unload animation array data
sub UnloadMusicStream(music) Unload music stream
sub UnloadRandomSequence(sequence) Unload random values sequence
sub UnloadRenderTexture(target) Unload render texture from GPU memory (VRAM)
sub UnloadShader(shader) Unload shader from GPU memory (VRAM)
sub UnloadSound(sound) Unload sound
sub UnloadSoundAlias(alias) Unload a sound alias (does not deallocate sample data)
sub UnloadTexture(texture) Unload texture from GPU memory (VRAM)
sub UnloadUTF8(text) Unload UTF-8 text encoded from codepoints array
sub UnloadWave(wave) Unload wave data
sub UnloadWaveSamples(samples) Unload samples data loaded with LoadWaveSamples()
sub UpdateAudioStream(stream, data, frameCount) Update audio stream buffers with data
func updateautomationeventlist() n/a
sub UpdateCamera(camera, mode) Update camera position for selected mode
sub UpdateMeshBuffer(mesh, index, data, dataSize, offset) Update mesh vertex data in GPU for a specific buffer index
sub UpdateModelAnimation(model, anim, frame) Update model animation pose (CPU)
sub UpdateModelAnimationBones(model, anim, frame) Update model animation mesh bone matrices (GPU skinning)
sub UpdateMusicStream(music) Updates buffers for music streaming
func updatePhysics() n/a
sub UpdateSound(sound, data, sampleCount) Update sound buffer with new data
sub UpdateTexture(texture, pixels) Update GPU texture with new data
sub UpdateTextureRec(texture, rec, pixels) Update GPU texture rectangle with new data
sub UploadMesh(mesh, dynamic) Upload mesh vertex data in GPU and provide VAO/VBO ids
func waitevents() n/a
sub WaitTime(seconds) Wait for some time (halt program execution)
func WaveCopy(wave) Copy a wave to a new wave
sub WaveCrop(wave, initFrame, finalFrame) Crop a wave to defined frames range
sub WaveFormat(wave, sampleRate, sampleSize, channels) Convert wave data to desired format
func WindowShouldClose() Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)

Unimplemented APIs

Name Description
AttachAudioMixedProcessor Attach audio stream processor to the entire audio pipeline, receives frames x 2 samples as 'float' (stereo)
AttachAudioStreamProcessor Attach audio stream processor to stream, receives frames x 2 samples as 'float' (stereo)
BeginVrStereoMode Begin stereo rendering (requires VR simulator)
DetachAudioMixedProcessor Detach audio stream processor from the entire audio pipeline
DetachAudioStreamProcessor Detach audio stream processor from stream
DrawMesh Draw a 3d mesh with material and transform
DrawMeshInstanced Draw multiple mesh instances with material and different transforms
GenImageFontAtlas Generate image font atlas using chars info
GetGlyphInfo Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
IsMaterialValid Check if a material is valid (shader assigned, map textures loaded in GPU)
LoadFontData Load font data for further use
LoadMaterialDefault Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
LoadMaterials Load materials from model file
LoadVrStereoConfig Load VR stereo config for VR simulator device parameters
SetAudioStreamCallback Audio thread callback to request new data
SetLoadFileDataCallback Set custom file binary data loader
SetLoadFileTextCallback Set custom file text data loader
SetMaterialTexture Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
SetSaveFileDataCallback Set custom file binary data saver
SetSaveFileTextCallback Set custom file text data saver
SetTraceLogCallback Set custom trace log
TextJoin Join text strings with delimiter
TextSplit Split text into multiple strings
UnloadFontData Unload font chars info data (RAM)
UnloadMaterial Unload material from GPU memory (VRAM)
UnloadVrStereoConfig Unload VR stereo config