C API

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

Example program:

from raylib import *

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

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

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

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

from raylib import ffi, rl, colors

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

...

Note

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

Important

Your primary reference should always be

However, here is a list of available functions:

Functions API reference

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

Attach audio stream processor to the entire audio pipeline, receives frames x 2 samples as ‘float’ (stereo).

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

Attach audio stream processor to stream, receives frames x 2 samples as ‘float’ (stereo).

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

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

raylib.BeginDrawing() → None

Begin canvas (framebuffer) drawing.

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

Begin 2D mode with custom camera (2D).

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

Begin 3D mode with custom camera (3D).

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

Begin scissor mode (define screen area for following drawing).

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

Begin custom shader drawing.

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

Begin drawing to render texture.

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

Begin stereo rendering (requires VR simulator).

raylib.BlendMode
class raylib.BoneInfo
name: bytes
parent: int
class raylib.BoundingBox
max: Vector3
min: Vector3
raylib.CAMERA_CUSTOM: int
raylib.CAMERA_FIRST_PERSON: int
raylib.CAMERA_FREE: int
raylib.CAMERA_ORBITAL: int
raylib.CAMERA_ORTHOGRAPHIC: int
raylib.CAMERA_PERSPECTIVE: int
raylib.CAMERA_THIRD_PERSON: int
raylib.CHECKBOX: int
raylib.CHECK_PADDING: int
raylib.COLORPICKER: int
raylib.COLOR_SELECTOR_SIZE: int
raylib.COMBOBOX: int
raylib.COMBO_BUTTON_SPACING: int
raylib.COMBO_BUTTON_WIDTH: int
raylib.CONTROL11: int
raylib.CUBEMAP_LAYOUT_AUTO_DETECT: int
raylib.CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE: int
raylib.CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR: int
raylib.CUBEMAP_LAYOUT_LINE_HORIZONTAL: int
raylib.CUBEMAP_LAYOUT_LINE_VERTICAL: int
class raylib.Camera
fovy: float
position: Vector3
projection: int
target: Vector3
up: Vector3
class raylib.Camera2D
offset: Vector2
rotation: float
target: Vector2
zoom: float
class raylib.Camera3D
fovy: float
position: Vector3
projection: int
target: Vector3
up: Vector3
raylib.CameraMode
raylib.CameraProjection
raylib.ChangeDirectory(dirPath: bytes) → bool

Change working directory, return true on success.

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

Check collision between box and sphere.

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

Check collision between two bounding boxes.

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

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

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

Check collision between circle and rectangle.

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

Check collision between two circles.

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

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

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

Check if point is inside circle.

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

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

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

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

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

Check if point is inside rectangle.

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

Check if point is inside a triangle.

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

Check collision between two rectangles.

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

Check collision between two spheres.

raylib.Clamp(value: float, min_1: float, max_2: float) → float

.

raylib.ClearBackground(color: Color | list | tuple) → None

Clear background (framebuffer) to color.

raylib.ClearWindowState(flags: int) → None

Clear window configuration state flags.

raylib.CloseAudioDevice() → None

Close the audio device and context.

raylib.ClosePhysics() → None

Unitializes physics pointers and closes physics loop thread.

raylib.CloseWindow() → None

Close window and unload OpenGL context.

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

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

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

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

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

Get src alpha-blended into dst color with tint.

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

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

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

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

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

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

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

Get Color from normalized values [0..1].

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

Check if two colors are equal.

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

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

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

Get Color normalized as float [0..1].

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

Get color multiplied with another color.

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

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

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

Get hexadecimal value for a Color (0xRRGGBBAA).

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

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

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

Compute CRC32 hash code.

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

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

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

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

raylib.ComputeSHA256(data: bytes, dataSize: int) → Any

Compute SHA256 hash code, returns static int[8] (32 bytes).

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

Creates a new circle physics body with generic parameters.

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

Creates a new polygon physics body with generic parameters.

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

Creates a new rectangle physics body with generic parameters.

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

Decode Base64 string (expected NULL terminated), memory must be MemFree().

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

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

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

Unitializes and destroy a physics body.

raylib.DetachAudioMixedProcessor(processor: Any) → None

Detach audio stream processor from the entire audio pipeline.

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

Detach audio stream processor from stream.

raylib.DirectoryExists(dirPath: bytes) → bool

Check if a directory path exists.

raylib.DisableCursor() → None

Disable cursor (lock cursor).

raylib.DisableEventWaiting() → None

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

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

Draw a billboard texture.

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

Draw a billboard texture defined by source and rotation.

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

Draw a billboard texture defined by source.

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

Draw bounding box (wires).

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

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

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

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

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

Draw a color-filled circle.

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

Draw a circle in 3D world space.

raylib.DrawCircleGradient(center: Vector2 | list | tuple, radius: float, inner: Color | list | tuple, outer: Color | list | tuple) → None

Draw a gradient-filled circle.

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

Draw circle outline.

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

Draw circle outline (Vector version).

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

Draw a piece of a circle.

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

Draw circle sector outline.

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

Draw a color-filled circle (Vector version).

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

Draw cube.

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

Draw cube (Vector version).

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

Draw cube wires.

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

Draw cube wires (Vector version).

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

Draw a cylinder/cone.

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

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

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

Draw a cylinder/cone wires.

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

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

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

Draw ellipse.

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

Draw ellipse outline.

raylib.DrawEllipseLinesV(center: Vector2 | list | tuple, radiusH: float, radiusV: float, color: Color | list | tuple) → None

Draw ellipse outline (Vector version).

raylib.DrawEllipseV(center: Vector2 | list | tuple, radiusH: float, radiusV: float, color: Color | list | tuple) → None

Draw ellipse (Vector version).

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

Draw current FPS.

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

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

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

Draw a line.

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

Draw a line in 3D world space.

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

Draw line segment cubic-bezier in-out interpolation.

raylib.DrawLineDashed(startPos: Vector2 | list | tuple, endPos: Vector2 | list | tuple, dashSize: int, spaceSize: int, color: Color | list | tuple) → None

Draw a dashed line.

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

Draw a line (using triangles/quads).

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

Draw lines sequence (using gl lines).

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

Draw a line (using gl lines).

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

Draw a 3d mesh with material and transform.

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

Draw multiple mesh instances with material and different transforms.

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

Draw a model (with texture if set).

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

Draw a model with extended parameters.

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

Draw a model wires (with texture if set).

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

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

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

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

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

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

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

Draw a plane XZ.

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

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

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

Draw a polygon of n sides.

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

Draw a polygon outline of n sides.

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

Draw a polygon outline of n sides with extended parameters.

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

Draw a ray line.

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

Draw a color-filled rectangle.

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

Draw a gradient-filled rectangle with custom vertex colors.

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

Draw a horizontal-gradient-filled rectangle.

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

Draw a vertical-gradient-filled rectangle.

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

Draw rectangle outline.

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

Draw rectangle outline with extended parameters.

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

Draw a color-filled rectangle with pro parameters.

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

Draw a color-filled rectangle.

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

Draw rectangle with rounded edges.

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

Draw rectangle lines with rounded edges.

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

Draw rectangle lines with rounded edges outline.

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

Draw a color-filled rectangle (Vector version).

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

Draw ring.

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

Draw ring outline.

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

Draw sphere.

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

Draw sphere with extended parameters.

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

Draw sphere wires.

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

Draw spline: B-Spline, minimum 4 points.

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

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

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

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

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

Draw spline: Catmull-Rom, minimum 4 points.

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

Draw spline: Linear, minimum 2 points.

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

Draw spline segment: B-Spline, 4 points.

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

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

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

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

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

Draw spline segment: Catmull-Rom, 4 points.

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

Draw spline segment: Linear, 2 points.

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

Draw text (using default font).

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

Draw one character (codepoint).

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

Draw multiple characters (codepoint).

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

Draw text using font and additional parameters.

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

Draw text using Font and pro parameters (rotation).

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

Draw a Texture2D.

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

Draw a Texture2D with extended parameters.

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

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

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

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

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

Draw a part of a texture defined by a rectangle.

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

Draw a Texture2D with position defined as Vector2.

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

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

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

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

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

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

raylib.DrawTriangleGradient(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, v3: Vector2 | list | tuple, c1: Color | list | tuple, c2: Color | list | tuple, c3: Color | list | tuple) → None

Draw triangle with interpolated colors (vertex in counter-clockwise order!).

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

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

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

Draw a triangle strip defined by points.

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

Draw a triangle strip defined by points.

raylib.EnableCursor() → None

Enable cursor (unlock cursor).

raylib.EnableEventWaiting() → None

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

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

Encode data to Base64 string (includes NULL terminator), memory must be MemFree().

raylib.EndBlendMode() → None

End blending mode (reset to default: alpha blending).

raylib.EndDrawing() → None

End canvas (framebuffer) drawing and swap buffers (double buffering).

raylib.EndMode2D() → None

End 2D mode with custom camera.

raylib.EndMode3D() → None

End 3D mode and returns to default 2D orthographic mode.

raylib.EndScissorMode() → None

End scissor mode.

raylib.EndShaderMode() → None

End custom shader drawing (use default shader).

raylib.EndTextureMode() → None

End drawing to render texture.

raylib.EndVrStereoMode() → None

End stereo rendering (requires VR simulator).

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

Export automation events list as text file.

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

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

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

Export font as code file, returns true on success.

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

Export image data to file, returns true on success.

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

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

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

Export image to memory buffer, memory must be MemFree().

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

Export mesh data to file, returns true on success.

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

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

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

Export wave data to file, returns true on success.

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

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

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

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

raylib.FileCopy(srcPath: bytes, dstPath: bytes) → int

Copy file from one path to another, dstPath created if it doesn’t exist.

raylib.FileExists(fileName: bytes) → bool

Check if file exists.

raylib.FileMove(srcPath: bytes, dstPath: bytes) → int

Move file from one directory to another, dstPath created if it doesn’t exist.

class raylib.FilePathList
count: int
paths: list[bytes]
raylib.FileRemove(fileName: bytes) → int

Remove file (if exists).

raylib.FileRename(fileName: bytes, fileRename: bytes) → int

Rename file (if exists).

raylib.FileTextFindIndex(fileName: bytes, search: bytes) → int

Find text in existing file.

raylib.FileTextReplace(fileName: bytes, search: bytes, replacement: bytes) → int

Replace text in an existing file.

raylib.FloatEquals(x: float, y: float) → int

.

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

Generate image: cellular algorithm, bigger tileSize means bigger cells.

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

Generate image: checked.

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

Generate image: plain color.

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

Generate image font atlas using chars info.

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

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

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

Generate image: radial gradient.

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

Generate image: square gradient.

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

Generate image: perlin noise.

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

Generate image: grayscale image from text data.

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

Generate image: white noise.

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

Generate cone/pyramid mesh.

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

Generate cuboid mesh.

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

Generate cubes-based map mesh from image data.

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

Generate cylinder mesh.

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

Generate heightmap mesh from image data.

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

Generate half-sphere mesh (no bottom cap).

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

Generate trefoil knot mesh.

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

Generate plane mesh (with subdivisions).

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

Generate polygonal mesh.

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

Generate sphere mesh (standard sphere).

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

Compute mesh tangents.

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

Generate torus mesh.

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

Generate GPU mipmaps for a texture.

raylib.Gesture
raylib.GetApplicationDirectory() → bytes

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

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

Get camera transform matrix (view matrix).

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

Get camera 2d transform matrix.

raylib.GetCharPressed() → int

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

raylib.GetClipboardImage() → Image

Get clipboard image content.

raylib.GetClipboardText() → bytes

Get clipboard text content.

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

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

raylib.GetCodepointCount(text: bytes) → int

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

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

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

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

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

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

Get collision rectangle for two rectangles collision.

raylib.GetColor(hexValue: int) → Color

Get Color structure from hexadecimal value.

raylib.GetCurrentMonitor() → int

Get current monitor where window is placed.

raylib.GetDirectoryFileCount(dirPath: bytes) → int

Get the file count in a directory.

raylib.GetDirectoryFileCountEx(basePath: bytes, filter: bytes, scanSubdirs: bool) → int

Get the file count in a directory with extension filtering and recursive directory scan. Use ‘DIR’ in the filter string to include directories in the result.

raylib.GetDirectoryPath(filePath: bytes) → bytes

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

raylib.GetFPS() → int

Get current FPS.

raylib.GetFileExtension(fileName: bytes) → bytes

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

raylib.GetFileLength(fileName: bytes) → int

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

raylib.GetFileModTime(fileName: bytes) → int

Get file modification time (last write time).

raylib.GetFileName(filePath: bytes) → bytes

Get pointer to filename for a path string.

raylib.GetFileNameWithoutExt(filePath: bytes) → bytes

Get filename string without extension (uses static string).

raylib.GetFontDefault() → Font

Get the default Font.

raylib.GetFrameTime() → float

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

raylib.GetGamepadAxisCount(gamepad: int) → int

Get axis count for a gamepad.

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

Get movement value for a gamepad axis.

raylib.GetGamepadButtonPressed() → int

Get the last gamepad button pressed.

raylib.GetGamepadName(gamepad: int) → bytes

Get gamepad internal name id.

raylib.GetGestureDetected() → int

Get latest detected gesture.

raylib.GetGestureDragAngle() → float

Get gesture drag angle.

raylib.GetGestureDragVector() → Vector2

Get gesture drag vector.

raylib.GetGestureHoldDuration() → float

Get gesture hold time in seconds.

raylib.GetGesturePinchAngle() → float

Get gesture pinch angle.

raylib.GetGesturePinchVector() → Vector2

Get gesture pinch delta.

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

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

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

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

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

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

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

Get image alpha border rectangle.

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

Get image pixel color at (x, y) position.

raylib.GetKeyName(key: int) → bytes

Get name of a QWERTY key on the current keyboard layout (eg returns string ‘q’ for KEY_A on an AZERTY keyboard).

raylib.GetKeyPressed() → int

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

raylib.GetMasterVolume() → float

Get master volume (listener).

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

Compute mesh bounding box limits.

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

Compute model bounding box limits (considers all meshes).

raylib.GetMonitorCount() → int

Get number of connected monitors.

raylib.GetMonitorHeight(monitor: int) → int

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

raylib.GetMonitorName(monitor: int) → bytes

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

raylib.GetMonitorPhysicalHeight(monitor: int) → int

Get specified monitor physical height in millimetres.

raylib.GetMonitorPhysicalWidth(monitor: int) → int

Get specified monitor physical width in millimetres.

raylib.GetMonitorPosition(monitor: int) → Vector2

Get specified monitor position.

raylib.GetMonitorRefreshRate(monitor: int) → int

Get specified monitor refresh rate.

raylib.GetMonitorWidth(monitor: int) → int

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

raylib.GetMouseDelta() → Vector2

Get mouse delta between frames.

raylib.GetMousePosition() → Vector2

Get mouse position XY.

raylib.GetMouseWheelMove() → float

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

raylib.GetMouseWheelMoveV() → Vector2

Get mouse wheel movement for both X and Y.

raylib.GetMouseX() → int

Get mouse position X.

raylib.GetMouseY() → int

Get mouse position Y.

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

Get music time length (in seconds).

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

Get current music time played (in seconds).

raylib.GetPhysicsBodiesCount() → int

Returns the current amount of created physics bodies.

raylib.GetPhysicsBody(index: int) → Any

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

raylib.GetPhysicsShapeType(index: int) → int

Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON).

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

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

raylib.GetPhysicsShapeVerticesCount(index: int) → int

Returns the amount of vertices of a physics body shape.

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

Get Color from a source pixel pointer of certain format.

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

Get pixel data size in bytes for certain format.

raylib.GetPrevDirectoryPath(dirPath: bytes) → bytes

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

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

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

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

Get collision info between ray and box.

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

Get collision info between ray and mesh.

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

Get collision info between ray and quad.

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

Get collision info between ray and sphere.

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

Get collision info between ray and triangle.

raylib.GetRenderHeight() → int

Get current render height (it considers HiDPI).

raylib.GetRenderWidth() → int

Get current render width (it considers HiDPI).

raylib.GetScreenHeight() → int

Get current screen height.

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

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

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

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

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

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

raylib.GetScreenWidth() → int

Get current screen width.

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

Get shader uniform location.

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

Get shader attribute location.

raylib.GetShapesTexture() → Texture

Get texture that is used for shapes drawing.

raylib.GetShapesTextureRectangle() → Rectangle

Get texture source rectangle that is used for shapes drawing.

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

Get (evaluate) spline point: B-Spline.

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

Get (evaluate) spline point: Cubic Bezier.

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

Get (evaluate) spline point: Quadratic Bezier.

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

Get (evaluate) spline point: Catmull-Rom.

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

Get (evaluate) spline point: Linear.

raylib.GetTextBetween(text: bytes, begin: bytes, end: bytes) → bytes

Get text between two strings.

raylib.GetTime() → float

Get elapsed time in seconds since InitWindow().

raylib.GetTouchPointCount() → int

Get number of touch points.

raylib.GetTouchPointId(index: int) → int

Get touch point identifier for given index.

raylib.GetTouchPosition(index: int) → Vector2

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

raylib.GetTouchX() → int

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

raylib.GetTouchY() → int

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

raylib.GetWindowHandle() → Any

Get native window handle.

raylib.GetWindowPosition() → Vector2

Get window position XY on monitor.

raylib.GetWindowScaleDPI() → Vector2

Get window scale DPI factor.

raylib.GetWorkingDirectory() → bytes

Get current working directory (uses static string).

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

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

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

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

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

Get sized screen space position for a 3d world space position.

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

Button control, returns true when clicked.

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

Check Box control, returns true when active.

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

Color Bar Alpha control.

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

Color Bar Hue control.

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

Color Panel control.

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

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

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

Color Picker control (multiple color controls).

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

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

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

Combo Box control.

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

Disable gui controls (global state).

raylib.GuiDisableTooltip() → None

Disable gui tooltips (global state).

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

Draw icon using pixel size at specified position.

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

Dropdown Box control.

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

Dummy control for placeholders.

raylib.GuiEnable() → None

Enable gui controls (global state).

raylib.GuiEnableTooltip() → None

Enable gui tooltips (global state).

raylib.GuiGetFont() → Font

Get gui custom font (global state).

raylib.GuiGetIcons() → Any

Get raygui icons data pointer.

raylib.GuiGetState() → int

Get gui state (global state).

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

Get one style property.

raylib.GuiGetTextWidth(text: bytes) → int

Get text width considering gui style and icon size (if required).

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

Grid control.

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

Group Box control with text name.

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

Get text with icon id prepended (if supported).

raylib.GuiIsLocked() → bool

Check if gui is locked (global state).

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

Label control.

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

Label button control, returns true when clicked.

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

Line separator control, could contain text.

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

List View control.

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

List View with extended parameters.

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

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

raylib.GuiLoadStyle(fileName: bytes) → None

Load style file over global style variable (.rgs).

raylib.GuiLoadStyleDefault() → None

Load style default over global style.

raylib.GuiLoadStyleFromMemory(fileData: bytes, dataSize: int) → None

Load style from memory (binary only).

raylib.GuiLock() → None

Lock gui controls (global state).

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

Message Box control, displays a message.

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

Panel control, useful to group controls.

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

Progress Bar control.

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

Scroll Panel control.

raylib.GuiSetAlpha(alpha: float) → None

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

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

Set gui custom font (global state).

raylib.GuiSetIconScale(scale: int) → None

Set default icon drawing size.

raylib.GuiSetState(state: int) → None

Set gui state (global state).

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

Set one style property.

raylib.GuiSetTooltip(tooltip: bytes) → None

Set tooltip string.

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

Slider control.

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

Slider Bar control.

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

Spinner control.

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

Status Bar control, shows info text.

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

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

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

Text Box control, updates input text.

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

Text Input Box control, ask for text, supports secret.

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

Toggle Button control.

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

Toggle Group control.

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

Toggle Slider control.

raylib.GuiUnlock() → None

Unlock gui controls (global state).

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

Value Box control, updates input text with numbers.

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

Value box control for float values.

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

Window Box control, shows a window that can be closed.

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

Hide cursor.

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

Clear alpha channel to desired color.

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

Crop image depending on alpha value.

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

Apply alpha mask to image.

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

Premultiply alpha channel.

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

Apply Gaussian blur using a box blur approximation.

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

Clear image background with given color.

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

Modify image color: brightness (-255 to 255).

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

Modify image color: contrast (-100 to 100).

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

Modify image color: grayscale.

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

Modify image color: invert.

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

Modify image color: replace color.

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

Modify image color: tint.

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

Create an image duplicate (useful for transformations).

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

Crop an image to a defined rectangle.

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

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

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

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

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

Draw a filled circle within an image.

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

Draw circle outline within an image.

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

Draw circle outline within an image (Vector version).

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

Draw a filled circle within an image (Vector version).

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

Draw line within an image.

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

Draw a line defining thickness within an image.

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

Draw line within an image (Vector version).

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

Draw pixel within an image.

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

Draw pixel within an image (Vector version).

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

Draw rectangle within an image.

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

Draw rectangle lines within an image.

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

Draw rectangle lines within an image with extended parameters.

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

Draw rectangle within an image.

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

Draw rectangle within an image (Vector version).

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

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

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

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

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

Draw triangle within an image.

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

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

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

Draw triangle with interpolated colors within an image.

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

Draw triangle outline within an image.

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

Draw a triangle strip defined by points within an image.

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

Flip image horizontally.

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

Flip image vertically.

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

Convert image data to desired format.

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

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

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

Create an image from another image piece.

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

Apply custom square convolution kernel to image.

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

Compute all mipmap levels for a provided image.

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

Resize image (Bicubic scaling algorithm).

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

Resize canvas and fill with color.

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

Resize image (Nearest-Neighbor scaling algorithm).

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

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

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

Rotate image counter-clockwise 90deg.

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

Rotate image clockwise 90deg.

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

Create an image from text (default font).

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

Create an image from text (custom sprite font).

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

Convert image to POT (power-of-two).

raylib.InitAudioDevice() → None

Initialize audio device and context.

raylib.InitPhysics() → None

Initializes physics values, pointers and creates physics loop thread.

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

Initialize window and OpenGL context.

raylib.IsAudioDeviceReady() → bool

Check if audio device has been initialized successfully.

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

Check if audio stream is playing.

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

Check if any audio stream buffers requires refill.

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

Check if an audio stream is valid (buffers initialized).

raylib.IsCursorHidden() → bool

Check if cursor is not visible.

raylib.IsCursorOnScreen() → bool

Check if cursor is on the screen.

raylib.IsFileDropped() → bool

Check if a file has been dropped into window.

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

Check file extension (recommended include point: .png, .wav).

raylib.IsFileNameValid(fileName: bytes) → bool

Check if fileName is valid for the platform/OS.

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

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

raylib.IsGamepadAvailable(gamepad: int) → bool

Check if a gamepad is available.

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

Check if a gamepad button is being pressed.

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

Check if a gamepad button has been pressed once.

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

Check if a gamepad button has been released once.

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

Check if a gamepad button is NOT being pressed.

raylib.IsGestureDetected(gesture: int) → bool

Check if a gesture has been detected.

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

Check if an image is valid (data and parameters).

raylib.IsKeyDown(key: int) → bool

Check if a key is being pressed.

raylib.IsKeyPressed(key: int) → bool

Check if a key has been pressed once.

raylib.IsKeyPressedRepeat(key: int) → bool

Check if a key has been pressed again.

raylib.IsKeyReleased(key: int) → bool

Check if a key has been released once.

raylib.IsKeyUp(key: int) → bool

Check if a key is NOT being pressed.

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

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

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

Check model animation skeleton match.

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

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

raylib.IsMouseButtonDown(button: int) → bool

Check if a mouse button is being pressed.

raylib.IsMouseButtonPressed(button: int) → bool

Check if a mouse button has been pressed once.

raylib.IsMouseButtonReleased(button: int) → bool

Check if a mouse button has been released once.

raylib.IsMouseButtonUp(button: int) → bool

Check if a mouse button is NOT being pressed.

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

Check if music is playing.

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

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

raylib.IsPathFile(path: bytes) → bool

Check if a given path is a file or a directory.

raylib.IsPhysicsEnabled() → bool

Returns true if physics thread is currently enabled.

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

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

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

Check if a shader is valid (loaded on GPU).

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

Check if a sound is currently playing.

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

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

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

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

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

Check if wave data is valid (data loaded and parameters).

raylib.IsWindowFocused() → bool

Check if window is currently focused.

raylib.IsWindowFullscreen() → bool

Check if window is currently fullscreen.

raylib.IsWindowHidden() → bool

Check if window is currently hidden.

raylib.IsWindowMaximized() → bool

Check if window is currently maximized.

raylib.IsWindowMinimized() → bool

Check if window is currently minimized.

raylib.IsWindowReady() → bool

Check if window has been initialized successfully.

raylib.IsWindowResized() → bool

Check if window has been resized last frame.

raylib.IsWindowState(flag: int) → bool

Check if one specific window flag is enabled.

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

.

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

Load audio stream (to stream raw audio pcm data).

raylib.LoadAutomationEventList(fileName: bytes) → AutomationEventList

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

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

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

raylib.LoadDirectoryFiles(dirPath: bytes) → FilePathList

Load directory filepaths, files and directories, no subdirs scan.

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

Load directory filepaths with extension filtering and subdir scan; some filters available: ‘.’,’FILES*’,’DIRS*’.

raylib.LoadDroppedFiles() → FilePathList

Load dropped filepaths.

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

Load file data as byte array (read).

raylib.LoadFileText(fileName: bytes) → bytes

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

raylib.LoadFont(fileName: bytes) → Font

Load font from file into GPU memory (VRAM).

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

Load font data for further use.

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

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

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

Load font from Image (XNA style).

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

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

raylib.LoadImage(fileName: bytes) → Image

Load image from file into CPU memory (RAM).

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

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

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

Load image sequence from memory buffer.

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

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

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

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

raylib.LoadImageFromScreen() → Image

Load image from screen buffer (screenshot).

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

Load image from GPU texture data.

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

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

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

Load image from RAW file data.

raylib.LoadMaterialDefault() → Material

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

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

Load materials from model file.

raylib.LoadModel(fileName: bytes) → Model

Load model from files (meshes and materials).

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

Load model animations from file.

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

Load model from generated mesh (default material).

raylib.LoadMusicStream(fileName: bytes) → Music

Load music stream from file.

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

Load music stream from data.

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

Load random values sequence, no values repeated.

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

Load texture for rendering (framebuffer).

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

Load shader from files and bind default locations.

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

Load shader from code strings and bind default locations.

raylib.LoadSound(fileName: bytes) → Sound

Load sound from file.

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

Load sound alias, new sound that shares the same sample data as the source sound, does not own the sound data.

raylib.LoadSoundFromWave(wave: Wave | list | tuple) → Sound

Load sound from wave data.

raylib.LoadTextLines(text: bytes, count: Any) → list[bytes]

Load text as separate lines (’ ‘).

raylib.LoadTexture(fileName: bytes) → Texture

Load texture from file into GPU memory (VRAM).

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

Load cubemap from image, multiple image cubemap layouts supported.

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

Load texture from image data.

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

Load UTF-8 text encoded from codepoints array.

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

Load VR stereo config for VR simulator device parameters.

raylib.LoadWave(fileName: bytes) → Wave

Load wave data from file.

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

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

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

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

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

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

class raylib.Mat2
m00: float
m01: float
m10: float
m11: float
class raylib.Material
maps: Any
params: list
shader: Shader
class raylib.MaterialMap
color: Color
texture: Texture
value: float
raylib.MaterialMapIndex
class raylib.Matrix
m0: float
m1: float
m10: float
m11: float
m12: float
m13: float
m14: float
m15: float
m2: float
m3: float
m4: float
m5: float
m6: float
m7: float
m8: float
m9: float
raylib.MatrixAdd(left: Matrix | list | tuple, right: Matrix | list | tuple) → Matrix

.

raylib.MatrixCompose(translation: Vector3 | list | tuple, rotation: Vector4 | list | tuple, scale: Vector3 | list | tuple) → Matrix

.

raylib.MatrixDecompose(mat: Matrix | list | tuple, translation: Any | list | tuple, rotation: Any | list | tuple, scale: Any | list | tuple) → None

.

raylib.MatrixDeterminant(mat: Matrix | list | tuple) → float

.

raylib.MatrixFrustum(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float) → Matrix

.

raylib.MatrixIdentity() → Matrix

.

raylib.MatrixInvert(mat: Matrix | list | tuple) → Matrix

.

raylib.MatrixLookAt(eye: Vector3 | list | tuple, target: Vector3 | list | tuple, up: Vector3 | list | tuple) → Matrix

.

raylib.MatrixMultiply(left: Matrix | list | tuple, right: Matrix | list | tuple) → Matrix

.

raylib.MatrixMultiplyValue(left: Matrix | list | tuple, value: float) → Matrix

.

raylib.MatrixOrtho(left: float, right: float, bottom: float, top: float, nearPlane: float, farPlane: float) → Matrix

.

raylib.MatrixPerspective(fovY: float, aspect: float, nearPlane: float, farPlane: float) → Matrix

.

raylib.MatrixRotate(axis: Vector3 | list | tuple, angle: float) → Matrix

.

raylib.MatrixRotateX(angle: float) → Matrix

.

raylib.MatrixRotateXYZ(angle: Vector3 | list | tuple) → Matrix

.

raylib.MatrixRotateY(angle: float) → Matrix

.

raylib.MatrixRotateZ(angle: float) → Matrix

.

raylib.MatrixRotateZYX(angle: Vector3 | list | tuple) → Matrix

.

raylib.MatrixScale(x: float, y: float, z: float) → Matrix

.

raylib.MatrixSubtract(left: Matrix | list | tuple, right: Matrix | list | tuple) → Matrix

.

raylib.MatrixToFloatV(mat: Matrix | list | tuple) → float16

.

raylib.MatrixTrace(mat: Matrix | list | tuple) → float

.

raylib.MatrixTranslate(x: float, y: float, z: float) → Matrix

.

raylib.MatrixTranspose(mat: Matrix | list | tuple) → Matrix

.

raylib.MaximizeWindow() → None

Set window state: maximized, if resizable.

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

Measure string width for default font.

raylib.MeasureTextCodepoints(font: Font | list | tuple, codepoints: Any, length: int, fontSize: float, spacing: float) → Vector2

Measure string size for an existing array of codepoints for Font.

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

Measure string size for Font.

raylib.MemAlloc(size: int) → Any

Internal memory allocator.

raylib.MemFree(ptr: Any) → None

Internal memory free.

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

Internal memory reallocator.

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

Set window state: minimized, if resizable.

class raylib.Model
boneMatrices: Any
currentPose: Any
materialCount: int
materials: Any
meshCount: int
meshMaterial: Any
meshes: Any
skeleton: ModelSkeleton
transform: Matrix
class raylib.ModelAnimation
boneCount: int
keyframeCount: int
keyframePoses: Any
name: bytes
class raylib.ModelSkeleton
bindPose: Any
boneCount: int
bones: Any
raylib.MouseButton
raylib.MouseCursor
class raylib.Music
ctxData: Any
ctxType: int
frameCount: int
looping: bool
stream: AudioStream
raylib.NPATCH_NINE_PATCH: int
raylib.NPATCH_THREE_PATCH_HORIZONTAL: int
raylib.NPATCH_THREE_PATCH_VERTICAL: int
class raylib.NPatchInfo
bottom: int
layout: int
left: int
right: int
source: Rectangle
top: int
raylib.NPatchLayout
raylib.Normalize(value: float, start: float, end: float) → float

.

raylib.ORANGE: Color
raylib.OpenURL(url: bytes) → None

Open URL with default system browser (if available).

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

Pause audio stream.

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

Pause music playing.

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

Pause a sound.

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

Adds a force to a physics body.

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

Adds an angular force to a physics body.

class raylib.PhysicsBodyData
angularVelocity: float
dynamicFriction: float
enabled: bool
force: Vector2
freezeOrient: bool
id: int
inertia: float
inverseInertia: float
inverseMass: float
isGrounded: bool
mass: float
orient: float
position: Vector2
restitution: float
shape: PhysicsShape
staticFriction: float
torque: float
useGravity: bool
velocity: Vector2
class raylib.PhysicsManifoldData
bodyA: Any
bodyB: Any
contacts: list
contactsCount: int
dynamicFriction: float
id: int
normal: Vector2
penetration: float
restitution: float
staticFriction: float
class raylib.PhysicsShape
body: Any
radius: float
transform: Mat2
type: PhysicsShapeType
vertexData: PolygonData
raylib.PhysicsShapeType
raylib.PhysicsShapeType
raylib.PhysicsShatter(body: Any | list | tuple, position: Vector2 | list | tuple, force: float) → None

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

raylib.PixelFormat
raylib.PlayAudioStream(stream: AudioStream | list | tuple) → None

Play audio stream.

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

Play a recorded automation event.

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

Start music playing.

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

Play a sound.

raylib.PollInputEvents() → None

Register all input events.

class raylib.PolygonData
normals: list
positions: list
vertexCount: int
class raylib.Quaternion
w: float
x: float
y: float
z: float
raylib.QuaternionAdd(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) → Vector4

.

raylib.QuaternionAddValue(q: Vector4 | list | tuple, add: float) → Vector4

.

raylib.QuaternionCubicHermiteSpline(q1: Vector4 | list | tuple, outTangent1: Vector4 | list | tuple, q2: Vector4 | list | tuple, inTangent2: Vector4 | list | tuple, t: float) → Vector4

.

raylib.QuaternionDivide(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) → Vector4

.

raylib.QuaternionEquals(p: Vector4 | list | tuple, q: Vector4 | list | tuple) → int

.

raylib.QuaternionFromAxisAngle(axis: Vector3 | list | tuple, angle: float) → Vector4

.

raylib.QuaternionFromEuler(pitch: float, yaw: float, roll: float) → Vector4

.

raylib.QuaternionFromMatrix(mat: Matrix | list | tuple) → Vector4

.

raylib.QuaternionFromVector3ToVector3(from_0: Vector3 | list | tuple, to: Vector3 | list | tuple) → Vector4

.

raylib.QuaternionIdentity() → Vector4

.

raylib.QuaternionInvert(q: Vector4 | list | tuple) → Vector4

.

raylib.QuaternionLength(q: Vector4 | list | tuple) → float

.

raylib.QuaternionLerp(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple, amount: float) → Vector4

.

raylib.QuaternionMultiply(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) → Vector4

.

raylib.QuaternionNlerp(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple, amount: float) → Vector4

.

raylib.QuaternionNormalize(q: Vector4 | list | tuple) → Vector4

.

raylib.QuaternionScale(q: Vector4 | list | tuple, mul: float) → Vector4

.

raylib.QuaternionSlerp(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple, amount: float) → Vector4

.

raylib.QuaternionSubtract(q1: Vector4 | list | tuple, q2: Vector4 | list | tuple) → Vector4

.

raylib.QuaternionSubtractValue(q: Vector4 | list | tuple, sub: float) → Vector4

.

raylib.QuaternionToAxisAngle(q: Vector4 | list | tuple, outAxis: Any | list | tuple, outAngle: Any) → None

.

raylib.QuaternionToEuler(q: Vector4 | list | tuple) → Vector3

.

raylib.QuaternionToMatrix(q: Vector4 | list | tuple) → Matrix

.

raylib.QuaternionTransform(q: Vector4 | list | tuple, mat: Matrix | list | tuple) → Vector4

.

raylib.RAYWHITE: Color
raylib.RED: Color
raylib.RL_ATTACHMENT_COLOR_CHANNEL0: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL1: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL2: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL3: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL4: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL5: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL6: int
raylib.RL_ATTACHMENT_COLOR_CHANNEL7: int
raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_X: int
raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y: int
raylib.RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z: int
raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_X: int
raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_Y: int
raylib.RL_ATTACHMENT_CUBEMAP_POSITIVE_Z: int
raylib.RL_ATTACHMENT_DEPTH: int
raylib.RL_ATTACHMENT_RENDERBUFFER: int
raylib.RL_ATTACHMENT_STENCIL: int
raylib.RL_ATTACHMENT_TEXTURE2D: int
raylib.RL_BLEND_ADDITIVE: int
raylib.RL_BLEND_ADD_COLORS: int
raylib.RL_BLEND_ALPHA: int
raylib.RL_BLEND_ALPHA_PREMULTIPLY: int
raylib.RL_BLEND_CUSTOM: int
raylib.RL_BLEND_CUSTOM_SEPARATE: int
raylib.RL_BLEND_MULTIPLIED: int
raylib.RL_BLEND_SUBTRACT_COLORS: int
raylib.RL_CULL_FACE_BACK: int
raylib.RL_CULL_FACE_FRONT: int
raylib.RL_LOG_ALL: int
raylib.RL_LOG_DEBUG: int
raylib.RL_LOG_ERROR: int
raylib.RL_LOG_FATAL: int
raylib.RL_LOG_INFO: int
raylib.RL_LOG_NONE: int
raylib.RL_LOG_TRACE: int
raylib.RL_LOG_WARNING: int
raylib.RL_OPENGL_11: int
raylib.RL_OPENGL_21: int
raylib.RL_OPENGL_33: int
raylib.RL_OPENGL_43: int
raylib.RL_OPENGL_ES_20: int
raylib.RL_OPENGL_ES_30: int
raylib.RL_OPENGL_SOFTWARE: int
raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: int
raylib.RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: int
raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGB: int
raylib.RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA: int
raylib.RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA: int
raylib.RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA: int
raylib.RL_PIXELFORMAT_COMPRESSED_ETC1_RGB: int
raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: int
raylib.RL_PIXELFORMAT_COMPRESSED_ETC2_RGB: int
raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGB: int
raylib.RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8: int
raylib.RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: int
raylib.RL_SHADER_ATTRIB_FLOAT: int
raylib.RL_SHADER_ATTRIB_VEC2: int
raylib.RL_SHADER_ATTRIB_VEC3: int
raylib.RL_SHADER_ATTRIB_VEC4: int
raylib.RL_SHADER_LOC_COLOR_AMBIENT: int
raylib.RL_SHADER_LOC_COLOR_DIFFUSE: int
raylib.RL_SHADER_LOC_COLOR_SPECULAR: int
raylib.RL_SHADER_LOC_MAP_ALBEDO: int
raylib.RL_SHADER_LOC_MAP_BRDF: int
raylib.RL_SHADER_LOC_MAP_CUBEMAP: int
raylib.RL_SHADER_LOC_MAP_EMISSION: int
raylib.RL_SHADER_LOC_MAP_HEIGHT: int
raylib.RL_SHADER_LOC_MAP_IRRADIANCE: int
raylib.RL_SHADER_LOC_MAP_METALNESS: int
raylib.RL_SHADER_LOC_MAP_NORMAL: int
raylib.RL_SHADER_LOC_MAP_OCCLUSION: int
raylib.RL_SHADER_LOC_MAP_PREFILTER: int
raylib.RL_SHADER_LOC_MAP_ROUGHNESS: int
raylib.RL_SHADER_LOC_MATRIX_MODEL: int
raylib.RL_SHADER_LOC_MATRIX_MVP: int
raylib.RL_SHADER_LOC_MATRIX_NORMAL: int
raylib.RL_SHADER_LOC_MATRIX_PROJECTION: int
raylib.RL_SHADER_LOC_MATRIX_VIEW: int
raylib.RL_SHADER_LOC_VECTOR_VIEW: int
raylib.RL_SHADER_LOC_VERTEX_COLOR: int
raylib.RL_SHADER_LOC_VERTEX_NORMAL: int
raylib.RL_SHADER_LOC_VERTEX_POSITION: int
raylib.RL_SHADER_LOC_VERTEX_TANGENT: int
raylib.RL_SHADER_LOC_VERTEX_TEXCOORD01: int
raylib.RL_SHADER_LOC_VERTEX_TEXCOORD02: int
raylib.RL_SHADER_UNIFORM_FLOAT: int
raylib.RL_SHADER_UNIFORM_INT: int
raylib.RL_SHADER_UNIFORM_IVEC2: int
raylib.RL_SHADER_UNIFORM_IVEC3: int
raylib.RL_SHADER_UNIFORM_IVEC4: int
raylib.RL_SHADER_UNIFORM_SAMPLER2D: int
raylib.RL_SHADER_UNIFORM_UINT: int
raylib.RL_SHADER_UNIFORM_UIVEC2: int
raylib.RL_SHADER_UNIFORM_UIVEC3: int
raylib.RL_SHADER_UNIFORM_UIVEC4: int
raylib.RL_SHADER_UNIFORM_VEC2: int
raylib.RL_SHADER_UNIFORM_VEC3: int
raylib.RL_SHADER_UNIFORM_VEC4: int
raylib.RL_TEXTURE_FILTER_ANISOTROPIC_16X: int
raylib.RL_TEXTURE_FILTER_ANISOTROPIC_4X: int
raylib.RL_TEXTURE_FILTER_ANISOTROPIC_8X: int
raylib.RL_TEXTURE_FILTER_BILINEAR: int
raylib.RL_TEXTURE_FILTER_POINT: int
raylib.RL_TEXTURE_FILTER_TRILINEAR: int
class raylib.Ray
direction: Vector3
position: Vector3
class raylib.RayCollision
distance: float
hit: bool
normal: Vector3
point: Vector3
class raylib.Rectangle
height: float
width: float
x: float
y: float
raylib.Remap(value: float, inputStart: float, inputEnd: float, outputStart: float, outputEnd: float) → float

.

class raylib.RenderTexture
depth: Texture
id: int
texture: Texture
class raylib.RenderTexture2D
depth: Texture
id: int
texture: Texture
raylib.RestoreWindow() → None

Restore window from being minimized/maximized.

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

Resume audio stream.

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

Resume playing paused music.

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

Resume a paused sound.

raylib.RunPhysicsStep() → None

Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop.

raylib.SCROLLBAR: int
raylib.SCROLLBAR_SIDE: int
raylib.SCROLLBAR_WIDTH: int
raylib.SCROLL_PADDING: int
raylib.SCROLL_SLIDER_PADDING: int
raylib.SCROLL_SLIDER_SIZE: int
raylib.SCROLL_SPEED: int
raylib.SHADER_ATTRIB_FLOAT: int
raylib.SHADER_ATTRIB_VEC2: int
raylib.SHADER_ATTRIB_VEC3: int
raylib.SHADER_ATTRIB_VEC4: int
raylib.SHADER_LOC_COLOR_AMBIENT: int
raylib.SHADER_LOC_COLOR_DIFFUSE: int
raylib.SHADER_LOC_COLOR_SPECULAR: int
raylib.SHADER_LOC_MAP_ALBEDO: int
raylib.SHADER_LOC_MAP_BRDF: int
raylib.SHADER_LOC_MAP_CUBEMAP: int
raylib.SHADER_LOC_MAP_EMISSION: int
raylib.SHADER_LOC_MAP_HEIGHT: int
raylib.SHADER_LOC_MAP_IRRADIANCE: int
raylib.SHADER_LOC_MAP_METALNESS: int
raylib.SHADER_LOC_MAP_NORMAL: int
raylib.SHADER_LOC_MAP_OCCLUSION: int
raylib.SHADER_LOC_MAP_PREFILTER: int
raylib.SHADER_LOC_MAP_ROUGHNESS: int
raylib.SHADER_LOC_MATRIX_BONETRANSFORMS: int
raylib.SHADER_LOC_MATRIX_MODEL: int
raylib.SHADER_LOC_MATRIX_MVP: int
raylib.SHADER_LOC_MATRIX_NORMAL: int
raylib.SHADER_LOC_MATRIX_PROJECTION: int
raylib.SHADER_LOC_MATRIX_VIEW: int
raylib.SHADER_LOC_VECTOR_VIEW: int
raylib.SHADER_LOC_VERTEX_BONEIDS: int
raylib.SHADER_LOC_VERTEX_BONEWEIGHTS: int
raylib.SHADER_LOC_VERTEX_COLOR: int
raylib.SHADER_LOC_VERTEX_INSTANCETRANSFORM: int
raylib.SHADER_LOC_VERTEX_NORMAL: int
raylib.SHADER_LOC_VERTEX_POSITION: int
raylib.SHADER_LOC_VERTEX_TANGENT: int
raylib.SHADER_LOC_VERTEX_TEXCOORD01: int
raylib.SHADER_LOC_VERTEX_TEXCOORD02: int
raylib.SHADER_UNIFORM_FLOAT: int
raylib.SHADER_UNIFORM_INT: int
raylib.SHADER_UNIFORM_IVEC2: int
raylib.SHADER_UNIFORM_IVEC3: int
raylib.SHADER_UNIFORM_IVEC4: int
raylib.SHADER_UNIFORM_SAMPLER2D: int
raylib.SHADER_UNIFORM_UINT: int
raylib.SHADER_UNIFORM_UIVEC2: int
raylib.SHADER_UNIFORM_UIVEC3: int
raylib.SHADER_UNIFORM_UIVEC4: int
raylib.SHADER_UNIFORM_VEC2: int
raylib.SHADER_UNIFORM_VEC3: int
raylib.SHADER_UNIFORM_VEC4: int
raylib.SKYBLUE: Color
raylib.SLIDER: int
raylib.SLIDER_PADDING: int
raylib.SLIDER_WIDTH: int
raylib.SPINNER_BUTTON_SPACING: int
raylib.SPINNER_BUTTON_WIDTH: int
raylib.STATE_DISABLED: int
raylib.STATE_FOCUSED: int
raylib.STATE_NORMAL: int
raylib.STATE_PRESSED: int
raylib.STATUSBAR: int
raylib.SaveFileData(fileName: bytes, data: Any, dataSize: int) → bool

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

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

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

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

Seek music to a position (in seconds).

raylib.SetAudioStreamBufferSizeDefault(size: int) → None

Default size for new audio streams.

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

Audio thread callback to request new data.

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

Set pan for audio stream (-1.0 left, 0.0 center, 1.0 right).

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

Set pitch for audio stream (1.0 is base level).

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

Set volume for audio stream (1.0 is max level).

raylib.SetAutomationEventBaseFrame(frame: int) → None

Set automation event internal base frame to start recording.

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

Set automation event list to record to.

raylib.SetClipboardText(text: bytes) → None

Set clipboard text content.

raylib.SetConfigFlags(flags: int) → None

Set up init configuration flags (view FLAGS).

raylib.SetExitKey(key: int) → None

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

raylib.SetGamepadMappings(mappings: bytes) → int

Set internal gamepad mappings (SDL_GameControllerDB).

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

Set gamepad vibration for both motors (duration in seconds).

raylib.SetGesturesEnabled(flags: int) → None

Enable a set of gestures using flags.

raylib.SetLoadFileDataCallback(callback: bytes) → None

Set custom file binary data loader.

raylib.SetLoadFileTextCallback(callback: bytes) → None

Set custom file text data loader.

raylib.SetMasterVolume(volume: float) → None

Set master volume (listener).

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

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

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

Set material for a mesh.

raylib.SetMouseCursor(cursor: int) → None

Set mouse cursor.

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

Set mouse offset.

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

Set mouse position XY.

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

Set mouse scaling.

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

Set pan for music (-1.0 left, 0.0 center, 1.0 right).

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

Set pitch for music (1.0 is base level).

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

Set volume for music (1.0 is max level).

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

Sets physics body shape transform based on radians parameter.

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

Sets physics global gravity force.

raylib.SetPhysicsTimeStep(delta: float) → None

Sets physics fixed time step in milliseconds. 1.666666 by default.

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

Set color formatted into destination pixel pointer.

raylib.SetRandomSeed(seed: int) → None

Set the seed for the random number generator.

raylib.SetSaveFileDataCallback(callback: bytes) → None

Set custom file binary data saver.

raylib.SetSaveFileTextCallback(callback: bytes) → None

Set custom file text data saver.

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

Set shader uniform value.

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

Set shader uniform value (matrix 4x4).

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

Set shader uniform value and bind the texture (sampler2d).

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

Set shader uniform value vector.

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

Set texture and rectangle to be used on shapes drawing.

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

Set pan for a sound (-1.0 left, 0.0 center, 1.0 right).

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

Set pitch for a sound (1.0 is base level).

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

Set volume for a sound (1.0 is max level).

raylib.SetTargetFPS(fps: int) → None

Set target FPS (maximum).

raylib.SetTextLineSpacing(spacing: int) → None

Set vertical line spacing when drawing with line-breaks.

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

Set texture scaling filter mode.

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

Set texture wrapping mode.

raylib.SetTraceLogCallback(callback: bytes) → None

Set custom trace log.

raylib.SetTraceLogLevel(logLevel: int) → None

Set the current threshold (minimum) log level.

raylib.SetWindowFocused() → None

Set window focused.

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

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

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

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

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

Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE).

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

Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE).

raylib.SetWindowMonitor(monitor: int) → None

Set monitor for the current window.

raylib.SetWindowOpacity(opacity: float) → None

Set window opacity [0.0f..1.0f].

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

Set window position on screen.

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

Set window dimensions.

raylib.SetWindowState(flags: int) → None

Set window configuration state using flags.

raylib.SetWindowTitle(title: bytes) → None

Set title for window.

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

Show cursor.

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

Start recording automation events (AutomationEventList must be set).

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

Stop audio stream.

raylib.StopAutomationEventRecording() → None

Stop recording automation events.

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

Stop music playing.

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

Stop playing a sound.

raylib.SwapScreenBuffer() → None

Swap back buffer with front buffer (screen drawing).

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

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

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

Append text at specific position and move cursor.

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

Copy one string to another, returns bytes copied.

raylib.TextFindIndex(text: bytes, search: bytes) → int

Find first text occurrence within a string, -1 if not found.

raylib.TextFormat(text: bytes, *args: Any) → bytes

Text formatting with variables (sprintf() style).

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

Insert text in a defined byte position.

raylib.TextInsertAlloc(text: bytes, insert: bytes, position: int) → bytes

Insert text in a defined byte position, memory must be MemFree().

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

Check if two text strings are equal.

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

Join text strings with delimiter.

raylib.TextLength(text: bytes) → int

Get text length, checks for ‘' ending.

raylib.TextRemoveSpaces(text: bytes) → bytes

Remove text spaces, concat words.

raylib.TextReplace(text: bytes, search: bytes, replacement: bytes) → bytes

Replace text string with new string.

raylib.TextReplaceAlloc(text: bytes, search: bytes, replacement: bytes) → bytes

Replace text string with new string, memory must be MemFree().

raylib.TextReplaceBetween(text: bytes, begin: bytes, end: bytes, replacement: bytes) → bytes

Replace text between two specific strings.

raylib.TextReplaceBetweenAlloc(text: bytes, begin: bytes, end: bytes, replacement: bytes) → bytes

Replace text between two specific strings, memory must be MemFree().

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

Split text into multiple strings, using MAX_TEXTSPLIT_COUNT static strings.

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

Get a piece of a text string.

raylib.TextToCamel(text: bytes) → bytes

Get Camel case notation version of provided string.

raylib.TextToFloat(text: bytes) → float

Get float value from text.

raylib.TextToInteger(text: bytes) → int

Get integer value from text.

raylib.TextToLower(text: bytes) → bytes

Get lower case version of provided string.

raylib.TextToPascal(text: bytes) → bytes

Get Pascal case notation version of provided string.

raylib.TextToSnake(text: bytes) → bytes

Get Snake case notation version of provided string.

raylib.TextToUpper(text: bytes) → bytes

Get upper case version of provided string.

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

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

raylib.ToggleFullscreen() → None

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

raylib.TraceLog(logLevel: int, text: bytes, *args: Any) → None

Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR…).

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

Unload audio stream and free memory.

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

Unload automation events list from file.

raylib.UnloadCodepoints(codepoints: Any) → None

Unload codepoints data from memory.

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

Unload filepaths.

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

Unload dropped filepaths.

raylib.UnloadFileData(data: bytes) → None

Unload file data allocated by LoadFileData().

raylib.UnloadFileText(text: bytes) → None

Unload file text data allocated by LoadFileText().

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

Unload font from GPU memory (VRAM).

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

Unload font chars info data (RAM).

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

Unload image from CPU memory (RAM).

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

Unload color data loaded with LoadImageColors().

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

Unload colors palette loaded with LoadImagePalette().

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

Unload material from GPU memory (VRAM).

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

Unload mesh data from CPU and GPU.

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

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

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

Unload animation array data.

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

Unload music stream.

raylib.UnloadRandomSequence(sequence: Any) → None

Unload random values sequence.

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

Unload render texture from GPU memory (VRAM).

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

Unload shader from GPU memory (VRAM).

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

Unload sound.

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

Unload sound alias (does not deallocate sample data).

raylib.UnloadTextLines(text: list[bytes], lineCount: int) → None

Unload text lines.

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

Unload texture from GPU memory (VRAM).

raylib.UnloadUTF8(text: bytes) → None

Unload UTF-8 text encoded from codepoints array.

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

Unload VR stereo config.

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

Unload wave data.

raylib.UnloadWaveSamples(samples: Any) → None

Unload samples data loaded with LoadWaveSamples().

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

Update audio stream buffers with data.

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

Update camera position for selected mode.

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

Update camera movement/rotation.

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

Update mesh vertex data in GPU for a specific buffer index.

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

Update model animation pose (vertex buffers and bone matrices).

raylib.UpdateModelAnimationEx(model: Model | list | tuple, animA: ModelAnimation | list | tuple, frameA: float, animB: ModelAnimation | list | tuple, frameB: float, blend: float) → None

Update model animation pose, blending two animations.

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

Update buffers for music streaming.

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

Update sound buffer with new data (default data format: 32 bit float, stereo).

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

Update GPU texture with new data (pixels should be able to fill texture).

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

Update GPU texture rectangle with new data (pixels and rec should fit in texture).

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

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

raylib.VALUEBOX: int
raylib.VIOLET: Color
class raylib.Vector2
x: float
y: float
raylib.Vector2Add(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → Vector2

.

raylib.Vector2AddValue(v: Vector2 | list | tuple, add: float) → Vector2

.

raylib.Vector2Angle(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → float

.

raylib.Vector2Clamp(v: Vector2 | list | tuple, min_1: Vector2 | list | tuple, max_2: Vector2 | list | tuple) → Vector2

.

raylib.Vector2ClampValue(v: Vector2 | list | tuple, min_1: float, max_2: float) → Vector2

.

raylib.Vector2CrossProduct(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → float

.

raylib.Vector2Distance(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → float

.

raylib.Vector2DistanceSqr(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → float

.

raylib.Vector2Divide(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → Vector2

.

raylib.Vector2DotProduct(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → float

.

raylib.Vector2Equals(p: Vector2 | list | tuple, q: Vector2 | list | tuple) → int

.

raylib.Vector2Invert(v: Vector2 | list | tuple) → Vector2

.

raylib.Vector2Length(v: Vector2 | list | tuple) → float

.

raylib.Vector2LengthSqr(v: Vector2 | list | tuple) → float

.

raylib.Vector2Lerp(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple, amount: float) → Vector2

.

raylib.Vector2LineAngle(start: Vector2 | list | tuple, end: Vector2 | list | tuple) → float

.

raylib.Vector2Max(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → Vector2

.

raylib.Vector2Min(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → Vector2

.

raylib.Vector2MoveTowards(v: Vector2 | list | tuple, target: Vector2 | list | tuple, maxDistance: float) → Vector2

.

raylib.Vector2Multiply(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → Vector2

.

raylib.Vector2Negate(v: Vector2 | list | tuple) → Vector2

.

raylib.Vector2Normalize(v: Vector2 | list | tuple) → Vector2

.

raylib.Vector2One() → Vector2

.

raylib.Vector2Reflect(v: Vector2 | list | tuple, normal: Vector2 | list | tuple) → Vector2

.

raylib.Vector2Refract(v: Vector2 | list | tuple, n: Vector2 | list | tuple, r: float) → Vector2

.

raylib.Vector2Rotate(v: Vector2 | list | tuple, angle: float) → Vector2

.

raylib.Vector2Scale(v: Vector2 | list | tuple, scale: float) → Vector2

.

raylib.Vector2Subtract(v1: Vector2 | list | tuple, v2: Vector2 | list | tuple) → Vector2

.

raylib.Vector2SubtractValue(v: Vector2 | list | tuple, sub: float) → Vector2

.

raylib.Vector2Transform(v: Vector2 | list | tuple, mat: Matrix | list | tuple) → Vector2

.

raylib.Vector2Zero() → Vector2

.

class raylib.Vector3
x: float
y: float
z: float
raylib.Vector3Add(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

.

raylib.Vector3AddValue(v: Vector3 | list | tuple, add: float) → Vector3

.

raylib.Vector3Angle(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → float

.

raylib.Vector3Barycenter(p: Vector3 | list | tuple, a: Vector3 | list | tuple, b: Vector3 | list | tuple, c: Vector3 | list | tuple) → Vector3

.

raylib.Vector3Clamp(v: Vector3 | list | tuple, min_1: Vector3 | list | tuple, max_2: Vector3 | list | tuple) → Vector3

.

raylib.Vector3ClampValue(v: Vector3 | list | tuple, min_1: float, max_2: float) → Vector3

.

raylib.Vector3CrossProduct(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

.

raylib.Vector3CubicHermite(v1: Vector3 | list | tuple, tangent1: Vector3 | list | tuple, v2: Vector3 | list | tuple, tangent2: Vector3 | list | tuple, amount: float) → Vector3

.

raylib.Vector3Distance(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → float

.

raylib.Vector3DistanceSqr(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → float

.

raylib.Vector3Divide(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

.

raylib.Vector3DotProduct(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → float

.

raylib.Vector3Equals(p: Vector3 | list | tuple, q: Vector3 | list | tuple) → int

.

raylib.Vector3Invert(v: Vector3 | list | tuple) → Vector3

.

raylib.Vector3Length(v: Vector3 | list | tuple) → float

.

raylib.Vector3LengthSqr(v: Vector3 | list | tuple) → float

.

raylib.Vector3Lerp(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple, amount: float) → Vector3

.

raylib.Vector3Max(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

.

raylib.Vector3Min(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

.

raylib.Vector3MoveTowards(v: Vector3 | list | tuple, target: Vector3 | list | tuple, maxDistance: float) → Vector3

.

raylib.Vector3Multiply(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

.

raylib.Vector3Negate(v: Vector3 | list | tuple) → Vector3

.

raylib.Vector3Normalize(v: Vector3 | list | tuple) → Vector3

.

raylib.Vector3One() → Vector3

.

raylib.Vector3OrthoNormalize(v1: Any | list | tuple, v2: Any | list | tuple) → None

.

raylib.Vector3Perpendicular(v: Vector3 | list | tuple) → Vector3

.

raylib.Vector3Project(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

.

raylib.Vector3Reflect(v: Vector3 | list | tuple, normal: Vector3 | list | tuple) → Vector3

.

raylib.Vector3Refract(v: Vector3 | list | tuple, n: Vector3 | list | tuple, r: float) → Vector3

.

raylib.Vector3Reject(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

.

raylib.Vector3RotateByAxisAngle(v: Vector3 | list | tuple, axis: Vector3 | list | tuple, angle: float) → Vector3

.

raylib.Vector3RotateByQuaternion(v: Vector3 | list | tuple, q: Vector4 | list | tuple) → Vector3

.

raylib.Vector3Scale(v: Vector3 | list | tuple, scalar: float) → Vector3

.

raylib.Vector3Subtract(v1: Vector3 | list | tuple, v2: Vector3 | list | tuple) → Vector3

.

raylib.Vector3SubtractValue(v: Vector3 | list | tuple, sub: float) → Vector3

.

raylib.Vector3ToFloatV(v: Vector3 | list | tuple) → float3

.

raylib.Vector3Transform(v: Vector3 | list | tuple, mat: Matrix | list | tuple) → Vector3

.

raylib.Vector3Unproject(source: Vector3 | list | tuple, projection: Matrix | list | tuple, view: Matrix | list | tuple) → Vector3

.

raylib.Vector3Zero() → Vector3

.

class raylib.Vector4
w: float
x: float
y: float
z: float
raylib.Vector4Add(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → Vector4

.

raylib.Vector4AddValue(v: Vector4 | list | tuple, add: float) → Vector4

.

raylib.Vector4Distance(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → float

.

raylib.Vector4DistanceSqr(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → float

.

raylib.Vector4Divide(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → Vector4

.

raylib.Vector4DotProduct(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → float

.

raylib.Vector4Equals(p: Vector4 | list | tuple, q: Vector4 | list | tuple) → int

.

raylib.Vector4Invert(v: Vector4 | list | tuple) → Vector4

.

raylib.Vector4Length(v: Vector4 | list | tuple) → float

.

raylib.Vector4LengthSqr(v: Vector4 | list | tuple) → float

.

raylib.Vector4Lerp(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple, amount: float) → Vector4

.

raylib.Vector4Max(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → Vector4

.

raylib.Vector4Min(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → Vector4

.

raylib.Vector4MoveTowards(v: Vector4 | list | tuple, target: Vector4 | list | tuple, maxDistance: float) → Vector4

.

raylib.Vector4Multiply(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → Vector4

.

raylib.Vector4Negate(v: Vector4 | list | tuple) → Vector4

.

raylib.Vector4Normalize(v: Vector4 | list | tuple) → Vector4

.

raylib.Vector4One() → Vector4

.

raylib.Vector4Scale(v: Vector4 | list | tuple, scale: float) → Vector4

.

raylib.Vector4Subtract(v1: Vector4 | list | tuple, v2: Vector4 | list | tuple) → Vector4

.

raylib.Vector4SubtractValue(v: Vector4 | list | tuple, add: float) → Vector4

.

raylib.Vector4Zero() → Vector4

.

class raylib.VrDeviceInfo
chromaAbCorrection: list
eyeToScreenDistance: float
hResolution: int
hScreenSize: float
interpupillaryDistance: float
lensDistortionValues: list
lensSeparationDistance: float
vResolution: int
vScreenSize: float
class raylib.VrStereoConfig
leftLensCenter: list
leftScreenCenter: list
projection: list
rightLensCenter: list
rightScreenCenter: list
scale: list
scaleIn: list
viewOffset: list
raylib.WHITE: Color
raylib.WaitTime(seconds: float) → None

Wait for some time (halt program execution).

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

Copy a wave to a new wave.

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

Crop a wave to defined frames range.

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

Convert wave data to desired format.

raylib.WindowShouldClose() → bool

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

raylib.Wrap(value: float, min_1: float, max_2: float) → float

.

raylib.YELLOW: Color
raylib.ffi: _cffi_backend.FFI
class raylib.float16
v: list
class raylib.float3
v: list
raylib.glfwCreateCursor(image: Any | list | tuple, xhot: int, yhot: int) → Any

.

raylib.glfwCreateStandardCursor(shape: int) → Any

.

raylib.glfwCreateWindow(width: int, height: int, title: bytes, monitor: Any | list | tuple, share: Any | list | tuple) → Any

.

raylib.glfwDefaultWindowHints() → None

.

raylib.glfwDestroyCursor(cursor: Any | list | tuple) → None

.

raylib.glfwDestroyWindow(window: Any | list | tuple) → None

.

raylib.glfwExtensionSupported(extension: bytes) → int

.

raylib.glfwFocusWindow(window: Any | list | tuple) → None

.

raylib.glfwGetClipboardString(window: Any | list | tuple) → bytes

.

raylib.glfwGetCurrentContext() → Any

.

raylib.glfwGetCursorPos(window: Any | list | tuple, xpos: Any, ypos: Any) → None

.

raylib.glfwGetError(description: list[bytes]) → int

.

raylib.glfwGetFramebufferSize(window: Any | list | tuple, width: Any, height: Any) → None

.

raylib.glfwGetGamepadName(jid: int) → bytes

.

raylib.glfwGetGamepadState(jid: int, state: Any | list | tuple) → int

.

raylib.glfwGetGammaRamp(monitor: Any | list | tuple) → Any

.

raylib.glfwGetInputMode(window: Any | list | tuple, mode: int) → int

.

raylib.glfwGetJoystickAxes(jid: int, count: Any) → Any

.

raylib.glfwGetJoystickButtons(jid: int, count: Any) → bytes

.

raylib.glfwGetJoystickGUID(jid: int) → bytes

.

raylib.glfwGetJoystickHats(jid: int, count: Any) → bytes

.

raylib.glfwGetJoystickName(jid: int) → bytes

.

raylib.glfwGetJoystickUserPointer(jid: int) → Any

.

raylib.glfwGetKey(window: Any | list | tuple, key: int) → int

.

raylib.glfwGetKeyName(key: int, scancode: int) → bytes

.

raylib.glfwGetKeyScancode(key: int) → int

.

raylib.glfwGetMonitorContentScale(monitor: Any | list | tuple, xscale: Any, yscale: Any) → None

.

raylib.glfwGetMonitorName(monitor: Any | list | tuple) → bytes

.

raylib.glfwGetMonitorPhysicalSize(monitor: Any | list | tuple, widthMM: Any, heightMM: Any) → None

.

raylib.glfwGetMonitorPos(monitor: Any | list | tuple, xpos: Any, ypos: Any) → None

.

raylib.glfwGetMonitorUserPointer(monitor: Any | list | tuple) → Any

.

raylib.glfwGetMonitorWorkarea(monitor: Any | list | tuple, xpos: Any, ypos: Any, width: Any, height: Any) → None

.

raylib.glfwGetMonitors(count: Any) → Any

.

raylib.glfwGetMouseButton(window: Any | list | tuple, button: int) → int

.

raylib.glfwGetPlatform() → int

.

raylib.glfwGetPrimaryMonitor() → Any

.

raylib.glfwGetProcAddress(procname: bytes) → Any

.

raylib.glfwGetRequiredInstanceExtensions(count: Any) → list[bytes]

.

raylib.glfwGetTime() → float

.

raylib.glfwGetTimerFrequency() → int

.

raylib.glfwGetTimerValue() → int

.

raylib.glfwGetVersion(major: Any, minor: Any, rev: Any) → None

.

raylib.glfwGetVersionString() → bytes

.

raylib.glfwGetVideoMode(monitor: Any | list | tuple) → Any

.

raylib.glfwGetVideoModes(monitor: Any | list | tuple, count: Any) → Any

.

raylib.glfwGetWindowAttrib(window: Any | list | tuple, attrib: int) → int

.

raylib.glfwGetWindowContentScale(window: Any | list | tuple, xscale: Any, yscale: Any) → None

.

raylib.glfwGetWindowFrameSize(window: Any | list | tuple, left: Any, top: Any, right: Any, bottom: Any) → None

.

raylib.glfwGetWindowMonitor(window: Any | list | tuple) → Any

.

raylib.glfwGetWindowOpacity(window: Any | list | tuple) → float

.

raylib.glfwGetWindowPos(window: Any | list | tuple, xpos: Any, ypos: Any) → None

.

raylib.glfwGetWindowSize(window: Any | list | tuple, width: Any, height: Any) → None

.

raylib.glfwGetWindowTitle(window: Any | list | tuple) → bytes

.

raylib.glfwGetWindowUserPointer(window: Any | list | tuple) → Any

.

raylib.glfwHideWindow(window: Any | list | tuple) → None

.

raylib.glfwIconifyWindow(window: Any | list | tuple) → None

.

raylib.glfwInit() → int

.

raylib.glfwInitAllocator(allocator: Any | list | tuple) → None

.

raylib.glfwInitHint(hint: int, value: int) → None

.

raylib.glfwJoystickIsGamepad(jid: int) → int

.

raylib.glfwJoystickPresent(jid: int) → int

.

raylib.glfwMakeContextCurrent(window: Any | list | tuple) → None

.

raylib.glfwMaximizeWindow(window: Any | list | tuple) → None

.

raylib.glfwPlatformSupported(platform: int) → int

.

raylib.glfwPollEvents() → None

.

raylib.glfwPostEmptyEvent() → None

.

raylib.glfwRawMouseMotionSupported() → int

.

raylib.glfwRequestWindowAttention(window: Any | list | tuple) → None

.

raylib.glfwRestoreWindow(window: Any | list | tuple) → None

.

raylib.glfwSetCharCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetCharModsCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetClipboardString(window: Any | list | tuple, string: bytes) → None

.

raylib.glfwSetCursor(window: Any | list | tuple, cursor: Any | list | tuple) → None

.

raylib.glfwSetCursorEnterCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetCursorPos(window: Any | list | tuple, xpos: float, ypos: float) → None

.

raylib.glfwSetCursorPosCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetDropCallback(window: Any | list | tuple, callback: list[bytes] | list | tuple) → list[bytes]

.

raylib.glfwSetErrorCallback(callback: bytes) → bytes

.

raylib.glfwSetFramebufferSizeCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetGamma(monitor: Any | list | tuple, gamma: float) → None

.

raylib.glfwSetGammaRamp(monitor: Any | list | tuple, ramp: Any | list | tuple) → None

.

raylib.glfwSetInputMode(window: Any | list | tuple, mode: int, value: int) → None

.

raylib.glfwSetJoystickCallback(callback: Any) → Any

.

raylib.glfwSetJoystickUserPointer(jid: int, pointer: Any) → None

.

raylib.glfwSetKeyCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetMonitorCallback(callback: Any | list | tuple) → Any

.

raylib.glfwSetMonitorUserPointer(monitor: Any | list | tuple, pointer: Any) → None

.

raylib.glfwSetMouseButtonCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetScrollCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetTime(time: float) → None

.

raylib.glfwSetWindowAspectRatio(window: Any | list | tuple, numer: int, denom: int) → None

.

raylib.glfwSetWindowAttrib(window: Any | list | tuple, attrib: int, value: int) → None

.

raylib.glfwSetWindowCloseCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetWindowContentScaleCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetWindowFocusCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetWindowIcon(window: Any | list | tuple, count: int, images: Any | list | tuple) → None

.

raylib.glfwSetWindowIconifyCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetWindowMaximizeCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetWindowMonitor(window: Any | list | tuple, monitor: Any | list | tuple, xpos: int, ypos: int, width: int, height: int, refreshRate: int) → None

.

raylib.glfwSetWindowOpacity(window: Any | list | tuple, opacity: float) → None

.

raylib.glfwSetWindowPos(window: Any | list | tuple, xpos: int, ypos: int) → None

.

raylib.glfwSetWindowPosCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetWindowRefreshCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetWindowShouldClose(window: Any | list | tuple, value: int) → None

.

raylib.glfwSetWindowSize(window: Any | list | tuple, width: int, height: int) → None

.

raylib.glfwSetWindowSizeCallback(window: Any | list | tuple, callback: Any | list | tuple) → Any

.

raylib.glfwSetWindowSizeLimits(window: Any | list | tuple, minwidth: int, minheight: int, maxwidth: int, maxheight: int) → None

.

raylib.glfwSetWindowTitle(window: Any | list | tuple, title: bytes) → None

.

raylib.glfwSetWindowUserPointer(window: Any | list | tuple, pointer: Any) → None

.

raylib.glfwShowWindow(window: Any | list | tuple) → None

.

raylib.glfwSwapBuffers(window: Any | list | tuple) → None

.

raylib.glfwSwapInterval(interval: int) → None

.

raylib.glfwTerminate() → None

.

raylib.glfwUpdateGamepadMappings(string: bytes) → int

.

raylib.glfwVulkanSupported() → int

.

raylib.glfwWaitEvents() → None

.

raylib.glfwWaitEventsTimeout(timeout: float) → None

.

raylib.glfwWindowHint(hint: int, value: int) → None

.

raylib.glfwWindowHintString(hint: int, value: bytes) → None

.

raylib.glfwWindowShouldClose(window: Any | list | tuple) → int

.

class raylib.rAudioBuffer
class raylib.rAudioProcessor
raylib.rl: _cffi_backend.Lib
raylib.rlActiveDrawBuffers(count: int) → None

Activate multiple draw color buffers.

raylib.rlActiveTextureSlot(slot: int) → None

Select and active a texture slot.

raylib.rlBegin(mode: int) → None

Initialize drawing mode (how to organize vertex).

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

Bind framebuffer (FBO).

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

Bind image texture.

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

Bind SSBO buffer.

raylib.rlBlendMode
raylib.rlBlitFramebuffer(srcX: int, srcY: int, srcWidth: int, srcHeight: int, dstX: int, dstY: int, dstWidth: int, dstHeight: int, bufferMask: int) → None

Blit active framebuffer to main framebuffer.

raylib.rlCheckErrors() → None

Check and log OpenGL error codes.

raylib.rlCheckRenderBatchLimit(vCount: int) → bool

Check internal buffer overflow for a given number of vertex.

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

Clear color buffer with color.

raylib.rlClearScreenBuffers() → None

Clear used screen buffers (color and depth).

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

Define one vertex (color) - 3 float.

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

Define one vertex (color) - 4 float.

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

Define one vertex (color) - 4 byte.

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

Color mask control.

raylib.rlComputeShaderDispatch(groupX: int, groupY: int, groupZ: int) → None

Dispatch compute shader (equivalent to draw for graphics pipeline).

raylib.rlCopyFramebuffer(x: int, y: int, width: int, height: int, format: int, pixels: Any) → None

Copy framebuffer pixel data to internal buffer.

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

Copy SSBO data between buffers.

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

Set cubemap parameters (filter, wrap).

raylib.rlCullMode
raylib.rlDisableBackfaceCulling() → None

Disable backface culling.

raylib.rlDisableColorBlend() → None

Disable color blending.

raylib.rlDisableDepthMask() → None

Disable depth write.

raylib.rlDisableDepthTest() → None

Disable depth test.

raylib.rlDisableFramebuffer() → None

Disable render texture (fbo), return to default framebuffer.

raylib.rlDisablePointMode() → None

Disable point mode.

raylib.rlDisableScissorTest() → None

Disable scissor test.

raylib.rlDisableShader() → None

Disable shader program.

raylib.rlDisableSmoothLines() → None

Disable line aliasing.

raylib.rlDisableStatePointer(vertexAttribType: int) → None

Disable attribute state pointer.

raylib.rlDisableStereoRender() → None

Disable stereo rendering.

raylib.rlDisableTexture() → None

Disable texture.

raylib.rlDisableTextureCubemap() → None

Disable texture cubemap.

raylib.rlDisableVertexArray() → None

Disable vertex array (VAO, if supported).

raylib.rlDisableVertexAttribute(index: int) → None

Disable vertex attribute index.

raylib.rlDisableVertexBuffer() → None

Disable vertex buffer (VBO).

raylib.rlDisableVertexBufferElement() → None

Disable vertex buffer element (VBO element).

raylib.rlDisableWireMode() → None

Disable wire mode.

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

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

raylib.rlDrawRenderBatchActive() → None

Update and draw internal render batch.

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

Draw vertex array (currently active vao).

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

Draw vertex array elements.

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

Draw vertex array elements with instancing.

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

Draw vertex array (currently active vao) with instancing.

raylib.rlEnableBackfaceCulling() → None

Enable backface culling.

raylib.rlEnableColorBlend() → None

Enable color blending.

raylib.rlEnableDepthMask() → None

Enable depth write.

raylib.rlEnableDepthTest() → None

Enable depth test.

raylib.rlEnableFramebuffer(id: int) → None

Enable render texture (fbo).

raylib.rlEnablePointMode() → None

Enable point mode.

raylib.rlEnableScissorTest() → None

Enable scissor test.

raylib.rlEnableShader(id: int) → None

Enable shader program.

raylib.rlEnableSmoothLines() → None

Enable line aliasing.

raylib.rlEnableStatePointer(vertexAttribType: int, buffer: Any) → None

Enable attribute state pointer.

raylib.rlEnableStereoRender() → None

Enable stereo rendering.

raylib.rlEnableTexture(id: int) → None

Enable texture.

raylib.rlEnableTextureCubemap(id: int) → None

Enable texture cubemap.

raylib.rlEnableVertexArray(vaoId: int) → bool

Enable vertex array (VAO, if supported).

raylib.rlEnableVertexAttribute(index: int) → None

Enable vertex attribute index.

raylib.rlEnableVertexBuffer(id: int) → None

Enable vertex buffer (VBO).

raylib.rlEnableVertexBufferElement(id: int) → None

Enable vertex buffer element (VBO element).

raylib.rlEnableWireMode() → None

Enable wire mode.

raylib.rlEnd() → None

Finish vertex providing.

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

Attach texture/renderbuffer to a framebuffer.

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

Verify framebuffer is complete.

raylib.rlFrustum(left: float, right: float, bottom: float, top: float, znear: float, zfar: float) → None

.

raylib.rlGenTextureMipmaps(id: int, width: int, height: int, format: int, mipmaps: Any) → None

Generate mipmap data for selected texture.

raylib.rlGetActiveFramebuffer() → int

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

raylib.rlGetCullDistanceFar() → float

Get cull plane distance far.

raylib.rlGetCullDistanceNear() → float

Get cull plane distance near.

raylib.rlGetFramebufferHeight() → int

Get default framebuffer height.

raylib.rlGetFramebufferWidth() → int

Get default framebuffer width.

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

Get OpenGL internal formats.

raylib.rlGetLineWidth() → float

Get the line drawing width.

raylib.rlGetLocationAttrib(id: int, attribName: bytes) → int

Get shader location attribute, requires shader program id.

raylib.rlGetLocationUniform(id: int, uniformName: bytes) → int

Get shader location uniform, requires shader program id.

raylib.rlGetMatrixModelview() → Matrix

Get internal modelview matrix.

raylib.rlGetMatrixProjection() → Matrix

Get internal projection matrix.

raylib.rlGetMatrixProjectionStereo(eye: int) → Matrix

Get internal projection matrix for stereo render (selected eye).

raylib.rlGetMatrixTransform() → Matrix

Get internal accumulated transform matrix.

raylib.rlGetMatrixViewOffsetStereo(eye: int) → Matrix

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

raylib.rlGetPixelFormatName(format: int) → bytes

Get name string for pixel format.

raylib.rlGetPointSize() → float

Get the point drawing size.

raylib.rlGetProcAddress(procName: bytes) → Any

Get OpenGL procedure address.

raylib.rlGetShaderBufferSize(id: int) → int

Get SSBO buffer size.

raylib.rlGetShaderIdDefault() → int

Get default shader id.

raylib.rlGetShaderLocsDefault() → Any

Get default shader locations.

raylib.rlGetTextureIdDefault() → int

Get default texture id.

raylib.rlGetVersion() → int

Get current OpenGL version.

raylib.rlGlVersion
raylib.rlIsStereoRenderEnabled() → bool

Check if stereo render is enabled.

raylib.rlLoadDrawCube() → None

Load and draw a cube.

raylib.rlLoadDrawQuad() → None

Load and draw a quad.

raylib.rlLoadExtensions(loader: Any) → None

Load OpenGL extensions (loader function required).

raylib.rlLoadFramebuffer() → int

Load an empty framebuffer.

raylib.rlLoadIdentity() → None

Reset current matrix to identity matrix.

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

Load a render batch system.

raylib.rlLoadShader(code: bytes, type: int) → int

Load (compile) shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER).

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

Load shader storage buffer object (SSBO).

raylib.rlLoadShaderProgram(vsCode: bytes, fsCode: bytes) → int

Load shader from code strings.

raylib.rlLoadShaderProgramCompute(csId: int) → int

Load compute shader program.

raylib.rlLoadShaderProgramEx(vsId: int, fsId: int) → int

Load shader program, using already loaded shader ids.

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

Load texture data.

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

Load texture cubemap data.

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

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

raylib.rlLoadVertexArray() → int

Load vertex array (vao) if supported.

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

Load a vertex buffer object.

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

Load vertex buffer elements object.

raylib.rlMatrixMode(mode: int) → None

Choose the current matrix to be transformed.

raylib.rlMultMatrixf(matf: Any) → None

Multiply the current matrix by another matrix.

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

Define one vertex (normal) - 3 float.

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

.

raylib.rlPixelFormat
raylib.rlPopMatrix() → None

Pop latest inserted matrix from stack.

raylib.rlPushMatrix() → None

Push the current matrix to stack.

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

Read screen pixel data (color buffer).

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

Read SSBO buffer data (GPU->CPU).

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

Read texture pixel data.

class raylib.rlRenderBatch
bufferCount: int
currentBuffer: int
currentDepth: float
drawCounter: int
draws: Any
vertexBuffer: Any
raylib.rlResizeFramebuffer(width: int, height: int) → None

Resize internal framebuffer.

raylib.rlRotatef(angle: float, x: float, y: float, z: float) → None

Multiply the current matrix by a rotation matrix.

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

Multiply the current matrix by a scaling matrix.

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

Scissor test.

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

Set blending mode factor and equation (using OpenGL factors).

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

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

raylib.rlSetBlendMode(mode: int) → None

Set blending mode.

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

Set clip planes distances.

raylib.rlSetCullFace(mode: int) → None

Set face culling mode.

raylib.rlSetFramebufferHeight(height: int) → None

Set current framebuffer height.

raylib.rlSetFramebufferWidth(width: int) → None

Set current framebuffer width.

raylib.rlSetLineWidth(width: float) → None

Set the line drawing width.

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

Set a custom modelview matrix (replaces internal modelview matrix).

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

Set a custom projection matrix (replaces internal projection matrix).

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

Set eyes projection matrices for stereo rendering.

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

Set eyes view offsets matrices for stereo rendering.

raylib.rlSetPointSize(size: float) → None

Set the point drawing size.

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

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

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

Set shader currently active (id and locations).

raylib.rlSetTexture(id: int) → None

Set current texture for render batch and check buffers limits.

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

Set shader value uniform.

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

Set shader value matrices.

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

Set shader value matrix.

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

Set shader value sampler.

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

Set vertex attribute data configuration.

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

Set vertex attribute default value, when attribute to provided.

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

Set vertex attribute data divisor.

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

Define one vertex (texture coordinate) - 2 float.

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

Set texture parameters (filter, wrap).

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

Multiply the current matrix by a translation matrix.

raylib.rlUnloadFramebuffer(id: int) → None

Delete framebuffer from GPU.

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

Unload render batch system.

raylib.rlUnloadShader(id: int) → None

Unload shader, loaded with rlLoadShader().

raylib.rlUnloadShaderBuffer(ssboId: int) → None

Unload shader storage buffer object (SSBO).

raylib.rlUnloadShaderProgram(id: int) → None

Unload shader program.

raylib.rlUnloadTexture(id: int) → None

Unload texture from GPU memory.

raylib.rlUnloadVertexArray(vaoId: int) → None

Unload vertex array (vao).

raylib.rlUnloadVertexBuffer(vboId: int) → None

Unload vertex buffer object.

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

Update SSBO buffer data.

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

Update texture with new data on GPU.

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

Update vertex buffer object data on GPU buffer.

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

Update vertex buffer elements data on GPU buffer.

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

Define one vertex (position) - 2 float.

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

Define one vertex (position) - 2 int.

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

Define one vertex (position) - 3 float.

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

Set the viewport area.

raylib.rlglClose() → None

De-initialize rlgl (buffers, shaders, textures).

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

Initialize rlgl (buffers, shaders, textures, states).

class raylib.struct