// Window-related functions void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL) void CloseWindow(void); // Close Window and Terminate Context bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus) void ToggleFullscreen(void); // Fullscreen toggle (by default F11) int GetScreenWidth(void); // Get current screen width int GetScreenHeight(void); // Get current screen height // Cursor-related functions void ShowCursor(void); // Shows cursor void HideCursor(void); // Hides cursor bool IsCursorHidden(void); // Returns true if cursor is not visible void EnableCursor(void); // Enables cursor void DisableCursor(void); // Disables cursor // Drawing-related functions void ClearBackground(Color color); // Sets Background Color void BeginDrawing(void); // Setup drawing canvas to start drawing void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera void End2dMode(void); // Ends 2D mode custom camera usage void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup) void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing void EndTextureMode(void); // Ends drawing to render texture Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) // Timming-related functions void SetTargetFPS(int fps); // Set target FPS (maximum) float GetFPS(void); // Returns current FPS float GetFrameTime(void); // Returns time in seconds for one frame // Color-related functions Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value int GetHexValue(Color color); // Returns hexadecimal value for a Color float *ColorToFloat(Color color); // Converts Color to float array and normalizes float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array float *MatrixToFloat(Matrix mat); // Converts Matrix to float array // Misc. functions int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0 to 1.0 void SetConfigFlags(char flags); // Setup some window configuration flags void ShowLogo(void); // Activates raylib logo at startup (can be done with flags) // Drag-and-drop files functions bool IsFileDropped(void); // Check if a file have been dropped into window char **GetDroppedFiles(int *count); // Retrieve dropped files into window void ClearDroppedFiles(void); // Clear dropped files paths buffer void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) int StorageLoadValue(int position); // Storage load integer value (from defined position) // Input-related functions bool IsKeyPressed(int key); // Detect if a key has been pressed once bool IsKeyDown(int key); // Detect if a key is being pressed bool IsKeyReleased(int key); // Detect if a key has been released once bool IsKeyUp(int key); // Detect if a key is NOT being pressed int GetKeyPressed(void); // Get latest key pressed void SetExitKey(int key); // Set a custom key to exit program (default is ESC) bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed int GetMouseX(void); // Returns mouse position X int GetMouseY(void); // Returns mouse position Y Vector2 GetMousePosition(void); // Returns mouse position XY void SetMousePosition(Vector2 position); // Set mouse position XY int GetMouseWheelMove(void); // Returns mouse wheel movement Y bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed int GetTouchX(void); // Returns touch position X (relative to screen size) int GetTouchY(void); // Returns touch position Y (relative to screen size) Vector2 GetTouchPosition(void); // Returns touch position XY (relative to screen size) // Gestures-related functions void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags bool IsGestureDetected(int gesture); // Check if a gesture have been detected int GetGestureDetected(void); // Get latest detected gesture // Camera-related functions void SetCameraMode(int mode); // Set camera mode (multiple camera modes available) void UpdateCamera(Camera *camera); // Update camera (player position is ignored) void UpdateCameraPlayer(Camera *camera, Vector3 *position); // Update camera and player position (1st person and 3rd person cameras) void SetCameraPosition(Vector3 position); // Set internal camera position void SetCameraTarget(Vector3 target); // Set internal camera target void SetCameraFovy(float fovy); // Set internal camera field-of-view-y