Complete Cheatsheet // C99 · v5.x · Simple and Easy-To-Use Game Library
Basic Program Template
// gcc main.c -o game -lraylib -lm -lpthread -ldl -lGL -lrt -lX11 (Linux) // clang main.c -o game -lraylib -framework CoreVideo -framework IOKit -framework Cocoa -framework GLUT -framework OpenGL (macOS)   #include "raylib.h"   int main(void) { InitWindow(800, 450, "My Game"); // Init window SetTargetFPS(60); // Cap FPS   while (!WindowShouldClose()) { // ESC or window X BeginDrawing(); ClearBackground(RAYWHITE); // Draw here DrawText("Hello World", 190, 200, 20, LIGHTGRAY); EndDrawing(); }   CloseWindow(); return 0; }
Window / Core
Init / Close
void InitWindow(int w, int h, const char* title)open window
void CloseWindow(void)close & free
bool WindowShouldClose(void)ESC / X pressed
bool IsWindowReady(void)initialized?
State
bool IsWindowFullscreen()fullscreen?
bool IsWindowHidden()hidden?
bool IsWindowMinimized()minimized?
bool IsWindowMaximized()maximized?
bool IsWindowFocused()focused?
bool IsWindowResized()resized this frame?
Modify
void SetWindowTitle(const char* title)set title
void SetWindowPosition(int x, int y)move window
void SetWindowSize(int w, int h)resize window
void SetWindowMinSize(int w, int h)min size
void ToggleFullscreen()toggle FS
void ToggleBorderlessWindowed()borderless FS
void MaximizeWindow()maximize
void MinimizeWindow()minimize
void RestoreWindow()restore
void SetWindowIcon(Image image)set icon
void SetWindowOpacity(float opacity)0.0–1.0
Info
int GetScreenWidth()screen width
int GetScreenHeight()screen height
int GetRenderWidth()render width (HiDPI)
int GetRenderHeight()render height
int GetMonitorCount()monitor count
int GetCurrentMonitor()current monitor
Vector2 GetWindowPosition()window pos
Vector2 GetWindowScaleDPI()DPI scale
Timing
void SetTargetFPS(int fps)target FPS
float GetFrameTime()delta time (seconds)
double GetTime()time since init
int GetFPS()current FPS
Clipboard / Misc
const char* GetClipboardText()get clipboard
void SetClipboardText(const char* text)set clipboard
void OpenURL(const char* url)open URL
void SetConfigFlags(unsigned int flags)before InitWindow
void TakeScreenshot(const char* fileName)save screenshot
Drawing
Frame
void BeginDrawing()start frame
void EndDrawing()end frame / swap
void ClearBackground(Color color)clear
Render Texture
void BeginTextureMode(RenderTexture2D target)
void EndTextureMode()
RenderTexture2D LoadRenderTexture(int w, int h)
void UnloadRenderTexture(RenderTexture2D target)
Scissor / Blend
void BeginScissorMode(int x, int y, int w, int h)
void EndScissorMode()
void BeginBlendMode(int mode)see BlendMode enum
void EndBlendMode()
Shader
Shader LoadShader(const char* vsFile, const char* fsFile)
void UnloadShader(Shader shader)
void BeginShaderMode(Shader shader)
void EndShaderMode()
int GetShaderLocation(Shader s, const char* name)
void SetShaderValue(Shader s, int loc, const void* val, int type)
Input — Keyboard
bool IsKeyPressed(int key)just pressed
bool IsKeyPressedRepeat(int key)pressed (with repeat)
bool IsKeyDown(int key)held down
bool IsKeyReleased(int key)just released
bool IsKeyUp(int key)not held
int GetKeyPressed()next key in queue
int GetCharPressed()next char in queue
void SetExitKey(int key)default: KEY_ESCAPE
Input — Mouse
bool IsMouseButtonPressed(int btn)
bool IsMouseButtonDown(int btn)
bool IsMouseButtonReleased(int btn)
bool IsMouseButtonUp(int btn)
int GetMouseX() / GetMouseY()position
Vector2 GetMousePosition()
Vector2 GetMouseDelta()movement this frame
void SetMousePosition(int x, int y)
void SetMouseOffset(int x, int y)
void SetMouseScale(float scaleX, float scaleY)
float GetMouseWheelMove()scroll delta
Vector2 GetMouseWheelMoveV()2D scroll
void SetMouseCursor(int cursor)
void HideCursor() / ShowCursor()
bool IsCursorHidden()
void EnableCursor() / DisableCursor()lock cursor
bool IsCursorOnScreen()
Input — Gamepad & Touch
Gamepad
bool IsGamepadAvailable(int pad)
const char* GetGamepadName(int pad)
bool IsGamepadButtonPressed(int pad, int btn)
bool IsGamepadButtonDown(int pad, int btn)
bool IsGamepadButtonReleased(int pad, int btn)
int GetGamepadButtonPressed()last pressed
int GetGamepadAxisCount(int pad)
float GetGamepadAxisMovement(int pad, int axis)
Touch
int GetTouchX() / GetTouchY()
Vector2 GetTouchPosition(int index)
int GetTouchPointId(int index)
int GetTouchPointCount()
Shapes (2D)
Pixels / Lines
void DrawPixel(int x, int y, Color c)
void DrawPixelV(Vector2 pos, Color c)
void DrawLine(int x1,int y1,int x2,int y2, Color c)
void DrawLineV(Vector2 s, Vector2 e, Color c)
void DrawLineEx(Vector2 s, Vector2 e, float thick, Color c)
void DrawLineBezier(Vector2 s, Vector2 e, float thick, Color c)
Circles / Ellipses
void DrawCircle(int cx, int cy, float r, Color c)
void DrawCircleV(Vector2 c, float r, Color col)
void DrawCircleLines(int cx, int cy, float r, Color c)
void DrawCircleSector(Vector2 c, float r, float a1, float a2, int segs, Color col)
void DrawEllipse(int cx, int cy, float rx, float ry, Color c)
void DrawRing(Vector2 c, float ri, float ro, float a1, float a2, int segs, Color col)
Rectangles
void DrawRectangle(int x, int y, int w, int h, Color c)
void DrawRectangleV(Vector2 pos, Vector2 size, Color c)
void DrawRectangleRec(Rectangle rec, Color c)
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rot, Color c)
void DrawRectangleLines(int x, int y, int w, int h, Color c)
void DrawRectangleRounded(Rectangle rec, float roundness, int segs, Color c)
void DrawRectangleGradientH(int x, int y, int w, int h, Color left, Color right)
void DrawRectangleGradientV(int x, int y, int w, int h, Color top, Color bot)
Triangles / Polygons
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color c)
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color c)
void DrawPoly(Vector2 c, int sides, float r, float rot, Color col)
void DrawPolyLines(Vector2 c, int sides, float r, float rot, Color col)
Collision Detection
bool CheckCollisionRecs(Rectangle r1, Rectangle r2)
bool CheckCollisionCircles(Vector2 c1, float r1, Vector2 c2, float r2)
bool CheckCollisionCircleRec(Vector2 c, float r, Rectangle rec)
bool CheckCollisionPointRec(Vector2 p, Rectangle rec)
bool CheckCollisionPointCircle(Vector2 p, Vector2 c, float r)
bool CheckCollisionPointTriangle(Vector2 p, Vector2 v1, Vector2 v2, Vector2 v3)
bool CheckCollisionLines(Vector2 s1, Vector2 e1, Vector2 s2, Vector2 e2, Vector2* pt)
Rectangle GetCollisionRec(Rectangle r1, Rectangle r2)overlap rect
Textures & Images
Load / Unload Texture
Texture2D LoadTexture(const char* fileName)
Texture2D LoadTextureFromImage(Image img)
void UnloadTexture(Texture2D tex)
void UpdateTexture(Texture2D tex, const void* pixels)
bool IsTextureReady(Texture2D tex)
void SetTextureFilter(Texture2D tex, int filter)
void SetTextureWrap(Texture2D tex, int wrap)
void GenTextureMipmaps(Texture2D* tex)
Draw Texture
void DrawTexture(Texture2D t, int x, int y, Color tint)
void DrawTextureV(Texture2D t, Vector2 pos, Color tint)
void DrawTextureEx(Texture2D t, Vector2 pos, float rot, float scale, Color tint)
void DrawTextureRec(Texture2D t, Rectangle src, Vector2 pos, Color tint)sprite
void DrawTexturePro(Texture2D t, Rectangle src, Rectangle dst, Vector2 origin, float rot, Color tint)
void DrawTextureNPatch(Texture2D t, NPatchInfo np, Rectangle dst, Vector2 origin, float rot, Color tint)
Image (CPU)
Image LoadImage(const char* fileName)
Image LoadImageFromScreen()
void UnloadImage(Image img)
bool ExportImage(Image img, const char* fileName)
Image ImageCopy(Image img)
void ImageResize(Image* img, int w, int h)
void ImageCrop(Image* img, Rectangle crop)
void ImageFlipHorizontal(Image* img)
void ImageFlipVertical(Image* img)
void ImageRotate(Image* img, int degrees)
void ImageColorTint(Image* img, Color c)
void ImageDraw(Image* dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint)
Color* LoadImageColors(Image img)pixel array
void UnloadImageColors(Color* colors)
Image GenImageColor(int w, int h, Color c)solid
Image GenImageGradientLinear(int w, int h, int dir, Color s, Color e)
Image GenImageChecked(int w, int h, int cx, int cy, Color c1, Color c2)
Image GenImagePerlinNoise(int w, int h, int ox, int oy, float scale)
Text
Draw
void DrawText(const char* text, int x, int y, int size, Color c)
void DrawTextEx(Font font, const char* text, Vector2 pos, float size, float spacing, Color tint)
void DrawTextPro(Font font, const char* text, Vector2 pos, Vector2 origin, float rot, float size, float spacing, Color tint)
void DrawFPS(int x, int y)debug FPS
Font
Font LoadFont(const char* fileName)
Font LoadFontEx(const char* fileName, int size, int* codepoints, int count)
Font GetFontDefault()
void UnloadFont(Font font)
bool IsFontReady(Font font)
Measure
int MeasureText(const char* text, int size)
Vector2 MeasureTextEx(Font font, const char* text, float size, float spacing)
int GetGlyphIndex(Font font, int codepoint)
String Utils
const char* TextFormat(const char* text, ...)sprintf-like
const char* TextSubtext(const char* text, int pos, int len)
bool TextIsEqual(const char* t1, const char* t2)
int TextLength(const char* text)
const char* TextToUpper(const char* text)
const char* TextToLower(const char* text)
int TextToInteger(const char* text)
float TextToFloat(const char* text)
Audio
Device
void InitAudioDevice()
void CloseAudioDevice()
bool IsAudioDeviceReady()
void SetMasterVolume(float vol)0.0–1.0
float GetMasterVolume()
Sound (short clips)
Sound LoadSound(const char* fileName)
void UnloadSound(Sound sound)
void PlaySound(Sound sound)
void StopSound(Sound sound)
void PauseSound(Sound sound)
void ResumeSound(Sound sound)
bool IsSoundPlaying(Sound sound)
void SetSoundVolume(Sound s, float vol)
void SetSoundPitch(Sound s, float pitch)
void SetSoundPan(Sound s, float pan)0.0–1.0
Music (streaming)
Music LoadMusicStream(const char* fileName)
void UnloadMusicStream(Music music)
void PlayMusicStream(Music music)
void UpdateMusicStream(Music music)call each frame!
void StopMusicStream(Music music)
void PauseMusicStream(Music music)
void ResumeMusicStream(Music music)
bool IsMusicStreamPlaying(Music music)
void SetMusicVolume(Music m, float vol)
void SetMusicPitch(Music m, float pitch)
float GetMusicTimeLength(Music music)
float GetMusicTimePlayed(Music music)
void SeekMusicStream(Music m, float pos)
Camera 2D
Camera2D cam = { 0 }; cam.target = (Vector2){ 0, 0 }; // world pos to center on cam.offset = (Vector2){ 400, 225 }; // screen center cam.rotation = 0.0f; cam.zoom = 1.0f;   BeginMode2D(cam); // draw world-space objects EndMode2D();
Vector2 GetScreenToWorld2D(Vector2 pos, Camera2D cam)
Vector2 GetWorldToScreen2D(Vector2 pos, Camera2D cam)
Matrix GetCameraMatrix2D(Camera2D cam)
Camera 3D / Mode3D
Camera3D cam = { 0 }; cam.position = (Vector3){ 10,10,10 }; cam.target = (Vector3){ 0, 0, 0 }; cam.up = (Vector3){ 0, 1, 0 }; cam.fovy = 45.0f; // field of view cam.projection = CAMERA_PERSPECTIVE;   BeginMode3D(cam); // 3D draw calls here EndMode3D();
Camera Control
void UpdateCamera(Camera* cam, int mode)
void UpdateCameraPro(Camera* cam, Vector3 move, Vector3 rot, float zoom)
CAMERA_FREE / CAMERA_ORBITAL / CAMERA_FIRST_PERSON / CAMERA_THIRD_PERSON
CAMERA_PERSPECTIVE / CAMERA_ORTHOGRAPHIC
Ray GetMouseRay(Vector2 mousePos, Camera cam)picking ray
Matrix GetCameraMatrix(Camera cam)
Vector2 GetWorldToScreen(Vector3 pos, Camera cam)
3D Drawing
void DrawLine3D(Vector3 s, Vector3 e, Color c)
void DrawCube(Vector3 pos, float w, float h, float len, Color c)
void DrawCubeV(Vector3 pos, Vector3 size, Color c)
void DrawCubeWires(Vector3 pos, float w, float h, float len, Color c)
void DrawSphere(Vector3 pos, float r, Color c)
void DrawSphereEx(Vector3 pos, float r, int rings, int slices, Color c)
void DrawSphereWires(Vector3 pos, float r, int rings, int slices, Color c)
void DrawCylinder(Vector3 pos, float rTop, float rBot, float h, int slices, Color c)
void DrawCapsule(Vector3 s, Vector3 e, float r, int slices, int rings, Color c)
void DrawPlane(Vector3 pos, Vector2 size, Color c)
void DrawGrid(int slices, float spacing)
void DrawRay(Ray ray, Color c)
Model
Model LoadModel(const char* fileName)
Model LoadModelFromMesh(Mesh mesh)
void UnloadModel(Model model)
void DrawModel(Model model, Vector3 pos, float scale, Color tint)
void DrawModelEx(Model m, Vector3 pos, Vector3 axis, float angle, Vector3 scale, Color tint)
void DrawModelWires(Model m, Vector3 pos, float scale, Color tint)
BoundingBox GetModelBoundingBox(Model model)
bool IsModelReady(Model model)
void SetModelMeshMaterial(Model* model, int meshId, int materialId)
Mesh Gen
Mesh GenMeshPlane(float w, float len, int resX, int resZ)
Mesh GenMeshCube(float w, float h, float len)
Mesh GenMeshSphere(float r, int rings, int slices)
Mesh GenMeshCylinder(float r, float h, int slices)
Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
void UploadMesh(Mesh* mesh, bool dynamic)
void UnloadMesh(Mesh mesh)
void DrawMesh(Mesh mesh, Material mat, Matrix transform)
3D Collision
bool CheckCollisionSpheres(Vector3 c1, float r1, Vector3 c2, float r2)
bool CheckCollisionBoxes(BoundingBox b1, BoundingBox b2)
bool CheckCollisionBoxSphere(BoundingBox b, Vector3 c, float r)
RayCollision GetRayCollisionSphere(Ray ray, Vector3 c, float r)
RayCollision GetRayCollisionBox(Ray ray, BoundingBox box)
RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform)
RayCollision GetRayCollisionTriangle(Ray ray, Vector3 v1, Vector3 v2, Vector3 v3)
Math (raymath.h)
Scalar
float Clamp(float val, float min, float max)
float Lerp(float start, float end, float amount)
float Normalize(float val, float start, float end)
float Remap(float val, float is, float ie, float os, float oe)
float Wrap(float val, float min, float max)
bool FloatEquals(float x, float y)epsilon compare
DEG2RAD / RAD2DEG / PImacros
Vector2
Vector2 Vector2Add(Vector2 v1, Vector2 v2)
Vector2 Vector2Subtract(Vector2 v1, Vector2 v2)
Vector2 Vector2Scale(Vector2 v, float scale)
Vector2 Vector2Multiply(Vector2 v1, Vector2 v2)
float Vector2Length(Vector2 v)
float Vector2LengthSqr(Vector2 v)
float Vector2DotProduct(Vector2 v1, Vector2 v2)
float Vector2Distance(Vector2 v1, Vector2 v2)
float Vector2Angle(Vector2 v1, Vector2 v2)
Vector2 Vector2Normalize(Vector2 v)
Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float a)
Vector2 Vector2Rotate(Vector2 v, float angle)
Vector2 Vector2Reflect(Vector2 v, Vector2 normal)
Vector2 Vector2Negate(Vector2 v)
Vector3
Vector3 Vector3Add(Vector3 v1, Vector3 v2)
Vector3 Vector3Subtract(Vector3 v1, Vector3 v2)
Vector3 Vector3Scale(Vector3 v, float scale)
Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2)
float Vector3DotProduct(Vector3 v1, Vector3 v2)
float Vector3Length(Vector3 v)
float Vector3Distance(Vector3 v1, Vector3 v2)
Vector3 Vector3Normalize(Vector3 v)
Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float a)
Vector3 Vector3Reflect(Vector3 v, Vector3 normal)
Vector3 Vector3Negate(Vector3 v)
Vector3 Vector3Transform(Vector3 v, Matrix mat)
Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q)
Matrix
Matrix MatrixIdentity()
Matrix MatrixMultiply(Matrix left, Matrix right)
Matrix MatrixTranspose(Matrix mat)
Matrix MatrixInvert(Matrix mat)
Matrix MatrixTranslate(float x, float y, float z)
Matrix MatrixRotate(Vector3 axis, float angle)
Matrix MatrixRotateXYZ(Vector3 ang)
Matrix MatrixScale(float x, float y, float z)
Matrix MatrixFrustum(double l,r,b,t,n,f)
Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
Matrix MatrixOrtho(double l, double r, double b, double t, double near, double far)
Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
float16 MatrixToFloatV(Matrix mat)to float[16]
Quaternion
Quaternion QuaternionIdentity()
Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2)
Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
Vector3 QuaternionToEuler(Quaternion q)
Quaternion QuaternionNormalize(Quaternion q)
Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float a)
Matrix QuaternionToMatrix(Quaternion q)
Quaternion QuaternionFromMatrix(Matrix mat)
Quaternion QuaternionInvert(Quaternion q)
Core Structs
Vector2 float x, y
Vector3 float x, y, z
Vector4 / Quaternion float x, y, z, w
Color unsigned char r, g, b, a
Rectangle float x, y, width, height
Image void* data, int width, height, mipmaps, format
Texture2D uint id, width, height, mipmaps, format
RenderTexture2D uint id, Texture2D texture, depth
Camera2D Vector2 offset, target; float rotation, zoom
Camera3D Vector3 position, target, up; float fovy; int projection
Ray Vector3 position, direction
RayCollision bool hit; float distance; Vector3 point, normal
BoundingBox Vector3 min, max
Font Texture2D texture; int baseSize, glyphCount; GlyphInfo* glyphs
Sound AudioStream stream; uint frameCount
Music AudioStream stream; uint frameCount; bool looping; int ctxType
Shader uint id; int* locs
Matrix (4x4) float m0–m15 (column-major)
Model Matrix transform; int meshCount; Mesh* meshes; Material* materials
NPatchInfo Rectangle source; int left, top, right, bottom, layout
Built-in Colors
RAYWHITE
WHITE
LIGHTGRAY
GRAY
DARKGRAY
BLACK
RED
ORANGE
GOLD
YELLOW
GREEN
LIME
DARKGREEN
DARKBLUE
BLUE
SKYBLUE
CORNFLOWERBLUE
VIOLET
DARKPURPLE
PINK
MAROON
BEIGE
BROWN
DARKBROWN
BLANK (α=0)
MAGENTA
Color Helpers
Color ColorAlpha(Color c, float alpha)0.0–1.0
Color ColorAlphaBlend(Color dst, Color src, Color tint)
Color ColorTint(Color c, Color tint)
Color ColorBrightness(Color c, float factor)
Color ColorContrast(Color c, float contrast)
Color ColorLerp(Color c1, Color c2, float t)
Color GetColor(unsigned int hexVal)0xRRGGBBAA
unsigned int ColorToInt(Color c)
Vector4 ColorNormalize(Color c)0.0–1.0 floats
Color ColorFromNormalized(Vector4 norm)
Vector3 ColorToHSV(Color c)
Color ColorFromHSV(float h, float s, float v)
Color Fade(Color c, float alpha)alias of ColorAlpha
Key Constants
Common Keys
KEY_NULL
KEY_ESCAPE
KEY_ENTER
KEY_TAB
KEY_BACKSPACE
KEY_INSERT
KEY_DELETE
KEY_RIGHT
KEY_LEFT
KEY_DOWN
KEY_UP
KEY_PAGE_UP
KEY_PAGE_DOWN
KEY_HOME
KEY_END
KEY_CAPS_LOCK
KEY_SCROLL_LOCK
KEY_NUM_LOCK
KEY_PRINT_SCREEN
KEY_PAUSE
KEY_SPACE
KEY_LEFT_SHIFT
KEY_LEFT_CONTROL
KEY_LEFT_ALT
KEY_LEFT_SUPER
KEY_RIGHT_SHIFT
KEY_RIGHT_CONTROL
KEY_RIGHT_ALT
KEY_F1 – KEY_F12
KEY_A – KEY_Z
KEY_ZERO – KEY_NINE
KEY_KP_0 – KEY_KP_9
KEY_KP_DECIMAL
KEY_KP_DIVIDE
KEY_KP_MULTIPLY
KEY_KP_SUBTRACT
KEY_KP_ADD
KEY_KP_ENTER
KEY_KP_EQUAL
Mouse Buttons
MOUSE_BUTTON_LEFT
MOUSE_BUTTON_RIGHT
MOUSE_BUTTON_MIDDLE
MOUSE_BUTTON_SIDE
MOUSE_BUTTON_EXTRA
MOUSE_BUTTON_FORWARD
MOUSE_BUTTON_BACK
Gamepad Buttons
GAMEPAD_BUTTON_LEFT_FACE_UP
LEFT_FACE_RIGHT
LEFT_FACE_DOWN
LEFT_FACE_LEFT
RIGHT_FACE_UP (△)
RIGHT_FACE_RIGHT (○)
RIGHT_FACE_DOWN (✕)
RIGHT_FACE_LEFT (□)
LEFT_TRIGGER_1/2
RIGHT_TRIGGER_1/2
MIDDLE_LEFT (Select)
MIDDLE (Home)
MIDDLE_RIGHT (Start)
LEFT_THUMB
RIGHT_THUMB
Gamepad Axes
GAMEPAD_AXIS_LEFT_X
GAMEPAD_AXIS_LEFT_Y
GAMEPAD_AXIS_RIGHT_X
GAMEPAD_AXIS_RIGHT_Y
LEFT_TRIGGER
RIGHT_TRIGGER
Config Flags (SetConfigFlags)
FLAG_VSYNC_HINT
FLAG_FULLSCREEN_MODE
FLAG_WINDOW_RESIZABLE
FLAG_WINDOW_UNDECORATED
FLAG_WINDOW_HIDDEN
FLAG_WINDOW_MINIMIZED
FLAG_WINDOW_MAXIMIZED
FLAG_WINDOW_UNFOCUSED
FLAG_WINDOW_TOPMOST
FLAG_WINDOW_ALWAYS_RUN
FLAG_WINDOW_TRANSPARENT
FLAG_WINDOW_HIGHDPI
FLAG_WINDOW_MOUSE_PASSTHROUGH
FLAG_BORDERLESS_WINDOWED_MODE
FLAG_MSAA_4X_HINT
FLAG_INTERLACED_HINT
File I/O & Utils
File I/O
unsigned char* LoadFileData(const char* fileName, int* dataSize)
void UnloadFileData(unsigned char* data)
bool SaveFileData(const char* fileName, void* data, int dataSize)
char* LoadFileText(const char* fileName)
void UnloadFileText(char* text)
bool SaveFileText(const char* fileName, char* text)
bool FileExists(const char* fileName)
bool DirectoryExists(const char* dirPath)
bool IsFileExtension(const char* fileName, const char* ext)
const char* GetFileExtension(const char* fileName)
const char* GetFileName(const char* filePath)
const char* GetFileNameWithoutExt(const char* filePath)
const char* GetDirectoryPath(const char* filePath)
const char* GetPrevDirectoryPath(const char* dirPath)
const char* GetWorkingDirectory()
const char* GetApplicationDirectory()
FilePathList LoadDirectoryFiles(const char* dirPath)
void UnloadDirectoryFiles(FilePathList files)
bool IsFileDropped()
FilePathList LoadDroppedFiles()
void UnloadDroppedFiles(FilePathList files)
long GetFileModTime(const char* fileName)
Misc
int GetRandomValue(int min, int max)inclusive
void SetRandomSeed(unsigned int seed)
int* LoadRandomSequence(unsigned int count, int min, int max)
void UnloadRandomSequence(int* sequence)
void WaitTime(double seconds)
void TraceLog(int logLevel, const char* text, ...)
void SetTraceLogLevel(int logLevel)
LOG_ALL / LOG_TRACE / LOG_DEBUG / LOG_INFO / LOG_WARNING / LOG_ERROR / LOG_FATAL / LOG_NONE
void* MemAlloc(unsigned int size)
void* MemRealloc(void* ptr, unsigned int size)
void MemFree(void* ptr)