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raylib.pyi
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raylib.pyi
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from typing import overload
from linalg import *
from c import *
from c import _StructLike
class _wrapped__Matrix:
m0: float # `float`: Matrix first row (4 components)
m4: float # `float`: Matrix first row (4 components)
m8: float # `float`: Matrix first row (4 components)
m12: float # `float`: Matrix first row (4 components)
m1: float # `float`: Matrix second row (4 components)
m5: float # `float`: Matrix second row (4 components)
m9: float # `float`: Matrix second row (4 components)
m13: float # `float`: Matrix second row (4 components)
m2: float # `float`: Matrix third row (4 components)
m6: float # `float`: Matrix third row (4 components)
m10: float # `float`: Matrix third row (4 components)
m14: float # `float`: Matrix third row (4 components)
m3: float # `float`: Matrix fourth row (4 components)
m7: float # `float`: Matrix fourth row (4 components)
m11: float # `float`: Matrix fourth row (4 components)
m15: float # `float`: Matrix fourth row (4 components)
class Matrix(_StructLike[Matrix], _wrapped__Matrix):
"""Matrix, 4x4 components, column major, OpenGL style, right-handed"""
@overload
def __init__(self): ...
@overload
def __init__(self, m0: float, m4: float, m8: float, m12: float, m1: float, m5: float, m9: float, m13: float, m2: float, m6: float, m10: float, m14: float, m3: float, m7: float, m11: float, m15: float): ...
def addr(self) -> void_p: ...
Matrix_p = void_p
class _wrapped__Color:
r: int # `unsigned char`: Color red value
g: int # `unsigned char`: Color green value
b: int # `unsigned char`: Color blue value
a: int # `unsigned char`: Color alpha value
class Color(_StructLike[Color], _wrapped__Color):
"""Color, 4 components, R8G8B8A8 (32bit)"""
@overload
def __init__(self): ...
@overload
def __init__(self, r: int, g: int, b: int, a: int): ...
def addr(self) -> void_p: ...
Color_p = void_p
class _wrapped__Rectangle:
x: float # `float`: Rectangle top-left corner position x
y: float # `float`: Rectangle top-left corner position y
width: float # `float`: Rectangle width
height: float # `float`: Rectangle height
class Rectangle(_StructLike[Rectangle], _wrapped__Rectangle):
"""Rectangle, 4 components"""
@overload
def __init__(self): ...
@overload
def __init__(self, x: float, y: float, width: float, height: float): ...
def addr(self) -> void_p: ...
Rectangle_p = void_p
class _wrapped__Image:
data: void_p # `void *`: Image raw data
width: int # `int`: Image base width
height: int # `int`: Image base height
mipmaps: int # `int`: Mipmap levels, 1 by default
format: int # `int`: Data format (PixelFormat type)
class Image(_StructLike[Image], _wrapped__Image):
"""Image, pixel data stored in CPU memory (RAM)"""
@overload
def __init__(self): ...
@overload
def __init__(self, data: void_p, width: int, height: int, mipmaps: int, format: int): ...
def addr(self) -> void_p: ...
Image_p = void_p
class _wrapped__Texture:
id: int # `unsigned int`: OpenGL texture id
width: int # `int`: Texture base width
height: int # `int`: Texture base height
mipmaps: int # `int`: Mipmap levels, 1 by default
format: int # `int`: Data format (PixelFormat type)
class Texture(_StructLike[Texture], _wrapped__Texture):
"""Texture, tex data stored in GPU memory (VRAM)"""
@overload
def __init__(self): ...
@overload
def __init__(self, id: int, width: int, height: int, mipmaps: int, format: int): ...
def addr(self) -> void_p: ...
Texture_p = void_p
class _wrapped__RenderTexture:
id: int # `unsigned int`: OpenGL framebuffer object id
texture: Texture # `Texture`: Color buffer attachment texture
depth: Texture # `Texture`: Depth buffer attachment texture
class RenderTexture(_StructLike[RenderTexture], _wrapped__RenderTexture):
"""RenderTexture, fbo for texture rendering"""
@overload
def __init__(self): ...
@overload
def __init__(self, id: int, texture: Texture, depth: Texture): ...
def addr(self) -> void_p: ...
RenderTexture_p = void_p
class _wrapped__NPatchInfo:
source: Rectangle # `Rectangle`: Texture source rectangle
left: int # `int`: Left border offset
top: int # `int`: Top border offset
right: int # `int`: Right border offset
bottom: int # `int`: Bottom border offset
layout: int # `int`: Layout of the n-patch: 3x3, 1x3 or 3x1
class NPatchInfo(_StructLike[NPatchInfo], _wrapped__NPatchInfo):
"""NPatchInfo, n-patch layout info"""
@overload
def __init__(self): ...
@overload
def __init__(self, source: Rectangle, left: int, top: int, right: int, bottom: int, layout: int): ...
def addr(self) -> void_p: ...
NPatchInfo_p = void_p
class _wrapped__GlyphInfo:
value: int # `int`: Character value (Unicode)
offsetX: int # `int`: Character offset X when drawing
offsetY: int # `int`: Character offset Y when drawing
advanceX: int # `int`: Character advance position X
image: Image # `Image`: Character image data
class GlyphInfo(_StructLike[GlyphInfo], _wrapped__GlyphInfo):
"""GlyphInfo, font characters glyphs info"""
@overload
def __init__(self): ...
@overload
def __init__(self, value: int, offsetX: int, offsetY: int, advanceX: int, image: Image): ...
def addr(self) -> void_p: ...
GlyphInfo_p = void_p
class _wrapped__Font:
baseSize: int # `int`: Base size (default chars height)
glyphCount: int # `int`: Number of glyph characters
glyphPadding: int # `int`: Padding around the glyph characters
texture: Texture2D # `Texture2D`: Texture atlas containing the glyphs
recs: 'Rectangle_p' # `Rectangle *`: Rectangles in texture for the glyphs
glyphs: 'GlyphInfo_p' # `GlyphInfo *`: Glyphs info data
class Font(_StructLike[Font], _wrapped__Font):
"""Font, font texture and GlyphInfo array data"""
@overload
def __init__(self): ...
@overload
def __init__(self, baseSize: int, glyphCount: int, glyphPadding: int, texture: Texture2D, recs: 'Rectangle_p', glyphs: 'GlyphInfo_p'): ...
def addr(self) -> void_p: ...
Font_p = void_p
class _wrapped__Camera3D:
position: vec3 # `Vector3`: Camera position
target: vec3 # `Vector3`: Camera target it looks-at
up: vec3 # `Vector3`: Camera up vector (rotation over its axis)
fovy: float # `float`: Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic
projection: int # `int`: Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
class Camera3D(_StructLike[Camera3D], _wrapped__Camera3D):
"""Camera, defines position/orientation in 3d space"""
@overload
def __init__(self): ...
@overload
def __init__(self, position: vec3, target: vec3, up: vec3, fovy: float, projection: int): ...
def addr(self) -> void_p: ...
Camera3D_p = void_p
class _wrapped__Camera2D:
offset: vec2 # `Vector2`: Camera offset (displacement from target)
target: vec2 # `Vector2`: Camera target (rotation and zoom origin)
rotation: float # `float`: Camera rotation in degrees
zoom: float # `float`: Camera zoom (scaling), should be 1.0f by default
class Camera2D(_StructLike[Camera2D], _wrapped__Camera2D):
"""Camera2D, defines position/orientation in 2d space"""
@overload
def __init__(self): ...
@overload
def __init__(self, offset: vec2, target: vec2, rotation: float, zoom: float): ...
def addr(self) -> void_p: ...
Camera2D_p = void_p
class _wrapped__Mesh:
vertexCount: int # `int`: Number of vertices stored in arrays
triangleCount: int # `int`: Number of triangles stored (indexed or not)
vertices: float_p # `float *`: Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
texcoords: float_p # `float *`: Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
texcoords2: float_p # `float *`: Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
normals: float_p # `float *`: Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
tangents: float_p # `float *`: Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
colors: uchar_p # `unsigned char *`: Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
indices: ushort_p # `unsigned short *`: Vertex indices (in case vertex data comes indexed)
animVertices: float_p # `float *`: Animated vertex positions (after bones transformations)
animNormals: float_p # `float *`: Animated normals (after bones transformations)
boneIds: uchar_p # `unsigned char *`: Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
boneWeights: float_p # `float *`: Vertex bone weight, up to 4 bones influence by vertex (skinning)
vaoId: int # `unsigned int`: OpenGL Vertex Array Object id
vboId: uint_p # `unsigned int *`: OpenGL Vertex Buffer Objects id (default vertex data)
class Mesh(_StructLike[Mesh], _wrapped__Mesh):
"""Mesh, vertex data and vao/vbo"""
@overload
def __init__(self): ...
@overload
def __init__(self, vertexCount: int, triangleCount: int, vertices: float_p, texcoords: float_p, texcoords2: float_p, normals: float_p, tangents: float_p, colors: uchar_p, indices: ushort_p, animVertices: float_p, animNormals: float_p, boneIds: uchar_p, boneWeights: float_p, vaoId: int, vboId: uint_p): ...
def addr(self) -> void_p: ...
Mesh_p = void_p
class _wrapped__Shader:
id: int # `unsigned int`: Shader program id
locs: int_p # `int *`: Shader locations array (RL_MAX_SHADER_LOCATIONS)
class Shader(_StructLike[Shader], _wrapped__Shader):
"""Shader"""
@overload
def __init__(self): ...
@overload
def __init__(self, id: int, locs: int_p): ...
def addr(self) -> void_p: ...
Shader_p = void_p
class _wrapped__MaterialMap:
texture: Texture2D # `Texture2D`: Material map texture
color: Color # `Color`: Material map color
value: float # `float`: Material map value
class MaterialMap(_StructLike[MaterialMap], _wrapped__MaterialMap):
"""MaterialMap"""
@overload
def __init__(self): ...
@overload
def __init__(self, texture: Texture2D, color: Color, value: float): ...
def addr(self) -> void_p: ...
MaterialMap_p = void_p
class _wrapped__Material:
shader: Shader # `Shader`: Material shader
maps: 'MaterialMap_p' # `MaterialMap *`: Material maps array (MAX_MATERIAL_MAPS)
params: float_p # `float[4]`: Material generic parameters (if required)
class Material(_StructLike[Material], _wrapped__Material):
"""Material, includes shader and maps"""
@overload
def __init__(self): ...
@overload
def __init__(self, shader: Shader, maps: 'MaterialMap_p', params: float_p): ...
def addr(self) -> void_p: ...
Material_p = void_p
class _wrapped__Transform:
translation: vec3 # `Vector3`: Translation
rotation: Quaternion # `Quaternion`: Rotation
scale: vec3 # `Vector3`: Scale
class Transform(_StructLike[Transform], _wrapped__Transform):
"""Transform, vertex transformation data"""
@overload
def __init__(self): ...
@overload
def __init__(self, translation: vec3, rotation: Quaternion, scale: vec3): ...
def addr(self) -> void_p: ...
Transform_p = void_p
class _wrapped__BoneInfo:
name: char_p # `char[32]`: Bone name
parent: int # `int`: Bone parent
class BoneInfo(_StructLike[BoneInfo], _wrapped__BoneInfo):
"""Bone, skeletal animation bone"""
@overload
def __init__(self): ...
@overload
def __init__(self, name: char_p, parent: int): ...
def addr(self) -> void_p: ...
BoneInfo_p = void_p
class _wrapped__Model:
transform: Matrix # `Matrix`: Local transform matrix
meshCount: int # `int`: Number of meshes
materialCount: int # `int`: Number of materials
meshes: 'Mesh_p' # `Mesh *`: Meshes array
materials: 'Material_p' # `Material *`: Materials array
meshMaterial: int_p # `int *`: Mesh material number
boneCount: int # `int`: Number of bones
bones: 'BoneInfo_p' # `BoneInfo *`: Bones information (skeleton)
bindPose: 'Transform_p' # `Transform *`: Bones base transformation (pose)
class Model(_StructLike[Model], _wrapped__Model):
"""Model, meshes, materials and animation data"""
@overload
def __init__(self): ...
@overload
def __init__(self, transform: Matrix, meshCount: int, materialCount: int, meshes: 'Mesh_p', materials: 'Material_p', meshMaterial: int_p, boneCount: int, bones: 'BoneInfo_p', bindPose: 'Transform_p'): ...
def addr(self) -> void_p: ...
Model_p = void_p
class _wrapped__ModelAnimation:
boneCount: int # `int`: Number of bones
frameCount: int # `int`: Number of animation frames
bones: 'BoneInfo_p' # `BoneInfo *`: Bones information (skeleton)
framePoses: void_p # `Transform **`: Poses array by frame
name: char_p # `char[32]`: Animation name
class ModelAnimation(_StructLike[ModelAnimation], _wrapped__ModelAnimation):
"""ModelAnimation"""
@overload
def __init__(self): ...
@overload
def __init__(self, boneCount: int, frameCount: int, bones: 'BoneInfo_p', framePoses: void_p, name: char_p): ...
def addr(self) -> void_p: ...
ModelAnimation_p = void_p
class _wrapped__Ray:
position: vec3 # `Vector3`: Ray position (origin)
direction: vec3 # `Vector3`: Ray direction
class Ray(_StructLike[Ray], _wrapped__Ray):
"""Ray, ray for raycasting"""
@overload
def __init__(self): ...
@overload
def __init__(self, position: vec3, direction: vec3): ...
def addr(self) -> void_p: ...
Ray_p = void_p
class _wrapped__RayCollision:
hit: bool # `bool`: Did the ray hit something?
distance: float # `float`: Distance to the nearest hit
point: vec3 # `Vector3`: Point of the nearest hit
normal: vec3 # `Vector3`: Surface normal of hit
class RayCollision(_StructLike[RayCollision], _wrapped__RayCollision):
"""RayCollision, ray hit information"""
@overload
def __init__(self): ...
@overload
def __init__(self, hit: bool, distance: float, point: vec3, normal: vec3): ...
def addr(self) -> void_p: ...
RayCollision_p = void_p
class _wrapped__BoundingBox:
min: vec3 # `Vector3`: Minimum vertex box-corner
max: vec3 # `Vector3`: Maximum vertex box-corner
class BoundingBox(_StructLike[BoundingBox], _wrapped__BoundingBox):
"""BoundingBox"""
@overload
def __init__(self): ...
@overload
def __init__(self, min: vec3, max: vec3): ...
def addr(self) -> void_p: ...
BoundingBox_p = void_p
class _wrapped__Wave:
frameCount: int # `unsigned int`: Total number of frames (considering channels)
sampleRate: int # `unsigned int`: Frequency (samples per second)
sampleSize: int # `unsigned int`: Bit depth (bits per sample): 8, 16, 32 (24 not supported)
channels: int # `unsigned int`: Number of channels (1-mono, 2-stereo, ...)
data: void_p # `void *`: Buffer data pointer
class Wave(_StructLike[Wave], _wrapped__Wave):
"""Wave, audio wave data"""
@overload
def __init__(self): ...
@overload
def __init__(self, frameCount: int, sampleRate: int, sampleSize: int, channels: int, data: void_p): ...
def addr(self) -> void_p: ...
Wave_p = void_p
class _wrapped__AudioStream:
buffer: void_p # `rAudioBuffer *`: Pointer to internal data used by the audio system
processor: void_p # `rAudioProcessor *`: Pointer to internal data processor, useful for audio effects
sampleRate: int # `unsigned int`: Frequency (samples per second)
sampleSize: int # `unsigned int`: Bit depth (bits per sample): 8, 16, 32 (24 not supported)
channels: int # `unsigned int`: Number of channels (1-mono, 2-stereo, ...)
class AudioStream(_StructLike[AudioStream], _wrapped__AudioStream):
"""AudioStream, custom audio stream"""
@overload
def __init__(self): ...
@overload
def __init__(self, buffer: void_p, processor: void_p, sampleRate: int, sampleSize: int, channels: int): ...
def addr(self) -> void_p: ...
AudioStream_p = void_p
class _wrapped__Sound:
stream: AudioStream # `AudioStream`: Audio stream
frameCount: int # `unsigned int`: Total number of frames (considering channels)
class Sound(_StructLike[Sound], _wrapped__Sound):
"""Sound"""
@overload
def __init__(self): ...
@overload
def __init__(self, stream: AudioStream, frameCount: int): ...
def addr(self) -> void_p: ...
Sound_p = void_p
class _wrapped__Music:
stream: AudioStream # `AudioStream`: Audio stream
frameCount: int # `unsigned int`: Total number of frames (considering channels)
looping: bool # `bool`: Music looping enable
ctxType: int # `int`: Type of music context (audio filetype)
ctxData: void_p # `void *`: Audio context data, depends on type
class Music(_StructLike[Music], _wrapped__Music):
"""Music, audio stream, anything longer than ~10 seconds should be streamed"""
@overload
def __init__(self): ...
@overload
def __init__(self, stream: AudioStream, frameCount: int, looping: bool, ctxType: int, ctxData: void_p): ...
def addr(self) -> void_p: ...
Music_p = void_p
class _wrapped__VrDeviceInfo:
hResolution: int # `int`: Horizontal resolution in pixels
vResolution: int # `int`: Vertical resolution in pixels
hScreenSize: float # `float`: Horizontal size in meters
vScreenSize: float # `float`: Vertical size in meters
eyeToScreenDistance: float # `float`: Distance between eye and display in meters
lensSeparationDistance: float # `float`: Lens separation distance in meters
interpupillaryDistance: float # `float`: IPD (distance between pupils) in meters
lensDistortionValues: float_p # `float[4]`: Lens distortion constant parameters
chromaAbCorrection: float_p # `float[4]`: Chromatic aberration correction parameters
class VrDeviceInfo(_StructLike[VrDeviceInfo], _wrapped__VrDeviceInfo):
"""VrDeviceInfo, Head-Mounted-Display device parameters"""
@overload
def __init__(self): ...
@overload
def __init__(self, hResolution: int, vResolution: int, hScreenSize: float, vScreenSize: float, eyeToScreenDistance: float, lensSeparationDistance: float, interpupillaryDistance: float, lensDistortionValues: float_p, chromaAbCorrection: float_p): ...
def addr(self) -> void_p: ...
VrDeviceInfo_p = void_p
class _wrapped__VrStereoConfig:
projection: 'Matrix_p' # `Matrix[2]`: VR projection matrices (per eye)
viewOffset: 'Matrix_p' # `Matrix[2]`: VR view offset matrices (per eye)
leftLensCenter: float_p # `float[2]`: VR left lens center
rightLensCenter: float_p # `float[2]`: VR right lens center
leftScreenCenter: float_p # `float[2]`: VR left screen center
rightScreenCenter: float_p # `float[2]`: VR right screen center
scale: float_p # `float[2]`: VR distortion scale
scaleIn: float_p # `float[2]`: VR distortion scale in
class VrStereoConfig(_StructLike[VrStereoConfig], _wrapped__VrStereoConfig):
"""VrStereoConfig, VR stereo rendering configuration for simulator"""
@overload
def __init__(self): ...
@overload
def __init__(self, projection: 'Matrix_p', viewOffset: 'Matrix_p', leftLensCenter: float_p, rightLensCenter: float_p, leftScreenCenter: float_p, rightScreenCenter: float_p, scale: float_p, scaleIn: float_p): ...
def addr(self) -> void_p: ...
VrStereoConfig_p = void_p
class _wrapped__FilePathList:
capacity: int # `unsigned int`: Filepaths max entries
count: int # `unsigned int`: Filepaths entries count
paths: void_p # `char **`: Filepaths entries
class FilePathList(_StructLike[FilePathList], _wrapped__FilePathList):
"""File path list"""
@overload
def __init__(self): ...
@overload
def __init__(self, capacity: int, count: int, paths: void_p): ...
def addr(self) -> void_p: ...
FilePathList_p = void_p
class _wrapped__AutomationEvent:
frame: int # `unsigned int`: Event frame
type: int # `unsigned int`: Event type (AutomationEventType)
params: int_p # `int[4]`: Event parameters (if required)
class AutomationEvent(_StructLike[AutomationEvent], _wrapped__AutomationEvent):
"""Automation event"""
@overload
def __init__(self): ...
@overload
def __init__(self, frame: int, type: int, params: int_p): ...
def addr(self) -> void_p: ...
AutomationEvent_p = void_p
class _wrapped__AutomationEventList:
capacity: int # `unsigned int`: Events max entries (MAX_AUTOMATION_EVENTS)
count: int # `unsigned int`: Events entries count
events: 'AutomationEvent_p' # `AutomationEvent *`: Events entries
class AutomationEventList(_StructLike[AutomationEventList], _wrapped__AutomationEventList):
"""Automation event list"""
@overload
def __init__(self): ...
@overload
def __init__(self, capacity: int, count: int, events: 'AutomationEvent_p'): ...
def addr(self) -> void_p: ...
AutomationEventList_p = void_p
RAYLIB_VERSION_MAJOR: int = 5
RAYLIB_VERSION_MINOR: int = 1
RAYLIB_VERSION_PATCH: int = 0
RAYLIB_VERSION: str = "5.1-dev"
PI: float = 3.141592653589793
########## ConfigFlags ##########
ConfigFlags_NAMES: dict[int, str] # System/Window config flags
FLAG_VSYNC_HINT = 64 # Set to try enabling V-Sync on GPU
FLAG_FULLSCREEN_MODE = 2 # Set to run program in fullscreen
FLAG_WINDOW_RESIZABLE = 4 # Set to allow resizable window
FLAG_WINDOW_UNDECORATED = 8 # Set to disable window decoration (frame and buttons)
FLAG_WINDOW_HIDDEN = 128 # Set to hide window
FLAG_WINDOW_MINIMIZED = 512 # Set to minimize window (iconify)
FLAG_WINDOW_MAXIMIZED = 1024 # Set to maximize window (expanded to monitor)
FLAG_WINDOW_UNFOCUSED = 2048 # Set to window non focused
FLAG_WINDOW_TOPMOST = 4096 # Set to window always on top
FLAG_WINDOW_ALWAYS_RUN = 256 # Set to allow windows running while minimized
FLAG_WINDOW_TRANSPARENT = 16 # Set to allow transparent framebuffer
FLAG_WINDOW_HIGHDPI = 8192 # Set to support HighDPI
FLAG_WINDOW_MOUSE_PASSTHROUGH = 16384 # Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
FLAG_BORDERLESS_WINDOWED_MODE = 32768 # Set to run program in borderless windowed mode
FLAG_MSAA_4X_HINT = 32 # Set to try enabling MSAA 4X
FLAG_INTERLACED_HINT = 65536 # Set to try enabling interlaced video format (for V3D)
########## TraceLogLevel ##########
TraceLogLevel_NAMES: dict[int, str] # Trace log level
LOG_ALL = 0 # Display all logs
LOG_TRACE = 1 # Trace logging, intended for internal use only
LOG_DEBUG = 2 # Debug logging, used for internal debugging, it should be disabled on release builds
LOG_INFO = 3 # Info logging, used for program execution info
LOG_WARNING = 4 # Warning logging, used on recoverable failures
LOG_ERROR = 5 # Error logging, used on unrecoverable failures
LOG_FATAL = 6 # Fatal logging, used to abort program: exit(EXIT_FAILURE)
LOG_NONE = 7 # Disable logging
########## KeyboardKey ##########
KeyboardKey_NAMES: dict[int, str] # Keyboard keys (US keyboard layout)
KEY_NULL = 0 # Key: NULL, used for no key pressed
KEY_APOSTROPHE = 39 # Key: '
KEY_COMMA = 44 # Key: ,
KEY_MINUS = 45 # Key: -
KEY_PERIOD = 46 # Key: .
KEY_SLASH = 47 # Key: /
KEY_ZERO = 48 # Key: 0
KEY_ONE = 49 # Key: 1
KEY_TWO = 50 # Key: 2
KEY_THREE = 51 # Key: 3
KEY_FOUR = 52 # Key: 4
KEY_FIVE = 53 # Key: 5
KEY_SIX = 54 # Key: 6
KEY_SEVEN = 55 # Key: 7
KEY_EIGHT = 56 # Key: 8
KEY_NINE = 57 # Key: 9
KEY_SEMICOLON = 59 # Key: ;
KEY_EQUAL = 61 # Key: =
KEY_A = 65 # Key: A | a
KEY_B = 66 # Key: B | b
KEY_C = 67 # Key: C | c
KEY_D = 68 # Key: D | d
KEY_E = 69 # Key: E | e
KEY_F = 70 # Key: F | f
KEY_G = 71 # Key: G | g
KEY_H = 72 # Key: H | h
KEY_I = 73 # Key: I | i
KEY_J = 74 # Key: J | j
KEY_K = 75 # Key: K | k
KEY_L = 76 # Key: L | l
KEY_M = 77 # Key: M | m
KEY_N = 78 # Key: N | n
KEY_O = 79 # Key: O | o
KEY_P = 80 # Key: P | p
KEY_Q = 81 # Key: Q | q
KEY_R = 82 # Key: R | r
KEY_S = 83 # Key: S | s
KEY_T = 84 # Key: T | t
KEY_U = 85 # Key: U | u
KEY_V = 86 # Key: V | v
KEY_W = 87 # Key: W | w
KEY_X = 88 # Key: X | x
KEY_Y = 89 # Key: Y | y
KEY_Z = 90 # Key: Z | z
KEY_LEFT_BRACKET = 91 # Key: [
KEY_BACKSLASH = 92 # Key: '\'
KEY_RIGHT_BRACKET = 93 # Key: ]
KEY_GRAVE = 96 # Key: `
KEY_SPACE = 32 # Key: Space
KEY_ESCAPE = 256 # Key: Esc
KEY_ENTER = 257 # Key: Enter
KEY_TAB = 258 # Key: Tab
KEY_BACKSPACE = 259 # Key: Backspace
KEY_INSERT = 260 # Key: Ins
KEY_DELETE = 261 # Key: Del
KEY_RIGHT = 262 # Key: Cursor right
KEY_LEFT = 263 # Key: Cursor left
KEY_DOWN = 264 # Key: Cursor down
KEY_UP = 265 # Key: Cursor up
KEY_PAGE_UP = 266 # Key: Page up
KEY_PAGE_DOWN = 267 # Key: Page down
KEY_HOME = 268 # Key: Home
KEY_END = 269 # Key: End
KEY_CAPS_LOCK = 280 # Key: Caps lock
KEY_SCROLL_LOCK = 281 # Key: Scroll down
KEY_NUM_LOCK = 282 # Key: Num lock
KEY_PRINT_SCREEN = 283 # Key: Print screen
KEY_PAUSE = 284 # Key: Pause
KEY_F1 = 290 # Key: F1
KEY_F2 = 291 # Key: F2
KEY_F3 = 292 # Key: F3
KEY_F4 = 293 # Key: F4
KEY_F5 = 294 # Key: F5
KEY_F6 = 295 # Key: F6
KEY_F7 = 296 # Key: F7
KEY_F8 = 297 # Key: F8
KEY_F9 = 298 # Key: F9
KEY_F10 = 299 # Key: F10
KEY_F11 = 300 # Key: F11
KEY_F12 = 301 # Key: F12
KEY_LEFT_SHIFT = 340 # Key: Shift left
KEY_LEFT_CONTROL = 341 # Key: Control left
KEY_LEFT_ALT = 342 # Key: Alt left
KEY_LEFT_SUPER = 343 # Key: Super left
KEY_RIGHT_SHIFT = 344 # Key: Shift right
KEY_RIGHT_CONTROL = 345 # Key: Control right
KEY_RIGHT_ALT = 346 # Key: Alt right
KEY_RIGHT_SUPER = 347 # Key: Super right
KEY_KB_MENU = 348 # Key: KB menu
KEY_KP_0 = 320 # Key: Keypad 0
KEY_KP_1 = 321 # Key: Keypad 1
KEY_KP_2 = 322 # Key: Keypad 2
KEY_KP_3 = 323 # Key: Keypad 3
KEY_KP_4 = 324 # Key: Keypad 4
KEY_KP_5 = 325 # Key: Keypad 5
KEY_KP_6 = 326 # Key: Keypad 6
KEY_KP_7 = 327 # Key: Keypad 7
KEY_KP_8 = 328 # Key: Keypad 8
KEY_KP_9 = 329 # Key: Keypad 9
KEY_KP_DECIMAL = 330 # Key: Keypad .
KEY_KP_DIVIDE = 331 # Key: Keypad /
KEY_KP_MULTIPLY = 332 # Key: Keypad *
KEY_KP_SUBTRACT = 333 # Key: Keypad -
KEY_KP_ADD = 334 # Key: Keypad +
KEY_KP_ENTER = 335 # Key: Keypad Enter
KEY_KP_EQUAL = 336 # Key: Keypad =
KEY_BACK = 4 # Key: Android back button
KEY_MENU = 5 # Key: Android menu button
KEY_VOLUME_UP = 24 # Key: Android volume up button
KEY_VOLUME_DOWN = 25 # Key: Android volume down button
########## MouseButton ##########
MouseButton_NAMES: dict[int, str] # Mouse buttons
MOUSE_BUTTON_LEFT = 0 # Mouse button left
MOUSE_BUTTON_RIGHT = 1 # Mouse button right
MOUSE_BUTTON_MIDDLE = 2 # Mouse button middle (pressed wheel)
MOUSE_BUTTON_SIDE = 3 # Mouse button side (advanced mouse device)
MOUSE_BUTTON_EXTRA = 4 # Mouse button extra (advanced mouse device)
MOUSE_BUTTON_FORWARD = 5 # Mouse button forward (advanced mouse device)
MOUSE_BUTTON_BACK = 6 # Mouse button back (advanced mouse device)
########## MouseCursor ##########
MouseCursor_NAMES: dict[int, str] # Mouse cursor
MOUSE_CURSOR_DEFAULT = 0 # Default pointer shape
MOUSE_CURSOR_ARROW = 1 # Arrow shape
MOUSE_CURSOR_IBEAM = 2 # Text writing cursor shape
MOUSE_CURSOR_CROSSHAIR = 3 # Cross shape
MOUSE_CURSOR_POINTING_HAND = 4 # Pointing hand cursor
MOUSE_CURSOR_RESIZE_EW = 5 # Horizontal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NS = 6 # Vertical resize/move arrow shape
MOUSE_CURSOR_RESIZE_NWSE = 7 # Top-left to bottom-right diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_NESW = 8 # The top-right to bottom-left diagonal resize/move arrow shape
MOUSE_CURSOR_RESIZE_ALL = 9 # The omnidirectional resize/move cursor shape
MOUSE_CURSOR_NOT_ALLOWED = 10 # The operation-not-allowed shape
########## GamepadButton ##########
GamepadButton_NAMES: dict[int, str] # Gamepad buttons
GAMEPAD_BUTTON_UNKNOWN = 0 # Unknown button, just for error checking
GAMEPAD_BUTTON_LEFT_FACE_UP = 1 # Gamepad left DPAD up button
GAMEPAD_BUTTON_LEFT_FACE_RIGHT = 2 # Gamepad left DPAD right button
GAMEPAD_BUTTON_LEFT_FACE_DOWN = 3 # Gamepad left DPAD down button
GAMEPAD_BUTTON_LEFT_FACE_LEFT = 4 # Gamepad left DPAD left button
GAMEPAD_BUTTON_RIGHT_FACE_UP = 5 # Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT = 6 # Gamepad right button right (i.e. PS3: Square, Xbox: X)
GAMEPAD_BUTTON_RIGHT_FACE_DOWN = 7 # Gamepad right button down (i.e. PS3: Cross, Xbox: A)
GAMEPAD_BUTTON_RIGHT_FACE_LEFT = 8 # Gamepad right button left (i.e. PS3: Circle, Xbox: B)
GAMEPAD_BUTTON_LEFT_TRIGGER_1 = 9 # Gamepad top/back trigger left (first), it could be a trailing button
GAMEPAD_BUTTON_LEFT_TRIGGER_2 = 10 # Gamepad top/back trigger left (second), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_1 = 11 # Gamepad top/back trigger right (one), it could be a trailing button
GAMEPAD_BUTTON_RIGHT_TRIGGER_2 = 12 # Gamepad top/back trigger right (second), it could be a trailing button
GAMEPAD_BUTTON_MIDDLE_LEFT = 13 # Gamepad center buttons, left one (i.e. PS3: Select)
GAMEPAD_BUTTON_MIDDLE = 14 # Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
GAMEPAD_BUTTON_MIDDLE_RIGHT = 15 # Gamepad center buttons, right one (i.e. PS3: Start)
GAMEPAD_BUTTON_LEFT_THUMB = 16 # Gamepad joystick pressed button left
GAMEPAD_BUTTON_RIGHT_THUMB = 17 # Gamepad joystick pressed button right
########## GamepadAxis ##########
GamepadAxis_NAMES: dict[int, str] # Gamepad axis
GAMEPAD_AXIS_LEFT_X = 0 # Gamepad left stick X axis
GAMEPAD_AXIS_LEFT_Y = 1 # Gamepad left stick Y axis
GAMEPAD_AXIS_RIGHT_X = 2 # Gamepad right stick X axis
GAMEPAD_AXIS_RIGHT_Y = 3 # Gamepad right stick Y axis
GAMEPAD_AXIS_LEFT_TRIGGER = 4 # Gamepad back trigger left, pressure level: [1..-1]
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 # Gamepad back trigger right, pressure level: [1..-1]
########## MaterialMapIndex ##########
MaterialMapIndex_NAMES: dict[int, str] # Material map index
MATERIAL_MAP_ALBEDO = 0 # Albedo material (same as: MATERIAL_MAP_DIFFUSE)
MATERIAL_MAP_METALNESS = 1 # Metalness material (same as: MATERIAL_MAP_SPECULAR)
MATERIAL_MAP_NORMAL = 2 # Normal material
MATERIAL_MAP_ROUGHNESS = 3 # Roughness material
MATERIAL_MAP_OCCLUSION = 4 # Ambient occlusion material
MATERIAL_MAP_EMISSION = 5 # Emission material
MATERIAL_MAP_HEIGHT = 6 # Heightmap material
MATERIAL_MAP_CUBEMAP = 7 # Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_IRRADIANCE = 8 # Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_PREFILTER = 9 # Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
MATERIAL_MAP_BRDF = 10 # Brdf material
########## ShaderLocationIndex ##########
ShaderLocationIndex_NAMES: dict[int, str] # Shader location index
SHADER_LOC_VERTEX_POSITION = 0 # Shader location: vertex attribute: position
SHADER_LOC_VERTEX_TEXCOORD01 = 1 # Shader location: vertex attribute: texcoord01
SHADER_LOC_VERTEX_TEXCOORD02 = 2 # Shader location: vertex attribute: texcoord02
SHADER_LOC_VERTEX_NORMAL = 3 # Shader location: vertex attribute: normal
SHADER_LOC_VERTEX_TANGENT = 4 # Shader location: vertex attribute: tangent
SHADER_LOC_VERTEX_COLOR = 5 # Shader location: vertex attribute: color
SHADER_LOC_MATRIX_MVP = 6 # Shader location: matrix uniform: model-view-projection
SHADER_LOC_MATRIX_VIEW = 7 # Shader location: matrix uniform: view (camera transform)
SHADER_LOC_MATRIX_PROJECTION = 8 # Shader location: matrix uniform: projection
SHADER_LOC_MATRIX_MODEL = 9 # Shader location: matrix uniform: model (transform)
SHADER_LOC_MATRIX_NORMAL = 10 # Shader location: matrix uniform: normal
SHADER_LOC_VECTOR_VIEW = 11 # Shader location: vector uniform: view
SHADER_LOC_COLOR_DIFFUSE = 12 # Shader location: vector uniform: diffuse color
SHADER_LOC_COLOR_SPECULAR = 13 # Shader location: vector uniform: specular color
SHADER_LOC_COLOR_AMBIENT = 14 # Shader location: vector uniform: ambient color
SHADER_LOC_MAP_ALBEDO = 15 # Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
SHADER_LOC_MAP_METALNESS = 16 # Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
SHADER_LOC_MAP_NORMAL = 17 # Shader location: sampler2d texture: normal
SHADER_LOC_MAP_ROUGHNESS = 18 # Shader location: sampler2d texture: roughness
SHADER_LOC_MAP_OCCLUSION = 19 # Shader location: sampler2d texture: occlusion
SHADER_LOC_MAP_EMISSION = 20 # Shader location: sampler2d texture: emission
SHADER_LOC_MAP_HEIGHT = 21 # Shader location: sampler2d texture: height
SHADER_LOC_MAP_CUBEMAP = 22 # Shader location: samplerCube texture: cubemap
SHADER_LOC_MAP_IRRADIANCE = 23 # Shader location: samplerCube texture: irradiance
SHADER_LOC_MAP_PREFILTER = 24 # Shader location: samplerCube texture: prefilter
SHADER_LOC_MAP_BRDF = 25 # Shader location: sampler2d texture: brdf
########## ShaderUniformDataType ##########
ShaderUniformDataType_NAMES: dict[int, str] # Shader uniform data type
SHADER_UNIFORM_FLOAT = 0 # Shader uniform type: float
SHADER_UNIFORM_VEC2 = 1 # Shader uniform type: vec2 (2 float)
SHADER_UNIFORM_VEC3 = 2 # Shader uniform type: vec3 (3 float)
SHADER_UNIFORM_VEC4 = 3 # Shader uniform type: vec4 (4 float)
SHADER_UNIFORM_INT = 4 # Shader uniform type: int
SHADER_UNIFORM_IVEC2 = 5 # Shader uniform type: ivec2 (2 int)
SHADER_UNIFORM_IVEC3 = 6 # Shader uniform type: ivec3 (3 int)
SHADER_UNIFORM_IVEC4 = 7 # Shader uniform type: ivec4 (4 int)
SHADER_UNIFORM_SAMPLER2D = 8 # Shader uniform type: sampler2d
########## ShaderAttributeDataType ##########
ShaderAttributeDataType_NAMES: dict[int, str] # Shader attribute data types
SHADER_ATTRIB_FLOAT = 0 # Shader attribute type: float
SHADER_ATTRIB_VEC2 = 1 # Shader attribute type: vec2 (2 float)
SHADER_ATTRIB_VEC3 = 2 # Shader attribute type: vec3 (3 float)
SHADER_ATTRIB_VEC4 = 3 # Shader attribute type: vec4 (4 float)
########## PixelFormat ##########
PixelFormat_NAMES: dict[int, str] # Pixel formats
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1 # 8 bit per pixel (no alpha)
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA = 2 # 8*2 bpp (2 channels)
PIXELFORMAT_UNCOMPRESSED_R5G6B5 = 3 # 16 bpp
PIXELFORMAT_UNCOMPRESSED_R8G8B8 = 4 # 24 bpp
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 = 5 # 16 bpp (1 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 = 6 # 16 bpp (4 bit alpha)
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = 7 # 32 bpp
PIXELFORMAT_UNCOMPRESSED_R32 = 8 # 32 bpp (1 channel - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32 = 9 # 32*3 bpp (3 channels - float)
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 = 10 # 32*4 bpp (4 channels - float)
PIXELFORMAT_UNCOMPRESSED_R16 = 11 # 16 bpp (1 channel - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16 = 12 # 16*3 bpp (3 channels - half float)
PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 = 13 # 16*4 bpp (4 channels - half float)
PIXELFORMAT_COMPRESSED_DXT1_RGB = 14 # 4 bpp (no alpha)
PIXELFORMAT_COMPRESSED_DXT1_RGBA = 15 # 4 bpp (1 bit alpha)
PIXELFORMAT_COMPRESSED_DXT3_RGBA = 16 # 8 bpp
PIXELFORMAT_COMPRESSED_DXT5_RGBA = 17 # 8 bpp
PIXELFORMAT_COMPRESSED_ETC1_RGB = 18 # 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_RGB = 19 # 4 bpp
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA = 20 # 8 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGB = 21 # 4 bpp
PIXELFORMAT_COMPRESSED_PVRT_RGBA = 22 # 4 bpp
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA = 23 # 8 bpp
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA = 24 # 2 bpp
########## TextureFilter ##########
TextureFilter_NAMES: dict[int, str] # Texture parameters: filter mode
TEXTURE_FILTER_POINT = 0 # No filter, just pixel approximation
TEXTURE_FILTER_BILINEAR = 1 # Linear filtering
TEXTURE_FILTER_TRILINEAR = 2 # Trilinear filtering (linear with mipmaps)
TEXTURE_FILTER_ANISOTROPIC_4X = 3 # Anisotropic filtering 4x
TEXTURE_FILTER_ANISOTROPIC_8X = 4 # Anisotropic filtering 8x
TEXTURE_FILTER_ANISOTROPIC_16X = 5 # Anisotropic filtering 16x
########## TextureWrap ##########
TextureWrap_NAMES: dict[int, str] # Texture parameters: wrap mode
TEXTURE_WRAP_REPEAT = 0 # Repeats texture in tiled mode
TEXTURE_WRAP_CLAMP = 1 # Clamps texture to edge pixel in tiled mode
TEXTURE_WRAP_MIRROR_REPEAT = 2 # Mirrors and repeats the texture in tiled mode
TEXTURE_WRAP_MIRROR_CLAMP = 3 # Mirrors and clamps to border the texture in tiled mode
########## CubemapLayout ##########
CubemapLayout_NAMES: dict[int, str] # Cubemap layouts
CUBEMAP_LAYOUT_AUTO_DETECT = 0 # Automatically detect layout type
CUBEMAP_LAYOUT_LINE_VERTICAL = 1 # Layout is defined by a vertical line with faces
CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 # Layout is defined by a horizontal line with faces
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 # Layout is defined by a 3x4 cross with cubemap faces
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 # Layout is defined by a 4x3 cross with cubemap faces
CUBEMAP_LAYOUT_PANORAMA = 5 # Layout is defined by a panorama image (equirrectangular map)
########## FontType ##########
FontType_NAMES: dict[int, str] # Font type, defines generation method
FONT_DEFAULT = 0 # Default font generation, anti-aliased
FONT_BITMAP = 1 # Bitmap font generation, no anti-aliasing
FONT_SDF = 2 # SDF font generation, requires external shader
########## BlendMode ##########
BlendMode_NAMES: dict[int, str] # Color blending modes (pre-defined)
BLEND_ALPHA = 0 # Blend textures considering alpha (default)
BLEND_ADDITIVE = 1 # Blend textures adding colors
BLEND_MULTIPLIED = 2 # Blend textures multiplying colors
BLEND_ADD_COLORS = 3 # Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS = 4 # Blend textures subtracting colors (alternative)
BLEND_ALPHA_PREMULTIPLY = 5 # Blend premultiplied textures considering alpha
BLEND_CUSTOM = 6 # Blend textures using custom src/dst factors (use rlSetBlendFactors())
BLEND_CUSTOM_SEPARATE = 7 # Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate())
########## Gesture ##########
Gesture_NAMES: dict[int, str] # Gesture
GESTURE_NONE = 0 # No gesture
GESTURE_TAP = 1 # Tap gesture
GESTURE_DOUBLETAP = 2 # Double tap gesture
GESTURE_HOLD = 4 # Hold gesture
GESTURE_DRAG = 8 # Drag gesture
GESTURE_SWIPE_RIGHT = 16 # Swipe right gesture
GESTURE_SWIPE_LEFT = 32 # Swipe left gesture
GESTURE_SWIPE_UP = 64 # Swipe up gesture
GESTURE_SWIPE_DOWN = 128 # Swipe down gesture
GESTURE_PINCH_IN = 256 # Pinch in gesture
GESTURE_PINCH_OUT = 512 # Pinch out gesture
########## CameraMode ##########
CameraMode_NAMES: dict[int, str] # Camera system modes
CAMERA_CUSTOM = 0 # Custom camera
CAMERA_FREE = 1 # Free camera
CAMERA_ORBITAL = 2 # Orbital camera
CAMERA_FIRST_PERSON = 3 # First person camera
CAMERA_THIRD_PERSON = 4 # Third person camera
########## CameraProjection ##########
CameraProjection_NAMES: dict[int, str] # Camera projection
CAMERA_PERSPECTIVE = 0 # Perspective projection
CAMERA_ORTHOGRAPHIC = 1 # Orthographic projection
########## NPatchLayout ##########
NPatchLayout_NAMES: dict[int, str] # N-patch layout
NPATCH_NINE_PATCH = 0 # Npatch layout: 3x3 tiles
NPATCH_THREE_PATCH_VERTICAL = 1 # Npatch layout: 1x3 tiles
NPATCH_THREE_PATCH_HORIZONTAL = 2 # Npatch layout: 3x1 tiles
def InitWindow(width: int, height: int, title: str) -> None:
"""Initialize window and OpenGL context
Wraps: `void InitWindow(int width, int height, const char * title)`
"""
def CloseWindow() -> None:
"""Close window and unload OpenGL context
Wraps: `void CloseWindow()`
"""
def WindowShouldClose() -> bool:
"""Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
Wraps: `bool WindowShouldClose()`
"""
def IsWindowReady() -> bool:
"""Check if window has been initialized successfully
Wraps: `bool IsWindowReady()`
"""
def IsWindowFullscreen() -> bool:
"""Check if window is currently fullscreen
Wraps: `bool IsWindowFullscreen()`
"""
def IsWindowHidden() -> bool:
"""Check if window is currently hidden (only PLATFORM_DESKTOP)
Wraps: `bool IsWindowHidden()`
"""
def IsWindowMinimized() -> bool:
"""Check if window is currently minimized (only PLATFORM_DESKTOP)
Wraps: `bool IsWindowMinimized()`
"""
def IsWindowMaximized() -> bool:
"""Check if window is currently maximized (only PLATFORM_DESKTOP)
Wraps: `bool IsWindowMaximized()`
"""
def IsWindowFocused() -> bool:
"""Check if window is currently focused (only PLATFORM_DESKTOP)
Wraps: `bool IsWindowFocused()`
"""
def IsWindowResized() -> bool:
"""Check if window has been resized last frame
Wraps: `bool IsWindowResized()`
"""
def IsWindowState(flag: int) -> bool:
"""Check if one specific window flag is enabled
Wraps: `bool IsWindowState(unsigned int flag)`
"""
def SetWindowState(flags: int) -> None:
"""Set window configuration state using flags (only PLATFORM_DESKTOP)
Wraps: `void SetWindowState(unsigned int flags)`
"""
def ClearWindowState(flags: int) -> None:
"""Clear window configuration state flags
Wraps: `void ClearWindowState(unsigned int flags)`
"""
def ToggleFullscreen() -> None:
"""Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
Wraps: `void ToggleFullscreen()`
"""
def ToggleBorderlessWindowed() -> None:
"""Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
Wraps: `void ToggleBorderlessWindowed()`
"""
def MaximizeWindow() -> None:
"""Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
Wraps: `void MaximizeWindow()`
"""
def MinimizeWindow() -> None:
"""Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
Wraps: `void MinimizeWindow()`
"""
def RestoreWindow() -> None:
"""Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
Wraps: `void RestoreWindow()`
"""
def SetWindowIcon(image: Image) -> None:
"""Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
Wraps: `void SetWindowIcon(Image image)`
"""
def SetWindowIcons(images: 'Image_p', count: int) -> None:
"""Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
Wraps: `void SetWindowIcons(Image * images, int count)`
"""
def SetWindowTitle(title: str) -> None:
"""Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
Wraps: `void SetWindowTitle(const char * title)`
"""
def SetWindowPosition(x: int, y: int) -> None:
"""Set window position on screen (only PLATFORM_DESKTOP)
Wraps: `void SetWindowPosition(int x, int y)`
"""