// Minimal stand-in for raylib 5.5 (declarations only; used for -fsyntax-only checking) #pragma once #include #include typedef struct Vector2 { float x, y; } Vector2; typedef struct Vector3 { float x, y, z; } Vector3; typedef struct Vector4 { float x, y, z, w; } Vector4; typedef struct Matrix { float m0, m4, m8, m12, m1, m5, m9, m13, m2, m6, m10, m14, m3, m7, m11, m15; } Matrix; typedef struct Color { unsigned char r, g, b, a; } Color; typedef struct Rectangle { float x, y, width, height; } Rectangle; typedef struct Image { void *data; int width, height, mipmaps, format; } Image; typedef struct Texture { unsigned int id; int width, height, mipmaps, format; } Texture; typedef Texture Texture2D; typedef struct RenderTexture { unsigned int id; Texture texture; Texture depth; } RenderTexture; typedef RenderTexture RenderTexture2D; typedef struct Camera3D { Vector3 position, target, up; float fovy; int projection; } Camera3D; typedef Camera3D Camera; typedef struct BoundingBox { Vector3 min, max; } BoundingBox; typedef struct Shader { unsigned int id; int *locs; } Shader; typedef struct MaterialMap { Texture2D texture; Color color; float value; } MaterialMap; typedef struct Material { Shader shader; MaterialMap *maps; float params[4]; } Material; typedef struct Mesh { int vertexCount, triangleCount; float *vertices, *texcoords, *texcoords2, *normals, *tangents; unsigned char *colors; unsigned short *indices; float *animVertices, *animNormals; unsigned char *boneIds; float *boneWeights; Matrix *boneMatrices; int boneCount; unsigned int vaoId; unsigned int *vboId; } Mesh; typedef struct Model { Matrix transform; int meshCount, materialCount; Mesh *meshes; Material *materials; int *meshMaterial; int boneCount; void *bones; void *bindPose; } Model; #define WHITE Color{255,255,255,255} #define YELLOW Color{253,249,0,255} #define SKYBLUE Color{102,191,255,255} #define RAYWHITE Color{245,245,245,255} #define RED Color{230,41,55,255} typedef enum { FLAG_VSYNC_HINT = 0x40, FLAG_WINDOW_RESIZABLE = 0x04, FLAG_MSAA_4X_HINT = 0x20 } ConfigFlags; typedef enum { LOG_ALL = 0, LOG_INFO = 3 } TraceLogLevel; typedef enum { KEY_NULL = 0, KEY_W = 87, KEY_A = 65, KEY_S = 83, KEY_D = 68, KEY_LEFT_SHIFT = 340 } KeyboardKey; typedef enum { MOUSE_BUTTON_LEFT = 0, MOUSE_BUTTON_RIGHT = 1 } MouseButton; typedef enum { CAMERA_PERSPECTIVE = 0, CAMERA_ORTHOGRAPHIC } CameraProjection; typedef enum { MATERIAL_MAP_ALBEDO = 0, MATERIAL_MAP_DIFFUSE = 0 } MaterialMapIndex; typedef enum { SHADER_UNIFORM_FLOAT = 0, SHADER_UNIFORM_VEC2, SHADER_UNIFORM_VEC3, SHADER_UNIFORM_VEC4, SHADER_UNIFORM_INT } ShaderUniformDataType; typedef enum { TEXTURE_FILTER_POINT = 0, TEXTURE_FILTER_BILINEAR, TEXTURE_FILTER_TRILINEAR } TextureFilter; typedef enum { TEXTURE_WRAP_REPEAT = 0 } TextureWrap; void InitWindow(int width, int height, const char *title); void CloseWindow(void); bool WindowShouldClose(void); void SetConfigFlags(unsigned int flags); void SetWindowMinSize(int width, int height); void SetExitKey(int key); void BeginDrawing(void); void EndDrawing(void); void ClearBackground(Color color); void BeginMode3D(Camera3D camera); void EndMode3D(void); void BeginTextureMode(RenderTexture2D target); void EndTextureMode(void); RenderTexture2D LoadRenderTexture(int width, int height); void UnloadRenderTexture(RenderTexture2D target); Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); void UnloadShader(Shader shader); int GetShaderLocation(Shader shader, const char *uniformName); void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); Material LoadMaterialDefault(void); Model LoadModel(const char *fileName); void UnloadModel(Model model); BoundingBox GetModelBoundingBox(Model model); void UploadMesh(Mesh *mesh, bool dynamic); void UnloadMesh(Mesh mesh); void DrawMesh(Mesh mesh, Material material, Matrix transform); Texture2D LoadTexture(const char *fileName); Texture2D LoadTextureFromImage(Image image); void UnloadTexture(Texture2D texture); void UnloadImage(Image image); Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); void GenTextureMipmaps(Texture2D *texture); void SetTextureFilter(Texture2D texture, int filter); void SetTextureWrap(Texture2D texture, int wrap); bool FileExists(const char *fileName); bool DirectoryExists(const char *dirPath); const char *GetApplicationDirectory(void); char *LoadFileText(const char *fileName); void UnloadFileText(char *text); void TraceLog(int logLevel, const char *text, ...); void *MemAlloc(unsigned int size); void MemFree(void *ptr); void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); void DrawCircle(int centerX, int centerY, float radius, Color color); void DrawRectangle(int posX, int posY, int width, int height, Color color); void DrawRectangleLines(int posX, int posY, int width, int height, Color color); void DrawText(const char *text, int posX, int posY, int fontSize, Color color); void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); void DrawCube(Vector3 position, float width, float height, float length, Color color); void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); void DrawSphere(Vector3 centerPos, float radius, Color color); void SetTargetFPS(int fps); float GetFrameTime(void); int GetFPS(void); Vector2 GetMouseDelta(void); bool IsMouseButtonDown(int button); bool IsKeyDown(int key); const char *TextFormat(const char *text, ...);