Index
Modules:
komodo/ecs/components/component
,
komodo/ecs/components/component_macros
,
komodo/ecs/components/model_component
,
komodo/ecs/components/music_component
,
komodo/ecs/components/sound_component
,
komodo/ecs/components/sprite_component
,
komodo/ecs/components/text_component
,
komodo/ecs/components/transform_component
,
komodo/ecs/entity
,
komodo/ecs/ids
,
komodo/ecs/systems/render_model_system
,
komodo/ecs/systems/render_sprite_system
,
komodo/ecs/systems/render_text_system
,
komodo/ecs/systems/system
,
komodo/ecs/systems/system_macros
,
komodo/game
,
komodo/lib/audio/music
,
komodo/lib/audio/sound
,
komodo/lib/audio/sound_device
,
komodo/lib/graphics/camera
,
komodo/lib/graphics/color
,
komodo/lib/graphics/font
,
komodo/lib/graphics/model3d
,
komodo/lib/graphics/texture2d
,
komodo/lib/graphics/window
,
komodo/lib/math
,
komodo/lib/math/matrix
,
komodo/lib/math/quaternion
,
komodo/lib/math/vector2
,
komodo/lib/math/vector3
,
komodo/lib/math/vector4
,
komodo/lib/private/raylib
,
komodo/logging
,
komodo/private/macro_helpers
.
API symbols
`==`:
ids: `==`(left: ComponentId; right: ComponentId): bool
ids: `==`(left: EntityId; right: EntityId): bool
AndroidButton:
raylib: AndroidButton
AndroidButton2int32:
raylib: AndroidButton2int32(self: AndroidButton): int32
AudioStream:
raylib: AudioStream
BeginBlendMode:
raylib: BeginBlendMode(mode: int32)
beginDraw:
window: beginDraw()
BeginDrawing:
raylib: BeginDrawing()
BeginMode2D:
raylib: BeginMode2D(camera: Camera2D)
BeginMode3D:
raylib: BeginMode3D(camera: Camera3D)
BeginScissorMode:
raylib: BeginScissorMode(x: int32; y: int32; width: int32; height: int32)
BeginShaderMode:
raylib: BeginShaderMode(shader: Shader)
BeginTextureMode:
raylib: BeginTextureMode(target: RenderTexture2D)
BeginVrDrawing:
raylib: BeginVrDrawing()
Beige:
color: Beige(): auto
BEIGE:
raylib: BEIGE(): auto
Black:
color: Black(): auto
BLACK:
raylib: BLACK(): auto
Blank:
color: Blank(): auto
BLANK:
raylib: BLANK(): auto
BLEND_ADD_COLORS:
BlendMode.BLEND_ADD_COLORS
BLEND_ADDITIVE:
BlendMode.BLEND_ADDITIVE
BLEND_ALPHA:
BlendMode.BLEND_ALPHA
BLEND_CUSTOM:
BlendMode.BLEND_CUSTOM
BlendMode:
raylib: BlendMode
BlendMode2int32:
raylib: BlendMode2int32(self: BlendMode): int32
BLEND_MULTIPLIED:
BlendMode.BLEND_MULTIPLIED
BLEND_SUBTRACT_COLORS:
BlendMode.BLEND_SUBTRACT_COLORS
Blue:
color: Blue(): auto
BLUE:
raylib: BLUE(): auto
BoneInfo:
raylib: BoneInfo
BoundingBox:
raylib: BoundingBox
Brown:
color: Brown(): auto
BROWN:
raylib: BROWN(): auto
camera:
game: camera(self: Game): auto
Camera:
camera: Camera
raylib: Camera
Camera2D:
raylib: Camera2D
Camera3D:
raylib: Camera3D
CAMERA_CUSTOM:
CameraMode.CAMERA_CUSTOM
CAMERA_FIRST_PERSON:
CameraMode.CAMERA_FIRST_PERSON
CAMERA_FREE:
CameraMode.CAMERA_FREE
CameraMode:
raylib: CameraMode
CameraMode2int32:
raylib: CameraMode2int32(self: CameraMode): int32
CAMERA_ORBITAL:
CameraMode.CAMERA_ORBITAL
CAMERA_ORTHOGRAPHIC:
CameraType.CAMERA_ORTHOGRAPHIC
CAMERA_PERSPECTIVE:
CameraType.CAMERA_PERSPECTIVE
CAMERA_THIRD_PERSON:
CameraMode.CAMERA_THIRD_PERSON
CameraType:
raylib: CameraType
CameraType2int32:
raylib: CameraType2int32(self: CameraType): int32
ChangeDirectory:
raylib: ChangeDirectory(dir: cstring): bool
CharInfo:
raylib: CharInfo
CheckCollisionBoxes:
raylib: CheckCollisionBoxes(box1: BoundingBox; box2: BoundingBox): bool
CheckCollisionBoxSphere:
raylib: CheckCollisionBoxSphere(box: BoundingBox; center: Vector3; radius: float32): bool
CheckCollisionCircleRec:
raylib: CheckCollisionCircleRec(center: Vector2; radius: float32; rec: Rectangle): bool
CheckCollisionCircles:
raylib: CheckCollisionCircles(center1: Vector2; radius1: float32; center2: Vector2; radius2: float32): bool
CheckCollisionLines:
raylib: CheckCollisionLines(startPos1: Vector2; endPos1: Vector2; startPos2: Vector2; endPos2: Vector2; collisionPoint: ptr Vector2): bool
CheckCollisionPointCircle:
raylib: CheckCollisionPointCircle(point: Vector2; center: Vector2; radius: float32): bool
CheckCollisionPointRec:
raylib: CheckCollisionPointRec(point: Vector2; rec: Rectangle): bool
CheckCollisionPointTriangle:
raylib: CheckCollisionPointTriangle(point: Vector2; p1: Vector2; p2: Vector2; p3: Vector2): bool
CheckCollisionRayBox:
raylib: CheckCollisionRayBox(ray: Ray; box: BoundingBox): bool
CheckCollisionRaySphere:
raylib: CheckCollisionRaySphere(ray: Ray; center: Vector3; radius: float32): bool
CheckCollisionRaySphereEx:
raylib: CheckCollisionRaySphereEx(ray: Ray; center: Vector3; radius: float32; collisionPoint: ptr Vector3): bool
CheckCollisionRecs:
raylib: CheckCollisionRecs(rec1: Rectangle; rec2: Rectangle): bool
CheckCollisionSpheres:
raylib: CheckCollisionSpheres(center1: Vector3; radius1: float32; center2: Vector3; radius2: float32): bool
ClearBackground:
raylib: ClearBackground(color: Color)
clearColor:
game: clearColor(self: Game): auto
clearColor=:
game: clearColor=(self: Game; value: Color)
ClearDirectoryFiles:
raylib: ClearDirectoryFiles()
ClearDroppedFiles:
raylib: ClearDroppedFiles()
clearScreen:
window: clearScreen(clearColor: Color = White)
window: clearScreen(clearColor: Option[Color])
ClearWindowState:
raylib: ClearWindowState(flags: uint32)
close:
sound_device: close()
window: close()
CloseAudioDevice:
raylib: CloseAudioDevice()
CloseAudioStream:
raylib: CloseAudioStream(stream: AudioStream)
CloseVrSimulator:
raylib: CloseVrSimulator()
CloseWindow:
raylib: CloseWindow()
CodepointToUtf8:
raylib: CodepointToUtf8(codepoint: int32; byteLength: pointer): cstring
color:
model_component: color(self: ModelComponent): auto
sprite_component: color(self: SpriteComponent): auto
text_component: color(self: TextComponent): auto
Color:
color: Color
raylib: Color
color=:
model_component: color=(self: ModelComponent; value: Color)
sprite_component: color=(self: SpriteComponent; value: Color): auto
text_component: color=(self: TextComponent; value: Color)
ColorAlpha:
raylib: ColorAlpha(color: Color; alpha: float32): Color
ColorAlphaBlend:
raylib: ColorAlphaBlend(dst: Color; src: Color; tint: Color): Color
ColorFromHSV:
raylib: ColorFromHSV(hue: float32; saturation: float32; value: float32): Color
ColorFromNormalized:
raylib: ColorFromNormalized(normalized: Vector4): Color
ColorNormalize:
raylib: ColorNormalize(color: Color): Vector4
ColorToHSV:
raylib: ColorToHSV(color: Color): Vector3
ColorToInt:
raylib: ColorToInt(color: Color): int32
CommandKind:
game: CommandKind
Component:
component: Component
component:
component_macros: component(typeName: untyped; statements: untyped): untyped
ComponentId:
ids: ComponentId
CompressData:
raylib: CompressData(data: uint8; dataLength: int32; compDataLength: pointer): uint8
COMPRESSED_ASTC_4x4_RGBA:
PixelFormat.COMPRESSED_ASTC_4x4_RGBA
COMPRESSED_ASTC_8x8_RGBA:
PixelFormat.COMPRESSED_ASTC_8x8_RGBA
COMPRESSED_DXT1_RGB:
PixelFormat.COMPRESSED_DXT1_RGB
COMPRESSED_DXT1_RGBA:
PixelFormat.COMPRESSED_DXT1_RGBA
COMPRESSED_DXT3_RGBA:
PixelFormat.COMPRESSED_DXT3_RGBA
COMPRESSED_DXT5_RGBA:
PixelFormat.COMPRESSED_DXT5_RGBA
COMPRESSED_ETC1_RGB:
PixelFormat.COMPRESSED_ETC1_RGB
COMPRESSED_ETC2_EAC_RGBA:
PixelFormat.COMPRESSED_ETC2_EAC_RGBA
COMPRESSED_ETC2_RGB:
PixelFormat.COMPRESSED_ETC2_RGB
COMPRESSED_PVRT_RGB:
PixelFormat.COMPRESSED_PVRT_RGB
COMPRESSED_PVRT_RGBA:
PixelFormat.COMPRESSED_PVRT_RGBA
ConfigFlag:
raylib: ConfigFlag
ConfigFlag2int32:
raylib: ConfigFlag2int32(self: ConfigFlag): int32
CUBEMAP_AUTO_DETECT:
CubemapLayoutType.CUBEMAP_AUTO_DETECT
CUBEMAP_CROSS_FOUR_BY_THREE:
CubemapLayoutType.CUBEMAP_CROSS_FOUR_BY_THREE
CUBEMAP_CROSS_THREE_BY_FOUR:
CubemapLayoutType.CUBEMAP_CROSS_THREE_BY_FOUR
CubemapLayoutType:
raylib: CubemapLayoutType
CubemapLayoutType2int32:
raylib: CubemapLayoutType2int32(self: CubemapLayoutType): int32
CUBEMAP_LINE_HORIZONTAL:
CubemapLayoutType.CUBEMAP_LINE_HORIZONTAL
CUBEMAP_LINE_VERTICAL:
CubemapLayoutType.CUBEMAP_LINE_VERTICAL
CUBEMAP_PANORAMA:
CubemapLayoutType.CUBEMAP_PANORAMA
DarkBlue:
color: DarkBlue(): auto
DARKBLUE:
raylib: DARKBLUE(): auto
DarkBrown:
color: DarkBrown(): auto
DARKBROWN:
raylib: DARKBROWN(): auto
DarkGray:
color: DarkGray(): auto
DARKGRAY:
raylib: DARKGRAY(): auto
DarkGreen:
color: DarkGreen(): auto
DARKGREEN:
raylib: DARKGREEN(): auto
DarkPurple:
color: DarkPurple(): auto
DARKPURPLE:
raylib: DARKPURPLE(): auto
DecompressData:
raylib: DecompressData(compData: uint8; compDataLength: int32; dataLength: pointer): uint8
DEG2RAD:
raylib: DEG2RAD(): auto
deregisterComponent:
system: deregisterComponent(self: System; component: Component): bool
game: deregisterComponent(self: Game; component: Component): bool
deregisterEntity:
system: deregisterEntity(self: System; entity: Entity): bool
game: deregisterEntity(self: Game; entity: Entity): bool
deregisterSystem:
game: deregisterSystem(self: Game; system: System): bool
destroy:
system: destroy(self: var SystemObj)
music: destroy(self: Music)
sound: destroy(self: Sound)
model3d: destroy(self: Model3d)
texture2d: destroy(self: Texture2d)
DirectoryExists:
raylib: DirectoryExists(dirPath: cstring): bool
DisableCursor:
raylib: DisableCursor()
draw:
render_model_system: draw(self: RenderModelSystem; injected_camera: Camera)
render_sprite_system: draw(self: RenderSpriteSystem; injected_camera: Camera)
render_text_system: draw(self: RenderTextSystem; injected_camera: Camera)
system: draw(self: System; injected_camera: Camera)
font: draw(text: string; position: Vector2D; fontSize: int32; color: Color)
model3d: draw(self: Model3d; position: Vector3; rotation: Vector3; scale: Vector3; color: Color = White; hasWireframe: bool = false; wireFrameColor: Color = Black)
texture2d: draw(self: Texture2d; position: Vector3; rotation: Vector3; scale: Vector3; color: Color)
DrawBillboard:
raylib: DrawBillboard(camera: Camera; texture: Texture2D; center: Vector3; size: float32; tint: Color)
DrawBillboardRec:
raylib: DrawBillboardRec(camera: Camera; texture: Texture2D; source: Rectangle; center: Vector3; size: float32; tint: Color)
DrawBoundingBox:
raylib: DrawBoundingBox(box: BoundingBox; color: Color)
drawCentered:
font: drawCentered(text: string; position: Vector2D; fontSize: int32; color: Color)
DrawCircle:
raylib: DrawCircle(centerX: int32; centerY: int32; radius: float32; color: Color)
DrawCircle3D:
raylib: DrawCircle3D(center: Vector3; radius: float32; rotationAxis: Vector3; rotationAngle: float32; color: Color)
DrawCircleGradient:
raylib: DrawCircleGradient(centerX: int32; centerY: int32; radius: float32; color1: Color; color2: Color)
DrawCircleLines:
raylib: DrawCircleLines(centerX: int32; centerY: int32; radius: float32; color: Color)
DrawCircleSector:
raylib: DrawCircleSector(center: Vector2; radius: float32; startAngle: int32; endAngle: int32; segments: int32; color: Color)
DrawCircleSectorLines:
raylib: DrawCircleSectorLines(center: Vector2; radius: float32; startAngle: int32; endAngle: int32; segments: int32; color: Color)
DrawCircleV:
raylib: DrawCircleV(center: Vector2; radius: float32; color: Color)
DrawCube:
raylib: DrawCube(position: Vector3; width: float32; height: float32; length: float32; color: Color)
DrawCubeTexture:
raylib: DrawCubeTexture(texture: Texture2D; position: Vector3; width: float32; height: float32; length: float32; color: Color)
DrawCubeV:
raylib: DrawCubeV(position: Vector3; size: Vector3; color: Color)
DrawCubeWires:
raylib: DrawCubeWires(position: Vector3; width: float32; height: float32; length: float32; color: Color)
DrawCubeWiresV:
raylib: DrawCubeWiresV(position: Vector3; size: Vector3; color: Color)
DrawCylinder:
raylib: DrawCylinder(position: Vector3; radiusTop: float32; radiusBottom: float32; height: float32; slices: int32; color: Color)
DrawCylinderWires:
raylib: DrawCylinderWires(position: Vector3; radiusTop: float32; radiusBottom: float32; height: float32; slices: int32; color: Color)
DrawEllipse:
raylib: DrawEllipse(centerX: int32; centerY: int32; radiusH: float32; radiusV: float32; color: Color)
DrawEllipseLines:
raylib: DrawEllipseLines(centerX: int32; centerY: int32; radiusH: float32; radiusV: float32; color: Color)
DrawFPS:
raylib: DrawFPS(posX: int32; posY: int32)
DrawGizmo:
raylib: DrawGizmo(position: Vector3)
DrawGrid:
raylib: DrawGrid(slices: int32; spacing: float32)
DrawLine:
raylib: DrawLine(startPosX: int32; startPosY: int32; endPosX: int32; endPosY: int32; color: Color)
DrawLine3D:
raylib: DrawLine3D(startPos: Vector3; endPos: Vector3; color: Color)
DrawLineBezier:
raylib: DrawLineBezier(startPos: Vector2; endPos: Vector2; thick: float32; color: Color)
DrawLineBezierQuad:
raylib: DrawLineBezierQuad(startPos: Vector2; endPos: Vector2; controlPos: Vector2; thick: float32; color: Color)
DrawLineEx:
raylib: DrawLineEx(startPos: Vector2; endPos: Vector2; thick: float32; color: Color)
DrawLineStrip:
raylib: DrawLineStrip(points: ptr Vector2; pointsCount: int32; color: Color)
DrawLineV:
raylib: DrawLineV(startPos: Vector2; endPos: Vector2; color: Color)
DrawModel:
raylib: DrawModel(model: Model; position: Vector3; scale: float32; tint: Color)
DrawModelEx:
raylib: DrawModelEx(model: Model; position: Vector3; rotationAxis: Vector3; rotationAngle: float32; scale: Vector3; tint: Color)
DrawModelWires:
raylib: DrawModelWires(model: Model; position: Vector3; scale: float32; tint: Color)
DrawModelWiresEx:
raylib: DrawModelWiresEx(model: Model; position: Vector3; rotationAxis: Vector3; rotationAngle: float32; scale: Vector3; tint: Color)
DrawPixel:
raylib: DrawPixel(posX: int32; posY: int32; color: Color)
DrawPixelV:
raylib: DrawPixelV(position: Vector2; color: Color)
DrawPlane:
raylib: DrawPlane(centerPos: Vector3; size: Vector2; color: Color)
DrawPoint3D:
raylib: DrawPoint3D(position: Vector3; color: Color)
DrawPoly:
raylib: DrawPoly(center: Vector2; sides: int32; radius: float32; rotation: float32; color: Color)
DrawPolyLines:
raylib: DrawPolyLines(center: Vector2; sides: int32; radius: float32; rotation: float32; color: Color)
DrawRay:
raylib: DrawRay(ray: Ray; color: Color)
DrawRectangle:
raylib: DrawRectangle(posX: int32; posY: int32; width: int32; height: int32; color: Color)
DrawRectangleGradientEx:
raylib: DrawRectangleGradientEx(rec: Rectangle; col1: Color; col2: Color; col3: Color; col4: Color)
DrawRectangleGradientH:
raylib: DrawRectangleGradientH(posX: int32; posY: int32; width: int32; height: int32; color1: Color; color2: Color)
DrawRectangleGradientV:
raylib: DrawRectangleGradientV(posX: int32; posY: int32; width: int32; height: int32; color1: Color; color2: Color)
DrawRectangleLines:
raylib: DrawRectangleLines(posX: int32; posY: int32; width: int32; height: int32; color: Color)
DrawRectangleLinesEx:
raylib: DrawRectangleLinesEx(rec: Rectangle; lineThick: int32; color: Color)
DrawRectanglePro:
raylib: DrawRectanglePro(rec: Rectangle; origin: Vector2; rotation: float32; color: Color)
DrawRectangleRec:
raylib: DrawRectangleRec(rec: Rectangle; color: Color)
DrawRectangleRounded:
raylib: DrawRectangleRounded(rec: Rectangle; roundness: float32; segments: int32; color: Color)
DrawRectangleRoundedLines:
raylib: DrawRectangleRoundedLines(rec: Rectangle; roundness: float32; segments: int32; lineThick: int32; color: Color)
DrawRectangleV:
raylib: DrawRectangleV(position: Vector2; size: Vector2; color: Color)
DrawRing:
raylib: DrawRing(center: Vector2; innerRadius: float32; outerRadius: float32; startAngle: int32; endAngle: int32; segments: int32; color: Color)
DrawRingLines:
raylib: DrawRingLines(center: Vector2; innerRadius: float32; outerRadius: float32; startAngle: int32; endAngle: int32; segments: int32; color: Color)
DrawSphere:
raylib: DrawSphere(centerPos: Vector3; radius: float32; color: Color)
DrawSphereEx:
raylib: DrawSphereEx(centerPos: Vector3; radius: float32; rings: int32; slices: int32; color: Color)
DrawSphereWires:
raylib: DrawSphereWires(centerPos: Vector3; radius: float32; rings: int32; slices: int32; color: Color)
DrawText:
raylib: DrawText(text: cstring; posX: int32; posY: int32; fontSize: int32; color: Color)
DrawTextCodepoint:
raylib: DrawTextCodepoint(font: Font; codepoint: int32; position: Vector2; fontSize: float32; tint: Color)
DrawTextEx:
raylib: DrawTextEx(font: Font; text: cstring; position: Vector2; fontSize: float32; spacing: float32; tint: Color)
DrawTextRec:
raylib: DrawTextRec(font: Font; text: cstring; rec: Rectangle; fontSize: float32; spacing: float32; wordWrap: bool; tint: Color)
DrawTextRecEx:
raylib: DrawTextRecEx(font: Font; text: cstring; rec: Rectangle; fontSize: float32; spacing: float32; wordWrap: bool; tint: Color; selectStart: int32; selectLength: int32; selectTint: Color; selectBackTint: Color)
DrawTexture:
raylib: DrawTexture(texture: Texture2D; posX: int32; posY: int32; tint: Color)
DrawTextureEx:
raylib: DrawTextureEx(texture: Texture2D; position: Vector2; rotation: float32; scale: float32; tint: Color)
DrawTextureNPatch:
raylib: DrawTextureNPatch(texture: Texture2D; nPatchInfo: NPatchInfo; dest: Rectangle; origin: Vector2; rotation: float32; tint: Color)
DrawTexturePro:
raylib: DrawTexturePro(texture: Texture2D; source: Rectangle; dest: Rectangle; origin: Vector2; rotation: float32; tint: Color)
DrawTextureQuad:
raylib: DrawTextureQuad(texture: Texture2D; tiling: Vector2; offset: Vector2; quad: Rectangle; tint: Color)
DrawTextureRec:
raylib: DrawTextureRec(texture: Texture2D; source: Rectangle; position: Vector2; tint: Color)
DrawTextureTiled:
raylib: DrawTextureTiled(texture: Texture2D; source: Rectangle; dest: Rectangle; origin: Vector2; rotation: float32; scale: float32; tint: Color)
DrawTextureV:
raylib: DrawTextureV(texture: Texture2D; position: Vector2; tint: Color)
DrawTriangle:
raylib: DrawTriangle(v1: Vector2; v2: Vector2; v3: Vector2; color: Color)
DrawTriangle3D:
raylib: DrawTriangle3D(v1: Vector3; v2: Vector3; v3: Vector3; color: Color)
DrawTriangleFan:
raylib: DrawTriangleFan(points: ptr Vector2; pointsCount: int32; color: Color)
DrawTriangleLines:
raylib: DrawTriangleLines(v1: Vector2; v2: Vector2; v3: Vector2; color: Color)
DrawTriangleStrip:
raylib: DrawTriangleStrip(points: ptr Vector2; pointsCount: int32; color: Color)
DrawTriangleStrip3D:
raylib: DrawTriangleStrip3D(points: ptr Vector3; pointsCount: int32; color: Color)
EnableCursor:
raylib: EnableCursor()
EndBlendMode:
raylib: EndBlendMode()
endDraw:
window: endDraw()
EndDrawing:
raylib: EndDrawing()
EndMode2D:
raylib: EndMode2D()
EndMode3D:
raylib: EndMode3D()
EndScissorMode:
raylib: EndScissorMode()
EndShaderMode:
raylib: EndShaderMode()
EndTextureMode:
raylib: EndTextureMode()
EndVrDrawing:
raylib: EndVrDrawing()
Entity:
entity: Entity
EntityId:
ids: EntityId
entityToComponents:
system: entityToComponents(self: System): Table[EntityId, seq[Component]]
executeOnSystems:
game: executeOnSystems(self: Game; predicate: proc (system: System))
ExportImage:
raylib: ExportImage(image: Image; fileName: cstring): bool
ExportImageAsCode:
raylib: ExportImageAsCode(image: Image; fileName: cstring): bool
ExportMesh:
raylib: ExportMesh(mesh: Mesh; fileName: cstring): bool
ExportWave:
raylib: ExportWave(wave: Wave; fileName: cstring): bool
ExportWaveAsCode:
raylib: ExportWaveAsCode(wave: Wave; fileName: cstring): bool
Fade:
raylib: Fade(color: Color; alpha: float32): Color
FileExists:
raylib: FileExists(fileName: cstring): bool
FILTER_ANISOTROPIC_16X:
TextureFilterMode.FILTER_ANISOTROPIC_16X
FILTER_ANISOTROPIC_4X:
TextureFilterMode.FILTER_ANISOTROPIC_4X
FILTER_ANISOTROPIC_8X:
TextureFilterMode.FILTER_ANISOTROPIC_8X
FILTER_BILINEAR:
TextureFilterMode.FILTER_BILINEAR
FILTER_POINT:
TextureFilterMode.FILTER_POINT
FILTER_TRILINEAR:
TextureFilterMode.FILTER_TRILINEAR
findComponentByParent:
system: findComponentByParent[T: Component](self: System; parent: Entity): Option[T]
system: findComponentByParent[T: Component](self: System; parentId: EntityId): Option[T]
FLAG_FULLSCREEN_MODE:
ConfigFlag.FLAG_FULLSCREEN_MODE
FLAG_INTERLACED_HINT:
ConfigFlag.FLAG_INTERLACED_HINT
FLAG_MSAA_4X_HINT:
ConfigFlag.FLAG_MSAA_4X_HINT
FLAG_VSYNC_HINT:
ConfigFlag.FLAG_VSYNC_HINT
FLAG_WINDOW_ALWAYS_RUN:
ConfigFlag.FLAG_WINDOW_ALWAYS_RUN
FLAG_WINDOW_HIDDEN:
ConfigFlag.FLAG_WINDOW_HIDDEN
FLAG_WINDOW_HIGHDPI:
ConfigFlag.FLAG_WINDOW_HIGHDPI
FLAG_WINDOW_MAXIMIZED:
ConfigFlag.FLAG_WINDOW_MAXIMIZED
FLAG_WINDOW_MINIMIZED:
ConfigFlag.FLAG_WINDOW_MINIMIZED
FLAG_WINDOW_RESIZABLE:
ConfigFlag.FLAG_WINDOW_RESIZABLE
FLAG_WINDOW_TOPMOST:
ConfigFlag.FLAG_WINDOW_TOPMOST
FLAG_WINDOW_TRANSPARENT:
ConfigFlag.FLAG_WINDOW_TRANSPARENT
FLAG_WINDOW_UNDECORATED:
ConfigFlag.FLAG_WINDOW_UNDECORATED
FLAG_WINDOW_UNFOCUSED:
ConfigFlag.FLAG_WINDOW_UNFOCUSED
Font:
raylib: Font
FONT_BITMAP:
FontType.FONT_BITMAP
FONT_DEFAULT:
FontType.FONT_DEFAULT
FONT_SDF:
FontType.FONT_SDF
fontSize:
text_component: fontSize(self: TextComponent): auto
fontSize=:
text_component: fontSize=(self: TextComponent; value: int32)
FontType:
raylib: FontType
FontType2int32:
raylib: FontType2int32(self: FontType): int32
FormatText:
raylib: FormatText(): auto
Game:
game: Game
GamepadAxis:
raylib: GamepadAxis
GamepadAxis2int32:
raylib: GamepadAxis2int32(self: GamepadAxis): int32
GAMEPAD_AXIS_LEFT_TRIGGER:
GamepadAxis.GAMEPAD_AXIS_LEFT_TRIGGER
GAMEPAD_AXIS_LEFT_X:
GamepadAxis.GAMEPAD_AXIS_LEFT_X
GAMEPAD_AXIS_LEFT_Y:
GamepadAxis.GAMEPAD_AXIS_LEFT_Y
GAMEPAD_AXIS_RIGHT_TRIGGER:
GamepadAxis.GAMEPAD_AXIS_RIGHT_TRIGGER
GAMEPAD_AXIS_RIGHT_X:
GamepadAxis.GAMEPAD_AXIS_RIGHT_X
GAMEPAD_AXIS_RIGHT_Y:
GamepadAxis.GAMEPAD_AXIS_RIGHT_Y
GamepadButton:
raylib: GamepadButton
GamepadButton2int32:
raylib: GamepadButton2int32(self: GamepadButton): int32
GAMEPAD_BUTTON_LEFT_FACE_DOWN:
GamepadButton.GAMEPAD_BUTTON_LEFT_FACE_DOWN
GAMEPAD_BUTTON_LEFT_FACE_LEFT:
GamepadButton.GAMEPAD_BUTTON_LEFT_FACE_LEFT
GAMEPAD_BUTTON_LEFT_FACE_RIGHT:
GamepadButton.GAMEPAD_BUTTON_LEFT_FACE_RIGHT
GAMEPAD_BUTTON_LEFT_FACE_UP:
GamepadButton.GAMEPAD_BUTTON_LEFT_FACE_UP
GAMEPAD_BUTTON_LEFT_THUMB:
GamepadButton.GAMEPAD_BUTTON_LEFT_THUMB
GAMEPAD_BUTTON_LEFT_TRIGGER_1:
GamepadButton.GAMEPAD_BUTTON_LEFT_TRIGGER_1
GAMEPAD_BUTTON_LEFT_TRIGGER_2:
GamepadButton.GAMEPAD_BUTTON_LEFT_TRIGGER_2
GAMEPAD_BUTTON_MIDDLE:
GamepadButton.GAMEPAD_BUTTON_MIDDLE
GAMEPAD_BUTTON_MIDDLE_LEFT:
GamepadButton.GAMEPAD_BUTTON_MIDDLE_LEFT
GAMEPAD_BUTTON_MIDDLE_RIGHT:
GamepadButton.GAMEPAD_BUTTON_MIDDLE_RIGHT
GAMEPAD_BUTTON_RIGHT_FACE_DOWN:
GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_DOWN
GAMEPAD_BUTTON_RIGHT_FACE_LEFT:
GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_LEFT
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT:
GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_RIGHT
GAMEPAD_BUTTON_RIGHT_FACE_UP:
GamepadButton.GAMEPAD_BUTTON_RIGHT_FACE_UP
GAMEPAD_BUTTON_RIGHT_THUMB:
GamepadButton.GAMEPAD_BUTTON_RIGHT_THUMB
GAMEPAD_BUTTON_RIGHT_TRIGGER_1:
GamepadButton.GAMEPAD_BUTTON_RIGHT_TRIGGER_1
GAMEPAD_BUTTON_RIGHT_TRIGGER_2:
GamepadButton.GAMEPAD_BUTTON_RIGHT_TRIGGER_2
GAMEPAD_BUTTON_UNKNOWN:
GamepadButton.GAMEPAD_BUTTON_UNKNOWN
GamepadNumber:
raylib: GamepadNumber
GamepadNumber2int32:
raylib: GamepadNumber2int32(self: GamepadNumber): int32
GAMEPAD_PLAYER1:
GamepadNumber.GAMEPAD_PLAYER1
GAMEPAD_PLAYER2:
GamepadNumber.GAMEPAD_PLAYER2
GAMEPAD_PLAYER3:
GamepadNumber.GAMEPAD_PLAYER3
GAMEPAD_PLAYER4:
GamepadNumber.GAMEPAD_PLAYER4
generateConstructor:
macro_helpers: generateConstructor(typeName: NimNode; formalParams: NimNode; defaultStatements: NimNode; constructorBody: NimNode): NimNode
generateDestructor:
macro_helpers: generateDestructor(typeName: NimNode; destructorDefinition: NimNode; defaultStatements: NimNode = newEmptyNode()): NimNode
generateFormalParams:
macro_helpers: generateFormalParams(typeName: NimNode; constructorSignature: NimNode; startingParams: NimNode = nil): NimNode
generateInit:
macro_helpers: generateInit(typeName: NimNode; initDefinition: NimNode; defaultStatements: NimNode; lockLevel: NimNode = knownLockLevel(0)): NimNode
generateTypeDefinition:
macro_helpers: generateTypeDefinition(typeName: NimNode; statements: NimNode; parentTypeName: string): NimNode
GenImageCellular:
raylib: GenImageCellular(width: int32; height: int32; tileSize: int32): Image
GenImageChecked:
raylib: GenImageChecked(width: int32; height: int32; checksX: int32; checksY: int32; col1: Color; col2: Color): Image
GenImageColor:
raylib: GenImageColor(width: int32; height: int32; color: Color): Image
GenImageFontAtlas:
raylib: GenImageFontAtlas(chars: ptr ptr CharInfo; recs: ptr Rectangle; charsCount: int32; fontSize: int32; padding: int32; packMethod: int32): Image
GenImageGradientH:
raylib: GenImageGradientH(width: int32; height: int32; left: Color; right: Color): Image
GenImageGradientRadial:
raylib: GenImageGradientRadial(width: int32; height: int32; density: float32; inner: Color; outer: Color): Image
GenImageGradientV:
raylib: GenImageGradientV(width: int32; height: int32; top: Color; bottom: Color): Image
GenImagePerlinNoise:
raylib: GenImagePerlinNoise(width: int32; height: int32; offsetX: int32; offsetY: int32; scale: float32): Image
GenImageWhiteNoise:
raylib: GenImageWhiteNoise(width: int32; height: int32; factor: float32): Image
GenMeshCube:
raylib: GenMeshCube(width: float32; height: float32; length: float32): Mesh
GenMeshCubicmap:
raylib: GenMeshCubicmap(cubicmap: Image; cubeSize: Vector3): Mesh
GenMeshCylinder:
raylib: GenMeshCylinder(radius: float32; height: float32; slices: int32): Mesh
GenMeshHeightmap:
raylib: GenMeshHeightmap(heightmap: Image; size: Vector3): Mesh
GenMeshHemiSphere:
raylib: GenMeshHemiSphere(radius: float32; rings: int32; slices: int32): Mesh
GenMeshKnot:
raylib: GenMeshKnot(radius: float32; size: float32; radSeg: int32; sides: int32): Mesh
GenMeshPlane:
raylib: GenMeshPlane(width: float32; length: float32; resX: int32; resZ: int32): Mesh
GenMeshPoly:
raylib: GenMeshPoly(sides: int32; radius: float32): Mesh
GenMeshSphere:
raylib: GenMeshSphere(radius: float32; rings: int32; slices: int32): Mesh
GenMeshTorus:
raylib: GenMeshTorus(radius: float32; size: float32; radSeg: int32; sides: int32): Mesh
GenTextureBRDF:
raylib: GenTextureBRDF(shader: Shader; size: int32): Texture2D
GenTextureCubemap:
raylib: GenTextureCubemap(shader: Shader; panorama: Texture2D; size: int32; format: int32): TextureCubemap
GenTextureIrradiance:
raylib: GenTextureIrradiance(shader: Shader; cubemap: TextureCubemap; size: int32): TextureCubemap
GenTextureMipmaps:
raylib: GenTextureMipmaps(texture: ptr Texture2D)
GenTexturePrefilter:
raylib: GenTexturePrefilter(shader: Shader; cubemap: TextureCubemap; size: int32): TextureCubemap
GESTURE_DOUBLETAP:
GestureType.GESTURE_DOUBLETAP
GESTURE_DRAG:
GestureType.GESTURE_DRAG
GESTURE_HOLD:
GestureType.GESTURE_HOLD
GESTURE_NONE:
GestureType.GESTURE_NONE
GESTURE_PINCH_IN:
GestureType.GESTURE_PINCH_IN
GESTURE_PINCH_OUT:
GestureType.GESTURE_PINCH_OUT
GESTURE_SWIPE_DOWN:
GestureType.GESTURE_SWIPE_DOWN
GESTURE_SWIPE_LEFT:
GestureType.GESTURE_SWIPE_LEFT
GESTURE_SWIPE_RIGHT:
GestureType.GESTURE_SWIPE_RIGHT
GESTURE_SWIPE_UP:
GestureType.GESTURE_SWIPE_UP
GESTURE_TAP:
GestureType.GESTURE_TAP
GestureType:
raylib: GestureType
GestureType2int32:
raylib: GestureType2int32(self: GestureType): int32
GetCameraMatrix:
raylib: GetCameraMatrix(camera: Camera): Matrix
GetCameraMatrix2D:
raylib: GetCameraMatrix2D(camera: Camera2D): Matrix
GetCharPressed:
raylib: GetCharPressed(): int32
GetClipboardText:
raylib: GetClipboardText(): cstring
GetCodepoints:
raylib: GetCodepoints(text: cstring; count: pointer): pointer
GetCodepointsCount:
raylib: GetCodepointsCount(text: cstring): int32
GetCollisionRayGround:
raylib: GetCollisionRayGround(ray: Ray; groundHeight: float32): RayHitInfo
GetCollisionRayMesh:
raylib: GetCollisionRayMesh(ray: Ray; mesh: Mesh; transform: Matrix): RayHitInfo
GetCollisionRayModel:
raylib: GetCollisionRayModel(ray: Ray; model: Model): RayHitInfo
GetCollisionRayTriangle:
raylib: GetCollisionRayTriangle(ray: Ray; p1: Vector3; p2: Vector3; p3: Vector3): RayHitInfo
GetCollisionRec:
raylib: GetCollisionRec(rec1: Rectangle; rec2: Rectangle): Rectangle
GetColor:
raylib: GetColor(hexValue: int32): Color
GetCurrentMonitor:
raylib: GetCurrentMonitor(): int32
getDelta:
window: getDelta(): float32
GetDirectoryFiles:
raylib: GetDirectoryFiles(dirPath: cstring; count: pointer): cstringArray
GetDirectoryPath:
raylib: GetDirectoryPath(filePath: cstring): cstring
GetDroppedFiles:
raylib: GetDroppedFiles(count: pointer): cstringArray
GetExtension:
raylib: GetExtension(): auto
GetFileExtension:
raylib: GetFileExtension(fileName: cstring): cstring
GetFileModTime:
raylib: GetFileModTime(fileName: cstring): int32
GetFileName:
raylib: GetFileName(filePath: cstring): cstring
GetFileNameWithoutExt:
raylib: GetFileNameWithoutExt(filePath: cstring): cstring
GetFontDefault:
raylib: GetFontDefault(): Font
getFps:
window: getFps(): int32
GetFPS:
raylib: GetFPS(): int32
GetFrameTime:
raylib: GetFrameTime(): float32
GetGamepadAxisCount:
raylib: GetGamepadAxisCount(gamepad: int32): int32
GetGamepadAxisMovement:
raylib: GetGamepadAxisMovement(gamepad: int32; axis: int32): float32
GetGamepadButtonPressed:
raylib: GetGamepadButtonPressed(): int32
GetGamepadName:
raylib: GetGamepadName(gamepad: int32): cstring
GetGestureDetected:
raylib: GetGestureDetected(): int32
GetGestureDragAngle:
raylib: GetGestureDragAngle(): float32
GetGestureDragVector:
raylib: GetGestureDragVector(): Vector2
GetGestureHoldDuration:
raylib: GetGestureHoldDuration(): float32
GetGesturePinchAngle:
raylib: GetGesturePinchAngle(): float32
GetGesturePinchVector:
raylib: GetGesturePinchVector(): Vector2
GetGlyphIndex:
raylib: GetGlyphIndex(font: Font; codepoint: int32): int32
GetImageAlphaBorder:
raylib: GetImageAlphaBorder(image: Image; threshold: float32): Rectangle
GetImageData:
raylib: GetImageData(): auto
GetKeyPressed:
raylib: GetKeyPressed(): int32
GetMatrixModelview:
raylib: GetMatrixModelview(): Matrix
GetMatrixProjection:
raylib: GetMatrixProjection(): Matrix
GetMonitorCount:
raylib: GetMonitorCount(): int32
GetMonitorHeight:
raylib: GetMonitorHeight(monitor: int32): int32
GetMonitorName:
raylib: GetMonitorName(monitor: int32): cstring
GetMonitorPhysicalHeight:
raylib: GetMonitorPhysicalHeight(monitor: int32): int32
GetMonitorPhysicalWidth:
raylib: GetMonitorPhysicalWidth(monitor: int32): int32
GetMonitorPosition:
raylib: GetMonitorPosition(monitor: int32): Vector2
GetMonitorRefreshRate:
raylib: GetMonitorRefreshRate(monitor: int32): int32
GetMonitorWidth:
raylib: GetMonitorWidth(monitor: int32): int32
GetMouseCursor:
raylib: GetMouseCursor(): int32
GetMousePosition:
raylib: GetMousePosition(): Vector2
GetMouseRay:
raylib: GetMouseRay(mousePosition: Vector2; camera: Camera): Ray
GetMouseWheelMove:
raylib: GetMouseWheelMove(): float32
GetMouseX:
raylib: GetMouseX(): int32
GetMouseY:
raylib: GetMouseY(): int32
GetMusicTimeLength:
raylib: GetMusicTimeLength(music: Music): float32
GetMusicTimePlayed:
raylib: GetMusicTimePlayed(music: Music): float32
GetNextCodepoint:
raylib: GetNextCodepoint(text: cstring; bytesProcessed: pointer): int32
GetPixelColor:
raylib: GetPixelColor(srcPtr: pointer; format: int32): Color
GetPixelDataSize:
raylib: GetPixelDataSize(width: int32; height: int32; format: int32): int32
GetPrevDirectoryPath:
raylib: GetPrevDirectoryPath(dirPath: cstring): cstring
GetRandomValue:
raylib: GetRandomValue(min: int32; max: int32): int32
GetScreenData:
raylib: GetScreenData(): Image
GetScreenHeight:
raylib: GetScreenHeight(): int32
GetScreenToWorld2D:
raylib: GetScreenToWorld2D(position: Vector2; camera: Camera2D): Vector2
GetScreenWidth:
raylib: GetScreenWidth(): int32
GetShaderDefault:
raylib: GetShaderDefault(): Shader
GetShaderLocation:
raylib: GetShaderLocation(shader: Shader; uniformName: cstring): int32
GetShaderLocationAttrib:
raylib: GetShaderLocationAttrib(shader: Shader; attribName: cstring): int32
GetShapesTexture:
raylib: GetShapesTexture(): Texture2D
GetShapesTextureRec:
raylib: GetShapesTextureRec(): Rectangle
GetSoundsPlaying:
raylib: GetSoundsPlaying(): int32
GetTextureData:
raylib: GetTextureData(texture: Texture2D): Image
GetTextureDefault:
raylib: GetTextureDefault(): Texture2D
GetTime:
raylib: GetTime(): float64
GetTouchPointsCount:
raylib: GetTouchPointsCount(): int32
GetTouchPosition:
raylib: GetTouchPosition(index: int32): Vector2
GetTouchX:
raylib: GetTouchX(): int32
GetTouchY:
raylib: GetTouchY(): int32
GetWindowHandle:
raylib: GetWindowHandle(): pointer
GetWindowPosition:
raylib: GetWindowPosition(): Vector2
GetWindowScaleDPI:
raylib: GetWindowScaleDPI(): Vector2
GetWorkingDirectory:
raylib: GetWorkingDirectory(): cstring
GetWorldToScreen:
raylib: GetWorldToScreen(position: Vector3; camera: Camera): Vector2
GetWorldToScreen2D:
raylib: GetWorldToScreen2D(position: Vector2; camera: Camera2D): Vector2
GetWorldToScreenEx:
raylib: GetWorldToScreenEx(position: Vector3; camera: Camera; width: int32; height: int32): Vector2
Gold:
color: Gold(): auto
GOLD:
raylib: GOLD(): auto
Gray:
color: Gray(): auto
GRAY:
raylib: GRAY(): auto
Green:
color: Green(): auto
GREEN:
raylib: GREEN(): auto
hash:
ids: hash(id: ComponentId): Hash
ids: hash(id: EntityId): Hash
hasNecessaryComponents:
render_model_system: hasNecessaryComponents(self: RenderModelSystem; entity: Entity; components: seq[Component]): bool
render_sprite_system: hasNecessaryComponents(self: RenderSpriteSystem; entity: Entity; components: seq[Component]): bool
render_text_system: hasNecessaryComponents(self: RenderTextSystem; entity: Entity; components: seq[Component]): bool
system: hasNecessaryComponents(self: System; entity: Entity; components: seq[Component]): bool
hasWireframe:
model_component: hasWireframe(self: ModelComponent): bool
hasWireframe=:
model_component: hasWireframe=(self: ModelComponent; value: bool)
HideCursor:
raylib: HideCursor()
Image:
raylib: Image
ImageAlphaClear:
raylib: ImageAlphaClear(image: ptr Image; color: Color; threshold: float32)
ImageAlphaCrop:
raylib: ImageAlphaCrop(image: ptr Image; threshold: float32)
ImageAlphaMask:
raylib: ImageAlphaMask(image: ptr Image; alphaMask: Image)
ImageAlphaPremultiply:
raylib: ImageAlphaPremultiply(image: ptr Image)
ImageClearBackground:
raylib: ImageClearBackground(dst: ptr Image; color: Color)
ImageColorBrightness:
raylib: ImageColorBrightness(image: ptr Image; brightness: int32)
ImageColorContrast:
raylib: ImageColorContrast(image: ptr Image; contrast: float32)
ImageColorGrayscale:
raylib: ImageColorGrayscale(image: ptr Image)
ImageColorInvert:
raylib: ImageColorInvert(image: ptr Image)
ImageColorReplace:
raylib: ImageColorReplace(image: ptr Image; color: Color; replace: Color)
ImageColorTint:
raylib: ImageColorTint(image: ptr Image; color: Color)
ImageCopy:
raylib: ImageCopy(image: Image): Image
ImageCrop:
raylib: ImageCrop(image: ptr Image; crop: Rectangle)
ImageDither:
raylib: ImageDither(image: ptr Image; rBpp: int32; gBpp: int32; bBpp: int32; aBpp: int32)
ImageDraw:
raylib: ImageDraw(dst: ptr Image; src: Image; srcRec: Rectangle; dstRec: Rectangle; tint: Color)
ImageDrawCircle:
raylib: ImageDrawCircle(dst: ptr Image; centerX: int32; centerY: int32; radius: int32; color: Color)
ImageDrawCircleV:
raylib: ImageDrawCircleV(dst: ptr Image; center: Vector2; radius: int32; color: Color)
ImageDrawLine:
raylib: ImageDrawLine(dst: ptr Image; startPosX: int32; startPosY: int32; endPosX: int32; endPosY: int32; color: Color)
ImageDrawLineV:
raylib: ImageDrawLineV(dst: ptr Image; start: Vector2; endx: Vector2; color: Color)
ImageDrawPixel:
raylib: ImageDrawPixel(dst: ptr Image; posX: int32; posY: int32; color: Color)
ImageDrawPixelV:
raylib: ImageDrawPixelV(dst: ptr Image; position: Vector2; color: Color)
ImageDrawRectangle:
raylib: ImageDrawRectangle(dst: ptr Image; posX: int32; posY: int32; width: int32; height: int32; color: Color)
ImageDrawRectangleLines:
raylib: ImageDrawRectangleLines(dst: ptr Image; rec: Rectangle; thick: int32; color: Color)
ImageDrawRectangleRec:
raylib: ImageDrawRectangleRec(dst: ptr Image; rec: Rectangle; color: Color)
ImageDrawRectangleV:
raylib: ImageDrawRectangleV(dst: ptr Image; position: Vector2; size: Vector2; color: Color)
ImageDrawText:
raylib: ImageDrawText(dst: ptr Image; text: cstring; posX: int32; posY: int32; fontSize: int32; color: Color)
ImageDrawTextEx:
raylib: ImageDrawTextEx(dst: ptr Image; font: Font; text: cstring; position: Vector2; fontSize: float32; spacing: float32; tint: Color)
ImageFlipHorizontal:
raylib: ImageFlipHorizontal(image: ptr Image)
ImageFlipVertical:
raylib: ImageFlipVertical(image: ptr Image)
ImageFormat:
raylib: ImageFormat(image: ptr Image; newFormat: int32)
ImageFromImage:
raylib: ImageFromImage(image: Image; rec: Rectangle): Image
ImageMipmaps:
raylib: ImageMipmaps(image: ptr Image)
ImageResize:
raylib: ImageResize(image: ptr Image; newWidth: int32; newHeight: int32)
ImageResizeCanvas:
raylib: ImageResizeCanvas(image: ptr Image; newWidth: int32; newHeight: int32; offsetX: int32; offsetY: int32; fill: Color)
ImageResizeNN:
raylib: ImageResizeNN(image: ptr Image; newWidth: int32; newHeight: int32)
ImageRotateCCW:
raylib: ImageRotateCCW(image: ptr Image)
ImageRotateCW:
raylib: ImageRotateCW(image: ptr Image)
ImageText:
raylib: ImageText(text: cstring; fontSize: int32; color: Color): Image
ImageTextEx:
raylib: ImageTextEx(font: Font; text: cstring; fontSize: float32; spacing: float32; tint: Color): Image
ImageToPOT:
raylib: ImageToPOT(image: ptr Image; fill: Color)
InitAudioDevice:
raylib: InitAudioDevice()
InitAudioStream:
raylib: InitAudioStream(sampleRate: uint32; sampleSize: uint32; channels: uint32): AudioStream
initialize:
component: initialize(self: Component)
model_component: initialize(self: ModelComponent)
music_component: initialize(self: MusicComponent)
sound_component: initialize(self: SoundComponent)
sprite_component: initialize(self: SpriteComponent)
text_component: initialize(self: TextComponent)
transform_component: initialize(self: TransformComponent)
render_model_system: initialize(self: RenderModelSystem)
render_sprite_system: initialize(self: RenderSpriteSystem)
render_text_system: initialize(self: RenderTextSystem)
system: initialize(self: System)
sound_device: initialize()
window: initialize(screenSize: Vector2; title: string)
InitVrSimulator:
raylib: InitVrSimulator()
InitWindow:
raylib: InitWindow(width: int32; height: int32; title: cstring)
int2in32:
raylib: int2in32(self: int): int32
IsAudioDeviceReady:
raylib: IsAudioDeviceReady(): bool
IsAudioStreamPlaying:
raylib: IsAudioStreamPlaying(stream: AudioStream): bool
IsAudioStreamProcessed:
raylib: IsAudioStreamProcessed(stream: AudioStream): bool
isClosing:
window: isClosing(): bool
IsCursorHidden:
raylib: IsCursorHidden(): bool
IsCursorOnScreen:
raylib: IsCursorOnScreen(): bool
IsFileDropped:
raylib: IsFileDropped(): bool
IsFileExtension:
raylib: IsFileExtension(fileName: cstring; ext: cstring): bool
IsGamepadAvailable:
raylib: IsGamepadAvailable(gamepad: int32): bool
IsGamepadButtonDown:
raylib: IsGamepadButtonDown(gamepad: int32; button: int32): bool
IsGamepadButtonPressed:
raylib: IsGamepadButtonPressed(gamepad: int32; button: int32): bool
IsGamepadButtonReleased:
raylib: IsGamepadButtonReleased(gamepad: int32; button: int32): bool
IsGamepadButtonUp:
raylib: IsGamepadButtonUp(gamepad: int32; button: int32): bool
IsGamepadName:
raylib: IsGamepadName(gamepad: int32; name: cstring): bool
IsGestureDetected:
raylib: IsGestureDetected(gesture: int32): bool
isInitialized:
component: isInitialized(self: Component): bool
system: isInitialized(self: SystemObj | System): bool
IsKeyDown:
raylib: IsKeyDown(key: int32): bool
IsKeyPressed:
raylib: IsKeyPressed(key: int32): bool
IsKeyReleased:
raylib: IsKeyReleased(key: int32): bool
IsKeyUp:
raylib: IsKeyUp(key: int32): bool
IsModelAnimationValid:
raylib: IsModelAnimationValid(model: Model; anim: ModelAnimation): bool
IsMouseButtonDown:
raylib: IsMouseButtonDown(button: int32): bool
IsMouseButtonPressed:
raylib: IsMouseButtonPressed(button: int32): bool
IsMouseButtonReleased:
raylib: IsMouseButtonReleased(button: int32): bool
IsMouseButtonUp:
raylib: IsMouseButtonUp(button: int32): bool
IsMusicPlaying:
raylib: IsMusicPlaying(music: Music): bool
isPlaying:
music: isPlaying(self: Music): bool
sound: isPlaying(self: Sound): bool
isReady:
sound_device: isReady(): bool
isRunning:
game: isRunning(self: Game): auto
IsSoundPlaying:
raylib: IsSoundPlaying(sound: Sound): bool
IsVrSimulatorReady:
raylib: IsVrSimulatorReady(): bool
IsWindowFocused:
raylib: IsWindowFocused(): bool
IsWindowFullscreen:
raylib: IsWindowFullscreen(): bool
IsWindowHidden:
raylib: IsWindowHidden(): bool
IsWindowMaximized:
raylib: IsWindowMaximized(): bool
IsWindowMinimized:
raylib: IsWindowMinimized(): bool
IsWindowReady:
raylib: IsWindowReady(): bool
IsWindowResized:
raylib: IsWindowResized(): bool
IsWindowState:
raylib: IsWindowState(flag: uint32): bool
KEY_A:
KeyboardKey.KEY_A
KEY_APOSTROPHE:
KeyboardKey.KEY_APOSTROPHE
KEY_B:
KeyboardKey.KEY_B
KEY_BACK:
AndroidButton.KEY_BACK
KEY_BACKSLASH:
KeyboardKey.KEY_BACKSLASH
KEY_BACKSPACE:
KeyboardKey.KEY_BACKSPACE
KeyboardKey:
raylib: KeyboardKey
KeyboardKey2int32:
raylib: KeyboardKey2int32(self: KeyboardKey): int32
KEY_C:
KeyboardKey.KEY_C
KEY_CAPS_LOCK:
KeyboardKey.KEY_CAPS_LOCK
KEY_COMMA:
KeyboardKey.KEY_COMMA
KEY_D:
KeyboardKey.KEY_D
KEY_DELETE:
KeyboardKey.KEY_DELETE
KEY_DOWN:
KeyboardKey.KEY_DOWN
KEY_E:
KeyboardKey.KEY_E
KEY_EIGHT:
KeyboardKey.KEY_EIGHT
KEY_END:
KeyboardKey.KEY_END
KEY_ENTER:
KeyboardKey.KEY_ENTER
KEY_EQUAL:
KeyboardKey.KEY_EQUAL
KEY_ESCAPE:
KeyboardKey.KEY_ESCAPE
KEY_F:
KeyboardKey.KEY_F
KEY_F1:
KeyboardKey.KEY_F1
KEY_F10:
KeyboardKey.KEY_F10
KEY_F11:
KeyboardKey.KEY_F11
KEY_F12:
KeyboardKey.KEY_F12
KEY_F2:
KeyboardKey.KEY_F2
KEY_F3:
KeyboardKey.KEY_F3
KEY_F4:
KeyboardKey.KEY_F4
KEY_F5:
KeyboardKey.KEY_F5
KEY_F6:
KeyboardKey.KEY_F6
KEY_F7:
KeyboardKey.KEY_F7
KEY_F8:
KeyboardKey.KEY_F8
KEY_F9:
KeyboardKey.KEY_F9
KEY_FIVE:
KeyboardKey.KEY_FIVE
KEY_FOUR:
KeyboardKey.KEY_FOUR
KEY_G:
KeyboardKey.KEY_G
KEY_GRAVE:
KeyboardKey.KEY_GRAVE
KEY_H:
KeyboardKey.KEY_H
KEY_HOME:
KeyboardKey.KEY_HOME
KEY_I:
KeyboardKey.KEY_I
KEY_INSERT:
KeyboardKey.KEY_INSERT
KEY_J:
KeyboardKey.KEY_J
KEY_K:
KeyboardKey.KEY_K
KEY_KB_MENU:
KeyboardKey.KEY_KB_MENU
KEY_KP_0:
KeyboardKey.KEY_KP_0
KEY_KP_1:
KeyboardKey.KEY_KP_1
KEY_KP_2:
KeyboardKey.KEY_KP_2
KEY_KP_3:
KeyboardKey.KEY_KP_3
KEY_KP_4:
KeyboardKey.KEY_KP_4
KEY_KP_5:
KeyboardKey.KEY_KP_5
KEY_KP_6:
KeyboardKey.KEY_KP_6
KEY_KP_7:
KeyboardKey.KEY_KP_7
KEY_KP_8:
KeyboardKey.KEY_KP_8
KEY_KP_9:
KeyboardKey.KEY_KP_9
KEY_KP_ADD:
KeyboardKey.KEY_KP_ADD
KEY_KP_DECIMAL:
KeyboardKey.KEY_KP_DECIMAL
KEY_KP_DIVIDE:
KeyboardKey.KEY_KP_DIVIDE
KEY_KP_ENTER:
KeyboardKey.KEY_KP_ENTER
KEY_KP_EQUAL:
KeyboardKey.KEY_KP_EQUAL
KEY_KP_MULTIPLY:
KeyboardKey.KEY_KP_MULTIPLY
KEY_KP_SUBTRACT:
KeyboardKey.KEY_KP_SUBTRACT
KEY_L:
KeyboardKey.KEY_L
KEY_LEFT:
KeyboardKey.KEY_LEFT
KEY_LEFT_ALT:
KeyboardKey.KEY_LEFT_ALT
KEY_LEFT_BRACKET:
KeyboardKey.KEY_LEFT_BRACKET
KEY_LEFT_CONTROL:
KeyboardKey.KEY_LEFT_CONTROL
KEY_LEFT_SHIFT:
KeyboardKey.KEY_LEFT_SHIFT
KEY_LEFT_SUPER:
KeyboardKey.KEY_LEFT_SUPER
KEY_M:
KeyboardKey.KEY_M
KEY_MENU:
AndroidButton.KEY_MENU
KEY_MINUS:
KeyboardKey.KEY_MINUS
KEY_N:
KeyboardKey.KEY_N
KEY_NINE:
KeyboardKey.KEY_NINE
KEY_NUM_LOCK:
KeyboardKey.KEY_NUM_LOCK
KEY_O:
KeyboardKey.KEY_O
KEY_ONE:
KeyboardKey.KEY_ONE
KEY_P:
KeyboardKey.KEY_P
KEY_PAGE_DOWN:
KeyboardKey.KEY_PAGE_DOWN
KEY_PAGE_UP:
KeyboardKey.KEY_PAGE_UP
KEY_PAUSE:
KeyboardKey.KEY_PAUSE
KEY_PERIOD:
KeyboardKey.KEY_PERIOD
KEY_PRINT_SCREEN:
KeyboardKey.KEY_PRINT_SCREEN
KEY_Q:
KeyboardKey.KEY_Q
KEY_R:
KeyboardKey.KEY_R
KEY_RIGHT:
KeyboardKey.KEY_RIGHT
KEY_RIGHT_ALT:
KeyboardKey.KEY_RIGHT_ALT
KEY_RIGHT_BRACKET:
KeyboardKey.KEY_RIGHT_BRACKET
KEY_RIGHT_CONTROL:
KeyboardKey.KEY_RIGHT_CONTROL
KEY_RIGHT_SHIFT:
KeyboardKey.KEY_RIGHT_SHIFT
KEY_RIGHT_SUPER:
KeyboardKey.KEY_RIGHT_SUPER
KEY_S:
KeyboardKey.KEY_S
KEY_SCROLL_LOCK:
KeyboardKey.KEY_SCROLL_LOCK
KEY_SEMICOLON:
KeyboardKey.KEY_SEMICOLON
KEY_SEVEN:
KeyboardKey.KEY_SEVEN
KEY_SIX:
KeyboardKey.KEY_SIX
KEY_SLASH:
KeyboardKey.KEY_SLASH
KEY_SPACE:
KeyboardKey.KEY_SPACE
KEY_T:
KeyboardKey.KEY_T
KEY_TAB:
KeyboardKey.KEY_TAB
KEY_THREE:
KeyboardKey.KEY_THREE
KEY_TWO:
KeyboardKey.KEY_TWO
KEY_U:
KeyboardKey.KEY_U
KEY_UP:
KeyboardKey.KEY_UP
KEY_V:
KeyboardKey.KEY_V
KEY_VOLUME_DOWN:
AndroidButton.KEY_VOLUME_DOWN
KEY_VOLUME_UP:
AndroidButton.KEY_VOLUME_UP
KEY_W:
KeyboardKey.KEY_W
KEY_X:
KeyboardKey.KEY_X
KEY_Y:
KeyboardKey.KEY_Y
KEY_Z:
KeyboardKey.KEY_Z
KEY_ZERO:
KeyboardKey.KEY_ZERO
knownLockLevel:
macro_helpers: knownLockLevel(level: BiggestInt): NimNode
LEXT:
raylib: LEXT
LightGray:
color: LightGray(): auto
LIGHTGRAY:
raylib: LIGHTGRAY(): auto
Lime:
color: Lime(): auto
LIME:
raylib: LIME(): auto
LoadFileData:
raylib: LoadFileData(fileName: cstring; bytesRead: uint32): uint8
LoadFileText:
raylib: LoadFileText(fileName: cstring): ptr char
LoadFont:
raylib: LoadFont(fileName: cstring): Font
LoadFontData:
raylib: LoadFontData(fileData: UncheckedArray[byte]; dataSize: int32; fontSize: int32; fontChars: pointer; charsCount: int32; typex: int32): ptr CharInfo
LoadFontEx:
raylib: LoadFontEx(fileName: cstring; fontSize: int32; fontChars: pointer; charsCount: int32): Font
LoadFontFromImage:
raylib: LoadFontFromImage(image: Image; key: Color; firstChar: int32): Font
LoadFontFromMemory:
raylib: LoadFontFromMemory(fileType: cstring; fileData: UncheckedArray[byte]; dataSize: int32; fontSize: int32; fontChars: pointer; charsCount: int32): Font
LoadImage:
raylib: LoadImage(fileName: cstring): Image
LoadImageAnim:
raylib: LoadImageAnim(fileName: cstring; frames: pointer): Image
LoadImageColors:
raylib: LoadImageColors(image: Image): ptr Color
LoadImageFromMemory:
raylib: LoadImageFromMemory(fileType: cstring; fileData: UncheckedArray[byte]; dataSize: int32): Image
LoadImagePalette:
raylib: LoadImagePalette(image: Image; maxPaletteSize: int32; colorsCount: pointer): ptr Color
LoadImageRaw:
raylib: LoadImageRaw(fileName: cstring; width: int32; height: int32; format: int32; headerSize: int32): Image
LoadMaterialDefault:
raylib: LoadMaterialDefault(): Material
LoadMaterials:
raylib: LoadMaterials(fileName: cstring; materialCount: pointer): ptr Material
LoadMeshes:
raylib: LoadMeshes(fileName: cstring; meshCount: pointer): ptr Mesh
LoadModel:
raylib: LoadModel(fileName: cstring): Model
LoadModelAnimations:
raylib: LoadModelAnimations(fileName: cstring; animsCount: pointer): ptr ModelAnimation
LoadModelFromMesh:
raylib: LoadModelFromMesh(mesh: Mesh): Model
LoadMusicStream:
raylib: LoadMusicStream(fileName: cstring): Music
LoadRenderTexture:
raylib: LoadRenderTexture(width: int32; height: int32): RenderTexture2D
LoadShader:
raylib: LoadShader(vsFileName: cstring; fsFileName: cstring): Shader
LoadShaderCode:
raylib: LoadShaderCode(vsCode: cstring; fsCode: cstring): Shader
LoadSound:
raylib: LoadSound(fileName: cstring): Sound
LoadSoundFromWave:
raylib: LoadSoundFromWave(wave: Wave): Sound
LoadStorageValue:
raylib: LoadStorageValue(position: uint32): int32
LoadText:
raylib: LoadText(): auto
LoadTexture:
raylib: LoadTexture(fileName: cstring): Texture2D
LoadTextureCubemap:
raylib: LoadTextureCubemap(image: Image; layoutType: int32): TextureCubemap
LoadTextureFromImage:
raylib: LoadTextureFromImage(image: Image): Texture2D
LoadWave:
raylib: LoadWave(fileName: cstring): Wave
LoadWaveFromMemory:
raylib: LoadWaveFromMemory(fileType: cstring; fileData: UncheckedArray[byte]; dataSize: int32): Wave
LoadWaveSamples:
raylib: LoadWaveSamples(wave: Wave): float32
LOC_COLOR_AMBIENT:
ShaderLocationIndex.LOC_COLOR_AMBIENT
LOC_COLOR_DIFFUSE:
ShaderLocationIndex.LOC_COLOR_DIFFUSE
LOC_COLOR_SPECULAR:
ShaderLocationIndex.LOC_COLOR_SPECULAR
LOC_MAP_ALBEDO:
ShaderLocationIndex.LOC_MAP_ALBEDO
LOC_MAP_BRDF:
ShaderLocationIndex.LOC_MAP_BRDF
LOC_MAP_CUBEMAP:
ShaderLocationIndex.LOC_MAP_CUBEMAP
LOC_MAP_DIFFUSE:
raylib: LOC_MAP_DIFFUSE(): auto
LOC_MAP_EMISSION:
ShaderLocationIndex.LOC_MAP_EMISSION
LOC_MAP_HEIGHT:
ShaderLocationIndex.LOC_MAP_HEIGHT
LOC_MAP_IRRADIANCE:
ShaderLocationIndex.LOC_MAP_IRRADIANCE
LOC_MAP_METALNESS:
ShaderLocationIndex.LOC_MAP_METALNESS
LOC_MAP_NORMAL:
ShaderLocationIndex.LOC_MAP_NORMAL
LOC_MAP_OCCLUSION:
ShaderLocationIndex.LOC_MAP_OCCLUSION
LOC_MAP_PREFILTER:
ShaderLocationIndex.LOC_MAP_PREFILTER
LOC_MAP_ROUGHNESS:
ShaderLocationIndex.LOC_MAP_ROUGHNESS
LOC_MAP_SPECULAR:
raylib: LOC_MAP_SPECULAR(): auto
LOC_MATRIX_MODEL:
ShaderLocationIndex.LOC_MATRIX_MODEL
LOC_MATRIX_MVP:
ShaderLocationIndex.LOC_MATRIX_MVP
LOC_MATRIX_PROJECTION:
ShaderLocationIndex.LOC_MATRIX_PROJECTION
LOC_MATRIX_VIEW:
ShaderLocationIndex.LOC_MATRIX_VIEW
LOC_VECTOR_VIEW:
ShaderLocationIndex.LOC_VECTOR_VIEW
LOC_VERTEX_COLOR:
ShaderLocationIndex.LOC_VERTEX_COLOR
LOC_VERTEX_NORMAL:
ShaderLocationIndex.LOC_VERTEX_NORMAL
LOC_VERTEX_POSITION:
ShaderLocationIndex.LOC_VERTEX_POSITION
LOC_VERTEX_TANGENT:
ShaderLocationIndex.LOC_VERTEX_TANGENT
LOC_VERTEX_TEXCOORD01:
ShaderLocationIndex.LOC_VERTEX_TEXCOORD01
LOC_VERTEX_TEXCOORD02:
ShaderLocationIndex.LOC_VERTEX_TEXCOORD02
LOG_ALL:
TraceLogType.LOG_ALL
LOG_DEBUG:
TraceLogType.LOG_DEBUG
logDebug:
logging: logDebug(message: string)
LOG_ERROR:
TraceLogType.LOG_ERROR
logError:
logging: logError(message: string)
LOG_FATAL:
TraceLogType.LOG_FATAL
LOG_INFO:
TraceLogType.LOG_INFO
logInfo:
logging: logInfo(message: string)
LOG_NONE:
TraceLogType.LOG_NONE
LOG_TRACE:
TraceLogType.LOG_TRACE
LOG_WARNING:
TraceLogType.LOG_WARNING
Magenta:
color: Magenta(): auto
MAGENTA:
raylib: MAGENTA(): auto
MAP_ALBEDO:
MaterialMapType.MAP_ALBEDO
MAP_BRDF:
MaterialMapType.MAP_BRDF
MAP_CUBEMAP:
MaterialMapType.MAP_CUBEMAP
MAP_DIFFUSE:
raylib: MAP_DIFFUSE(): auto
MAP_EMISSION:
MaterialMapType.MAP_EMISSION
MAP_HEIGHT:
MaterialMapType.MAP_HEIGHT
MAP_IRRADIANCE:
MaterialMapType.MAP_IRRADIANCE
MAP_METALNESS:
MaterialMapType.MAP_METALNESS
MAP_NORMAL:
MaterialMapType.MAP_NORMAL
MAP_OCCLUSION:
MaterialMapType.MAP_OCCLUSION
MAP_PREFILTER:
MaterialMapType.MAP_PREFILTER
MAP_ROUGHNESS:
MaterialMapType.MAP_ROUGHNESS
MAP_SPECULAR:
raylib: MAP_SPECULAR(): auto
Maroon:
color: Maroon(): auto
MAROON:
raylib: MAROON(): auto
Material:
raylib: Material
MaterialMap:
raylib: MaterialMap
MaterialMapType:
raylib: MaterialMapType
MaterialMapType2int32:
raylib: MaterialMapType2int32(self: MaterialMapType): int32
Matrix:
matrix: Matrix
raylib: Matrix
MaximizeWindow:
raylib: MaximizeWindow()
MeasureText:
raylib: MeasureText(text: cstring; fontSize: int32): int32
MeasureTextEx:
raylib: MeasureTextEx(font: Font; text: cstring; fontSize: float32; spacing: float32): Vector2
MemAlloc:
raylib: MemAlloc(size: int32): pointer
MemFree:
raylib: MemFree(data: pointer)
Mesh:
raylib: Mesh
MeshBinormals:
raylib: MeshBinormals(mesh: ptr Mesh)
MeshBoundingBox:
raylib: MeshBoundingBox(mesh: Mesh): BoundingBox
MeshNormalsSmooth:
raylib: MeshNormalsSmooth(mesh: ptr Mesh)
MeshTangents:
raylib: MeshTangents(mesh: ptr Mesh)
MinimizeWindow:
raylib: MinimizeWindow()
model:
model_component: model(self: ModelComponent): auto
Model:
raylib: Model
Model3d:
model3d: Model3d
ModelAnimation:
raylib: ModelAnimation
ModelComponent:
model_component: ModelComponent
MouseButton:
raylib: MouseButton
MouseButton2int32:
raylib: MouseButton2int32(self: MouseButton): int32
MouseCursor:
raylib: MouseCursor
MouseCursor2int32:
raylib: MouseCursor2int32(self: MouseCursor): int32
MOUSE_CURSOR_ARROW:
MouseCursor.MOUSE_CURSOR_ARROW
MOUSE_CURSOR_CROSSHAIR:
MouseCursor.MOUSE_CURSOR_CROSSHAIR
MOUSE_CURSOR_DEFAULT:
MouseCursor.MOUSE_CURSOR_DEFAULT
MOUSE_CURSOR_IBEAM:
MouseCursor.MOUSE_CURSOR_IBEAM
MOUSE_CURSOR_NOT_ALLOWED:
MouseCursor.MOUSE_CURSOR_NOT_ALLOWED
MOUSE_CURSOR_POINTING_HAND:
MouseCursor.MOUSE_CURSOR_POINTING_HAND
MOUSE_CURSOR_RESIZE_ALL:
MouseCursor.MOUSE_CURSOR_RESIZE_ALL
MOUSE_CURSOR_RESIZE_EW:
MouseCursor.MOUSE_CURSOR_RESIZE_EW
MOUSE_CURSOR_RESIZE_NESW:
MouseCursor.MOUSE_CURSOR_RESIZE_NESW
MOUSE_CURSOR_RESIZE_NS:
MouseCursor.MOUSE_CURSOR_RESIZE_NS
MOUSE_CURSOR_RESIZE_NWSE:
MouseCursor.MOUSE_CURSOR_RESIZE_NWSE
MOUSE_LEFT_BUTTON:
MouseButton.MOUSE_LEFT_BUTTON
MOUSE_MIDDLE_BUTTON:
MouseButton.MOUSE_MIDDLE_BUTTON
MOUSE_RIGHT_BUTTON:
MouseButton.MOUSE_RIGHT_BUTTON
music:
music_component: music(self: MusicComponent): auto
Music:
music: Music
raylib: Music
MusicComponent:
music_component: MusicComponent
newEntity:
entity: newEntity(): Entity
newGame:
game: newGame(title: string = DefaultTitle): Game
newModel3d:
model3d: newModel3d(modelPath: string): Model3d
newModelComponent:
model_component: newModelComponent(parent: Entity; modelPath: string): ModelComponent
newMusic:
music: newMusic(musicPath: string): Music
newMusicComponent:
music_component: newMusicComponent(parent: Entity; musicPath: string): MusicComponent
newRenderModelSystem:
render_model_system: newRenderModelSystem(): RenderModelSystem
newRenderSpriteSystem:
render_sprite_system: newRenderSpriteSystem(): RenderSpriteSystem
newRenderTextSystem:
render_text_system: newRenderTextSystem(): RenderTextSystem
newSound:
sound: newSound(soundPath: string): Sound
newSoundComponent:
sound_component: newSoundComponent(parent: Entity; soundPath: string): SoundComponent
newSpriteComponent:
sprite_component: newSpriteComponent(parent: Entity; texturePath: string; color: Color): SpriteComponent
newTextComponent:
text_component: newTextComponent(parent: Entity; text: string; fontSize: int32; color: Color): TextComponent
newTexture2d:
texture2d: newTexture2d(texturePath: string): Texture2d
newTransformComponent:
transform_component: newTransformComponent(parent: Entity; position: Vector3; rotation: Vector3; scale: Vector3): TransformComponent
nextComponentId:
ids: nextComponentId(): ComponentId
nextEntityId:
ids: nextEntityId(): EntityId
NPatchInfo:
raylib: NPatchInfo
NPatchType:
raylib: NPatchType
NPatchType2int32:
raylib: NPatchType2int32(self: NPatchType): int32
NPT_3PATCH_HORIZONTAL:
NPatchType.NPT_3PATCH_HORIZONTAL
NPT_3PATCH_VERTICAL:
NPatchType.NPT_3PATCH_VERTICAL
NPT_9PATCH:
NPatchType.NPT_9PATCH
OpenURL:
raylib: OpenURL(url: cstring)
Orange:
color: Orange(): auto
ORANGE:
raylib: ORANGE(): auto
parent:
component: parent(self: ComponentObj | Component): Option[Entity]
parent=:
component: parent=(self: Component; value: Entity)
component: parent=(self: var ComponentObj; value: Entity)
pause:
music: pause(self: Music)
sound: pause(self: Sound)
PauseAudioStream:
raylib: PauseAudioStream(stream: AudioStream)
PauseMusicStream:
raylib: PauseMusicStream(music: Music)
PauseSound:
raylib: PauseSound(sound: Sound)
Pink:
color: Pink(): auto
PINK:
raylib: PINK(): auto
PixelFormat:
raylib: PixelFormat
PixelFormat2int32:
raylib: PixelFormat2int32(self: PixelFormat): int32
play:
music: play(self: Music)
sound: play(self: Sound)
PlayAudioStream:
raylib: PlayAudioStream(stream: AudioStream)
PlayMusicStream:
raylib: PlayMusicStream(music: Music)
PlaySound:
raylib: PlaySound(sound: Sound)
PlaySoundMulti:
raylib: PlaySoundMulti(sound: Sound)
position:
transform_component: position(self: TransformComponent): auto
position=:
transform_component: position=(self: TransformComponent; value: Vector3)
Purple:
color: Purple(): auto
PURPLE:
raylib: PURPLE(): auto
Quaternion:
quaternion: Quaternion
raylib: Quaternion
quit:
game: quit(self: Game)
RAD2DEG:
raylib: RAD2DEG(): auto
rAudioBuffer:
raylib: rAudioBuffer
Ray:
raylib: Ray
RayHitInfo:
raylib: RayHitInfo
RAYWHITE:
raylib: RAYWHITE(): auto
Rectangle:
raylib: Rectangle
Red:
color: Red(): auto
RED:
raylib: RED(): auto
refreshEntityRegistration:
system: refreshEntityRegistration(self: System; entity: Entity)
registerComponent:
system: registerComponent(self: System; component: Component): bool
game: registerComponent(self: Game; component: Component): bool
registerEntity:
system: registerEntity(self: System; entity: Entity; componentStore: Table[ComponentId, Component]): bool
game: registerEntity(self: Game; entity: Entity): bool
registerSystem:
game: registerSystem(self: Game; system: System): bool
RenderModelSystem:
render_model_system: RenderModelSystem
RenderSpriteSystem:
render_sprite_system: RenderSpriteSystem
RenderTextSystem:
render_text_system: RenderTextSystem
RenderTexture:
raylib: RenderTexture
RenderTexture2D:
raylib: RenderTexture2D
RestoreWindow:
raylib: RestoreWindow()
resume:
music: resume(self: Music)
sound: resume(self: Sound)
ResumeAudioStream:
raylib: ResumeAudioStream(stream: AudioStream)
ResumeMusicStream:
raylib: ResumeMusicStream(music: Music)
ResumeSound:
raylib: ResumeSound(sound: Sound)
rotation:
transform_component: rotation(self: TransformComponent): auto
rotation=:
transform_component: rotation=(self: TransformComponent; value: Vector3)
run:
game: run(self: Game)
game: run(self: Game; commandChannel: ptr Channel[CommandKind])
SaveFileData:
raylib: SaveFileData(fileName: cstring; data: pointer; bytesToWrite: uint32): bool
SaveFileText:
raylib: SaveFileText(fileName: cstring; text: ptr char): bool
SaveStorageValue:
raylib: SaveStorageValue(position: uint32; value: int32): bool
scale:
transform_component: scale(self: TransformComponent): auto
scale=:
transform_component: scale=(self: TransformComponent; value: Vector3)
screenSize:
game: screenSize(self: Game): auto
SetAudioStreamBufferSizeDefault:
raylib: SetAudioStreamBufferSizeDefault(size: int32)
SetAudioStreamPitch:
raylib: SetAudioStreamPitch(stream: AudioStream; pitch: float32)
SetAudioStreamVolume:
raylib: SetAudioStreamVolume(stream: AudioStream; volume: float32)
SetCameraAltControl:
raylib: SetCameraAltControl(keyAlt: int32)
SetCameraMode:
raylib: SetCameraMode(camera: Camera; mode: int32)
SetCameraMoveControls:
raylib: SetCameraMoveControls(keyFront: int32; keyBack: int32; keyRight: int32; keyLeft: int32; keyUp: int32; keyDown: int32)
SetCameraPanControl:
raylib: SetCameraPanControl(keyPan: int32)
SetCameraSmoothZoomControl:
raylib: SetCameraSmoothZoomControl(keySmoothZoom: int32)
setClearColor:
game: setClearColor(self: Game; clearColor: Color)
SetClipboardText:
raylib: SetClipboardText(text: cstring)
SetConfigFlags:
raylib: SetConfigFlags(flags: uint32)
SetExitKey:
raylib: SetExitKey(key: int32)
setFps:
window: setFps(fps: int32)
SetGesturesEnabled:
raylib: SetGesturesEnabled(gestureFlags: uint32)
setMasterVolume:
sound_device: setMasterVolume(volume: float32)
SetMasterVolume:
raylib: SetMasterVolume(volume: float32)
SetMaterialTexture:
raylib: SetMaterialTexture(material: ptr Material; mapType: int32; texture: Texture2D)
SetMatrixModelview:
raylib: SetMatrixModelview(view: Matrix)
SetMatrixProjection:
raylib: SetMatrixProjection(proj: Matrix)
SetModelMeshMaterial:
raylib: SetModelMeshMaterial(model: ptr Model; meshId: int32; materialId: int32)
SetMouseCursor:
raylib: SetMouseCursor(cursor: int32)
SetMouseOffset:
raylib: SetMouseOffset(offsetX: int32; offsetY: int32)
SetMousePosition:
raylib: SetMousePosition(x: int32; y: int32)
SetMouseScale:
raylib: SetMouseScale(scaleX: float32; scaleY: float32)
SetMusicPitch:
raylib: SetMusicPitch(music: Music; pitch: float32)
SetMusicVolume:
raylib: SetMusicVolume(music: Music; volume: float32)
SetPixelColor:
raylib: SetPixelColor(dstPtr: pointer; color: Color; format: int32)
SetShaderValue:
raylib: SetShaderValue(shader: Shader; uniformLoc: int32; value: pointer; uniformType: int32)
SetShaderValueMatrix:
raylib: SetShaderValueMatrix(shader: Shader; uniformLoc: int32; mat: Matrix)
SetShaderValueTexture:
raylib: SetShaderValueTexture(shader: Shader; uniformLoc: int32; texture: Texture2D)
SetShaderValueV:
raylib: SetShaderValueV(shader: Shader; uniformLoc: int32; value: pointer; uniformType: int32; count: int32)
SetShapesTexture:
raylib: SetShapesTexture(texture: Texture2D; source: Rectangle)
SetSoundPitch:
raylib: SetSoundPitch(sound: Sound; pitch: float32)
SetSoundVolume:
raylib: SetSoundVolume(sound: Sound; volume: float32)
SetTargetFPS:
raylib: SetTargetFPS(fps: int32)
SetTextureFilter:
raylib: SetTextureFilter(texture: Texture2D; filterMode: int32)
SetTextureWrap:
raylib: SetTextureWrap(texture: Texture2D; wrapMode: int32)
SetTraceLogCallback:
raylib: SetTraceLogCallback(callback: int)
SetTraceLogExit:
raylib: SetTraceLogExit(logType: int32)
SetTraceLogLevel:
raylib: SetTraceLogLevel(logType: int32)
SetVrConfiguration:
raylib: SetVrConfiguration(info: VrDeviceInfo; distortion: Shader)
SetWindowIcon:
raylib: SetWindowIcon(image: Image)
SetWindowMinSize:
raylib: SetWindowMinSize(width: int32; height: int32)
SetWindowMonitor:
raylib: SetWindowMonitor(monitor: int32)
SetWindowPosition:
raylib: SetWindowPosition(x: int32; y: int32)
SetWindowSize:
raylib: SetWindowSize(width: int32; height: int32)
SetWindowState:
raylib: SetWindowState(flags: uint32)
setWindowTitle:
window: setWindowTitle(title: string)
SetWindowTitle:
raylib: SetWindowTitle(title: cstring)
Shader:
raylib: Shader
ShaderLocationIndex:
raylib: ShaderLocationIndex
ShaderLocationIndex2int32:
raylib: ShaderLocationIndex2int32(self: ShaderLocationIndex): int32
ShaderUniformDataType:
raylib: ShaderUniformDataType
ShaderUniformDataType2int32:
raylib: ShaderUniformDataType2int32(self: ShaderUniformDataType): int32
shouldCloseAudio:
game: shouldCloseAudio(self: Game): auto
shouldCloseAudio=:
game: shouldCloseAudio=(self: Game; value: bool)
ShowCursor:
raylib: ShowCursor()
SkyBlue:
color: SkyBlue(): auto
SKYBLUE:
raylib: SKYBLUE(): auto
sound:
sound_component: sound(self: SoundComponent): auto
Sound:
sound: Sound
raylib: Sound
SoundComponent:
sound_component: SoundComponent
SpriteComponent:
sprite_component: SpriteComponent
SpriteFont:
raylib: SpriteFont(): auto
stop:
music: stop(self: Music)
sound: stop(self: Sound)
StopAudioStream:
raylib: StopAudioStream(stream: AudioStream)
StopMusicStream:
raylib: StopMusicStream(music: Music)
StopSound:
raylib: StopSound(sound: Sound)
StopSoundMulti:
raylib: StopSoundMulti()
System:
system: System
system:
system_macros: system(typeName: untyped; statements: untyped): untyped
TakeScreenshot:
raylib: TakeScreenshot(fileName: cstring)
text:
text_component: text(self: TextComponent): auto
text=:
text_component: text=(self: TextComponent; value: string)
TextAppend:
raylib: TextAppend(text: ptr char; append: cstring; position: pointer)
TextComponent:
text_component: TextComponent
TextCopy:
raylib: TextCopy(dst: ptr char; src: cstring): int32
TextFindIndex:
raylib: TextFindIndex(text: cstring; find: cstring): int32
TextFormat:
raylib: TextFormat(text: cstring): cstring
TextInsert:
raylib: TextInsert(text: cstring; insert: cstring; position: int32): ptr char
TextIsEqual:
raylib: TextIsEqual(text1: cstring; text2: cstring): bool
TextJoin:
raylib: TextJoin(textList: cstring; count: int32; delimiter: cstring): cstring
TextLength:
raylib: TextLength(text: cstring): uint32
TextReplace:
raylib: TextReplace(text: ptr char; replace: cstring; by: cstring): ptr char
TextSplit:
raylib: TextSplit(text: cstring; delimiter: char; count: pointer): cstring
TextSubtext:
raylib: TextSubtext(text: cstring; position: int32; length: int32): cstring
TextToInteger:
raylib: TextToInteger(text: cstring): int32
TextToLower:
raylib: TextToLower(text: cstring): cstring
TextToPascal:
raylib: TextToPascal(text: cstring): cstring
TextToUpper:
raylib: TextToUpper(text: cstring): cstring
TextToUtf8:
raylib: TextToUtf8(codepoints: pointer; length: int32): ptr char
texture:
sprite_component: texture(self: SpriteComponent): auto
Texture:
raylib: Texture
Texture2d:
texture2d: Texture2d
Texture2D:
raylib: Texture2D
TextureCubemap:
raylib: TextureCubemap
TextureFilterMode:
raylib: TextureFilterMode
TextureFilterMode2int32:
raylib: TextureFilterMode2int32(self: TextureFilterMode): int32
TextureWrapMode:
raylib: TextureWrapMode
TextureWrapMode2int32:
raylib: TextureWrapMode2int32(self: TextureWrapMode): int32
title:
game: title(self: Game): auto
title=:
game: title=(self: Game; value: string)
ToggleFullscreen:
raylib: ToggleFullscreen()
ToggleVrMode:
raylib: ToggleVrMode()
TraceLog:
raylib: TraceLog(logType: int32; text: cstring)
TraceLogType:
raylib: TraceLogType
TraceLogType2int32:
raylib: TraceLogType2int32(self: TraceLogType): int32
Transform:
raylib: Transform
TransformComponent:
transform_component: TransformComponent
UNCOMPRESSED_GRAY_ALPHA:
PixelFormat.UNCOMPRESSED_GRAY_ALPHA
UNCOMPRESSED_GRAYSCALE:
PixelFormat.UNCOMPRESSED_GRAYSCALE
UNCOMPRESSED_R32:
PixelFormat.UNCOMPRESSED_R32
UNCOMPRESSED_R32G32B32:
PixelFormat.UNCOMPRESSED_R32G32B32
UNCOMPRESSED_R32G32B32A32:
PixelFormat.UNCOMPRESSED_R32G32B32A32
UNCOMPRESSED_R4G4B4A4:
PixelFormat.UNCOMPRESSED_R4G4B4A4
UNCOMPRESSED_R5G5B5A1:
PixelFormat.UNCOMPRESSED_R5G5B5A1
UNCOMPRESSED_R5G6B5:
PixelFormat.UNCOMPRESSED_R5G6B5
UNCOMPRESSED_R8G8B8:
PixelFormat.UNCOMPRESSED_R8G8B8
UNCOMPRESSED_R8G8B8A8:
PixelFormat.UNCOMPRESSED_R8G8B8A8
UNIFORM_FLOAT:
ShaderUniformDataType.UNIFORM_FLOAT
UNIFORM_INT:
ShaderUniformDataType.UNIFORM_INT
UNIFORM_IVEC2:
ShaderUniformDataType.UNIFORM_IVEC2
UNIFORM_IVEC3:
ShaderUniformDataType.UNIFORM_IVEC3
UNIFORM_IVEC4:
ShaderUniformDataType.UNIFORM_IVEC4
UNIFORM_SAMPLER2D:
ShaderUniformDataType.UNIFORM_SAMPLER2D
UNIFORM_VEC2:
ShaderUniformDataType.UNIFORM_VEC2
UNIFORM_VEC3:
ShaderUniformDataType.UNIFORM_VEC3
UNIFORM_VEC4:
ShaderUniformDataType.UNIFORM_VEC4
unknownLockLevel:
macro_helpers: unknownLockLevel(): NimNode
UnloadFileData:
raylib: UnloadFileData(data: uint8)
UnloadFileText:
raylib: UnloadFileText(text: uint8)
UnloadFont:
raylib: UnloadFont(font: Font)
UnloadFontData:
raylib: UnloadFontData(chars: ptr CharInfo; charsCount: int32)
UnloadImage:
raylib: UnloadImage(image: Image)
UnloadImageColors:
raylib: UnloadImageColors(colors: ptr Color)
UnloadImagePalette:
raylib: UnloadImagePalette(colors: ptr Color)
UnloadMaterial:
raylib: UnloadMaterial(material: Material)
UnloadMesh:
raylib: UnloadMesh(mesh: Mesh)
UnloadModel:
raylib: UnloadModel(model: Model)
UnloadModelAnimation:
raylib: UnloadModelAnimation(anim: ModelAnimation)
UnloadModelKeepMeshes:
raylib: UnloadModelKeepMeshes(model: Model)
UnloadMusicStream:
raylib: UnloadMusicStream(music: Music)
UnloadRenderTexture:
raylib: UnloadRenderTexture(target: RenderTexture2D)
UnloadShader:
raylib: UnloadShader(shader: Shader)
UnloadSound:
raylib: UnloadSound(sound: Sound)
UnloadTexture:
raylib: UnloadTexture(texture: Texture2D)
UnloadWave:
raylib: UnloadWave(wave: Wave)
UnloadWaveSamples:
raylib: UnloadWaveSamples(samples: float32)
update:
system: update(self: System; delta: float32)
UpdateAudioStream:
raylib: UpdateAudioStream(stream: AudioStream; data: pointer; samplesCount: int32)
UpdateCamera:
raylib: UpdateCamera(camera: ptr Camera)
UpdateModelAnimation:
raylib: UpdateModelAnimation(model: Model; anim: ModelAnimation; frame: int32)
UpdateMusicStream:
raylib: UpdateMusicStream(music: Music)
UpdateSound:
raylib: UpdateSound(sound: Sound; data: pointer; samplesCount: int32)
UpdateTexture:
raylib: UpdateTexture(texture: Texture2D; pixels: pointer)
UpdateTextureRec:
raylib: UpdateTextureRec(texture: Texture2D; rec: Rectangle; pixels: pointer)
UpdateVrTracking:
raylib: UpdateVrTracking(camera: ptr Camera)
Vector2:
vector2: Vector2
raylib: Vector2
Vector2D:
math: Vector2D
Vector3:
vector3: Vector3
raylib: Vector3
Vector3D:
math: Vector3D
Vector4:
vector4: Vector4
raylib: Vector4
Violet:
color: Violet(): auto
VIOLET:
raylib: VIOLET(): auto
VrDeviceInfo:
raylib: VrDeviceInfo
Wave:
raylib: Wave
WaveCopy:
raylib: WaveCopy(wave: Wave): Wave
WaveCrop:
raylib: WaveCrop(wave: ptr Wave; initSample: int32; finalSample: int32)
WaveFormat:
raylib: WaveFormat(wave: ptr Wave; sampleRate: int32; sampleSize: int32; channels: int32)
White:
color: White(): auto
WHITE:
raylib: WHITE(): auto
WindowShouldClose:
raylib: WindowShouldClose(): bool
wireframeColor:
model_component: wireframeColor(self: ModelComponent): auto
wireframeColor=:
model_component: wireframeColor=(self: ModelComponent; value: Color)
WRAP_CLAMP:
TextureWrapMode.WRAP_CLAMP
WRAP_MIRROR_CLAMP:
TextureWrapMode.WRAP_MIRROR_CLAMP
WRAP_MIRROR_REPEAT:
TextureWrapMode.WRAP_MIRROR_REPEAT
WRAP_REPEAT:
TextureWrapMode.WRAP_REPEAT
Yellow:
color: Yellow(): auto
YELLOW:
raylib: YELLOW(): auto