interface Vector2 { /** Vector x component */ x: number, /** Vector y component */ y: number, } declare var Vector2: { prototype: Vector2; new(x: number, y: number): Vector2; } interface Vector3 { /** Vector x component */ x: number, /** Vector y component */ y: number, /** Vector z component */ z: number, } declare var Vector3: { prototype: Vector3; new(x: number, y: number, z: number): Vector3; } interface Vector4 { /** Vector x component */ x: number, /** Vector y component */ y: number, /** Vector z component */ z: number, /** Vector w component */ w: number, } declare var Vector4: { prototype: Vector4; new(x: number, y: number, z: number, w: number): Vector4; } interface Matrix { } declare var Matrix: { prototype: Matrix; } interface Color { /** Color red value */ r: number, /** Color green value */ g: number, /** Color blue value */ b: number, /** Color alpha value */ a: number, } declare var Color: { prototype: Color; new(r: number, g: number, b: number, a: number): Color; } interface Rectangle { /** Rectangle top-left corner position x */ x: number, /** Rectangle top-left corner position y */ y: number, /** Rectangle width */ width: number, /** Rectangle height */ height: number, } declare var Rectangle: { prototype: Rectangle; new(x: number, y: number, width: number, height: number): Rectangle; } interface Image { /** Image raw data */ data: any, /** Image base width */ width: number, /** Image base height */ height: number, /** Mipmap levels, 1 by default */ mipmaps: number, /** Data format (PixelFormat type) */ format: number, } declare var Image: { prototype: Image; new(): Image; } interface Texture { /** Texture base width */ width: number, /** Texture base height */ height: number, /** Mipmap levels, 1 by default */ mipmaps: number, /** Data format (PixelFormat type) */ format: number, } declare var Texture: { prototype: Texture; } interface RenderTexture { /** OpenGL framebuffer object id */ id: number, /** Color buffer attachment texture */ texture: Texture, /** Depth buffer attachment texture */ depth: Texture, } declare var RenderTexture: { prototype: RenderTexture; } interface NPatchInfo { /** Texture source rectangle */ source: Rectangle, /** Left border offset */ left: number, /** Top border offset */ top: number, /** Right border offset */ right: number, /** Bottom border offset */ bottom: number, /** Layout of the n-patch: 3x3, 1x3 or 3x1 */ layout: number, } declare var NPatchInfo: { prototype: NPatchInfo; new(source: Rectangle, left: number, top: number, right: number, bottom: number, layout: number): NPatchInfo; } interface GlyphInfo { } declare var GlyphInfo: { prototype: GlyphInfo; } interface Font { /** Base size (default chars height) */ baseSize: number, /** Number of glyph characters */ glyphCount: number, /** Padding around the glyph characters */ glyphPadding: number, } declare var Font: { prototype: Font; } interface Camera3D { /** Camera position */ position: Vector3, /** Camera target it looks-at */ target: Vector3, /** Camera up vector (rotation over its axis) */ up: Vector3, /** Camera field-of-view aperture in Y (degrees) in perspective, used as near plane width in orthographic */ fovy: number, /** Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC */ projection: number, } declare var Camera3D: { prototype: Camera3D; new(position: Vector3, target: Vector3, up: Vector3, fovy: number, projection: number): Camera3D; } interface Camera2D { /** Camera offset (displacement from target) */ offset: Vector2, /** Camera target (rotation and zoom origin) */ target: Vector2, /** Camera rotation in degrees */ rotation: number, /** Camera zoom (scaling), should be 1.0f by default */ zoom: number, } declare var Camera2D: { prototype: Camera2D; new(offset: Vector2, target: Vector2, rotation: number, zoom: number): Camera2D; } interface Mesh { /** Number of vertices stored in arrays */ vertexCount: number, /** Number of triangles stored (indexed or not) */ triangleCount: number, /** Vertex position (XYZ - 3 components per vertex) (shader-location = 0) */ vertices: ArrayBuffer, /** Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1) */ texcoords: ArrayBuffer, /** Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5) */ texcoords2: ArrayBuffer, /** Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) */ normals: ArrayBuffer, /** Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) */ tangents: ArrayBuffer, /** Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) */ colors: ArrayBuffer, /** Vertex indices (in case vertex data comes indexed) */ indices: ArrayBuffer, /** Animated vertex positions (after bones transformations) */ animVertices: ArrayBuffer, /** Animated normals (after bones transformations) */ animNormals: ArrayBuffer, /** Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) */ boneIds: ArrayBuffer, /** Vertex bone weight, up to 4 bones influence by vertex (skinning) */ boneWeights: ArrayBuffer, } declare var Mesh: { prototype: Mesh; new(): Mesh; } interface Shader { /** Shader program id */ id: number, } declare var Shader: { prototype: Shader; } interface MaterialMap { /** Material map texture */ texture: Texture, /** Material map color */ color: Color, /** Material map value */ value: number, } declare var MaterialMap: { prototype: MaterialMap; } interface Material { /** Material shader */ shader: Shader, } declare var Material: { prototype: Material; } interface Transform { } declare var Transform: { prototype: Transform; } interface BoneInfo { } declare var BoneInfo: { prototype: BoneInfo; } interface Model { /** Local transform matrix */ transform: Matrix, /** Number of meshes */ meshCount: number, /** Number of materials */ materialCount: number, /** Number of bones */ boneCount: number, } declare var Model: { prototype: Model; } interface ModelAnimation { } declare var ModelAnimation: { prototype: ModelAnimation; } interface Ray { /** Ray position (origin) */ position: Vector3, /** Ray direction */ direction: Vector3, } declare var Ray: { prototype: Ray; new(position: Vector3, direction: Vector3): Ray; } interface RayCollision { /** Did the ray hit something? */ hit: boolean, /** Distance to the nearest hit */ distance: number, /** Point of the nearest hit */ point: Vector3, /** Surface normal of hit */ normal: Vector3, } declare var RayCollision: { prototype: RayCollision; } interface BoundingBox { /** Minimum vertex box-corner */ min: Vector3, /** Maximum vertex box-corner */ max: Vector3, } declare var BoundingBox: { prototype: BoundingBox; new(min: Vector3, max: Vector3): BoundingBox; } interface Wave { /** Total number of frames (considering channels) */ frameCount: number, /** Frequency (samples per second) */ sampleRate: number, /** Bit depth (bits per sample): 8, 16, 32 (24 not supported) */ sampleSize: number, /** Number of channels (1-mono, 2-stereo, ...) */ channels: number, } declare var Wave: { prototype: Wave; } interface AudioStream { } declare var AudioStream: { prototype: AudioStream; } interface Sound { /** Total number of frames (considering channels) */ frameCount: number, } declare var Sound: { prototype: Sound; } interface Music { /** Total number of frames (considering channels) */ frameCount: number, /** Music looping enable */ looping: boolean, /** Type of music context (audio filetype) */ ctxType: number, } declare var Music: { prototype: Music; } interface VrDeviceInfo { /** Horizontal resolution in pixels */ hResolution: number, /** Vertical resolution in pixels */ vResolution: number, /** Horizontal size in meters */ hScreenSize: number, /** Vertical size in meters */ vScreenSize: number, /** Screen center in meters */ vScreenCenter: number, /** Distance between eye and display in meters */ eyeToScreenDistance: number, /** Lens separation distance in meters */ lensSeparationDistance: number, /** IPD (distance between pupils) in meters */ interpupillaryDistance: number, } declare var VrDeviceInfo: { prototype: VrDeviceInfo; new(): VrDeviceInfo; } interface VrStereoConfig { } declare var VrStereoConfig: { prototype: VrStereoConfig; } interface FilePathList { } declare var FilePathList: { prototype: FilePathList; } interface Light { type: number, enabled: boolean, position: Vector3, target: Vector3, color: Color, attenuation: number, } declare var Light: { prototype: Light; } interface Lightmapper { w: number, h: number, progress: number, } declare var Lightmapper: { prototype: Lightmapper; } interface LightmapperConfig { hemisphereSize: number, zNear: number, zFar: number, backgroundColor: Color, interpolationPasses: number, interpolationThreshold: number, cameraToSurfaceDistanceModifier: number, } declare var LightmapperConfig: { prototype: LightmapperConfig; } /** Initialize window and OpenGL context */ declare function initWindow(width: number, height: number, title: string | undefined | null): void; /** Check if KEY_ESCAPE pressed or Close icon pressed */ declare function windowShouldClose(): boolean; /** Close window and unload OpenGL context */ declare function closeWindow(): void; /** Check if window has been initialized successfully */ declare function isWindowReady(): boolean; /** Check if window is currently fullscreen */ declare function isWindowFullscreen(): boolean; /** Check if window is currently hidden (only PLATFORM_DESKTOP) */ declare function isWindowHidden(): boolean; /** Check if window is currently minimized (only PLATFORM_DESKTOP) */ declare function isWindowMinimized(): boolean; /** Check if window is currently maximized (only PLATFORM_DESKTOP) */ declare function isWindowMaximized(): boolean; /** Check if window is currently focused (only PLATFORM_DESKTOP) */ declare function isWindowFocused(): boolean; /** Check if window has been resized last frame */ declare function isWindowResized(): boolean; /** Check if one specific window flag is enabled */ declare function isWindowState(flag: number): boolean; /** Set window configuration state using flags (only PLATFORM_DESKTOP) */ declare function setWindowState(flags: number): void; /** Clear window configuration state flags */ declare function clearWindowState(flags: number): void; /** Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) */ declare function toggleFullscreen(): void; /** Set window state: maximized, if resizable (only PLATFORM_DESKTOP) */ declare function maximizeWindow(): void; /** Set window state: minimized, if resizable (only PLATFORM_DESKTOP) */ declare function minimizeWindow(): void; /** Set window state: not minimized/maximized (only PLATFORM_DESKTOP) */ declare function restoreWindow(): void; /** Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) */ declare function setWindowIcon(image: Image): void; /** Set title for window (only PLATFORM_DESKTOP) */ declare function setWindowTitle(title: string | undefined | null): void; /** Set window position on screen (only PLATFORM_DESKTOP) */ declare function setWindowPosition(x: number, y: number): void; /** Set monitor for the current window (fullscreen mode) */ declare function setWindowMonitor(monitor: number): void; /** Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) */ declare function setWindowMinSize(width: number, height: number): void; /** Set window dimensions */ declare function setWindowSize(width: number, height: number): void; /** Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) */ declare function setWindowOpacity(opacity: number): void; /** Get current screen width */ declare function getScreenWidth(): number; /** Get current screen height */ declare function getScreenHeight(): number; /** Get current render width (it considers HiDPI) */ declare function getRenderWidth(): number; /** Get current render height (it considers HiDPI) */ declare function getRenderHeight(): number; /** Get number of connected monitors */ declare function getMonitorCount(): number; /** Get current connected monitor */ declare function getCurrentMonitor(): number; /** Get specified monitor position */ declare function getMonitorPosition(monitor: number): Vector2; /** Get specified monitor width (current video mode used by monitor) */ declare function getMonitorWidth(monitor: number): number; /** Get specified monitor height (current video mode used by monitor) */ declare function getMonitorHeight(monitor: number): number; /** Get specified monitor physical width in millimetres */ declare function getMonitorPhysicalWidth(monitor: number): number; /** Get specified monitor physical height in millimetres */ declare function getMonitorPhysicalHeight(monitor: number): number; /** Get specified monitor refresh rate */ declare function getMonitorRefreshRate(monitor: number): number; /** Get window position XY on monitor */ declare function getWindowPosition(): Vector2; /** Get window scale DPI factor */ declare function getWindowScaleDPI(): Vector2; /** Get the human-readable, UTF-8 encoded name of the primary monitor */ declare function getMonitorName(monitor: number): string | undefined | null; /** Set clipboard text content */ declare function setClipboardText(text: string | undefined | null): void; /** Get clipboard text content */ declare function getClipboardText(): string | undefined | null; /** Enable waiting for events on EndDrawing(), no automatic event polling */ declare function enableEventWaiting(): void; /** Disable waiting for events on EndDrawing(), automatic events polling */ declare function disableEventWaiting(): void; /** Shows cursor */ declare function showCursor(): void; /** Hides cursor */ declare function hideCursor(): void; /** Check if cursor is not visible */ declare function isCursorHidden(): boolean; /** Enables cursor (unlock cursor) */ declare function enableCursor(): void; /** Disables cursor (lock cursor) */ declare function disableCursor(): void; /** Check if cursor is on the screen */ declare function isCursorOnScreen(): boolean; /** Set background color (framebuffer clear color) */ declare function clearBackground(color: Color): void; /** Setup canvas (framebuffer) to start drawing */ declare function beginDrawing(): void; /** End canvas drawing and swap buffers (double buffering) */ declare function endDrawing(): void; /** Begin 2D mode with custom camera (2D) */ declare function beginMode2D(camera: Camera2D): void; /** Ends 2D mode with custom camera */ declare function endMode2D(): void; /** Begin 3D mode with custom camera (3D) */ declare function beginMode3D(camera: Camera3D): void; /** Ends 3D mode and returns to default 2D orthographic mode */ declare function endMode3D(): void; /** Begin drawing to render texture */ declare function beginTextureMode(target: RenderTexture): void; /** Ends drawing to render texture */ declare function endTextureMode(): void; /** Begin custom shader drawing */ declare function beginShaderMode(shader: Shader): void; /** End custom shader drawing (use default shader) */ declare function endShaderMode(): void; /** Begin blending mode (alpha, additive, multiplied, subtract, custom) */ declare function beginBlendMode(mode: number): void; /** End blending mode (reset to default: alpha blending) */ declare function endBlendMode(): void; /** Begin scissor mode (define screen area for following drawing) */ declare function beginScissorMode(x: number, y: number, width: number, height: number): void; /** End scissor mode */ declare function endScissorMode(): void; /** Begin stereo rendering (requires VR simulator) */ declare function beginVrStereoMode(config: VrStereoConfig): void; /** End stereo rendering (requires VR simulator) */ declare function endVrStereoMode(): void; /** Load VR stereo config for VR simulator device parameters */ declare function loadVrStereoConfig(device: VrDeviceInfo): VrStereoConfig; /** Unload VR stereo config */ declare function unloadVrStereoConfig(config: VrStereoConfig): void; /** Load shader from files and bind default locations */ declare function loadShader(vsFileName: string | undefined | null, fsFileName: string | undefined | null): Shader; /** Load shader from code strings and bind default locations */ declare function loadShaderFromMemory(vsCode: string | undefined | null, fsCode: string | undefined | null): Shader; /** Check if a shader is ready */ declare function isShaderReady(shader: Shader): boolean; /** Get shader uniform location */ declare function getShaderLocation(shader: Shader, uniformName: string | undefined | null): number; /** Get shader attribute location */ declare function getShaderLocationAttrib(shader: Shader, attribName: string | undefined | null): number; /** Set shader uniform value */ declare function setShaderValue(shader: Shader, locIndex: number, value: any, uniformType: number): void; /** Set shader uniform value (matrix 4x4) */ declare function setShaderValueMatrix(shader: Shader, locIndex: number, mat: Matrix): void; /** Set shader uniform value for texture (sampler2d) */ declare function setShaderValueTexture(shader: Shader, locIndex: number, texture: Texture): void; /** Unload shader from GPU memory (VRAM) */ declare function unloadShader(shader: Shader): void; /** Get a ray trace from mouse position */ declare function getMouseRay(mousePosition: Vector2, camera: Camera3D): Ray; /** Get camera transform matrix (view matrix) */ declare function getCameraMatrix(camera: Camera3D): Matrix; /** Get camera 2d transform matrix */ declare function getCameraMatrix2D(camera: Camera2D): Matrix; /** Get the screen space position for a 3d world space position */ declare function getWorldToScreen(position: Vector3, camera: Camera3D): Vector2; /** Get the world space position for a 2d camera screen space position */ declare function getScreenToWorld2D(position: Vector2, camera: Camera2D): Vector2; /** Get size position for a 3d world space position */ declare function getWorldToScreenEx(position: Vector3, camera: Camera3D, width: number, height: number): Vector2; /** Get the screen space position for a 2d camera world space position */ declare function getWorldToScreen2D(position: Vector2, camera: Camera2D): Vector2; /** Set target FPS (maximum) */ declare function setTargetFPS(fps: number): void; /** Get current FPS */ declare function getFPS(): number; /** Get time in seconds for last frame drawn (delta time) */ declare function getFrameTime(): number; /** Get elapsed time in seconds since InitWindow() */ declare function getTime(): number; /** Get a random value between min and max (both included) */ declare function getRandomValue(min: number, max: number): number; /** Set the seed for the random number generator */ declare function setRandomSeed(seed: number): void; /** Takes a screenshot of current screen (filename extension defines format) */ declare function takeScreenshot(fileName: string | undefined | null): void; /** Setup init configuration flags (view FLAGS) */ declare function setConfigFlags(flags: number): void; /** Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) */ declare function traceLog(logLevel: number, text: string | undefined | null): void; /** Set the current threshold (minimum) log level */ declare function setTraceLogLevel(logLevel: number): void; /** Open URL with default system browser (if available) */ declare function openURL(url: string | undefined | null): void; /** Load file data as byte array (read) */ declare function loadFileData(fileName: string | undefined | null): ArrayBuffer; /** Save data to file from byte array (write), returns true on success */ declare function saveFileData(fileName: string | undefined | null, data: any, bytesToWrite: number): boolean; /** Load text data from file (read), returns a '\0' terminated string */ declare function loadFileText(fileName: string | undefined | null): string | undefined | null; /** Save text data to file (write), string must be '\0' terminated, returns true on success */ declare function saveFileText(fileName: string | undefined | null, text: string | undefined | null): boolean; /** Check if file exists */ declare function fileExists(fileName: string | undefined | null): boolean; /** Check if a directory path exists */ declare function directoryExists(dirPath: string | undefined | null): boolean; /** Check file extension (including point: .png, .wav) */ declare function isFileExtension(fileName: string | undefined | null, ext: string | undefined | null): boolean; /** Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) */ declare function getFileLength(fileName: string | undefined | null): number; /** Get pointer to extension for a filename string (includes dot: '.png') */ declare function getFileExtension(fileName: string | undefined | null): string | undefined | null; /** Get pointer to filename for a path string */ declare function getFileName(filePath: string | undefined | null): string | undefined | null; /** Get filename string without extension (uses static string) */ declare function getFileNameWithoutExt(filePath: string | undefined | null): string | undefined | null; /** Get full path for a given fileName with path (uses static string) */ declare function getDirectoryPath(filePath: string | undefined | null): string | undefined | null; /** Get previous directory path for a given path (uses static string) */ declare function getPrevDirectoryPath(dirPath: string | undefined | null): string | undefined | null; /** Get current working directory (uses static string) */ declare function getWorkingDirectory(): string | undefined | null; /** Get the directory if the running application (uses static string) */ declare function getApplicationDirectory(): string | undefined | null; /** Change working directory, return true on success */ declare function changeDirectory(dir: string | undefined | null): boolean; /** Check if a given path is a file or a directory */ declare function isPathFile(path: string | undefined | null): boolean; /** Load directory filepaths */ declare function loadDirectoryFiles(dirPath: string | undefined | null): string[]; /** Load directory filepaths with extension filtering and recursive directory scan */ declare function loadDirectoryFilesEx(basePath: string | undefined | null, filter: string | undefined | null, scanSubdirs: boolean): string[]; /** Check if a file has been dropped into window */ declare function isFileDropped(): boolean; /** Load dropped filepaths */ declare function loadDroppedFiles(): string[]; /** Get file modification time (last write time) */ declare function getFileModTime(fileName: string | undefined | null): number; /** Check if a key has been pressed once */ declare function isKeyPressed(key: number): boolean; /** Check if a key is being pressed */ declare function isKeyDown(key: number): boolean; /** Check if a key has been released once */ declare function isKeyReleased(key: number): boolean; /** Check if a key is NOT being pressed */ declare function isKeyUp(key: number): boolean; /** Set a custom key to exit program (default is ESC) */ declare function setExitKey(key: number): void; /** Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty */ declare function getKeyPressed(): number; /** Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty */ declare function getCharPressed(): number; /** Check if a gamepad is available */ declare function isGamepadAvailable(gamepad: number): boolean; /** Get gamepad internal name id */ declare function getGamepadName(gamepad: number): string | undefined | null; /** Check if a gamepad button has been pressed once */ declare function isGamepadButtonPressed(gamepad: number, button: number): boolean; /** Check if a gamepad button is being pressed */ declare function isGamepadButtonDown(gamepad: number, button: number): boolean; /** Check if a gamepad button has been released once */ declare function isGamepadButtonReleased(gamepad: number, button: number): boolean; /** Check if a gamepad button is NOT being pressed */ declare function isGamepadButtonUp(gamepad: number, button: number): boolean; /** Get the last gamepad button pressed */ declare function getGamepadButtonPressed(): number; /** Get gamepad axis count for a gamepad */ declare function getGamepadAxisCount(gamepad: number): number; /** Get axis movement value for a gamepad axis */ declare function getGamepadAxisMovement(gamepad: number, axis: number): number; /** Set internal gamepad mappings (SDL_GameControllerDB) */ declare function setGamepadMappings(mappings: string | undefined | null): number; /** Check if a mouse button has been pressed once */ declare function isMouseButtonPressed(button: number): boolean; /** Check if a mouse button is being pressed */ declare function isMouseButtonDown(button: number): boolean; /** Check if a mouse button has been released once */ declare function isMouseButtonReleased(button: number): boolean; /** Check if a mouse button is NOT being pressed */ declare function isMouseButtonUp(button: number): boolean; /** Get mouse position X */ declare function getMouseX(): number; /** Get mouse position Y */ declare function getMouseY(): number; /** Get mouse position XY */ declare function getMousePosition(): Vector2; /** Get mouse delta between frames */ declare function getMouseDelta(): Vector2; /** Set mouse position XY */ declare function setMousePosition(x: number, y: number): void; /** Set mouse offset */ declare function setMouseOffset(offsetX: number, offsetY: number): void; /** Set mouse scaling */ declare function setMouseScale(scaleX: number, scaleY: number): void; /** Get mouse wheel movement for X or Y, whichever is larger */ declare function getMouseWheelMove(): number; /** Get mouse wheel movement for both X and Y */ declare function getMouseWheelMoveV(): Vector2; /** Set mouse cursor */ declare function setMouseCursor(cursor: number): void; /** Get touch position X for touch point 0 (relative to screen size) */ declare function getTouchX(): number; /** Get touch position Y for touch point 0 (relative to screen size) */ declare function getTouchY(): number; /** Get touch position XY for a touch point index (relative to screen size) */ declare function getTouchPosition(index: number): Vector2; /** Get touch point identifier for given index */ declare function getTouchPointId(index: number): number; /** Get number of touch points */ declare function getTouchPointCount(): number; /** Enable a set of gestures using flags */ declare function setGesturesEnabled(flags: number): void; /** Check if a gesture have been detected */ declare function isGestureDetected(gesture: number): boolean; /** Get latest detected gesture */ declare function getGestureDetected(): number; /** Get gesture hold time in milliseconds */ declare function getGestureHoldDuration(): number; /** Get gesture drag vector */ declare function getGestureDragVector(): Vector2; /** Get gesture drag angle */ declare function getGestureDragAngle(): number; /** Get gesture pinch delta */ declare function getGesturePinchVector(): Vector2; /** Get gesture pinch angle */ declare function getGesturePinchAngle(): number; /** Update camera position for selected mode */ declare function updateCamera(camera: Camera3D, mode: number): void; /** Update camera movement/rotation */ declare function updateCameraPro(camera: Camera3D, movement: Vector3, rotation: Vector3, zoom: number): void; /** Set texture and rectangle to be used on shapes drawing */ declare function setShapesTexture(texture: Texture, source: Rectangle): void; /** Draw a pixel */ declare function drawPixel(posX: number, posY: number, color: Color): void; /** Draw a pixel (Vector version) */ declare function drawPixelV(position: Vector2, color: Color): void; /** Draw a line */ declare function drawLine(startPosX: number, startPosY: number, endPosX: number, endPosY: number, color: Color): void; /** Draw a line (Vector version) */ declare function drawLineV(startPos: Vector2, endPos: Vector2, color: Color): void; /** Draw a line defining thickness */ declare function drawLineEx(startPos: Vector2, endPos: Vector2, thick: number, color: Color): void; /** Draw a line using cubic-bezier curves in-out */ declare function drawLineBezier(startPos: Vector2, endPos: Vector2, thick: number, color: Color): void; /** Draw line using quadratic bezier curves with a control point */ declare function drawLineBezierQuad(startPos: Vector2, endPos: Vector2, controlPos: Vector2, thick: number, color: Color): void; /** Draw line using cubic bezier curves with 2 control points */ declare function drawLineBezierCubic(startPos: Vector2, endPos: Vector2, startControlPos: Vector2, endControlPos: Vector2, thick: number, color: Color): void; /** Draw a color-filled circle */ declare function drawCircle(centerX: number, centerY: number, radius: number, color: Color): void; /** Draw a piece of a circle */ declare function drawCircleSector(center: Vector2, radius: number, startAngle: number, endAngle: number, segments: number, color: Color): void; /** Draw circle sector outline */ declare function drawCircleSectorLines(center: Vector2, radius: number, startAngle: number, endAngle: number, segments: number, color: Color): void; /** Draw a gradient-filled circle */ declare function drawCircleGradient(centerX: number, centerY: number, radius: number, color1: Color, color2: Color): void; /** Draw a color-filled circle (Vector version) */ declare function drawCircleV(center: Vector2, radius: number, color: Color): void; /** Draw circle outline */ declare function drawCircleLines(centerX: number, centerY: number, radius: number, color: Color): void; /** Draw ellipse */ declare function drawEllipse(centerX: number, centerY: number, radiusH: number, radiusV: number, color: Color): void; /** Draw ellipse outline */ declare function drawEllipseLines(centerX: number, centerY: number, radiusH: number, radiusV: number, color: Color): void; /** Draw ring */ declare function drawRing(center: Vector2, innerRadius: number, outerRadius: number, startAngle: number, endAngle: number, segments: number, color: Color): void; /** Draw ring outline */ declare function drawRingLines(center: Vector2, innerRadius: number, outerRadius: number, startAngle: number, endAngle: number, segments: number, color: Color): void; /** Draw a color-filled rectangle */ declare function drawRectangle(posX: number, posY: number, width: number, height: number, color: Color): void; /** Draw a color-filled rectangle (Vector version) */ declare function drawRectangleV(position: Vector2, size: Vector2, color: Color): void; /** Draw a color-filled rectangle */ declare function drawRectangleRec(rec: Rectangle, color: Color): void; /** Draw a color-filled rectangle with pro parameters */ declare function drawRectanglePro(rec: Rectangle, origin: Vector2, rotation: number, color: Color): void; /** Draw a vertical-gradient-filled rectangle */ declare function drawRectangleGradientV(posX: number, posY: number, width: number, height: number, color1: Color, color2: Color): void; /** Draw a horizontal-gradient-filled rectangle */ declare function drawRectangleGradientH(posX: number, posY: number, width: number, height: number, color1: Color, color2: Color): void; /** Draw a gradient-filled rectangle with custom vertex colors */ declare function drawRectangleGradientEx(rec: Rectangle, col1: Color, col2: Color, col3: Color, col4: Color): void; /** Draw rectangle outline */ declare function drawRectangleLines(posX: number, posY: number, width: number, height: number, color: Color): void; /** Draw rectangle outline with extended parameters */ declare function drawRectangleLinesEx(rec: Rectangle, lineThick: number, color: Color): void; /** Draw rectangle with rounded edges */ declare function drawRectangleRounded(rec: Rectangle, roundness: number, segments: number, color: Color): void; /** Draw rectangle with rounded edges outline */ declare function drawRectangleRoundedLines(rec: Rectangle, roundness: number, segments: number, lineThick: number, color: Color): void; /** Draw a color-filled triangle (vertex in counter-clockwise order!) */ declare function drawTriangle(v1: Vector2, v2: Vector2, v3: Vector2, color: Color): void; /** Draw triangle outline (vertex in counter-clockwise order!) */ declare function drawTriangleLines(v1: Vector2, v2: Vector2, v3: Vector2, color: Color): void; /** Draw a regular polygon (Vector version) */ declare function drawPoly(center: Vector2, sides: number, radius: number, rotation: number, color: Color): void; /** Draw a polygon outline of n sides */ declare function drawPolyLines(center: Vector2, sides: number, radius: number, rotation: number, color: Color): void; /** Draw a polygon outline of n sides with extended parameters */ declare function drawPolyLinesEx(center: Vector2, sides: number, radius: number, rotation: number, lineThick: number, color: Color): void; /** Check collision between two rectangles */ declare function checkCollisionRecs(rec1: Rectangle, rec2: Rectangle): boolean; /** Check collision between two circles */ declare function checkCollisionCircles(center1: Vector2, radius1: number, center2: Vector2, radius2: number): boolean; /** Check collision between circle and rectangle */ declare function checkCollisionCircleRec(center: Vector2, radius: number, rec: Rectangle): boolean; /** Check if point is inside rectangle */ declare function checkCollisionPointRec(point: Vector2, rec: Rectangle): boolean; /** Check if point is inside circle */ declare function checkCollisionPointCircle(point: Vector2, center: Vector2, radius: number): boolean; /** Check if point is inside a triangle */ declare function checkCollisionPointTriangle(point: Vector2, p1: Vector2, p2: Vector2, p3: Vector2): boolean; /** Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] */ declare function checkCollisionPointLine(point: Vector2, p1: Vector2, p2: Vector2, threshold: number): boolean; /** Get collision rectangle for two rectangles collision */ declare function getCollisionRec(rec1: Rectangle, rec2: Rectangle): Rectangle; /** Load image from file into CPU memory (RAM) */ declare function loadImage(fileName: string | undefined | null): Image; /** Load image from RAW file data */ declare function loadImageRaw(fileName: string | undefined | null, width: number, height: number, format: number, headerSize: number): Image; /** Load image from memory buffer, fileType refers to extension: i.e. '.png' */ declare function loadImageFromMemory(fileType: string | undefined | null, fileData: ArrayBuffer, dataSize: number): Image; /** Load image from GPU texture data */ declare function loadImageFromTexture(texture: Texture): Image; /** Load image from screen buffer and (screenshot) */ declare function loadImageFromScreen(): Image; /** Check if an image is ready */ declare function isImageReady(image: Image): boolean; /** Unload image from CPU memory (RAM) */ declare function unloadImage(image: Image): void; /** Export image data to file, returns true on success */ declare function exportImage(image: Image, fileName: string | undefined | null): boolean; /** Generate image: plain color */ declare function genImageColor(width: number, height: number, color: Color): Image; /** Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient */ declare function genImageGradientLinear(width: number, height: number, direction: number, start: Color, end: Color): Image; /** Generate image: radial gradient */ declare function genImageGradientRadial(width: number, height: number, density: number, inner: Color, outer: Color): Image; /** Generate image: square gradient */ declare function genImageGradientSquare(width: number, height: number, density: number, inner: Color, outer: Color): Image; /** Generate image: checked */ declare function genImageChecked(width: number, height: number, checksX: number, checksY: number, col1: Color, col2: Color): Image; /** Generate image: white noise */ declare function genImageWhiteNoise(width: number, height: number, factor: number): Image; /** Generate image: perlin noise */ declare function genImagePerlinNoise(width: number, height: number, offsetX: number, offsetY: number, scale: number): Image; /** Generate image: cellular algorithm, bigger tileSize means bigger cells */ declare function genImageCellular(width: number, height: number, tileSize: number): Image; /** Generate image: grayscale image from text data */ declare function genImageText(width: number, height: number, text: string | undefined | null): Image; /** Create an image duplicate (useful for transformations) */ declare function imageCopy(image: Image): Image; /** Create an image from another image piece */ declare function imageFromImage(image: Image, rec: Rectangle): Image; /** Create an image from text (default font) */ declare function imageText(text: string | undefined | null, fontSize: number, color: Color): Image; /** Create an image from text (custom sprite font) */ declare function imageTextEx(font: Font, text: string | undefined | null, fontSize: number, spacing: number, tint: Color): Image; /** Convert image data to desired format */ declare function imageFormat(image: Image, newFormat: number): void; /** Convert image to POT (power-of-two) */ declare function imageToPOT(image: Image, fill: Color): void; /** Crop an image to a defined rectangle */ declare function imageCrop(image: Image, crop: Rectangle): void; /** Crop image depending on alpha value */ declare function imageAlphaCrop(image: Image, threshold: number): void; /** Clear alpha channel to desired color */ declare function imageAlphaClear(image: Image, color: Color, threshold: number): void; /** Apply alpha mask to image */ declare function imageAlphaMask(image: Image, alphaMask: Image): void; /** Premultiply alpha channel */ declare function imageAlphaPremultiply(image: Image): void; /** Apply Gaussian blur using a box blur approximation */ declare function imageBlurGaussian(image: Image, blurSize: number): void; /** Resize image (Bicubic scaling algorithm) */ declare function imageResize(image: Image, newWidth: number, newHeight: number): void; /** Resize image (Nearest-Neighbor scaling algorithm) */ declare function imageResizeNN(image: Image, newWidth: number, newHeight: number): void; /** Resize canvas and fill with color */ declare function imageResizeCanvas(image: Image, newWidth: number, newHeight: number, offsetX: number, offsetY: number, fill: Color): void; /** Compute all mipmap levels for a provided image */ declare function imageMipmaps(image: Image): void; /** Dither image data to 16bpp or lower (Floyd-Steinberg dithering) */ declare function imageDither(image: Image, rBpp: number, gBpp: number, bBpp: number, aBpp: number): void; /** Flip image vertically */ declare function imageFlipVertical(image: Image): void; /** Flip image horizontally */ declare function imageFlipHorizontal(image: Image): void; /** Rotate image by input angle in degrees (-359 to 359) */ declare function imageRotate(image: Image, degrees: number): void; /** Rotate image clockwise 90deg */ declare function imageRotateCW(image: Image): void; /** Rotate image counter-clockwise 90deg */ declare function imageRotateCCW(image: Image): void; /** Modify image color: tint */ declare function imageColorTint(image: Image, color: Color): void; /** Modify image color: invert */ declare function imageColorInvert(image: Image): void; /** Modify image color: grayscale */ declare function imageColorGrayscale(image: Image): void; /** Modify image color: contrast (-100 to 100) */ declare function imageColorContrast(image: Image, contrast: number): void; /** Modify image color: brightness (-255 to 255) */ declare function imageColorBrightness(image: Image, brightness: number): void; /** Modify image color: replace color */ declare function imageColorReplace(image: Image, color: Color, replace: Color): void; /** Load color data from image as a Color array (RGBA - 32bit) */ declare function loadImageColors(image: Image): ArrayBuffer; /** Get image alpha border rectangle */ declare function getImageAlphaBorder(image: Image, threshold: number): Rectangle; /** Get image pixel color at (x, y) position */ declare function getImageColor(image: Image, x: number, y: number): Color; /** Clear image background with given color */ declare function imageClearBackground(dst: Image, color: Color): void; /** Draw pixel within an image */ declare function imageDrawPixel(dst: Image, posX: number, posY: number, color: Color): void; /** Draw pixel within an image (Vector version) */ declare function imageDrawPixelV(dst: Image, position: Vector2, color: Color): void; /** Draw line within an image */ declare function imageDrawLine(dst: Image, startPosX: number, startPosY: number, endPosX: number, endPosY: number, color: Color): void; /** Draw line within an image (Vector version) */ declare function imageDrawLineV(dst: Image, start: Vector2, end: Vector2, color: Color): void; /** Draw a filled circle within an image */ declare function imageDrawCircle(dst: Image, centerX: number, centerY: number, radius: number, color: Color): void; /** Draw a filled circle within an image (Vector version) */ declare function imageDrawCircleV(dst: Image, center: Vector2, radius: number, color: Color): void; /** Draw circle outline within an image */ declare function imageDrawCircleLines(dst: Image, centerX: number, centerY: number, radius: number, color: Color): void; /** Draw circle outline within an image (Vector version) */ declare function imageDrawCircleLinesV(dst: Image, center: Vector2, radius: number, color: Color): void; /** Draw rectangle within an image */ declare function imageDrawRectangle(dst: Image, posX: number, posY: number, width: number, height: number, color: Color): void; /** Draw rectangle within an image (Vector version) */ declare function imageDrawRectangleV(dst: Image, position: Vector2, size: Vector2, color: Color): void; /** Draw rectangle within an image */ declare function imageDrawRectangleRec(dst: Image, rec: Rectangle, color: Color): void; /** Draw rectangle lines within an image */ declare function imageDrawRectangleLines(dst: Image, rec: Rectangle, thick: number, color: Color): void; /** Draw a source image within a destination image (tint applied to source) */ declare function imageDraw(dst: Image, src: Image, srcRec: Rectangle, dstRec: Rectangle, tint: Color): void; /** Draw text (using default font) within an image (destination) */ declare function imageDrawText(dst: Image, text: string | undefined | null, posX: number, posY: number, fontSize: number, color: Color): void; /** Draw text (custom sprite font) within an image (destination) */ declare function imageDrawTextEx(dst: Image, font: Font, text: string | undefined | null, position: Vector2, fontSize: number, spacing: number, tint: Color): void; /** Load texture from file into GPU memory (VRAM) */ declare function loadTexture(fileName: string | undefined | null): Texture; /** Load texture from image data */ declare function loadTextureFromImage(image: Image): Texture; /** Load cubemap from image, multiple image cubemap layouts supported */ declare function loadTextureCubemap(image: Image, layout: number): Texture; /** Load texture for rendering (framebuffer) */ declare function loadRenderTexture(width: number, height: number): RenderTexture; /** Check if a texture is ready */ declare function isTextureReady(texture: Texture): boolean; /** Unload texture from GPU memory (VRAM) */ declare function unloadTexture(texture: Texture): void; /** Check if a render texture is ready */ declare function isRenderTextureReady(target: RenderTexture): boolean; /** Unload render texture from GPU memory (VRAM) */ declare function unloadRenderTexture(target: RenderTexture): void; /** Update GPU texture with new data */ declare function updateTexture(texture: Texture, pixels: any): void; /** Update GPU texture rectangle with new data */ declare function updateTextureRec(texture: Texture, rec: Rectangle, pixels: any): void; /** Generate GPU mipmaps for a texture */ declare function genTextureMipmaps(texture: Texture): void; /** Set texture scaling filter mode */ declare function setTextureFilter(texture: Texture, filter: number): void; /** Set texture wrapping mode */ declare function setTextureWrap(texture: Texture, wrap: number): void; /** Draw a Texture2D */ declare function drawTexture(texture: Texture, posX: number, posY: number, tint: Color): void; /** Draw a Texture2D with position defined as Vector2 */ declare function drawTextureV(texture: Texture, position: Vector2, tint: Color): void; /** Draw a Texture2D with extended parameters */ declare function drawTextureEx(texture: Texture, position: Vector2, rotation: number, scale: number, tint: Color): void; /** Draw a part of a texture defined by a rectangle */ declare function drawTextureRec(texture: Texture, source: Rectangle, position: Vector2, tint: Color): void; /** Draw a part of a texture defined by a rectangle with 'pro' parameters */ declare function drawTexturePro(texture: Texture, source: Rectangle, dest: Rectangle, origin: Vector2, rotation: number, tint: Color): void; /** Draws a texture (or part of it) that stretches or shrinks nicely */ declare function drawTextureNPatch(texture: Texture, nPatchInfo: NPatchInfo, dest: Rectangle, origin: Vector2, rotation: number, tint: Color): void; /** Get color with alpha applied, alpha goes from 0.0f to 1.0f */ declare function fade(color: Color, alpha: number): Color; /** Get hexadecimal value for a Color */ declare function colorToInt(color: Color): number; /** Get Color normalized as float [0..1] */ declare function colorNormalize(color: Color): Vector4; /** Get Color from normalized values [0..1] */ declare function colorFromNormalized(normalized: Vector4): Color; /** Get HSV values for a Color, hue [0..360], saturation/value [0..1] */ declare function colorToHSV(color: Color): Vector3; /** Get a Color from HSV values, hue [0..360], saturation/value [0..1] */ declare function colorFromHSV(hue: number, saturation: number, value: number): Color; /** Get color multiplied with another color */ declare function colorTint(color: Color, tint: Color): Color; /** Get color with brightness correction, brightness factor goes from -1.0f to 1.0f */ declare function colorBrightness(color: Color, factor: number): Color; /** Get color with contrast correction, contrast values between -1.0f and 1.0f */ declare function colorContrast(color: Color, contrast: number): Color; /** Get color with alpha applied, alpha goes from 0.0f to 1.0f */ declare function colorAlpha(color: Color, alpha: number): Color; /** Get src alpha-blended into dst color with tint */ declare function colorAlphaBlend(dst: Color, src: Color, tint: Color): Color; /** Get Color structure from hexadecimal value */ declare function getColor(hexValue: number): Color; /** Get pixel data size in bytes for certain format */ declare function getPixelDataSize(width: number, height: number, format: number): number; /** Get the default Font */ declare function getFontDefault(): Font; /** Load font from file into GPU memory (VRAM) */ declare function loadFont(fileName: string | undefined | null): Font; /** Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set */ declare function loadFontEx(fileName: string | undefined | null, fontSize: number): Font; /** Load font from Image (XNA style) */ declare function loadFontFromImage(image: Image, key: Color, firstChar: number): Font; /** Check if a font is ready */ declare function isFontReady(font: Font): boolean; /** Unload font from GPU memory (VRAM) */ declare function unloadFont(font: Font): void; /** Draw current FPS */ declare function drawFPS(posX: number, posY: number): void; /** Draw text (using default font) */ declare function drawText(text: string | undefined | null, posX: number, posY: number, fontSize: number, color: Color): void; /** Draw text using font and additional parameters */ declare function drawTextEx(font: Font, text: string | undefined | null, position: Vector2, fontSize: number, spacing: number, tint: Color): void; /** Draw text using Font and pro parameters (rotation) */ declare function drawTextPro(font: Font, text: string | undefined | null, position: Vector2, origin: Vector2, rotation: number, fontSize: number, spacing: number, tint: Color): void; /** Draw one character (codepoint) */ declare function drawTextCodepoint(font: Font, codepoint: number, position: Vector2, fontSize: number, tint: Color): void; /** Measure string width for default font */ declare function measureText(text: string | undefined | null, fontSize: number): number; /** Measure string size for Font */ declare function measureTextEx(font: Font, text: string | undefined | null, fontSize: number, spacing: number): Vector2; /** Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found */ declare function getGlyphIndex(font: Font, codepoint: number): number; /** Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found */ declare function getGlyphAtlasRec(font: Font, codepoint: number): Rectangle; /** Draw a line in 3D world space */ declare function drawLine3D(startPos: Vector3, endPos: Vector3, color: Color): void; /** Draw a point in 3D space, actually a small line */ declare function drawPoint3D(position: Vector3, color: Color): void; /** Draw a circle in 3D world space */ declare function drawCircle3D(center: Vector3, radius: number, rotationAxis: Vector3, rotationAngle: number, color: Color): void; /** Draw a color-filled triangle (vertex in counter-clockwise order!) */ declare function drawTriangle3D(v1: Vector3, v2: Vector3, v3: Vector3, color: Color): void; /** Draw cube */ declare function drawCube(position: Vector3, width: number, height: number, length: number, color: Color): void; /** Draw cube (Vector version) */ declare function drawCubeV(position: Vector3, size: Vector3, color: Color): void; /** Draw cube wires */ declare function drawCubeWires(position: Vector3, width: number, height: number, length: number, color: Color): void; /** Draw cube wires (Vector version) */ declare function drawCubeWiresV(position: Vector3, size: Vector3, color: Color): void; /** Draw sphere */ declare function drawSphere(centerPos: Vector3, radius: number, color: Color): void; /** Draw sphere with extended parameters */ declare function drawSphereEx(centerPos: Vector3, radius: number, rings: number, slices: number, color: Color): void; /** Draw sphere wires */ declare function drawSphereWires(centerPos: Vector3, radius: number, rings: number, slices: number, color: Color): void; /** Draw a cylinder/cone */ declare function drawCylinder(position: Vector3, radiusTop: number, radiusBottom: number, height: number, slices: number, color: Color): void; /** Draw a cylinder with base at startPos and top at endPos */ declare function drawCylinderEx(startPos: Vector3, endPos: Vector3, startRadius: number, endRadius: number, sides: number, color: Color): void; /** Draw a cylinder/cone wires */ declare function drawCylinderWires(position: Vector3, radiusTop: number, radiusBottom: number, height: number, slices: number, color: Color): void; /** Draw a cylinder wires with base at startPos and top at endPos */ declare function drawCylinderWiresEx(startPos: Vector3, endPos: Vector3, startRadius: number, endRadius: number, sides: number, color: Color): void; /** Draw a capsule with the center of its sphere caps at startPos and endPos */ declare function drawCapsule(startPos: Vector3, endPos: Vector3, radius: number, slices: number, rings: number, color: Color): void; /** Draw capsule wireframe with the center of its sphere caps at startPos and endPos */ declare function drawCapsuleWires(startPos: Vector3, endPos: Vector3, radius: number, slices: number, rings: number, color: Color): void; /** Draw a plane XZ */ declare function drawPlane(centerPos: Vector3, size: Vector2, color: Color): void; /** Draw a ray line */ declare function drawRay(ray: Ray, color: Color): void; /** Draw a grid (centered at (0, 0, 0)) */ declare function drawGrid(slices: number, spacing: number): void; /** Load model from files (meshes and materials) */ declare function loadModel(fileName: string | undefined | null): Model; /** Load model from generated mesh (default material) */ declare function loadModelFromMesh(mesh: Mesh): Model; /** Check if a model is ready */ declare function isModelReady(model: Model): boolean; /** Unload model (including meshes) from memory (RAM and/or VRAM) */ declare function unloadModel(model: Model): void; /** Compute model bounding box limits (considers all meshes) */ declare function getModelBoundingBox(model: Model): BoundingBox; /** Draw a model (with texture if set) */ declare function drawModel(model: Model, position: Vector3, scale: number, tint: Color): void; /** Draw a model with extended parameters */ declare function drawModelEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: number, scale: Vector3, tint: Color): void; /** Draw a model wires (with texture if set) */ declare function drawModelWires(model: Model, position: Vector3, scale: number, tint: Color): void; /** Draw a model wires (with texture if set) with extended parameters */ declare function drawModelWiresEx(model: Model, position: Vector3, rotationAxis: Vector3, rotationAngle: number, scale: Vector3, tint: Color): void; /** Draw bounding box (wires) */ declare function drawBoundingBox(box: BoundingBox, color: Color): void; /** Draw a billboard texture */ declare function drawBillboard(camera: Camera3D, texture: Texture, position: Vector3, size: number, tint: Color): void; /** Draw a billboard texture defined by source */ declare function drawBillboardRec(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, size: Vector2, tint: Color): void; /** Draw a billboard texture defined by source and rotation */ declare function drawBillboardPro(camera: Camera3D, texture: Texture, source: Rectangle, position: Vector3, up: Vector3, size: Vector2, origin: Vector2, rotation: number, tint: Color): void; /** Upload mesh vertex data in GPU and provide VAO/VBO ids */ declare function uploadMesh(mesh: Mesh, dynamic: boolean): void; /** Update mesh vertex data in GPU for a specific buffer index */ declare function updateMeshBuffer(mesh: Mesh, index: number, data: any, dataSize: number, offset: number): void; /** Unload mesh data from CPU and GPU */ declare function unloadMesh(mesh: Mesh): void; /** Draw a 3d mesh with material and transform */ declare function drawMesh(mesh: Mesh, material: Material, transform: Matrix): void; /** Draw multiple mesh instances with material and different transforms */ declare function drawMeshInstanced(mesh: Mesh, material: Material, transforms: Matrix, instances: number): void; /** Export mesh data to file, returns true on success */ declare function exportMesh(mesh: Mesh, fileName: string | undefined | null): boolean; /** Compute mesh bounding box limits */ declare function getMeshBoundingBox(mesh: Mesh): BoundingBox; /** Compute mesh tangents */ declare function genMeshTangents(mesh: Mesh): void; /** Generate polygonal mesh */ declare function genMeshPoly(sides: number, radius: number): Mesh; /** Generate plane mesh (with subdivisions) */ declare function genMeshPlane(width: number, length: number, resX: number, resZ: number): Mesh; /** Generate cuboid mesh */ declare function genMeshCube(width: number, height: number, length: number): Mesh; /** Generate sphere mesh (standard sphere) */ declare function genMeshSphere(radius: number, rings: number, slices: number): Mesh; /** Generate half-sphere mesh (no bottom cap) */ declare function genMeshHemiSphere(radius: number, rings: number, slices: number): Mesh; /** Generate cylinder mesh */ declare function genMeshCylinder(radius: number, height: number, slices: number): Mesh; /** Generate cone/pyramid mesh */ declare function genMeshCone(radius: number, height: number, slices: number): Mesh; /** Generate torus mesh */ declare function genMeshTorus(radius: number, size: number, radSeg: number, sides: number): Mesh; /** Generate trefoil knot mesh */ declare function genMeshKnot(radius: number, size: number, radSeg: number, sides: number): Mesh; /** Generate heightmap mesh from image data */ declare function genMeshHeightmap(heightmap: Image, size: Vector3): Mesh; /** Generate cubes-based map mesh from image data */ declare function genMeshCubicmap(cubicmap: Image, cubeSize: Vector3): Mesh; /** Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) */ declare function loadMaterialDefault(): Material; /** Check if a material is ready */ declare function isMaterialReady(material: Material): boolean; /** Unload material from GPU memory (VRAM) */ declare function unloadMaterial(material: Material): void; /** Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) */ declare function setMaterialTexture(material: Material, mapType: number, texture: Texture): void; /** Set material for a mesh */ declare function setModelMeshMaterial(model: Model, meshId: number, materialId: number): void; /** Check collision between two spheres */ declare function checkCollisionSpheres(center1: Vector3, radius1: number, center2: Vector3, radius2: number): boolean; /** Check collision between two bounding boxes */ declare function checkCollisionBoxes(box1: BoundingBox, box2: BoundingBox): boolean; /** Check collision between box and sphere */ declare function checkCollisionBoxSphere(box: BoundingBox, center: Vector3, radius: number): boolean; /** Get collision info between ray and sphere */ declare function getRayCollisionSphere(ray: Ray, center: Vector3, radius: number): RayCollision; /** Get collision info between ray and box */ declare function getRayCollisionBox(ray: Ray, box: BoundingBox): RayCollision; /** Get collision info between ray and mesh */ declare function getRayCollisionMesh(ray: Ray, mesh: Mesh, transform: Matrix): RayCollision; /** Get collision info between ray and triangle */ declare function getRayCollisionTriangle(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3): RayCollision; /** Get collision info between ray and quad */ declare function getRayCollisionQuad(ray: Ray, p1: Vector3, p2: Vector3, p3: Vector3, p4: Vector3): RayCollision; /** Initialize audio device and context */ declare function initAudioDevice(): void; /** Close the audio device and context */ declare function closeAudioDevice(): void; /** Check if audio device has been initialized successfully */ declare function isAudioDeviceReady(): boolean; /** Set master volume (listener) */ declare function setMasterVolume(volume: number): void; /** Load wave data from file */ declare function loadWave(fileName: string | undefined | null): Wave; /** Load wave from memory buffer, fileType refers to extension: i.e. '.wav' */ declare function loadWaveFromMemory(fileType: string | undefined | null, fileData: ArrayBuffer, dataSize: number): Wave; /** Checks if wave data is ready */ declare function isWaveReady(wave: Wave): boolean; /** Load sound from file */ declare function loadSound(fileName: string | undefined | null): Sound; /** Load sound from wave data */ declare function loadSoundFromWave(wave: Wave): Sound; /** Checks if a sound is ready */ declare function isSoundReady(sound: Sound): boolean; /** Update sound buffer with new data */ declare function updateSound(sound: Sound, data: any, sampleCount: number): void; /** Unload wave data */ declare function unloadWave(wave: Wave): void; /** Unload sound */ declare function unloadSound(sound: Sound): void; /** Export wave data to file, returns true on success */ declare function exportWave(wave: Wave, fileName: string | undefined | null): boolean; /** Play a sound */ declare function playSound(sound: Sound): void; /** Stop playing a sound */ declare function stopSound(sound: Sound): void; /** Pause a sound */ declare function pauseSound(sound: Sound): void; /** Resume a paused sound */ declare function resumeSound(sound: Sound): void; /** Check if a sound is currently playing */ declare function isSoundPlaying(sound: Sound): boolean; /** Set volume for a sound (1.0 is max level) */ declare function setSoundVolume(sound: Sound, volume: number): void; /** Set pitch for a sound (1.0 is base level) */ declare function setSoundPitch(sound: Sound, pitch: number): void; /** Set pan for a sound (0.5 is center) */ declare function setSoundPan(sound: Sound, pan: number): void; /** Copy a wave to a new wave */ declare function waveCopy(wave: Wave): Wave; /** Crop a wave to defined samples range */ declare function waveCrop(wave: Wave, initSample: number, finalSample: number): void; /** Convert wave data to desired format */ declare function waveFormat(wave: Wave, sampleRate: number, sampleSize: number, channels: number): void; /** Load music stream from file */ declare function loadMusicStream(fileName: string | undefined | null): Music; /** Checks if a music stream is ready */ declare function isMusicReady(music: Music): boolean; /** Unload music stream */ declare function unloadMusicStream(music: Music): void; /** Start music playing */ declare function playMusicStream(music: Music): void; /** Check if music is playing */ declare function isMusicStreamPlaying(music: Music): boolean; /** Updates buffers for music streaming */ declare function updateMusicStream(music: Music): void; /** Stop music playing */ declare function stopMusicStream(music: Music): void; /** Pause music playing */ declare function pauseMusicStream(music: Music): void; /** Resume playing paused music */ declare function resumeMusicStream(music: Music): void; /** Seek music to a position (in seconds) */ declare function seekMusicStream(music: Music, position: number): void; /** Set volume for music (1.0 is max level) */ declare function setMusicVolume(music: Music, volume: number): void; /** Set pitch for a music (1.0 is base level) */ declare function setMusicPitch(music: Music, pitch: number): void; /** Set pan for a music (0.5 is center) */ declare function setMusicPan(music: Music, pan: number): void; /** Get music time length (in seconds) */ declare function getMusicTimeLength(music: Music): number; /** Get current music time played (in seconds) */ declare function getMusicTimePlayed(music: Music): number; /** Clamp float value */ declare function clamp(value: number, min: number, max: number): number; /** Calculate linear interpolation between two floats */ declare function lerp(start: number, end: number, amount: number): number; /** Normalize input value within input range */ declare function normalize(value: number, start: number, end: number): number; /** Remap input value within input range to output range */ declare function remap(value: number, inputStart: number, inputEnd: number, outputStart: number, outputEnd: number): number; /** Wrap input value from min to max */ declare function wrap(value: number, min: number, max: number): number; /** Check whether two given floats are almost equal */ declare function floatEquals(x: number, y: number): number; /** Vector with components value 0.0f */ declare function vector2Zero(): Vector2; /** Vector with components value 1.0f */ declare function vector2One(): Vector2; /** Add two vectors (v1 + v2) */ declare function vector2Add(v1: Vector2, v2: Vector2): Vector2; /** Add vector and float value */ declare function vector2AddValue(v: Vector2, add: number): Vector2; /** Subtract two vectors (v1 - v2) */ declare function vector2Subtract(v1: Vector2, v2: Vector2): Vector2; /** Subtract vector by float value */ declare function vector2SubtractValue(v: Vector2, sub: number): Vector2; /** Calculate vector length */ declare function vector2Length(v: Vector2): number; /** Calculate vector square length */ declare function vector2LengthSqr(v: Vector2): number; /** Calculate two vectors dot product */ declare function vector2DotProduct(v1: Vector2, v2: Vector2): number; /** Calculate distance between two vectors */ declare function vector2Distance(v1: Vector2, v2: Vector2): number; /** Calculate square distance between two vectors */ declare function vector2DistanceSqr(v1: Vector2, v2: Vector2): number; /** Calculate angle between two vectors NOTE: Angle is calculated from origin point (0, 0) */ declare function vector2Angle(v1: Vector2, v2: Vector2): number; /** Calculate angle defined by a two vectors line NOTE: Parameters need to be normalized Current implementation should be aligned with glm::angle */ declare function vector2LineAngle(start: Vector2, end: Vector2): number; /** Scale vector (multiply by value) */ declare function vector2Scale(v: Vector2, scale: number): Vector2; /** Multiply vector by vector */ declare function vector2Multiply(v1: Vector2, v2: Vector2): Vector2; /** Negate vector */ declare function vector2Negate(v: Vector2): Vector2; /** Divide vector by vector */ declare function vector2Divide(v1: Vector2, v2: Vector2): Vector2; /** Normalize provided vector */ declare function vector2Normalize(v: Vector2): Vector2; /** Transforms a Vector2 by a given Matrix */ declare function vector2Transform(v: Vector2, mat: Matrix): Vector2; /** Calculate linear interpolation between two vectors */ declare function vector2Lerp(v1: Vector2, v2: Vector2, amount: number): Vector2; /** Calculate reflected vector to normal */ declare function vector2Reflect(v: Vector2, normal: Vector2): Vector2; /** Rotate vector by angle */ declare function vector2Rotate(v: Vector2, angle: number): Vector2; /** Move Vector towards target */ declare function vector2MoveTowards(v: Vector2, target: Vector2, maxDistance: number): Vector2; /** Invert the given vector */ declare function vector2Invert(v: Vector2): Vector2; /** Clamp the components of the vector between min and max values specified by the given vectors */ declare function vector2Clamp(v: Vector2, min: Vector2, max: Vector2): Vector2; /** Clamp the magnitude of the vector between two min and max values */ declare function vector2ClampValue(v: Vector2, min: number, max: number): Vector2; /** Check whether two given vectors are almost equal */ declare function vector2Equals(p: Vector2, q: Vector2): number; /** Vector with components value 0.0f */ declare function vector3Zero(): Vector3; /** Vector with components value 1.0f */ declare function vector3One(): Vector3; /** Add two vectors */ declare function vector3Add(v1: Vector3, v2: Vector3): Vector3; /** Add vector and float value */ declare function vector3AddValue(v: Vector3, add: number): Vector3; /** Subtract two vectors */ declare function vector3Subtract(v1: Vector3, v2: Vector3): Vector3; /** Subtract vector by float value */ declare function vector3SubtractValue(v: Vector3, sub: number): Vector3; /** Multiply vector by scalar */ declare function vector3Scale(v: Vector3, scalar: number): Vector3; /** Multiply vector by vector */ declare function vector3Multiply(v1: Vector3, v2: Vector3): Vector3; /** Calculate two vectors cross product */ declare function vector3CrossProduct(v1: Vector3, v2: Vector3): Vector3; /** Calculate one vector perpendicular vector */ declare function vector3Perpendicular(v: Vector3): Vector3; /** Calculate vector length */ declare function vector3Length(v: Vector3): number; /** Calculate vector square length */ declare function vector3LengthSqr(v: Vector3): number; /** Calculate two vectors dot product */ declare function vector3DotProduct(v1: Vector3, v2: Vector3): number; /** Calculate distance between two vectors */ declare function vector3Distance(v1: Vector3, v2: Vector3): number; /** Calculate square distance between two vectors */ declare function vector3DistanceSqr(v1: Vector3, v2: Vector3): number; /** Calculate angle between two vectors */ declare function vector3Angle(v1: Vector3, v2: Vector3): number; /** Negate provided vector (invert direction) */ declare function vector3Negate(v: Vector3): Vector3; /** Divide vector by vector */ declare function vector3Divide(v1: Vector3, v2: Vector3): Vector3; /** Normalize provided vector */ declare function vector3Normalize(v: Vector3): Vector3; /** Transforms a Vector3 by a given Matrix */ declare function vector3Transform(v: Vector3, mat: Matrix): Vector3; /** Transform a vector by quaternion rotation */ declare function vector3RotateByQuaternion(v: Vector3, q: Vector4): Vector3; /** Rotates a vector around an axis */ declare function vector3RotateByAxisAngle(v: Vector3, axis: Vector3, angle: number): Vector3; /** Calculate linear interpolation between two vectors */ declare function vector3Lerp(v1: Vector3, v2: Vector3, amount: number): Vector3; /** Calculate reflected vector to normal */ declare function vector3Reflect(v: Vector3, normal: Vector3): Vector3; /** Get min value for each pair of components */ declare function vector3Min(v1: Vector3, v2: Vector3): Vector3; /** Get max value for each pair of components */ declare function vector3Max(v1: Vector3, v2: Vector3): Vector3; /** Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) NOTE: Assumes P is on the plane of the triangle */ declare function vector3Barycenter(p: Vector3, a: Vector3, b: Vector3, c: Vector3): Vector3; /** Projects a Vector3 from screen space into object space NOTE: We are avoiding calling other raymath functions despite available */ declare function vector3Unproject(source: Vector3, projection: Matrix, view: Matrix): Vector3; /** Invert the given vector */ declare function vector3Invert(v: Vector3): Vector3; /** Clamp the components of the vector between min and max values specified by the given vectors */ declare function vector3Clamp(v: Vector3, min: Vector3, max: Vector3): Vector3; /** Clamp the magnitude of the vector between two values */ declare function vector3ClampValue(v: Vector3, min: number, max: number): Vector3; /** Check whether two given vectors are almost equal */ declare function vector3Equals(p: Vector3, q: Vector3): number; /** Compute the direction of a refracted ray where v specifies the normalized direction of the incoming ray, n specifies the normalized normal vector of the interface of two optical media, and r specifies the ratio of the refractive index of the medium from where the ray comes to the refractive index of the medium on the other side of the surface */ declare function vector3Refract(v: Vector3, n: Vector3, r: number): Vector3; /** Compute matrix determinant */ declare function matrixDeterminant(mat: Matrix): number; /** Get the trace of the matrix (sum of the values along the diagonal) */ declare function matrixTrace(mat: Matrix): number; /** Transposes provided matrix */ declare function matrixTranspose(mat: Matrix): Matrix; /** Invert provided matrix */ declare function matrixInvert(mat: Matrix): Matrix; /** Get identity matrix */ declare function matrixIdentity(): Matrix; /** Add two matrices */ declare function matrixAdd(left: Matrix, right: Matrix): Matrix; /** Subtract two matrices (left - right) */ declare function matrixSubtract(left: Matrix, right: Matrix): Matrix; /** Get two matrix multiplication NOTE: When multiplying matrices... the order matters! */ declare function matrixMultiply(left: Matrix, right: Matrix): Matrix; /** Get translation matrix */ declare function matrixTranslate(x: number, y: number, z: number): Matrix; /** Create rotation matrix from axis and angle NOTE: Angle should be provided in radians */ declare function matrixRotate(axis: Vector3, angle: number): Matrix; /** Get x-rotation matrix NOTE: Angle must be provided in radians */ declare function matrixRotateX(angle: number): Matrix; /** Get y-rotation matrix NOTE: Angle must be provided in radians */ declare function matrixRotateY(angle: number): Matrix; /** Get z-rotation matrix NOTE: Angle must be provided in radians */ declare function matrixRotateZ(angle: number): Matrix; /** Get xyz-rotation matrix NOTE: Angle must be provided in radians */ declare function matrixRotateXYZ(angle: Vector3): Matrix; /** Get zyx-rotation matrix NOTE: Angle must be provided in radians */ declare function matrixRotateZYX(angle: Vector3): Matrix; /** Get scaling matrix */ declare function matrixScale(x: number, y: number, z: number): Matrix; /** Get perspective projection matrix */ declare function matrixFrustum(left: number, right: number, bottom: number, top: number, near: number, far: number): Matrix; /** Get perspective projection matrix NOTE: Fovy angle must be provided in radians */ declare function matrixPerspective(fovY: number, aspect: number, nearPlane: number, farPlane: number): Matrix; /** Get orthographic projection matrix */ declare function matrixOrtho(left: number, right: number, bottom: number, top: number, nearPlane: number, farPlane: number): Matrix; /** Get camera look-at matrix (view matrix) */ declare function matrixLookAt(eye: Vector3, target: Vector3, up: Vector3): Matrix; /** Add two quaternions */ declare function quaternionAdd(q1: Vector4, q2: Vector4): Vector4; /** Add quaternion and float value */ declare function quaternionAddValue(q: Vector4, add: number): Vector4; /** Subtract two quaternions */ declare function quaternionSubtract(q1: Vector4, q2: Vector4): Vector4; /** Subtract quaternion and float value */ declare function quaternionSubtractValue(q: Vector4, sub: number): Vector4; /** Get identity quaternion */ declare function quaternionIdentity(): Vector4; /** Computes the length of a quaternion */ declare function quaternionLength(q: Vector4): number; /** Normalize provided quaternion */ declare function quaternionNormalize(q: Vector4): Vector4; /** Invert provided quaternion */ declare function quaternionInvert(q: Vector4): Vector4; /** Calculate two quaternion multiplication */ declare function quaternionMultiply(q1: Vector4, q2: Vector4): Vector4; /** Scale quaternion by float value */ declare function quaternionScale(q: Vector4, mul: number): Vector4; /** Divide two quaternions */ declare function quaternionDivide(q1: Vector4, q2: Vector4): Vector4; /** Calculate linear interpolation between two quaternions */ declare function quaternionLerp(q1: Vector4, q2: Vector4, amount: number): Vector4; /** Calculate slerp-optimized interpolation between two quaternions */ declare function quaternionNlerp(q1: Vector4, q2: Vector4, amount: number): Vector4; /** Calculates spherical linear interpolation between two quaternions */ declare function quaternionSlerp(q1: Vector4, q2: Vector4, amount: number): Vector4; /** Calculate quaternion based on the rotation from one vector to another */ declare function quaternionFromVector3ToVector3(from: Vector3, to: Vector3): Vector4; /** Get a quaternion for a given rotation matrix */ declare function quaternionFromMatrix(mat: Matrix): Vector4; /** Get a matrix for a given quaternion */ declare function quaternionToMatrix(q: Vector4): Matrix; /** Get rotation quaternion for an angle and axis NOTE: Angle must be provided in radians */ declare function quaternionFromAxisAngle(axis: Vector3, angle: number): Vector4; /** Get the quaternion equivalent to Euler angles NOTE: Rotation order is ZYX */ declare function quaternionFromEuler(pitch: number, yaw: number, roll: number): Vector4; /** Get the Euler angles equivalent to quaternion (roll, pitch, yaw) NOTE: Angles are returned in a Vector3 struct in radians */ declare function quaternionToEuler(q: Vector4): Vector3; /** Transform a quaternion given a transformation matrix */ declare function quaternionTransform(q: Vector4, mat: Matrix): Vector4; /** Check whether two given quaternions are almost equal */ declare function quaternionEquals(p: Vector4, q: Vector4): number; /** */ declare function getCameraForward(camera: Camera3D): Vector3; /** */ declare function getCameraUp(camera: Camera3D): Vector3; /** */ declare function getCameraRight(camera: Camera3D): Vector3; /** */ declare function cameraMoveForward(camera: Camera3D, distance: number, moveInWorldPlane: boolean): void; /** */ declare function cameraMoveUp(camera: Camera3D, distance: number): void; /** */ declare function cameraMoveRight(camera: Camera3D, distance: number, moveInWorldPlane: boolean): void; /** */ declare function cameraMoveToTarget(camera: Camera3D, delta: number): void; /** */ declare function cameraYaw(camera: Camera3D, angle: number, rotateAroundTarget: boolean): void; /** */ declare function cameraPitch(camera: Camera3D, angle: number, lockView: boolean, rotateAroundTarget: boolean, rotateUp: boolean): void; /** */ declare function cameraRoll(camera: Camera3D, angle: number): void; /** */ declare function getCameraViewMatrix(camera: Camera3D): Matrix; /** */ declare function getCameraProjectionMatrix(camera: Camera3D, aspect: number): Matrix; /** Enable gui controls (global state) */ declare function guiEnable(): void; /** Disable gui controls (global state) */ declare function guiDisable(): void; /** Lock gui controls (global state) */ declare function guiLock(): void; /** Unlock gui controls (global state) */ declare function guiUnlock(): void; /** Check if gui is locked (global state) */ declare function guiIsLocked(): boolean; /** Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f */ declare function guiFade(alpha: number): void; /** Set gui state (global state) */ declare function guiSetState(state: number): void; /** Get gui state (global state) */ declare function guiGetState(): number; /** Set gui custom font (global state) */ declare function guiSetFont(font: Font): void; /** Get gui custom font (global state) */ declare function guiGetFont(): Font; /** Set one style property */ declare function guiSetStyle(control: number, property: number, value: number): void; /** Get one style property */ declare function guiGetStyle(control: number, property: number): number; /** Window Box control, shows a window that can be closed */ declare function guiWindowBox(bounds: Rectangle, title: string | undefined | null): boolean; /** Group Box control with text name */ declare function guiGroupBox(bounds: Rectangle, text: string | undefined | null): void; /** Line separator control, could contain text */ declare function guiLine(bounds: Rectangle, text: string | undefined | null): void; /** Panel control, useful to group controls */ declare function guiPanel(bounds: Rectangle, text: string | undefined | null): void; /** Scroll Panel control */ declare function guiScrollPanel(bounds: Rectangle, text: string | undefined | null, content: Rectangle, scroll: Vector2): Rectangle; /** Label control, shows text */ declare function guiLabel(bounds: Rectangle, text: string | undefined | null): void; /** Button control, returns true when clicked */ declare function guiButton(bounds: Rectangle, text: string | undefined | null): boolean; /** Label button control, show true when clicked */ declare function guiLabelButton(bounds: Rectangle, text: string | undefined | null): boolean; /** Toggle Button control, returns true when active */ declare function guiToggle(bounds: Rectangle, text: string | undefined | null, active: boolean): boolean; /** Toggle Group control, returns active toggle index */ declare function guiToggleGroup(bounds: Rectangle, text: string | undefined | null, active: number): number; /** Check Box control, returns true when active */ declare function guiCheckBox(bounds: Rectangle, text: string | undefined | null, checked: boolean): boolean; /** Combo Box control, returns selected item index */ declare function guiComboBox(bounds: Rectangle, text: string | undefined | null, active: number): number; /** Dropdown Box control, returns selected item */ declare function guiDropdownBox(bounds: Rectangle, text: string | undefined | null, active: { active: number }, editMode: boolean): boolean; /** Spinner control, returns selected value */ declare function guiSpinner(bounds: Rectangle, text: string | undefined | null, value: { value: number }, minValue: number, maxValue: number, editMode: boolean): boolean; /** Value Box control, updates input text with numbers */ declare function guiValueBox(bounds: Rectangle, text: string | undefined | null, value: { value: number }, minValue: number, maxValue: number, editMode: boolean): boolean; /** Text Box control, updates input text */ declare function guiTextBox(bounds: Rectangle, text: { text: string }, editMode: boolean): boolean; /** Slider control, returns selected value */ declare function guiSlider(bounds: Rectangle, textLeft: string | undefined | null, textRight: string | undefined | null, value: number, minValue: number, maxValue: number): number; /** Slider Bar control, returns selected value */ declare function guiSliderBar(bounds: Rectangle, textLeft: string | undefined | null, textRight: string | undefined | null, value: number, minValue: number, maxValue: number): number; /** Progress Bar control, shows current progress value */ declare function guiProgressBar(bounds: Rectangle, textLeft: string | undefined | null, textRight: string | undefined | null, value: number, minValue: number, maxValue: number): number; /** Status Bar control, shows info text */ declare function guiStatusBar(bounds: Rectangle, text: string | undefined | null): void; /** Dummy control for placeholders */ declare function guiDummyRec(bounds: Rectangle, text: string | undefined | null): void; /** Grid control, returns mouse cell position */ declare function guiGrid(bounds: Rectangle, text: string | undefined | null, spacing: number, subdivs: number): Vector2; /** List View control, returns selected list item index */ declare function guiListView(bounds: Rectangle, text: string | undefined | null, scrollIndex: { scrollIndex: number }, active: number): number; /** Message Box control, displays a message */ declare function guiMessageBox(bounds: Rectangle, title: string | undefined | null, message: string | undefined | null, buttons: string | undefined | null): number; /** Text Input Box control, ask for text, supports secret */ declare function guiTextInputBox(bounds: Rectangle, title: string | undefined | null, message: string | undefined | null, buttons: string | undefined | null, text: { text: string }, secretViewActive: { secretViewActive: number }): number; /** Color Picker control (multiple color controls) */ declare function guiColorPicker(bounds: Rectangle, text: string | undefined | null, color: Color): Color; /** Color Panel control */ declare function guiColorPanel(bounds: Rectangle, text: string | undefined | null, color: Color): Color; /** Color Bar Alpha control */ declare function guiColorBarAlpha(bounds: Rectangle, text: string | undefined | null, alpha: number): number; /** Color Bar Hue control */ declare function guiColorBarHue(bounds: Rectangle, text: string | undefined | null, value: number): number; /** Load style file over global style variable (.rgs) */ declare function guiLoadStyle(fileName: string | undefined | null): void; /** Load style default over global style */ declare function guiLoadStyleDefault(): void; /** Enable gui tooltips (global state) */ declare function guiEnableTooltip(): void; /** Disable gui tooltips (global state) */ declare function guiDisableTooltip(): void; /** Set tooltip string */ declare function guiSetTooltip(tooltip: string | undefined | null): void; /** Get text with icon id prepended (if supported) */ declare function guiIconText(iconId: number, text: string | undefined | null): string | undefined | null; /** Set default icon drawing size */ declare function guiSetIconScale(scale: number): void; /** Draw icon using pixel size at specified position */ declare function guiDrawIcon(iconId: number, posX: number, posY: number, pixelSize: number, color: Color): void; /** //---------------------------------------------------------------------------------- Module Functions Declaration //---------------------------------------------------------------------------------- */ declare function createLight(type: number, position: Vector3, target: Vector3, color: Color, shader: Shader): Light; /** Create a light and get shader locations */ declare function updateLightValues(shader: Shader, light: Light): void; /** Linear Easing functions */ declare function easeLinearNone(t: number, b: number, c: number, d: number): number; /** Ease: Linear */ declare function easeLinearIn(t: number, b: number, c: number, d: number): number; /** Ease: Linear In */ declare function easeLinearOut(t: number, b: number, c: number, d: number): number; /** Ease: Linear Out */ declare function easeLinearInOut(t: number, b: number, c: number, d: number): number; /** Sine Easing functions */ declare function easeSineIn(t: number, b: number, c: number, d: number): number; /** Ease: Sine In */ declare function easeSineOut(t: number, b: number, c: number, d: number): number; /** Ease: Sine Out */ declare function easeSineInOut(t: number, b: number, c: number, d: number): number; /** Circular Easing functions */ declare function easeCircIn(t: number, b: number, c: number, d: number): number; /** Ease: Circular In */ declare function easeCircOut(t: number, b: number, c: number, d: number): number; /** Ease: Circular Out */ declare function easeCircInOut(t: number, b: number, c: number, d: number): number; /** Cubic Easing functions */ declare function easeCubicIn(t: number, b: number, c: number, d: number): number; /** Ease: Cubic In */ declare function easeCubicOut(t: number, b: number, c: number, d: number): number; /** Ease: Cubic Out */ declare function easeCubicInOut(t: number, b: number, c: number, d: number): number; /** Quadratic Easing functions */ declare function easeQuadIn(t: number, b: number, c: number, d: number): number; /** Ease: Quadratic In */ declare function easeQuadOut(t: number, b: number, c: number, d: number): number; /** Ease: Quadratic Out */ declare function easeQuadInOut(t: number, b: number, c: number, d: number): number; /** Exponential Easing functions */ declare function easeExpoIn(t: number, b: number, c: number, d: number): number; /** Ease: Exponential In */ declare function easeExpoOut(t: number, b: number, c: number, d: number): number; /** Ease: Exponential Out */ declare function easeExpoInOut(t: number, b: number, c: number, d: number): number; /** Back Easing functions */ declare function easeBackIn(t: number, b: number, c: number, d: number): number; /** Bounce Easing functions */ declare function easeBounceOut(t: number, b: number, c: number, d: number): number; /** Ease: Bounce In */ declare function easeBounceInOut(t: number, b: number, c: number, d: number): number; /** Elastic Easing functions */ declare function easeElasticIn(t: number, b: number, c: number, d: number): number; /** */ declare function getDefaultLightmapperConfig(): LightmapperConfig; /** */ declare function loadLightmapper(w: number, h: number, mesh: Mesh, cfg: LightmapperConfig): Lightmapper; /** */ declare function loadMaterialLightmapper(emissiveColor: Color, intensity: number): Material; /** */ declare function unloadLightmapper(lm: Lightmapper): void; /** */ declare function beginLightmap(): void; /** */ declare function endLightmap(): void; /** */ declare function beginLightmapFragment(lm: Lightmapper): boolean; /** */ declare function endLightmapFragment(lm: Lightmapper): void; /** */ declare function loadImageFromLightmapper(lm: Lightmapper): Image; /** Replace material in slot materialIndex (Material is NOT unloaded) */ declare function setModelMaterial(model: Model, materialIndex: number, material: Material): void; /** Get material in slot materialIndex */ declare function getModelMaterial(model: Model, materialIndex: number): Material; /** Get a single mesh from a model */ declare function getModelMesh(model: Model, meshIndex: number): Mesh; /** Set shader constant in shader locations array */ declare function setShaderLocation(shader: Shader, constant: number, location: number): void; /** Read a single pixel from an image */ declare function imageReadPixel(image: Image, x: number, y: number): Color; /** Make a deep-copy of an existing mesh */ declare function meshCopy(mesh: Mesh): Mesh; /** Create a new mesh that contains combined attributes of two meshes */ declare function meshMerge(a: Mesh, b: Mesh): Mesh; /** (PI/180.0) */ declare var DEG2RAD: number; /** (180.0/PI) */ declare var RAD2DEG: number; /** Light Gray */ declare var LIGHTGRAY: Color; /** Gray */ declare var GRAY: Color; /** Dark Gray */ declare var DARKGRAY: Color; /** Yellow */ declare var YELLOW: Color; /** Gold */ declare var GOLD: Color; /** Orange */ declare var ORANGE: Color; /** Pink */ declare var PINK: Color; /** Red */ declare var RED: Color; /** Maroon */ declare var MAROON: Color; /** Green */ declare var GREEN: Color; /** Lime */ declare var LIME: Color; /** Dark Green */ declare var DARKGREEN: Color; /** Sky Blue */ declare var SKYBLUE: Color; /** Blue */ declare var BLUE: Color; /** Dark Blue */ declare var DARKBLUE: Color; /** Purple */ declare var PURPLE: Color; /** Violet */ declare var VIOLET: Color; /** Dark Purple */ declare var DARKPURPLE: Color; /** Beige */ declare var BEIGE: Color; /** Brown */ declare var BROWN: Color; /** Dark Brown */ declare var DARKBROWN: Color; /** White */ declare var WHITE: Color; /** Black */ declare var BLACK: Color; /** Blank (Transparent) */ declare var BLANK: Color; /** Magenta */ declare var MAGENTA: Color; /** My own White (raylib logo) */ declare var RAYWHITE: Color; /** Set to try enabling V-Sync on GPU */ declare var FLAG_VSYNC_HINT: number; /** Set to run program in fullscreen */ declare var FLAG_FULLSCREEN_MODE: number; /** Set to allow resizable window */ declare var FLAG_WINDOW_RESIZABLE: number; /** Set to disable window decoration (frame and buttons) */ declare var FLAG_WINDOW_UNDECORATED: number; /** Set to hide window */ declare var FLAG_WINDOW_HIDDEN: number; /** Set to minimize window (iconify) */ declare var FLAG_WINDOW_MINIMIZED: number; /** Set to maximize window (expanded to monitor) */ declare var FLAG_WINDOW_MAXIMIZED: number; /** Set to window non focused */ declare var FLAG_WINDOW_UNFOCUSED: number; /** Set to window always on top */ declare var FLAG_WINDOW_TOPMOST: number; /** Set to allow windows running while minimized */ declare var FLAG_WINDOW_ALWAYS_RUN: number; /** Set to allow transparent framebuffer */ declare var FLAG_WINDOW_TRANSPARENT: number; /** Set to support HighDPI */ declare var FLAG_WINDOW_HIGHDPI: number; /** Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED */ declare var FLAG_WINDOW_MOUSE_PASSTHROUGH: number; /** Set to try enabling MSAA 4X */ declare var FLAG_MSAA_4X_HINT: number; /** Set to try enabling interlaced video format (for V3D) */ declare var FLAG_INTERLACED_HINT: number; /** Display all logs */ declare var LOG_ALL: number; /** Trace logging, intended for internal use only */ declare var LOG_TRACE: number; /** Debug logging, used for internal debugging, it should be disabled on release builds */ declare var LOG_DEBUG: number; /** Info logging, used for program execution info */ declare var LOG_INFO: number; /** Warning logging, used on recoverable failures */ declare var LOG_WARNING: number; /** Error logging, used on unrecoverable failures */ declare var LOG_ERROR: number; /** Fatal logging, used to abort program: exit(EXIT_FAILURE) */ declare var LOG_FATAL: number; /** Disable logging */ declare var LOG_NONE: number; /** Key: NULL, used for no key pressed */ declare var KEY_NULL: number; /** Key: ' */ declare var KEY_APOSTROPHE: number; /** Key: , */ declare var KEY_COMMA: number; /** Key: - */ declare var KEY_MINUS: number; /** Key: . */ declare var KEY_PERIOD: number; /** Key: / */ declare var KEY_SLASH: number; /** Key: 0 */ declare var KEY_ZERO: number; /** Key: 1 */ declare var KEY_ONE: number; /** Key: 2 */ declare var KEY_TWO: number; /** Key: 3 */ declare var KEY_THREE: number; /** Key: 4 */ declare var KEY_FOUR: number; /** Key: 5 */ declare var KEY_FIVE: number; /** Key: 6 */ declare var KEY_SIX: number; /** Key: 7 */ declare var KEY_SEVEN: number; /** Key: 8 */ declare var KEY_EIGHT: number; /** Key: 9 */ declare var KEY_NINE: number; /** Key: ; */ declare var KEY_SEMICOLON: number; /** Key: = */ declare var KEY_EQUAL: number; /** Key: A | a */ declare var KEY_A: number; /** Key: B | b */ declare var KEY_B: number; /** Key: C | c */ declare var KEY_C: number; /** Key: D | d */ declare var KEY_D: number; /** Key: E | e */ declare var KEY_E: number; /** Key: F | f */ declare var KEY_F: number; /** Key: G | g */ declare var KEY_G: number; /** Key: H | h */ declare var KEY_H: number; /** Key: I | i */ declare var KEY_I: number; /** Key: J | j */ declare var KEY_J: number; /** Key: K | k */ declare var KEY_K: number; /** Key: L | l */ declare var KEY_L: number; /** Key: M | m */ declare var KEY_M: number; /** Key: N | n */ declare var KEY_N: number; /** Key: O | o */ declare var KEY_O: number; /** Key: P | p */ declare var KEY_P: number; /** Key: Q | q */ declare var KEY_Q: number; /** Key: R | r */ declare var KEY_R: number; /** Key: S | s */ declare var KEY_S: number; /** Key: T | t */ declare var KEY_T: number; /** Key: U | u */ declare var KEY_U: number; /** Key: V | v */ declare var KEY_V: number; /** Key: W | w */ declare var KEY_W: number; /** Key: X | x */ declare var KEY_X: number; /** Key: Y | y */ declare var KEY_Y: number; /** Key: Z | z */ declare var KEY_Z: number; /** Key: [ */ declare var KEY_LEFT_BRACKET: number; /** Key: '\' */ declare var KEY_BACKSLASH: number; /** Key: ] */ declare var KEY_RIGHT_BRACKET: number; /** Key: ` */ declare var KEY_GRAVE: number; /** Key: Space */ declare var KEY_SPACE: number; /** Key: Esc */ declare var KEY_ESCAPE: number; /** Key: Enter */ declare var KEY_ENTER: number; /** Key: Tab */ declare var KEY_TAB: number; /** Key: Backspace */ declare var KEY_BACKSPACE: number; /** Key: Ins */ declare var KEY_INSERT: number; /** Key: Del */ declare var KEY_DELETE: number; /** Key: Cursor right */ declare var KEY_RIGHT: number; /** Key: Cursor left */ declare var KEY_LEFT: number; /** Key: Cursor down */ declare var KEY_DOWN: number; /** Key: Cursor up */ declare var KEY_UP: number; /** Key: Page up */ declare var KEY_PAGE_UP: number; /** Key: Page down */ declare var KEY_PAGE_DOWN: number; /** Key: Home */ declare var KEY_HOME: number; /** Key: End */ declare var KEY_END: number; /** Key: Caps lock */ declare var KEY_CAPS_LOCK: number; /** Key: Scroll down */ declare var KEY_SCROLL_LOCK: number; /** Key: Num lock */ declare var KEY_NUM_LOCK: number; /** Key: Print screen */ declare var KEY_PRINT_SCREEN: number; /** Key: Pause */ declare var KEY_PAUSE: number; /** Key: F1 */ declare var KEY_F1: number; /** Key: F2 */ declare var KEY_F2: number; /** Key: F3 */ declare var KEY_F3: number; /** Key: F4 */ declare var KEY_F4: number; /** Key: F5 */ declare var KEY_F5: number; /** Key: F6 */ declare var KEY_F6: number; /** Key: F7 */ declare var KEY_F7: number; /** Key: F8 */ declare var KEY_F8: number; /** Key: F9 */ declare var KEY_F9: number; /** Key: F10 */ declare var KEY_F10: number; /** Key: F11 */ declare var KEY_F11: number; /** Key: F12 */ declare var KEY_F12: number; /** Key: Shift left */ declare var KEY_LEFT_SHIFT: number; /** Key: Control left */ declare var KEY_LEFT_CONTROL: number; /** Key: Alt left */ declare var KEY_LEFT_ALT: number; /** Key: Super left */ declare var KEY_LEFT_SUPER: number; /** Key: Shift right */ declare var KEY_RIGHT_SHIFT: number; /** Key: Control right */ declare var KEY_RIGHT_CONTROL: number; /** Key: Alt right */ declare var KEY_RIGHT_ALT: number; /** Key: Super right */ declare var KEY_RIGHT_SUPER: number; /** Key: KB menu */ declare var KEY_KB_MENU: number; /** Key: Keypad 0 */ declare var KEY_KP_0: number; /** Key: Keypad 1 */ declare var KEY_KP_1: number; /** Key: Keypad 2 */ declare var KEY_KP_2: number; /** Key: Keypad 3 */ declare var KEY_KP_3: number; /** Key: Keypad 4 */ declare var KEY_KP_4: number; /** Key: Keypad 5 */ declare var KEY_KP_5: number; /** Key: Keypad 6 */ declare var KEY_KP_6: number; /** Key: Keypad 7 */ declare var KEY_KP_7: number; /** Key: Keypad 8 */ declare var KEY_KP_8: number; /** Key: Keypad 9 */ declare var KEY_KP_9: number; /** Key: Keypad . */ declare var KEY_KP_DECIMAL: number; /** Key: Keypad / */ declare var KEY_KP_DIVIDE: number; /** Key: Keypad * */ declare var KEY_KP_MULTIPLY: number; /** Key: Keypad - */ declare var KEY_KP_SUBTRACT: number; /** Key: Keypad + */ declare var KEY_KP_ADD: number; /** Key: Keypad Enter */ declare var KEY_KP_ENTER: number; /** Key: Keypad = */ declare var KEY_KP_EQUAL: number; /** Key: Android back button */ declare var KEY_BACK: number; /** Key: Android menu button */ declare var KEY_MENU: number; /** Key: Android volume up button */ declare var KEY_VOLUME_UP: number; /** Key: Android volume down button */ declare var KEY_VOLUME_DOWN: number; /** Mouse button left */ declare var MOUSE_BUTTON_LEFT: number; /** Mouse button right */ declare var MOUSE_BUTTON_RIGHT: number; /** Mouse button middle (pressed wheel) */ declare var MOUSE_BUTTON_MIDDLE: number; /** Mouse button side (advanced mouse device) */ declare var MOUSE_BUTTON_SIDE: number; /** Mouse button extra (advanced mouse device) */ declare var MOUSE_BUTTON_EXTRA: number; /** Mouse button forward (advanced mouse device) */ declare var MOUSE_BUTTON_FORWARD: number; /** Mouse button back (advanced mouse device) */ declare var MOUSE_BUTTON_BACK: number; /** Default pointer shape */ declare var MOUSE_CURSOR_DEFAULT: number; /** Arrow shape */ declare var MOUSE_CURSOR_ARROW: number; /** Text writing cursor shape */ declare var MOUSE_CURSOR_IBEAM: number; /** Cross shape */ declare var MOUSE_CURSOR_CROSSHAIR: number; /** Pointing hand cursor */ declare var MOUSE_CURSOR_POINTING_HAND: number; /** Horizontal resize/move arrow shape */ declare var MOUSE_CURSOR_RESIZE_EW: number; /** Vertical resize/move arrow shape */ declare var MOUSE_CURSOR_RESIZE_NS: number; /** Top-left to bottom-right diagonal resize/move arrow shape */ declare var MOUSE_CURSOR_RESIZE_NWSE: number; /** The top-right to bottom-left diagonal resize/move arrow shape */ declare var MOUSE_CURSOR_RESIZE_NESW: number; /** The omnidirectional resize/move cursor shape */ declare var MOUSE_CURSOR_RESIZE_ALL: number; /** The operation-not-allowed shape */ declare var MOUSE_CURSOR_NOT_ALLOWED: number; /** Unknown button, just for error checking */ declare var GAMEPAD_BUTTON_UNKNOWN: number; /** Gamepad left DPAD up button */ declare var GAMEPAD_BUTTON_LEFT_FACE_UP: number; /** Gamepad left DPAD right button */ declare var GAMEPAD_BUTTON_LEFT_FACE_RIGHT: number; /** Gamepad left DPAD down button */ declare var GAMEPAD_BUTTON_LEFT_FACE_DOWN: number; /** Gamepad left DPAD left button */ declare var GAMEPAD_BUTTON_LEFT_FACE_LEFT: number; /** Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) */ declare var GAMEPAD_BUTTON_RIGHT_FACE_UP: number; /** Gamepad right button right (i.e. PS3: Square, Xbox: X) */ declare var GAMEPAD_BUTTON_RIGHT_FACE_RIGHT: number; /** Gamepad right button down (i.e. PS3: Cross, Xbox: A) */ declare var GAMEPAD_BUTTON_RIGHT_FACE_DOWN: number; /** Gamepad right button left (i.e. PS3: Circle, Xbox: B) */ declare var GAMEPAD_BUTTON_RIGHT_FACE_LEFT: number; /** Gamepad top/back trigger left (first), it could be a trailing button */ declare var GAMEPAD_BUTTON_LEFT_TRIGGER_1: number; /** Gamepad top/back trigger left (second), it could be a trailing button */ declare var GAMEPAD_BUTTON_LEFT_TRIGGER_2: number; /** Gamepad top/back trigger right (one), it could be a trailing button */ declare var GAMEPAD_BUTTON_RIGHT_TRIGGER_1: number; /** Gamepad top/back trigger right (second), it could be a trailing button */ declare var GAMEPAD_BUTTON_RIGHT_TRIGGER_2: number; /** Gamepad center buttons, left one (i.e. PS3: Select) */ declare var GAMEPAD_BUTTON_MIDDLE_LEFT: number; /** Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) */ declare var GAMEPAD_BUTTON_MIDDLE: number; /** Gamepad center buttons, right one (i.e. PS3: Start) */ declare var GAMEPAD_BUTTON_MIDDLE_RIGHT: number; /** Gamepad joystick pressed button left */ declare var GAMEPAD_BUTTON_LEFT_THUMB: number; /** Gamepad joystick pressed button right */ declare var GAMEPAD_BUTTON_RIGHT_THUMB: number; /** Gamepad left stick X axis */ declare var GAMEPAD_AXIS_LEFT_X: number; /** Gamepad left stick Y axis */ declare var GAMEPAD_AXIS_LEFT_Y: number; /** Gamepad right stick X axis */ declare var GAMEPAD_AXIS_RIGHT_X: number; /** Gamepad right stick Y axis */ declare var GAMEPAD_AXIS_RIGHT_Y: number; /** Gamepad back trigger left, pressure level: [1..-1] */ declare var GAMEPAD_AXIS_LEFT_TRIGGER: number; /** Gamepad back trigger right, pressure level: [1..-1] */ declare var GAMEPAD_AXIS_RIGHT_TRIGGER: number; /** Albedo material (same as: MATERIAL_MAP_DIFFUSE) */ declare var MATERIAL_MAP_ALBEDO: number; /** Metalness material (same as: MATERIAL_MAP_SPECULAR) */ declare var MATERIAL_MAP_METALNESS: number; /** Normal material */ declare var MATERIAL_MAP_NORMAL: number; /** Roughness material */ declare var MATERIAL_MAP_ROUGHNESS: number; /** Ambient occlusion material */ declare var MATERIAL_MAP_OCCLUSION: number; /** Emission material */ declare var MATERIAL_MAP_EMISSION: number; /** Heightmap material */ declare var MATERIAL_MAP_HEIGHT: number; /** Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) */ declare var MATERIAL_MAP_CUBEMAP: number; /** Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) */ declare var MATERIAL_MAP_IRRADIANCE: number; /** Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) */ declare var MATERIAL_MAP_PREFILTER: number; /** Brdf material */ declare var MATERIAL_MAP_BRDF: number; /** Shader location: vertex attribute: position */ declare var SHADER_LOC_VERTEX_POSITION: number; /** Shader location: vertex attribute: texcoord01 */ declare var SHADER_LOC_VERTEX_TEXCOORD01: number; /** Shader location: vertex attribute: texcoord02 */ declare var SHADER_LOC_VERTEX_TEXCOORD02: number; /** Shader location: vertex attribute: normal */ declare var SHADER_LOC_VERTEX_NORMAL: number; /** Shader location: vertex attribute: tangent */ declare var SHADER_LOC_VERTEX_TANGENT: number; /** Shader location: vertex attribute: color */ declare var SHADER_LOC_VERTEX_COLOR: number; /** Shader location: matrix uniform: model-view-projection */ declare var SHADER_LOC_MATRIX_MVP: number; /** Shader location: matrix uniform: view (camera transform) */ declare var SHADER_LOC_MATRIX_VIEW: number; /** Shader location: matrix uniform: projection */ declare var SHADER_LOC_MATRIX_PROJECTION: number; /** Shader location: matrix uniform: model (transform) */ declare var SHADER_LOC_MATRIX_MODEL: number; /** Shader location: matrix uniform: normal */ declare var SHADER_LOC_MATRIX_NORMAL: number; /** Shader location: vector uniform: view */ declare var SHADER_LOC_VECTOR_VIEW: number; /** Shader location: vector uniform: diffuse color */ declare var SHADER_LOC_COLOR_DIFFUSE: number; /** Shader location: vector uniform: specular color */ declare var SHADER_LOC_COLOR_SPECULAR: number; /** Shader location: vector uniform: ambient color */ declare var SHADER_LOC_COLOR_AMBIENT: number; /** Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) */ declare var SHADER_LOC_MAP_ALBEDO: number; /** Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) */ declare var SHADER_LOC_MAP_METALNESS: number; /** Shader location: sampler2d texture: normal */ declare var SHADER_LOC_MAP_NORMAL: number; /** Shader location: sampler2d texture: roughness */ declare var SHADER_LOC_MAP_ROUGHNESS: number; /** Shader location: sampler2d texture: occlusion */ declare var SHADER_LOC_MAP_OCCLUSION: number; /** Shader location: sampler2d texture: emission */ declare var SHADER_LOC_MAP_EMISSION: number; /** Shader location: sampler2d texture: height */ declare var SHADER_LOC_MAP_HEIGHT: number; /** Shader location: samplerCube texture: cubemap */ declare var SHADER_LOC_MAP_CUBEMAP: number; /** Shader location: samplerCube texture: irradiance */ declare var SHADER_LOC_MAP_IRRADIANCE: number; /** Shader location: samplerCube texture: prefilter */ declare var SHADER_LOC_MAP_PREFILTER: number; /** Shader location: sampler2d texture: brdf */ declare var SHADER_LOC_MAP_BRDF: number; /** Shader uniform type: float */ declare var SHADER_UNIFORM_FLOAT: number; /** Shader uniform type: vec2 (2 float) */ declare var SHADER_UNIFORM_VEC2: number; /** Shader uniform type: vec3 (3 float) */ declare var SHADER_UNIFORM_VEC3: number; /** Shader uniform type: vec4 (4 float) */ declare var SHADER_UNIFORM_VEC4: number; /** Shader uniform type: int */ declare var SHADER_UNIFORM_INT: number; /** Shader uniform type: ivec2 (2 int) */ declare var SHADER_UNIFORM_IVEC2: number; /** Shader uniform type: ivec3 (3 int) */ declare var SHADER_UNIFORM_IVEC3: number; /** Shader uniform type: ivec4 (4 int) */ declare var SHADER_UNIFORM_IVEC4: number; /** Shader uniform type: sampler2d */ declare var SHADER_UNIFORM_SAMPLER2D: number; /** Shader attribute type: float */ declare var SHADER_ATTRIB_FLOAT: number; /** Shader attribute type: vec2 (2 float) */ declare var SHADER_ATTRIB_VEC2: number; /** Shader attribute type: vec3 (3 float) */ declare var SHADER_ATTRIB_VEC3: number; /** Shader attribute type: vec4 (4 float) */ declare var SHADER_ATTRIB_VEC4: number; /** 8 bit per pixel (no alpha) */ declare var PIXELFORMAT_UNCOMPRESSED_GRAYSCALE: number; /** 8*2 bpp (2 channels) */ declare var PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA: number; /** 16 bpp */ declare var PIXELFORMAT_UNCOMPRESSED_R5G6B5: number; /** 24 bpp */ declare var PIXELFORMAT_UNCOMPRESSED_R8G8B8: number; /** 16 bpp (1 bit alpha) */ declare var PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: number; /** 16 bpp (4 bit alpha) */ declare var PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: number; /** 32 bpp */ declare var PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: number; /** 32 bpp (1 channel - float) */ declare var PIXELFORMAT_UNCOMPRESSED_R32: number; /** 32*3 bpp (3 channels - float) */ declare var PIXELFORMAT_UNCOMPRESSED_R32G32B32: number; /** 32*4 bpp (4 channels - float) */ declare var PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: number; /** 4 bpp (no alpha) */ declare var PIXELFORMAT_COMPRESSED_DXT1_RGB: number; /** 4 bpp (1 bit alpha) */ declare var PIXELFORMAT_COMPRESSED_DXT1_RGBA: number; /** 8 bpp */ declare var PIXELFORMAT_COMPRESSED_DXT3_RGBA: number; /** 8 bpp */ declare var PIXELFORMAT_COMPRESSED_DXT5_RGBA: number; /** 4 bpp */ declare var PIXELFORMAT_COMPRESSED_ETC1_RGB: number; /** 4 bpp */ declare var PIXELFORMAT_COMPRESSED_ETC2_RGB: number; /** 8 bpp */ declare var PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA: number; /** 4 bpp */ declare var PIXELFORMAT_COMPRESSED_PVRT_RGB: number; /** 4 bpp */ declare var PIXELFORMAT_COMPRESSED_PVRT_RGBA: number; /** 8 bpp */ declare var PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA: number; /** 2 bpp */ declare var PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA: number; /** No filter, just pixel approximation */ declare var TEXTURE_FILTER_POINT: number; /** Linear filtering */ declare var TEXTURE_FILTER_BILINEAR: number; /** Trilinear filtering (linear with mipmaps) */ declare var TEXTURE_FILTER_TRILINEAR: number; /** Anisotropic filtering 4x */ declare var TEXTURE_FILTER_ANISOTROPIC_4X: number; /** Anisotropic filtering 8x */ declare var TEXTURE_FILTER_ANISOTROPIC_8X: number; /** Anisotropic filtering 16x */ declare var TEXTURE_FILTER_ANISOTROPIC_16X: number; /** Repeats texture in tiled mode */ declare var TEXTURE_WRAP_REPEAT: number; /** Clamps texture to edge pixel in tiled mode */ declare var TEXTURE_WRAP_CLAMP: number; /** Mirrors and repeats the texture in tiled mode */ declare var TEXTURE_WRAP_MIRROR_REPEAT: number; /** Mirrors and clamps to border the texture in tiled mode */ declare var TEXTURE_WRAP_MIRROR_CLAMP: number; /** Automatically detect layout type */ declare var CUBEMAP_LAYOUT_AUTO_DETECT: number; /** Layout is defined by a vertical line with faces */ declare var CUBEMAP_LAYOUT_LINE_VERTICAL: number; /** Layout is defined by a horizontal line with faces */ declare var CUBEMAP_LAYOUT_LINE_HORIZONTAL: number; /** Layout is defined by a 3x4 cross with cubemap faces */ declare var CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR: number; /** Layout is defined by a 4x3 cross with cubemap faces */ declare var CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE: number; /** Layout is defined by a panorama image (equirrectangular map) */ declare var CUBEMAP_LAYOUT_PANORAMA: number; /** Default font generation, anti-aliased */ declare var FONT_DEFAULT: number; /** Bitmap font generation, no anti-aliasing */ declare var FONT_BITMAP: number; /** SDF font generation, requires external shader */ declare var FONT_SDF: number; /** Blend textures considering alpha (default) */ declare var BLEND_ALPHA: number; /** Blend textures adding colors */ declare var BLEND_ADDITIVE: number; /** Blend textures multiplying colors */ declare var BLEND_MULTIPLIED: number; /** Blend textures adding colors (alternative) */ declare var BLEND_ADD_COLORS: number; /** Blend textures subtracting colors (alternative) */ declare var BLEND_SUBTRACT_COLORS: number; /** Blend premultiplied textures considering alpha */ declare var BLEND_ALPHA_PREMULTIPLY: number; /** Blend textures using custom src/dst factors (use rlSetBlendFactors()) */ declare var BLEND_CUSTOM: number; /** Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) */ declare var BLEND_CUSTOM_SEPARATE: number; /** No gesture */ declare var GESTURE_NONE: number; /** Tap gesture */ declare var GESTURE_TAP: number; /** Double tap gesture */ declare var GESTURE_DOUBLETAP: number; /** Hold gesture */ declare var GESTURE_HOLD: number; /** Drag gesture */ declare var GESTURE_DRAG: number; /** Swipe right gesture */ declare var GESTURE_SWIPE_RIGHT: number; /** Swipe left gesture */ declare var GESTURE_SWIPE_LEFT: number; /** Swipe up gesture */ declare var GESTURE_SWIPE_UP: number; /** Swipe down gesture */ declare var GESTURE_SWIPE_DOWN: number; /** Pinch in gesture */ declare var GESTURE_PINCH_IN: number; /** Pinch out gesture */ declare var GESTURE_PINCH_OUT: number; /** Custom camera */ declare var CAMERA_CUSTOM: number; /** Free camera */ declare var CAMERA_FREE: number; /** Orbital camera */ declare var CAMERA_ORBITAL: number; /** First person camera */ declare var CAMERA_FIRST_PERSON: number; /** Third person camera */ declare var CAMERA_THIRD_PERSON: number; /** Perspective projection */ declare var CAMERA_PERSPECTIVE: number; /** Orthographic projection */ declare var CAMERA_ORTHOGRAPHIC: number; /** Npatch layout: 3x3 tiles */ declare var NPATCH_NINE_PATCH: number; /** Npatch layout: 1x3 tiles */ declare var NPATCH_THREE_PATCH_VERTICAL: number; /** Npatch layout: 3x1 tiles */ declare var NPATCH_THREE_PATCH_HORIZONTAL: number; /** */ declare var STATE_NORMAL: number; /** */ declare var STATE_FOCUSED: number; /** */ declare var STATE_PRESSED: number; /** */ declare var STATE_DISABLED: number; /** */ declare var TEXT_ALIGN_LEFT: number; /** */ declare var TEXT_ALIGN_CENTER: number; /** */ declare var TEXT_ALIGN_RIGHT: number; /** */ declare var DEFAULT: number; /** Used also for: LABELBUTTON */ declare var LABEL: number; /** */ declare var BUTTON: number; /** Used also for: TOGGLEGROUP */ declare var TOGGLE: number; /** Used also for: SLIDERBAR */ declare var SLIDER: number; /** */ declare var PROGRESSBAR: number; /** */ declare var CHECKBOX: number; /** */ declare var COMBOBOX: number; /** */ declare var DROPDOWNBOX: number; /** Used also for: TEXTBOXMULTI */ declare var TEXTBOX: number; /** */ declare var VALUEBOX: number; /** Uses: BUTTON, VALUEBOX */ declare var SPINNER: number; /** */ declare var LISTVIEW: number; /** */ declare var COLORPICKER: number; /** */ declare var SCROLLBAR: number; /** */ declare var STATUSBAR: number; /** */ declare var BORDER_COLOR_NORMAL: number; /** */ declare var BASE_COLOR_NORMAL: number; /** */ declare var TEXT_COLOR_NORMAL: number; /** */ declare var BORDER_COLOR_FOCUSED: number; /** */ declare var BASE_COLOR_FOCUSED: number; /** */ declare var TEXT_COLOR_FOCUSED: number; /** */ declare var BORDER_COLOR_PRESSED: number; /** */ declare var BASE_COLOR_PRESSED: number; /** */ declare var TEXT_COLOR_PRESSED: number; /** */ declare var BORDER_COLOR_DISABLED: number; /** */ declare var BASE_COLOR_DISABLED: number; /** */ declare var TEXT_COLOR_DISABLED: number; /** */ declare var BORDER_WIDTH: number; /** */ declare var TEXT_PADDING: number; /** */ declare var TEXT_ALIGNMENT: number; /** */ declare var RESERVED: number; /** Text size (glyphs max height) */ declare var TEXT_SIZE: number; /** Text spacing between glyphs */ declare var TEXT_SPACING: number; /** Line control color */ declare var LINE_COLOR: number; /** Background color */ declare var BACKGROUND_COLOR: number; /** ToggleGroup separation between toggles */ declare var GROUP_PADDING: number; /** Slider size of internal bar */ declare var SLIDER_WIDTH: number; /** Slider/SliderBar internal bar padding */ declare var SLIDER_PADDING: number; /** ProgressBar internal padding */ declare var PROGRESS_PADDING: number; /** */ declare var ARROWS_SIZE: number; /** */ declare var ARROWS_VISIBLE: number; /** (SLIDERBAR, SLIDER_PADDING) */ declare var SCROLL_SLIDER_PADDING: number; /** */ declare var SCROLL_SLIDER_SIZE: number; /** */ declare var SCROLL_PADDING: number; /** */ declare var SCROLL_SPEED: number; /** CheckBox internal check padding */ declare var CHECK_PADDING: number; /** ComboBox right button width */ declare var COMBO_BUTTON_WIDTH: number; /** ComboBox button separation */ declare var COMBO_BUTTON_SPACING: number; /** DropdownBox arrow separation from border and items */ declare var ARROW_PADDING: number; /** DropdownBox items separation */ declare var DROPDOWN_ITEMS_SPACING: number; /** TextBox/TextBoxMulti/ValueBox/Spinner inner text padding */ declare var TEXT_INNER_PADDING: number; /** TextBoxMulti lines separation */ declare var TEXT_LINES_SPACING: number; /** TextBoxMulti vertical alignment: 0-CENTERED, 1-UP, 2-DOWN */ declare var TEXT_ALIGNMENT_VERTICAL: number; /** TextBox supports multiple lines */ declare var TEXT_MULTILINE: number; /** TextBox wrap mode for multiline: 0-NO_WRAP, 1-CHAR_WRAP, 2-WORD_WRAP */ declare var TEXT_WRAP_MODE: number; /** Spinner left/right buttons width */ declare var SPIN_BUTTON_WIDTH: number; /** Spinner buttons separation */ declare var SPIN_BUTTON_SPACING: number; /** ListView items height */ declare var LIST_ITEMS_HEIGHT: number; /** ListView items separation */ declare var LIST_ITEMS_SPACING: number; /** ListView scrollbar size (usually width) */ declare var SCROLLBAR_WIDTH: number; /** ListView scrollbar side (0-left, 1-right) */ declare var SCROLLBAR_SIDE: number; /** */ declare var COLOR_SELECTOR_SIZE: number; /** ColorPicker right hue bar width */ declare var HUEBAR_WIDTH: number; /** ColorPicker right hue bar separation from panel */ declare var HUEBAR_PADDING: number; /** ColorPicker right hue bar selector height */ declare var HUEBAR_SELECTOR_HEIGHT: number; /** ColorPicker right hue bar selector overflow */ declare var HUEBAR_SELECTOR_OVERFLOW: number; /** */ declare var ICON_NONE: number; /** */ declare var ICON_FOLDER_FILE_OPEN: number; /** */ declare var ICON_FILE_SAVE_CLASSIC: number; /** */ declare var ICON_FOLDER_OPEN: number; /** */ declare var ICON_FOLDER_SAVE: number; /** */ declare var ICON_FILE_OPEN: number; /** */ declare var ICON_FILE_SAVE: number; /** */ declare var ICON_FILE_EXPORT: number; /** */ declare var ICON_FILE_ADD: number; /** */ declare var ICON_FILE_DELETE: number; /** */ declare var ICON_FILETYPE_TEXT: number; /** */ declare var ICON_FILETYPE_AUDIO: number; /** */ declare var ICON_FILETYPE_IMAGE: number; /** */ declare var ICON_FILETYPE_PLAY: number; /** */ declare var ICON_FILETYPE_VIDEO: number; /** */ declare var ICON_FILETYPE_INFO: number; /** */ declare var ICON_FILE_COPY: number; /** */ declare var ICON_FILE_CUT: number; /** */ declare var ICON_FILE_PASTE: number; /** */ declare var ICON_CURSOR_HAND: number; /** */ declare var ICON_CURSOR_POINTER: number; /** */ declare var ICON_CURSOR_CLASSIC: number; /** */ declare var ICON_PENCIL: number; /** */ declare var ICON_PENCIL_BIG: number; /** */ declare var ICON_BRUSH_CLASSIC: number; /** */ declare var ICON_BRUSH_PAINTER: number; /** */ declare var ICON_WATER_DROP: number; /** */ declare var ICON_COLOR_PICKER: number; /** */ declare var ICON_RUBBER: number; /** */ declare var ICON_COLOR_BUCKET: number; /** */ declare var ICON_TEXT_T: number; /** */ declare var ICON_TEXT_A: number; /** */ declare var ICON_SCALE: number; /** */ declare var ICON_RESIZE: number; /** */ declare var ICON_FILTER_POINT: number; /** */ declare var ICON_FILTER_BILINEAR: number; /** */ declare var ICON_CROP: number; /** */ declare var ICON_CROP_ALPHA: number; /** */ declare var ICON_SQUARE_TOGGLE: number; /** */ declare var ICON_SYMMETRY: number; /** */ declare var ICON_SYMMETRY_HORIZONTAL: number; /** */ declare var ICON_SYMMETRY_VERTICAL: number; /** */ declare var ICON_LENS: number; /** */ declare var ICON_LENS_BIG: number; /** */ declare var ICON_EYE_ON: number; /** */ declare var ICON_EYE_OFF: number; /** */ declare var ICON_FILTER_TOP: number; /** */ declare var ICON_FILTER: number; /** */ declare var ICON_TARGET_POINT: number; /** */ declare var ICON_TARGET_SMALL: number; /** */ declare var ICON_TARGET_BIG: number; /** */ declare var ICON_TARGET_MOVE: number; /** */ declare var ICON_CURSOR_MOVE: number; /** */ declare var ICON_CURSOR_SCALE: number; /** */ declare var ICON_CURSOR_SCALE_RIGHT: number; /** */ declare var ICON_CURSOR_SCALE_LEFT: number; /** */ declare var ICON_UNDO: number; /** */ declare var ICON_REDO: number; /** */ declare var ICON_REREDO: number; /** */ declare var ICON_MUTATE: number; /** */ declare var ICON_ROTATE: number; /** */ declare var ICON_REPEAT: number; /** */ declare var ICON_SHUFFLE: number; /** */ declare var ICON_EMPTYBOX: number; /** */ declare var ICON_TARGET: number; /** */ declare var ICON_TARGET_SMALL_FILL: number; /** */ declare var ICON_TARGET_BIG_FILL: number; /** */ declare var ICON_TARGET_MOVE_FILL: number; /** */ declare var ICON_CURSOR_MOVE_FILL: number; /** */ declare var ICON_CURSOR_SCALE_FILL: number; /** */ declare var ICON_CURSOR_SCALE_RIGHT_FILL: number; /** */ declare var ICON_CURSOR_SCALE_LEFT_FILL: number; /** */ declare var ICON_UNDO_FILL: number; /** */ declare var ICON_REDO_FILL: number; /** */ declare var ICON_REREDO_FILL: number; /** */ declare var ICON_MUTATE_FILL: number; /** */ declare var ICON_ROTATE_FILL: number; /** */ declare var ICON_REPEAT_FILL: number; /** */ declare var ICON_SHUFFLE_FILL: number; /** */ declare var ICON_EMPTYBOX_SMALL: number; /** */ declare var ICON_BOX: number; /** */ declare var ICON_BOX_TOP: number; /** */ declare var ICON_BOX_TOP_RIGHT: number; /** */ declare var ICON_BOX_RIGHT: number; /** */ declare var ICON_BOX_BOTTOM_RIGHT: number; /** */ declare var ICON_BOX_BOTTOM: number; /** */ declare var ICON_BOX_BOTTOM_LEFT: number; /** */ declare var ICON_BOX_LEFT: number; /** */ declare var ICON_BOX_TOP_LEFT: number; /** */ declare var ICON_BOX_CENTER: number; /** */ declare var ICON_BOX_CIRCLE_MASK: number; /** */ declare var ICON_POT: number; /** */ declare var ICON_ALPHA_MULTIPLY: number; /** */ declare var ICON_ALPHA_CLEAR: number; /** */ declare var ICON_DITHERING: number; /** */ declare var ICON_MIPMAPS: number; /** */ declare var ICON_BOX_GRID: number; /** */ declare var ICON_GRID: number; /** */ declare var ICON_BOX_CORNERS_SMALL: number; /** */ declare var ICON_BOX_CORNERS_BIG: number; /** */ declare var ICON_FOUR_BOXES: number; /** */ declare var ICON_GRID_FILL: number; /** */ declare var ICON_BOX_MULTISIZE: number; /** */ declare var ICON_ZOOM_SMALL: number; /** */ declare var ICON_ZOOM_MEDIUM: number; /** */ declare var ICON_ZOOM_BIG: number; /** */ declare var ICON_ZOOM_ALL: number; /** */ declare var ICON_ZOOM_CENTER: number; /** */ declare var ICON_BOX_DOTS_SMALL: number; /** */ declare var ICON_BOX_DOTS_BIG: number; /** */ declare var ICON_BOX_CONCENTRIC: number; /** */ declare var ICON_BOX_GRID_BIG: number; /** */ declare var ICON_OK_TICK: number; /** */ declare var ICON_CROSS: number; /** */ declare var ICON_ARROW_LEFT: number; /** */ declare var ICON_ARROW_RIGHT: number; /** */ declare var ICON_ARROW_DOWN: number; /** */ declare var ICON_ARROW_UP: number; /** */ declare var ICON_ARROW_LEFT_FILL: number; /** */ declare var ICON_ARROW_RIGHT_FILL: number; /** */ declare var ICON_ARROW_DOWN_FILL: number; /** */ declare var ICON_ARROW_UP_FILL: number; /** */ declare var ICON_AUDIO: number; /** */ declare var ICON_FX: number; /** */ declare var ICON_WAVE: number; /** */ declare var ICON_WAVE_SINUS: number; /** */ declare var ICON_WAVE_SQUARE: number; /** */ declare var ICON_WAVE_TRIANGULAR: number; /** */ declare var ICON_CROSS_SMALL: number; /** */ declare var ICON_PLAYER_PREVIOUS: number; /** */ declare var ICON_PLAYER_PLAY_BACK: number; /** */ declare var ICON_PLAYER_PLAY: number; /** */ declare var ICON_PLAYER_PAUSE: number; /** */ declare var ICON_PLAYER_STOP: number; /** */ declare var ICON_PLAYER_NEXT: number; /** */ declare var ICON_PLAYER_RECORD: number; /** */ declare var ICON_MAGNET: number; /** */ declare var ICON_LOCK_CLOSE: number; /** */ declare var ICON_LOCK_OPEN: number; /** */ declare var ICON_CLOCK: number; /** */ declare var ICON_TOOLS: number; /** */ declare var ICON_GEAR: number; /** */ declare var ICON_GEAR_BIG: number; /** */ declare var ICON_BIN: number; /** */ declare var ICON_HAND_POINTER: number; /** */ declare var ICON_LASER: number; /** */ declare var ICON_COIN: number; /** */ declare var ICON_EXPLOSION: number; /** */ declare var ICON_1UP: number; /** */ declare var ICON_PLAYER: number; /** */ declare var ICON_PLAYER_JUMP: number; /** */ declare var ICON_KEY: number; /** */ declare var ICON_DEMON: number; /** */ declare var ICON_TEXT_POPUP: number; /** */ declare var ICON_GEAR_EX: number; /** */ declare var ICON_CRACK: number; /** */ declare var ICON_CRACK_POINTS: number; /** */ declare var ICON_STAR: number; /** */ declare var ICON_DOOR: number; /** */ declare var ICON_EXIT: number; /** */ declare var ICON_MODE_2D: number; /** */ declare var ICON_MODE_3D: number; /** */ declare var ICON_CUBE: number; /** */ declare var ICON_CUBE_FACE_TOP: number; /** */ declare var ICON_CUBE_FACE_LEFT: number; /** */ declare var ICON_CUBE_FACE_FRONT: number; /** */ declare var ICON_CUBE_FACE_BOTTOM: number; /** */ declare var ICON_CUBE_FACE_RIGHT: number; /** */ declare var ICON_CUBE_FACE_BACK: number; /** */ declare var ICON_CAMERA: number; /** */ declare var ICON_SPECIAL: number; /** */ declare var ICON_LINK_NET: number; /** */ declare var ICON_LINK_BOXES: number; /** */ declare var ICON_LINK_MULTI: number; /** */ declare var ICON_LINK: number; /** */ declare var ICON_LINK_BROKE: number; /** */ declare var ICON_TEXT_NOTES: number; /** */ declare var ICON_NOTEBOOK: number; /** */ declare var ICON_SUITCASE: number; /** */ declare var ICON_SUITCASE_ZIP: number; /** */ declare var ICON_MAILBOX: number; /** */ declare var ICON_MONITOR: number; /** */ declare var ICON_PRINTER: number; /** */ declare var ICON_PHOTO_CAMERA: number; /** */ declare var ICON_PHOTO_CAMERA_FLASH: number; /** */ declare var ICON_HOUSE: number; /** */ declare var ICON_HEART: number; /** */ declare var ICON_CORNER: number; /** */ declare var ICON_VERTICAL_BARS: number; /** */ declare var ICON_VERTICAL_BARS_FILL: number; /** */ declare var ICON_LIFE_BARS: number; /** */ declare var ICON_INFO: number; /** */ declare var ICON_CROSSLINE: number; /** */ declare var ICON_HELP: number; /** */ declare var ICON_FILETYPE_ALPHA: number; /** */ declare var ICON_FILETYPE_HOME: number; /** */ declare var ICON_LAYERS_VISIBLE: number; /** */ declare var ICON_LAYERS: number; /** */ declare var ICON_WINDOW: number; /** */ declare var ICON_HIDPI: number; /** */ declare var ICON_FILETYPE_BINARY: number; /** */ declare var ICON_HEX: number; /** */ declare var ICON_SHIELD: number; /** */ declare var ICON_FILE_NEW: number; /** */ declare var ICON_FOLDER_ADD: number; /** */ declare var ICON_ALARM: number; /** */ declare var ICON_CPU: number; /** */ declare var ICON_ROM: number; /** */ declare var ICON_STEP_OVER: number; /** */ declare var ICON_STEP_INTO: number; /** */ declare var ICON_STEP_OUT: number; /** */ declare var ICON_RESTART: number; /** */ declare var ICON_BREAKPOINT_ON: number; /** */ declare var ICON_BREAKPOINT_OFF: number; /** */ declare var ICON_BURGER_MENU: number; /** */ declare var ICON_CASE_SENSITIVE: number; /** */ declare var ICON_REG_EXP: number; /** */ declare var ICON_FOLDER: number; /** */ declare var ICON_FILE: number; /** */ declare var ICON_SAND_TIMER: number; /** */ declare var ICON_220: number; /** */ declare var ICON_221: number; /** */ declare var ICON_222: number; /** */ declare var ICON_223: number; /** */ declare var ICON_224: number; /** */ declare var ICON_225: number; /** */ declare var ICON_226: number; /** */ declare var ICON_227: number; /** */ declare var ICON_228: number; /** */ declare var ICON_229: number; /** */ declare var ICON_230: number; /** */ declare var ICON_231: number; /** */ declare var ICON_232: number; /** */ declare var ICON_233: number; /** */ declare var ICON_234: number; /** */ declare var ICON_235: number; /** */ declare var ICON_236: number; /** */ declare var ICON_237: number; /** */ declare var ICON_238: number; /** */ declare var ICON_239: number; /** */ declare var ICON_240: number; /** */ declare var ICON_241: number; /** */ declare var ICON_242: number; /** */ declare var ICON_243: number; /** */ declare var ICON_244: number; /** */ declare var ICON_245: number; /** */ declare var ICON_246: number; /** */ declare var ICON_247: number; /** */ declare var ICON_248: number; /** */ declare var ICON_249: number; /** */ declare var ICON_250: number; /** */ declare var ICON_251: number; /** */ declare var ICON_252: number; /** */ declare var ICON_253: number; /** */ declare var ICON_254: number; /** */ declare var ICON_255: number; /** */ declare var LIGHT_DIRECTIONAL: number; /** */ declare var LIGHT_POINT: number; /** Albedo material (same as: MATERIAL_MAP_DIFFUSE */ declare var MATERIAL_MAP_DIFFUSE: number; /** Metalness material (same as: MATERIAL_MAP_SPECULAR) */ declare var MATERIAL_MAP_SPECULAR: number;