diff options
| author | Ray <[email protected]> | 2021-04-09 01:28:52 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-04-09 01:28:52 +0200 |
| commit | 09e6f42f2e6ebfdd0db5fb0258a71f3ef49c7d18 (patch) | |
| tree | 27acc7edfa71214996d328360044cceb945533ed | |
| parent | 3cdac3e11e86a2038df395a12e85b0e63e93b326 (diff) | |
| download | raylib-09e6f42f2e6ebfdd0db5fb0258a71f3ef49c7d18.tar.gz raylib-09e6f42f2e6ebfdd0db5fb0258a71f3ef49c7d18.zip | |
Update Notepad++ Intellisense
| -rw-r--r-- | projects/Notepad++/raylib_npp_parser/raylib_npp.xml | 495 | ||||
| -rw-r--r-- | projects/Notepad++/raylib_npp_parser/raylib_to_parse.h | 244 |
2 files changed, 358 insertions, 381 deletions
diff --git a/projects/Notepad++/raylib_npp_parser/raylib_npp.xml b/projects/Notepad++/raylib_npp_parser/raylib_npp.xml index a902a93a..2c8bafb5 100644 --- a/projects/Notepad++/raylib_npp_parser/raylib_npp.xml +++ b/projects/Notepad++/raylib_npp_parser/raylib_npp.xml @@ -109,18 +109,21 @@ <KeyWord name="GetMonitorCount" func="yes"> <Overload retVal="int" descr="Get number of connected monitors"></Overload> </KeyWord> + <KeyWord name="GetCurrentMonitor" func="yes"> + <Overload retVal="int" descr="Get current connected monitor"></Overload> + </KeyWord> <KeyWord name="GetMonitorPosition" func="yes"> <Overload retVal="Vector2" descr="Get specified monitor position"> <Param name="int monitor" /> </Overload> </KeyWord> <KeyWord name="GetMonitorWidth" func="yes"> - <Overload retVal="int" descr="Get specified monitor width"> + <Overload retVal="int" descr="Get specified monitor width (max available by monitor)"> <Param name="int monitor" /> </Overload> </KeyWord> <KeyWord name="GetMonitorHeight" func="yes"> - <Overload retVal="int" descr="Get specified monitor height"> + <Overload retVal="int" descr="Get specified monitor height (max available by monitor)"> <Param name="int monitor" /> </Overload> </KeyWord> @@ -215,6 +218,22 @@ <KeyWord name="EndTextureMode" func="yes"> <Overload retVal="void" descr="Ends drawing to render texture"></Overload> </KeyWord> + <KeyWord name="BeginShaderMode" func="yes"> + <Overload retVal="void" descr="Begin custom shader drawing"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + <KeyWord name="EndShaderMode" func="yes"> + <Overload retVal="void" descr="End custom shader drawing (use default shader)"></Overload> + </KeyWord> + <KeyWord name="BeginBlendMode" func="yes"> + <Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied)"> + <Param name="int mode" /> + </Overload> + </KeyWord> + <KeyWord name="EndBlendMode" func="yes"> + <Overload retVal="void" descr="End blending mode (reset to default: alpha blending)"></Overload> + </KeyWord> <KeyWord name="BeginScissorMode" func="yes"> <Overload retVal="void" descr="Begin scissor mode (define screen area for following drawing)"> <Param name="int x" /> @@ -226,6 +245,89 @@ <KeyWord name="EndScissorMode" func="yes"> <Overload retVal="void" descr="End scissor mode"></Overload> </KeyWord> + <KeyWord name="BeginVrStereoMode" func="yes"> + <Overload retVal="void" descr="Begin stereo rendering (requires VR simulator)"> + <Param name="VrStereoConfig config" /> + </Overload> + </KeyWord> + <KeyWord name="EndVrStereoMode" func="yes"> + <Overload retVal="void" descr="End stereo rendering (requires VR simulator)"></Overload> + </KeyWord> + + <!-- VR stereo config functions for VR simulator --> + <KeyWord name="LoadVrStereoConfig" func="yes"> + <Overload retVal="VrStereoConfig" descr="Load VR stereo config for VR simulator device parameters"> + <Param name="VrDeviceInfo device" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadVrStereoConfig" func="yes"> + <Overload retVal="void" descr="Unload VR stereo config"> + <Param name="VrStereoConfig config" /> + </Overload> + </KeyWord> + + <!-- Shader management functions --> + <!-- NOTE: Shader functionality is not available on OpenGL 1.1 --> + <KeyWord name="LoadShader" func="yes"> + <Overload retVal="Shader" descr="Load shader from files and bind default locations"> + <Param name="const char *vsFileName" /> + <Param name="const char *fsFileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadShaderFromMemory" func="yes"> + <Overload retVal="Shader" descr="Load shader from code strings and bind default locations"> + <Param name="const char *vsCode" /> + <Param name="const char *fsCode" /> + </Overload> + </KeyWord> + <KeyWord name="GetShaderLocation" func="yes"> + <Overload retVal="int" descr="Get shader uniform location"> + <Param name="Shader shader" /> + <Param name="const char *uniformName" /> + </Overload> + </KeyWord> + <KeyWord name="GetShaderLocationAttrib" func="yes"> + <Overload retVal="int" descr="Get shader attribute location"> + <Param name="Shader shader" /> + <Param name="const char *attribName" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValue" func="yes"> + <Overload retVal="void" descr="Set shader uniform value"> + <Param name="Shader shader" /> + <Param name="int locIndex" /> + <Param name="const void *value" /> + <Param name="int uniformType" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValueV" func="yes"> + <Overload retVal="void" descr="Set shader uniform value vector"> + <Param name="Shader shader" /> + <Param name="int locIndex" /> + <Param name="const void *value" /> + <Param name="int uniformType" /> + <Param name="int count" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValueMatrix" func="yes"> + <Overload retVal="void" descr="Set shader uniform value (matrix 4x4)"> + <Param name="Shader shader" /> + <Param name="int locIndex" /> + <Param name="Matrix mat" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValueTexture" func="yes"> + <Overload retVal="void" descr="Set shader uniform value for texture (sampler2d)"> + <Param name="Shader shader" /> + <Param name="int locIndex" /> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadShader" func="yes"> + <Overload retVal="void" descr="Unload shader from GPU memory (VRAM)"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> <!-- Screen-space-related functions --> <KeyWord name="GetMouseRay" func="yes"> @@ -281,59 +383,79 @@ <Overload retVal="int" descr="Returns current FPS"></Overload> </KeyWord> <KeyWord name="GetFrameTime" func="yes"> - <Overload retVal="float" descr="Returns time in seconds for last frame drawn"></Overload> + <Overload retVal="float" descr="Returns time in seconds for last frame drawn (delta time)"></Overload> </KeyWord> <KeyWord name="GetTime" func="yes"> <Overload retVal="double" descr="Returns elapsed time in seconds since InitWindow()"></Overload> </KeyWord> <!-- Misc. functions --> - <KeyWord name="SetConfigFlags" func="yes"> - <Overload retVal="void" descr="Setup init configuration flags (view FLAGS)"> - <Param name="unsigned int flags" /> - </Overload> - </KeyWord> - - <KeyWord name="SetTraceLogLevel" func="yes"> - <Overload retVal="void" descr="Set the current threshold (minimum) log level"> - <Param name="int logType" /> + <KeyWord name="GetRandomValue" func="yes"> + <Overload retVal="int" descr="Returns a random value between min and max (both included)"> + <Param name="int min" /> + <Param name="int max" /> </Overload> </KeyWord> - <KeyWord name="SetTraceLogExit" func="yes"> - <Overload retVal="void" descr="Set the exit threshold (minimum) log level"> - <Param name="int logType" /> + <KeyWord name="TakeScreenshot" func="yes"> + <Overload retVal="void" descr="Takes a screenshot of current screen (filename extension defines format)"> + <Param name="const char *fileName" /> </Overload> </KeyWord> - <KeyWord name="SetTraceLogCallback" func="yes"> - <Overload retVal="void" descr="Set a trace log callback to enable custom logging"> - <Param name="TraceLogCallback callback" /> + <KeyWord name="SetConfigFlags" func="yes"> + <Overload retVal="void" descr="Setup init configuration flags (view FLAGS)"> + <Param name="unsigned int flags" /> </Overload> </KeyWord> + <KeyWord name="TraceLog" func="yes"> <Overload retVal="void" descr="Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)"> - <Param name="int logType" /> + <Param name="int logLevel" /> <Param name="const char *text" /> <Param name="..." /> </Overload> </KeyWord> - + <KeyWord name="SetTraceLogLevel" func="yes"> + <Overload retVal="void" descr="Set the current threshold (minimum) log level"> + <Param name="int logLevel" /> + </Overload> + </KeyWord> <KeyWord name="MemAlloc" func="yes"> <Overload retVal="void" descr="Internal memory allocator"> <Param name="int size" /> </Overload> </KeyWord> + <KeyWord name="MemRealloc" func="yes"> + <Overload retVal="void" descr="Internal memory reallocator"></Overload> + </KeyWord> <KeyWord name="MemFree" func="yes"> <Overload retVal="void" descr="Internal memory free"></Overload> </KeyWord> - <KeyWord name="TakeScreenshot" func="yes"> - <Overload retVal="void" descr="Takes a screenshot of current screen (saved a .png)"> - <Param name="const char *fileName" /> + + <!-- Set custom callbacks --> + <!-- WARNING: Callbacks setup is intended for advance users --> + <KeyWord name="SetTraceLogCallback" func="yes"> + <Overload retVal="void" descr="Set custom trace log"> + <Param name="TraceLogCallback callback" /> </Overload> </KeyWord> - <KeyWord name="GetRandomValue" func="yes"> - <Overload retVal="int" descr="Returns a random value between min and max (both included)"> - <Param name="int min" /> - <Param name="int max" /> + <KeyWord name="SetLoadFileDataCallback" func="yes"> + <Overload retVal="void" descr="Set custom file binary data loader"> + <Param name="LoadFileDataCallback callback" /> + </Overload> + </KeyWord> + <KeyWord name="SetSaveFileDataCallback" func="yes"> + <Overload retVal="void" descr="Set custom file binary data saver"> + <Param name="SaveFileDataCallback callback" /> + </Overload> + </KeyWord> + <KeyWord name="SetLoadFileTextCallback" func="yes"> + <Overload retVal="void" descr="Set custom file text data loader"> + <Param name="LoadFileTextCallback callback" /> + </Overload> + </KeyWord> + <KeyWord name="SetSaveFileTextCallback" func="yes"> + <Overload retVal="void" descr="Set custom file text data saver"> + <Param name="SaveFileTextCallback callback" /> </Overload> </KeyWord> @@ -386,7 +508,7 @@ </Overload> </KeyWord> <KeyWord name="GetFileExtension" func="yes"> - <Overload retVal="const char" descr="Get pointer to extension for a filename string (including point: ".png")"> + <Overload retVal="const char" descr="Get pointer to extension for a filename string (includes dot: ".png")"> <Param name="const char *fileName" /> </Overload> </KeyWord> @@ -570,6 +692,11 @@ <Param name="int axis" /> </Overload> </KeyWord> + <KeyWord name="SetGamepadMappings" func="yes"> + <Overload retVal="int" descr="Set internal gamepad mappings (SDL_GameControllerDB)"> + <Param name="const char *mappings" /> + </Overload> + </KeyWord> <!-- Input-related functions: mouse --> <KeyWord name="IsMouseButtonPressed" func="yes"> @@ -622,9 +749,6 @@ <KeyWord name="GetMouseWheelMove" func="yes"> <Overload retVal="float" descr="Returns mouse wheel movement Y"></Overload> </KeyWord> - <KeyWord name="GetMouseCursor" func="yes"> - <Overload retVal="int" descr="Returns mouse cursor if (MouseCursor enum)"></Overload> - </KeyWord> <KeyWord name="SetMouseCursor" func="yes"> <Overload retVal="void" descr="Set mouse cursor"> <Param name="int cursor" /> @@ -649,7 +773,7 @@ <!-------------------------------------------------------------------------------------- --> <KeyWord name="SetGesturesEnabled" func="yes"> <Overload retVal="void" descr="Enable a set of gestures using flags"> - <Param name="unsigned int gestureFlags" /> + <Param name="unsigned int flags" /> </Overload> </KeyWord> <KeyWord name="IsGestureDetected" func="yes"> @@ -723,6 +847,15 @@ <!-------------------------------------------------------------------------------------- --> <!-- Basic Shapes Drawing Functions (Module: shapes) --> <!-------------------------------------------------------------------------------------- --> + <!-- Set texture and rectangle to be used on shapes drawing --> + <!-- NOTE: It can be useful when using basic shapes and one single font, --> + <!-- defining a font char white rectangle would allow drawing everything in a single draw call --> + <KeyWord name="SetShapesTexture" func="yes"> + <Overload retVal="void" descr="Set texture and rectangle to be used on shapes drawing"> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + </Overload> + </KeyWord> <!-- Basic shapes drawing functions --> <KeyWord name="DrawPixel" func="yes"> @@ -770,6 +903,15 @@ <Param name="Color color" /> </Overload> </KeyWord> + <KeyWord name="DrawLineBezierQuad" func="yes"> + <Overload retVal="void" descr="raw line using quadratic bezier curves with a control point"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="Vector2 controlPos" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> <KeyWord name="DrawLineStrip" func="yes"> <Overload retVal="void" descr="Draw lines sequence"> <Param name="Vector2 *points" /> @@ -789,8 +931,8 @@ <Overload retVal="void" descr="Draw a piece of a circle"> <Param name="Vector2 center" /> <Param name="float radius" /> - <Param name="int startAngle" /> - <Param name="int endAngle" /> + <Param name="float startAngle" /> + <Param name="float endAngle" /> <Param name="int segments" /> <Param name="Color color" /> </Overload> @@ -799,8 +941,8 @@ <Overload retVal="void" descr="Draw circle sector outline"> <Param name="Vector2 center" /> <Param name="float radius" /> - <Param name="int startAngle" /> - <Param name="int endAngle" /> + <Param name="float startAngle" /> + <Param name="float endAngle" /> <Param name="int segments" /> <Param name="Color color" /> </Overload> @@ -852,8 +994,8 @@ <Param name="Vector2 center" /> <Param name="float innerRadius" /> <Param name="float outerRadius" /> - <Param name="int startAngle" /> - <Param name="int endAngle" /> + <Param name="float startAngle" /> + <Param name="float endAngle" /> <Param name="int segments" /> <Param name="Color color" /> </Overload> @@ -863,8 +1005,8 @@ <Param name="Vector2 center" /> <Param name="float innerRadius" /> <Param name="float outerRadius" /> - <Param name="int startAngle" /> - <Param name="int endAngle" /> + <Param name="float startAngle" /> + <Param name="float endAngle" /> <Param name="int segments" /> <Param name="Color color" /> </Overload> @@ -1096,7 +1238,7 @@ </Overload> </KeyWord> <KeyWord name="LoadImageFromMemory" func="yes"> - <Overload retVal="Image" descr="Load image from memory buffer, fileType refers to extension: i.e. "png""> + <Overload retVal="Image" descr="Load image from memory buffer, fileType refers to extension: i.e. ".png""> <Param name="const char *fileType" /> <Param name="const unsigned char" /> <Param name="int dataSize" /> @@ -1516,7 +1658,7 @@ <KeyWord name="LoadTextureCubemap" func="yes"> <Overload retVal="TextureCubemap" descr="Load cubemap from image, multiple image cubemap layouts supported"> <Param name="Image image" /> - <Param name="int layoutType" /> + <Param name="int layout" /> </Overload> </KeyWord> <KeyWord name="LoadRenderTexture" func="yes"> @@ -1566,13 +1708,13 @@ <KeyWord name="SetTextureFilter" func="yes"> <Overload retVal="void" descr="Set texture scaling filter mode"> <Param name="Texture2D texture" /> - <Param name="int filterMode" /> + <Param name="int filter" /> </Overload> </KeyWord> <KeyWord name="SetTextureWrap" func="yes"> <Overload retVal="void" descr="Set texture wrapping mode"> <Param name="Texture2D texture" /> - <Param name="int wrapMode" /> + <Param name="int wrap" /> </Overload> </KeyWord> @@ -1649,6 +1791,16 @@ <Param name="Color tint" /> </Overload> </KeyWord> + <KeyWord name="DrawTexturePoly" func="yes"> + <Overload retVal="void" descr="Draw a textured polygon"> + <Param name="Texture2D texture" /> + <Param name="Vector2 center" /> + <Param name="Vector2 *points" /> + <Param name="Vector2 *texcoords" /> + <Param name="int pointsCount" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> <!-- Color/pixel related functions --> <KeyWord name="Fade" func="yes"> @@ -1745,7 +1897,7 @@ </Overload> </KeyWord> <KeyWord name="LoadFontFromMemory" func="yes"> - <Overload retVal="Font" descr="Load font from memory buffer, fileType refers to extension: i.e. "ttf""> + <Overload retVal="Font" descr="Load font from memory buffer, fileType refers to extension: i.e. ".ttf""> <Param name="const char *fileType" /> <Param name="const unsigned char" /> <Param name="int dataSize" /> @@ -1788,7 +1940,7 @@ <!-- Text drawing functions --> <KeyWord name="DrawFPS" func="yes"> - <Overload retVal="void" descr="Shows current FPS"> + <Overload retVal="void" descr="Draw current FPS"> <Param name="int posX" /> <Param name="int posY" /> </Overload> @@ -2142,11 +2294,6 @@ <Param name="float spacing" /> </Overload> </KeyWord> - <KeyWord name="DrawGizmo" func="yes"> - <Overload retVal="void" descr="Draw simple gizmo"> - <Param name="Vector3 position" /> - </Overload> - </KeyWord> <!-------------------------------------------------------------------------------------- --> <!-- Model 3d Loading and Drawing Functions (Module: models) --> @@ -2175,14 +2322,29 @@ </KeyWord> <!-- Mesh loading/unloading functions --> - <KeyWord name="LoadMeshes" func="yes"> - <Overload retVal="Mesh" descr="Load meshes from model file"> - <Param name="const char *fileName" /> - <Param name="int *meshCount" /> + <KeyWord name="UploadMesh" func="yes"> + <Overload retVal="void" descr="Upload vertex data into GPU and provided VAO/VBO ids"> + <Param name="Mesh *mesh" /> + <Param name="bool dynamic" /> + </Overload> + </KeyWord> + <KeyWord name="DrawMesh" func="yes"> + <Overload retVal="void" descr="Draw a 3d mesh with material and transform"> + <Param name="Mesh mesh" /> + <Param name="Material material" /> + <Param name="Matrix transform" /> + </Overload> + </KeyWord> + <KeyWord name="DrawMeshInstanced" func="yes"> + <Overload retVal="void" descr="Draw multiple mesh instances with material and different transforms"> + <Param name="Mesh mesh" /> + <Param name="Material material" /> + <Param name="Matrix *transforms" /> + <Param name="int instances" /> </Overload> </KeyWord> <KeyWord name="UnloadMesh" func="yes"> - <Overload retVal="void" descr="Unload mesh from memory (RAM and/or VRAM)"> + <Overload retVal="void" descr="Unload mesh data from CPU and GPU"> <Param name="Mesh mesh" /> </Overload> </KeyWord> @@ -2209,7 +2371,7 @@ </Overload> </KeyWord> <KeyWord name="SetMaterialTexture" func="yes"> - <Overload retVal="void" descr="Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)"> + <Overload retVal="void" descr="Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)"> <Param name="Material *material" /> <Param name="int mapType" /> <Param name="Texture2D texture" /> @@ -2242,6 +2404,12 @@ <Param name="ModelAnimation anim" /> </Overload> </KeyWord> + <KeyWord name="UnloadModelAnimations" func="yes"> + <Overload retVal="void" descr="Unload animation array data"> + <Param name="ModelAnimation* animations" /> + <Param name="unsigned int count" /> + </Overload> + </KeyWord> <KeyWord name="IsModelAnimationValid" func="yes"> <Overload retVal="bool" descr="Check model animation skeleton match"> <Param name="Model model" /> @@ -2250,6 +2418,11 @@ </KeyWord> <!-- Mesh generation functions --> + <KeyWord name="GenMeshDefault" func="yes"> + <Overload retVal="Mesh" descr="Generate an empty mesh with vertex: position, texcoords, normals, colors"> + <Param name="int vertexCount" /> + </Overload> + </KeyWord> <KeyWord name="GenMeshPoly" func="yes"> <Overload retVal="Mesh" descr="Generate polygonal mesh"> <Param name="int sides" /> @@ -2337,11 +2510,6 @@ <Param name="Mesh *mesh" /> </Overload> </KeyWord> - <KeyWord name="MeshNormalsSmooth" func="yes"> - <Overload retVal="void" descr="Smooth (average) vertex normals"> - <Param name="Mesh *mesh" /> - </Overload> - </KeyWord> <!-- Model drawing functions --> <KeyWord name="DrawModel" func="yes"> @@ -2478,190 +2646,6 @@ </KeyWord> <!-------------------------------------------------------------------------------------- --> - <!-- Shaders System Functions (Module: rlgl) --> - <!-- NOTE: This functions are useless when using OpenGL 1.1 --> - <!-------------------------------------------------------------------------------------- --> - - <!-- Shader loading/unloading functions --> - <KeyWord name="LoadShader" func="yes"> - <Overload retVal="Shader" descr="Load shader from files and bind default locations"> - <Param name="const char *vsFileName" /> - <Param name="const char *fsFileName" /> - </Overload> - </KeyWord> - <KeyWord name="LoadShaderCode" func="yes"> - <Overload retVal="Shader" descr="Load shader from code strings and bind default locations"> - <Param name="const char *vsCode" /> - <Param name="const char *fsCode" /> - </Overload> - </KeyWord> - <KeyWord name="UnloadShader" func="yes"> - <Overload retVal="void" descr="Unload shader from GPU memory (VRAM)"> - <Param name="Shader shader" /> - </Overload> - </KeyWord> - - <KeyWord name="GetShaderDefault" func="yes"> - <Overload retVal="Shader" descr="Get default shader"></Overload> - </KeyWord> - <KeyWord name="GetTextureDefault" func="yes"> - <Overload retVal="Texture2D" descr="Get default texture"></Overload> - </KeyWord> - <KeyWord name="GetShapesTexture" func="yes"> - <Overload retVal="Texture2D" descr="Get texture to draw shapes"></Overload> - </KeyWord> - <KeyWord name="GetShapesTextureRec" func="yes"> - <Overload retVal="Rectangle" descr="Get texture rectangle to draw shapes"></Overload> - </KeyWord> - <KeyWord name="SetShapesTexture" func="yes"> - <Overload retVal="void" descr="Define default texture used to draw shapes"> - <Param name="Texture2D texture" /> - <Param name="Rectangle source" /> - </Overload> - </KeyWord> - - <!-- Shader configuration functions --> - <KeyWord name="GetShaderLocation" func="yes"> - <Overload retVal="int" descr="Get shader uniform location"> - <Param name="Shader shader" /> - <Param name="const char *uniformName" /> - </Overload> - </KeyWord> - <KeyWord name="GetShaderLocationAttrib" func="yes"> - <Overload retVal="int" descr="Get shader attribute location"> - <Param name="Shader shader" /> - <Param name="const char *attribName" /> - </Overload> - </KeyWord> - <KeyWord name="SetShaderValue" func="yes"> - <Overload retVal="void" descr="Set shader uniform value"> - <Param name="Shader shader" /> - <Param name="int uniformLoc" /> - <Param name="const void *value" /> - <Param name="int uniformType" /> - </Overload> - </KeyWord> - <KeyWord name="SetShaderValueV" func="yes"> - <Overload retVal="void" descr="Set shader uniform value vector"> - <Param name="Shader shader" /> - <Param name="int uniformLoc" /> - <Param name="const void *value" /> - <Param name="int uniformType" /> - <Param name="int count" /> - </Overload> - </KeyWord> - <KeyWord name="SetShaderValueMatrix" func="yes"> - <Overload retVal="void" descr="Set shader uniform value (matrix 4x4)"> - <Param name="Shader shader" /> - <Param name="int uniformLoc" /> - <Param name="Matrix mat" /> - </Overload> - </KeyWord> - <KeyWord name="SetShaderValueTexture" func="yes"> - <Overload retVal="void" descr="Set shader uniform value for texture"> - <Param name="Shader shader" /> - <Param name="int uniformLoc" /> - <Param name="Texture2D texture" /> - </Overload> - </KeyWord> - <KeyWord name="SetMatrixProjection" func="yes"> - <Overload retVal="void" descr="Set a custom projection matrix (replaces internal projection matrix)"> - <Param name="Matrix proj" /> - </Overload> - </KeyWord> - <KeyWord name="SetMatrixModelview" func="yes"> - <Overload retVal="void" descr="Set a custom modelview matrix (replaces internal modelview matrix)"> - <Param name="Matrix view" /> - </Overload> - </KeyWord> - <KeyWord name="GetMatrixModelview" func="yes"> - <Overload retVal="Matrix" descr="Get internal modelview matrix"></Overload> - </KeyWord> - <KeyWord name="GetMatrixProjection" func="yes"> - <Overload retVal="Matrix" descr="Get internal projection matrix"></Overload> - </KeyWord> - - <!-- Texture maps generation (PBR) --> - <!-- NOTE: Required shaders should be provided --> - <KeyWord name="GenTextureCubemap" func="yes"> - <Overload retVal="TextureCubemap" descr="Generate cubemap texture from 2D panorama texture"> - <Param name="Shader shader" /> - <Param name="Texture2D panorama" /> - <Param name="int size" /> - <Param name="int format" /> - </Overload> - </KeyWord> - <KeyWord name="GenTextureIrradiance" func="yes"> - <Overload retVal="TextureCubemap" descr="Generate irradiance texture using cubemap data"> - <Param name="Shader shader" /> - <Param name="TextureCubemap cubemap" /> - <Param name="int size" /> - </Overload> - </KeyWord> - <KeyWord name="GenTexturePrefilter" func="yes"> - <Overload retVal="TextureCubemap" descr="Generate prefilter texture using cubemap data"> - <Param name="Shader shader" /> - <Param name="TextureCubemap cubemap" /> - <Param name="int size" /> - </Overload> - </KeyWord> - <KeyWord name="GenTextureBRDF" func="yes"> - <Overload retVal="Texture2D" descr="Generate BRDF texture"> - <Param name="Shader shader" /> - <Param name="int size" /> - </Overload> - </KeyWord> - - <!-- Shading begin/end functions --> - <KeyWord name="BeginShaderMode" func="yes"> - <Overload retVal="void" descr="Begin custom shader drawing"> - <Param name="Shader shader" /> - </Overload> - </KeyWord> - <KeyWord name="EndShaderMode" func="yes"> - <Overload retVal="void" descr="End custom shader drawing (use default shader)"></Overload> - </KeyWord> - <KeyWord name="BeginBlendMode" func="yes"> - <Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied)"> - <Param name="int mode" /> - </Overload> - </KeyWord> - <KeyWord name="EndBlendMode" func="yes"> - <Overload retVal="void" descr="End blending mode (reset to default: alpha blending)"></Overload> - </KeyWord> - - <!-- VR control functions --> - <KeyWord name="InitVrSimulator" func="yes"> - <Overload retVal="void" descr="Init VR simulator for selected device parameters"></Overload> - </KeyWord> - <KeyWord name="CloseVrSimulator" func="yes"> - <Overload retVal="void" descr="Close VR simulator for current device"></Overload> - </KeyWord> - <KeyWord name="UpdateVrTracking" func="yes"> - <Overload retVal="void" descr="Update VR tracking (position and orientation) and camera"> - <Param name="Camera *camera" /> - </Overload> - </KeyWord> - <KeyWord name="SetVrConfiguration" func="yes"> - <Overload retVal="void" descr="Set stereo rendering configuration parameters"> - <Param name="VrDeviceInfo info" /> - <Param name="Shader distortion" /> - </Overload> - </KeyWord> - <KeyWord name="IsVrSimulatorReady" func="yes"> - <Overload retVal="bool" descr="Detect if VR simulator is ready"></Overload> - </KeyWord> - <KeyWord name="ToggleVrMode" func="yes"> - <Overload retVal="void" descr="Enable/Disable VR experience"></Overload> - </KeyWord> - <KeyWord name="BeginVrDrawing" func="yes"> - <Overload retVal="void" descr="Begin VR simulator stereo rendering"></Overload> - </KeyWord> - <KeyWord name="EndVrDrawing" func="yes"> - <Overload retVal="void" descr="End VR simulator stereo rendering"></Overload> - </KeyWord> - - <!-------------------------------------------------------------------------------------- --> <!-- Audio Loading and Playing Functions (Module: audio) --> <!-------------------------------------------------------------------------------------- --> @@ -2688,7 +2672,7 @@ </Overload> </KeyWord> <KeyWord name="LoadWaveFromMemory" func="yes"> - <Overload retVal="Wave" descr="Load wave from memory buffer, fileType refers to extension: i.e. "wav""> + <Overload retVal="Wave" descr="Load wave from memory buffer, fileType refers to extension: i.e. ".wav""> <Param name="const char *fileType" /> <Param name="const unsigned char" /> <Param name="int dataSize" /> @@ -2820,6 +2804,13 @@ <Param name="const char *fileName" /> </Overload> </KeyWord> + <KeyWord name="LoadMusicStreamFromMemory" func="yes"> + <Overload retVal="Music" descr="Load music stream from data"> + <Param name="const char *fileType" /> + <Param name="unsigned char* data" /> + <Param name="int dataSize" /> + </Overload> + </KeyWord> <KeyWord name="UnloadMusicStream" func="yes"> <Overload retVal="void" descr="Unload music stream"> <Param name="Music music" /> @@ -2830,6 +2821,11 @@ <Param name="Music music" /> </Overload> </KeyWord> + <KeyWord name="IsMusicPlaying" func="yes"> + <Overload retVal="bool" descr="Check if music is playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> <KeyWord name="UpdateMusicStream" func="yes"> <Overload retVal="void" descr="Updates buffers for music streaming"> <Param name="Music music" /> @@ -2850,11 +2846,6 @@ <Param name="Music music" /> </Overload> </KeyWord> - <KeyWord name="IsMusicPlaying" func="yes"> - <Overload retVal="bool" descr="Check if music is playing"> - <Param name="Music music" /> - </Overload> - </KeyWord> <KeyWord name="SetMusicVolume" func="yes"> <Overload retVal="void" descr="Set volume for music (1.0 is max level)"> <Param name="Music music" /> diff --git a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h index 20080f49..8079f5c7 100644 --- a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h +++ b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h @@ -30,9 +30,10 @@ RLAPI void *GetWindowHandle(void); // Get native RLAPI int GetScreenWidth(void); // Get current screen width RLAPI int GetScreenHeight(void); // Get current screen height RLAPI int GetMonitorCount(void); // Get number of connected monitors +RLAPI int GetCurrentMonitor(void); // Get current connected monitor RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position -RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width -RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height +RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor) +RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor) RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate @@ -60,8 +61,30 @@ RLAPI void BeginMode3D(Camera3D camera); // Initializes RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing RLAPI void EndTextureMode(void); // Ends drawing to render texture +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) RLAPI void EndScissorMode(void); // End scissor mode +RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) +RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) + +// VR stereo config functions for VR simulator +RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters +RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config + +// Shader management functions +// NOTE: Shader functionality is not available on OpenGL 1.1 +RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations +RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location +RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value +RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector +RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) +RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) // Screen-space-related functions RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position @@ -75,21 +98,27 @@ RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns // Timing-related functions RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) RLAPI int GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn +RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn (delta time) RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() // Misc. functions +RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) -RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level -RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level -RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging -RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) - +RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) +RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level RLAPI void *MemAlloc(int size); // Internal memory allocator +RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator RLAPI void MemFree(void *ptr); // Internal memory free -RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) -RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) + +// Set custom callbacks +// WARNING: Callbacks setup is intended for advance users +RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log +RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader +RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver +RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader +RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver // Files management functions RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read) @@ -100,8 +129,8 @@ RLAPI void UnloadFileText(unsigned char *text); // Unload file RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success RLAPI bool FileExists(const char *fileName); // Check if file exists RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists -RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension (including point: .png, .wav) -RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (including point: ".png") +RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) +RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: ".png") RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) @@ -148,6 +177,7 @@ RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gam RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) // Input-related functions: mouse RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once @@ -161,7 +191,6 @@ RLAPI void SetMousePosition(int x, int y); // Set mouse posit RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y -RLAPI int GetMouseCursor(void); // Returns mouse cursor if (MouseCursor enum) RLAPI void SetMouseCursor(int cursor); // Set mouse cursor // Input-related functions: touch @@ -172,30 +201,34 @@ RLAPI Vector2 GetTouchPosition(int index); // Returns touch p //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ -RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags -RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected -RLAPI int GetGestureDetected(void); // Get latest detected gesture -RLAPI int GetTouchPointsCount(void); // Get touch points count -RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds -RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector -RLAPI float GetGestureDragAngle(void); // Get gesture drag angle -RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta -RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle +RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI int GetTouchPointsCount(void); // Get touch points count +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle //------------------------------------------------------------------------------------ // Camera System Functions (Module: camera) //------------------------------------------------------------------------------------ -RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) -RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode +RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) +RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode -RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) -RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera) -RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera) +RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) +RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera) +RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera) RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras) //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) //------------------------------------------------------------------------------------ +// Set texture and rectangle to be used on shapes drawing +// NOTE: It can be useful when using basic shapes and one single font, +// defining a font char white rectangle would allow drawing everything in a single draw call +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing // Basic shapes drawing functions RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel @@ -204,23 +237,24 @@ RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Colo RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out +RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle -RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle -RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline +RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle +RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline -RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring -RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline +RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring +RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters -RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle -RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle +RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle +RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters @@ -252,7 +286,7 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) -RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. "png" +RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. ".png" RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success @@ -321,7 +355,7 @@ RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 posi // NOTE: These functions require GPU access RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data -RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported +RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) @@ -332,18 +366,19 @@ RLAPI Image GetScreenData(void); // Texture configuration functions RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture -RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode -RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode +RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode +RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode // Texture drawing functions RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters -RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters -RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. -RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters -RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely +RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. +RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters +RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely +RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon // Color/pixel related functions RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f @@ -368,18 +403,17 @@ RLAPI Font GetFontDefault(void); RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) -RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. "ttf" +RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf" RLAPI CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info RLAPI void UnloadFontData(CharInfo *chars, int charsCount); // Unload font chars info data (RAM) RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) // Text drawing functions -RLAPI void DrawFPS(int posX, int posY); // Shows current FPS +RLAPI void DrawFPS(int posX, int posY); // Draw current FPS RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits -RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) // Text misc. functions @@ -435,53 +469,55 @@ RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBott RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) -RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ // Model loading/unloading functions -RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) -RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) -RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) -RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) +RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) +RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) +RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) +RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) // Mesh loading/unloading functions -RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file -RLAPI void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM) -RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success +RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids +RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform +RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms +RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU +RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success // Material loading/unloading functions -RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file -RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) -RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) -RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...) -RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh +RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file +RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) +RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) +RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh // Model animations loading/unloading functions -RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file -RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose -RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data -RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match +RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file +RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose +RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data +RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data +RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Mesh generation functions -RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh -RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) -RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh -RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) -RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) -RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh -RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh -RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh -RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data -RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data +RLAPI Mesh GenMeshDefault(int vertexCount); // Generate an empty mesh with vertex: position, texcoords, normals, colors +RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh +RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) +RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data // Mesh manipulation functions -RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits -RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents -RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals -RLAPI void MeshNormalsSmooth(Mesh *mesh); // Smooth (average) vertex normals +RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits +RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals // Model drawing functions RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) @@ -505,57 +541,6 @@ RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) //------------------------------------------------------------------------------------ -// Shaders System Functions (Module: rlgl) -// NOTE: This functions are useless when using OpenGL 1.1 -//------------------------------------------------------------------------------------ - -// Shader loading/unloading functions -RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations -RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations -RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - -RLAPI Shader GetShaderDefault(void); // Get default shader -RLAPI Texture2D GetTextureDefault(void); // Get default texture -RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes -RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes -RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes - -// Shader configuration functions -RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location -RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location -RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value -RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector -RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) -RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture -RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) -RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) -RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix -RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix - -// Texture maps generation (PBR) -// NOTE: Required shaders should be provided -RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap texture from 2D panorama texture -RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance texture using cubemap data -RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter texture using cubemap data -RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture - -// Shading begin/end functions -RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing -RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) -RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) -RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) - -// VR control functions -RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters -RLAPI void CloseVrSimulator(void); // Close VR simulator for current device -RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera -RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters -RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready -RLAPI void ToggleVrMode(void); // Enable/Disable VR experience -RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering -RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering - -//------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) //------------------------------------------------------------------------------------ @@ -567,10 +552,10 @@ RLAPI void SetMasterVolume(float volume); // Set mas // Wave/Sound loading/unloading functions RLAPI Wave LoadWave(const char *fileName); // Load wave data from file -RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. "wav" +RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav" RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data -RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data +RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount); // Update sound buffer with new data RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadSound(Sound sound); // Unload sound RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success @@ -595,13 +580,14 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload // Music management functions RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file +RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load music stream from data RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void PlayMusicStream(Music music); // Start music playing +RLAPI bool IsMusicPlaying(Music music); // Check if music is playing RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming RLAPI void StopMusicStream(Music music); // Stop music playing RLAPI void PauseMusicStream(Music music); // Pause music playing RLAPI void ResumeMusicStream(Music music); // Resume playing paused music -RLAPI bool IsMusicPlaying(Music music); // Check if music is playing RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) |
