diff options
| author | raysan5 <[email protected]> | 2020-12-23 16:35:39 +0100 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2020-12-23 16:35:39 +0100 |
| commit | ef4600327061f8388c61e4e0d4e72df3a13ac4b3 (patch) | |
| tree | 8c61df8bc3b0546a8b4a3608498e75cd21e11ac0 | |
| parent | 1df89039adc5a5204c9c899eb93c7955df49448e (diff) | |
| download | raylib-ef4600327061f8388c61e4e0d4e72df3a13ac4b3.tar.gz raylib-ef4600327061f8388c61e4e0d4e72df3a13ac4b3.zip | |
Update raylib functions parser to generate XML intellisense file
Update Notepad++ functions intellisense
3 files changed, 786 insertions, 429 deletions
diff --git a/projects/Notepad++/raylib_npp_parser/raylib_npp.xml b/projects/Notepad++/raylib_npp_parser/raylib_npp.xml index b5e9c69a..a902a93a 100644 --- a/projects/Notepad++/raylib_npp_parser/raylib_npp.xml +++ b/projects/Notepad++/raylib_npp_parser/raylib_npp.xml @@ -19,23 +19,50 @@ <KeyWord name="IsWindowReady" func="yes"> <Overload retVal="bool" descr="Check if window has been initialized successfully"></Overload> </KeyWord> + <KeyWord name="IsWindowFullscreen" func="yes"> + <Overload retVal="bool" descr="Check if window is currently fullscreen"></Overload> + </KeyWord> + <KeyWord name="IsWindowHidden" func="yes"> + <Overload retVal="bool" descr="Check if window is currently hidden (only PLATFORM_DESKTOP)"></Overload> + </KeyWord> <KeyWord name="IsWindowMinimized" func="yes"> - <Overload retVal="bool" descr="Check if window has been minimized (or lost focus)"></Overload> + <Overload retVal="bool" descr="Check if window is currently minimized (only PLATFORM_DESKTOP)"></Overload> + </KeyWord> + <KeyWord name="IsWindowMaximized" func="yes"> + <Overload retVal="bool" descr="Check if window is currently maximized (only PLATFORM_DESKTOP)"></Overload> + </KeyWord> + <KeyWord name="IsWindowFocused" func="yes"> + <Overload retVal="bool" descr="Check if window is currently focused (only PLATFORM_DESKTOP)"></Overload> </KeyWord> <KeyWord name="IsWindowResized" func="yes"> - <Overload retVal="bool" descr="Check if window has been resized"></Overload> + <Overload retVal="bool" descr="Check if window has been resized last frame"></Overload> </KeyWord> - <KeyWord name="IsWindowHidden" func="yes"> - <Overload retVal="bool" descr="Check if window is currently hidden"></Overload> + <KeyWord name="IsWindowState" func="yes"> + <Overload retVal="bool" descr="Check if one specific window flag is enabled"> + <Param name="unsigned int flag" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowState" func="yes"> + <Overload retVal="void" descr="Set window configuration state using flags"> + <Param name="unsigned int flags" /> + </Overload> + </KeyWord> + <KeyWord name="ClearWindowState" func="yes"> + <Overload retVal="void" descr="Clear window configuration state flags"> + <Param name="unsigned int flags" /> + </Overload> </KeyWord> <KeyWord name="ToggleFullscreen" func="yes"> - <Overload retVal="void" descr="Toggle fullscreen mode (only PLATFORM_DESKTOP)"></Overload> + <Overload retVal="void" descr="Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)"></Overload> + </KeyWord> + <KeyWord name="MaximizeWindow" func="yes"> + <Overload retVal="void" descr="Set window state: maximized, if resizable (only PLATFORM_DESKTOP)"></Overload> </KeyWord> - <KeyWord name="UnhideWindow" func="yes"> - <Overload retVal="void" descr="Show the window"></Overload> + <KeyWord name="MinimizeWindow" func="yes"> + <Overload retVal="void" descr="Set window state: minimized, if resizable (only PLATFORM_DESKTOP)"></Overload> </KeyWord> - <KeyWord name="HideWindow" func="yes"> - <Overload retVal="void" descr="Hide the window"></Overload> + <KeyWord name="RestoreWindow" func="yes"> + <Overload retVal="void" descr="Set window state: not minimized/maximized (only PLATFORM_DESKTOP)"></Overload> </KeyWord> <KeyWord name="SetWindowIcon" func="yes"> <Overload retVal="void" descr="Set icon for window (only PLATFORM_DESKTOP)"> @@ -82,42 +109,55 @@ <KeyWord name="GetMonitorCount" func="yes"> <Overload retVal="int" descr="Get number of connected monitors"></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 primary monitor width"> + <Overload retVal="int" descr="Get specified monitor width"> <Param name="int monitor" /> </Overload> </KeyWord> <KeyWord name="GetMonitorHeight" func="yes"> - <Overload retVal="int" descr="Get primary monitor height"> + <Overload retVal="int" descr="Get specified monitor height"> <Param name="int monitor" /> </Overload> </KeyWord> <KeyWord name="GetMonitorPhysicalWidth" func="yes"> - <Overload retVal="int" descr="Get primary monitor physical width in millimetres"> + <Overload retVal="int" descr="Get specified monitor physical width in millimetres"> <Param name="int monitor" /> </Overload> </KeyWord> <KeyWord name="GetMonitorPhysicalHeight" func="yes"> - <Overload retVal="int" descr="Get primary monitor physical height in millimetres"> + <Overload retVal="int" descr="Get specified monitor physical height in millimetres"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetMonitorRefreshRate" func="yes"> + <Overload retVal="int" descr="Get specified monitor refresh rate"> <Param name="int monitor" /> </Overload> </KeyWord> <KeyWord name="GetWindowPosition" func="yes"> <Overload retVal="Vector2" descr="Get window position XY on monitor"></Overload> </KeyWord> + <KeyWord name="GetWindowScaleDPI" func="yes"> + <Overload retVal="Vector2" descr="Get window scale DPI factor"></Overload> + </KeyWord> <KeyWord name="GetMonitorName" func="yes"> <Overload retVal="const char" descr="Get the human-readable, UTF-8 encoded name of the primary monitor"> <Param name="int monitor" /> </Overload> </KeyWord> - <KeyWord name="GetClipboardText" func="yes"> - <Overload retVal="const char" descr="Get clipboard text content"></Overload> - </KeyWord> <KeyWord name="SetClipboardText" func="yes"> <Overload retVal="void" descr="Set clipboard text content"> <Param name="const char *text" /> </Overload> </KeyWord> + <KeyWord name="GetClipboardText" func="yes"> + <Overload retVal="const char" descr="Get clipboard text content"></Overload> + </KeyWord> <!-- Cursor-related functions --> <KeyWord name="ShowCursor" func="yes"> @@ -135,6 +175,9 @@ <KeyWord name="DisableCursor" func="yes"> <Overload retVal="void" descr="Disables cursor (lock cursor)"></Overload> </KeyWord> + <KeyWord name="IsCursorOnScreen" func="yes"> + <Overload retVal="bool" descr="Check if cursor is on the current screen."></Overload> + </KeyWord> <!-- Drawing-related functions --> <KeyWord name="ClearBackground" func="yes"> @@ -244,50 +287,13 @@ <Overload retVal="double" descr="Returns elapsed time in seconds since InitWindow()"></Overload> </KeyWord> - <!-- Color-related functions --> - <KeyWord name="ColorToInt" func="yes"> - <Overload retVal="int" descr="Returns hexadecimal value for a Color"> - <Param name="Color color" /> - </Overload> - </KeyWord> - <KeyWord name="ColorNormalize" func="yes"> - <Overload retVal="Vector4" descr="Returns color normalized as float [0..1]"> - <Param name="Color color" /> - </Overload> - </KeyWord> - <KeyWord name="ColorFromNormalized" func="yes"> - <Overload retVal="Color" descr="Returns color from normalized values [0..1]"> - <Param name="Vector4 normalized" /> - </Overload> - </KeyWord> - <KeyWord name="ColorToHSV" func="yes"> - <Overload retVal="Vector3" descr="Returns HSV values for a Color"> - <Param name="Color color" /> - </Overload> - </KeyWord> - <KeyWord name="ColorFromHSV" func="yes"> - <Overload retVal="Color" descr="Returns a Color from HSV values"> - <Param name="Vector3 hsv" /> - </Overload> - </KeyWord> - <KeyWord name="GetColor" func="yes"> - <Overload retVal="Color" descr="Returns a Color struct from hexadecimal value"> - <Param name="int hexValue" /> - </Overload> - </KeyWord> - <KeyWord name="Fade" func="yes"> - <Overload retVal="Color" descr="Color fade-in or fade-out, alpha goes from 0.0f to 1.0f"> - <Param name="Color color" /> - <Param name="float alpha" /> - </Overload> - </KeyWord> - <!-- Misc. functions --> <KeyWord name="SetConfigFlags" func="yes"> - <Overload retVal="void" descr="Setup window configuration flags (view FLAGS)"> + <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" /> @@ -310,6 +316,15 @@ <Param name="..." /> </Overload> </KeyWord> + + <KeyWord name="MemAlloc" func="yes"> + <Overload retVal="void" descr="Internal memory allocator"> + <Param name="int size" /> + </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" /> @@ -323,15 +338,40 @@ </KeyWord> <!-- Files management functions --> - <KeyWord name="FileExists" func="yes"> - <Overload retVal="bool" descr="Check if file exists"> + <KeyWord name="char *LoadFileData" func="yes"> + <Overload retVal="unsigned" descr="Load file data as byte array (read)"> <Param name="const char *fileName" /> + <Param name="unsigned int *bytesRead" /> </Overload> </KeyWord> - <KeyWord name="IsFileExtension" func="yes"> - <Overload retVal="bool" descr="Check file extension"> + <KeyWord name="UnloadFileData" func="yes"> + <Overload retVal="void" descr="Unload file data allocated by LoadFileData()"> + <Param name="unsigned char *data" /> + </Overload> + </KeyWord> + <KeyWord name="SaveFileData" func="yes"> + <Overload retVal="bool" descr="Save data to file from byte array (write), returns true on success"> + <Param name="const char *fileName" /></Overload> + </KeyWord> + <KeyWord name="LoadFileText" func="yes"> + <Overload retVal="char" descr="Load text data from file (read), returns a '\0' terminated string"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadFileText" func="yes"> + <Overload retVal="void" descr="Unload file text data allocated by LoadFileText()"> + <Param name="unsigned char *text" /> + </Overload> + </KeyWord> + <KeyWord name="SaveFileText" func="yes"> + <Overload retVal="bool" descr="Save text data to file (write), string must be '\0' terminated, returns true on success"> + <Param name="const char *fileName" /> + <Param name="char *text" /> + </Overload> + </KeyWord> + <KeyWord name="FileExists" func="yes"> + <Overload retVal="bool" descr="Check if file exists"> <Param name="const char *fileName" /> - <Param name="const char *ext" /> </Overload> </KeyWord> <KeyWord name="DirectoryExists" func="yes"> @@ -339,8 +379,14 @@ <Param name="const char *dirPath" /> </Overload> </KeyWord> - <KeyWord name="GetExtension" func="yes"> - <Overload retVal="const char" descr="Get pointer to extension for a filename string"> + <KeyWord name="IsFileExtension" func="yes"> + <Overload retVal="bool" descr="Check file extension (including point: .png, .wav)"> + <Param name="const char *fileName" /> + <Param name="const char *ext" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileExtension" func="yes"> + <Overload retVal="const char" descr="Get pointer to extension for a filename string (including point: ".png")"> <Param name="const char *fileName" /> </Overload> </KeyWord> @@ -377,7 +423,7 @@ <Overload retVal="void" descr="Clear directory files paths buffers (free memory)"></Overload> </KeyWord> <KeyWord name="ChangeDirectory" func="yes"> - <Overload retVal="bool" descr="Change working directory, returns true if success"> + <Overload retVal="bool" descr="Change working directory, return true on success"> <Param name="const char *dir" /> </Overload> </KeyWord> @@ -399,14 +445,14 @@ </KeyWord> <KeyWord name="char *CompressData" func="yes"> - <Overload retVal="unsigned" descr="Compress data (DEFLATE algorythm)"> + <Overload retVal="unsigned" descr="Compress data (DEFLATE algorithm)"> <Param name="unsigned char *data" /> <Param name="int dataLength" /> <Param name="int *compDataLength" /> </Overload> </KeyWord> <KeyWord name="char *DecompressData" func="yes"> - <Overload retVal="unsigned" descr="Decompress data (DEFLATE algorythm)"> + <Overload retVal="unsigned" descr="Decompress data (DEFLATE algorithm)"> <Param name="unsigned char *compData" /> <Param name="int compDataLength" /> <Param name="int *dataLength" /> @@ -414,15 +460,15 @@ </KeyWord> <!-- Persistent storage management --> - <KeyWord name="StorageSaveValue" func="yes"> - <Overload retVal="void" descr="Save integer value to storage file (to defined position)"> - <Param name="int position" /> + <KeyWord name="SaveStorageValue" func="yes"> + <Overload retVal="bool" descr="Save integer value to storage file (to defined position), returns true on success"> + <Param name="unsigned int position" /> <Param name="int value" /> </Overload> </KeyWord> - <KeyWord name="StorageLoadValue" func="yes"> + <KeyWord name="LoadStorageValue" func="yes"> <Overload retVal="int" descr="Load integer value from storage file (from defined position)"> - <Param name="int position" /> + <Param name="unsigned int position" /> </Overload> </KeyWord> @@ -457,14 +503,17 @@ <Param name="int key" /> </Overload> </KeyWord> - <KeyWord name="GetKeyPressed" func="yes"> - <Overload retVal="int" descr="Get latest key pressed"></Overload> - </KeyWord> <KeyWord name="SetExitKey" func="yes"> <Overload retVal="void" descr="Set a custom key to exit program (default is ESC)"> <Param name="int key" /> </Overload> </KeyWord> + <KeyWord name="GetKeyPressed" func="yes"> + <Overload retVal="int" descr="Get key pressed (keycode), call it multiple times for keys queued"></Overload> + </KeyWord> + <KeyWord name="GetCharPressed" func="yes"> + <Overload retVal="int" descr="Get char pressed (unicode), call it multiple times for chars queued"></Overload> + </KeyWord> <!-- Input-related functions: gamepads --> <KeyWord name="IsGamepadAvailable" func="yes"> @@ -573,6 +622,14 @@ <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" /> + </Overload> + </KeyWord> <!-- Input-related functions: touch --> <KeyWord name="GetTouchX" func="yes"> @@ -639,27 +696,27 @@ <KeyWord name="SetCameraPanControl" func="yes"> <Overload retVal="void" descr="Set camera pan key to combine with mouse movement (free camera)"> - <Param name="int panKey" /> + <Param name="int keyPan" /> </Overload> </KeyWord> <KeyWord name="SetCameraAltControl" func="yes"> <Overload retVal="void" descr="Set camera alt key to combine with mouse movement (free camera)"> - <Param name="int altKey" /> + <Param name="int keyAlt" /> </Overload> </KeyWord> <KeyWord name="SetCameraSmoothZoomControl" func="yes"> <Overload retVal="void" descr="Set camera smooth zoom key to combine with mouse (free camera)"> - <Param name="int szKey" /> + <Param name="int keySmoothZoom" /> </Overload> </KeyWord> <KeyWord name="SetCameraMoveControls" func="yes"> <Overload retVal="void" descr="Set camera move controls (1st person and 3rd person cameras)"> - <Param name="int frontKey" /> - <Param name="int backKey" /> - <Param name="int rightKey" /> - <Param name="int leftKey" /> - <Param name="int upKey" /> - <Param name="int downKey" /> + <Param name="int keyFront" /> + <Param name="int keyBack" /> + <Param name="int keyRight" /> + <Param name="int keyLeft" /> + <Param name="int keyUp" /> + <Param name="int keyDown" /> </Overload> </KeyWord> @@ -716,7 +773,7 @@ <KeyWord name="DrawLineStrip" func="yes"> <Overload retVal="void" descr="Draw lines sequence"> <Param name="Vector2 *points" /> - <Param name="int numPoints" /> + <Param name="int pointsCount" /> <Param name="Color color" /> </Overload> </KeyWord> @@ -923,7 +980,7 @@ <KeyWord name="DrawTriangleFan" func="yes"> <Overload retVal="void" descr="Draw a triangle fan defined by points (first vertex is the center)"> <Param name="Vector2 *points" /> - <Param name="int numPoints" /> + <Param name="int pointsCount" /> <Param name="Color color" /> </Overload> </KeyWord> @@ -975,12 +1032,6 @@ <Param name="Rectangle rec" /> </Overload> </KeyWord> - <KeyWord name="GetCollisionRec" func="yes"> - <Overload retVal="Rectangle" descr="Get collision rectangle for two rectangles collision"> - <Param name="Rectangle rec1" /> - <Param name="Rectangle rec2" /> - </Overload> - </KeyWord> <KeyWord name="CheckCollisionPointRec" func="yes"> <Overload retVal="bool" descr="Check if point is inside rectangle"> <Param name="Vector2 point" /> @@ -1002,27 +1053,33 @@ <Param name="Vector2 p3" /> </Overload> </KeyWord> + <KeyWord name="CheckCollisionLines" func="yes"> + <Overload retVal="bool" descr="Check the collision between two lines defined by two points each, returns collision point by reference"> + <Param name="Vector2 startPos1" /> + <Param name="Vector2 endPos1" /> + <Param name="Vector2 startPos2" /> + <Param name="Vector2 endPos2" /> + <Param name="Vector2 *collisionPoint" /> + </Overload> + </KeyWord> + <KeyWord name="GetCollisionRec" func="yes"> + <Overload retVal="Rectangle" descr="Get collision rectangle for two rectangles collision"> + <Param name="Rectangle rec1" /> + <Param name="Rectangle rec2" /> + </Overload> + </KeyWord> <!-------------------------------------------------------------------------------------- --> <!-- Texture Loading and Drawing Functions (Module: textures) --> <!-------------------------------------------------------------------------------------- --> - <!-- Image/Texture2D data loading/unloading/saving functions --> + <!-- Image loading functions --> + <!-- NOTE: This functions do not require GPU access --> <KeyWord name="LoadImage" func="yes"> <Overload retVal="Image" descr="Load image from file into CPU memory (RAM)"> <Param name="const char *fileName" /> </Overload> </KeyWord> - <KeyWord name="LoadImageEx" func="yes"> - <Overload retVal="Image" descr="Load image from Color array data (RGBA - 32bit)"> - <Param name="Color *pixels" /> - <Param name="int width" /> - <Param name="int height" /> - </Overload> - </KeyWord> - <KeyWord name="LoadImagePro" func="yes"> - <Overload retVal="Image" descr="Load image from raw data with parameters"></Overload> - </KeyWord> <KeyWord name="LoadImageRaw" func="yes"> <Overload retVal="Image" descr="Load image from RAW file data"> <Param name="const char *fileName" /> @@ -1032,90 +1089,101 @@ <Param name="int headerSize" /> </Overload> </KeyWord> - <KeyWord name="ExportImage" func="yes"> - <Overload retVal="void" descr="Export image data to file"> - <Param name="Image image" /> + <KeyWord name="LoadImageAnim" func="yes"> + <Overload retVal="Image" descr="Load image sequence from file (frames appended to image.data)"> <Param name="const char *fileName" /> + <Param name="int *frames" /> </Overload> </KeyWord> - <KeyWord name="ExportImageAsCode" func="yes"> - <Overload retVal="void" descr="Export image as code file defining an array of bytes"> - <Param name="Image image" /> - <Param name="const char *fileName" /> + <KeyWord name="LoadImageFromMemory" func="yes"> + <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" /> </Overload> </KeyWord> - <KeyWord name="LoadTexture" func="yes"> - <Overload retVal="Texture2D" descr="Load texture from file into GPU memory (VRAM)"> - <Param name="const char *fileName" /> + <KeyWord name="UnloadImage" func="yes"> + <Overload retVal="void" descr="Unload image from CPU memory (RAM)"> + <Param name="Image image" /> </Overload> </KeyWord> - <KeyWord name="LoadTextureFromImage" func="yes"> - <Overload retVal="Texture2D" descr="Load texture from image data"> + <KeyWord name="ExportImage" func="yes"> + <Overload retVal="bool" descr="Export image data to file, returns true on success"> <Param name="Image image" /> + <Param name="const char *fileName" /> </Overload> </KeyWord> - <KeyWord name="LoadTextureCubemap" func="yes"> - <Overload retVal="TextureCubemap" descr="Load cubemap from image, multiple image cubemap layouts supported"> + <KeyWord name="ExportImageAsCode" func="yes"> + <Overload retVal="bool" descr="Export image as code file defining an array of bytes, returns true on success"> <Param name="Image image" /> - <Param name="int layoutType" /> + <Param name="const char *fileName" /> </Overload> </KeyWord> - <KeyWord name="LoadRenderTexture" func="yes"> - <Overload retVal="RenderTexture2D" descr="Load texture for rendering (framebuffer)"> + + <!-- Image generation functions --> + <KeyWord name="GenImageColor" func="yes"> + <Overload retVal="Image" descr="Generate image: plain color"> <Param name="int width" /> <Param name="int height" /> + <Param name="Color color" /> </Overload> </KeyWord> - <KeyWord name="UnloadImage" func="yes"> - <Overload retVal="void" descr="Unload image from CPU memory (RAM)"> - <Param name="Image image" /> - </Overload> - </KeyWord> - <KeyWord name="UnloadTexture" func="yes"> - <Overload retVal="void" descr="Unload texture from GPU memory (VRAM)"> - <Param name="Texture2D texture" /> - </Overload> - </KeyWord> - <KeyWord name="UnloadRenderTexture" func="yes"> - <Overload retVal="void" descr="Unload render texture from GPU memory (VRAM)"> - <Param name="RenderTexture2D target" /> + <KeyWord name="GenImageGradientV" func="yes"> + <Overload retVal="Image" descr="Generate image: vertical gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color top" /> + <Param name="Color bottom" /> </Overload> </KeyWord> - <KeyWord name="GetImageData" func="yes"> - <Overload retVal="Color" descr="Get pixel data from image as a Color struct array"> - <Param name="Image image" /> + <KeyWord name="GenImageGradientH" func="yes"> + <Overload retVal="Image" descr="Generate image: horizontal gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color left" /> + <Param name="Color right" /> </Overload> </KeyWord> - <KeyWord name="GetImageDataNormalized" func="yes"> - <Overload retVal="Vector4" descr="Get pixel data from image as Vector4 array (float normalized)"> - <Param name="Image image" /> + <KeyWord name="GenImageGradientRadial" func="yes"> + <Overload retVal="Image" descr="Generate image: radial gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="float density" /> + <Param name="Color inner" /> + <Param name="Color outer" /> </Overload> </KeyWord> - <KeyWord name="GetImageAlphaBorder" func="yes"> - <Overload retVal="Rectangle" descr="Get image alpha border rectangle"> - <Param name="Image image" /> - <Param name="float threshold" /> + <KeyWord name="GenImageChecked" func="yes"> + <Overload retVal="Image" descr="Generate image: checked"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int checksX" /> + <Param name="int checksY" /> + <Param name="Color col1" /> + <Param name="Color col2" /> </Overload> </KeyWord> - <KeyWord name="GetPixelDataSize" func="yes"> - <Overload retVal="int" descr="Get pixel data size in bytes (image or texture)"> + <KeyWord name="GenImageWhiteNoise" func="yes"> + <Overload retVal="Image" descr="Generate image: white noise"> <Param name="int width" /> <Param name="int height" /> - <Param name="int format" /> + <Param name="float factor" /> </Overload> </KeyWord> - <KeyWord name="GetTextureData" func="yes"> - <Overload retVal="Image" descr="Get pixel data from GPU texture and return an Image"> - <Param name="Texture2D texture" /> + <KeyWord name="GenImagePerlinNoise" func="yes"> + <Overload retVal="Image" descr="Generate image: perlin noise"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int offsetX" /> + <Param name="int offsetY" /> + <Param name="float scale" /> </Overload> </KeyWord> - <KeyWord name="GetScreenData" func="yes"> - <Overload retVal="Image" descr="Get pixel data from screen buffer and return an Image (screenshot)"></Overload> - </KeyWord> - <KeyWord name="UpdateTexture" func="yes"> - <Overload retVal="void" descr="Update GPU texture with new data"> - <Param name="Texture2D texture" /> - <Param name="const void *pixels" /> + <KeyWord name="GenImageCellular" func="yes"> + <Overload retVal="Image" descr="Generate image: cellular algorithm. Bigger tileSize means bigger cells"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int tileSize" /> </Overload> </KeyWord> @@ -1131,10 +1199,20 @@ <Param name="Rectangle rec" /> </Overload> </KeyWord> - <KeyWord name="ImageToPOT" func="yes"> - <Overload retVal="void" descr="Convert image to POT (power-of-two)"> - <Param name="Image *image" /> - <Param name="Color fillColor" /> + <KeyWord name="ImageText" func="yes"> + <Overload retVal="Image" descr="Create an image from text (default font)"> + <Param name="const char *text" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageTextEx" func="yes"> + <Overload retVal="Image" descr="Create an image from text (custom sprite font)"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> </Overload> </KeyWord> <KeyWord name="ImageFormat" func="yes"> @@ -1143,17 +1221,16 @@ <Param name="int newFormat" /> </Overload> </KeyWord> - <KeyWord name="ImageAlphaMask" func="yes"> - <Overload retVal="void" descr="Apply alpha mask to image"> + <KeyWord name="ImageToPOT" func="yes"> + <Overload retVal="void" descr="Convert image to POT (power-of-two)"> <Param name="Image *image" /> - <Param name="Image alphaMask" /> + <Param name="Color fill" /> </Overload> </KeyWord> - <KeyWord name="ImageAlphaClear" func="yes"> - <Overload retVal="void" descr="Clear alpha channel to desired color"> + <KeyWord name="ImageCrop" func="yes"> + <Overload retVal="void" descr="Crop an image to a defined rectangle"> <Param name="Image *image" /> - <Param name="Color color" /> - <Param name="float threshold" /> + <Param name="Rectangle crop" /> </Overload> </KeyWord> <KeyWord name="ImageAlphaCrop" func="yes"> @@ -1162,15 +1239,22 @@ <Param name="float threshold" /> </Overload> </KeyWord> - <KeyWord name="ImageAlphaPremultiply" func="yes"> - <Overload retVal="void" descr="Premultiply alpha channel"> + <KeyWord name="ImageAlphaClear" func="yes"> + <Overload retVal="void" descr="Clear alpha channel to desired color"> <Param name="Image *image" /> + <Param name="Color color" /> + <Param name="float threshold" /> </Overload> </KeyWord> - <KeyWord name="ImageCrop" func="yes"> - <Overload retVal="void" descr="Crop an image to a defined rectangle"> + <KeyWord name="ImageAlphaMask" func="yes"> + <Overload retVal="void" descr="Apply alpha mask to image"> + <Param name="Image *image" /> + <Param name="Image alphaMask" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaPremultiply" func="yes"> + <Overload retVal="void" descr="Premultiply alpha channel"> <Param name="Image *image" /> - <Param name="Rectangle crop" /> </Overload> </KeyWord> <KeyWord name="ImageResize" func="yes"> @@ -1194,7 +1278,7 @@ <Param name="int newHeight" /> <Param name="int offsetX" /> <Param name="int offsetY" /> - <Param name="Color color" /> + <Param name="Color fill" /> </Overload> </KeyWord> <KeyWord name="ImageMipmaps" func="yes"> @@ -1211,73 +1295,6 @@ <Param name="int aBpp" /> </Overload> </KeyWord> - <KeyWord name="ImageExtractPalette" func="yes"> - <Overload retVal="Color" descr="Extract color palette from image to maximum size (memory should be freed)"> - <Param name="Image image" /> - <Param name="int maxPaletteSize" /> - <Param name="int *extractCount" /> - </Overload> - </KeyWord> - <KeyWord name="ImageText" func="yes"> - <Overload retVal="Image" descr="Create an image from text (default font)"> - <Param name="const char *text" /> - <Param name="int fontSize" /> - <Param name="Color color" /> - </Overload> - </KeyWord> - <KeyWord name="ImageTextEx" func="yes"> - <Overload retVal="Image" descr="Create an image from text (custom sprite font)"> - <Param name="Font font" /> - <Param name="const char *text" /> - <Param name="float fontSize" /> - <Param name="float spacing" /> - <Param name="Color tint" /> - </Overload> - </KeyWord> - <KeyWord name="ImageDraw" func="yes"> - <Overload retVal="void" descr="Draw a source image within a destination image (tint applied to source)"> - <Param name="Image *dst" /> - <Param name="Image src" /> - <Param name="Rectangle srcRec" /> - <Param name="Rectangle dstRec" /> - <Param name="Color tint" /> - </Overload> - </KeyWord> - <KeyWord name="ImageDrawRectangle" func="yes"> - <Overload retVal="void" descr="Draw rectangle within an image"> - <Param name="Image *dst" /> - <Param name="Rectangle rec" /> - <Param name="Color color" /> - </Overload> - </KeyWord> - <KeyWord name="ImageDrawRectangleLines" func="yes"> - <Overload retVal="void" descr="Draw rectangle lines within an image"> - <Param name="Image *dst" /> - <Param name="Rectangle rec" /> - <Param name="int thick" /> - <Param name="Color color" /> - </Overload> - </KeyWord> - <KeyWord name="ImageDrawText" func="yes"> - <Overload retVal="void" descr="Draw text (default font) within an image (destination)"> - <Param name="Image *dst" /> - <Param name="Vector2 position" /> - <Param name="const char *text" /> - <Param name="int fontSize" /> - <Param name="Color color" /> - </Overload> - </KeyWord> - <KeyWord name="ImageDrawTextEx" func="yes"> - <Overload retVal="void" descr="Draw text (custom sprite font) within an image (destination)"> - <Param name="Image *dst" /> - <Param name="Vector2 position" /> - <Param name="Font font" /> - <Param name="const char *text" /> - <Param name="float fontSize" /> - <Param name="float spacing" /> - <Param name="Color color" /> - </Overload> - </KeyWord> <KeyWord name="ImageFlipVertical" func="yes"> <Overload retVal="void" descr="Flip image vertically"> <Param name="Image *image" /> @@ -1333,75 +1350,214 @@ <Param name="Color replace" /> </Overload> </KeyWord> + <KeyWord name="LoadImageColors" func="yes"> + <Overload retVal="Color" descr="Load color data from image as a Color array (RGBA - 32bit)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImagePalette" func="yes"> + <Overload retVal="Color" descr="Load colors palette from image as a Color array (RGBA - 32bit)"> + <Param name="Image image" /> + <Param name="int maxPaletteSize" /> + <Param name="int *colorsCount" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadImageColors" func="yes"> + <Overload retVal="void" descr="Unload color data loaded with LoadImageColors()"> + <Param name="Color *colors" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadImagePalette" func="yes"> + <Overload retVal="void" descr="Unload colors palette loaded with LoadImagePalette()"> + <Param name="Color *colors" /> + </Overload> + </KeyWord> + <KeyWord name="GetImageAlphaBorder" func="yes"> + <Overload retVal="Rectangle" descr="Get image alpha border rectangle"> + <Param name="Image image" /> + <Param name="float threshold" /> + </Overload> + </KeyWord> - <!-- Image generation functions --> - <KeyWord name="GenImageColor" func="yes"> - <Overload retVal="Image" descr="Generate image: plain color"> - <Param name="int width" /> - <Param name="int height" /> + <!-- Image drawing functions --> + <!-- NOTE: Image software-rendering functions (CPU) --> + <KeyWord name="ImageClearBackground" func="yes"> + <Overload retVal="void" descr="Clear image background with given color"> + <Param name="Image *dst" /> <Param name="Color color" /> </Overload> </KeyWord> - <KeyWord name="GenImageGradientV" func="yes"> - <Overload retVal="Image" descr="Generate image: vertical gradient"> - <Param name="int width" /> - <Param name="int height" /> - <Param name="Color top" /> - <Param name="Color bottom" /> + <KeyWord name="ImageDrawPixel" func="yes"> + <Overload retVal="void" descr="Draw pixel within an image"> + <Param name="Image *dst" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="Color color" /> </Overload> </KeyWord> - <KeyWord name="GenImageGradientH" func="yes"> - <Overload retVal="Image" descr="Generate image: horizontal gradient"> - <Param name="int width" /> - <Param name="int height" /> - <Param name="Color left" /> - <Param name="Color right" /> + <KeyWord name="ImageDrawPixelV" func="yes"> + <Overload retVal="void" descr="Draw pixel within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 position" /> + <Param name="Color color" /> </Overload> </KeyWord> - <KeyWord name="GenImageGradientRadial" func="yes"> - <Overload retVal="Image" descr="Generate image: radial gradient"> - <Param name="int width" /> - <Param name="int height" /> - <Param name="float density" /> - <Param name="Color inner" /> - <Param name="Color outer" /> + <KeyWord name="ImageDrawLine" func="yes"> + <Overload retVal="void" descr="Draw line within an image"> + <Param name="Image *dst" /> + <Param name="int startPosX" /> + <Param name="int startPosY" /> + <Param name="int endPosX" /> + <Param name="int endPosY" /> + <Param name="Color color" /> </Overload> </KeyWord> - <KeyWord name="GenImageChecked" func="yes"> - <Overload retVal="Image" descr="Generate image: checked"> - <Param name="int width" /> - <Param name="int height" /> - <Param name="int checksX" /> - <Param name="int checksY" /> - <Param name="Color col1" /> - <Param name="Color col2" /> + <KeyWord name="ImageDrawLineV" func="yes"> + <Overload retVal="void" descr="Draw line within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 start" /> + <Param name="Vector2 end" /> + <Param name="Color color" /> </Overload> </KeyWord> - <KeyWord name="GenImageWhiteNoise" func="yes"> - <Overload retVal="Image" descr="Generate image: white noise"> - <Param name="int width" /> - <Param name="int height" /> - <Param name="float factor" /> + <KeyWord name="ImageDrawCircle" func="yes"> + <Overload retVal="void" descr="Draw circle within an image"> + <Param name="Image *dst" /> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="int radius" /> + <Param name="Color color" /> </Overload> </KeyWord> - <KeyWord name="GenImagePerlinNoise" func="yes"> - <Overload retVal="Image" descr="Generate image: perlin noise"> + <KeyWord name="ImageDrawCircleV" func="yes"> + <Overload retVal="void" descr="Draw circle within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 center" /> + <Param name="int radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangle" func="yes"> + <Overload retVal="void" descr="Draw rectangle within an image"> + <Param name="Image *dst" /> + <Param name="int posX" /> + <Param name="int posY" /> <Param name="int width" /> <Param name="int height" /> - <Param name="int offsetX" /> - <Param name="int offsetY" /> - <Param name="float scale" /> + <Param name="Color color" /> </Overload> </KeyWord> - <KeyWord name="GenImageCellular" func="yes"> - <Overload retVal="Image" descr="Generate image: cellular algorithm. Bigger tileSize means bigger cells"> + <KeyWord name="ImageDrawRectangleV" func="yes"> + <Overload retVal="void" descr="Draw rectangle within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 position" /> + <Param name="Vector2 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangleRec" func="yes"> + <Overload retVal="void" descr="Draw rectangle within an image"> + <Param name="Image *dst" /> + <Param name="Rectangle rec" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangleLines" func="yes"> + <Overload retVal="void" descr="Draw rectangle lines within an image"> + <Param name="Image *dst" /> + <Param name="Rectangle rec" /> + <Param name="int thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDraw" func="yes"> + <Overload retVal="void" descr="Draw a source image within a destination image (tint applied to source)"> + <Param name="Image *dst" /> + <Param name="Image src" /> + <Param name="Rectangle srcRec" /> + <Param name="Rectangle dstRec" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawText" func="yes"> + <Overload retVal="void" descr="Draw text (using default font) within an image (destination)"> + <Param name="Image *dst" /> + <Param name="const char *text" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawTextEx" func="yes"> + <Overload retVal="void" descr="Draw text (custom sprite font) within an image (destination)"> + <Param name="Image *dst" /> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="Vector2 position" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-- Texture loading functions --> + <!-- NOTE: These functions require GPU access --> + <KeyWord name="LoadTexture" func="yes"> + <Overload retVal="Texture2D" descr="Load texture from file into GPU memory (VRAM)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadTextureFromImage" func="yes"> + <Overload retVal="Texture2D" descr="Load texture from image data"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <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" /> + </Overload> + </KeyWord> + <KeyWord name="LoadRenderTexture" func="yes"> + <Overload retVal="RenderTexture2D" descr="Load texture for rendering (framebuffer)"> <Param name="int width" /> <Param name="int height" /> - <Param name="int tileSize" /> </Overload> </KeyWord> + <KeyWord name="UnloadTexture" func="yes"> + <Overload retVal="void" descr="Unload texture from GPU memory (VRAM)"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadRenderTexture" func="yes"> + <Overload retVal="void" descr="Unload render texture from GPU memory (VRAM)"> + <Param name="RenderTexture2D target" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateTexture" func="yes"> + <Overload retVal="void" descr="Update GPU texture with new data"> + <Param name="Texture2D texture" /> + <Param name="const void *pixels" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateTextureRec" func="yes"> + <Overload retVal="void" descr="Update GPU texture rectangle with new data"> + <Param name="Texture2D texture" /> + <Param name="Rectangle rec" /> + <Param name="const void *pixels" /> + </Overload> + </KeyWord> + <KeyWord name="GetTextureData" func="yes"> + <Overload retVal="Image" descr="Get pixel data from GPU texture and return an Image"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="GetScreenData" func="yes"> + <Overload retVal="Image" descr="Get pixel data from screen buffer and return an Image (screenshot)"></Overload> + </KeyWord> - <!-- Texture2D configuration functions --> + <!-- Texture configuration functions --> <KeyWord name="GenTextureMipmaps" func="yes"> <Overload retVal="void" descr="Generate GPU mipmaps for a texture"> <Param name="Texture2D *texture" /> @@ -1420,7 +1576,7 @@ </Overload> </KeyWord> - <!-- Texture2D drawing functions --> + <!-- Texture drawing functions --> <KeyWord name="DrawTexture" func="yes"> <Overload retVal="void" descr="Draw a Texture2D"> <Param name="Texture2D texture" /> @@ -1448,7 +1604,7 @@ <KeyWord name="DrawTextureRec" func="yes"> <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle"> <Param name="Texture2D texture" /> - <Param name="Rectangle sourceRec" /> + <Param name="Rectangle source" /> <Param name="Vector2 position" /> <Param name="Color tint" /> </Overload> @@ -1462,11 +1618,22 @@ <Param name="Color tint" /> </Overload> </KeyWord> + <KeyWord name="DrawTextureTiled" func="yes"> + <Overload retVal="void" descr="Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest."> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + <Param name="Rectangle dest" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> <KeyWord name="DrawTexturePro" func="yes"> <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle with 'pro' parameters"> <Param name="Texture2D texture" /> - <Param name="Rectangle sourceRec" /> - <Param name="Rectangle destRec" /> + <Param name="Rectangle source" /> + <Param name="Rectangle dest" /> <Param name="Vector2 origin" /> <Param name="float rotation" /> <Param name="Color tint" /> @@ -1476,13 +1643,79 @@ <Overload retVal="void" descr="Draws a texture (or part of it) that stretches or shrinks nicely"> <Param name="Texture2D texture" /> <Param name="NPatchInfo nPatchInfo" /> - <Param name="Rectangle destRec" /> + <Param name="Rectangle dest" /> <Param name="Vector2 origin" /> <Param name="float rotation" /> <Param name="Color tint" /> </Overload> </KeyWord> + <!-- Color/pixel related functions --> + <KeyWord name="Fade" func="yes"> + <Overload retVal="Color" descr="Returns color with alpha applied, alpha goes from 0.0f to 1.0f"> + <Param name="Color color" /> + <Param name="float alpha" /> + </Overload> + </KeyWord> + <KeyWord name="ColorToInt" func="yes"> + <Overload retVal="int" descr="Returns hexadecimal value for a Color"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorNormalize" func="yes"> + <Overload retVal="Vector4" descr="Returns Color normalized as float [0..1]"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorFromNormalized" func="yes"> + <Overload retVal="Color" descr="Returns Color from normalized values [0..1]"> + <Param name="Vector4 normalized" /> + </Overload> + </KeyWord> + <KeyWord name="ColorToHSV" func="yes"> + <Overload retVal="Vector3" descr="Returns HSV values for a Color"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorFromHSV" func="yes"> + <Overload retVal="Color" descr="Returns a Color from HSV values"> + <Param name="float hue" /> + <Param name="float saturation" /> + <Param name="float value" /> + </Overload> + </KeyWord> + <KeyWord name="ColorAlpha" func="yes"> + <Overload retVal="Color" descr="Returns color with alpha applied, alpha goes from 0.0f to 1.0f"> + <Param name="Color color" /> + <Param name="float alpha" /> + </Overload> + </KeyWord> + <KeyWord name="ColorAlphaBlend" func="yes"> + <Overload retVal="Color" descr="Returns src alpha-blended into dst color with tint"> + <Param name="Color dst" /> + <Param name="Color src" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="GetColor" func="yes"> + <Overload retVal="Color" descr="Get Color structure from hexadecimal value"> + <Param name="int hexValue" /> + </Overload> + </KeyWord> + <KeyWord name="GetPixelColor" func="yes"> + <Overload retVal="Color" descr="Get Color from a source pixel pointer of certain format"></Overload> + </KeyWord> + <KeyWord name="SetPixelColor" func="yes"> + <Overload retVal="void" descr="Set color formatted into destination pixel pointer"></Overload> + </KeyWord> + <KeyWord name="GetPixelDataSize" func="yes"> + <Overload retVal="int" descr="Get pixel data size in bytes for certain format"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int format" /> + </Overload> + </KeyWord> + <!-------------------------------------------------------------------------------------- --> <!-- Font Loading and Text Drawing Functions (Module: text) --> <!-------------------------------------------------------------------------------------- --> @@ -1511,9 +1744,20 @@ <Param name="int firstChar" /> </Overload> </KeyWord> + <KeyWord name="LoadFontFromMemory" func="yes"> + <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" /> + <Param name="int fontSize" /> + <Param name="int *fontChars" /> + <Param name="int charsCount" /> + </Overload> + </KeyWord> <KeyWord name="LoadFontData" func="yes"> <Overload retVal="CharInfo" descr="Load font data for further use"> - <Param name="const char *fileName" /> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> <Param name="int fontSize" /> <Param name="int *fontChars" /> <Param name="int charsCount" /> @@ -1530,6 +1774,12 @@ <Param name="int packMethod" /> </Overload> </KeyWord> + <KeyWord name="UnloadFontData" func="yes"> + <Overload retVal="void" descr="Unload font chars info data (RAM)"> + <Param name="CharInfo *chars" /> + <Param name="int charsCount" /> + </Overload> + </KeyWord> <KeyWord name="UnloadFont" func="yes"> <Overload retVal="void" descr="Unload Font from GPU memory (VRAM)"> <Param name="Font font" /> @@ -1573,13 +1823,26 @@ <Param name="Color tint" /> </Overload> </KeyWord> - <!--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 --> + <KeyWord name="DrawTextRecEx" func="yes"> + <Overload retVal="void" descr="Draw text using font inside rectangle limits with support for text selection"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="Rectangle rec" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="bool wordWrap" /> + <Param name="Color tint" /> + <Param name="int selectStart" /> + <Param name="int selectLength" /> + <Param name="Color sconst" /> + </Overload> + </KeyWord> <KeyWord name="DrawTextCodepoint" func="yes"> <Overload retVal="void" descr="Draw one character (codepoint)"> <Param name="Font font" /> <Param name="int codepoint" /> <Param name="Vector2 position" /> - <Param name="float scale" /> + <Param name="float fontSize" /> <Param name="Color tint" /> </Overload> </KeyWord> @@ -1758,6 +2021,21 @@ <Param name="Color color" /> </Overload> </KeyWord> + <KeyWord name="DrawTriangle3D" func="yes"> + <Overload retVal="void" descr="Draw a color-filled triangle (vertex in counter-clockwise order!)"> + <Param name="Vector3 v1" /> + <Param name="Vector3 v2" /> + <Param name="Vector3 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangleStrip3D" func="yes"> + <Overload retVal="void" descr="Draw a triangle strip defined by points"> + <Param name="Vector3 *points" /> + <Param name="int pointsCount" /> + <Param name="Color color" /> + </Overload> + </KeyWord> <KeyWord name="DrawCube" func="yes"> <Overload retVal="void" descr="Draw cube"> <Param name="Vector3 position" /> @@ -1886,7 +2164,12 @@ </Overload> </KeyWord> <KeyWord name="UnloadModel" func="yes"> - <Overload retVal="void" descr="Unload model from memory (RAM and/or VRAM)"> + <Overload retVal="void" descr="Unload model (including meshes) from memory (RAM and/or VRAM)"> + <Param name="Model model" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadModelKeepMeshes" func="yes"> + <Overload retVal="void" descr="Unload model (but not meshes) from memory (RAM and/or VRAM)"> <Param name="Model model" /> </Overload> </KeyWord> @@ -1898,15 +2181,15 @@ <Param name="int *meshCount" /> </Overload> </KeyWord> - <KeyWord name="ExportMesh" func="yes"> - <Overload retVal="void" descr="Export mesh data to file"> + <KeyWord name="UnloadMesh" func="yes"> + <Overload retVal="void" descr="Unload mesh from memory (RAM and/or VRAM)"> <Param name="Mesh mesh" /> - <Param name="const char *fileName" /> </Overload> </KeyWord> - <KeyWord name="UnloadMesh" func="yes"> - <Overload retVal="void" descr="Unload mesh from memory (RAM and/or VRAM)"> + <KeyWord name="ExportMesh" func="yes"> + <Overload retVal="bool" descr="Export mesh data to file, returns true on success"> <Param name="Mesh mesh" /> + <Param name="const char *fileName" /> </Overload> </KeyWord> @@ -2054,6 +2337,11 @@ <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"> @@ -2108,10 +2396,10 @@ </Overload> </KeyWord> <KeyWord name="DrawBillboardRec" func="yes"> - <Overload retVal="void" descr="Draw a billboard texture defined by sourceRec"> + <Overload retVal="void" descr="Draw a billboard texture defined by source"> <Param name="Camera camera" /> <Param name="Texture2D texture" /> - <Param name="Rectangle sourceRec" /> + <Param name="Rectangle source" /> <Param name="Vector3 center" /> <Param name="float size" /> <Param name="Color tint" /> @@ -2121,10 +2409,10 @@ <!-- Collision detection functions --> <KeyWord name="CheckCollisionSpheres" func="yes"> <Overload retVal="bool" descr="Detect collision between two spheres"> - <Param name="Vector3 centerA" /> - <Param name="float radiusA" /> - <Param name="Vector3 centerB" /> - <Param name="float radiusB" /> + <Param name="Vector3 center1" /> + <Param name="float radius1" /> + <Param name="Vector3 center2" /> + <Param name="float radius2" /> </Overload> </KeyWord> <KeyWord name="CheckCollisionBoxes" func="yes"> @@ -2161,6 +2449,13 @@ <Param name="BoundingBox box" /> </Overload> </KeyWord> + <KeyWord name="GetCollisionRayMesh" func="yes"> + <Overload retVal="RayHitInfo" descr="Get collision info between ray and mesh"> + <Param name="Ray ray" /> + <Param name="Mesh mesh" /> + <Param name="Matrix transform" /> + </Overload> + </KeyWord> <KeyWord name="GetCollisionRayModel" func="yes"> <Overload retVal="RayHitInfo" descr="Get collision info between ray and model"> <Param name="Ray ray" /> @@ -2188,11 +2483,6 @@ <!-------------------------------------------------------------------------------------- --> <!-- Shader loading/unloading functions --> - <KeyWord name="LoadText" func="yes"> - <Overload retVal="char" descr="Load chars array from text file"> - <Param name="const char *fileName" /> - </Overload> - </KeyWord> <KeyWord name="LoadShader" func="yes"> <Overload retVal="Shader" descr="Load shader from files and bind default locations"> <Param name="const char *vsFileName" /> @@ -2237,6 +2527,12 @@ <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" /> @@ -2288,23 +2584,24 @@ <!-- Texture maps generation (PBR) --> <!-- NOTE: Required shaders should be provided --> <KeyWord name="GenTextureCubemap" func="yes"> - <Overload retVal="Texture2D" descr="Generate cubemap texture from 2D texture"> + <Overload retVal="TextureCubemap" descr="Generate cubemap texture from 2D panorama texture"> <Param name="Shader shader" /> - <Param name="Texture2D map" /> + <Param name="Texture2D panorama" /> <Param name="int size" /> + <Param name="int format" /> </Overload> </KeyWord> <KeyWord name="GenTextureIrradiance" func="yes"> - <Overload retVal="Texture2D" descr="Generate irradiance texture using cubemap data"> + <Overload retVal="TextureCubemap" descr="Generate irradiance texture using cubemap data"> <Param name="Shader shader" /> - <Param name="Texture2D cubemap" /> + <Param name="TextureCubemap cubemap" /> <Param name="int size" /> </Overload> </KeyWord> <KeyWord name="GenTexturePrefilter" func="yes"> - <Overload retVal="Texture2D" descr="Generate prefilter texture using cubemap data"> + <Overload retVal="TextureCubemap" descr="Generate prefilter texture using cubemap data"> <Param name="Shader shader" /> - <Param name="Texture2D cubemap" /> + <Param name="TextureCubemap cubemap" /> <Param name="int size" /> </Overload> </KeyWord> @@ -2390,6 +2687,13 @@ <Param name="const char *fileName" /> </Overload> </KeyWord> + <KeyWord name="LoadWaveFromMemory" func="yes"> + <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" /> + </Overload> + </KeyWord> <KeyWord name="LoadSound" func="yes"> <Overload retVal="Sound" descr="Load sound from file"> <Param name="const char *fileName" /> @@ -2418,13 +2722,13 @@ </Overload> </KeyWord> <KeyWord name="ExportWave" func="yes"> - <Overload retVal="void" descr="Export wave data to file"> + <Overload retVal="bool" descr="Export wave data to file, returns true on success"> <Param name="Wave wave" /> <Param name="const char *fileName" /> </Overload> </KeyWord> <KeyWord name="ExportWaveAsCode" func="yes"> - <Overload retVal="void" descr="Export wave sample data to code (.h)"> + <Overload retVal="bool" descr="Export wave sample data to code (.h), returns true on success"> <Param name="Wave wave" /> <Param name="const char *fileName" /> </Overload> @@ -2499,11 +2803,16 @@ <Param name="int finalSample" /> </Overload> </KeyWord> - <KeyWord name="GetWaveData" func="yes"> - <Overload retVal="float" descr="Get samples data from wave as a floats array"> + <KeyWord name="LoadWaveSamples" func="yes"> + <Overload retVal="float" descr="Load samples data from wave as a floats array"> <Param name="Wave wave" /> </Overload> </KeyWord> + <KeyWord name="UnloadWaveSamples" func="yes"> + <Overload retVal="void" descr="Unload samples data loaded with LoadWaveSamples()"> + <Param name="float *samples" /> + </Overload> + </KeyWord> <!-- Music management functions --> <KeyWord name="LoadMusicStream" func="yes"> @@ -2558,12 +2867,6 @@ <Param name="float pitch" /> </Overload> </KeyWord> - <KeyWord name="SetMusicLoopCount" func="yes"> - <Overload retVal="void" descr="Set music loop count (loop repeats)"> - <Param name="Music music" /> - <Param name="int count" /> - </Overload> - </KeyWord> <KeyWord name="GetMusicTimeLength" func="yes"> <Overload retVal="float" descr="Get music time length (in seconds)"> <Param name="Music music" /> diff --git a/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c b/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c index f2c115f3..e2e256c9 100644 --- a/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c +++ b/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c @@ -67,8 +67,8 @@ int main(int argc, char *argv[]) char funcDesc[256]; char params[128]; - char paramType[8][16]; - char paramName[8][32]; + char paramType[16][16]; + char paramName[16][32]; int index = 0; char *ptr = NULL; diff --git a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h index a03d5b8f..20080f49 100644 --- a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h +++ b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h @@ -7,12 +7,19 @@ RLAPI void InitWindow(int width, int height, const char *title); // Initialize RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed RLAPI void CloseWindow(void); // Close window and unload OpenGL context RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully -RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) -RLAPI bool IsWindowResized(void); // Check if window has been resized -RLAPI bool IsWindowHidden(void); // Check if window is currently hidden -RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) -RLAPI void UnhideWindow(void); // Show the window -RLAPI void HideWindow(void); // Hide the window +RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen +RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) +RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) +RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) +RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) +RLAPI bool IsWindowResized(void); // Check if window has been resized last frame +RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled +RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags +RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags +RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) +RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) +RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) +RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) @@ -23,14 +30,17 @@ 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 GetMonitorWidth(int monitor); // Get primary monitor width -RLAPI int GetMonitorHeight(int monitor); // Get primary monitor height -RLAPI int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres -RLAPI int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres +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 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 RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor +RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor -RLAPI const char *GetClipboardText(void); // Get clipboard text content RLAPI void SetClipboardText(const char *text); // Set clipboard text content +RLAPI const char *GetClipboardText(void); // Get clipboard text content // Cursor-related functions RLAPI void ShowCursor(void); // Shows cursor @@ -38,6 +48,7 @@ RLAPI void HideCursor(void); // Hides curso RLAPI bool IsCursorHidden(void); // Check if cursor is not visible RLAPI void EnableCursor(void); // Enables cursor (unlock cursor) RLAPI void DisableCursor(void); // Disables cursor (lock cursor) +RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the current screen. // Drawing-related functions RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) @@ -67,29 +78,30 @@ RLAPI int GetFPS(void); // Returns cur RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() -// Color-related functions -RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color -RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1] -RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns color from normalized values [0..1] -RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color -RLAPI Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values -RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value -RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f - // Misc. functions -RLAPI void SetConfigFlags(unsigned int flags); // Setup window configuration flags (view FLAGS) +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 *MemAlloc(int size); // Internal memory allocator +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) // Files management functions +RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read) +RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() +RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success +RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string +RLAPI void UnloadFileText(unsigned char *text); // Unload file text data allocated by LoadFileText() +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 IsFileExtension(const char *fileName, const char *ext);// Check file extension RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists -RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string +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 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) @@ -97,18 +109,18 @@ RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previou RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed) RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory) -RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success +RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window RLAPI char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed) RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory) RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) -RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorythm) -RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorythm) +RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm) +RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm) // Persistent storage management -RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) -RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) +RLAPI bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success +RLAPI int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position) RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available) @@ -121,8 +133,9 @@ RLAPI bool IsKeyPressed(int key); // Detect if a key RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed -RLAPI int GetKeyPressed(void); // Get latest key pressed RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) +RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued +RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued // Input-related functions: gamepads RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available @@ -148,8 +161,8 @@ 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 MouseCursor GetMouseCursor(void); // Returns mouse cursor -RLAPI void SetMouseCursor(MouseCursor cursor); // Set mouse cursor +RLAPI int GetMouseCursor(void); // Returns mouse cursor if (MouseCursor enum) +RLAPI void SetMouseCursor(int cursor); // Set mouse cursor // Input-related functions: touch RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) @@ -175,10 +188,10 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pin 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 panKey); // Set camera pan key to combine with mouse movement (free camera) -RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) -RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) -RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) +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) @@ -191,10 +204,10 @@ 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 DrawLineStrip(Vector2 *points, int numPoints, Color color); // Draw lines sequence +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, 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 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 @@ -215,7 +228,7 @@ RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Co RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) -RLAPI void DrawTriangleFan(Vector2 *points, int numPoints, Color color); // Draw a triangle fan defined by points (first vertex is the center) +RLAPI void DrawTriangleFan(Vector2 *points, int pointsCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides @@ -224,60 +237,53 @@ RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle -RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle +RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference +RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision //------------------------------------------------------------------------------------ // Texture Loading and Drawing Functions (Module: textures) //------------------------------------------------------------------------------------ -// Image/Texture2D data loading/unloading/saving functions +// Image loading functions +// NOTE: This functions do not require GPU access RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) -RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) -RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data -RLAPI void ExportImage(Image image, const char *fileName); // Export image data to file -RLAPI void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes -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 RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) +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 void UnloadImage(Image image); // Unload image from CPU memory (RAM) -RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) -RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) -RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array -RLAPI Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized) -RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle -RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) -RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image -RLAPI Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot) -RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data +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 + +// Image generation functions +RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color +RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient +RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient +RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient +RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked +RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise +RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise +RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells // Image manipulation functions RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece -RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) +RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format -RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image -RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color +RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value +RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color +RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel -RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) -RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color +RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) -RLAPI Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed) -RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) -RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) -RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) -RLAPI void ImageDrawRectangle(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image -RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image -RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) -RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination) RLAPI void ImageFlipVertical(Image *image); // Flip image vertically RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg @@ -288,30 +294,70 @@ RLAPI void ImageColorGrayscale(Image *image); RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color +RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) +RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount); // Load colors palette from image as a Color array (RGBA - 32bit) +RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() +RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() +RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle -// Image generation functions -RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color -RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient -RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient -RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient -RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked -RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise -RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise -RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells +// Image drawing functions +// NOTE: Image software-rendering functions (CPU) +RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color +RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image +RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) +RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image +RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) +RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image +RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version) +RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) +RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image +RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) +RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination) + +// Texture loading functions +// 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 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) +RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data +RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data +RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image +RLAPI Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot) -// Texture2D configuration functions +// 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 -// Texture2D drawing functions +// 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 sourceRec, 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 DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, 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 destRec, 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 + +// Color/pixel related functions +RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color +RLAPI Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1] +RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1] +RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color +RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values +RLAPI Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint +RLAPI Color GetColor(int hexValue); // Get Color structure from hexadecimal value +RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format +RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer +RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) @@ -322,8 +368,10 @@ 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 CharInfo *LoadFontData(const char *fileName, 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 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 @@ -331,8 +379,8 @@ RLAPI void DrawFPS(int posX, int posY); 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 scale, Color tint); // Draw one character (codepoint) +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 RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font @@ -372,6 +420,8 @@ RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space +RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) +RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires @@ -394,12 +444,13 @@ RLAPI void DrawGizmo(Vector3 position); // 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 from memory (RAM and/or VRAM) +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 ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to 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 // Material loading/unloading functions RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file @@ -430,6 +481,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); 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 // Model drawing functions RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) @@ -438,15 +490,16 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture -RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source // Collision detection functions -RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres +RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) @@ -457,9 +510,8 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); //------------------------------------------------------------------------------------ // Shader loading/unloading functions -RLAPI char *LoadText(const char *fileName); // Load chars array from text file 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 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 @@ -470,6 +522,7 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Def // 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) @@ -481,9 +534,9 @@ RLAPI Matrix GetMatrixProjection(void); // Get // Texture maps generation (PBR) // NOTE: Required shaders should be provided -RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size); // Generate cubemap texture from 2D texture -RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data -RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data +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 @@ -514,13 +567,14 @@ 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 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 UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadSound(Sound sound); // Unload sound -RLAPI void ExportWave(Wave wave, const char *fileName); // Export wave data to file -RLAPI void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h) +RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success +RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success // Wave/Sound management functions RLAPI void PlaySound(Sound sound); // Play a sound @@ -536,7 +590,8 @@ RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pit RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range -RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array +RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array +RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() // Music management functions RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file @@ -549,7 +604,6 @@ RLAPI void ResumeMusicStream(Music music); // Resume 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 void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats) RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) |
