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authorraysan5 <[email protected]>2020-12-23 16:35:39 +0100
committerraysan5 <[email protected]>2020-12-23 16:35:39 +0100
commitef4600327061f8388c61e4e0d4e72df3a13ac4b3 (patch)
tree8c61df8bc3b0546a8b4a3608498e75cd21e11ac0 /projects/Notepad++
parent1df89039adc5a5204c9c899eb93c7955df49448e (diff)
downloadraylib-ef4600327061f8388c61e4e0d4e72df3a13ac4b3.tar.gz
raylib-ef4600327061f8388c61e4e0d4e72df3a13ac4b3.zip
Update raylib functions parser to generate XML intellisense file
Update Notepad++ functions intellisense
Diffstat (limited to 'projects/Notepad++')
-rw-r--r--projects/Notepad++/raylib_npp_parser/raylib_npp.xml953
-rw-r--r--projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c4
-rw-r--r--projects/Notepad++/raylib_npp_parser/raylib_to_parse.h258
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)