diff options
Diffstat (limited to 'projects/Notepad++/raylib_npp_parser')
| -rw-r--r-- | projects/Notepad++/raylib_npp_parser/raylib_npp.xml | 768 | ||||
| -rw-r--r-- | projects/Notepad++/raylib_npp_parser/raylib_to_parse.h | 313 |
2 files changed, 613 insertions, 468 deletions
diff --git a/projects/Notepad++/raylib_npp_parser/raylib_npp.xml b/projects/Notepad++/raylib_npp_parser/raylib_npp.xml index b59fed57..adf702b2 100644 --- a/projects/Notepad++/raylib_npp_parser/raylib_npp.xml +++ b/projects/Notepad++/raylib_npp_parser/raylib_npp.xml @@ -162,6 +162,22 @@ <Overload retVal="const char" descr="Get clipboard text content"></Overload> </KeyWord> + <!-- Custom frame control functions --> + <!-- NOTE: Those functions are intended for advance users that want full control over the frame processing --> + <!-- By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents() --> + <!-- To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL --> + <KeyWord name="SwapScreenBuffer" func="yes"> + <Overload retVal="void" descr="Swap back buffer with front buffer (screen drawing)"></Overload> + </KeyWord> + <KeyWord name="PollInputEvents" func="yes"> + <Overload retVal="void" descr="Register all input events"></Overload> + </KeyWord> + <KeyWord name="WaitTime" func="yes"> + <Overload retVal="void" descr="Wait for some milliseconds (halt program execution)"> + <Param name="float ms" /> + </Overload> + </KeyWord> + <!-- Cursor-related functions --> <KeyWord name="ShowCursor" func="yes"> <Overload retVal="void" descr="Shows cursor"></Overload> @@ -179,7 +195,7 @@ <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> + <Overload retVal="bool" descr="Check if cursor is on the screen"></Overload> </KeyWord> <!-- Drawing-related functions --> @@ -195,7 +211,7 @@ <Overload retVal="void" descr="End canvas drawing and swap buffers (double buffering)"></Overload> </KeyWord> <KeyWord name="BeginMode2D" func="yes"> - <Overload retVal="void" descr="Initialize 2D mode with custom camera (2D)"> + <Overload retVal="void" descr="Begin 2D mode with custom camera (2D)"> <Param name="Camera2D camera" /> </Overload> </KeyWord> @@ -203,7 +219,7 @@ <Overload retVal="void" descr="Ends 2D mode with custom camera"></Overload> </KeyWord> <KeyWord name="BeginMode3D" func="yes"> - <Overload retVal="void" descr="Initializes 3D mode with custom camera (3D)"> + <Overload retVal="void" descr="Begin 3D mode with custom camera (3D)"> <Param name="Camera3D camera" /> </Overload> </KeyWord> @@ -211,7 +227,7 @@ <Overload retVal="void" descr="Ends 3D mode and returns to default 2D orthographic mode"></Overload> </KeyWord> <KeyWord name="BeginTextureMode" func="yes"> - <Overload retVal="void" descr="Initializes render texture for drawing"> + <Overload retVal="void" descr="Begin drawing to render texture"> <Param name="RenderTexture2D target" /> </Overload> </KeyWord> @@ -227,7 +243,7 @@ <Overload retVal="void" descr="End custom shader drawing (use default shader)"></Overload> </KeyWord> <KeyWord name="BeginBlendMode" func="yes"> - <Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied)"> + <Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied, subtract, custom)"> <Param name="int mode" /> </Overload> </KeyWord> @@ -331,29 +347,29 @@ <!-- Screen-space-related functions --> <KeyWord name="GetMouseRay" func="yes"> - <Overload retVal="Ray" descr="Returns a ray trace from mouse position"> + <Overload retVal="Ray" descr="Get a ray trace from mouse position"> <Param name="Vector2 mousePosition" /> <Param name="Camera camera" /> </Overload> </KeyWord> <KeyWord name="GetCameraMatrix" func="yes"> - <Overload retVal="Matrix" descr="Returns camera transform matrix (view matrix)"> + <Overload retVal="Matrix" descr="Get camera transform matrix (view matrix)"> <Param name="Camera camera" /> </Overload> </KeyWord> <KeyWord name="GetCameraMatrix2D" func="yes"> - <Overload retVal="Matrix" descr="Returns camera 2d transform matrix"> + <Overload retVal="Matrix" descr="Get camera 2d transform matrix"> <Param name="Camera2D camera" /> </Overload> </KeyWord> <KeyWord name="GetWorldToScreen" func="yes"> - <Overload retVal="Vector2" descr="Returns the screen space position for a 3d world space position"> + <Overload retVal="Vector2" descr="Get the screen space position for a 3d world space position"> <Param name="Vector3 position" /> <Param name="Camera camera" /> </Overload> </KeyWord> <KeyWord name="GetWorldToScreenEx" func="yes"> - <Overload retVal="Vector2" descr="Returns size position for a 3d world space position"> + <Overload retVal="Vector2" descr="Get size position for a 3d world space position"> <Param name="Vector3 position" /> <Param name="Camera camera" /> <Param name="int width" /> @@ -361,13 +377,13 @@ </Overload> </KeyWord> <KeyWord name="GetWorldToScreen2D" func="yes"> - <Overload retVal="Vector2" descr="Returns the screen space position for a 2d camera world space position"> + <Overload retVal="Vector2" descr="Get the screen space position for a 2d camera world space position"> <Param name="Vector2 position" /> <Param name="Camera2D camera" /> </Overload> </KeyWord> <KeyWord name="GetScreenToWorld2D" func="yes"> - <Overload retVal="Vector2" descr="Returns the world space position for a 2d camera screen space position"> + <Overload retVal="Vector2" descr="Get the world space position for a 2d camera screen space position"> <Param name="Vector2 position" /> <Param name="Camera2D camera" /> </Overload> @@ -380,22 +396,27 @@ </Overload> </KeyWord> <KeyWord name="GetFPS" func="yes"> - <Overload retVal="int" descr="Returns current FPS"></Overload> + <Overload retVal="int" descr="Get current FPS"></Overload> </KeyWord> <KeyWord name="GetFrameTime" func="yes"> - <Overload retVal="float" descr="Returns time in seconds for last frame drawn (delta time)"></Overload> + <Overload retVal="float" descr="Get time in seconds for last frame drawn (delta time)"></Overload> </KeyWord> <KeyWord name="GetTime" func="yes"> - <Overload retVal="double" descr="Returns elapsed time in seconds since InitWindow()"></Overload> + <Overload retVal="double" descr="Get elapsed time in seconds since InitWindow()"></Overload> </KeyWord> <!-- Misc. functions --> <KeyWord name="GetRandomValue" func="yes"> - <Overload retVal="int" descr="Returns a random value between min and max (both included)"> + <Overload retVal="int" descr="Get a random value between min and max (both included)"> <Param name="int min" /> <Param name="int max" /> </Overload> </KeyWord> + <KeyWord name="SetRandomSeed" func="yes"> + <Overload retVal="void" descr="Set the seed for the random number generator"> + <Param name="unsigned int seed" /> + </Overload> + </KeyWord> <KeyWord name="TakeScreenshot" func="yes"> <Overload retVal="void" descr="Takes a screenshot of current screen (filename extension defines format)"> <Param name="const char *fileName" /> @@ -408,7 +429,7 @@ </KeyWord> <KeyWord name="TraceLog" func="yes"> - <Overload retVal="void" descr="Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)"> + <Overload retVal="void" descr="Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)"> <Param name="int logLevel" /> <Param name="const char *text" /> <Param name="..." /> @@ -482,7 +503,7 @@ </KeyWord> <KeyWord name="UnloadFileText" func="yes"> <Overload retVal="void" descr="Unload file text data allocated by LoadFileText()"> - <Param name="unsigned char *text" /> + <Param name="char *text" /> </Overload> </KeyWord> <KeyWord name="SaveFileText" func="yes"> @@ -508,7 +529,7 @@ </Overload> </KeyWord> <KeyWord name="GetFileExtension" func="yes"> - <Overload retVal="const char" descr="Get pointer to extension for a filename string (includes dot: ".png")"> + <Overload retVal="const char" descr="Get pointer to extension for a filename string (includes dot: '.png')"> <Param name="const char *fileName" /> </Overload> </KeyWord> @@ -566,6 +587,7 @@ </Overload> </KeyWord> + <!-- Compression/Encoding functionality --> <KeyWord name="char *CompressData" func="yes"> <Overload retVal="unsigned" descr="Compress data (DEFLATE algorithm)"> <Param name="unsigned char *data" /> @@ -580,6 +602,19 @@ <Param name="int *dataLength" /> </Overload> </KeyWord> + <KeyWord name="EncodeDataBase64" func="yes"> + <Overload retVal="char" descr="Encode data to Base64 string"> + <Param name="const unsigned char" /> + <Param name="int dataLength" /> + <Param name="int *outputLength" /> + </Overload> + </KeyWord> + <KeyWord name="char *DecodeDataBase64" func="yes"> + <Overload retVal="unsigned" descr="Decode Base64 string data"> + <Param name="unsigned char *data" /> + <Param name="int *outputLength" /> + </Overload> + </KeyWord> <!-- Persistent storage management --> <KeyWord name="SaveStorageValue" func="yes"> @@ -606,22 +641,22 @@ <!-- Input-related functions: keyboard --> <KeyWord name="IsKeyPressed" func="yes"> - <Overload retVal="bool" descr="Detect if a key has been pressed once"> + <Overload retVal="bool" descr="Check if a key has been pressed once"> <Param name="int key" /> </Overload> </KeyWord> <KeyWord name="IsKeyDown" func="yes"> - <Overload retVal="bool" descr="Detect if a key is being pressed"> + <Overload retVal="bool" descr="Check if a key is being pressed"> <Param name="int key" /> </Overload> </KeyWord> <KeyWord name="IsKeyReleased" func="yes"> - <Overload retVal="bool" descr="Detect if a key has been released once"> + <Overload retVal="bool" descr="Check if a key has been released once"> <Param name="int key" /> </Overload> </KeyWord> <KeyWord name="IsKeyUp" func="yes"> - <Overload retVal="bool" descr="Detect if a key is NOT being pressed"> + <Overload retVal="bool" descr="Check if a key is NOT being pressed"> <Param name="int key" /> </Overload> </KeyWord> @@ -631,49 +666,43 @@ </Overload> </KeyWord> <KeyWord name="GetKeyPressed" func="yes"> - <Overload retVal="int" descr="Get key pressed (keycode), call it multiple times for keys queued"></Overload> + <Overload retVal="int" descr="Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty"></Overload> </KeyWord> <KeyWord name="GetCharPressed" func="yes"> - <Overload retVal="int" descr="Get char pressed (unicode), call it multiple times for chars queued"></Overload> + <Overload retVal="int" descr="Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty"></Overload> </KeyWord> <!-- Input-related functions: gamepads --> <KeyWord name="IsGamepadAvailable" func="yes"> - <Overload retVal="bool" descr="Detect if a gamepad is available"> - <Param name="int gamepad" /> - </Overload> - </KeyWord> - <KeyWord name="IsGamepadName" func="yes"> - <Overload retVal="bool" descr="Check gamepad name (if available)"> + <Overload retVal="bool" descr="Check if a gamepad is available"> <Param name="int gamepad" /> - <Param name="const char *name" /> </Overload> </KeyWord> <KeyWord name="GetGamepadName" func="yes"> - <Overload retVal="const char" descr="Return gamepad internal name id"> + <Overload retVal="const char" descr="Get gamepad internal name id"> <Param name="int gamepad" /> </Overload> </KeyWord> <KeyWord name="IsGamepadButtonPressed" func="yes"> - <Overload retVal="bool" descr="Detect if a gamepad button has been pressed once"> + <Overload retVal="bool" descr="Check if a gamepad button has been pressed once"> <Param name="int gamepad" /> <Param name="int button" /> </Overload> </KeyWord> <KeyWord name="IsGamepadButtonDown" func="yes"> - <Overload retVal="bool" descr="Detect if a gamepad button is being pressed"> + <Overload retVal="bool" descr="Check if a gamepad button is being pressed"> <Param name="int gamepad" /> <Param name="int button" /> </Overload> </KeyWord> <KeyWord name="IsGamepadButtonReleased" func="yes"> - <Overload retVal="bool" descr="Detect if a gamepad button has been released once"> + <Overload retVal="bool" descr="Check if a gamepad button has been released once"> <Param name="int gamepad" /> <Param name="int button" /> </Overload> </KeyWord> <KeyWord name="IsGamepadButtonUp" func="yes"> - <Overload retVal="bool" descr="Detect if a gamepad button is NOT being pressed"> + <Overload retVal="bool" descr="Check if a gamepad button is NOT being pressed"> <Param name="int gamepad" /> <Param name="int button" /> </Overload> @@ -682,12 +711,12 @@ <Overload retVal="int" descr="Get the last gamepad button pressed"></Overload> </KeyWord> <KeyWord name="GetGamepadAxisCount" func="yes"> - <Overload retVal="int" descr="Return gamepad axis count for a gamepad"> + <Overload retVal="int" descr="Get gamepad axis count for a gamepad"> <Param name="int gamepad" /> </Overload> </KeyWord> <KeyWord name="GetGamepadAxisMovement" func="yes"> - <Overload retVal="float" descr="Return axis movement value for a gamepad axis"> + <Overload retVal="float" descr="Get axis movement value for a gamepad axis"> <Param name="int gamepad" /> <Param name="int axis" /> </Overload> @@ -700,33 +729,36 @@ <!-- Input-related functions: mouse --> <KeyWord name="IsMouseButtonPressed" func="yes"> - <Overload retVal="bool" descr="Detect if a mouse button has been pressed once"> + <Overload retVal="bool" descr="Check if a mouse button has been pressed once"> <Param name="int button" /> </Overload> </KeyWord> <KeyWord name="IsMouseButtonDown" func="yes"> - <Overload retVal="bool" descr="Detect if a mouse button is being pressed"> + <Overload retVal="bool" descr="Check if a mouse button is being pressed"> <Param name="int button" /> </Overload> </KeyWord> <KeyWord name="IsMouseButtonReleased" func="yes"> - <Overload retVal="bool" descr="Detect if a mouse button has been released once"> + <Overload retVal="bool" descr="Check if a mouse button has been released once"> <Param name="int button" /> </Overload> </KeyWord> <KeyWord name="IsMouseButtonUp" func="yes"> - <Overload retVal="bool" descr="Detect if a mouse button is NOT being pressed"> + <Overload retVal="bool" descr="Check if a mouse button is NOT being pressed"> <Param name="int button" /> </Overload> </KeyWord> <KeyWord name="GetMouseX" func="yes"> - <Overload retVal="int" descr="Returns mouse position X"></Overload> + <Overload retVal="int" descr="Get mouse position X"></Overload> </KeyWord> <KeyWord name="GetMouseY" func="yes"> - <Overload retVal="int" descr="Returns mouse position Y"></Overload> + <Overload retVal="int" descr="Get mouse position Y"></Overload> </KeyWord> <KeyWord name="GetMousePosition" func="yes"> - <Overload retVal="Vector2" descr="Returns mouse position XY"></Overload> + <Overload retVal="Vector2" descr="Get mouse position XY"></Overload> + </KeyWord> + <KeyWord name="GetMouseDelta" func="yes"> + <Overload retVal="Vector2" descr="Get mouse delta between frames"></Overload> </KeyWord> <KeyWord name="SetMousePosition" func="yes"> <Overload retVal="void" descr="Set mouse position XY"> @@ -747,7 +779,7 @@ </Overload> </KeyWord> <KeyWord name="GetMouseWheelMove" func="yes"> - <Overload retVal="float" descr="Returns mouse wheel movement Y"></Overload> + <Overload retVal="float" descr="Get mouse wheel movement Y"></Overload> </KeyWord> <KeyWord name="SetMouseCursor" func="yes"> <Overload retVal="void" descr="Set mouse cursor"> @@ -757,19 +789,27 @@ <!-- Input-related functions: touch --> <KeyWord name="GetTouchX" func="yes"> - <Overload retVal="int" descr="Returns touch position X for touch point 0 (relative to screen size)"></Overload> + <Overload retVal="int" descr="Get touch position X for touch point 0 (relative to screen size)"></Overload> </KeyWord> <KeyWord name="GetTouchY" func="yes"> - <Overload retVal="int" descr="Returns touch position Y for touch point 0 (relative to screen size)"></Overload> + <Overload retVal="int" descr="Get touch position Y for touch point 0 (relative to screen size)"></Overload> </KeyWord> <KeyWord name="GetTouchPosition" func="yes"> - <Overload retVal="Vector2" descr="Returns touch position XY for a touch point index (relative to screen size)"> + <Overload retVal="Vector2" descr="Get touch position XY for a touch point index (relative to screen size)"> <Param name="int index" /> </Overload> </KeyWord> + <KeyWord name="GetTouchPointId" func="yes"> + <Overload retVal="int" descr="Get touch point identifier for given index"> + <Param name="int index" /> + </Overload> + </KeyWord> + <KeyWord name="GetTouchPointCount" func="yes"> + <Overload retVal="int" descr="Get number of touch points"></Overload> + </KeyWord> <!-------------------------------------------------------------------------------------- --> - <!-- Gestures and Touch Handling Functions (Module: gestures) --> + <!-- Gestures and Touch Handling Functions (Module: rgestures) --> <!-------------------------------------------------------------------------------------- --> <KeyWord name="SetGesturesEnabled" func="yes"> <Overload retVal="void" descr="Enable a set of gestures using flags"> @@ -784,9 +824,6 @@ <KeyWord name="GetGestureDetected" func="yes"> <Overload retVal="int" descr="Get latest detected gesture"></Overload> </KeyWord> - <KeyWord name="GetTouchPointsCount" func="yes"> - <Overload retVal="int" descr="Get touch points count"></Overload> - </KeyWord> <KeyWord name="GetGestureHoldDuration" func="yes"> <Overload retVal="float" descr="Get gesture hold time in milliseconds"></Overload> </KeyWord> @@ -804,7 +841,7 @@ </KeyWord> <!-------------------------------------------------------------------------------------- --> - <!-- Camera System Functions (Module: camera) --> + <!-- Camera System Functions (Module: rcamera) --> <!-------------------------------------------------------------------------------------- --> <KeyWord name="SetCameraMode" func="yes"> <Overload retVal="void" descr="Set camera mode (multiple camera modes available)"> @@ -904,7 +941,7 @@ </Overload> </KeyWord> <KeyWord name="DrawLineBezierQuad" func="yes"> - <Overload retVal="void" descr="raw line using quadratic bezier curves with a control point"> + <Overload retVal="void" descr="Draw line using quadratic bezier curves with a control point"> <Param name="Vector2 startPos" /> <Param name="Vector2 endPos" /> <Param name="Vector2 controlPos" /> @@ -912,10 +949,20 @@ <Param name="Color color" /> </Overload> </KeyWord> + <KeyWord name="DrawLineBezierCubic" func="yes"> + <Overload retVal="void" descr="Draw line using cubic bezier curves with 2 control points"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="Vector2 startControlPos" /> + <Param name="Vector2 endControlPos" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> <KeyWord name="DrawLineStrip" func="yes"> <Overload retVal="void" descr="Draw lines sequence"> <Param name="Vector2 *points" /> - <Param name="int pointsCount" /> + <Param name="int pointCount" /> <Param name="Color color" /> </Overload> </KeyWord> @@ -1082,7 +1129,7 @@ <KeyWord name="DrawRectangleLinesEx" func="yes"> <Overload retVal="void" descr="Draw rectangle outline with extended parameters"> <Param name="Rectangle rec" /> - <Param name="int lineThick" /> + <Param name="float lineThick" /> <Param name="Color color" /> </Overload> </KeyWord> @@ -1099,7 +1146,7 @@ <Param name="Rectangle rec" /> <Param name="float roundness" /> <Param name="int segments" /> - <Param name="int lineThick" /> + <Param name="float lineThick" /> <Param name="Color color" /> </Overload> </KeyWord> @@ -1122,14 +1169,14 @@ <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 pointsCount" /> + <Param name="int pointCount" /> <Param name="Color color" /> </Overload> </KeyWord> <KeyWord name="DrawTriangleStrip" func="yes"> <Overload retVal="void" descr="Draw a triangle strip defined by points"> <Param name="Vector2 *points" /> - <Param name="int pointsCount" /> + <Param name="int pointCount" /> <Param name="Color color" /> </Overload> </KeyWord> @@ -1151,6 +1198,16 @@ <Param name="Color color" /> </Overload> </KeyWord> + <KeyWord name="DrawPolyLinesEx" func="yes"> + <Overload retVal="void" descr="Draw a polygon outline of n sides with extended parameters"> + <Param name="Vector2 center" /> + <Param name="int sides" /> + <Param name="float radius" /> + <Param name="float rotation" /> + <Param name="float lineThick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> <!-- Basic shapes collision detection functions --> <KeyWord name="CheckCollisionRecs" func="yes"> @@ -1204,6 +1261,14 @@ <Param name="Vector2 *collisionPoint" /> </Overload> </KeyWord> + <KeyWord name="CheckCollisionPointLine" func="yes"> + <Overload retVal="bool" descr="Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]"> + <Param name="Vector2 point" /> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="int threshold" /> + </Overload> + </KeyWord> <KeyWord name="GetCollisionRec" func="yes"> <Overload retVal="Rectangle" descr="Get collision rectangle for two rectangles collision"> <Param name="Rectangle rec1" /> @@ -1238,12 +1303,20 @@ </Overload> </KeyWord> <KeyWord name="LoadImageFromMemory" func="yes"> - <Overload retVal="Image" descr="Load image from memory buffer, fileType refers to extension: i.e. ".png""> + <Overload retVal="Image" descr="Load image from memory buffer, fileType refers to extension: i.e. '.png'"> <Param name="const char *fileType" /> <Param name="const unsigned char" /> <Param name="int dataSize" /> </Overload> </KeyWord> + <KeyWord name="LoadImageFromTexture" func="yes"> + <Overload retVal="Image" descr="Load image from GPU texture data"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageFromScreen" func="yes"> + <Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload> + </KeyWord> <KeyWord name="UnloadImage" func="yes"> <Overload retVal="void" descr="Unload image from CPU memory (RAM)"> <Param name="Image image" /> @@ -1312,17 +1385,8 @@ <Param name="float factor" /> </Overload> </KeyWord> - <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="GenImageCellular" func="yes"> - <Overload retVal="Image" descr="Generate image: cellular algorithm. Bigger tileSize means bigger cells"> + <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" /> @@ -1424,7 +1488,7 @@ </Overload> </KeyWord> <KeyWord name="ImageMipmaps" func="yes"> - <Overload retVal="void" descr="Generate all mipmap levels for a provided image"> + <Overload retVal="void" descr="Compute all mipmap levels for a provided image"> <Param name="Image *image" /> </Overload> </KeyWord> @@ -1501,7 +1565,7 @@ <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" /> + <Param name="int *colorCount" /> </Overload> </KeyWord> <KeyWord name="UnloadImageColors" func="yes"> @@ -1520,6 +1584,13 @@ <Param name="float threshold" /> </Overload> </KeyWord> + <KeyWord name="GetImageColor" func="yes"> + <Overload retVal="Color" descr="Get image pixel color at (x, y) position"> + <Param name="Image image" /> + <Param name="int x" /> + <Param name="int y" /> + </Overload> + </KeyWord> <!-- Image drawing functions --> <!-- NOTE: Image software-rendering functions (CPU) --> @@ -1690,14 +1761,6 @@ <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> <!-- Texture configuration functions --> <KeyWord name="GenTextureMipmaps" func="yes"> @@ -1797,53 +1860,53 @@ <Param name="Vector2 center" /> <Param name="Vector2 *points" /> <Param name="Vector2 *texcoords" /> - <Param name="int pointsCount" /> + <Param name="int pointCount" /> <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"> + <Overload retVal="Color" descr="Get 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"> + <Overload retVal="int" descr="Get 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]"> + <Overload retVal="Vector4" descr="Get 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]"> + <Overload retVal="Color" descr="Get 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"> + <Overload retVal="Vector3" descr="Get HSV values for a Color, hue [0..360], saturation/value [0..1]"> <Param name="Color color" /> </Overload> </KeyWord> <KeyWord name="ColorFromHSV" func="yes"> - <Overload retVal="Color" descr="Returns a Color from HSV values"> + <Overload retVal="Color" descr="Get a Color from HSV values, hue [0..360], saturation/value [0..1]"> <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"> + <Overload retVal="Color" descr="Get 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"> + <Overload retVal="Color" descr="Get src alpha-blended into dst color with tint"> <Param name="Color dst" /> <Param name="Color src" /> <Param name="Color tint" /> @@ -1851,7 +1914,7 @@ </KeyWord> <KeyWord name="GetColor" func="yes"> <Overload retVal="Color" descr="Get Color structure from hexadecimal value"> - <Param name="int hexValue" /> + <Param name="unsigned int hexValue" /> </Overload> </KeyWord> <KeyWord name="GetPixelColor" func="yes"> @@ -1886,7 +1949,7 @@ <Param name="const char *fileName" /> <Param name="int fontSize" /> <Param name="int *fontChars" /> - <Param name="int charsCount" /> + <Param name="int glyphCount" /> </Overload> </KeyWord> <KeyWord name="LoadFontFromImage" func="yes"> @@ -1897,30 +1960,30 @@ </Overload> </KeyWord> <KeyWord name="LoadFontFromMemory" func="yes"> - <Overload retVal="Font" descr="Load font from memory buffer, fileType refers to extension: i.e. ".ttf""> + <Overload retVal="Font" descr="Load font from memory buffer, fileType refers to extension: i.e. '.ttf'"> <Param name="const char *fileType" /> <Param name="const unsigned char" /> <Param name="int dataSize" /> <Param name="int fontSize" /> <Param name="int *fontChars" /> - <Param name="int charsCount" /> + <Param name="int glyphCount" /> </Overload> </KeyWord> <KeyWord name="LoadFontData" func="yes"> - <Overload retVal="CharInfo" descr="Load font data for further use"> + <Overload retVal="GlyphInfo" descr="Load font data for further use"> <Param name="const unsigned char" /> <Param name="int dataSize" /> <Param name="int fontSize" /> <Param name="int *fontChars" /> - <Param name="int charsCount" /> + <Param name="int glyphCount" /> <Param name="int type" /> </Overload> </KeyWord> <KeyWord name="GenImageFontAtlas" func="yes"> <Overload retVal="Image" descr="Generate image font atlas using chars info"> - <Param name="const CharInfo *chars" /> + <Param name="const GlyphInfo *chars" /> <Param name="Rectangle **recs" /> - <Param name="int charsCount" /> + <Param name="int glyphCount" /> <Param name="int fontSize" /> <Param name="int padding" /> <Param name="int packMethod" /> @@ -1928,8 +1991,8 @@ </KeyWord> <KeyWord name="UnloadFontData" func="yes"> <Overload retVal="void" descr="Unload font chars info data (RAM)"> - <Param name="CharInfo *chars" /> - <Param name="int charsCount" /> + <Param name="GlyphInfo *chars" /> + <Param name="int glyphCount" /> </Overload> </KeyWord> <KeyWord name="UnloadFont" func="yes"> @@ -1964,29 +2027,16 @@ <Param name="Color tint" /> </Overload> </KeyWord> - <KeyWord name="DrawTextRec" func="yes"> - <Overload retVal="void" descr="Draw text using font inside rectangle limits"> - <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" /> - </Overload> - </KeyWord> - <KeyWord name="DrawTextRecEx" func="yes"> - <Overload retVal="void" descr="Draw text using font inside rectangle limits with support for text selection"> + <KeyWord name="DrawTextPro" func="yes"> + <Overload retVal="void" descr="Draw text using Font and pro parameters (rotation)"> <Param name="Font font" /> <Param name="const char *text" /> - <Param name="Rectangle rec" /> + <Param name="Vector2 position" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> <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"> @@ -1999,7 +2049,7 @@ </Overload> </KeyWord> - <!-- Text misc. functions --> + <!-- Text font info functions --> <KeyWord name="MeasureText" func="yes"> <Overload retVal="int" descr="Measure string width for default font"> <Param name="const char *text" /> @@ -2015,13 +2065,61 @@ </Overload> </KeyWord> <KeyWord name="GetGlyphIndex" func="yes"> - <Overload retVal="int" descr="Get index position for a unicode character on font"> + <Overload retVal="int" descr="Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found"> + <Param name="Font font" /> + <Param name="int codepoint" /> + </Overload> + </KeyWord> + <KeyWord name="GetGlyphInfo" func="yes"> + <Overload retVal="GlyphInfo" descr="Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found"> + <Param name="Font font" /> + <Param name="int codepoint" /> + </Overload> + </KeyWord> + <KeyWord name="GetGlyphAtlasRec" func="yes"> + <Overload retVal="Rectangle" descr="Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found"> <Param name="Font font" /> <Param name="int codepoint" /> </Overload> </KeyWord> - <!-- Text strings management functions (no utf8 strings, only byte chars) --> + <!-- Text codepoints management functions (unicode characters) --> + <KeyWord name="LoadCodepoints" func="yes"> + <Overload retVal="int" descr="Load all codepoints from a UTF-8 text string, codepoints count returned by parameter"> + <Param name="const char *text" /> + <Param name="int *count" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadCodepoints" func="yes"> + <Overload retVal="void" descr="Unload codepoints data from memory"> + <Param name="int *codepoints" /> + </Overload> + </KeyWord> + <KeyWord name="GetCodepointCount" func="yes"> + <Overload retVal="int" descr="Get total number of codepoints in a UTF-8 encoded string"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="GetCodepoint" func="yes"> + <Overload retVal="int" descr="Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure"> + <Param name="const char *text" /> + <Param name="int *bytesProcessed" /> + </Overload> + </KeyWord> + <KeyWord name="CodepointToUTF8" func="yes"> + <Overload retVal="const char" descr="Encode one codepoint into UTF-8 byte array (array length returned as parameter)"> + <Param name="int codepoint" /> + <Param name="int *byteSize" /> + </Overload> + </KeyWord> + <KeyWord name="TextCodepointsToUTF8" func="yes"> + <Overload retVal="char" descr="Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)"> + <Param name="int *codepoints" /> + <Param name="int length" /> + </Overload> + </KeyWord> + + <!-- Text strings management functions (no UTF-8 strings, only byte chars) --> <!-- NOTE: Some strings allocate memory internally for returned strings, just be careful! --> <KeyWord name="TextCopy" func="yes"> <Overload retVal="int" descr="Copy one string to another, returns bytes copied"> @@ -2041,7 +2139,7 @@ </Overload> </KeyWord> <KeyWord name="TextFormat" func="yes"> - <Overload retVal="const char" descr="Text formatting with variables (sprintf style)"> + <Overload retVal="const char" descr="Text formatting with variables (sprintf() style)"> <Param name="const char *text" /> <Param name="..." /> </Overload> @@ -2054,14 +2152,14 @@ </Overload> </KeyWord> <KeyWord name="TextReplace" func="yes"> - <Overload retVal="char" descr="Replace text string (memory must be freed!)"> + <Overload retVal="char" descr="Replace text string (WARNING: memory must be freed!)"> <Param name="char *text" /> <Param name="const char *replace" /> <Param name="const char *by" /> </Overload> </KeyWord> <KeyWord name="TextInsert" func="yes"> - <Overload retVal="char" descr="Insert text in a position (memory must be freed!)"> + <Overload retVal="char" descr="Insert text in a position (WARNING: memory must be freed!)"> <Param name="const char *text" /> <Param name="const char *insert" /> <Param name="int position" /> @@ -2114,37 +2212,6 @@ <Param name="const char *text" /> </Overload> </KeyWord> - <KeyWord name="TextToUtf8" func="yes"> - <Overload retVal="char" descr="Encode text codepoint into utf8 text (memory must be freed!)"> - <Param name="int *codepoints" /> - <Param name="int length" /> - </Overload> - </KeyWord> - - <!-- UTF8 text strings management functions --> - <KeyWord name="GetCodepoints" func="yes"> - <Overload retVal="int" descr="Get all codepoints in a string, codepoints count returned by parameters"> - <Param name="const char *text" /> - <Param name="int *count" /> - </Overload> - </KeyWord> - <KeyWord name="GetCodepointsCount" func="yes"> - <Overload retVal="int" descr="Get total number of characters (codepoints) in a UTF8 encoded string"> - <Param name="const char *text" /> - </Overload> - </KeyWord> - <KeyWord name="GetNextCodepoint" func="yes"> - <Overload retVal="int" descr="Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure"> - <Param name="const char *text" /> - <Param name="int *bytesProcessed" /> - </Overload> - </KeyWord> - <KeyWord name="CodepointToUtf8" func="yes"> - <Overload retVal="const char" descr="Encode codepoint into utf8 text (char array length returned as parameter)"> - <Param name="int codepoint" /> - <Param name="int *byteLength" /> - </Overload> - </KeyWord> <!-------------------------------------------------------------------------------------- --> <!-- Basic 3d Shapes Drawing Functions (Module: models) --> @@ -2184,7 +2251,7 @@ <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="int pointCount" /> <Param name="Color color" /> </Overload> </KeyWord> @@ -2230,6 +2297,17 @@ <Param name="Color color" /> </Overload> </KeyWord> + <KeyWord name="DrawCubeTextureRec" func="yes"> + <Overload retVal="void" descr="Draw cube with a region of a texture"> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + <Param name="Vector3 position" /> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + <Param name="Color color" /> + </Overload> + </KeyWord> <KeyWord name="DrawSphere" func="yes"> <Overload retVal="void" descr="Draw sphere"> <Param name="Vector3 centerPos" /> @@ -2265,6 +2343,16 @@ <Param name="Color color" /> </Overload> </KeyWord> + <KeyWord name="DrawCylinderEx" func="yes"> + <Overload retVal="void" descr="Draw a cylinder with base at startPos and top at endPos"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="float startRadius" /> + <Param name="float endRadius" /> + <Param name="int sides" /> + <Param name="Color color" /> + </Overload> + </KeyWord> <KeyWord name="DrawCylinderWires" func="yes"> <Overload retVal="void" descr="Draw a cylinder/cone wires"> <Param name="Vector3 position" /> @@ -2275,6 +2363,16 @@ <Param name="Color color" /> </Overload> </KeyWord> + <KeyWord name="DrawCylinderWiresEx" func="yes"> + <Overload retVal="void" descr="Draw a cylinder wires with base at startPos and top at endPos"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="float startRadius" /> + <Param name="float endRadius" /> + <Param name="int sides" /> + <Param name="Color color" /> + </Overload> + </KeyWord> <KeyWord name="DrawPlane" func="yes"> <Overload retVal="void" descr="Draw a plane XZ"> <Param name="Vector3 centerPos" /> @@ -2299,7 +2397,7 @@ <!-- Model 3d Loading and Drawing Functions (Module: models) --> <!-------------------------------------------------------------------------------------- --> - <!-- Model loading/unloading functions --> + <!-- Model management functions --> <KeyWord name="LoadModel" func="yes"> <Overload retVal="Model" descr="Load model from files (meshes and materials)"> <Param name="const char *fileName" /> @@ -2320,14 +2418,105 @@ <Param name="Model model" /> </Overload> </KeyWord> + <KeyWord name="GetModelBoundingBox" func="yes"> + <Overload retVal="BoundingBox" descr="Compute model bounding box limits (considers all meshes)"> + <Param name="Model model" /> + </Overload> + </KeyWord> - <!-- Mesh loading/unloading functions --> + <!-- Model drawing functions --> + <KeyWord name="DrawModel" func="yes"> + <Overload retVal="void" descr="Draw a model (with texture if set)"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelEx" func="yes"> + <Overload retVal="void" descr="Draw a model with extended parameters"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Vector3 scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelWires" func="yes"> + <Overload retVal="void" descr="Draw a model wires (with texture if set)"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelWiresEx" func="yes"> + <Overload retVal="void" descr="Draw a model wires (with texture if set) with extended parameters"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Vector3 scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBoundingBox" func="yes"> + <Overload retVal="void" descr="Draw bounding box (wires)"> + <Param name="BoundingBox box" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboard" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Vector3 position" /> + <Param name="float size" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboardRec" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture defined by source"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + <Param name="Vector3 position" /> + <Param name="Vector2 size" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboardPro" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture defined by source and rotation"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + <Param name="Vector3 position" /> + <Param name="Vector3 up" /> + <Param name="Vector2 size" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-- Mesh management functions --> <KeyWord name="UploadMesh" func="yes"> - <Overload retVal="void" descr="Upload vertex data into GPU and provided VAO/VBO ids"> + <Overload retVal="void" descr="Upload mesh vertex data in GPU and provide VAO/VBO ids"> <Param name="Mesh *mesh" /> <Param name="bool dynamic" /> </Overload> </KeyWord> + <KeyWord name="UpdateMeshBuffer" func="yes"> + <Overload retVal="void" descr="Update mesh vertex data in GPU for a specific buffer index"> + <Param name="Mesh mesh" /> + <Param name="int index" /></Overload> + </KeyWord> + <KeyWord name="UnloadMesh" func="yes"> + <Overload retVal="void" descr="Unload mesh data from CPU and GPU"> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> <KeyWord name="DrawMesh" func="yes"> <Overload retVal="void" descr="Draw a 3d mesh with material and transform"> <Param name="Mesh mesh" /> @@ -2343,86 +2532,29 @@ <Param name="int instances" /> </Overload> </KeyWord> - <KeyWord name="UnloadMesh" func="yes"> - <Overload retVal="void" descr="Unload mesh data from CPU and GPU"> - <Param name="Mesh mesh" /> - </Overload> - </KeyWord> <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> - - <!-- Material loading/unloading functions --> - <KeyWord name="LoadMaterials" func="yes"> - <Overload retVal="Material" descr="Load materials from model file"> - <Param name="const char *fileName" /> - <Param name="int *materialCount" /> - </Overload> - </KeyWord> - <KeyWord name="LoadMaterialDefault" func="yes"> - <Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload> - </KeyWord> - <KeyWord name="UnloadMaterial" func="yes"> - <Overload retVal="void" descr="Unload material from GPU memory (VRAM)"> - <Param name="Material material" /> - </Overload> - </KeyWord> - <KeyWord name="SetMaterialTexture" func="yes"> - <Overload retVal="void" descr="Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)"> - <Param name="Material *material" /> - <Param name="int mapType" /> - <Param name="Texture2D texture" /> - </Overload> - </KeyWord> - <KeyWord name="SetModelMeshMaterial" func="yes"> - <Overload retVal="void" descr="Set material for a mesh"> - <Param name="Model *model" /> - <Param name="int meshId" /> - <Param name="int materialId" /> - </Overload> - </KeyWord> - - <!-- Model animations loading/unloading functions --> - <KeyWord name="LoadModelAnimations" func="yes"> - <Overload retVal="ModelAnimation" descr="Load model animations from file"> - <Param name="const char *fileName" /> - <Param name="int *animsCount" /> - </Overload> - </KeyWord> - <KeyWord name="UpdateModelAnimation" func="yes"> - <Overload retVal="void" descr="Update model animation pose"> - <Param name="Model model" /> - <Param name="ModelAnimation anim" /> - <Param name="int frame" /> - </Overload> - </KeyWord> - <KeyWord name="UnloadModelAnimation" func="yes"> - <Overload retVal="void" descr="Unload animation data"> - <Param name="ModelAnimation anim" /> + <KeyWord name="GetMeshBoundingBox" func="yes"> + <Overload retVal="BoundingBox" descr="Compute mesh bounding box limits"> + <Param name="Mesh mesh" /> </Overload> </KeyWord> - <KeyWord name="UnloadModelAnimations" func="yes"> - <Overload retVal="void" descr="Unload animation array data"> - <Param name="ModelAnimation* animations" /> - <Param name="unsigned int count" /> + <KeyWord name="GenMeshTangents" func="yes"> + <Overload retVal="void" descr="Compute mesh tangents"> + <Param name="Mesh *mesh" /> </Overload> </KeyWord> - <KeyWord name="IsModelAnimationValid" func="yes"> - <Overload retVal="bool" descr="Check model animation skeleton match"> - <Param name="Model model" /> - <Param name="ModelAnimation anim" /> + <KeyWord name="GenMeshBinormals" func="yes"> + <Overload retVal="void" descr="Compute mesh binormals"> + <Param name="Mesh *mesh" /> </Overload> </KeyWord> <!-- Mesh generation functions --> - <KeyWord name="GenMeshDefault" func="yes"> - <Overload retVal="Mesh" descr="Generate an empty mesh with vertex: position, texcoords, normals, colors"> - <Param name="int vertexCount" /> - </Overload> - </KeyWord> <KeyWord name="GenMeshPoly" func="yes"> <Overload retVal="Mesh" descr="Generate polygonal mesh"> <Param name="int sides" /> @@ -2465,6 +2597,13 @@ <Param name="int slices" /> </Overload> </KeyWord> + <KeyWord name="GenMeshCone" func="yes"> + <Overload retVal="Mesh" descr="Generate cone/pyramid mesh"> + <Param name="float radius" /> + <Param name="float height" /> + <Param name="int slices" /> + </Overload> + </KeyWord> <KeyWord name="GenMeshTorus" func="yes"> <Overload retVal="Mesh" descr="Generate torus mesh"> <Param name="float radius" /> @@ -2494,89 +2633,71 @@ </Overload> </KeyWord> - <!-- Mesh manipulation functions --> - <KeyWord name="GetMeshBoundingBox" func="yes"> - <Overload retVal="BoundingBox" descr="Compute mesh bounding box limits"> - <Param name="Mesh mesh" /> + <!-- Material loading/unloading functions --> + <KeyWord name="LoadMaterials" func="yes"> + <Overload retVal="Material" descr="Load materials from model file"> + <Param name="const char *fileName" /> + <Param name="int *materialCount" /> </Overload> </KeyWord> - <KeyWord name="MeshTangents" func="yes"> - <Overload retVal="void" descr="Compute mesh tangents"> - <Param name="Mesh *mesh" /> - </Overload> + <KeyWord name="LoadMaterialDefault" func="yes"> + <Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload> </KeyWord> - <KeyWord name="MeshBinormals" func="yes"> - <Overload retVal="void" descr="Compute mesh binormals"> - <Param name="Mesh *mesh" /> + <KeyWord name="UnloadMaterial" func="yes"> + <Overload retVal="void" descr="Unload material from GPU memory (VRAM)"> + <Param name="Material material" /> </Overload> </KeyWord> - - <!-- Model drawing functions --> - <KeyWord name="DrawModel" func="yes"> - <Overload retVal="void" descr="Draw a model (with texture if set)"> - <Param name="Model model" /> - <Param name="Vector3 position" /> - <Param name="float scale" /> - <Param name="Color tint" /> + <KeyWord name="SetMaterialTexture" func="yes"> + <Overload retVal="void" descr="Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)"> + <Param name="Material *material" /> + <Param name="int mapType" /> + <Param name="Texture2D texture" /> </Overload> </KeyWord> - <KeyWord name="DrawModelEx" func="yes"> - <Overload retVal="void" descr="Draw a model with extended parameters"> - <Param name="Model model" /> - <Param name="Vector3 position" /> - <Param name="Vector3 rotationAxis" /> - <Param name="float rotationAngle" /> - <Param name="Vector3 scale" /> - <Param name="Color tint" /> + <KeyWord name="SetModelMeshMaterial" func="yes"> + <Overload retVal="void" descr="Set material for a mesh"> + <Param name="Model *model" /> + <Param name="int meshId" /> + <Param name="int materialId" /> </Overload> </KeyWord> - <KeyWord name="DrawModelWires" func="yes"> - <Overload retVal="void" descr="Draw a model wires (with texture if set)"> - <Param name="Model model" /> - <Param name="Vector3 position" /> - <Param name="float scale" /> - <Param name="Color tint" /> + + <!-- Model animations loading/unloading functions --> + <KeyWord name="LoadModelAnimations" func="yes"> + <Overload retVal="ModelAnimation" descr="Load model animations from file"> + <Param name="const char *fileName" /> + <Param name="unsigned int *animCount" /> </Overload> </KeyWord> - <KeyWord name="DrawModelWiresEx" func="yes"> - <Overload retVal="void" descr="Draw a model wires (with texture if set) with extended parameters"> + <KeyWord name="UpdateModelAnimation" func="yes"> + <Overload retVal="void" descr="Update model animation pose"> <Param name="Model model" /> - <Param name="Vector3 position" /> - <Param name="Vector3 rotationAxis" /> - <Param name="float rotationAngle" /> - <Param name="Vector3 scale" /> - <Param name="Color tint" /> + <Param name="ModelAnimation anim" /> + <Param name="int frame" /> </Overload> </KeyWord> - <KeyWord name="DrawBoundingBox" func="yes"> - <Overload retVal="void" descr="Draw bounding box (wires)"> - <Param name="BoundingBox box" /> - <Param name="Color color" /> + <KeyWord name="UnloadModelAnimation" func="yes"> + <Overload retVal="void" descr="Unload animation data"> + <Param name="ModelAnimation anim" /> </Overload> </KeyWord> - <KeyWord name="DrawBillboard" func="yes"> - <Overload retVal="void" descr="Draw a billboard texture"> - <Param name="Camera camera" /> - <Param name="Texture2D texture" /> - <Param name="Vector3 center" /> - <Param name="float size" /> - <Param name="Color tint" /> + <KeyWord name="UnloadModelAnimations" func="yes"> + <Overload retVal="void" descr="Unload animation array data"> + <Param name="ModelAnimation* animations" /> + <Param name="unsigned int count" /> </Overload> </KeyWord> - <KeyWord name="DrawBillboardRec" func="yes"> - <Overload retVal="void" descr="Draw a billboard texture defined by source"> - <Param name="Camera camera" /> - <Param name="Texture2D texture" /> - <Param name="Rectangle source" /> - <Param name="Vector3 center" /> - <Param name="float size" /> - <Param name="Color tint" /> + <KeyWord name="IsModelAnimationValid" func="yes"> + <Overload retVal="bool" descr="Check model animation skeleton match"> + <Param name="Model model" /> + <Param name="ModelAnimation anim" /> </Overload> </KeyWord> <!-- Collision detection functions --> <KeyWord name="CheckCollisionSpheres" func="yes"> - <Overload retVal="bool" descr="Detect collision between two spheres"> + <Overload retVal="bool" descr="Check collision between two spheres"> <Param name="Vector3 center1" /> <Param name="float radius1" /> <Param name="Vector3 center2" /> @@ -2584,64 +2705,59 @@ </Overload> </KeyWord> <KeyWord name="CheckCollisionBoxes" func="yes"> - <Overload retVal="bool" descr="Detect collision between two bounding boxes"> + <Overload retVal="bool" descr="Check collision between two bounding boxes"> <Param name="BoundingBox box1" /> <Param name="BoundingBox box2" /> </Overload> </KeyWord> <KeyWord name="CheckCollisionBoxSphere" func="yes"> - <Overload retVal="bool" descr="Detect collision between box and sphere"> + <Overload retVal="bool" descr="Check collision between box and sphere"> <Param name="BoundingBox box" /> <Param name="Vector3 center" /> <Param name="float radius" /> </Overload> </KeyWord> - <KeyWord name="CheckCollisionRaySphere" func="yes"> - <Overload retVal="bool" descr="Detect collision between ray and sphere"> + <KeyWord name="GetRayCollisionSphere" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and sphere"> <Param name="Ray ray" /> <Param name="Vector3 center" /> <Param name="float radius" /> </Overload> </KeyWord> - <KeyWord name="CheckCollisionRaySphereEx" func="yes"> - <Overload retVal="bool" descr="Detect collision between ray and sphere, returns collision point"> + <KeyWord name="GetRayCollisionBox" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and box"> <Param name="Ray ray" /> - <Param name="Vector3 center" /> - <Param name="float radius" /> - <Param name="Vector3 *collisionPoint" /> + <Param name="BoundingBox box" /> </Overload> </KeyWord> - <KeyWord name="CheckCollisionRayBox" func="yes"> - <Overload retVal="bool" descr="Detect collision between ray and box"> + <KeyWord name="GetRayCollisionModel" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and model"> <Param name="Ray ray" /> - <Param name="BoundingBox box" /> + <Param name="Model model" /> </Overload> </KeyWord> - <KeyWord name="GetCollisionRayMesh" func="yes"> - <Overload retVal="RayHitInfo" descr="Get collision info between ray and mesh"> + <KeyWord name="GetRayCollisionMesh" func="yes"> + <Overload retVal="RayCollision" 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" /> - <Param name="Model model" /> - </Overload> - </KeyWord> - <KeyWord name="GetCollisionRayTriangle" func="yes"> - <Overload retVal="RayHitInfo" descr="Get collision info between ray and triangle"> + <KeyWord name="GetRayCollisionTriangle" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and triangle"> <Param name="Ray ray" /> <Param name="Vector3 p1" /> <Param name="Vector3 p2" /> <Param name="Vector3 p3" /> </Overload> </KeyWord> - <KeyWord name="GetCollisionRayGround" func="yes"> - <Overload retVal="RayHitInfo" descr="Get collision info between ray and ground plane (Y-normal plane)"> + <KeyWord name="GetRayCollisionQuad" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and quad"> <Param name="Ray ray" /> - <Param name="float groundHeight" /> + <Param name="Vector3 p1" /> + <Param name="Vector3 p2" /> + <Param name="Vector3 p3" /> + <Param name="Vector3 p4" /> </Overload> </KeyWord> @@ -2672,7 +2788,7 @@ </Overload> </KeyWord> <KeyWord name="LoadWaveFromMemory" func="yes"> - <Overload retVal="Wave" descr="Load wave from memory buffer, fileType refers to extension: i.e. ".wav""> + <Overload retVal="Wave" descr="Load wave from memory buffer, fileType refers to extension: i.e. '.wav'"> <Param name="const char *fileType" /> <Param name="const unsigned char" /> <Param name="int dataSize" /> @@ -2692,7 +2808,7 @@ <Overload retVal="void" descr="Update sound buffer with new data"> <Param name="Sound sound" /> <Param name="const void *data" /> - <Param name="int samplesCount" /> + <Param name="int sampleCount" /> </Overload> </KeyWord> <KeyWord name="UnloadWave" func="yes"> @@ -2807,7 +2923,7 @@ <KeyWord name="LoadMusicStreamFromMemory" func="yes"> <Overload retVal="Music" descr="Load music stream from data"> <Param name="const char *fileType" /> - <Param name="unsigned char* data" /> + <Param name="unsigned char *data" /> <Param name="int dataSize" /> </Overload> </KeyWord> @@ -2821,7 +2937,7 @@ <Param name="Music music" /> </Overload> </KeyWord> - <KeyWord name="IsMusicPlaying" func="yes"> + <KeyWord name="IsMusicStreamPlaying" func="yes"> <Overload retVal="bool" descr="Check if music is playing"> <Param name="Music music" /> </Overload> @@ -2846,6 +2962,12 @@ <Param name="Music music" /> </Overload> </KeyWord> + <KeyWord name="SeekMusicStream" func="yes"> + <Overload retVal="void" descr="Seek music to a position (in seconds)"> + <Param name="Music music" /> + <Param name="float position" /> + </Overload> + </KeyWord> <KeyWord name="SetMusicVolume" func="yes"> <Overload retVal="void" descr="Set volume for music (1.0 is max level)"> <Param name="Music music" /> @@ -2870,23 +2992,23 @@ </KeyWord> <!-- AudioStream management functions --> - <KeyWord name="InitAudioStream" func="yes"> - <Overload retVal="AudioStream" descr="Init audio stream (to stream raw audio pcm data)"> + <KeyWord name="LoadAudioStream" func="yes"> + <Overload retVal="AudioStream" descr="Load audio stream (to stream raw audio pcm data)"> <Param name="unsigned int sampleRate" /> <Param name="unsigned int sampleSize" /> <Param name="unsigned int channels" /> </Overload> </KeyWord> - <KeyWord name="UpdateAudioStream" func="yes"> - <Overload retVal="void" descr="Update audio stream buffers with data"> + <KeyWord name="UnloadAudioStream" func="yes"> + <Overload retVal="void" descr="Unload audio stream and free memory"> <Param name="AudioStream stream" /> - <Param name="const void *data" /> - <Param name="int samplesCount" /> </Overload> </KeyWord> - <KeyWord name="CloseAudioStream" func="yes"> - <Overload retVal="void" descr="Close audio stream and free memory"> + <KeyWord name="UpdateAudioStream" func="yes"> + <Overload retVal="void" descr="Update audio stream buffers with data"> <Param name="AudioStream stream" /> + <Param name="const void *data" /> + <Param name="int frameCount" /> </Overload> </KeyWord> <KeyWord name="IsAudioStreamProcessed" func="yes"> diff --git a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h index 1281fa69..85b35a40 100644 --- a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h +++ b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h @@ -43,27 +43,35 @@ RLAPI const char *GetMonitorName(int monitor); // Get the hum RLAPI void SetClipboardText(const char *text); // Set clipboard text content RLAPI const char *GetClipboardText(void); // Get clipboard text content +// Custom frame control functions +// NOTE: Those functions are intended for advance users that want full control over the frame processing +// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents() +// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL +RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) +RLAPI void PollInputEvents(void); // Register all input events +RLAPI void WaitTime(float ms); // Wait for some milliseconds (halt program execution) + // Cursor-related functions RLAPI void ShowCursor(void); // Shows cursor RLAPI void HideCursor(void); // Hides cursor 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. +RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen // Drawing-related functions RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) -RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D) +RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) RLAPI void EndMode2D(void); // Ends 2D mode with custom camera -RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D) +RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode -RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing +RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture RLAPI void EndTextureMode(void); // Ends drawing to render texture RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) -RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) RLAPI void EndScissorMode(void); // End scissor mode @@ -87,26 +95,27 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture) RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) // Screen-space-related functions -RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position -RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) -RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix -RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position -RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position -RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position -RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position +RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position +RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) +RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position +RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position +RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position +RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position // Timing-related functions RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) -RLAPI int GetFPS(void); // Returns current FPS -RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn (delta time) -RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() +RLAPI int GetFPS(void); // Get current FPS +RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) +RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow() // Misc. functions -RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) +RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included) +RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) -RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) +RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level RLAPI void *MemAlloc(int size); // Internal memory allocator RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator @@ -125,12 +134,12 @@ RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead) 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 void UnloadFileText(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 DirectoryExists(const char *dirPath); // Check if a directory path exists -RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) -RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: ".png") +RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension (including point: .png, .wav) +RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) @@ -144,8 +153,11 @@ RLAPI char **GetDroppedFiles(int *count); // Get dropped RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory) RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) +// Compression/Encoding functionality 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) +RLAPI char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLength); // Encode data to Base64 string +RLAPI unsigned char *DecodeDataBase64(unsigned char *data, int *outputLength); // Decode Base64 string data // Persistent storage management RLAPI bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success @@ -158,53 +170,54 @@ RLAPI void OpenURL(const char *url); // Open URL wi //------------------------------------------------------------------------------------ // Input-related functions: keyboard -RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once -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 bool IsKeyPressed(int key); // Check if a key has been pressed once +RLAPI bool IsKeyDown(int key); // Check if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Check if a key has been released once +RLAPI bool IsKeyUp(int key); // Check if a key is NOT being 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 +RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty +RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty // Input-related functions: gamepads -RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available -RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) -RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id -RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once -RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed -RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once -RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available +RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed -RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad -RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) // Input-related functions: mouse -RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once -RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed -RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once -RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed -RLAPI int GetMouseX(void); // Returns mouse position X -RLAPI int GetMouseY(void); // Returns mouse position Y -RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY +RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Get mouse position X +RLAPI int GetMouseY(void); // Get mouse position Y +RLAPI Vector2 GetMousePosition(void); // Get mouse position XY +RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames RLAPI void SetMousePosition(int x, int y); // Set mouse position XY 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 float GetMouseWheelMove(void); // Get mouse wheel movement Y 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) -RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) -RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) +RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) +RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index +RLAPI int GetTouchPointCount(void); // Get number of touch points //------------------------------------------------------------------------------------ -// Gestures and Touch Handling Functions (Module: gestures) +// Gestures and Touch Handling Functions (Module: rgestures) //------------------------------------------------------------------------------------ RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected RLAPI int GetGestureDetected(void); // Get latest detected gesture -RLAPI int GetTouchPointsCount(void); // Get touch points count RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector RLAPI float GetGestureDragAngle(void); // Get gesture drag angle @@ -212,7 +225,7 @@ RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch del RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle //------------------------------------------------------------------------------------ -// Camera System Functions (Module: camera) +// Camera System Functions (Module: rcamera) //------------------------------------------------------------------------------------ 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 @@ -228,7 +241,7 @@ RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int ke // Set texture and rectangle to be used on shapes drawing // NOTE: It can be useful when using basic shapes and one single font, // defining a font char white rectangle would allow drawing everything in a single draw call -RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing // Basic shapes drawing functions RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel @@ -237,8 +250,9 @@ RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Colo RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out -RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point -RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence +RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point +RLAPI void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points +RLAPI void DrawLineStrip(Vector2 *points, int pointCount, 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, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline @@ -253,19 +267,20 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color) RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters -RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle -RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle +RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle +RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline -RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters +RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges -RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline +RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float 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 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 DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) +RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, 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 +RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters // Basic shapes collision detection functions RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles @@ -275,6 +290,7 @@ RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); 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 bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision //------------------------------------------------------------------------------------ @@ -286,7 +302,9 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) -RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. ".png" +RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' +RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data +RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success @@ -298,8 +316,7 @@ RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); 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 +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) @@ -316,7 +333,7 @@ RLAPI void ImageAlphaPremultiply(Image *image); 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 fill); // Resize canvas and fill with color -RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image +RLAPI void ImageMipmaps(Image *image); // Compute 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 void ImageFlipVertical(Image *image); // Flip image vertically RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally @@ -329,10 +346,11 @@ RLAPI void ImageColorContrast(Image *image, float contrast); 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 Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // 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 +RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position // Image drawing functions // NOTE: Image software-rendering functions (CPU) @@ -361,8 +379,6 @@ RLAPI void UnloadTexture(Texture2D texture); 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) // Texture configuration functions RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture @@ -378,18 +394,18 @@ RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Re RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely -RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon +RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint); // Draw a textured polygon // Color/pixel related functions -RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f -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(unsigned int hexValue); // Get Color structure from hexadecimal value +RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color +RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] +RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] +RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] +RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] +RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f +RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint +RLAPI Color GetColor(unsigned 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 @@ -401,35 +417,45 @@ RLAPI int GetPixelDataSize(int width, int height, int format); // G // Font loading/unloading functions RLAPI Font GetFontDefault(void); // Get the default Font 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 LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) -RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf" -RLAPI 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 Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' +RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use +RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info +RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM) RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) // Text drawing functions RLAPI void DrawFPS(int posX, int posY); // Draw current FPS RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) -RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters -RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits +RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters +RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) -// Text misc. functions +// Text font info functions RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font -RLAPI int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font - -// Text strings management functions (no utf8 strings, only byte chars) +RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found +RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found +RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found + +// Text codepoints management functions (unicode characters) +RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter +RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory +RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string +RLAPI int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) +RLAPI char *TextCodepointsToUTF8(int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!) + +// Text strings management functions (no UTF-8 strings, only byte chars) // NOTE: Some strings allocate memory internally for returned strings, just be careful! RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending -RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style) +RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string -RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory must be freed!) -RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory must be freed!) +RLAPI char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) +RLAPI char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter RLAPI const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! @@ -438,13 +464,6 @@ RLAPI const char *TextToUpper(const char *text); // Get upp RLAPI const char *TextToLower(const char *text); // Get lower case version of provided string RLAPI const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported) -RLAPI char *TextToUtf8(int *codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!) - -// UTF8 text strings management functions -RLAPI int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters -RLAPI int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string -RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure -RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter) //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) @@ -455,17 +474,20 @@ RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); 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 DrawTriangleStrip3D(Vector3 *points, int pointCount, 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 RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured +RLAPI void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) @@ -474,71 +496,71 @@ RLAPI void DrawGrid(int slices, float spacing); // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -// Model loading/unloading functions +// Model management functions RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) +RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) -// Mesh loading/unloading functions -RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids +// Model drawing functions +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +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 position, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source +RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation + +// Mesh management functions +RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids +RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index +RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms -RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success - -// Material loading/unloading functions -RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file -RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) -RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) -RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) -RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh - -// Model animations loading/unloading functions -RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file -RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose -RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data -RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data -RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match +RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits +RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals // Mesh generation functions -RLAPI Mesh GenMeshDefault(int vertexCount); // Generate an empty mesh with vertex: position, texcoords, normals, colors RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data -// Mesh manipulation functions -RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits -RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents -RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals +// Material loading/unloading functions +RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file +RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) +RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) +RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh -// Model drawing functions -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -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 source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source +// Model animations loading/unloading functions +RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file +RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose +RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data +RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data +RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Collision detection functions -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) +RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere +RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere +RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box +RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model +RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh +RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle +RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad //------------------------------------------------------------------------------------ // Audio Loading and Playing Functions (Module: audio) @@ -552,10 +574,10 @@ RLAPI void SetMasterVolume(float volume); // Set mas // Wave/Sound loading/unloading functions RLAPI Wave LoadWave(const char *fileName); // Load wave data from file -RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav" +RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' RLAPI Sound LoadSound(const char *fileName); // Load sound from file RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data -RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount); // Update sound buffer with new data +RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data RLAPI void UnloadWave(Wave wave); // Unload wave data RLAPI void UnloadSound(Sound sound); // Unload sound RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success @@ -580,23 +602,24 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload // Music management functions RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file -RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load music stream from data +RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char *data, int dataSize); // Load music stream from data RLAPI void UnloadMusicStream(Music music); // Unload music stream RLAPI void PlayMusicStream(Music music); // Start music playing -RLAPI bool IsMusicPlaying(Music music); // Check if music is playing +RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming RLAPI void StopMusicStream(Music music); // Stop music playing RLAPI void PauseMusicStream(Music music); // Pause music playing RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) // AudioStream management functions -RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data) -RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data -RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory +RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) +RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory +RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream |
