Update Notepad++ Intellisense

This commit is contained in:
Ray 2021-04-09 01:28:52 +02:00
parent 3cdac3e11e
commit 09e6f42f2e
2 changed files with 358 additions and 381 deletions

View File

@ -109,18 +109,21 @@
<KeyWord name="GetMonitorCount" func="yes">
<Overload retVal="int" descr="Get number of connected monitors"></Overload>
</KeyWord>
<KeyWord name="GetCurrentMonitor" func="yes">
<Overload retVal="int" descr="Get current connected monitor"></Overload>
</KeyWord>
<KeyWord name="GetMonitorPosition" func="yes">
<Overload retVal="Vector2" descr="Get specified monitor position">
<Param name="int monitor" />
</Overload>
</KeyWord>
<KeyWord name="GetMonitorWidth" func="yes">
<Overload retVal="int" descr="Get specified monitor width">
<Overload retVal="int" descr="Get specified monitor width (max available by monitor)">
<Param name="int monitor" />
</Overload>
</KeyWord>
<KeyWord name="GetMonitorHeight" func="yes">
<Overload retVal="int" descr="Get specified monitor height">
<Overload retVal="int" descr="Get specified monitor height (max available by monitor)">
<Param name="int monitor" />
</Overload>
</KeyWord>
@ -215,6 +218,22 @@
<KeyWord name="EndTextureMode" func="yes">
<Overload retVal="void" descr="Ends drawing to render texture"></Overload>
</KeyWord>
<KeyWord name="BeginShaderMode" func="yes">
<Overload retVal="void" descr="Begin custom shader drawing">
<Param name="Shader shader" />
</Overload>
</KeyWord>
<KeyWord name="EndShaderMode" func="yes">
<Overload retVal="void" descr="End custom shader drawing (use default shader)"></Overload>
</KeyWord>
<KeyWord name="BeginBlendMode" func="yes">
<Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied)">
<Param name="int mode" />
</Overload>
</KeyWord>
<KeyWord name="EndBlendMode" func="yes">
<Overload retVal="void" descr="End blending mode (reset to default: alpha blending)"></Overload>
</KeyWord>
<KeyWord name="BeginScissorMode" func="yes">
<Overload retVal="void" descr="Begin scissor mode (define screen area for following drawing)">
<Param name="int x" />
@ -226,6 +245,89 @@
<KeyWord name="EndScissorMode" func="yes">
<Overload retVal="void" descr="End scissor mode"></Overload>
</KeyWord>
<KeyWord name="BeginVrStereoMode" func="yes">
<Overload retVal="void" descr="Begin stereo rendering (requires VR simulator)">
<Param name="VrStereoConfig config" />
</Overload>
</KeyWord>
<KeyWord name="EndVrStereoMode" func="yes">
<Overload retVal="void" descr="End stereo rendering (requires VR simulator)"></Overload>
</KeyWord>
<!-- VR stereo config functions for VR simulator -->
<KeyWord name="LoadVrStereoConfig" func="yes">
<Overload retVal="VrStereoConfig" descr="Load VR stereo config for VR simulator device parameters">
<Param name="VrDeviceInfo device" />
</Overload>
</KeyWord>
<KeyWord name="UnloadVrStereoConfig" func="yes">
<Overload retVal="void" descr="Unload VR stereo config">
<Param name="VrStereoConfig config" />
</Overload>
</KeyWord>
<!-- Shader management functions -->
<!-- NOTE: Shader functionality is not available on OpenGL 1.1 -->
<KeyWord name="LoadShader" func="yes">
<Overload retVal="Shader" descr="Load shader from files and bind default locations">
<Param name="const char *vsFileName" />
<Param name="const char *fsFileName" />
</Overload>
</KeyWord>
<KeyWord name="LoadShaderFromMemory" func="yes">
<Overload retVal="Shader" descr="Load shader from code strings and bind default locations">
<Param name="const char *vsCode" />
<Param name="const char *fsCode" />
</Overload>
</KeyWord>
<KeyWord name="GetShaderLocation" func="yes">
<Overload retVal="int" descr="Get shader uniform location">
<Param name="Shader shader" />
<Param name="const char *uniformName" />
</Overload>
</KeyWord>
<KeyWord name="GetShaderLocationAttrib" func="yes">
<Overload retVal="int" descr="Get shader attribute location">
<Param name="Shader shader" />
<Param name="const char *attribName" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValue" func="yes">
<Overload retVal="void" descr="Set shader uniform value">
<Param name="Shader shader" />
<Param name="int locIndex" />
<Param name="const void *value" />
<Param name="int uniformType" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValueV" func="yes">
<Overload retVal="void" descr="Set shader uniform value vector">
<Param name="Shader shader" />
<Param name="int locIndex" />
<Param name="const void *value" />
<Param name="int uniformType" />
<Param name="int count" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValueMatrix" func="yes">
<Overload retVal="void" descr="Set shader uniform value (matrix 4x4)">
<Param name="Shader shader" />
<Param name="int locIndex" />
<Param name="Matrix mat" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValueTexture" func="yes">
<Overload retVal="void" descr="Set shader uniform value for texture (sampler2d)">
<Param name="Shader shader" />
<Param name="int locIndex" />
<Param name="Texture2D texture" />
</Overload>
</KeyWord>
<KeyWord name="UnloadShader" func="yes">
<Overload retVal="void" descr="Unload shader from GPU memory (VRAM)">
<Param name="Shader shader" />
</Overload>
</KeyWord>
<!-- Screen-space-related functions -->
<KeyWord name="GetMouseRay" func="yes">
@ -281,59 +383,79 @@
<Overload retVal="int" descr="Returns current FPS"></Overload>
</KeyWord>
<KeyWord name="GetFrameTime" func="yes">
<Overload retVal="float" descr="Returns time in seconds for last frame drawn"></Overload>
<Overload retVal="float" descr="Returns time in seconds for last frame drawn (delta time)"></Overload>
</KeyWord>
<KeyWord name="GetTime" func="yes">
<Overload retVal="double" descr="Returns elapsed time in seconds since InitWindow()"></Overload>
</KeyWord>
<!-- Misc. functions -->
<KeyWord name="GetRandomValue" func="yes">
<Overload retVal="int" descr="Returns a random value between min and max (both included)">
<Param name="int min" />
<Param name="int max" />
</Overload>
</KeyWord>
<KeyWord name="TakeScreenshot" func="yes">
<Overload retVal="void" descr="Takes a screenshot of current screen (filename extension defines format)">
<Param name="const char *fileName" />
</Overload>
</KeyWord>
<KeyWord name="SetConfigFlags" func="yes">
<Overload retVal="void" descr="Setup init configuration flags (view FLAGS)">
<Param name="unsigned int flags" />
</Overload>
</KeyWord>
<KeyWord name="SetTraceLogLevel" func="yes">
<Overload retVal="void" descr="Set the current threshold (minimum) log level">
<Param name="int logType" />
</Overload>
</KeyWord>
<KeyWord name="SetTraceLogExit" func="yes">
<Overload retVal="void" descr="Set the exit threshold (minimum) log level">
<Param name="int logType" />
</Overload>
</KeyWord>
<KeyWord name="SetTraceLogCallback" func="yes">
<Overload retVal="void" descr="Set a trace log callback to enable custom logging">
<Param name="TraceLogCallback callback" />
</Overload>
</KeyWord>
<KeyWord name="TraceLog" func="yes">
<Overload retVal="void" descr="Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)">
<Param name="int logType" />
<Param name="int logLevel" />
<Param name="const char *text" />
<Param name="..." />
</Overload>
</KeyWord>
<KeyWord name="SetTraceLogLevel" func="yes">
<Overload retVal="void" descr="Set the current threshold (minimum) log level">
<Param name="int logLevel" />
</Overload>
</KeyWord>
<KeyWord name="MemAlloc" func="yes">
<Overload retVal="void" descr="Internal memory allocator">
<Param name="int size" />
</Overload>
</KeyWord>
<KeyWord name="MemRealloc" func="yes">
<Overload retVal="void" descr="Internal memory reallocator"></Overload>
</KeyWord>
<KeyWord name="MemFree" func="yes">
<Overload retVal="void" descr="Internal memory free"></Overload>
</KeyWord>
<KeyWord name="TakeScreenshot" func="yes">
<Overload retVal="void" descr="Takes a screenshot of current screen (saved a .png)">
<Param name="const char *fileName" />
<!-- Set custom callbacks -->
<!-- WARNING: Callbacks setup is intended for advance users -->
<KeyWord name="SetTraceLogCallback" func="yes">
<Overload retVal="void" descr="Set custom trace log">
<Param name="TraceLogCallback callback" />
</Overload>
</KeyWord>
<KeyWord name="GetRandomValue" func="yes">
<Overload retVal="int" descr="Returns a random value between min and max (both included)">
<Param name="int min" />
<Param name="int max" />
<KeyWord name="SetLoadFileDataCallback" func="yes">
<Overload retVal="void" descr="Set custom file binary data loader">
<Param name="LoadFileDataCallback callback" />
</Overload>
</KeyWord>
<KeyWord name="SetSaveFileDataCallback" func="yes">
<Overload retVal="void" descr="Set custom file binary data saver">
<Param name="SaveFileDataCallback callback" />
</Overload>
</KeyWord>
<KeyWord name="SetLoadFileTextCallback" func="yes">
<Overload retVal="void" descr="Set custom file text data loader">
<Param name="LoadFileTextCallback callback" />
</Overload>
</KeyWord>
<KeyWord name="SetSaveFileTextCallback" func="yes">
<Overload retVal="void" descr="Set custom file text data saver">
<Param name="SaveFileTextCallback callback" />
</Overload>
</KeyWord>
@ -386,7 +508,7 @@
</Overload>
</KeyWord>
<KeyWord name="GetFileExtension" func="yes">
<Overload retVal="const char" descr="Get pointer to extension for a filename string (including point: ".png")">
<Overload retVal="const char" descr="Get pointer to extension for a filename string (includes dot: ".png")">
<Param name="const char *fileName" />
</Overload>
</KeyWord>
@ -570,6 +692,11 @@
<Param name="int axis" />
</Overload>
</KeyWord>
<KeyWord name="SetGamepadMappings" func="yes">
<Overload retVal="int" descr="Set internal gamepad mappings (SDL_GameControllerDB)">
<Param name="const char *mappings" />
</Overload>
</KeyWord>
<!-- Input-related functions: mouse -->
<KeyWord name="IsMouseButtonPressed" func="yes">
@ -622,9 +749,6 @@
<KeyWord name="GetMouseWheelMove" func="yes">
<Overload retVal="float" descr="Returns mouse wheel movement Y"></Overload>
</KeyWord>
<KeyWord name="GetMouseCursor" func="yes">
<Overload retVal="int" descr="Returns mouse cursor if (MouseCursor enum)"></Overload>
</KeyWord>
<KeyWord name="SetMouseCursor" func="yes">
<Overload retVal="void" descr="Set mouse cursor">
<Param name="int cursor" />
@ -649,7 +773,7 @@
<!-------------------------------------------------------------------------------------- -->
<KeyWord name="SetGesturesEnabled" func="yes">
<Overload retVal="void" descr="Enable a set of gestures using flags">
<Param name="unsigned int gestureFlags" />
<Param name="unsigned int flags" />
</Overload>
</KeyWord>
<KeyWord name="IsGestureDetected" func="yes">
@ -723,6 +847,15 @@
<!-------------------------------------------------------------------------------------- -->
<!-- Basic Shapes Drawing Functions (Module: shapes) -->
<!-------------------------------------------------------------------------------------- -->
<!-- Set texture and rectangle to be used on shapes drawing -->
<!-- NOTE: It can be useful when using basic shapes and one single font, -->
<!-- defining a font char white rectangle would allow drawing everything in a single draw call -->
<KeyWord name="SetShapesTexture" func="yes">
<Overload retVal="void" descr="Set texture and rectangle to be used on shapes drawing">
<Param name="Texture2D texture" />
<Param name="Rectangle source" />
</Overload>
</KeyWord>
<!-- Basic shapes drawing functions -->
<KeyWord name="DrawPixel" func="yes">
@ -770,6 +903,15 @@
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawLineBezierQuad" func="yes">
<Overload retVal="void" descr="raw line using quadratic bezier curves with a control point">
<Param name="Vector2 startPos" />
<Param name="Vector2 endPos" />
<Param name="Vector2 controlPos" />
<Param name="float thick" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawLineStrip" func="yes">
<Overload retVal="void" descr="Draw lines sequence">
<Param name="Vector2 *points" />
@ -789,8 +931,8 @@
<Overload retVal="void" descr="Draw a piece of a circle">
<Param name="Vector2 center" />
<Param name="float radius" />
<Param name="int startAngle" />
<Param name="int endAngle" />
<Param name="float startAngle" />
<Param name="float endAngle" />
<Param name="int segments" />
<Param name="Color color" />
</Overload>
@ -799,8 +941,8 @@
<Overload retVal="void" descr="Draw circle sector outline">
<Param name="Vector2 center" />
<Param name="float radius" />
<Param name="int startAngle" />
<Param name="int endAngle" />
<Param name="float startAngle" />
<Param name="float endAngle" />
<Param name="int segments" />
<Param name="Color color" />
</Overload>
@ -852,8 +994,8 @@
<Param name="Vector2 center" />
<Param name="float innerRadius" />
<Param name="float outerRadius" />
<Param name="int startAngle" />
<Param name="int endAngle" />
<Param name="float startAngle" />
<Param name="float endAngle" />
<Param name="int segments" />
<Param name="Color color" />
</Overload>
@ -863,8 +1005,8 @@
<Param name="Vector2 center" />
<Param name="float innerRadius" />
<Param name="float outerRadius" />
<Param name="int startAngle" />
<Param name="int endAngle" />
<Param name="float startAngle" />
<Param name="float endAngle" />
<Param name="int segments" />
<Param name="Color color" />
</Overload>
@ -1096,7 +1238,7 @@
</Overload>
</KeyWord>
<KeyWord name="LoadImageFromMemory" func="yes">
<Overload retVal="Image" descr="Load image from memory buffer, fileType refers to extension: i.e. "png"">
<Overload retVal="Image" descr="Load image from memory buffer, fileType refers to extension: i.e. ".png"">
<Param name="const char *fileType" />
<Param name="const unsigned char" />
<Param name="int dataSize" />
@ -1516,7 +1658,7 @@
<KeyWord name="LoadTextureCubemap" func="yes">
<Overload retVal="TextureCubemap" descr="Load cubemap from image, multiple image cubemap layouts supported">
<Param name="Image image" />
<Param name="int layoutType" />
<Param name="int layout" />
</Overload>
</KeyWord>
<KeyWord name="LoadRenderTexture" func="yes">
@ -1566,13 +1708,13 @@
<KeyWord name="SetTextureFilter" func="yes">
<Overload retVal="void" descr="Set texture scaling filter mode">
<Param name="Texture2D texture" />
<Param name="int filterMode" />
<Param name="int filter" />
</Overload>
</KeyWord>
<KeyWord name="SetTextureWrap" func="yes">
<Overload retVal="void" descr="Set texture wrapping mode">
<Param name="Texture2D texture" />
<Param name="int wrapMode" />
<Param name="int wrap" />
</Overload>
</KeyWord>
@ -1649,6 +1791,16 @@
<Param name="Color tint" />
</Overload>
</KeyWord>
<KeyWord name="DrawTexturePoly" func="yes">
<Overload retVal="void" descr="Draw a textured polygon">
<Param name="Texture2D texture" />
<Param name="Vector2 center" />
<Param name="Vector2 *points" />
<Param name="Vector2 *texcoords" />
<Param name="int pointsCount" />
<Param name="Color tint" />
</Overload>
</KeyWord>
<!-- Color/pixel related functions -->
<KeyWord name="Fade" func="yes">
@ -1745,7 +1897,7 @@
</Overload>
</KeyWord>
<KeyWord name="LoadFontFromMemory" func="yes">
<Overload retVal="Font" descr="Load font from memory buffer, fileType refers to extension: i.e. "ttf"">
<Overload retVal="Font" descr="Load font from memory buffer, fileType refers to extension: i.e. ".ttf"">
<Param name="const char *fileType" />
<Param name="const unsigned char" />
<Param name="int dataSize" />
@ -1788,7 +1940,7 @@
<!-- Text drawing functions -->
<KeyWord name="DrawFPS" func="yes">
<Overload retVal="void" descr="Shows current FPS">
<Overload retVal="void" descr="Draw current FPS">
<Param name="int posX" />
<Param name="int posY" />
</Overload>
@ -2142,11 +2294,6 @@
<Param name="float spacing" />
</Overload>
</KeyWord>
<KeyWord name="DrawGizmo" func="yes">
<Overload retVal="void" descr="Draw simple gizmo">
<Param name="Vector3 position" />
</Overload>
</KeyWord>
<!-------------------------------------------------------------------------------------- -->
<!-- Model 3d Loading and Drawing Functions (Module: models) -->
@ -2175,14 +2322,29 @@
</KeyWord>
<!-- Mesh loading/unloading functions -->
<KeyWord name="LoadMeshes" func="yes">
<Overload retVal="Mesh" descr="Load meshes from model file">
<Param name="const char *fileName" />
<Param name="int *meshCount" />
<KeyWord name="UploadMesh" func="yes">
<Overload retVal="void" descr="Upload vertex data into GPU and provided VAO/VBO ids">
<Param name="Mesh *mesh" />
<Param name="bool dynamic" />
</Overload>
</KeyWord>
<KeyWord name="DrawMesh" func="yes">
<Overload retVal="void" descr="Draw a 3d mesh with material and transform">
<Param name="Mesh mesh" />
<Param name="Material material" />
<Param name="Matrix transform" />
</Overload>
</KeyWord>
<KeyWord name="DrawMeshInstanced" func="yes">
<Overload retVal="void" descr="Draw multiple mesh instances with material and different transforms">
<Param name="Mesh mesh" />
<Param name="Material material" />
<Param name="Matrix *transforms" />
<Param name="int instances" />
</Overload>
</KeyWord>
<KeyWord name="UnloadMesh" func="yes">
<Overload retVal="void" descr="Unload mesh from memory (RAM and/or VRAM)">
<Overload retVal="void" descr="Unload mesh data from CPU and GPU">
<Param name="Mesh mesh" />
</Overload>
</KeyWord>
@ -2209,7 +2371,7 @@
</Overload>
</KeyWord>
<KeyWord name="SetMaterialTexture" func="yes">
<Overload retVal="void" descr="Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)">
<Overload retVal="void" descr="Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)">
<Param name="Material *material" />
<Param name="int mapType" />
<Param name="Texture2D texture" />
@ -2242,6 +2404,12 @@
<Param name="ModelAnimation anim" />
</Overload>
</KeyWord>
<KeyWord name="UnloadModelAnimations" func="yes">
<Overload retVal="void" descr="Unload animation array data">
<Param name="ModelAnimation* animations" />
<Param name="unsigned int count" />
</Overload>
</KeyWord>
<KeyWord name="IsModelAnimationValid" func="yes">
<Overload retVal="bool" descr="Check model animation skeleton match">
<Param name="Model model" />
@ -2250,6 +2418,11 @@
</KeyWord>
<!-- Mesh generation functions -->
<KeyWord name="GenMeshDefault" func="yes">
<Overload retVal="Mesh" descr="Generate an empty mesh with vertex: position, texcoords, normals, colors">
<Param name="int vertexCount" />
</Overload>
</KeyWord>
<KeyWord name="GenMeshPoly" func="yes">
<Overload retVal="Mesh" descr="Generate polygonal mesh">
<Param name="int sides" />
@ -2337,11 +2510,6 @@
<Param name="Mesh *mesh" />
</Overload>
</KeyWord>
<KeyWord name="MeshNormalsSmooth" func="yes">
<Overload retVal="void" descr="Smooth (average) vertex normals">
<Param name="Mesh *mesh" />
</Overload>
</KeyWord>
<!-- Model drawing functions -->
<KeyWord name="DrawModel" func="yes">
@ -2477,190 +2645,6 @@
</Overload>
</KeyWord>
<!-------------------------------------------------------------------------------------- -->
<!-- Shaders System Functions (Module: rlgl) -->
<!-- NOTE: This functions are useless when using OpenGL 1.1 -->
<!-------------------------------------------------------------------------------------- -->
<!-- Shader loading/unloading functions -->
<KeyWord name="LoadShader" func="yes">
<Overload retVal="Shader" descr="Load shader from files and bind default locations">
<Param name="const char *vsFileName" />
<Param name="const char *fsFileName" />
</Overload>
</KeyWord>
<KeyWord name="LoadShaderCode" func="yes">
<Overload retVal="Shader" descr="Load shader from code strings and bind default locations">
<Param name="const char *vsCode" />
<Param name="const char *fsCode" />
</Overload>
</KeyWord>
<KeyWord name="UnloadShader" func="yes">
<Overload retVal="void" descr="Unload shader from GPU memory (VRAM)">
<Param name="Shader shader" />
</Overload>
</KeyWord>
<KeyWord name="GetShaderDefault" func="yes">
<Overload retVal="Shader" descr="Get default shader"></Overload>
</KeyWord>
<KeyWord name="GetTextureDefault" func="yes">
<Overload retVal="Texture2D" descr="Get default texture"></Overload>
</KeyWord>
<KeyWord name="GetShapesTexture" func="yes">
<Overload retVal="Texture2D" descr="Get texture to draw shapes"></Overload>
</KeyWord>
<KeyWord name="GetShapesTextureRec" func="yes">
<Overload retVal="Rectangle" descr="Get texture rectangle to draw shapes"></Overload>
</KeyWord>
<KeyWord name="SetShapesTexture" func="yes">
<Overload retVal="void" descr="Define default texture used to draw shapes">
<Param name="Texture2D texture" />
<Param name="Rectangle source" />
</Overload>
</KeyWord>
<!-- Shader configuration functions -->
<KeyWord name="GetShaderLocation" func="yes">
<Overload retVal="int" descr="Get shader uniform location">
<Param name="Shader shader" />
<Param name="const char *uniformName" />
</Overload>
</KeyWord>
<KeyWord name="GetShaderLocationAttrib" func="yes">
<Overload retVal="int" descr="Get shader attribute location">
<Param name="Shader shader" />
<Param name="const char *attribName" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValue" func="yes">
<Overload retVal="void" descr="Set shader uniform value">
<Param name="Shader shader" />
<Param name="int uniformLoc" />
<Param name="const void *value" />
<Param name="int uniformType" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValueV" func="yes">
<Overload retVal="void" descr="Set shader uniform value vector">
<Param name="Shader shader" />
<Param name="int uniformLoc" />
<Param name="const void *value" />
<Param name="int uniformType" />
<Param name="int count" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValueMatrix" func="yes">
<Overload retVal="void" descr="Set shader uniform value (matrix 4x4)">
<Param name="Shader shader" />
<Param name="int uniformLoc" />
<Param name="Matrix mat" />
</Overload>
</KeyWord>
<KeyWord name="SetShaderValueTexture" func="yes">
<Overload retVal="void" descr="Set shader uniform value for texture">
<Param name="Shader shader" />
<Param name="int uniformLoc" />
<Param name="Texture2D texture" />
</Overload>
</KeyWord>
<KeyWord name="SetMatrixProjection" func="yes">
<Overload retVal="void" descr="Set a custom projection matrix (replaces internal projection matrix)">
<Param name="Matrix proj" />
</Overload>
</KeyWord>
<KeyWord name="SetMatrixModelview" func="yes">
<Overload retVal="void" descr="Set a custom modelview matrix (replaces internal modelview matrix)">
<Param name="Matrix view" />
</Overload>
</KeyWord>
<KeyWord name="GetMatrixModelview" func="yes">
<Overload retVal="Matrix" descr="Get internal modelview matrix"></Overload>
</KeyWord>
<KeyWord name="GetMatrixProjection" func="yes">
<Overload retVal="Matrix" descr="Get internal projection matrix"></Overload>
</KeyWord>
<!-- Texture maps generation (PBR) -->
<!-- NOTE: Required shaders should be provided -->
<KeyWord name="GenTextureCubemap" func="yes">
<Overload retVal="TextureCubemap" descr="Generate cubemap texture from 2D panorama texture">
<Param name="Shader shader" />
<Param name="Texture2D panorama" />
<Param name="int size" />
<Param name="int format" />
</Overload>
</KeyWord>
<KeyWord name="GenTextureIrradiance" func="yes">
<Overload retVal="TextureCubemap" descr="Generate irradiance texture using cubemap data">
<Param name="Shader shader" />
<Param name="TextureCubemap cubemap" />
<Param name="int size" />
</Overload>
</KeyWord>
<KeyWord name="GenTexturePrefilter" func="yes">
<Overload retVal="TextureCubemap" descr="Generate prefilter texture using cubemap data">
<Param name="Shader shader" />
<Param name="TextureCubemap cubemap" />
<Param name="int size" />
</Overload>
</KeyWord>
<KeyWord name="GenTextureBRDF" func="yes">
<Overload retVal="Texture2D" descr="Generate BRDF texture">
<Param name="Shader shader" />
<Param name="int size" />
</Overload>
</KeyWord>
<!-- Shading begin/end functions -->
<KeyWord name="BeginShaderMode" func="yes">
<Overload retVal="void" descr="Begin custom shader drawing">
<Param name="Shader shader" />
</Overload>
</KeyWord>
<KeyWord name="EndShaderMode" func="yes">
<Overload retVal="void" descr="End custom shader drawing (use default shader)"></Overload>
</KeyWord>
<KeyWord name="BeginBlendMode" func="yes">
<Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied)">
<Param name="int mode" />
</Overload>
</KeyWord>
<KeyWord name="EndBlendMode" func="yes">
<Overload retVal="void" descr="End blending mode (reset to default: alpha blending)"></Overload>
</KeyWord>
<!-- VR control functions -->
<KeyWord name="InitVrSimulator" func="yes">
<Overload retVal="void" descr="Init VR simulator for selected device parameters"></Overload>
</KeyWord>
<KeyWord name="CloseVrSimulator" func="yes">
<Overload retVal="void" descr="Close VR simulator for current device"></Overload>
</KeyWord>
<KeyWord name="UpdateVrTracking" func="yes">
<Overload retVal="void" descr="Update VR tracking (position and orientation) and camera">
<Param name="Camera *camera" />
</Overload>
</KeyWord>
<KeyWord name="SetVrConfiguration" func="yes">
<Overload retVal="void" descr="Set stereo rendering configuration parameters">
<Param name="VrDeviceInfo info" />
<Param name="Shader distortion" />
</Overload>
</KeyWord>
<KeyWord name="IsVrSimulatorReady" func="yes">
<Overload retVal="bool" descr="Detect if VR simulator is ready"></Overload>
</KeyWord>
<KeyWord name="ToggleVrMode" func="yes">
<Overload retVal="void" descr="Enable/Disable VR experience"></Overload>
</KeyWord>
<KeyWord name="BeginVrDrawing" func="yes">
<Overload retVal="void" descr="Begin VR simulator stereo rendering"></Overload>
</KeyWord>
<KeyWord name="EndVrDrawing" func="yes">
<Overload retVal="void" descr="End VR simulator stereo rendering"></Overload>
</KeyWord>
<!-------------------------------------------------------------------------------------- -->
<!-- Audio Loading and Playing Functions (Module: audio) -->
<!-------------------------------------------------------------------------------------- -->
@ -2688,7 +2672,7 @@
</Overload>
</KeyWord>
<KeyWord name="LoadWaveFromMemory" func="yes">
<Overload retVal="Wave" descr="Load wave from memory buffer, fileType refers to extension: i.e. "wav"">
<Overload retVal="Wave" descr="Load wave from memory buffer, fileType refers to extension: i.e. ".wav"">
<Param name="const char *fileType" />
<Param name="const unsigned char" />
<Param name="int dataSize" />
@ -2820,6 +2804,13 @@
<Param name="const char *fileName" />
</Overload>
</KeyWord>
<KeyWord name="LoadMusicStreamFromMemory" func="yes">
<Overload retVal="Music" descr="Load music stream from data">
<Param name="const char *fileType" />
<Param name="unsigned char* data" />
<Param name="int dataSize" />
</Overload>
</KeyWord>
<KeyWord name="UnloadMusicStream" func="yes">
<Overload retVal="void" descr="Unload music stream">
<Param name="Music music" />
@ -2830,6 +2821,11 @@
<Param name="Music music" />
</Overload>
</KeyWord>
<KeyWord name="IsMusicPlaying" func="yes">
<Overload retVal="bool" descr="Check if music is playing">
<Param name="Music music" />
</Overload>
</KeyWord>
<KeyWord name="UpdateMusicStream" func="yes">
<Overload retVal="void" descr="Updates buffers for music streaming">
<Param name="Music music" />
@ -2850,11 +2846,6 @@
<Param name="Music music" />
</Overload>
</KeyWord>
<KeyWord name="IsMusicPlaying" func="yes">
<Overload retVal="bool" descr="Check if music is playing">
<Param name="Music music" />
</Overload>
</KeyWord>
<KeyWord name="SetMusicVolume" func="yes">
<Overload retVal="void" descr="Set volume for music (1.0 is max level)">
<Param name="Music music" />

View File

@ -30,9 +30,10 @@ RLAPI void *GetWindowHandle(void); // Get native
RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height
RLAPI int GetMonitorCount(void); // Get number of connected monitors
RLAPI int GetCurrentMonitor(void); // Get current connected monitor
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
@ -60,8 +61,30 @@ RLAPI void BeginMode3D(Camera3D camera); // Initializes
RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
RLAPI void EndTextureMode(void); // Ends drawing to render texture
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
RLAPI void EndScissorMode(void); // End scissor mode
RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
// VR stereo config functions for VR simulator
RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
// Screen-space-related functions
RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
@ -75,21 +98,27 @@ RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns
// Timing-related functions
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
RLAPI int GetFPS(void); // Returns current FPS
RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn
RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn (delta time)
RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
// Misc. functions
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
RLAPI void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level
RLAPI void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging
RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
RLAPI void *MemAlloc(int size); // Internal memory allocator
RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator
RLAPI void MemFree(void *ptr); // Internal memory free
RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
// Files management functions
RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
@ -100,8 +129,8 @@ RLAPI void UnloadFileText(unsigned char *text); // Unload file
RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
RLAPI bool FileExists(const char *fileName); // Check if file exists
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension (including point: .png, .wav)
RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (including point: ".png")
RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: ".png")
RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
@ -148,6 +177,7 @@ RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gam
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
// Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
@ -161,7 +191,6 @@ RLAPI void SetMousePosition(int x, int y); // Set mouse posit
RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y
RLAPI int GetMouseCursor(void); // Returns mouse cursor if (MouseCursor enum)
RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
// Input-related functions: touch
@ -172,30 +201,34 @@ RLAPI Vector2 GetTouchPosition(int index); // Returns touch p
//------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: gestures)
//------------------------------------------------------------------------------------
RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
RLAPI int GetGestureDetected(void); // Get latest detected gesture
RLAPI int GetTouchPointsCount(void); // Get touch points count
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected
RLAPI int GetGestureDetected(void); // Get latest detected gesture
RLAPI int GetTouchPointsCount(void); // Get touch points count
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle
//------------------------------------------------------------------------------------
// Camera System Functions (Module: camera)
//------------------------------------------------------------------------------------
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode
RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
RLAPI void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
//------------------------------------------------------------------------------------
// Set texture and rectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
// Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
@ -204,23 +237,24 @@ RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Colo
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point
RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
@ -252,7 +286,7 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. "png"
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. ".png"
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
@ -321,7 +355,7 @@ RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 posi
// NOTE: These functions require GPU access
RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
@ -332,18 +366,19 @@ RLAPI Image GetScreenData(void);
// Texture configuration functions
RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode
RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode
// Texture drawing functions
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon
// Color/pixel related functions
RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
@ -368,18 +403,17 @@ RLAPI Font GetFontDefault(void);
RLAPI Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. "ttf"
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. ".ttf"
RLAPI CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(CharInfo *chars, int charsCount); // Unload font chars info data (RAM)
RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
// Text drawing functions
RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
RLAPI void DrawFPS(int posX, int posY); // Draw current FPS
RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
// Text misc. functions
@ -435,53 +469,55 @@ RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBott
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
//------------------------------------------------------------------------------------
// Model loading/unloading functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
// Mesh loading/unloading functions
RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM)
RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided VAO/VBO ids
RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
// Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
// Model animations loading/unloading functions
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
// Mesh generation functions
RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
RLAPI Mesh GenMeshDefault(int vertexCount); // Generate an empty mesh with vertex: position, texcoords, normals, colors
RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
// Mesh manipulation functions
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
RLAPI void MeshNormalsSmooth(Mesh *mesh); // Smooth (average) vertex normals
RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
@ -504,57 +540,6 @@ RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model 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)
//------------------------------------------------------------------------------------
// Shaders System Functions (Module: rlgl)
// NOTE: This functions are useless when using OpenGL 1.1
//------------------------------------------------------------------------------------
// Shader loading/unloading functions
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
RLAPI Shader GetShaderDefault(void); // Get default shader
RLAPI Texture2D GetTextureDefault(void); // Get default texture
RLAPI Texture2D GetShapesTexture(void); // Get texture to draw shapes
RLAPI Rectangle GetShapesTextureRec(void); // Get texture rectangle to draw shapes
RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
RLAPI Matrix GetMatrixProjection(void); // Get internal projection matrix
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap texture from 2D panorama texture
RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance texture using cubemap data
RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter texture using cubemap data
RLAPI Texture2D GenTextureBRDF(Shader shader, int size); // Generate BRDF texture
// Shading begin/end functions
RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing
RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
// VR control functions
RLAPI void InitVrSimulator(void); // Init VR simulator for selected device parameters
RLAPI void CloseVrSimulator(void); // Close VR simulator for current device
RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
RLAPI void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
RLAPI void ToggleVrMode(void); // Enable/Disable VR experience
RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering
RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering
//------------------------------------------------------------------------------------
// Audio Loading and Playing Functions (Module: audio)
//------------------------------------------------------------------------------------
@ -567,10 +552,10 @@ RLAPI void SetMasterVolume(float volume); // Set mas
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. "wav"
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. ".wav"
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount); // Update sound buffer with new data
RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
@ -595,13 +580,14 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, unsigned char* data, int dataSize); // Load music stream from data
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming
RLAPI void StopMusicStream(Music music); // Stop music playing
RLAPI void PauseMusicStream(Music music); // Pause music playing
RLAPI void ResumeMusicStream(Music music); // Resume playing paused music
RLAPI bool IsMusicPlaying(Music music); // Check if music is playing
RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)