Updated Notepad++ autocomplete list for raylib 5.5

This commit is contained in:
Ray 2024-11-14 16:38:55 +01:00
parent 14d3bbbb86
commit 637debb62d
3 changed files with 432 additions and 191 deletions

View File

@ -23,16 +23,16 @@
<Overload retVal="bool" descr="Check if window is currently fullscreen"></Overload>
</KeyWord>
<KeyWord name="IsWindowHidden" func="yes">
<Overload retVal="bool" descr="Check if window is currently hidden (only PLATFORM_DESKTOP)"></Overload>
<Overload retVal="bool" descr="Check if window is currently hidden"></Overload>
</KeyWord>
<KeyWord name="IsWindowMinimized" func="yes">
<Overload retVal="bool" descr="Check if window is currently minimized (only PLATFORM_DESKTOP)"></Overload>
<Overload retVal="bool" descr="Check if window is currently minimized"></Overload>
</KeyWord>
<KeyWord name="IsWindowMaximized" func="yes">
<Overload retVal="bool" descr="Check if window is currently maximized (only PLATFORM_DESKTOP)"></Overload>
<Overload retVal="bool" descr="Check if window is currently maximized"></Overload>
</KeyWord>
<KeyWord name="IsWindowFocused" func="yes">
<Overload retVal="bool" descr="Check if window is currently focused (only PLATFORM_DESKTOP)"></Overload>
<Overload retVal="bool" descr="Check if window is currently focused"></Overload>
</KeyWord>
<KeyWord name="IsWindowResized" func="yes">
<Overload retVal="bool" descr="Check if window has been resized last frame"></Overload>
@ -43,7 +43,7 @@
</Overload>
</KeyWord>
<KeyWord name="SetWindowState" func="yes">
<Overload retVal="void" descr="Set window configuration state using flags (only PLATFORM_DESKTOP)">
<Overload retVal="void" descr="Set window configuration state using flags">
<Param name="unsigned int flags" />
</Overload>
</KeyWord>
@ -53,38 +53,38 @@
</Overload>
</KeyWord>
<KeyWord name="ToggleFullscreen" func="yes">
<Overload retVal="void" descr="Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)"></Overload>
<Overload retVal="void" descr="Toggle window state: fullscreen/windowed, resizes monitor to match window resolution"></Overload>
</KeyWord>
<KeyWord name="ToggleBorderlessWindowed" func="yes">
<Overload retVal="void" descr="Toggle window state: borderless windowed (only PLATFORM_DESKTOP)"></Overload>
<Overload retVal="void" descr="Toggle window state: borderless windowed, resizes window to match monitor resolution"></Overload>
</KeyWord>
<KeyWord name="MaximizeWindow" func="yes">
<Overload retVal="void" descr="Set window state: maximized, if resizable (only PLATFORM_DESKTOP)"></Overload>
<Overload retVal="void" descr="Set window state: maximized, if resizable"></Overload>
</KeyWord>
<KeyWord name="MinimizeWindow" func="yes">
<Overload retVal="void" descr="Set window state: minimized, if resizable (only PLATFORM_DESKTOP)"></Overload>
<Overload retVal="void" descr="Set window state: minimized, if resizable"></Overload>
</KeyWord>
<KeyWord name="RestoreWindow" func="yes">
<Overload retVal="void" descr="Set window state: not minimized/maximized (only PLATFORM_DESKTOP)"></Overload>
<Overload retVal="void" descr="Set window state: not minimized/maximized"></Overload>
</KeyWord>
<KeyWord name="SetWindowIcon" func="yes">
<Overload retVal="void" descr="Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)">
<Overload retVal="void" descr="Set icon for window (single image, RGBA 32bit)">
<Param name="Image image" />
</Overload>
</KeyWord>
<KeyWord name="SetWindowIcons" func="yes">
<Overload retVal="void" descr="Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)">
<Overload retVal="void" descr="Set icon for window (multiple images, RGBA 32bit)">
<Param name="Image *images" />
<Param name="int count" />
</Overload>
</KeyWord>
<KeyWord name="SetWindowTitle" func="yes">
<Overload retVal="void" descr="Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)">
<Overload retVal="void" descr="Set title for window">
<Param name="const char *title" />
</Overload>
</KeyWord>
<KeyWord name="SetWindowPosition" func="yes">
<Overload retVal="void" descr="Set window position on screen (only PLATFORM_DESKTOP)">
<Overload retVal="void" descr="Set window position on screen">
<Param name="int x" />
<Param name="int y" />
</Overload>
@ -113,12 +113,12 @@
</Overload>
</KeyWord>
<KeyWord name="SetWindowOpacity" func="yes">
<Overload retVal="void" descr="Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)">
<Overload retVal="void" descr="Set window opacity [0.0f..1.0f]">
<Param name="float opacity" />
</Overload>
</KeyWord>
<KeyWord name="SetWindowFocused" func="yes">
<Overload retVal="void" descr="Set window focused (only PLATFORM_DESKTOP)"></Overload>
<Overload retVal="void" descr="Set window focused"></Overload>
</KeyWord>
<KeyWord name="GetWindowHandle" func="yes">
<Overload retVal="void" descr="Get native window handle"></Overload>
@ -139,7 +139,7 @@
<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>
<Overload retVal="int" descr="Get current monitor where window is placed"></Overload>
</KeyWord>
<KeyWord name="GetMonitorPosition" func="yes">
<Overload retVal="Vector2" descr="Get specified monitor position">
@ -190,6 +190,9 @@
<KeyWord name="GetClipboardText" func="yes">
<Overload retVal="const char" descr="Get clipboard text content"></Overload>
</KeyWord>
<KeyWord name="GetClipboardImage" func="yes">
<Overload retVal="Image" descr="Get clipboard image"></Overload>
</KeyWord>
<KeyWord name="EnableEventWaiting" func="yes">
<Overload retVal="void" descr="Enable waiting for events on EndDrawing(), no automatic event polling"></Overload>
</KeyWord>
@ -315,8 +318,8 @@
<Param name="const char *fsCode" />
</Overload>
</KeyWord>
<KeyWord name="IsShaderReady" func="yes">
<Overload retVal="bool" descr="Check if a shader is ready">
<KeyWord name="IsShaderValid" func="yes">
<Overload retVal="bool" descr="Check if a shader is valid (loaded on GPU)">
<Param name="Shader shader" />
</Overload>
</KeyWord>
@ -370,20 +373,18 @@
</KeyWord>
<!-- Screen-space-related functions -->
<KeyWord name="GetMouseRay" func="yes">
<Overload retVal="Ray" descr="Get a ray trace from mouse position">
<Param name="Vector2 mousePosition" />
<KeyWord name="GetScreenToWorldRay" func="yes">
<Overload retVal="Ray" descr="Get a ray trace from screen position (i.e mouse)">
<Param name="Vector2 position" />
<Param name="Camera camera" />
</Overload>
</KeyWord>
<KeyWord name="GetCameraMatrix" func="yes">
<Overload retVal="Matrix" descr="Get camera transform matrix (view matrix)">
<KeyWord name="GetScreenToWorldRayEx" func="yes">
<Overload retVal="Ray" descr="Get a ray trace from screen position (i.e mouse) in a viewport">
<Param name="Vector2 position" />
<Param name="Camera camera" />
</Overload>
</KeyWord>
<KeyWord name="GetCameraMatrix2D" func="yes">
<Overload retVal="Matrix" descr="Get camera 2d transform matrix">
<Param name="Camera2D camera" />
<Param name="int width" />
<Param name="int height" />
</Overload>
</KeyWord>
<KeyWord name="GetWorldToScreen" func="yes">
@ -392,12 +393,6 @@
<Param name="Camera camera" />
</Overload>
</KeyWord>
<KeyWord name="GetScreenToWorld2D" func="yes">
<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>
</KeyWord>
<KeyWord name="GetWorldToScreenEx" func="yes">
<Overload retVal="Vector2" descr="Get size position for a 3d world space position">
<Param name="Vector3 position" />
@ -412,6 +407,22 @@
<Param name="Camera2D camera" />
</Overload>
</KeyWord>
<KeyWord name="GetScreenToWorld2D" func="yes">
<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>
</KeyWord>
<KeyWord name="GetCameraMatrix" func="yes">
<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="Get camera 2d transform matrix">
<Param name="Camera2D camera" />
</Overload>
</KeyWord>
<!-- Timing-related functions -->
<KeyWord name="SetTargetFPS" func="yes">
@ -430,6 +441,9 @@
</KeyWord>
<!-- Custom frame control functions -->
<!-- NOTE: Those functions are intended for advanced users that want full control over the frame processing -->
<!-- By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + 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>
@ -484,6 +498,8 @@
</Overload>
</KeyWord>
<!-- NOTE: Following functions implemented in module [utils] -->
<!-------------------------------------------------------------------- -->
<KeyWord name="TraceLog" func="yes">
<Overload retVal="void" descr="Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)">
<Param name="int logLevel" />
@ -575,6 +591,7 @@
<Param name="char *text" />
</Overload>
</KeyWord>
<!-------------------------------------------------------------------- -->
<!-- File system functions -->
<KeyWord name="FileExists" func="yes">
@ -629,6 +646,11 @@
<KeyWord name="GetApplicationDirectory" func="yes">
<Overload retVal="const char" descr="Get the directory of the running application (uses static string)"></Overload>
</KeyWord>
<KeyWord name="MakeDirectory" func="yes">
<Overload retVal="int" descr="Create directories (including full path requested), returns 0 on success">
<Param name="const char *dirPath" />
</Overload>
</KeyWord>
<KeyWord name="ChangeDirectory" func="yes">
<Overload retVal="bool" descr="Change working directory, return true on success">
<Param name="const char *dir" />
@ -639,13 +661,18 @@
<Param name="const char *path" />
</Overload>
</KeyWord>
<KeyWord name="IsFileNameValid" func="yes">
<Overload retVal="bool" descr="Check if fileName is valid for the platform/OS">
<Param name="const char *fileName" />
</Overload>
</KeyWord>
<KeyWord name="LoadDirectoryFiles" func="yes">
<Overload retVal="FilePathList" descr="Load directory filepaths">
<Param name="const char *dirPath" />
</Overload>
</KeyWord>
<KeyWord name="LoadDirectoryFilesEx" func="yes">
<Overload retVal="FilePathList" descr="Load directory filepaths with extension filtering and recursive directory scan">
<Overload retVal="FilePathList" descr="Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result">
<Param name="const char *basePath" />
<Param name="const char *filter" />
<Param name="bool scanSubdirs" />
@ -701,6 +728,25 @@
<Param name="int *outputSize" />
</Overload>
</KeyWord>
<KeyWord name="int ComputeCRC32" func="yes">
<Overload retVal="unsigned" descr="Compute CRC32 hash code">
<Param name="unsigned char *data" />
<Param name="int dataSize" />
</Overload>
</KeyWord>
<KeyWord name="int *ComputeMD5" func="yes">
<Overload retVal="unsigned" descr="Compute MD5 hash code, returns static int[4] (16 bytes)">
<Param name="unsigned char *data" />
<Param name="int dataSize" />
</Overload>
</KeyWord>
<KeyWord name="int *ComputeSHA1" func="yes">
<Overload retVal="unsigned" descr="Compute SHA1 hash code, returns static int[5] (20 bytes)">
<Param name="unsigned char *data" />
<Param name="int dataSize" />
</Overload>
</KeyWord>
<!-- Automation events functionality -->
<KeyWord name="LoadAutomationEventList" func="yes">
@ -710,7 +756,7 @@
</KeyWord>
<KeyWord name="UnloadAutomationEventList" func="yes">
<Overload retVal="void" descr="Unload automation events list from file">
<Param name="AutomationEventList *list" />
<Param name="AutomationEventList list" />
</Overload>
</KeyWord>
<KeyWord name="ExportAutomationEventList" func="yes">
@ -752,7 +798,7 @@
</Overload>
</KeyWord>
<KeyWord name="IsKeyPressedRepeat" func="yes">
<Overload retVal="bool" descr="Check if a key has been pressed again (Only PLATFORM_DESKTOP)">
<Overload retVal="bool" descr="Check if a key has been pressed again">
<Param name="int key" />
</Overload>
</KeyWord>
@ -837,6 +883,14 @@
<Param name="const char *mappings" />
</Overload>
</KeyWord>
<KeyWord name="SetGamepadVibration" func="yes">
<Overload retVal="void" descr="Set gamepad vibration for both motors (duration in seconds)">
<Param name="int gamepad" />
<Param name="float leftMotor" />
<Param name="float rightMotor" />
<Param name="float duration" />
</Overload>
</KeyWord>
<!-- Input-related functions: mouse -->
<KeyWord name="IsMouseButtonPressed" func="yes">
@ -939,7 +993,7 @@
<Overload retVal="int" descr="Get latest detected gesture"></Overload>
</KeyWord>
<KeyWord name="GetGestureHoldDuration" func="yes">
<Overload retVal="float" descr="Get gesture hold time in milliseconds"></Overload>
<Overload retVal="float" descr="Get gesture hold time in seconds"></Overload>
</KeyWord>
<KeyWord name="GetGestureDragVector" func="yes">
<Overload retVal="Vector2" descr="Get gesture drag vector"></Overload>
@ -984,17 +1038,23 @@
<Param name="Rectangle source" />
</Overload>
</KeyWord>
<KeyWord name="GetShapesTexture" func="yes">
<Overload retVal="Texture2D" descr="Get texture that is used for shapes drawing"></Overload>
</KeyWord>
<KeyWord name="GetShapesTextureRectangle" func="yes">
<Overload retVal="Rectangle" descr="Get texture source rectangle that is used for shapes drawing"></Overload>
</KeyWord>
<!-- Basic shapes drawing functions -->
<KeyWord name="DrawPixel" func="yes">
<Overload retVal="void" descr="Draw a pixel">
<Overload retVal="void" descr="Draw a pixel using geometry [Can be slow, use with care]">
<Param name="int posX" />
<Param name="int posY" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawPixelV" func="yes">
<Overload retVal="void" descr="Draw a pixel (Vector version)">
<Overload retVal="void" descr="Draw a pixel using geometry (Vector version) [Can be slow, use with care]">
<Param name="Vector2 position" />
<Param name="Color color" />
</Overload>
@ -1025,7 +1085,7 @@
</KeyWord>
<KeyWord name="DrawLineStrip" func="yes">
<Overload retVal="void" descr="Draw lines sequence (using gl lines)">
<Param name="Vector2 *points" />
<Param name="const Vector2 *points" />
<Param name="int pointCount" />
<Param name="Color color" />
</Overload>
@ -1071,8 +1131,8 @@
<Param name="int centerX" />
<Param name="int centerY" />
<Param name="float radius" />
<Param name="Color color1" />
<Param name="Color color2" />
<Param name="Color inner" />
<Param name="Color outer" />
</Overload>
</KeyWord>
<KeyWord name="DrawCircleV" func="yes">
@ -1173,8 +1233,8 @@
<Param name="int posY" />
<Param name="int width" />
<Param name="int height" />
<Param name="Color color1" />
<Param name="Color color2" />
<Param name="Color top" />
<Param name="Color bottom" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleGradientH" func="yes">
@ -1183,17 +1243,17 @@
<Param name="int posY" />
<Param name="int width" />
<Param name="int height" />
<Param name="Color color1" />
<Param name="Color color2" />
<Param name="Color left" />
<Param name="Color right" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleGradientEx" func="yes">
<Overload retVal="void" descr="Draw a gradient-filled rectangle with custom vertex colors">
<Param name="Rectangle rec" />
<Param name="Color col1" />
<Param name="Color col2" />
<Param name="Color col3" />
<Param name="Color col4" />
<Param name="Color topLeft" />
<Param name="Color bottomLeft" />
<Param name="Color topRight" />
<Param name="Color bottomRight" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleLines" func="yes">
@ -1221,6 +1281,14 @@
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleRoundedLines" func="yes">
<Overload retVal="void" descr="Draw rectangle lines with rounded edges">
<Param name="Rectangle rec" />
<Param name="float roundness" />
<Param name="int segments" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawRectangleRoundedLinesEx" func="yes">
<Overload retVal="void" descr="Draw rectangle with rounded edges outline">
<Param name="Rectangle rec" />
<Param name="float roundness" />
@ -1247,14 +1315,14 @@
</KeyWord>
<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="const Vector2 *points" />
<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="const Vector2 *points" />
<Param name="int pointCount" />
<Param name="Color color" />
</Overload>
@ -1291,7 +1359,7 @@
<!-- Splines drawing functions -->
<KeyWord name="DrawSplineLinear" func="yes">
<Overload retVal="void" descr="Draw spline: Linear, minimum 2 points">
<Param name="Vector2 *points" />
<Param name="const Vector2 *points" />
<Param name="int pointCount" />
<Param name="float thick" />
<Param name="Color color" />
@ -1299,7 +1367,7 @@
</KeyWord>
<KeyWord name="DrawSplineBasis" func="yes">
<Overload retVal="void" descr="Draw spline: B-Spline, minimum 4 points">
<Param name="Vector2 *points" />
<Param name="const Vector2 *points" />
<Param name="int pointCount" />
<Param name="float thick" />
<Param name="Color color" />
@ -1307,7 +1375,7 @@
</KeyWord>
<KeyWord name="DrawSplineCatmullRom" func="yes">
<Overload retVal="void" descr="Draw spline: Catmull-Rom, minimum 4 points">
<Param name="Vector2 *points" />
<Param name="const Vector2 *points" />
<Param name="int pointCount" />
<Param name="float thick" />
<Param name="Color color" />
@ -1315,7 +1383,7 @@
</KeyWord>
<KeyWord name="DrawSplineBezierQuadratic" func="yes">
<Overload retVal="void" descr="Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]">
<Param name="Vector2 *points" />
<Param name="const Vector2 *points" />
<Param name="int pointCount" />
<Param name="float thick" />
<Param name="Color color" />
@ -1323,7 +1391,7 @@
</KeyWord>
<KeyWord name="DrawSplineBezierCubic" func="yes">
<Overload retVal="void" descr="Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]">
<Param name="Vector2 *points" />
<Param name="const Vector2 *points" />
<Param name="int pointCount" />
<Param name="float thick" />
<Param name="Color color" />
@ -1443,6 +1511,14 @@
<Param name="Rectangle rec" />
</Overload>
</KeyWord>
<KeyWord name="CheckCollisionCircleLine" func="yes">
<Overload retVal="bool" descr="Check if circle collides with a line created betweeen two points [p1] and [p2]">
<Param name="Vector2 center" />
<Param name="float radius" />
<Param name="Vector2 p1" />
<Param name="Vector2 p2" />
</Overload>
</KeyWord>
<KeyWord name="CheckCollisionPointRec" func="yes">
<Overload retVal="bool" descr="Check if point is inside rectangle">
<Param name="Vector2 point" />
@ -1464,10 +1540,18 @@
<Param name="Vector2 p3" />
</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="CheckCollisionPointPoly" func="yes">
<Overload retVal="bool" descr="Check if point is within a polygon described by array of vertices">
<Param name="Vector2 point" />
<Param name="Vector2 *points" />
<Param name="const Vector2 *points" />
<Param name="int pointCount" />
</Overload>
</KeyWord>
@ -1480,14 +1564,6 @@
<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" />
@ -1515,19 +1591,20 @@
<Param name="int headerSize" />
</Overload>
</KeyWord>
<KeyWord name="LoadImageSvg" func="yes">
<Overload retVal="Image" descr="Load image from SVG file data or string with specified size">
<Param name="const char *fileNameOrString" />
<Param name="int width" />
<Param name="int height" />
</Overload>
</KeyWord>
<KeyWord name="LoadImageAnim" func="yes">
<Overload retVal="Image" descr="Load image sequence from file (frames appended to image.data)">
<Param name="const char *fileName" />
<Param name="int *frames" />
</Overload>
</KeyWord>
<KeyWord name="LoadImageAnimFromMemory" func="yes">
<Overload retVal="Image" descr="Load image sequence from memory buffer">
<Param name="const char *fileType" />
<Param name="const unsigned char" />
<Param name="int dataSize" />
<Param name="int *frames" />
</Overload>
</KeyWord>
<KeyWord name="LoadImageFromMemory" func="yes">
<Overload retVal="Image" descr="Load image from memory buffer, fileType refers to extension: i.e. '.png'">
<Param name="const char *fileType" />
@ -1543,8 +1620,8 @@
<KeyWord name="LoadImageFromScreen" func="yes">
<Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload>
</KeyWord>
<KeyWord name="IsImageReady" func="yes">
<Overload retVal="bool" descr="Check if an image is ready">
<KeyWord name="IsImageValid" func="yes">
<Overload retVal="bool" descr="Check if an image is valid (data and parameters)">
<Param name="Image image" />
</Overload>
</KeyWord>
@ -1661,6 +1738,12 @@
<Param name="Rectangle rec" />
</Overload>
</KeyWord>
<KeyWord name="ImageFromChannel" func="yes">
<Overload retVal="Image" descr="Create an image from a selected channel of another image (GRAYSCALE)">
<Param name="Image image" />
<Param name="int selectedChannel" />
</Overload>
</KeyWord>
<KeyWord name="ImageText" func="yes">
<Overload retVal="Image" descr="Create an image from text (default font)">
<Param name="const char *text" />
@ -1725,6 +1808,13 @@
<Param name="int blurSize" />
</Overload>
</KeyWord>
<KeyWord name="ImageKernelConvolution" func="yes">
<Overload retVal="void" descr="Apply custom square convolution kernel to image">
<Param name="Image *image" />
<Param name="const float *kernel" />
<Param name="int kernelSize" />
</Overload>
</KeyWord>
<KeyWord name="ImageResize" func="yes">
<Overload retVal="void" descr="Resize image (Bicubic scaling algorithm)">
<Param name="Image *image" />
@ -1901,6 +1991,15 @@
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawLineEx" func="yes">
<Overload retVal="void" descr="Draw a line defining thickness within an image">
<Param name="Image *dst" />
<Param name="Vector2 start" />
<Param name="Vector2 end" />
<Param name="int thick" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawCircle" func="yes">
<Overload retVal="void" descr="Draw a filled circle within an image">
<Param name="Image *dst" />
@ -1968,6 +2067,51 @@
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawTriangle" func="yes">
<Overload retVal="void" descr="Draw triangle within an image">
<Param name="Image *dst" />
<Param name="Vector2 v1" />
<Param name="Vector2 v2" />
<Param name="Vector2 v3" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawTriangleEx" func="yes">
<Overload retVal="void" descr="Draw triangle with interpolated colors within an image">
<Param name="Image *dst" />
<Param name="Vector2 v1" />
<Param name="Vector2 v2" />
<Param name="Vector2 v3" />
<Param name="Color c1" />
<Param name="Color c2" />
<Param name="Color c3" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawTriangleLines" func="yes">
<Overload retVal="void" descr="Draw triangle outline within an image">
<Param name="Image *dst" />
<Param name="Vector2 v1" />
<Param name="Vector2 v2" />
<Param name="Vector2 v3" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawTriangleFan" func="yes">
<Overload retVal="void" descr="Draw a triangle fan defined by points within an image (first vertex is the center)">
<Param name="Image *dst" />
<Param name="Vector2 *points" />
<Param name="int pointCount" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawTriangleStrip" func="yes">
<Overload retVal="void" descr="Draw a triangle strip defined by points within an image">
<Param name="Image *dst" />
<Param name="Vector2 *points" />
<Param name="int pointCount" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDraw" func="yes">
<Overload retVal="void" descr="Draw a source image within a destination image (tint applied to source)">
<Param name="Image *dst" />
@ -2023,8 +2167,8 @@
<Param name="int height" />
</Overload>
</KeyWord>
<KeyWord name="IsTextureReady" func="yes">
<Overload retVal="bool" descr="Check if a texture is ready">
<KeyWord name="IsTextureValid" func="yes">
<Overload retVal="bool" descr="Check if a texture is valid (loaded in GPU)">
<Param name="Texture2D texture" />
</Overload>
</KeyWord>
@ -2033,8 +2177,8 @@
<Param name="Texture2D texture" />
</Overload>
</KeyWord>
<KeyWord name="IsRenderTextureReady" func="yes">
<Overload retVal="bool" descr="Check if a render texture is ready">
<KeyWord name="IsRenderTextureValid" func="yes">
<Overload retVal="bool" descr="Check if a render texture is valid (loaded in GPU)">
<Param name="RenderTexture2D target" />
</Overload>
</KeyWord>
@ -2131,6 +2275,12 @@
</KeyWord>
<!-- Color/pixel related functions -->
<KeyWord name="ColorIsEqual" func="yes">
<Overload retVal="bool" descr="Check if two colors are equal">
<Param name="Color col1" />
<Param name="Color col2" />
</Overload>
</KeyWord>
<KeyWord name="Fade" func="yes">
<Overload retVal="Color" descr="Get color with alpha applied, alpha goes from 0.0f to 1.0f">
<Param name="Color color" />
@ -2138,7 +2288,7 @@
</Overload>
</KeyWord>
<KeyWord name="ColorToInt" func="yes">
<Overload retVal="int" descr="Get hexadecimal value for a Color">
<Overload retVal="int" descr="Get hexadecimal value for a Color (0xRRGGBBAA)">
<Param name="Color color" />
</Overload>
</KeyWord>
@ -2195,6 +2345,13 @@
<Param name="Color tint" />
</Overload>
</KeyWord>
<KeyWord name="ColorLerp" func="yes">
<Overload retVal="Color" descr="Get color lerp interpolation between two colors, factor [0.0f..1.0f]">
<Param name="Color color1" />
<Param name="Color color2" />
<Param name="float factor" />
</Overload>
</KeyWord>
<KeyWord name="GetColor" func="yes">
<Overload retVal="Color" descr="Get Color structure from hexadecimal value">
<Param name="unsigned int hexValue" />
@ -2228,7 +2385,7 @@
</Overload>
</KeyWord>
<KeyWord name="LoadFontEx" func="yes">
<Overload retVal="Font" descr="Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set">
<Overload retVal="Font" descr="Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height">
<Param name="const char *fileName" />
<Param name="int fontSize" />
<Param name="int *codepoints" />
@ -2252,8 +2409,8 @@
<Param name="int codepointCount" />
</Overload>
</KeyWord>
<KeyWord name="IsFontReady" func="yes">
<Overload retVal="bool" descr="Check if a font is ready">
<KeyWord name="IsFontValid" func="yes">
<Overload retVal="bool" descr="Check if a font is valid (font data loaded, WARNING: GPU texture not checked)">
<Param name="Font font" />
</Overload>
</KeyWord>
@ -2480,7 +2637,7 @@
</KeyWord>
<KeyWord name="TextReplace" func="yes">
<Overload retVal="char" descr="Replace text string (WARNING: memory must be freed!)">
<Param name="char *text" />
<Param name="const char *text" />
<Param name="const char *replace" />
<Param name="const char *by" />
</Overload>
@ -2534,11 +2691,27 @@
<Param name="const char *text" />
</Overload>
</KeyWord>
<KeyWord name="TextToSnake" func="yes">
<Overload retVal="const char" descr="Get Snake case notation version of provided string">
<Param name="const char *text" />
</Overload>
</KeyWord>
<KeyWord name="TextToCamel" func="yes">
<Overload retVal="const char" descr="Get Camel case notation version of provided string">
<Param name="const char *text" />
</Overload>
</KeyWord>
<KeyWord name="TextToInteger" func="yes">
<Overload retVal="int" descr="Get integer value from text (negative values not supported)">
<Param name="const char *text" />
</Overload>
</KeyWord>
<KeyWord name="TextToFloat" func="yes">
<Overload retVal="float" descr="Get float value from text (negative values not supported)">
<Param name="const char *text" />
</Overload>
</KeyWord>
<!-------------------------------------------------------------------------------------- -->
<!-- Basic 3d Shapes Drawing Functions (Module: models) -->
@ -2577,7 +2750,7 @@
</KeyWord>
<KeyWord name="DrawTriangleStrip3D" func="yes">
<Overload retVal="void" descr="Draw a triangle strip defined by points">
<Param name="Vector3 *points" />
<Param name="const Vector3 *points" />
<Param name="int pointCount" />
<Param name="Color color" />
</Overload>
@ -2734,8 +2907,8 @@
<Param name="Mesh mesh" />
</Overload>
</KeyWord>
<KeyWord name="IsModelReady" func="yes">
<Overload retVal="bool" descr="Check if a model is ready">
<KeyWord name="IsModelValid" func="yes">
<Overload retVal="bool" descr="Check if a model is valid (loaded in GPU, VAO/VBOs)">
<Param name="Model model" />
</Overload>
</KeyWord>
@ -2787,6 +2960,24 @@
<Param name="Color tint" />
</Overload>
</KeyWord>
<KeyWord name="DrawModelPoints" func="yes">
<Overload retVal="void" descr="Draw a model as points">
<Param name="Model model" />
<Param name="Vector3 position" />
<Param name="float scale" />
<Param name="Color tint" />
</Overload>
</KeyWord>
<KeyWord name="DrawModelPointsEx" func="yes">
<Overload retVal="void" descr="Draw a model as points 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" />
@ -2798,7 +2989,7 @@
<Param name="Camera camera" />
<Param name="Texture2D texture" />
<Param name="Vector3 position" />
<Param name="float size" />
<Param name="float scale" />
<Param name="Color tint" />
</Overload>
</KeyWord>
@ -2822,7 +3013,7 @@
<Param name="Vector2 size" />
<Param name="Vector2 origin" />
<Param name="float rotation" />
<Param name="0<EFBFBD>8<EFBFBD> " />
<Param name="°ñ_)% " />
</Overload>
</KeyWord>
@ -2862,12 +3053,6 @@
<Param name="int instances" />
</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>
<KeyWord name="GetMeshBoundingBox" func="yes">
<Overload retVal="BoundingBox" descr="Compute mesh bounding box limits">
<Param name="Mesh mesh" />
@ -2878,6 +3063,18 @@
<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>
<KeyWord name="ExportMeshAsCode" func="yes">
<Overload retVal="bool" descr="Export mesh as code file (.h) defining multiple arrays of vertex attributes">
<Param name="Mesh mesh" />
<Param name="const char *fileName" />
</Overload>
</KeyWord>
<!-- Mesh generation functions -->
<KeyWord name="GenMeshPoly" func="yes">
@ -2968,8 +3165,8 @@
<KeyWord name="LoadMaterialDefault" func="yes">
<Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload>
</KeyWord>
<KeyWord name="IsMaterialReady" func="yes">
<Overload retVal="bool" descr="Check if a material is ready">
<KeyWord name="IsMaterialValid" func="yes">
<Overload retVal="bool" descr="Check if a material is valid (shader assigned, map textures loaded in GPU)">
<Param name="Material material" />
</Overload>
</KeyWord>
@ -3001,7 +3198,14 @@
</Overload>
</KeyWord>
<KeyWord name="UpdateModelAnimation" func="yes">
<Overload retVal="void" descr="Update model animation pose">
<Overload retVal="void" descr="Update model animation pose (CPU)">
<Param name="Model model" />
<Param name="ModelAnimation anim" />
<Param name="int frame" />
</Overload>
</KeyWord>
<KeyWord name="UpdateModelAnimationBones" func="yes">
<Overload retVal="void" descr="Update model animation mesh bone matrices (GPU skinning)">
<Param name="Model model" />
<Param name="ModelAnimation anim" />
<Param name="int frame" />
@ -3121,8 +3325,8 @@
<Param name="int dataSize" />
</Overload>
</KeyWord>
<KeyWord name="IsWaveReady" func="yes">
<Overload retVal="bool" descr="Checks if wave data is ready">
<KeyWord name="IsWaveValid" func="yes">
<Overload retVal="bool" descr="Checks if wave data is valid (data loaded and parameters)">
<Param name="Wave wave" />
</Overload>
</KeyWord>
@ -3141,8 +3345,8 @@
<Param name="Sound source" />
</Overload>
</KeyWord>
<KeyWord name="IsSoundReady" func="yes">
<Overload retVal="bool" descr="Checks if a sound is ready">
<KeyWord name="IsSoundValid" func="yes">
<Overload retVal="bool" descr="Checks if a sound is valid (data loaded and buffers initialized)">
<Param name="Sound sound" />
</Overload>
</KeyWord>
@ -3231,10 +3435,10 @@
</Overload>
</KeyWord>
<KeyWord name="WaveCrop" func="yes">
<Overload retVal="void" descr="Crop a wave to defined samples range">
<Overload retVal="void" descr="Crop a wave to defined frames range">
<Param name="Wave *wave" />
<Param name="int initSample" />
<Param name="int finalSample" />
<Param name="int initFrame" />
<Param name="int finalFrame" />
</Overload>
</KeyWord>
<KeyWord name="WaveFormat" func="yes">
@ -3269,8 +3473,8 @@
<Param name="int dataSize" />
</Overload>
</KeyWord>
<KeyWord name="IsMusicReady" func="yes">
<Overload retVal="bool" descr="Checks if a music stream is ready">
<KeyWord name="IsMusicValid" func="yes">
<Overload retVal="bool" descr="Checks if a music stream is valid (context and buffers initialized)">
<Param name="Music music" />
</Overload>
</KeyWord>
@ -3352,8 +3556,8 @@
<Param name="unsigned int channels" />
</Overload>
</KeyWord>
<KeyWord name="IsAudioStreamReady" func="yes">
<Overload retVal="bool" descr="Checks if an audio stream is ready">
<KeyWord name="IsAudioStreamValid" func="yes">
<Overload retVal="bool" descr="Checks if an audio stream is valid (buffers initialized)">
<Param name="AudioStream stream" />
</Overload>
</KeyWord>
@ -3430,7 +3634,7 @@
</KeyWord>
<KeyWord name="AttachAudioStreamProcessor" func="yes">
<Overload retVal="void" descr="Attach audio stream processor to stream, receives the samples as <float>s">
<Overload retVal="void" descr="Attach audio stream processor to stream, receives the samples as 'float'">
<Param name="AudioStream stream" />
<Param name="AudioCallback processor" />
</Overload>
@ -3443,7 +3647,7 @@
</KeyWord>
<KeyWord name="AttachAudioMixedProcessor" func="yes">
<Overload retVal="void" descr="Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s">
<Overload retVal="void" descr="Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'">
<Param name="AudioCallback processor" />
</Overload>
</KeyWord>

View File

@ -8,36 +8,36 @@ RLAPI void CloseWindow(void); // Close windo
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
RLAPI bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized
RLAPI bool IsWindowMaximized(void); // Check if window is currently maximized
RLAPI bool IsWindowFocused(void); // Check if window is currently focused
RLAPI bool IsWindowResized(void); // Check if window has been resized last frame
RLAPI bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
RLAPI void SetWindowState(unsigned int flags); // Set window configuration state using flags
RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
RLAPI void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
RLAPI void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed, resizes window to match monitor resolution
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit)
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit)
RLAPI void SetWindowTitle(const char *title); // Set title for window
RLAPI void SetWindowPosition(int x, int y); // Set window position on screen
RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window
RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowSize(int width, int height); // Set window dimensions
RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
RLAPI void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP)
RLAPI void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f]
RLAPI void SetWindowFocused(void); // Set window focused
RLAPI void *GetWindowHandle(void); // Get native window handle
RLAPI int GetScreenWidth(void); // Get current screen width
RLAPI int GetScreenHeight(void); // Get current screen height
RLAPI int GetRenderWidth(void); // Get current render width (it considers HiDPI)
RLAPI int GetRenderHeight(void); // Get current render height (it considers HiDPI)
RLAPI int GetMonitorCount(void); // Get number of connected monitors
RLAPI int GetCurrentMonitor(void); // Get current connected monitor
RLAPI int GetCurrentMonitor(void); // Get current monitor where window is placed
RLAPI Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
RLAPI int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
RLAPI int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
@ -49,6 +49,7 @@ RLAPI Vector2 GetWindowScaleDPI(void); // Get window
RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor
RLAPI void SetClipboardText(const char *text); // Set clipboard text content
RLAPI const char *GetClipboardText(void); // Get clipboard text content
RLAPI Image GetClipboardImage(void); // Get clipboard image
RLAPI void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
RLAPI void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
@ -87,7 +88,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
// 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 bool IsShaderReady(Shader shader); // Check if a shader is ready
RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
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
@ -97,13 +98,15 @@ 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); // 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 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
#define GetMouseRay GetScreenToWorldRay // Compatibility hack for previous raylib versions
RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera); // Get a ray trace from screen position (i.e mouse)
RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
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 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
RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
// Timing-related functions
RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
@ -112,6 +115,9 @@ RLAPI double GetTime(void); // Get elapsed
RLAPI int GetFPS(void); // Get current FPS
// Custom frame control functions
// NOTE: Those functions are intended for advanced users that want full control over the frame processing
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + 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(double seconds); // Wait for some time (halt program execution)
@ -127,6 +133,8 @@ RLAPI void TakeScreenshot(const char *fileName); // Takes a scr
RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
// NOTE: Following functions implemented in module [utils]
//------------------------------------------------------------------
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(unsigned int size); // Internal memory allocator
@ -149,6 +157,7 @@ RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
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
//------------------------------------------------------------------
// File system functions
RLAPI bool FileExists(const char *fileName); // Check if file exists
@ -162,10 +171,12 @@ RLAPI const char *GetDirectoryPath(const char *filePath); // Get full pa
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
@ -177,10 +188,14 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *
RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
// Automation events functionality
RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
RLAPI void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file
RLAPI void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file
RLAPI void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to
RLAPI void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording
@ -194,7 +209,7 @@ RLAPI void PlayAutomationEvent(AutomationEvent event);
// Input-related functions: keyboard
RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
RLAPI bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again
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
@ -203,16 +218,17 @@ RLAPI int GetCharPressed(void); // Get char presse
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
// Input-related functions: gamepads
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); // 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)
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); // 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)
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
// Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
@ -243,7 +259,7 @@ RLAPI int GetTouchPointCount(void); // Get number of t
RLAPI void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
RLAPI bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected
RLAPI int GetGestureDetected(void); // Get latest detected gesture
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in seconds
RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector
RLAPI float GetGestureDragAngle(void); // Get gesture drag angle
RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
@ -262,19 +278,21 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
// 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 Texture2D GetShapesTexture(void); // Get texture that is used for shapes drawing
RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
// Basic shapes drawing functions
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
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
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer); // 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 DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
@ -286,27 +304,28 @@ 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 DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom); // Draw a vertical-gradient-filled rectangle
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right); // Draw a horizontal-gradient-filled rectangle
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // 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, 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, float lineThick, Color color); // Draw rectangle with rounded edges outline
RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle lines with rounded edges
RLAPI void DrawRectangleRoundedLinesEx(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 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 DrawTriangleFan(const Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
RLAPI void DrawTriangleStrip(const 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
// Splines drawing functions
RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points
RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points
RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points
RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
@ -324,12 +343,13 @@ RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vect
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2); // Check if circle collides with a line created betweeen two points [p1] and [p2]
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
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 bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
//------------------------------------------------------------------------------------
@ -340,12 +360,12 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
// NOTE: These functions do not require GPU access
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 LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
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 bool IsImageReady(Image image); // Check if an image is ready
RLAPI bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
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 unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
@ -365,6 +385,7 @@ RLAPI Image GenImageText(int width, int height, const char *text);
// Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
RLAPI Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece
RLAPI Image ImageFromChannel(Image image, int selectedChannel); // Create an image from a selected channel of another image (GRAYSCALE)
RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
@ -375,10 +396,10 @@ RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
RLAPI void ImageKernelConvolution(Image *image, float* kernel, int kernelSize); // Apply Custom Square image convolution kernel
RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize); // Apply custom square convolution kernel to 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 ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
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
@ -406,6 +427,7 @@ RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);
RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
RLAPI void ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color); // Draw a line defining thickness within an image
RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
@ -414,6 +436,11 @@ RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int hei
RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image
RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle within an image
RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline within an image
RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points within an image (first vertex is the center)
RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points within an image
RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source)
RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination)
RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
@ -424,9 +451,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
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 bool IsTextureReady(Texture2D texture); // Check if a texture is ready
RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
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
@ -445,8 +472,9 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, V
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions
RLAPI bool ColorIsEqual(Color col1, Color col2); // Check if two colors are equal
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 int ColorToInt(Color color); // Get hexadecimal value for a Color (0xRRGGBBAA)
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]
@ -456,6 +484,7 @@ RLAPI Color ColorBrightness(Color color, float factor); // G
RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
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 ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
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
@ -468,10 +497,10 @@ 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 *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
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 *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
RLAPI bool IsFontReady(Font font); // Check if a font is ready
RLAPI bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
@ -512,7 +541,7 @@ RLAPI bool TextIsEqual(const char *text1, const char *text2);
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 *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 (WARNING: memory must be freed!)
RLAPI char *TextReplace(const 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
@ -521,7 +550,11 @@ RLAPI int TextFindIndex(const char *text, const char *find);
RLAPI const char *TextToUpper(const char *text); // Get upper case version of provided string
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 const char *TextToSnake(const char *text); // Get Snake case notation version of provided string
RLAPI const char *TextToCamel(const char *text); // Get Camel case notation version of provided string
RLAPI int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
RLAPI float TextToFloat(const char *text); // Get float value from text (negative values not supported)
//------------------------------------------------------------------------------------
// Basic 3d Shapes Drawing Functions (Module: models)
@ -532,7 +565,7 @@ 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 pointCount, Color color); // Draw a triangle strip defined by points
RLAPI void DrawTriangleStrip3D(const 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
@ -557,7 +590,7 @@ RLAPI void DrawGrid(int slices, float spacing);
// 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 bool IsModelReady(Model model); // Check if a model is ready
RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
@ -566,8 +599,10 @@ RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);
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 DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points 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 DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, 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
@ -577,9 +612,10 @@ RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize
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, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName); // Export mesh as code file (.h) defining multiple arrays of vertex attributes
// Mesh generation functions
RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
@ -597,14 +633,15 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// 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 bool IsMaterialReady(Material material); // Check if a material is ready
RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
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 *animCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
@ -634,11 +671,11 @@ RLAPI float GetMasterVolume(void); // Get 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 bool IsWaveReady(Wave wave); // Checks if wave data is ready
RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
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
@ -656,7 +693,7 @@ RLAPI void SetSoundVolume(Sound sound, float volume); // Set vol
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame); // Crop a wave to defined frames range
RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
@ -664,7 +701,7 @@ 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, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
RLAPI bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
@ -681,7 +718,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
// AudioStream management functions
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
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
@ -696,9 +733,9 @@ RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan
RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s
RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline