1f6eb1fc61
raylib webpage has been completely reorganized and moved from gh-pages (a pain to work with) to docs folder. Useless libs have been removed, webs have been renamed, etc. Now it would be easier (hopefully) to update webpage. :)
54 lines
6.4 KiB
C
54 lines
6.4 KiB
C
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// Image/Texture2D data loading/unloading functions
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Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
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Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
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Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
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Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
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Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount); // Load a texture from raw data into GPU memory
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
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RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
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void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
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Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
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Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
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void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
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// Image manipulation functions
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void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
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void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
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void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
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Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
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void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
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void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering)
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void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm)
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Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
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Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
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void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
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void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
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void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
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int fontSize, int spacing, Color color); // Draw text (custom sprite font) within image
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void ImageFlipVertical(Image *image); // Flip image vertically
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void ImageFlipHorizontal(Image *image); // Flip image horizontally
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void ImageColorTint(Image *image, Color color); // Modify image color: tint
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void ImageColorInvert(Image *image); // Modify image color: invert
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void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale
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void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
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void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
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// Texture2D configuration functions
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void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
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void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode
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void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode
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// Texture2D drawing functions
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void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
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float rotation, Color tint);
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