diff options
author | bonmas14 <bonmas14@gmail.com> | 2025-09-20 22:28:15 +0300 |
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committer | bonmas14 <bonmas14@gmail.com> | 2025-09-20 22:28:15 +0300 |
commit | cdda4c4182c9ee068567529715e4a5c68a8efb58 (patch) | |
tree | 38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/projects/Notepad++ | |
download | c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip |
Init commit v1.0
Diffstat (limited to 'deps/raylib/projects/Notepad++')
-rw-r--r-- | deps/raylib/projects/Notepad++/README.md | 19 | ||||
-rw-r--r-- | deps/raylib/projects/Notepad++/npes_saved_mingw.txt | bin | 0 -> 8256 bytes | |||
-rw-r--r-- | deps/raylib/projects/Notepad++/npes_saved_tcc.txt | bin | 0 -> 8386 bytes | |||
-rw-r--r-- | deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt | bin | 0 -> 10400 bytes | |||
-rw-r--r-- | deps/raylib/projects/Notepad++/npes_saved_zig.txt | bin | 0 -> 7986 bytes | |||
-rw-r--r-- | deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp.xml | 3660 | ||||
-rw-r--r-- | deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c | 150 | ||||
-rw-r--r-- | deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h | 741 |
8 files changed, 4570 insertions, 0 deletions
diff --git a/deps/raylib/projects/Notepad++/README.md b/deps/raylib/projects/Notepad++/README.md new file mode 100644 index 0000000..7a2e261 --- /dev/null +++ b/deps/raylib/projects/Notepad++/README.md @@ -0,0 +1,19 @@ +### Notepad++ raylib config files + +This folder includes some useful files to config Notepad++ for raylib. + +#### raylib functions autocomplete - c_raylib.xml + +Autocomplete information for Notepad++. The contents of this file should be copied inside raylib\Notepad++\plugins\APIs\c.xml file. + +This file has been automatically generated using the provided tool: `raylib_npp_parser` + +This simple tool basically parses raylib.h header for functions starting by RLAPI, extracts all required information and generates de Notepad++ autocomplete XML equivalent. + +To use the tool, just drag and drop raylib.h over raylib_npp_parser program. + +#### Notepad++ NppExec compilation scripts - npes_saved.txt + +A series of scripts for Notepad++ NppExec plugin to compile raylib library and examples. + + diff --git a/deps/raylib/projects/Notepad++/npes_saved_mingw.txt b/deps/raylib/projects/Notepad++/npes_saved_mingw.txt Binary files differnew file mode 100644 index 0000000..c07a430 --- /dev/null +++ b/deps/raylib/projects/Notepad++/npes_saved_mingw.txt diff --git a/deps/raylib/projects/Notepad++/npes_saved_tcc.txt b/deps/raylib/projects/Notepad++/npes_saved_tcc.txt Binary files differnew file mode 100644 index 0000000..5dc1dc1 --- /dev/null +++ b/deps/raylib/projects/Notepad++/npes_saved_tcc.txt diff --git a/deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt b/deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt Binary files differnew file mode 100644 index 0000000..767fa27 --- /dev/null +++ b/deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt diff --git a/deps/raylib/projects/Notepad++/npes_saved_zig.txt b/deps/raylib/projects/Notepad++/npes_saved_zig.txt Binary files differnew file mode 100644 index 0000000..427fd3f --- /dev/null +++ b/deps/raylib/projects/Notepad++/npes_saved_zig.txt diff --git a/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp.xml b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp.xml new file mode 100644 index 0000000..3c642ad --- /dev/null +++ b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp.xml @@ -0,0 +1,3660 @@ + <!-------------------------------------------------------------------------------------- --> + <!-- Window and Graphics Device Functions (Module: core) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Window-related functions --> + <KeyWord name="InitWindow" func="yes"> + <Overload retVal="void" descr="Initialize window and OpenGL context"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="const char *title" /> + </Overload> + </KeyWord> + <KeyWord name="CloseWindow" func="yes"> + <Overload retVal="void" descr="Close window and unload OpenGL context"></Overload> + </KeyWord> + <KeyWord name="WindowShouldClose" func="yes"> + <Overload retVal="bool" descr="Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)"></Overload> + </KeyWord> + <KeyWord name="IsWindowReady" func="yes"> + <Overload retVal="bool" descr="Check if window has been initialized successfully"></Overload> + </KeyWord> + <KeyWord name="IsWindowFullscreen" func="yes"> + <Overload retVal="bool" descr="Check if window is currently fullscreen"></Overload> + </KeyWord> + <KeyWord name="IsWindowHidden" func="yes"> + <Overload retVal="bool" descr="Check if window is currently hidden"></Overload> + </KeyWord> + <KeyWord name="IsWindowMinimized" func="yes"> + <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"></Overload> + </KeyWord> + <KeyWord name="IsWindowFocused" func="yes"> + <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> + </KeyWord> + <KeyWord name="IsWindowState" func="yes"> + <Overload retVal="bool" descr="Check if one specific window flag is enabled"> + <Param name="unsigned int flag" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowState" func="yes"> + <Overload retVal="void" descr="Set window configuration state using flags"> + <Param name="unsigned int flags" /> + </Overload> + </KeyWord> + <KeyWord name="ClearWindowState" func="yes"> + <Overload retVal="void" descr="Clear window configuration state flags"> + <Param name="unsigned int flags" /> + </Overload> + </KeyWord> + <KeyWord name="ToggleFullscreen" func="yes"> + <Overload retVal="void" descr="Toggle 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, resizes window to match monitor resolution"></Overload> + </KeyWord> + <KeyWord name="MaximizeWindow" func="yes"> + <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"></Overload> + </KeyWord> + <KeyWord name="RestoreWindow" func="yes"> + <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)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowIcons" func="yes"> + <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"> + <Param name="const char *title" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowPosition" func="yes"> + <Overload retVal="void" descr="Set window position on screen"> + <Param name="int x" /> + <Param name="int y" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowMonitor" func="yes"> + <Overload retVal="void" descr="Set monitor for the current window"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowMinSize" func="yes"> + <Overload retVal="void" descr="Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowMaxSize" func="yes"> + <Overload retVal="void" descr="Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowSize" func="yes"> + <Overload retVal="void" descr="Set window dimensions"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowOpacity" func="yes"> + <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"></Overload> + </KeyWord> + <KeyWord name="GetWindowHandle" func="yes"> + <Overload retVal="void" descr="Get native window handle"></Overload> + </KeyWord> + <KeyWord name="GetScreenWidth" func="yes"> + <Overload retVal="int" descr="Get current screen width"></Overload> + </KeyWord> + <KeyWord name="GetScreenHeight" func="yes"> + <Overload retVal="int" descr="Get current screen height"></Overload> + </KeyWord> + <KeyWord name="GetRenderWidth" func="yes"> + <Overload retVal="int" descr="Get current render width (it considers HiDPI)"></Overload> + </KeyWord> + <KeyWord name="GetRenderHeight" func="yes"> + <Overload retVal="int" descr="Get current render height (it considers HiDPI)"></Overload> + </KeyWord> + <KeyWord name="GetMonitorCount" func="yes"> + <Overload retVal="int" descr="Get number of connected monitors"></Overload> + </KeyWord> + <KeyWord name="GetCurrentMonitor" func="yes"> + <Overload retVal="int" descr="Get current monitor where window is placed"></Overload> + </KeyWord> + <KeyWord name="GetMonitorPosition" func="yes"> + <Overload retVal="Vector2" descr="Get specified monitor position"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetMonitorWidth" func="yes"> + <Overload retVal="int" descr="Get specified monitor width (current video mode used by monitor)"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetMonitorHeight" func="yes"> + <Overload retVal="int" descr="Get specified monitor height (current video mode used by monitor)"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetMonitorPhysicalWidth" func="yes"> + <Overload retVal="int" descr="Get specified monitor physical width in millimetres"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetMonitorPhysicalHeight" func="yes"> + <Overload retVal="int" descr="Get specified monitor physical height in millimetres"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetMonitorRefreshRate" func="yes"> + <Overload retVal="int" descr="Get specified monitor refresh rate"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="GetWindowPosition" func="yes"> + <Overload retVal="Vector2" descr="Get window position XY on monitor"></Overload> + </KeyWord> + <KeyWord name="GetWindowScaleDPI" func="yes"> + <Overload retVal="Vector2" descr="Get window scale DPI factor"></Overload> + </KeyWord> + <KeyWord name="GetMonitorName" func="yes"> + <Overload retVal="const char" descr="Get the human-readable, UTF-8 encoded name of the specified monitor"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="SetClipboardText" func="yes"> + <Overload retVal="void" descr="Set clipboard text content"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="GetClipboardText" func="yes"> + <Overload retVal="const char" descr="Get clipboard text content"></Overload> + </KeyWord> + <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> + <KeyWord name="DisableEventWaiting" func="yes"> + <Overload retVal="void" descr="Disable waiting for events on EndDrawing(), automatic events polling"></Overload> + </KeyWord> + + <!-- Cursor-related functions --> + <KeyWord name="ShowCursor" func="yes"> + <Overload retVal="void" descr="Shows cursor"></Overload> + </KeyWord> + <KeyWord name="HideCursor" func="yes"> + <Overload retVal="void" descr="Hides cursor"></Overload> + </KeyWord> + <KeyWord name="IsCursorHidden" func="yes"> + <Overload retVal="bool" descr="Check if cursor is not visible"></Overload> + </KeyWord> + <KeyWord name="EnableCursor" func="yes"> + <Overload retVal="void" descr="Enables cursor (unlock cursor)"></Overload> + </KeyWord> + <KeyWord name="DisableCursor" func="yes"> + <Overload retVal="void" descr="Disables cursor (lock cursor)"></Overload> + </KeyWord> + <KeyWord name="IsCursorOnScreen" func="yes"> + <Overload retVal="bool" descr="Check if cursor is on the screen"></Overload> + </KeyWord> + + <!-- Drawing-related functions --> + <KeyWord name="ClearBackground" func="yes"> + <Overload retVal="void" descr="Set background color (framebuffer clear color)"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="BeginDrawing" func="yes"> + <Overload retVal="void" descr="Setup canvas (framebuffer) to start drawing"></Overload> + </KeyWord> + <KeyWord name="EndDrawing" func="yes"> + <Overload retVal="void" descr="End canvas drawing and swap buffers (double buffering)"></Overload> + </KeyWord> + <KeyWord name="BeginMode2D" func="yes"> + <Overload retVal="void" descr="Begin 2D mode with custom camera (2D)"> + <Param name="Camera2D camera" /> + </Overload> + </KeyWord> + <KeyWord name="EndMode2D" func="yes"> + <Overload retVal="void" descr="Ends 2D mode with custom camera"></Overload> + </KeyWord> + <KeyWord name="BeginMode3D" func="yes"> + <Overload retVal="void" descr="Begin 3D mode with custom camera (3D)"> + <Param name="Camera3D camera" /> + </Overload> + </KeyWord> + <KeyWord name="EndMode3D" func="yes"> + <Overload retVal="void" descr="Ends 3D mode and returns to default 2D orthographic mode"></Overload> + </KeyWord> + <KeyWord name="BeginTextureMode" func="yes"> + <Overload retVal="void" descr="Begin drawing to render texture"> + <Param name="RenderTexture2D target" /> + </Overload> + </KeyWord> + <KeyWord name="EndTextureMode" func="yes"> + <Overload retVal="void" descr="Ends drawing to render texture"></Overload> + </KeyWord> + <KeyWord name="BeginShaderMode" func="yes"> + <Overload retVal="void" descr="Begin custom shader drawing"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + <KeyWord name="EndShaderMode" func="yes"> + <Overload retVal="void" descr="End custom shader drawing (use default shader)"></Overload> + </KeyWord> + <KeyWord name="BeginBlendMode" func="yes"> + <Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied, subtract, custom)"> + <Param name="int mode" /> + </Overload> + </KeyWord> + <KeyWord name="EndBlendMode" func="yes"> + <Overload retVal="void" descr="End blending mode (reset to default: alpha blending)"></Overload> + </KeyWord> + <KeyWord name="BeginScissorMode" func="yes"> + <Overload retVal="void" descr="Begin scissor mode (define screen area for following drawing)"> + <Param name="int x" /> + <Param name="int y" /> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="EndScissorMode" func="yes"> + <Overload retVal="void" descr="End scissor mode"></Overload> + </KeyWord> + <KeyWord name="BeginVrStereoMode" func="yes"> + <Overload retVal="void" descr="Begin stereo rendering (requires VR simulator)"> + <Param name="VrStereoConfig config" /> + </Overload> + </KeyWord> + <KeyWord name="EndVrStereoMode" func="yes"> + <Overload retVal="void" descr="End stereo rendering (requires VR simulator)"></Overload> + </KeyWord> + + <!-- VR stereo config functions for VR simulator --> + <KeyWord name="LoadVrStereoConfig" func="yes"> + <Overload retVal="VrStereoConfig" descr="Load VR stereo config for VR simulator device parameters"> + <Param name="VrDeviceInfo device" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadVrStereoConfig" func="yes"> + <Overload retVal="void" descr="Unload VR stereo config"> + <Param name="VrStereoConfig config" /> + </Overload> + </KeyWord> + + <!-- Shader management functions --> + <!-- NOTE: Shader functionality is not available on OpenGL 1.1 --> + <KeyWord name="LoadShader" func="yes"> + <Overload retVal="Shader" descr="Load shader from files and bind default locations"> + <Param name="const char *vsFileName" /> + <Param name="const char *fsFileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadShaderFromMemory" func="yes"> + <Overload retVal="Shader" descr="Load shader from code strings and bind default locations"> + <Param name="const char *vsCode" /> + <Param name="const char *fsCode" /> + </Overload> + </KeyWord> + <KeyWord name="IsShaderValid" func="yes"> + <Overload retVal="bool" descr="Check if a shader is valid (loaded on GPU)"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + <KeyWord name="GetShaderLocation" func="yes"> + <Overload retVal="int" descr="Get shader uniform location"> + <Param name="Shader shader" /> + <Param name="const char *uniformName" /> + </Overload> + </KeyWord> + <KeyWord name="GetShaderLocationAttrib" func="yes"> + <Overload retVal="int" descr="Get shader attribute location"> + <Param name="Shader shader" /> + <Param name="const char *attribName" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValue" func="yes"> + <Overload retVal="void" descr="Set shader uniform value"> + <Param name="Shader shader" /> + <Param name="int locIndex" /> + <Param name="const void *value" /> + <Param name="int uniformType" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValueV" func="yes"> + <Overload retVal="void" descr="Set shader uniform value vector"> + <Param name="Shader shader" /> + <Param name="int locIndex" /> + <Param name="const void *value" /> + <Param name="int uniformType" /> + <Param name="int count" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValueMatrix" func="yes"> + <Overload retVal="void" descr="Set shader uniform value (matrix 4x4)"> + <Param name="Shader shader" /> + <Param name="int locIndex" /> + <Param name="Matrix mat" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValueTexture" func="yes"> + <Overload retVal="void" descr="Set shader uniform value for texture (sampler2d)"> + <Param name="Shader shader" /> + <Param name="int locIndex" /> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadShader" func="yes"> + <Overload retVal="void" descr="Unload shader from GPU memory (VRAM)"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + + <!-- Screen-space-related functions --> + <KeyWord name="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="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" /> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorldToScreen" func="yes"> + <Overload retVal="Vector2" descr="Get the screen space position for a 3d world space position"> + <Param name="Vector3 position" /> + <Param name="Camera camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorldToScreenEx" func="yes"> + <Overload retVal="Vector2" descr="Get size position for a 3d world space position"> + <Param name="Vector3 position" /> + <Param name="Camera camera" /> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorldToScreen2D" func="yes"> + <Overload retVal="Vector2" descr="Get the screen space position for a 2d camera world space position"> + <Param name="Vector2 position" /> + <Param name="Camera2D camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetScreenToWorld2D" func="yes"> + <Overload retVal="Vector2" descr="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"> + <Overload retVal="void" descr="Set target FPS (maximum)"> + <Param name="int fps" /> + </Overload> + </KeyWord> + <KeyWord name="GetFrameTime" func="yes"> + <Overload retVal="float" descr="Get time in seconds for last frame drawn (delta time)"></Overload> + </KeyWord> + <KeyWord name="GetTime" func="yes"> + <Overload retVal="double" descr="Get elapsed time in seconds since InitWindow()"></Overload> + </KeyWord> + <KeyWord name="GetFPS" func="yes"> + <Overload retVal="int" descr="Get current FPS"></Overload> + </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> + <KeyWord name="PollInputEvents" func="yes"> + <Overload retVal="void" descr="Register all input events"></Overload> + </KeyWord> + <KeyWord name="WaitTime" func="yes"> + <Overload retVal="void" descr="Wait for some time (halt program execution)"> + <Param name="double seconds" /> + </Overload> + </KeyWord> + + <!-- Random values generation functions --> + <KeyWord name="SetRandomSeed" func="yes"> + <Overload retVal="void" descr="Set the seed for the random number generator"> + <Param name="unsigned int seed" /> + </Overload> + </KeyWord> + <KeyWord name="GetRandomValue" func="yes"> + <Overload retVal="int" descr="Get a random value between min and max (both included)"> + <Param name="int min" /> + <Param name="int max" /> + </Overload> + </KeyWord> + <KeyWord name="LoadRandomSequence" func="yes"> + <Overload retVal="int" descr="Load random values sequence, no values repeated"> + <Param name="unsigned int count" /> + <Param name="int min" /> + <Param name="int max" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadRandomSequence" func="yes"> + <Overload retVal="void" descr="Unload random values sequence"> + <Param name="int *sequence" /> + </Overload> + </KeyWord> + + <!-- Misc. functions --> + <KeyWord name="TakeScreenshot" func="yes"> + <Overload retVal="void" descr="Takes a screenshot of current screen (filename extension defines format)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="SetConfigFlags" func="yes"> + <Overload retVal="void" descr="Setup init configuration flags (view FLAGS)"> + <Param name="unsigned int flags" /> + </Overload> + </KeyWord> + <KeyWord name="OpenURL" func="yes"> + <Overload retVal="void" descr="Open URL with default system browser (if available)"> + <Param name="const char *url" /> + </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" /> + <Param name="const char *text" /> + <Param name="..." /> + </Overload> + </KeyWord> + <KeyWord name="SetTraceLogLevel" func="yes"> + <Overload retVal="void" descr="Set the current threshold (minimum) log level"> + <Param name="int logLevel" /> + </Overload> + </KeyWord> + <KeyWord name="MemAlloc" func="yes"> + <Overload retVal="void" descr="Internal memory allocator"> + <Param name="unsigned int size" /> + </Overload> + </KeyWord> + <KeyWord name="MemRealloc" func="yes"> + <Overload retVal="void" descr="Internal memory reallocator"></Overload> + </KeyWord> + <KeyWord name="MemFree" func="yes"> + <Overload retVal="void" descr="Internal memory free"></Overload> + </KeyWord> + + <!-- Set custom callbacks --> + <!-- WARNING: Callbacks setup is intended for advanced users --> + <KeyWord name="SetTraceLogCallback" func="yes"> + <Overload retVal="void" descr="Set custom trace log"> + <Param name="TraceLogCallback callback" /> + </Overload> + </KeyWord> + <KeyWord name="SetLoadFileDataCallback" func="yes"> + <Overload retVal="void" descr="Set custom file binary data loader"> + <Param name="LoadFileDataCallback callback" /> + </Overload> + </KeyWord> + <KeyWord name="SetSaveFileDataCallback" func="yes"> + <Overload retVal="void" descr="Set custom file binary data saver"> + <Param name="SaveFileDataCallback callback" /> + </Overload> + </KeyWord> + <KeyWord name="SetLoadFileTextCallback" func="yes"> + <Overload retVal="void" descr="Set custom file text data loader"> + <Param name="LoadFileTextCallback callback" /> + </Overload> + </KeyWord> + <KeyWord name="SetSaveFileTextCallback" func="yes"> + <Overload retVal="void" descr="Set custom file text data saver"> + <Param name="SaveFileTextCallback callback" /> + </Overload> + </KeyWord> + + <!-- Files management functions --> + <KeyWord name="char *LoadFileData" func="yes"> + <Overload retVal="unsigned" descr="Load file data as byte array (read)"> + <Param name="const char *fileName" /> + <Param name="int *dataSize" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadFileData" func="yes"> + <Overload retVal="void" descr="Unload file data allocated by LoadFileData()"> + <Param name="unsigned char *data" /> + </Overload> + </KeyWord> + <KeyWord name="SaveFileData" func="yes"> + <Overload retVal="bool" descr="Save data to file from byte array (write), returns true on success"> + <Param name="const char *fileName" /></Overload> + </KeyWord> + <KeyWord name="ExportDataAsCode" func="yes"> + <Overload retVal="bool" descr="Export data to code (.h), returns true on success"> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadFileText" func="yes"> + <Overload retVal="char" descr="Load text data from file (read), returns a '\0' terminated string"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadFileText" func="yes"> + <Overload retVal="void" descr="Unload file text data allocated by LoadFileText()"> + <Param name="char *text" /> + </Overload> + </KeyWord> + <KeyWord name="SaveFileText" func="yes"> + <Overload retVal="bool" descr="Save text data to file (write), string must be '\0' terminated, returns true on success"> + <Param name="const char *fileName" /> + <Param name="char *text" /> + </Overload> + </KeyWord> + <!-------------------------------------------------------------------- --> + + <!-- File system functions --> + <KeyWord name="FileExists" func="yes"> + <Overload retVal="bool" descr="Check if file exists"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="DirectoryExists" func="yes"> + <Overload retVal="bool" descr="Check if a directory path exists"> + <Param name="const char *dirPath" /> + </Overload> + </KeyWord> + <KeyWord name="IsFileExtension" func="yes"> + <Overload retVal="bool" descr="Check file extension (including point: .png, .wav)"> + <Param name="const char *fileName" /> + <Param name="const char *ext" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileLength" func="yes"> + <Overload retVal="int" descr="Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileExtension" func="yes"> + <Overload retVal="const char" descr="Get pointer to extension for a filename string (includes dot: '.png')"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileName" func="yes"> + <Overload retVal="const char" descr="Get pointer to filename for a path string"> + <Param name="const char *filePath" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileNameWithoutExt" func="yes"> + <Overload retVal="const char" descr="Get filename string without extension (uses static string)"> + <Param name="const char *filePath" /> + </Overload> + </KeyWord> + <KeyWord name="GetDirectoryPath" func="yes"> + <Overload retVal="const char" descr="Get full path for a given fileName with path (uses static string)"> + <Param name="const char *filePath" /> + </Overload> + </KeyWord> + <KeyWord name="GetPrevDirectoryPath" func="yes"> + <Overload retVal="const char" descr="Get previous directory path for a given path (uses static string)"> + <Param name="const char *dirPath" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorkingDirectory" func="yes"> + <Overload retVal="const char" descr="Get current working directory (uses static string)"></Overload> + </KeyWord> + <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" /> + </Overload> + </KeyWord> + <KeyWord name="IsPathFile" func="yes"> + <Overload retVal="bool" descr="Check if a given path is a file or a directory"> + <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. 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" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadDirectoryFiles" func="yes"> + <Overload retVal="void" descr="Unload filepaths"> + <Param name="FilePathList files" /> + </Overload> + </KeyWord> + <KeyWord name="IsFileDropped" func="yes"> + <Overload retVal="bool" descr="Check if a file has been dropped into window"></Overload> + </KeyWord> + <KeyWord name="LoadDroppedFiles" func="yes"> + <Overload retVal="FilePathList" descr="Load dropped filepaths"></Overload> + </KeyWord> + <KeyWord name="UnloadDroppedFiles" func="yes"> + <Overload retVal="void" descr="Unload dropped filepaths"> + <Param name="FilePathList files" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileModTime" func="yes"> + <Overload retVal="long" descr="Get file modification time (last write time)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + + <!-- Compression/Encoding functionality --> + <KeyWord name="char *CompressData" func="yes"> + <Overload retVal="unsigned" descr="Compress data (DEFLATE algorithm), memory must be MemFree()"> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + <Param name="int *compDataSize" /> + </Overload> + </KeyWord> + <KeyWord name="char *DecompressData" func="yes"> + <Overload retVal="unsigned" descr="Decompress data (DEFLATE algorithm), memory must be MemFree()"> + <Param name="const unsigned char" /> + <Param name="int compDataSize" /> + <Param name="int *dataSize" /> + </Overload> + </KeyWord> + <KeyWord name="EncodeDataBase64" func="yes"> + <Overload retVal="char" descr="Encode data to Base64 string, memory must be MemFree()"> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + <Param name="int *outputSize" /> + </Overload> + </KeyWord> + <KeyWord name="char *DecodeDataBase64" func="yes"> + <Overload retVal="unsigned" descr="Decode Base64 string data, memory must be MemFree()"> + <Param name="const unsigned char" /> + <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"> + <Overload retVal="AutomationEventList" descr="Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadAutomationEventList" func="yes"> + <Overload retVal="void" descr="Unload automation events list from file"> + <Param name="AutomationEventList list" /> + </Overload> + </KeyWord> + <KeyWord name="ExportAutomationEventList" func="yes"> + <Overload retVal="bool" descr="Export automation events list as text file"> + <Param name="AutomationEventList list" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="SetAutomationEventList" func="yes"> + <Overload retVal="void" descr="Set automation event list to record to"> + <Param name="AutomationEventList *list" /> + </Overload> + </KeyWord> + <KeyWord name="SetAutomationEventBaseFrame" func="yes"> + <Overload retVal="void" descr="Set automation event internal base frame to start recording"> + <Param name="int frame" /> + </Overload> + </KeyWord> + <KeyWord name="StartAutomationEventRecording" func="yes"> + <Overload retVal="void" descr="Start recording automation events (AutomationEventList must be set)"></Overload> + </KeyWord> + <KeyWord name="StopAutomationEventRecording" func="yes"> + <Overload retVal="void" descr="Stop recording automation events"></Overload> + </KeyWord> + <KeyWord name="PlayAutomationEvent" func="yes"> + <Overload retVal="void" descr="Play a recorded automation event"> + <Param name="AutomationEvent event" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Input Handling Functions (Module: core) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Input-related functions: keyboard --> + <KeyWord name="IsKeyPressed" func="yes"> + <Overload retVal="bool" descr="Check if a key has been pressed once"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyPressedRepeat" func="yes"> + <Overload retVal="bool" descr="Check if a key has been pressed again"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyDown" func="yes"> + <Overload retVal="bool" descr="Check if a key is being pressed"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyReleased" func="yes"> + <Overload retVal="bool" descr="Check if a key has been released once"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyUp" func="yes"> + <Overload retVal="bool" descr="Check if a key is NOT being pressed"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="GetKeyPressed" func="yes"> + <Overload retVal="int" descr="Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty"></Overload> + </KeyWord> + <KeyWord name="GetCharPressed" func="yes"> + <Overload retVal="int" descr="Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty"></Overload> + </KeyWord> + <KeyWord name="SetExitKey" func="yes"> + <Overload retVal="void" descr="Set a custom key to exit program (default is ESC)"> + <Param name="int key" /> + </Overload> + </KeyWord> + + <!-- Input-related functions: gamepads --> + <KeyWord name="IsGamepadAvailable" func="yes"> + <Overload retVal="bool" descr="Check if a gamepad is available"> + <Param name="int gamepad" /> + </Overload> + </KeyWord> + <KeyWord name="GetGamepadName" func="yes"> + <Overload retVal="const char" descr="Get gamepad internal name id"> + <Param name="int gamepad" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonPressed" func="yes"> + <Overload retVal="bool" descr="Check if a gamepad button has been pressed once"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonDown" func="yes"> + <Overload retVal="bool" descr="Check if a gamepad button is being pressed"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonReleased" func="yes"> + <Overload retVal="bool" descr="Check if a gamepad button has been released once"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonUp" func="yes"> + <Overload retVal="bool" descr="Check if a gamepad button is NOT being pressed"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="GetGamepadButtonPressed" func="yes"> + <Overload retVal="int" descr="Get the last gamepad button pressed"></Overload> + </KeyWord> + <KeyWord name="GetGamepadAxisCount" func="yes"> + <Overload retVal="int" descr="Get gamepad axis count for a gamepad"> + <Param name="int gamepad" /> + </Overload> + </KeyWord> + <KeyWord name="GetGamepadAxisMovement" func="yes"> + <Overload retVal="float" descr="Get axis movement value for a gamepad axis"> + <Param name="int gamepad" /> + <Param name="int axis" /> + </Overload> + </KeyWord> + <KeyWord name="SetGamepadMappings" func="yes"> + <Overload retVal="int" descr="Set internal gamepad mappings (SDL_GameControllerDB)"> + <Param name="const char *mappings" /> + </Overload> + </KeyWord> + <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"> + <Overload retVal="bool" descr="Check if a mouse button has been pressed once"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsMouseButtonDown" func="yes"> + <Overload retVal="bool" descr="Check if a mouse button is being pressed"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsMouseButtonReleased" func="yes"> + <Overload retVal="bool" descr="Check if a mouse button has been released once"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsMouseButtonUp" func="yes"> + <Overload retVal="bool" descr="Check if a mouse button is NOT being pressed"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="GetMouseX" func="yes"> + <Overload retVal="int" descr="Get mouse position X"></Overload> + </KeyWord> + <KeyWord name="GetMouseY" func="yes"> + <Overload retVal="int" descr="Get mouse position Y"></Overload> + </KeyWord> + <KeyWord name="GetMousePosition" func="yes"> + <Overload retVal="Vector2" descr="Get mouse position XY"></Overload> + </KeyWord> + <KeyWord name="GetMouseDelta" func="yes"> + <Overload retVal="Vector2" descr="Get mouse delta between frames"></Overload> + </KeyWord> + <KeyWord name="SetMousePosition" func="yes"> + <Overload retVal="void" descr="Set mouse position XY"> + <Param name="int x" /> + <Param name="int y" /> + </Overload> + </KeyWord> + <KeyWord name="SetMouseOffset" func="yes"> + <Overload retVal="void" descr="Set mouse offset"> + <Param name="int offsetX" /> + <Param name="int offsetY" /> + </Overload> + </KeyWord> + <KeyWord name="SetMouseScale" func="yes"> + <Overload retVal="void" descr="Set mouse scaling"> + <Param name="float scaleX" /> + <Param name="float scaleY" /> + </Overload> + </KeyWord> + <KeyWord name="GetMouseWheelMove" func="yes"> + <Overload retVal="float" descr="Get mouse wheel movement for X or Y, whichever is larger"></Overload> + </KeyWord> + <KeyWord name="GetMouseWheelMoveV" func="yes"> + <Overload retVal="Vector2" descr="Get mouse wheel movement for both X and Y"></Overload> + </KeyWord> + <KeyWord name="SetMouseCursor" func="yes"> + <Overload retVal="void" descr="Set mouse cursor"> + <Param name="int cursor" /> + </Overload> + </KeyWord> + + <!-- Input-related functions: touch --> + <KeyWord name="GetTouchX" func="yes"> + <Overload retVal="int" descr="Get touch position X for touch point 0 (relative to screen size)"></Overload> + </KeyWord> + <KeyWord name="GetTouchY" func="yes"> + <Overload retVal="int" descr="Get touch position Y for touch point 0 (relative to screen size)"></Overload> + </KeyWord> + <KeyWord name="GetTouchPosition" func="yes"> + <Overload retVal="Vector2" descr="Get touch position XY for a touch point index (relative to screen size)"> + <Param name="int index" /> + </Overload> + </KeyWord> + <KeyWord name="GetTouchPointId" func="yes"> + <Overload retVal="int" descr="Get touch point identifier for given index"> + <Param name="int index" /> + </Overload> + </KeyWord> + <KeyWord name="GetTouchPointCount" func="yes"> + <Overload retVal="int" descr="Get number of touch points"></Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Gestures and Touch Handling Functions (Module: rgestures) --> + <!-------------------------------------------------------------------------------------- --> + <KeyWord name="SetGesturesEnabled" func="yes"> + <Overload retVal="void" descr="Enable a set of gestures using flags"> + <Param name="unsigned int flags" /> + </Overload> + </KeyWord> + <KeyWord name="IsGestureDetected" func="yes"> + <Overload retVal="bool" descr="Check if a gesture have been detected"> + <Param name="unsigned int gesture" /> + </Overload> + </KeyWord> + <KeyWord name="GetGestureDetected" func="yes"> + <Overload retVal="int" descr="Get latest detected gesture"></Overload> + </KeyWord> + <KeyWord name="GetGestureHoldDuration" func="yes"> + <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> + </KeyWord> + <KeyWord name="GetGestureDragAngle" func="yes"> + <Overload retVal="float" descr="Get gesture drag angle"></Overload> + </KeyWord> + <KeyWord name="GetGesturePinchVector" func="yes"> + <Overload retVal="Vector2" descr="Get gesture pinch delta"></Overload> + </KeyWord> + <KeyWord name="GetGesturePinchAngle" func="yes"> + <Overload retVal="float" descr="Get gesture pinch angle"></Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Camera System Functions (Module: rcamera) --> + <!-------------------------------------------------------------------------------------- --> + <KeyWord name="UpdateCamera" func="yes"> + <Overload retVal="void" descr="Update camera position for selected mode"> + <Param name="Camera *camera" /> + <Param name="int mode" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateCameraPro" func="yes"> + <Overload retVal="void" descr="Update camera movement/rotation"> + <Param name="Camera *camera" /> + <Param name="Vector3 movement" /> + <Param name="Vector3 rotation" /> + <Param name="float zoom" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Basic Shapes Drawing Functions (Module: shapes) --> + <!-------------------------------------------------------------------------------------- --> + <!-- Set texture and rectangle to be used on shapes drawing --> + <!-- NOTE: It can be useful when using basic shapes and one single font, --> + <!-- defining a font char white rectangle would allow drawing everything in a single draw call --> + <KeyWord name="SetShapesTexture" func="yes"> + <Overload retVal="void" descr="Set texture and rectangle to be used on shapes drawing"> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + </Overload> + </KeyWord> + <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 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 using geometry (Vector version) [Can be slow, use with care]"> + <Param name="Vector2 position" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLine" func="yes"> + <Overload retVal="void" descr="Draw a line"> + <Param name="int startPosX" /> + <Param name="int startPosY" /> + <Param name="int endPosX" /> + <Param name="int endPosY" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineV" func="yes"> + <Overload retVal="void" descr="Draw a line (using gl lines)"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineEx" func="yes"> + <Overload retVal="void" descr="Draw a line (using triangles/quads)"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineStrip" func="yes"> + <Overload retVal="void" descr="Draw lines sequence (using gl lines)"> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineBezier" func="yes"> + <Overload retVal="void" descr="Draw line segment cubic-bezier in-out interpolation"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircle" func="yes"> + <Overload retVal="void" descr="Draw a color-filled circle"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleSector" func="yes"> + <Overload retVal="void" descr="Draw a piece of a circle"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="float startAngle" /> + <Param name="float endAngle" /> + <Param name="int segments" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleSectorLines" func="yes"> + <Overload retVal="void" descr="Draw circle sector outline"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="float startAngle" /> + <Param name="float endAngle" /> + <Param name="int segments" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleGradient" func="yes"> + <Overload retVal="void" descr="Draw a gradient-filled circle"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radius" /> + <Param name="Color inner" /> + <Param name="Color outer" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleV" func="yes"> + <Overload retVal="void" descr="Draw a color-filled circle (Vector version)"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleLines" func="yes"> + <Overload retVal="void" descr="Draw circle outline"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleLinesV" func="yes"> + <Overload retVal="void" descr="Draw circle outline (Vector version)"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawEllipse" func="yes"> + <Overload retVal="void" descr="Draw ellipse"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radiusH" /> + <Param name="float radiusV" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawEllipseLines" func="yes"> + <Overload retVal="void" descr="Draw ellipse outline"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radiusH" /> + <Param name="float radiusV" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRing" func="yes"> + <Overload retVal="void" descr="Draw ring"> + <Param name="Vector2 center" /> + <Param name="float innerRadius" /> + <Param name="float outerRadius" /> + <Param name="float startAngle" /> + <Param name="float endAngle" /> + <Param name="int segments" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRingLines" func="yes"> + <Overload retVal="void" descr="Draw ring outline"> + <Param name="Vector2 center" /> + <Param name="float innerRadius" /> + <Param name="float outerRadius" /> + <Param name="float startAngle" /> + <Param name="float endAngle" /> + <Param name="int segments" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangle" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleV" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle (Vector version)"> + <Param name="Vector2 position" /> + <Param name="Vector2 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleRec" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle"> + <Param name="Rectangle rec" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectanglePro" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle with pro parameters"> + <Param name="Rectangle rec" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleGradientV" func="yes"> + <Overload retVal="void" descr="Draw a vertical-gradient-filled rectangle"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color top" /> + <Param name="Color bottom" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleGradientH" func="yes"> + <Overload retVal="void" descr="Draw a horizontal-gradient-filled rectangle"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <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 topLeft" /> + <Param name="Color bottomLeft" /> + <Param name="Color topRight" /> + <Param name="Color bottomRight" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleLines" func="yes"> + <Overload retVal="void" descr="Draw rectangle outline"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleLinesEx" func="yes"> + <Overload retVal="void" descr="Draw rectangle outline with extended parameters"> + <Param name="Rectangle rec" /> + <Param name="float lineThick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleRounded" func="yes"> + <Overload retVal="void" descr="Draw rectangle with rounded edges"> + <Param name="Rectangle rec" /> + <Param name="float roundness" /> + <Param name="int segments" /> + <Param name="Color color" /> + </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" /> + <Param name="int segments" /> + <Param name="float lineThick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangle" func="yes"> + <Overload retVal="void" descr="Draw a color-filled triangle (vertex in counter-clockwise order!)"> + <Param name="Vector2 v1" /> + <Param name="Vector2 v2" /> + <Param name="Vector2 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangleLines" func="yes"> + <Overload retVal="void" descr="Draw triangle outline (vertex in counter-clockwise order!)"> + <Param name="Vector2 v1" /> + <Param name="Vector2 v2" /> + <Param name="Vector2 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangleFan" func="yes"> + <Overload retVal="void" descr="Draw a triangle fan defined by points (first vertex is the center)"> + <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="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPoly" func="yes"> + <Overload retVal="void" descr="Draw a regular polygon (Vector version)"> + <Param name="Vector2 center" /> + <Param name="int sides" /> + <Param name="float radius" /> + <Param name="float rotation" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPolyLines" func="yes"> + <Overload retVal="void" descr="Draw a polygon outline of n sides"> + <Param name="Vector2 center" /> + <Param name="int sides" /> + <Param name="float radius" /> + <Param name="float rotation" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPolyLinesEx" func="yes"> + <Overload retVal="void" descr="Draw a polygon outline of n sides with extended parameters"> + <Param name="Vector2 center" /> + <Param name="int sides" /> + <Param name="float radius" /> + <Param name="float rotation" /> + <Param name="float lineThick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + + <!-- Splines drawing functions --> + <KeyWord name="DrawSplineLinear" func="yes"> + <Overload retVal="void" descr="Draw spline: Linear, minimum 2 points"> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineBasis" func="yes"> + <Overload retVal="void" descr="Draw spline: B-Spline, minimum 4 points"> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineCatmullRom" func="yes"> + <Overload retVal="void" descr="Draw spline: Catmull-Rom, minimum 4 points"> + <Param name="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </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="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </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="const Vector2 *points" /> + <Param name="int pointCount" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineSegmentLinear" func="yes"> + <Overload retVal="void" descr="Draw spline segment: Linear, 2 points"> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineSegmentBasis" func="yes"> + <Overload retVal="void" descr="Draw spline segment: B-Spline, 4 points"> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="Vector2 p3" /> + <Param name="Vector2 p4" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineSegmentCatmullRom" func="yes"> + <Overload retVal="void" descr="Draw spline segment: Catmull-Rom, 4 points"> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="Vector2 p3" /> + <Param name="Vector2 p4" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineSegmentBezierQuadratic" func="yes"> + <Overload retVal="void" descr="Draw spline segment: Quadratic Bezier, 2 points, 1 control point"> + <Param name="Vector2 p1" /> + <Param name="Vector2 c2" /> + <Param name="Vector2 p3" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSplineSegmentBezierCubic" func="yes"> + <Overload retVal="void" descr="Draw spline segment: Cubic Bezier, 2 points, 2 control points"> + <Param name="Vector2 p1" /> + <Param name="Vector2 c2" /> + <Param name="Vector2 c3" /> + <Param name="Vector2 p4" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + + <!-- Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] --> + <KeyWord name="GetSplinePointLinear" func="yes"> + <Overload retVal="Vector2" descr="Get (evaluate) spline point: Linear"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="float t" /> + </Overload> + </KeyWord> + <KeyWord name="GetSplinePointBasis" func="yes"> + <Overload retVal="Vector2" descr="Get (evaluate) spline point: B-Spline"> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="Vector2 p3" /> + <Param name="Vector2 p4" /> + <Param name="float t" /> + </Overload> + </KeyWord> + <KeyWord name="GetSplinePointCatmullRom" func="yes"> + <Overload retVal="Vector2" descr="Get (evaluate) spline point: Catmull-Rom"> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="Vector2 p3" /> + <Param name="Vector2 p4" /> + <Param name="float t" /> + </Overload> + </KeyWord> + <KeyWord name="GetSplinePointBezierQuad" func="yes"> + <Overload retVal="Vector2" descr="Get (evaluate) spline point: Quadratic Bezier"> + <Param name="Vector2 p1" /> + <Param name="Vector2 c2" /> + <Param name="Vector2 p3" /> + <Param name="float t" /> + </Overload> + </KeyWord> + <KeyWord name="GetSplinePointBezierCubic" func="yes"> + <Overload retVal="Vector2" descr="Get (evaluate) spline point: Cubic Bezier"> + <Param name="Vector2 p1" /> + <Param name="Vector2 c2" /> + <Param name="Vector2 c3" /> + <Param name="Vector2 p4" /> + <Param name="float t" /> + </Overload> + </KeyWord> + + <!-- Basic shapes collision detection functions --> + <KeyWord name="CheckCollisionRecs" func="yes"> + <Overload retVal="bool" descr="Check collision between two rectangles"> + <Param name="Rectangle rec1" /> + <Param name="Rectangle rec2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionCircles" func="yes"> + <Overload retVal="bool" descr="Check collision between two circles"> + <Param name="Vector2 center1" /> + <Param name="float radius1" /> + <Param name="Vector2 center2" /> + <Param name="float radius2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionCircleRec" func="yes"> + <Overload retVal="bool" descr="Check collision between circle and rectangle"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <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" /> + <Param name="Rectangle rec" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointCircle" func="yes"> + <Overload retVal="bool" descr="Check if point is inside circle"> + <Param name="Vector2 point" /> + <Param name="Vector2 center" /> + <Param name="float radius" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointTriangle" func="yes"> + <Overload retVal="bool" descr="Check if point is inside a triangle"> + <Param name="Vector2 point" /> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <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="const Vector2 *points" /> + <Param name="int pointCount" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionLines" func="yes"> + <Overload retVal="bool" descr="Check the collision between two lines defined by two points each, returns collision point by reference"> + <Param name="Vector2 startPos1" /> + <Param name="Vector2 endPos1" /> + <Param name="Vector2 startPos2" /> + <Param name="Vector2 endPos2" /> + <Param name="Vector2 *collisionPoint" /> + </Overload> + </KeyWord> + <KeyWord name="GetCollisionRec" func="yes"> + <Overload retVal="Rectangle" descr="Get collision rectangle for two rectangles collision"> + <Param name="Rectangle rec1" /> + <Param name="Rectangle rec2" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Texture Loading and Drawing Functions (Module: textures) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Image loading functions --> + <!-- NOTE: These functions do not require GPU access --> + <KeyWord name="LoadImage" func="yes"> + <Overload retVal="Image" descr="Load image from file into CPU memory (RAM)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageRaw" func="yes"> + <Overload retVal="Image" descr="Load image from RAW file data"> + <Param name="const char *fileName" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int format" /> + <Param name="int headerSize" /> + </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" /> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageFromTexture" func="yes"> + <Overload retVal="Image" descr="Load image from GPU texture data"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageFromScreen" func="yes"> + <Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload> + </KeyWord> + <KeyWord name="IsImageValid" func="yes"> + <Overload retVal="bool" descr="Check if an image is valid (data and parameters)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadImage" func="yes"> + <Overload retVal="void" descr="Unload image from CPU memory (RAM)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="ExportImage" func="yes"> + <Overload retVal="bool" descr="Export image data to file, returns true on success"> + <Param name="Image image" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="char *ExportImageToMemory" func="yes"> + <Overload retVal="unsigned" descr="Export image to memory buffer"> + <Param name="Image image" /> + <Param name="const char *fileType" /> + <Param name="int *fileSize" /> + </Overload> + </KeyWord> + <KeyWord name="ExportImageAsCode" func="yes"> + <Overload retVal="bool" descr="Export image as code file defining an array of bytes, returns true on success"> + <Param name="Image image" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + + <!-- Image generation functions --> + <KeyWord name="GenImageColor" func="yes"> + <Overload retVal="Image" descr="Generate image: plain color"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageGradientLinear" func="yes"> + <Overload retVal="Image" descr="Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int direction" /> + <Param name="Color start" /> + <Param name="Color end" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageGradientRadial" func="yes"> + <Overload retVal="Image" descr="Generate image: radial gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="float density" /> + <Param name="Color inner" /> + <Param name="Color outer" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageGradientSquare" func="yes"> + <Overload retVal="Image" descr="Generate image: square gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="float density" /> + <Param name="Color inner" /> + <Param name="Color outer" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageChecked" func="yes"> + <Overload retVal="Image" descr="Generate image: checked"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int checksX" /> + <Param name="int checksY" /> + <Param name="Color col1" /> + <Param name="Color col2" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageWhiteNoise" func="yes"> + <Overload retVal="Image" descr="Generate image: white noise"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="float factor" /> + </Overload> + </KeyWord> + <KeyWord name="GenImagePerlinNoise" func="yes"> + <Overload retVal="Image" descr="Generate image: perlin noise"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int offsetX" /> + <Param name="int offsetY" /> + <Param name="float scale" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageCellular" func="yes"> + <Overload retVal="Image" descr="Generate image: cellular algorithm, bigger tileSize means bigger cells"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int tileSize" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageText" func="yes"> + <Overload retVal="Image" descr="Generate image: grayscale image from text data"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="const char *text" /> + </Overload> + </KeyWord> + + <!-- Image manipulation functions --> + <KeyWord name="ImageCopy" func="yes"> + <Overload retVal="Image" descr="Create an image duplicate (useful for transformations)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFromImage" func="yes"> + <Overload retVal="Image" descr="Create an image from another image piece"> + <Param name="Image image" /> + <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" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageTextEx" func="yes"> + <Overload retVal="Image" descr="Create an image from text (custom sprite font)"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFormat" func="yes"> + <Overload retVal="void" descr="Convert image data to desired format"> + <Param name="Image *image" /> + <Param name="int newFormat" /> + </Overload> + </KeyWord> + <KeyWord name="ImageToPOT" func="yes"> + <Overload retVal="void" descr="Convert image to POT (power-of-two)"> + <Param name="Image *image" /> + <Param name="Color fill" /> + </Overload> + </KeyWord> + <KeyWord name="ImageCrop" func="yes"> + <Overload retVal="void" descr="Crop an image to a defined rectangle"> + <Param name="Image *image" /> + <Param name="Rectangle crop" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaCrop" func="yes"> + <Overload retVal="void" descr="Crop image depending on alpha value"> + <Param name="Image *image" /> + <Param name="float threshold" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaClear" func="yes"> + <Overload retVal="void" descr="Clear alpha channel to desired color"> + <Param name="Image *image" /> + <Param name="Color color" /> + <Param name="float threshold" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaMask" func="yes"> + <Overload retVal="void" descr="Apply alpha mask to image"> + <Param name="Image *image" /> + <Param name="Image alphaMask" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaPremultiply" func="yes"> + <Overload retVal="void" descr="Premultiply alpha channel"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageBlurGaussian" func="yes"> + <Overload retVal="void" descr="Apply Gaussian blur using a box blur approximation"> + <Param name="Image *image" /> + <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" /> + <Param name="int newWidth" /> + <Param name="int newHeight" /> + </Overload> + </KeyWord> + <KeyWord name="ImageResizeNN" func="yes"> + <Overload retVal="void" descr="Resize image (Nearest-Neighbor scaling algorithm)"> + <Param name="Image *image" /> + <Param name="int newWidth" /> + <Param name="int newHeight" /> + </Overload> + </KeyWord> + <KeyWord name="ImageResizeCanvas" func="yes"> + <Overload retVal="void" descr="Resize canvas and fill with color"> + <Param name="Image *image" /> + <Param name="int newWidth" /> + <Param name="int newHeight" /> + <Param name="int offsetX" /> + <Param name="int offsetY" /> + <Param name="Color fill" /> + </Overload> + </KeyWord> + <KeyWord name="ImageMipmaps" func="yes"> + <Overload retVal="void" descr="Compute all mipmap levels for a provided image"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDither" func="yes"> + <Overload retVal="void" descr="Dither image data to 16bpp or lower (Floyd-Steinberg dithering)"> + <Param name="Image *image" /> + <Param name="int rBpp" /> + <Param name="int gBpp" /> + <Param name="int bBpp" /> + <Param name="int aBpp" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFlipVertical" func="yes"> + <Overload retVal="void" descr="Flip image vertically"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFlipHorizontal" func="yes"> + <Overload retVal="void" descr="Flip image horizontally"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageRotate" func="yes"> + <Overload retVal="void" descr="Rotate image by input angle in degrees (-359 to 359)"> + <Param name="Image *image" /> + <Param name="int degrees" /> + </Overload> + </KeyWord> + <KeyWord name="ImageRotateCW" func="yes"> + <Overload retVal="void" descr="Rotate image clockwise 90deg"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageRotateCCW" func="yes"> + <Overload retVal="void" descr="Rotate image counter-clockwise 90deg"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorTint" func="yes"> + <Overload retVal="void" descr="Modify image color: tint"> + <Param name="Image *image" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorInvert" func="yes"> + <Overload retVal="void" descr="Modify image color: invert"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorGrayscale" func="yes"> + <Overload retVal="void" descr="Modify image color: grayscale"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorContrast" func="yes"> + <Overload retVal="void" descr="Modify image color: contrast (-100 to 100)"> + <Param name="Image *image" /> + <Param name="float contrast" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorBrightness" func="yes"> + <Overload retVal="void" descr="Modify image color: brightness (-255 to 255)"> + <Param name="Image *image" /> + <Param name="int brightness" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorReplace" func="yes"> + <Overload retVal="void" descr="Modify image color: replace color"> + <Param name="Image *image" /> + <Param name="Color color" /> + <Param name="Color replace" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageColors" func="yes"> + <Overload retVal="Color" descr="Load color data from image as a Color array (RGBA - 32bit)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImagePalette" func="yes"> + <Overload retVal="Color" descr="Load colors palette from image as a Color array (RGBA - 32bit)"> + <Param name="Image image" /> + <Param name="int maxPaletteSize" /> + <Param name="int *colorCount" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadImageColors" func="yes"> + <Overload retVal="void" descr="Unload color data loaded with LoadImageColors()"> + <Param name="Color *colors" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadImagePalette" func="yes"> + <Overload retVal="void" descr="Unload colors palette loaded with LoadImagePalette()"> + <Param name="Color *colors" /> + </Overload> + </KeyWord> + <KeyWord name="GetImageAlphaBorder" func="yes"> + <Overload retVal="Rectangle" descr="Get image alpha border rectangle"> + <Param name="Image image" /> + <Param name="float threshold" /> + </Overload> + </KeyWord> + <KeyWord name="GetImageColor" func="yes"> + <Overload retVal="Color" descr="Get image pixel color at (x, y) position"> + <Param name="Image image" /> + <Param name="int x" /> + <Param name="int y" /> + </Overload> + </KeyWord> + + <!-- Image drawing functions --> + <!-- NOTE: Image software-rendering functions (CPU) --> + <KeyWord name="ImageClearBackground" func="yes"> + <Overload retVal="void" descr="Clear image background with given color"> + <Param name="Image *dst" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawPixel" func="yes"> + <Overload retVal="void" descr="Draw pixel within an image"> + <Param name="Image *dst" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawPixelV" func="yes"> + <Overload retVal="void" descr="Draw pixel within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 position" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawLine" func="yes"> + <Overload retVal="void" descr="Draw line within an image"> + <Param name="Image *dst" /> + <Param name="int startPosX" /> + <Param name="int startPosY" /> + <Param name="int endPosX" /> + <Param name="int endPosY" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawLineV" func="yes"> + <Overload retVal="void" descr="Draw line within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 start" /> + <Param name="Vector2 end" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="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" /> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="int radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawCircleV" func="yes"> + <Overload retVal="void" descr="Draw a filled circle within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 center" /> + <Param name="int radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawCircleLines" func="yes"> + <Overload retVal="void" descr="Draw circle outline within an image"> + <Param name="Image *dst" /> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="int radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawCircleLinesV" func="yes"> + <Overload retVal="void" descr="Draw circle outline within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 center" /> + <Param name="int radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangle" func="yes"> + <Overload retVal="void" descr="Draw rectangle within an image"> + <Param name="Image *dst" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangleV" func="yes"> + <Overload retVal="void" descr="Draw rectangle within an image (Vector version)"> + <Param name="Image *dst" /> + <Param name="Vector2 position" /> + <Param name="Vector2 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangleRec" func="yes"> + <Overload retVal="void" descr="Draw rectangle within an image"> + <Param name="Image *dst" /> + <Param name="Rectangle rec" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangleLines" func="yes"> + <Overload retVal="void" descr="Draw rectangle lines within an image"> + <Param name="Image *dst" /> + <Param name="Rectangle rec" /> + <Param name="int thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="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" /> + <Param name="Image src" /> + <Param name="Rectangle srcRec" /> + <Param name="Rectangle dstRec" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawText" func="yes"> + <Overload retVal="void" descr="Draw text (using default font) within an image (destination)"> + <Param name="Image *dst" /> + <Param name="const char *text" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawTextEx" func="yes"> + <Overload retVal="void" descr="Draw text (custom sprite font) within an image (destination)"> + <Param name="Image *dst" /> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="Vector2 position" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-- Texture loading functions --> + <!-- NOTE: These functions require GPU access --> + <KeyWord name="LoadTexture" func="yes"> + <Overload retVal="Texture2D" descr="Load texture from file into GPU memory (VRAM)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadTextureFromImage" func="yes"> + <Overload retVal="Texture2D" descr="Load texture from image data"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="LoadTextureCubemap" func="yes"> + <Overload retVal="TextureCubemap" descr="Load cubemap from image, multiple image cubemap layouts supported"> + <Param name="Image image" /> + <Param name="int layout" /> + </Overload> + </KeyWord> + <KeyWord name="LoadRenderTexture" func="yes"> + <Overload retVal="RenderTexture2D" descr="Load texture for rendering (framebuffer)"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="IsTextureValid" func="yes"> + <Overload retVal="bool" descr="Check if a texture is valid (loaded in GPU)"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadTexture" func="yes"> + <Overload retVal="void" descr="Unload texture from GPU memory (VRAM)"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="IsRenderTextureValid" func="yes"> + <Overload retVal="bool" descr="Check if a render texture is valid (loaded in GPU)"> + <Param name="RenderTexture2D target" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadRenderTexture" func="yes"> + <Overload retVal="void" descr="Unload render texture from GPU memory (VRAM)"> + <Param name="RenderTexture2D target" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateTexture" func="yes"> + <Overload retVal="void" descr="Update GPU texture with new data"> + <Param name="Texture2D texture" /> + <Param name="const void *pixels" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateTextureRec" func="yes"> + <Overload retVal="void" descr="Update GPU texture rectangle with new data"> + <Param name="Texture2D texture" /> + <Param name="Rectangle rec" /> + <Param name="const void *pixels" /> + </Overload> + </KeyWord> + + <!-- Texture configuration functions --> + <KeyWord name="GenTextureMipmaps" func="yes"> + <Overload retVal="void" descr="Generate GPU mipmaps for a texture"> + <Param name="Texture2D *texture" /> + </Overload> + </KeyWord> + <KeyWord name="SetTextureFilter" func="yes"> + <Overload retVal="void" descr="Set texture scaling filter mode"> + <Param name="Texture2D texture" /> + <Param name="int filter" /> + </Overload> + </KeyWord> + <KeyWord name="SetTextureWrap" func="yes"> + <Overload retVal="void" descr="Set texture wrapping mode"> + <Param name="Texture2D texture" /> + <Param name="int wrap" /> + </Overload> + </KeyWord> + + <!-- Texture drawing functions --> + <KeyWord name="DrawTexture" func="yes"> + <Overload retVal="void" descr="Draw a Texture2D"> + <Param name="Texture2D texture" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureV" func="yes"> + <Overload retVal="void" descr="Draw a Texture2D with position defined as Vector2"> + <Param name="Texture2D texture" /> + <Param name="Vector2 position" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureEx" func="yes"> + <Overload retVal="void" descr="Draw a Texture2D with extended parameters"> + <Param name="Texture2D texture" /> + <Param name="Vector2 position" /> + <Param name="float rotation" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureRec" func="yes"> + <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle"> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + <Param name="Vector2 position" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTexturePro" func="yes"> + <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle with 'pro' parameters"> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + <Param name="Rectangle dest" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureNPatch" func="yes"> + <Overload retVal="void" descr="Draws a texture (or part of it) that stretches or shrinks nicely"> + <Param name="Texture2D texture" /> + <Param name="NPatchInfo nPatchInfo" /> + <Param name="Rectangle dest" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="Color tint" /> + </Overload> + </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" /> + <Param name="float alpha" /> + </Overload> + </KeyWord> + <KeyWord name="ColorToInt" func="yes"> + <Overload retVal="int" descr="Get hexadecimal value for a Color (0xRRGGBBAA)"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorNormalize" func="yes"> + <Overload retVal="Vector4" descr="Get Color normalized as float [0..1]"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorFromNormalized" func="yes"> + <Overload retVal="Color" descr="Get Color from normalized values [0..1]"> + <Param name="Vector4 normalized" /> + </Overload> + </KeyWord> + <KeyWord name="ColorToHSV" func="yes"> + <Overload retVal="Vector3" descr="Get HSV values for a Color, hue [0..360], saturation/value [0..1]"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorFromHSV" func="yes"> + <Overload retVal="Color" descr="Get a Color from HSV values, hue [0..360], saturation/value [0..1]"> + <Param name="float hue" /> + <Param name="float saturation" /> + <Param name="float value" /> + </Overload> + </KeyWord> + <KeyWord name="ColorTint" func="yes"> + <Overload retVal="Color" descr="Get color multiplied with another color"> + <Param name="Color color" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="ColorBrightness" func="yes"> + <Overload retVal="Color" descr="Get color with brightness correction, brightness factor goes from -1.0f to 1.0f"> + <Param name="Color color" /> + <Param name="float factor" /> + </Overload> + </KeyWord> + <KeyWord name="ColorContrast" func="yes"> + <Overload retVal="Color" descr="Get color with contrast correction, contrast values between -1.0f and 1.0f"> + <Param name="Color color" /> + <Param name="float contrast" /> + </Overload> + </KeyWord> + <KeyWord name="ColorAlpha" func="yes"> + <Overload retVal="Color" descr="Get color with alpha applied, alpha goes from 0.0f to 1.0f"> + <Param name="Color color" /> + <Param name="float alpha" /> + </Overload> + </KeyWord> + <KeyWord name="ColorAlphaBlend" func="yes"> + <Overload retVal="Color" descr="Get src alpha-blended into dst color with tint"> + <Param name="Color dst" /> + <Param name="Color src" /> + <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" /> + </Overload> + </KeyWord> + <KeyWord name="GetPixelColor" func="yes"> + <Overload retVal="Color" descr="Get Color from a source pixel pointer of certain format"></Overload> + </KeyWord> + <KeyWord name="SetPixelColor" func="yes"> + <Overload retVal="void" descr="Set color formatted into destination pixel pointer"></Overload> + </KeyWord> + <KeyWord name="GetPixelDataSize" func="yes"> + <Overload retVal="int" descr="Get pixel data size in bytes for certain format"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int format" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Font Loading and Text Drawing Functions (Module: text) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Font loading/unloading functions --> + <KeyWord name="GetFontDefault" func="yes"> + <Overload retVal="Font" descr="Get the default Font"></Overload> + </KeyWord> + <KeyWord name="LoadFont" func="yes"> + <Overload retVal="Font" descr="Load font from file into GPU memory (VRAM)"> + <Param name="const char *fileName" /> + </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, font size is provided in pixels height"> + <Param name="const char *fileName" /> + <Param name="int fontSize" /> + <Param name="int *codepoints" /> + <Param name="int codepointCount" /> + </Overload> + </KeyWord> + <KeyWord name="LoadFontFromImage" func="yes"> + <Overload retVal="Font" descr="Load font from Image (XNA style)"> + <Param name="Image image" /> + <Param name="Color key" /> + <Param name="int firstChar" /> + </Overload> + </KeyWord> + <KeyWord name="LoadFontFromMemory" func="yes"> + <Overload retVal="Font" descr="Load font from memory buffer, fileType refers to extension: i.e. '.ttf'"> + <Param name="const char *fileType" /> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + <Param name="int fontSize" /> + <Param name="int *codepoints" /> + <Param name="int codepointCount" /> + </Overload> + </KeyWord> + <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> + <KeyWord name="LoadFontData" func="yes"> + <Overload retVal="GlyphInfo" descr="Load font data for further use"> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + <Param name="int fontSize" /> + <Param name="int *codepoints" /> + <Param name="int codepointCount" /> + <Param name="int type" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageFontAtlas" func="yes"> + <Overload retVal="Image" descr="Generate image font atlas using chars info"> + <Param name="const GlyphInfo *glyphs" /> + <Param name="Rectangle **glyphRecs" /> + <Param name="int glyphCount" /> + <Param name="int fontSize" /> + <Param name="int padding" /> + <Param name="int packMethod" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadFontData" func="yes"> + <Overload retVal="void" descr="Unload font chars info data (RAM)"> + <Param name="GlyphInfo *glyphs" /> + <Param name="int glyphCount" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadFont" func="yes"> + <Overload retVal="void" descr="Unload font from GPU memory (VRAM)"> + <Param name="Font font" /> + </Overload> + </KeyWord> + <KeyWord name="ExportFontAsCode" func="yes"> + <Overload retVal="bool" descr="Export font as code file, returns true on success"> + <Param name="Font font" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + + <!-- Text drawing functions --> + <KeyWord name="DrawFPS" func="yes"> + <Overload retVal="void" descr="Draw current FPS"> + <Param name="int posX" /> + <Param name="int posY" /> + </Overload> + </KeyWord> + <KeyWord name="DrawText" func="yes"> + <Overload retVal="void" descr="Draw text (using default font)"> + <Param name="const char *text" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextEx" func="yes"> + <Overload retVal="void" descr="Draw text using font and additional parameters"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="Vector2 position" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextPro" func="yes"> + <Overload retVal="void" descr="Draw text using Font and pro parameters (rotation)"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="Vector2 position" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextCodepoint" func="yes"> + <Overload retVal="void" descr="Draw one character (codepoint)"> + <Param name="Font font" /> + <Param name="int codepoint" /> + <Param name="Vector2 position" /> + <Param name="float fontSize" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextCodepoints" func="yes"> + <Overload retVal="void" descr="Draw multiple character (codepoint)"> + <Param name="Font font" /> + <Param name="const int *codepoints" /> + <Param name="int codepointCount" /> + <Param name="Vector2 position" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-- Text font info functions --> + <KeyWord name="SetTextLineSpacing" func="yes"> + <Overload retVal="void" descr="Set vertical line spacing when drawing with line-breaks"> + <Param name="int spacing" /> + </Overload> + </KeyWord> + <KeyWord name="MeasureText" func="yes"> + <Overload retVal="int" descr="Measure string width for default font"> + <Param name="const char *text" /> + <Param name="int fontSize" /> + </Overload> + </KeyWord> + <KeyWord name="MeasureTextEx" func="yes"> + <Overload retVal="Vector2" descr="Measure string size for Font"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + </Overload> + </KeyWord> + <KeyWord name="GetGlyphIndex" func="yes"> + <Overload retVal="int" descr="Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found"> + <Param name="Font font" /> + <Param name="int codepoint" /> + </Overload> + </KeyWord> + <KeyWord name="GetGlyphInfo" func="yes"> + <Overload retVal="GlyphInfo" descr="Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found"> + <Param name="Font font" /> + <Param name="int codepoint" /> + </Overload> + </KeyWord> + <KeyWord name="GetGlyphAtlasRec" func="yes"> + <Overload retVal="Rectangle" descr="Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found"> + <Param name="Font font" /> + <Param name="int codepoint" /> + </Overload> + </KeyWord> + + <!-- Text codepoints management functions (unicode characters) --> + <KeyWord name="LoadUTF8" func="yes"> + <Overload retVal="char" descr="Load UTF-8 text encoded from codepoints array"> + <Param name="const int *codepoints" /> + <Param name="int length" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadUTF8" func="yes"> + <Overload retVal="void" descr="Unload UTF-8 text encoded from codepoints array"> + <Param name="char *text" /> + </Overload> + </KeyWord> + <KeyWord name="LoadCodepoints" func="yes"> + <Overload retVal="int" descr="Load all codepoints from a UTF-8 text string, codepoints count returned by parameter"> + <Param name="const char *text" /> + <Param name="int *count" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadCodepoints" func="yes"> + <Overload retVal="void" descr="Unload codepoints data from memory"> + <Param name="int *codepoints" /> + </Overload> + </KeyWord> + <KeyWord name="GetCodepointCount" func="yes"> + <Overload retVal="int" descr="Get total number of codepoints in a UTF-8 encoded string"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="GetCodepoint" func="yes"> + <Overload retVal="int" descr="Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure"> + <Param name="const char *text" /> + <Param name="int *codepointSize" /> + </Overload> + </KeyWord> + <KeyWord name="GetCodepointNext" func="yes"> + <Overload retVal="int" descr="Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure"> + <Param name="const char *text" /> + <Param name="int *codepointSize" /> + </Overload> + </KeyWord> + <KeyWord name="GetCodepointPrevious" func="yes"> + <Overload retVal="int" descr="Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure"> + <Param name="const char *text" /> + <Param name="int *codepointSize" /> + </Overload> + </KeyWord> + <KeyWord name="CodepointToUTF8" func="yes"> + <Overload retVal="const char" descr="Encode one codepoint into UTF-8 byte array (array length returned as parameter)"> + <Param name="int codepoint" /> + <Param name="int *utf8Size" /> + </Overload> + </KeyWord> + + <!-- Text strings management functions (no UTF-8 strings, only byte chars) --> + <!-- NOTE: Some strings allocate memory internally for returned strings, just be careful! --> + <KeyWord name="TextCopy" func="yes"> + <Overload retVal="int" descr="Copy one string to another, returns bytes copied"> + <Param name="char *dst" /> + <Param name="const char *src" /> + </Overload> + </KeyWord> + <KeyWord name="TextIsEqual" func="yes"> + <Overload retVal="bool" descr="Check if two text string are equal"> + <Param name="const char *text1" /> + <Param name="const char *text2" /> + </Overload> + </KeyWord> + <KeyWord name="int TextLength" func="yes"> + <Overload retVal="unsigned" descr="Get text length, checks for '\0' ending"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="TextFormat" func="yes"> + <Overload retVal="const char" descr="Text formatting with variables (sprintf() style)"> + <Param name="const char *text" /> + <Param name="..." /> + </Overload> + </KeyWord> + <KeyWord name="TextSubtext" func="yes"> + <Overload retVal="const char" descr="Get a piece of a text string"> + <Param name="const char *text" /> + <Param name="int position" /> + <Param name="int length" /> + </Overload> + </KeyWord> + <KeyWord name="TextReplace" func="yes"> + <Overload retVal="char" descr="Replace text string (WARNING: memory must be freed!)"> + <Param name="const char *text" /> + <Param name="const char *replace" /> + <Param name="const char *by" /> + </Overload> + </KeyWord> + <KeyWord name="TextInsert" func="yes"> + <Overload retVal="char" descr="Insert text in a position (WARNING: memory must be freed!)"> + <Param name="const char *text" /> + <Param name="const char *insert" /> + <Param name="int position" /> + </Overload> + </KeyWord> + <KeyWord name="TextJoin" func="yes"> + <Overload retVal="const char" descr="Join text strings with delimiter"> + <Param name="const char **textList" /> + <Param name="int count" /> + <Param name="const char *delimiter" /> + </Overload> + </KeyWord> + <KeyWord name="TextSplit" func="yes"> + <Overload retVal="const char" descr="Split text into multiple strings"> + <Param name="const char *text" /> + <Param name="char delimiter" /> + <Param name="int *count" /> + </Overload> + </KeyWord> + <KeyWord name="TextAppend" func="yes"> + <Overload retVal="void" descr="Append text at specific position and move cursor!"> + <Param name="char *text" /> + <Param name="const char *append" /> + <Param name="int *position" /> + </Overload> + </KeyWord> + <KeyWord name="TextFindIndex" func="yes"> + <Overload retVal="int" descr="Find first text occurrence within a string"> + <Param name="const char *text" /> + <Param name="const char *find" /> + </Overload> + </KeyWord> + <KeyWord name="TextToUpper" func="yes"> + <Overload retVal="const char" descr="Get upper case version of provided string"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="TextToLower" func="yes"> + <Overload retVal="const char" descr="Get lower case version of provided string"> + <Param name="const char *text" /> + </Overload> + </KeyWord> + <KeyWord name="TextToPascal" func="yes"> + <Overload retVal="const char" descr="Get Pascal case notation version of provided string"> + <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) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Basic geometric 3D shapes drawing functions --> + <KeyWord name="DrawLine3D" func="yes"> + <Overload retVal="void" descr="Draw a line in 3D world space"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPoint3D" func="yes"> + <Overload retVal="void" descr="Draw a point in 3D space, actually a small line"> + <Param name="Vector3 position" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircle3D" func="yes"> + <Overload retVal="void" descr="Draw a circle in 3D world space"> + <Param name="Vector3 center" /> + <Param name="float radius" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangle3D" func="yes"> + <Overload retVal="void" descr="Draw a color-filled triangle (vertex in counter-clockwise order!)"> + <Param name="Vector3 v1" /> + <Param name="Vector3 v2" /> + <Param name="Vector3 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangleStrip3D" func="yes"> + <Overload retVal="void" descr="Draw a triangle strip defined by points"> + <Param name="const Vector3 *points" /> + <Param name="int pointCount" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCube" func="yes"> + <Overload retVal="void" descr="Draw cube"> + <Param name="Vector3 position" /> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCubeV" func="yes"> + <Overload retVal="void" descr="Draw cube (Vector version)"> + <Param name="Vector3 position" /> + <Param name="Vector3 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCubeWires" func="yes"> + <Overload retVal="void" descr="Draw cube wires"> + <Param name="Vector3 position" /> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCubeWiresV" func="yes"> + <Overload retVal="void" descr="Draw cube wires (Vector version)"> + <Param name="Vector3 position" /> + <Param name="Vector3 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSphere" func="yes"> + <Overload retVal="void" descr="Draw sphere"> + <Param name="Vector3 centerPos" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSphereEx" func="yes"> + <Overload retVal="void" descr="Draw sphere with extended parameters"> + <Param name="Vector3 centerPos" /> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSphereWires" func="yes"> + <Overload retVal="void" descr="Draw sphere wires"> + <Param name="Vector3 centerPos" /> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCylinder" func="yes"> + <Overload retVal="void" descr="Draw a cylinder/cone"> + <Param name="Vector3 position" /> + <Param name="float radiusTop" /> + <Param name="float radiusBottom" /> + <Param name="float height" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCylinderEx" func="yes"> + <Overload retVal="void" descr="Draw a cylinder with base at startPos and top at endPos"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="float startRadius" /> + <Param name="float endRadius" /> + <Param name="int sides" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCylinderWires" func="yes"> + <Overload retVal="void" descr="Draw a cylinder/cone wires"> + <Param name="Vector3 position" /> + <Param name="float radiusTop" /> + <Param name="float radiusBottom" /> + <Param name="float height" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCylinderWiresEx" func="yes"> + <Overload retVal="void" descr="Draw a cylinder wires with base at startPos and top at endPos"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="float startRadius" /> + <Param name="float endRadius" /> + <Param name="int sides" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCapsule" func="yes"> + <Overload retVal="void" descr="Draw a capsule with the center of its sphere caps at startPos and endPos"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="float radius" /> + <Param name="int slices" /> + <Param name="int rings" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCapsuleWires" func="yes"> + <Overload retVal="void" descr="Draw capsule wireframe with the center of its sphere caps at startPos and endPos"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="float radius" /> + <Param name="int slices" /> + <Param name="int rings" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPlane" func="yes"> + <Overload retVal="void" descr="Draw a plane XZ"> + <Param name="Vector3 centerPos" /> + <Param name="Vector2 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRay" func="yes"> + <Overload retVal="void" descr="Draw a ray line"> + <Param name="Ray ray" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawGrid" func="yes"> + <Overload retVal="void" descr="Draw a grid (centered at (0, 0, 0))"> + <Param name="int slices" /> + <Param name="float spacing" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Model 3d Loading and Drawing Functions (Module: models) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Model management functions --> + <KeyWord name="LoadModel" func="yes"> + <Overload retVal="Model" descr="Load model from files (meshes and materials)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadModelFromMesh" func="yes"> + <Overload retVal="Model" descr="Load model from generated mesh (default material)"> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> + <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> + <KeyWord name="UnloadModel" func="yes"> + <Overload retVal="void" descr="Unload model (including meshes) from memory (RAM and/or VRAM)"> + <Param name="Model model" /> + </Overload> + </KeyWord> + <KeyWord name="GetModelBoundingBox" func="yes"> + <Overload retVal="BoundingBox" descr="Compute model bounding box limits (considers all meshes)"> + <Param name="Model model" /> + </Overload> + </KeyWord> + + <!-- Model drawing functions --> + <KeyWord name="DrawModel" func="yes"> + <Overload retVal="void" descr="Draw a model (with texture if set)"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelEx" func="yes"> + <Overload retVal="void" descr="Draw a model with extended parameters"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Vector3 scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelWires" func="yes"> + <Overload retVal="void" descr="Draw a model wires (with texture if set)"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelWiresEx" func="yes"> + <Overload retVal="void" descr="Draw a model wires (with texture if set) with extended parameters"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Vector3 scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="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" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboard" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboardRec" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture defined by source"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + <Param name="Vector3 position" /> + <Param name="Vector2 size" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboardPro" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture defined by source and rotation"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Rectangle source" /> + <Param name="Vector3 position" /> + <Param name="Vector3 up" /> + <Param name="Vector2 size" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="°ñ_)% " /> + </Overload> + </KeyWord> + + <!-- Mesh management functions --> + <KeyWord name="UploadMesh" func="yes"> + <Overload retVal="void" descr="Upload mesh vertex data in GPU and provide VAO/VBO ids"> + <Param name="Mesh *mesh" /> + <Param name="bool dynamic" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateMeshBuffer" func="yes"> + <Overload retVal="void" descr="Update mesh vertex data in GPU for a specific buffer index"> + <Param name="Mesh mesh" /> + <Param name="int index" /> + <Param name="const void *data" /> + <Param name="int dataSize" /> + <Param name="int offset" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadMesh" func="yes"> + <Overload retVal="void" descr="Unload mesh data from CPU and GPU"> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> + <KeyWord name="DrawMesh" func="yes"> + <Overload retVal="void" descr="Draw a 3d mesh with material and transform"> + <Param name="Mesh mesh" /> + <Param name="Material material" /> + <Param name="Matrix transform" /> + </Overload> + </KeyWord> + <KeyWord name="DrawMeshInstanced" func="yes"> + <Overload retVal="void" descr="Draw multiple mesh instances with material and different transforms"> + <Param name="Mesh mesh" /> + <Param name="Material material" /> + <Param name="const Matrix *transforms" /> + <Param name="int instances" /> + </Overload> + </KeyWord> + <KeyWord name="GetMeshBoundingBox" func="yes"> + <Overload retVal="BoundingBox" descr="Compute mesh bounding box limits"> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshTangents" func="yes"> + <Overload retVal="void" descr="Compute mesh tangents"> + <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"> + <Overload retVal="Mesh" descr="Generate polygonal mesh"> + <Param name="int sides" /> + <Param name="float radius" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshPlane" func="yes"> + <Overload retVal="Mesh" descr="Generate plane mesh (with subdivisions)"> + <Param name="float width" /> + <Param name="float length" /> + <Param name="int resX" /> + <Param name="int resZ" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCube" func="yes"> + <Overload retVal="Mesh" descr="Generate cuboid mesh"> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshSphere" func="yes"> + <Overload retVal="Mesh" descr="Generate sphere mesh (standard sphere)"> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshHemiSphere" func="yes"> + <Overload retVal="Mesh" descr="Generate half-sphere mesh (no bottom cap)"> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCylinder" func="yes"> + <Overload retVal="Mesh" descr="Generate cylinder mesh"> + <Param name="float radius" /> + <Param name="float height" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCone" func="yes"> + <Overload retVal="Mesh" descr="Generate cone/pyramid mesh"> + <Param name="float radius" /> + <Param name="float height" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshTorus" func="yes"> + <Overload retVal="Mesh" descr="Generate torus mesh"> + <Param name="float radius" /> + <Param name="float size" /> + <Param name="int radSeg" /> + <Param name="int sides" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshKnot" func="yes"> + <Overload retVal="Mesh" descr="Generate trefoil knot mesh"> + <Param name="float radius" /> + <Param name="float size" /> + <Param name="int radSeg" /> + <Param name="int sides" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshHeightmap" func="yes"> + <Overload retVal="Mesh" descr="Generate heightmap mesh from image data"> + <Param name="Image heightmap" /> + <Param name="Vector3 size" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCubicmap" func="yes"> + <Overload retVal="Mesh" descr="Generate cubes-based map mesh from image data"> + <Param name="Image cubicmap" /> + <Param name="Vector3 cubeSize" /> + </Overload> + </KeyWord> + + <!-- Material loading/unloading functions --> + <KeyWord name="LoadMaterials" func="yes"> + <Overload retVal="Material" descr="Load materials from model file"> + <Param name="const char *fileName" /> + <Param name="int *materialCount" /> + </Overload> + </KeyWord> + <KeyWord name="LoadMaterialDefault" func="yes"> + <Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload> + </KeyWord> + <KeyWord name="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> + <KeyWord name="UnloadMaterial" func="yes"> + <Overload retVal="void" descr="Unload material from GPU memory (VRAM)"> + <Param name="Material material" /> + </Overload> + </KeyWord> + <KeyWord name="SetMaterialTexture" func="yes"> + <Overload retVal="void" descr="Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)"> + <Param name="Material *material" /> + <Param name="int mapType" /> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="SetModelMeshMaterial" func="yes"> + <Overload retVal="void" descr="Set material for a mesh"> + <Param name="Model *model" /> + <Param name="int meshId" /> + <Param name="int materialId" /> + </Overload> + </KeyWord> + + <!-- Model animations loading/unloading functions --> + <KeyWord name="LoadModelAnimations" func="yes"> + <Overload retVal="ModelAnimation" descr="Load model animations from file"> + <Param name="const char *fileName" /> + <Param name="int *animCount" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateModelAnimation" func="yes"> + <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" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadModelAnimation" func="yes"> + <Overload retVal="void" descr="Unload animation data"> + <Param name="ModelAnimation anim" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadModelAnimations" func="yes"> + <Overload retVal="void" descr="Unload animation array data"> + <Param name="ModelAnimation *animations" /> + <Param name="int animCount" /> + </Overload> + </KeyWord> + <KeyWord name="IsModelAnimationValid" func="yes"> + <Overload retVal="bool" descr="Check model animation skeleton match"> + <Param name="Model model" /> + <Param name="ModelAnimation anim" /> + </Overload> + </KeyWord> + + <!-- Collision detection functions --> + <KeyWord name="CheckCollisionSpheres" func="yes"> + <Overload retVal="bool" descr="Check collision between two spheres"> + <Param name="Vector3 center1" /> + <Param name="float radius1" /> + <Param name="Vector3 center2" /> + <Param name="float radius2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionBoxes" func="yes"> + <Overload retVal="bool" descr="Check collision between two bounding boxes"> + <Param name="BoundingBox box1" /> + <Param name="BoundingBox box2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionBoxSphere" func="yes"> + <Overload retVal="bool" descr="Check collision between box and sphere"> + <Param name="BoundingBox box" /> + <Param name="Vector3 center" /> + <Param name="float radius" /> + </Overload> + </KeyWord> + <KeyWord name="GetRayCollisionSphere" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and sphere"> + <Param name="Ray ray" /> + <Param name="Vector3 center" /> + <Param name="float radius" /> + </Overload> + </KeyWord> + <KeyWord name="GetRayCollisionBox" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and box"> + <Param name="Ray ray" /> + <Param name="BoundingBox box" /> + </Overload> + </KeyWord> + <KeyWord name="GetRayCollisionMesh" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and mesh"> + <Param name="Ray ray" /> + <Param name="Mesh mesh" /> + <Param name="Matrix transform" /> + </Overload> + </KeyWord> + <KeyWord name="GetRayCollisionTriangle" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and triangle"> + <Param name="Ray ray" /> + <Param name="Vector3 p1" /> + <Param name="Vector3 p2" /> + <Param name="Vector3 p3" /> + </Overload> + </KeyWord> + <KeyWord name="GetRayCollisionQuad" func="yes"> + <Overload retVal="RayCollision" descr="Get collision info between ray and quad"> + <Param name="Ray ray" /> + <Param name="Vector3 p1" /> + <Param name="Vector3 p2" /> + <Param name="Vector3 p3" /> + <Param name="Vector3 p4" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Audio Loading and Playing Functions (Module: audio) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Audio device management functions --> + <KeyWord name="InitAudioDevice" func="yes"> + <Overload retVal="void" descr="Initialize audio device and context"></Overload> + </KeyWord> + <KeyWord name="CloseAudioDevice" func="yes"> + <Overload retVal="void" descr="Close the audio device and context"></Overload> + </KeyWord> + <KeyWord name="IsAudioDeviceReady" func="yes"> + <Overload retVal="bool" descr="Check if audio device has been initialized successfully"></Overload> + </KeyWord> + <KeyWord name="SetMasterVolume" func="yes"> + <Overload retVal="void" descr="Set master volume (listener)"> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="GetMasterVolume" func="yes"> + <Overload retVal="float" descr="Get master volume (listener)"></Overload> + </KeyWord> + + <!-- Wave/Sound loading/unloading functions --> + <KeyWord name="LoadWave" func="yes"> + <Overload retVal="Wave" descr="Load wave data from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadWaveFromMemory" func="yes"> + <Overload retVal="Wave" descr="Load wave from memory buffer, fileType refers to extension: i.e. '.wav'"> + <Param name="const char *fileType" /> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + </Overload> + </KeyWord> + <KeyWord name="IsWaveValid" func="yes"> + <Overload retVal="bool" descr="Checks if wave data is valid (data loaded and parameters)"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="LoadSound" func="yes"> + <Overload retVal="Sound" descr="Load sound from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadSoundFromWave" func="yes"> + <Overload retVal="Sound" descr="Load sound from wave data"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="LoadSoundAlias" func="yes"> + <Overload retVal="Sound" descr="Create a new sound that shares the same sample data as the source sound, does not own the sound data"> + <Param name="Sound source" /> + </Overload> + </KeyWord> + <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> + <KeyWord name="UpdateSound" func="yes"> + <Overload retVal="void" descr="Update sound buffer with new data"> + <Param name="Sound sound" /> + <Param name="const void *data" /> + <Param name="int sampleCount" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadWave" func="yes"> + <Overload retVal="void" descr="Unload wave data"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadSound" func="yes"> + <Overload retVal="void" descr="Unload sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadSoundAlias" func="yes"> + <Overload retVal="void" descr="Unload a sound alias (does not deallocate sample data)"> + <Param name="Sound alias" /> + </Overload> + </KeyWord> + <KeyWord name="ExportWave" func="yes"> + <Overload retVal="bool" descr="Export wave data to file, returns true on success"> + <Param name="Wave wave" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="ExportWaveAsCode" func="yes"> + <Overload retVal="bool" descr="Export wave sample data to code (.h), returns true on success"> + <Param name="Wave wave" /> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + + <!-- Wave/Sound management functions --> + <KeyWord name="PlaySound" func="yes"> + <Overload retVal="void" descr="Play a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="StopSound" func="yes"> + <Overload retVal="void" descr="Stop playing a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="PauseSound" func="yes"> + <Overload retVal="void" descr="Pause a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="ResumeSound" func="yes"> + <Overload retVal="void" descr="Resume a paused sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="IsSoundPlaying" func="yes"> + <Overload retVal="bool" descr="Check if a sound is currently playing"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="SetSoundVolume" func="yes"> + <Overload retVal="void" descr="Set volume for a sound (1.0 is max level)"> + <Param name="Sound sound" /> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="SetSoundPitch" func="yes"> + <Overload retVal="void" descr="Set pitch for a sound (1.0 is base level)"> + <Param name="Sound sound" /> + <Param name="float pitch" /> + </Overload> + </KeyWord> + <KeyWord name="SetSoundPan" func="yes"> + <Overload retVal="void" descr="Set pan for a sound (0.5 is center)"> + <Param name="Sound sound" /> + <Param name="float pan" /> + </Overload> + </KeyWord> + <KeyWord name="WaveCopy" func="yes"> + <Overload retVal="Wave" descr="Copy a wave to a new wave"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="WaveCrop" func="yes"> + <Overload retVal="void" descr="Crop a wave to defined frames range"> + <Param name="Wave *wave" /> + <Param name="int initFrame" /> + <Param name="int finalFrame" /> + </Overload> + </KeyWord> + <KeyWord name="WaveFormat" func="yes"> + <Overload retVal="void" descr="Convert wave data to desired format"> + <Param name="Wave *wave" /> + <Param name="int sampleRate" /> + <Param name="int sampleSize" /> + <Param name="int channels" /> + </Overload> + </KeyWord> + <KeyWord name="LoadWaveSamples" func="yes"> + <Overload retVal="float" descr="Load samples data from wave as a 32bit float data array"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadWaveSamples" func="yes"> + <Overload retVal="void" descr="Unload samples data loaded with LoadWaveSamples()"> + <Param name="float *samples" /> + </Overload> + </KeyWord> + + <!-- Music management functions --> + <KeyWord name="LoadMusicStream" func="yes"> + <Overload retVal="Music" descr="Load music stream from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadMusicStreamFromMemory" func="yes"> + <Overload retVal="Music" descr="Load music stream from data"> + <Param name="const char *fileType" /> + <Param name="const unsigned char" /> + <Param name="int dataSize" /> + </Overload> + </KeyWord> + <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> + <KeyWord name="UnloadMusicStream" func="yes"> + <Overload retVal="void" descr="Unload music stream"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="PlayMusicStream" func="yes"> + <Overload retVal="void" descr="Start music playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="IsMusicStreamPlaying" func="yes"> + <Overload retVal="bool" descr="Check if music is playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateMusicStream" func="yes"> + <Overload retVal="void" descr="Updates buffers for music streaming"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="StopMusicStream" func="yes"> + <Overload retVal="void" descr="Stop music playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="PauseMusicStream" func="yes"> + <Overload retVal="void" descr="Pause music playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="ResumeMusicStream" func="yes"> + <Overload retVal="void" descr="Resume playing paused music"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="SeekMusicStream" func="yes"> + <Overload retVal="void" descr="Seek music to a position (in seconds)"> + <Param name="Music music" /> + <Param name="float position" /> + </Overload> + </KeyWord> + <KeyWord name="SetMusicVolume" func="yes"> + <Overload retVal="void" descr="Set volume for music (1.0 is max level)"> + <Param name="Music music" /> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="SetMusicPitch" func="yes"> + <Overload retVal="void" descr="Set pitch for a music (1.0 is base level)"> + <Param name="Music music" /> + <Param name="float pitch" /> + </Overload> + </KeyWord> + <KeyWord name="SetMusicPan" func="yes"> + <Overload retVal="void" descr="Set pan for a music (0.5 is center)"> + <Param name="Music music" /> + <Param name="float pan" /> + </Overload> + </KeyWord> + <KeyWord name="GetMusicTimeLength" func="yes"> + <Overload retVal="float" descr="Get music time length (in seconds)"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="GetMusicTimePlayed" func="yes"> + <Overload retVal="float" descr="Get current music time played (in seconds)"> + <Param name="Music music" /> + </Overload> + </KeyWord> + + <!-- AudioStream management functions --> + <KeyWord name="LoadAudioStream" func="yes"> + <Overload retVal="AudioStream" descr="Load audio stream (to stream raw audio pcm data)"> + <Param name="unsigned int sampleRate" /> + <Param name="unsigned int sampleSize" /> + <Param name="unsigned int channels" /> + </Overload> + </KeyWord> + <KeyWord name="IsAudioStreamValid" func="yes"> + <Overload retVal="bool" descr="Checks if an audio stream is valid (buffers initialized)"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadAudioStream" func="yes"> + <Overload retVal="void" descr="Unload audio stream and free memory"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateAudioStream" func="yes"> + <Overload retVal="void" descr="Update audio stream buffers with data"> + <Param name="AudioStream stream" /> + <Param name="const void *data" /> + <Param name="int frameCount" /> + </Overload> + </KeyWord> + <KeyWord name="IsAudioStreamProcessed" func="yes"> + <Overload retVal="bool" descr="Check if any audio stream buffers requires refill"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="PlayAudioStream" func="yes"> + <Overload retVal="void" descr="Play audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="PauseAudioStream" func="yes"> + <Overload retVal="void" descr="Pause audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="ResumeAudioStream" func="yes"> + <Overload retVal="void" descr="Resume audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="IsAudioStreamPlaying" func="yes"> + <Overload retVal="bool" descr="Check if audio stream is playing"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="StopAudioStream" func="yes"> + <Overload retVal="void" descr="Stop audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamVolume" func="yes"> + <Overload retVal="void" descr="Set volume for audio stream (1.0 is max level)"> + <Param name="AudioStream stream" /> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamPitch" func="yes"> + <Overload retVal="void" descr="Set pitch for audio stream (1.0 is base level)"> + <Param name="AudioStream stream" /> + <Param name="float pitch" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamPan" func="yes"> + <Overload retVal="void" descr="Set pan for audio stream (0.5 is centered)"> + <Param name="AudioStream stream" /> + <Param name="float pan" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamBufferSizeDefault" func="yes"> + <Overload retVal="void" descr="Default size for new audio streams"> + <Param name="int size" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamCallback" func="yes"> + <Overload retVal="void" descr="Audio thread callback to request new data"> + <Param name="AudioStream stream" /> + <Param name="AudioCallback callback" /> + </Overload> + </KeyWord> + + <KeyWord name="AttachAudioStreamProcessor" func="yes"> + <Overload retVal="void" descr="Attach audio stream processor to stream, receives the samples as 'float'"> + <Param name="AudioStream stream" /> + <Param name="AudioCallback processor" /> + </Overload> + </KeyWord> + <KeyWord name="DetachAudioStreamProcessor" func="yes"> + <Overload retVal="void" descr="Detach audio stream processor from stream"> + <Param name="AudioStream stream" /> + <Param name="AudioCallback processor" /> + </Overload> + </KeyWord> + + <KeyWord name="AttachAudioMixedProcessor" func="yes"> + <Overload retVal="void" descr="Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'"> + <Param name="AudioCallback processor" /> + </Overload> + </KeyWord> + <KeyWord name="DetachAudioMixedProcessor" func="yes"> + <Overload retVal="void" descr="Detach audio stream processor from the entire audio pipeline"> + <Param name="AudioCallback processor" /> + </Overload> + </KeyWord> + + diff --git a/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c new file mode 100644 index 0000000..e2e256c --- /dev/null +++ b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c @@ -0,0 +1,150 @@ +/********************************************************************************************** + + raylib_npp_parser - raylib header parser to generate Notepad++ autocompletion data + + This parser scans raylib.h for functions that start with RLAPI and generates Notepad++ + autocompletion xml equivalent for function and parameters. + + Converts: + RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f + + To: + <KeyWord name="Fade" func="yes"> + <Overload retVal="Color" descr="Color fade-in or fade-out, alpha goes from 0.0 to 1.0"> + <Param name="Color color" /> + <Param name="float alpha" /> + </Overload> + </KeyWord> + + NOTE: Generated XML text should be copied inside raylib\Notepad++\plugins\APIs\c.xml + + WARNING: Be careful with functions that split parameters into several lines, it breaks the process! + + LICENSE: zlib/libpng + + raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, + BSD-like license that allows static linking with closed source software: + + Copyright (c) 2018 Ramon Santamaria (@raysan5) + +**********************************************************************************************/ + +#include <stdio.h> +#include <string.h> +#include <stdbool.h> +#include <stdlib.h> + +#define MAX_BUFFER_SIZE 512 + +int main(int argc, char *argv[]) +{ + if (argc > 1) + { + FILE *rFile = fopen(argv[1], "rt"); + FILE *rxmlFile = fopen("raylib_npp.xml", "wt"); + + if ((rFile == NULL) || (rxmlFile == NULL)) + { + printf("File could not be opened.\n"); + return 0; + } + + char *buffer = (char *)calloc(MAX_BUFFER_SIZE, 1); + int count = 0; + + while (!feof(rFile)) + { + // Read one full line + fgets(buffer, MAX_BUFFER_SIZE, rFile); + + if (buffer[0] == '/') fprintf(rxmlFile, " <!--%.*s -->\n", strlen(buffer) - 3, buffer + 2); + else if (buffer[0] == '\n') fprintf(rxmlFile, "%s", buffer); // Direct copy of code comments + else if (strncmp(buffer, "RLAPI", 5) == 0) // raylib function declaration + { + char funcType[64]; + char funcTypeAux[64]; + char funcName[64]; + char funcDesc[256]; + + char params[128]; + char paramType[16][16]; + char paramName[16][32]; + + int index = 0; + char *ptr = NULL; + + sscanf(buffer, "RLAPI %s %[^(]s", funcType, funcName); + + if (strcmp(funcType, "const") == 0) + { + sscanf(buffer, "RLAPI %s %s %[^(]s", funcType, funcTypeAux, funcName); + strcat(funcType, " "); + strcat(funcType, funcTypeAux); + } + + ptr = strchr(buffer, '/'); + index = (int)(ptr - buffer); + + sscanf(buffer + index, "%[^\n]s", funcDesc); // Read function comment after declaration + + ptr = strchr(buffer, '('); + + if (ptr != NULL) index = (int)(ptr - buffer); + else printf("Character not found!\n"); + + sscanf(buffer + (index + 1), "%[^)]s", params); // Read what's inside '(' and ')' + + // Scan params string for number of func params, type and name + char *paramPtr[16]; // Allocate 16 pointers for possible parameters + int paramsCount = 0; + paramPtr[paramsCount] = strtok(params, ","); + + if ((funcName[0] == '*') && (funcName[1] == '*')) fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 2); + else if (funcName[0] == '*') fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 1); + else fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName); + + fprintf(rxmlFile, " <Overload retVal=\"%s\" descr=\"%s\">", funcType, funcDesc + 3); + + bool paramsVoid = false; + + char paramConst[8][16]; + + while (paramPtr[paramsCount] != NULL) + { + sscanf(paramPtr[paramsCount], "%s %s\n", paramType[paramsCount], paramName[paramsCount]); + + if (strcmp(paramType[paramsCount], "void") == 0) + { + paramsVoid = true; + break; + } + + if ((strcmp(paramType[paramsCount], "const") == 0) || (strcmp(paramType[paramsCount], "unsigned") == 0)) + { + sscanf(paramPtr[paramsCount], "%s %s %s\n", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]); + fprintf(rxmlFile, "\n <Param name=\"%s %s %s\" />", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]); + } + else if (strcmp(paramType[paramsCount], "...") == 0) fprintf(rxmlFile, "\n <Param name=\"...\" />"); + else fprintf(rxmlFile, "\n <Param name=\"%s %s\" />", paramType[paramsCount], paramName[paramsCount]); + + paramsCount++; + paramPtr[paramsCount] = strtok(NULL, ","); + } + + fprintf(rxmlFile, "%s</Overload>\n", paramsVoid ? "" : "\n "); + fprintf(rxmlFile, " </KeyWord>\n"); + + count++; + printf("Function processed %02i: %s\n", count, funcName); + + memset(buffer, 0, MAX_BUFFER_SIZE); + } + } + + free(buffer); + fclose(rFile); + fclose(rxmlFile); + } + + return 0; +}
\ No newline at end of file diff --git a/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h new file mode 100644 index 0000000..19bf371 --- /dev/null +++ b/deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h @@ -0,0 +1,741 @@ +//------------------------------------------------------------------------------------ +// Window and Graphics Device Functions (Module: core) +//------------------------------------------------------------------------------------ + +// Window-related functions +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context +RLAPI void CloseWindow(void); // Close window and unload OpenGL context +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 +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 +RLAPI void ClearWindowState(unsigned int flags); // Clear window configuration state flags +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] +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 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) +RLAPI int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres +RLAPI int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres +RLAPI int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate +RLAPI Vector2 GetWindowPosition(void); // Get window position XY on monitor +RLAPI Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor +RLAPI const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the 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 + +// Cursor-related functions +RLAPI void ShowCursor(void); // Shows cursor +RLAPI void HideCursor(void); // Hides cursor +RLAPI bool IsCursorHidden(void); // Check if cursor is not visible +RLAPI void EnableCursor(void); // Enables cursor (unlock cursor) +RLAPI void DisableCursor(void); // Disables cursor (lock cursor) +RLAPI bool IsCursorOnScreen(void); // Check if cursor is on the screen + +// Drawing-related functions +RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) +RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing +RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) +RLAPI void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) +RLAPI void EndMode2D(void); // Ends 2D mode with custom camera +RLAPI void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) +RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture +RLAPI void EndTextureMode(void); // Ends drawing to render texture +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) +RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) +RLAPI void EndScissorMode(void); // End scissor mode +RLAPI void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) +RLAPI void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) + +// VR stereo config functions for VR simulator +RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters +RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config + +// Shader management functions +// NOTE: Shader functionality is not available on OpenGL 1.1 +RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations +RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations +RLAPI 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 +RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector +RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) +RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) + +// Screen-space-related functions +#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 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) +RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) +RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow() +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) + +// Random values generation functions +RLAPI void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator +RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included) +RLAPI int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated +RLAPI void UnloadRandomSequence(int *sequence); // Unload random values sequence + +// Misc. functions +RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) +RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) +RLAPI void 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 +RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator +RLAPI void MemFree(void *ptr); // Internal memory free + +// Set custom callbacks +// WARNING: Callbacks setup is intended for advanced users +RLAPI void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log +RLAPI void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader +RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver +RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader +RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver + +// Files management functions +RLAPI unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read) +RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() +RLAPI bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success +RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success +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 +RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists +RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) +RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) +RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') +RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string +RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) +RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) +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. 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 +RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths +RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time) + +// Compression/Encoding functionality +RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() +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 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 +RLAPI void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set) +RLAPI void StopAutomationEventRecording(void); // Stop recording automation events +RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event + +//------------------------------------------------------------------------------------ +// Input Handling Functions (Module: core) +//------------------------------------------------------------------------------------ + +// 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 +RLAPI bool IsKeyDown(int key); // Check if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Check if a key has been released once +RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed +RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty +RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty +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 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 +RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Get mouse position X +RLAPI int GetMouseY(void); // Get mouse position Y +RLAPI Vector2 GetMousePosition(void); // Get mouse position XY +RLAPI Vector2 GetMouseDelta(void); // Get mouse delta between frames +RLAPI void SetMousePosition(int x, int y); // Set mouse position XY +RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset +RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling +RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger +RLAPI Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y +RLAPI void SetMouseCursor(int cursor); // Set mouse cursor + +// Input-related functions: touch +RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) +RLAPI int GetTouchPointId(int index); // Get touch point identifier for given index +RLAPI int GetTouchPointCount(void); // Get number of touch points + +//------------------------------------------------------------------------------------ +// Gestures and Touch Handling Functions (Module: rgestures) +//------------------------------------------------------------------------------------ +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 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 +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle + +//------------------------------------------------------------------------------------ +// Camera System Functions (Module: rcamera) +//------------------------------------------------------------------------------------ +RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode +RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation + +//------------------------------------------------------------------------------------ +// Basic Shapes Drawing Functions (Module: shapes) +//------------------------------------------------------------------------------------ +// Set texture and rectangle to be used on shapes drawing +// NOTE: It can be useful when using basic shapes and one single font, +// defining a font char white rectangle would allow drawing everything in a single draw call +RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing +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 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(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 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) +RLAPI void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse +RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline +RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring +RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline +RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters +RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color 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, 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(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(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 +RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point +RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points + +// Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] +RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear +RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline +RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom +RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier +RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier + +// Basic shapes collision detection functions +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 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 + +//------------------------------------------------------------------------------------ +// Texture Loading and Drawing Functions (Module: textures) +//------------------------------------------------------------------------------------ + +// Image loading functions +// 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 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 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 +RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success + +// Image generation functions +RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color +RLAPI Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient +RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient +RLAPI Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient +RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked +RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise +RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise +RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells +RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data + +// 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 +RLAPI void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value +RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color +RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image +RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel +RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation +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 ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image +RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +RLAPI void ImageFlipVertical(Image *image); // Flip image vertically +RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally +RLAPI void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359) +RLAPI void ImageRotateCW(Image *image); // Rotate image clockwise 90deg +RLAPI void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg +RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint +RLAPI void ImageColorInvert(Image *image); // Modify image color: invert +RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale +RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) +RLAPI void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color +RLAPI Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) +RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) +RLAPI void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() +RLAPI void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() +RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle +RLAPI Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position + +// Image drawing functions +// NOTE: Image software-rendering functions (CPU) +RLAPI void ImageClearBackground(Image *dst, Color color); // Clear image background with given color +RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image +RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) +RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image +RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) +RLAPI void 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 +RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version) +RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) +RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image +RLAPI void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image +RLAPI void 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) + +// Texture loading functions +// NOTE: These functions require GPU access +RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data +RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) +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 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 + +// Texture configuration functions +RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture +RLAPI void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode +RLAPI void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode + +// Texture drawing functions +RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters +RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely + +// Color/pixel related functions +RLAPI 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 (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] +RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] +RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color +RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f +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 +RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format + +//------------------------------------------------------------------------------------ +// Font Loading and Text Drawing Functions (Module: text) +//------------------------------------------------------------------------------------ + +// 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, 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 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) +RLAPI void UnloadFont(Font font); // Unload font from GPU memory (VRAM) +RLAPI bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success + +// Text drawing functions +RLAPI void DrawFPS(int posX, int posY); // Draw current FPS +RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters +RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) +RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) +RLAPI void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) + +// Text font info functions +RLAPI void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks +RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font +RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font +RLAPI int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found +RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found +RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found + +// Text codepoints management functions (unicode characters) +RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array +RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array +RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter +RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory +RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string +RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) + +// Text strings management functions (no UTF-8 strings, only byte chars) +// NOTE: Some strings allocate memory internally for returned strings, just be careful! +RLAPI int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied +RLAPI bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal +RLAPI unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending +RLAPI const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) +RLAPI const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string +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 +RLAPI void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! +RLAPI int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string +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) +//------------------------------------------------------------------------------------ + +// Basic geometric 3D shapes drawing functions +RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line +RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space +RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) +RLAPI void DrawTriangleStrip3D(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 +RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) +RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere +RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters +RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires +RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone +RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos +RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos +RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos +RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos +RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line +RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) + +//------------------------------------------------------------------------------------ +// Model 3d Loading and Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ + +// 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 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) + +// Model drawing functions +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void 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 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 + +// Mesh management functions +RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids +RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index +RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU +RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform +RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms +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 +RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) +RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh +RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data + +// 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 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 (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 + +// Collision detection functions +RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere +RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere +RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box +RLAPI RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh +RLAPI RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle +RLAPI RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad + +//------------------------------------------------------------------------------------ +// Audio Loading and Playing Functions (Module: audio) +//------------------------------------------------------------------------------------ +typedef void (*AudioCallback)(void *bufferData, unsigned int frames); + +// Audio device management functions +RLAPI void InitAudioDevice(void); // Initialize audio device and context +RLAPI void CloseAudioDevice(void); // Close the audio device and context +RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully +RLAPI void SetMasterVolume(float volume); // Set master volume (listener) +RLAPI float GetMasterVolume(void); // Get master volume (listener) + +// 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 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 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 +RLAPI void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data) +RLAPI bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success +RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success + +// Wave/Sound management functions +RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI void PauseSound(Sound sound); // Pause a sound +RLAPI void ResumeSound(Sound sound); // Resume a paused sound +RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +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 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() + +// 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 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 +RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming +RLAPI void StopMusicStream(Music music); // Stop music playing +RLAPI void PauseMusicStream(Music music); // Pause music playing +RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) +RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) +RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) +RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) + +// AudioStream management functions +RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) +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 +RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream +RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream +RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream +RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing +RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream +RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) +RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) +RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) +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' +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' +RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline + |