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-rw-r--r--deps/raylib/projects/Notepad++/README.md19
-rw-r--r--deps/raylib/projects/Notepad++/npes_saved_mingw.txtbin0 -> 8256 bytes
-rw-r--r--deps/raylib/projects/Notepad++/npes_saved_tcc.txtbin0 -> 8386 bytes
-rw-r--r--deps/raylib/projects/Notepad++/npes_saved_w64devkit.txtbin0 -> 10400 bytes
-rw-r--r--deps/raylib/projects/Notepad++/npes_saved_zig.txtbin0 -> 7986 bytes
-rw-r--r--deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp.xml3660
-rw-r--r--deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c150
-rw-r--r--deps/raylib/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h741
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
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+++ 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
new file mode 100644
index 0000000..c07a430
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+++ b/deps/raylib/projects/Notepad++/npes_saved_mingw.txt
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diff --git a/deps/raylib/projects/Notepad++/npes_saved_tcc.txt b/deps/raylib/projects/Notepad++/npes_saved_tcc.txt
new file mode 100644
index 0000000..5dc1dc1
--- /dev/null
+++ b/deps/raylib/projects/Notepad++/npes_saved_tcc.txt
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diff --git a/deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt b/deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt
new file mode 100644
index 0000000..767fa27
--- /dev/null
+++ b/deps/raylib/projects/Notepad++/npes_saved_w64devkit.txt
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diff --git a/deps/raylib/projects/Notepad++/npes_saved_zig.txt b/deps/raylib/projects/Notepad++/npes_saved_zig.txt
new file mode 100644
index 0000000..427fd3f
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+++ b/deps/raylib/projects/Notepad++/npes_saved_zig.txt
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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
+