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Update raylib.h
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20
src/raylib.h
20
src/raylib.h
@ -1071,9 +1071,9 @@ RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Lo
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RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
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RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
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RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
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RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
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RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
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RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
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RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
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RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value and bind the texture (sampler2d)
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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@ -1175,10 +1175,10 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *
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RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
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RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string (includes NULL terminator), memory must be MemFree()
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RLAPI unsigned char *DecodeDataBase64(const char *text, int *outputSize); // Decode Base64 string (expected NULL terminated), memory must be MemFree()
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RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
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RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
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RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
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RLAPI unsigned int *ComputeSHA256(unsigned char *data, int dataSize); // Compute SHA256 hash code, returns static int[8] (32 bytes)
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RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
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RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
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RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize); // Compute SHA1 hash code, returns static int[5] (20 bytes)
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RLAPI unsigned int *ComputeSHA256(unsigned char *data, int dataSize); // Compute SHA256 hash code, returns static int[8] (32 bytes)
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// Automation events functionality
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RLAPI AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
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@ -1281,7 +1281,7 @@ RLAPI void DrawLineDashed(Vector2 startPos, Vector2 endPos, int dashSize, int sp
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RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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RLAPI void DrawCircleGradient(Vector2 center, float radius, Color inner, Color outer); // Draw a gradient-filled circle
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RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
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RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
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RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
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RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
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RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version)
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@ -1290,7 +1290,7 @@ RLAPI void DrawEllipseV(Vector2 center, float radiusH, float radiusV, Color colo
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RLAPI void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
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RLAPI void DrawEllipseLinesV(Vector2 center, float radiusH, float radiusV, Color color); // Draw ellipse outline (Vector version)
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RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
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RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
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RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline
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RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
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RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
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RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
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@ -1600,7 +1600,7 @@ RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, floa
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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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
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
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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
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