9 Commits

Author SHA1 Message Date
9ace148917 rlparser: update raylib_api.* by CI 2026-06-03 19:07:28 +00:00
Ray
a85c9f4898 REVIEWED: File*() functions for consistent return result value
NOTE: `SaveFile*()` still follows original convention, returning true on success...
2026-06-03 21:07:07 +02:00
fadcd1fac5 rlparser: update raylib_api.* by CI 2026-06-03 19:05:06 +00:00
Ray
1a4445f510 Renamed parameters to align with internal implementations 2026-06-03 21:03:47 +02:00
fc824ff6d4 rlparser: update raylib_api.* by CI 2026-06-03 19:03:21 +00:00
Ray
2c690425c9 Reviewed comments, remove article usage 2026-06-03 21:02:59 +02:00
Ray
ee71f0f870 REVIEWED: GetPixelColor() const 2026-06-03 21:00:34 +02:00
e8650c1b8e rlparser: update raylib_api.* by CI 2026-06-03 18:16:31 +00:00
Ray
cef7718468 RENAMED: Some Rectangle parameters with more descriptive names 2026-06-03 20:16:12 +02:00
13 changed files with 367 additions and 356 deletions

View File

@ -91,7 +91,7 @@ bool InitGraphicsDevice(void); // Initialize graphics device
// Module Internal Functions Declaration
//----------------------------------------------------------------------------------
#if !defined(_WIN32)
static int kbhit(void); // Check if a key has been pressed
static int kbhit(void); // Check if key has been pressed
static char getch(void) { return getchar(); } // Get pressed character
#endif
@ -562,7 +562,7 @@ void ClosePlatform(void)
// Module Internal Functions Definition
//----------------------------------------------------------------------------------
#if !defined(_WIN32)
// Check if a key has been pressed
// Check if key has been pressed
static int kbhit(void)
{
struct termios oldt = { 0 };

View File

@ -1013,7 +1013,7 @@ Sound LoadSoundAlias(Sound source)
return sound;
}
// Check if a sound is valid (data loaded and buffers initialized)
// Check if sound is valid (data loaded and buffers initialized)
bool IsSoundValid(Sound sound)
{
bool result = false;
@ -1215,7 +1215,7 @@ void StopSound(Sound sound)
StopAudioBuffer(sound.stream.buffer);
}
// Check if a sound is playing
// Check if sound is playing
bool IsSoundPlaying(Sound sound)
{
bool result = false;
@ -1751,7 +1751,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data,
return music;
}
// Check if a music stream is valid (context and buffers initialized)
// Check if music stream is valid (context and buffers initialized)
bool IsMusicValid(Music music)
{
return ((music.ctxData != NULL) && // Validate context loaded

View File

@ -1070,7 +1070,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
RLAPI bool IsShaderValid(Shader shader); // Check if 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
@ -1141,14 +1141,14 @@ RLAPI void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custo
RLAPI void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
RLAPI int FileRename(const char *fileName, const char *fileRename); // Rename file (if exists)
RLAPI int FileRemove(const char *fileName); // Remove file (if exists)
RLAPI int FileCopy(const char *srcPath, const char *dstPath); // Copy file from one path to another, dstPath created if it doesn't exist
RLAPI int FileMove(const char *srcPath, const char *dstPath); // Move file from one directory to another, dstPath created if it doesn't exist
RLAPI int FileTextReplace(const char *fileName, const char *search, const char *replacement); // Replace text in an existing file
RLAPI int FileTextFindIndex(const char *fileName, const char *search); // Find text in existing file
RLAPI int FileRename(const char *fileName, const char *fileRename); // Rename file (if exists), returns 0 on success
RLAPI int FileRemove(const char *fileName); // Remove file (if exists), returns 0 on success
RLAPI int FileCopy(const char *srcPath, const char *dstPath); // Copy file from one path to another, dstPath created if it doesn't exist, returns 0 on success
RLAPI int FileMove(const char *srcPath, const char *dstPath); // Move file from one directory to another, dstPath created if it doesn't exist, returns 0 on success
RLAPI int FileTextReplace(const char *fileName, const char *search, const char *replacement); // Replace text in an existing file, returns 0 on success
RLAPI int FileTextFindIndex(const char *fileName, const char *search); // Find text in existing file, returns -1 if index not found or index otherwise
RLAPI bool FileExists(const char *fileName); // Check if file exists
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
RLAPI bool DirectoryExists(const char *dirPath); // Check if directory path exists
RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (recommended include point: .png, .wav)
RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
RLAPI long GetFileModTime(const char *fileName); // Get file modification time (last write time)
@ -1160,13 +1160,13 @@ RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previ
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 *dirPath); // 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 int ChangeDirectory(const char *dirPath); // Change working directory, returns 0 on success
RLAPI bool IsPathFile(const char *path); // Check if 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, files and directories, no subdirs scan
RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and subdir scan; some filters available: '*.*','FILES*','DIRS*'
RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
RLAPI bool IsFileDropped(void); // Check if file has been dropped into window
RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
RLAPI void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
RLAPI unsigned int GetDirectoryFileCount(const char *dirPath); // Get the file count in a directory
@ -1197,23 +1197,23 @@ RLAPI void PlayAutomationEvent(AutomationEvent event); // Play a reco
//------------------------------------------------------------------------------------
// 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 bool IsKeyPressed(int key); // Check if key has been pressed once
RLAPI bool IsKeyPressedRepeat(int key); // Check if key has been pressed again
RLAPI bool IsKeyDown(int key); // Check if key is being pressed
RLAPI bool IsKeyReleased(int key); // Check if key has been released once
RLAPI bool IsKeyUp(int key); // Check if 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 const char *GetKeyName(int key); // Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard)
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 bool IsGamepadAvailable(int gamepad); // Check if 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 bool IsGamepadButtonPressed(int gamepad, int button); // Check if gamepad button has been pressed once
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if gamepad button is being pressed
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if gamepad button has been released once
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if gamepad button is NOT being pressed
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Get axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get movement value for a gamepad axis
@ -1221,10 +1221,10 @@ RLAPI int SetGamepadMappings(const char *mappings); // Set internal ga
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 bool IsMouseButtonPressed(int button); // Check if mouse button has been pressed once
RLAPI bool IsMouseButtonDown(int button); // Check if mouse button is being pressed
RLAPI bool IsMouseButtonReleased(int button); // Check if mouse button has been released once
RLAPI bool IsMouseButtonUp(int button); // Check if 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
@ -1247,7 +1247,7 @@ RLAPI int GetTouchPointCount(void); // Get number of t
// 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 has been detected
RLAPI bool IsGestureDetected(unsigned int gesture); // Check if gesture has 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
@ -1267,7 +1267,7 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
// 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 void SetShapesTexture(Texture2D texture, Rectangle rec); // 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
@ -1446,9 +1446,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
RLAPI bool IsTextureValid(Texture2D texture); // Check if 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 bool IsRenderTextureValid(RenderTexture2D target); // Check if 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 (pixels should be able to fill texture)
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data (pixels and rec should fit in texture)
@ -1462,9 +1462,9 @@ RLAPI void SetTextureWrap(Texture2D texture, int wrap);
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); // Draw a texture (or part of it) that stretches or shrinks nicely
RLAPI void DrawTextureRec(Texture2D texture, Rectangle rec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTexturePro(Texture2D texture, Rectangle srcrec, Rectangle dstrec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a source rectangle to destination rectangle, with scaling and rotation
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dstrec, Vector2 origin, float rotation, Color tint); // Draw 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
@ -1481,7 +1481,7 @@ RLAPI Color ColorAlpha(Color color, float alpha); // G
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 Color GetPixelColor(const 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
@ -1495,7 +1495,7 @@ RLAPI Font LoadFont(const char *fileName);
RLAPI Font LoadFontEx(const char *fileName, int fontSize, const 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, const 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 bool IsFontValid(Font font); // Check if font is valid (font data loaded, WARNING: GPU texture not checked)
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, const int *codepoints, int codepointCount, int type, int *glyphCount); // 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)
@ -1577,10 +1577,10 @@ RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color);
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 DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, 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 slices, Color color); // Draw a cylinder wires with base at startPos and top at endPos
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, 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 rings, int slices, 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 rings, int slices, 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
@ -1594,7 +1594,7 @@ RLAPI void DrawGrid(int slices, float spacing);
// Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
RLAPI bool IsModelValid(Model model); // Check if 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)
@ -1605,8 +1605,8 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
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 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
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle rec, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by rectangle
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle rec, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source rectangle with scaling and rotation
// Mesh management functions
RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
@ -1635,7 +1635,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
RLAPI bool IsMaterialValid(Material material); // Check if 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
@ -1676,7 +1676,7 @@ RLAPI bool IsWaveValid(Wave wave); // Check i
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); // Load sound alias, new sound that shares the same sample data as the source sound, does not own the sound data
RLAPI bool IsSoundValid(Sound sound); // Check if a sound is valid (data loaded and buffers initialized)
RLAPI bool IsSoundValid(Sound sound); // Check if sound is valid (data loaded and buffers initialized)
RLAPI void UpdateSound(Sound sound, const void *data, int frameCount); // Update sound buffer with new data (default data format: 32 bit float, stereo)
RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
@ -1689,7 +1689,7 @@ RLAPI void PlaySound(Sound sound); // Play a
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 bool IsSoundPlaying(Sound sound); // Check if 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 (-1.0 left, 0.0 center, 1.0 right)
@ -1702,7 +1702,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicValid(Music music); // Check if a music stream is valid (context and buffers initialized)
RLAPI bool IsMusicValid(Music music); // Check if 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

View File

@ -1293,7 +1293,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
return shader;
}
// Check if a shader is valid (loaded on GPU)
// Check if shader is valid (loaded on GPU)
bool IsShaderValid(Shader shader)
{
return ((shader.id > 0) && // Validate shader id (GPU loaded successfully)
@ -2205,13 +2205,12 @@ void SetSaveFileTextCallback(SaveFileTextCallback callback)
// NOTE: Only rename file name required, not full path
int FileRename(const char *fileName, const char *fileRename)
{
int result = 0;
int result = -1;
if (FileExists(fileName))
{
result = rename(fileName, fileRename);
}
else result = -1;
return result;
}
@ -2219,13 +2218,12 @@ int FileRename(const char *fileName, const char *fileRename)
// Remove file (if exists)
int FileRemove(const char *fileName)
{
int result = 0;
int result = -1;
if (FileExists(fileName))
{
result = remove(fileName);
}
else result = -1;
return result;
}
@ -2234,7 +2232,7 @@ int FileRemove(const char *fileName)
// NOTE: If destination path does not exist, it is created!
int FileCopy(const char *srcPath, const char *dstPath)
{
int result = 0;
int result = -1;
int srcDataSize = 0;
unsigned char *srcFileData = LoadFileData(srcPath, &srcDataSize);
@ -2245,7 +2243,10 @@ int FileCopy(const char *srcPath, const char *dstPath)
if (result == 0) // Directory created successfully (or already exists)
{
if ((srcFileData != NULL) && (srcDataSize > 0))
result = SaveFileData(dstPath, srcFileData, srcDataSize);
{
bool saved = SaveFileData(dstPath, srcFileData, srcDataSize);
if (saved) result = 0;
}
}
UnloadFileData(srcFileData);
@ -2261,11 +2262,18 @@ int FileMove(const char *srcPath, const char *dstPath)
if (FileExists(srcPath))
{
FileCopy(srcPath, dstPath);
result = FileCopy(srcPath, dstPath);
// Make sure file has been correctly copied before removing
if (FileExists(dstPath) && (GetFileLength(srcPath) == GetFileLength(dstPath))) result = FileRemove(srcPath);
else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to copy file to [%s]", srcPath, dstPath);
if (result == 0)
{
// Make sure file has been correctly copied before removing
if (FileExists(dstPath) && (GetFileLength(srcPath) == GetFileLength(dstPath)))
{
result = FileRemove(srcPath);
if (result != 0) TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to remove source file after copy", srcPath);
}
else TRACELOG(LOG_WARNING, "FILEIO: [%s] Failed to copy file to [%s]", srcPath, dstPath);
}
}
else TRACELOG(LOG_WARNING, "FILEIO: [%s] Source file does not exist", srcPath);
@ -2276,7 +2284,7 @@ int FileMove(const char *srcPath, const char *dstPath)
// WARNING: DEPENDENCY: [rtext] module
int FileTextReplace(const char *fileName, const char *search, const char *replacement)
{
int result = 0;
int result = -1;
#if SUPPORT_MODULE_RTEXT
char *fileText = NULL;
@ -2286,7 +2294,8 @@ int FileTextReplace(const char *fileName, const char *search, const char *replac
{
fileText = LoadFileText(fileName);
fileTextUpdated = TextReplaceAlloc(fileText, search, replacement);
result = SaveFileText(fileName, fileTextUpdated);
bool saved = SaveFileText(fileName, fileTextUpdated);
if (saved) result = 0;
MemFree(fileTextUpdated);
UnloadFileText(fileText);
}
@ -2396,7 +2405,7 @@ bool IsFileExtension(const char *fileName, const char *ext)
return result;
}
// Check if a directory path exists
// Check if directory path exists
bool DirectoryExists(const char *dirPath)
{
bool result = false;
@ -2801,17 +2810,19 @@ int MakeDirectory(const char *dirPath)
}
// Change working directory, returns true on success
bool ChangeDirectory(const char *dirPath)
int ChangeDirectory(const char *dirPath)
{
bool result = CHDIR(dirPath);
// NOTE: On success, CHDIR() return 0; on error, returns -1 and errno is set to indicate the error,
// depending on the filesystem, other errors can be returned
int result = CHDIR(dirPath);
if (result != 0) TRACELOG(LOG_WARNING, "SYSTEM: Failed to change to directory: %s", dirPath);
else TRACELOG(LOG_INFO, "SYSTEM: Working Directory: %s", dirPath);
return (result == 0);
return result;
}
// Check if a given path point to a file
// Check if given path point to a file
bool IsPathFile(const char *path)
{
struct stat result = { 0 };
@ -2876,7 +2887,7 @@ bool IsFileNameValid(const char *fileName)
return valid;
}
// Check if a file has been dropped into window
// Check if file has been dropped into window
bool IsFileDropped(void)
{
bool result = false;
@ -3787,7 +3798,7 @@ void PlayAutomationEvent(AutomationEvent event)
// Module Functions Definition: Input Handling: Keyboard
//----------------------------------------------------------------------------------
// Check if a key has been pressed once
// Check if key has been pressed once
bool IsKeyPressed(int key)
{
bool pressed = false;
@ -3800,7 +3811,7 @@ bool IsKeyPressed(int key)
return pressed;
}
// Check if a key has been pressed again
// Check if key has been pressed again
bool IsKeyPressedRepeat(int key)
{
bool repeat = false;
@ -3813,7 +3824,7 @@ bool IsKeyPressedRepeat(int key)
return repeat;
}
// Check if a key is being pressed (key held down)
// Check if key is being pressed (key held down)
bool IsKeyDown(int key)
{
bool down = false;
@ -3826,7 +3837,7 @@ bool IsKeyDown(int key)
return down;
}
// Check if a key has been released once
// Check if key has been released once
bool IsKeyReleased(int key)
{
bool released = false;
@ -3839,7 +3850,7 @@ bool IsKeyReleased(int key)
return released;
}
// Check if a key is NOT being pressed (key not held down)
// Check if key is NOT being pressed (key not held down)
bool IsKeyUp(int key)
{
bool up = false;
@ -3910,7 +3921,7 @@ void SetExitKey(int key)
// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
//int SetGamepadMappings(const char *mappings)
// Check if a gamepad is available
// Check if gamepad is available
bool IsGamepadAvailable(int gamepad)
{
bool result = false;
@ -3926,7 +3937,7 @@ const char *GetGamepadName(int gamepad)
return CORE.Input.Gamepad.name[gamepad];
}
// Check if a gamepad button has been pressed once
// Check if gamepad button has been pressed once
bool IsGamepadButtonPressed(int gamepad, int button)
{
bool pressed = false;
@ -3939,7 +3950,7 @@ bool IsGamepadButtonPressed(int gamepad, int button)
return pressed;
}
// Check if a gamepad button is being pressed
// Check if gamepad button is being pressed
bool IsGamepadButtonDown(int gamepad, int button)
{
bool down = false;
@ -3952,7 +3963,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
return down;
}
// Check if a gamepad button has NOT been pressed once
// Check if gamepad button has NOT been pressed once
bool IsGamepadButtonReleased(int gamepad, int button)
{
bool released = false;
@ -3965,7 +3976,7 @@ bool IsGamepadButtonReleased(int gamepad, int button)
return released;
}
// Check if a gamepad button is NOT being pressed
// Check if gamepad button is NOT being pressed
bool IsGamepadButtonUp(int gamepad, int button)
{
bool up = false;
@ -4014,7 +4025,7 @@ float GetGamepadAxisMovement(int gamepad, int axis)
//void SetMousePosition(int x, int y)
//void SetMouseCursor(int cursor)
// Check if a mouse button has been pressed once
// Check if mouse button has been pressed once
bool IsMouseButtonPressed(int button)
{
bool pressed = false;
@ -4030,7 +4041,7 @@ bool IsMouseButtonPressed(int button)
return pressed;
}
// Check if a mouse button is being pressed
// Check if mouse button is being pressed
bool IsMouseButtonDown(int button)
{
bool down = false;
@ -4046,7 +4057,7 @@ bool IsMouseButtonDown(int button)
return down;
}
// Check if a mouse button has been released once
// Check if mouse button has been released once
bool IsMouseButtonReleased(int button)
{
bool released = false;
@ -4062,7 +4073,7 @@ bool IsMouseButtonReleased(int button)
return released;
}
// Check if a mouse button is NOT being pressed
// Check if mouse button is NOT being pressed
bool IsMouseButtonUp(int button)
{
bool up = false;

View File

@ -127,7 +127,7 @@ void UpdateGestures(void); // Update gestures detec
#if defined(RGESTURES_STANDALONE)
void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
bool IsGestureDetected(int gesture); // Check if a gesture has been detected
bool IsGestureDetected(int gesture); // Check if gesture has been detected
int GetGestureDetected(void); // Get latest detected gesture
float GetGestureHoldDuration(void); // Get gesture hold time in seconds
@ -257,7 +257,7 @@ void SetGesturesEnabled(unsigned int flags)
GESTURES.enabledFlags = flags;
}
// Check if a gesture have been detected
// Check if gesture have been detected
bool IsGestureDetected(unsigned int gesture)
{
if ((GESTURES.enabledFlags & GESTURES.current) == gesture) return true;

View File

@ -1167,7 +1167,7 @@ Model LoadModelFromMesh(Mesh mesh)
return model;
}
// Check if a model is valid (loaded in GPU, VAO/VBOs)
// Check if model is valid (loaded in GPU, VAO/VBOs)
bool IsModelValid(Model model)
{
bool result = false;
@ -2228,7 +2228,7 @@ Material LoadMaterialDefault(void)
return material;
}
// Check if a material is valid (map textures loaded in GPU)
// Check if material is valid (map textures loaded in GPU)
bool IsMaterialValid(Material material)
{
bool result = false;
@ -3983,22 +3983,22 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint)
{
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
Rectangle rec = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
DrawBillboardRec(camera, texture, source, position, (Vector2){ scale*fabsf((float)source.width/source.height), scale }, tint);
DrawBillboardRec(camera, texture, rec, position, (Vector2){ scale*fabsf((float)rec.width/rec.height), scale }, tint);
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle rec, Vector3 position, Vector2 size, Color tint)
{
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
DrawBillboardPro(camera, texture, source, position, up, size, Vector2Scale(size, 0.5), 0.0f, tint);
DrawBillboardPro(camera, texture, rec, position, up, size, Vector2Scale(size, 0.5), 0.0f, tint);
}
// Draw a billboard with additional parameters
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 rectangle with scaling and rotation
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle rec, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint)
{
// Compute the up vector and the right vector
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
@ -4009,20 +4009,20 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
// Flip the content of the billboard while maintaining the counterclockwise edge rendering order
if (size.x < 0.0f)
{
source.x -= size.x;
source.width *= -1.0;
rec.x -= size.x;
rec.width *= -1.0;
right = Vector3Negate(right);
origin.x *= -1.0f;
}
if (size.y < 0.0f)
{
source.y -= size.y;
source.height *= -1.0;
rec.y -= size.y;
rec.height *= -1.0;
up = Vector3Negate(up);
origin.y *= -1.0f;
}
// Draw the texture region described by source on the following rectangle in 3D space:
// Draw the texture region described by rec on the following rectangle in 3D space:
//
// size.x <--.
// 3 ^---------------------------+ 2 \ rotation
@ -4054,10 +4054,10 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
}
Vector2 texcoords[4];
texcoords[0] = (Vector2){ (float)source.x/texture.width, (float)(source.y + source.height)/texture.height };
texcoords[1] = (Vector2){ (float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height };
texcoords[2] = (Vector2){ (float)(source.x + source.width)/texture.width, (float)source.y/texture.height };
texcoords[3] = (Vector2){ (float)source.x/texture.width, (float)source.y/texture.height };
texcoords[0] = (Vector2){ (float)rec.x/texture.width, (float)(rec.y + rec.height)/texture.height };
texcoords[1] = (Vector2){ (float)(rec.x + rec.width)/texture.width, (float)(rec.y + rec.height)/texture.height };
texcoords[2] = (Vector2){ (float)(rec.x + rec.width)/texture.width, (float)rec.y/texture.height };
texcoords[3] = (Vector2){ (float)rec.x/texture.width, (float)rec.y/texture.height };
rlSetTexture(texture.id);
rlBegin(RL_QUADS);

View File

@ -90,12 +90,12 @@ static float EaseCubicInOut(float t, float b, float c, float d); // Cubic eas
// 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
void SetShapesTexture(Texture2D texture, Rectangle source)
void SetShapesTexture(Texture2D texture, Rectangle rec)
{
// Reset texture to default pixel if required
// WARNING: Shapes texture should be probably better validated,
// it can break the rendering of all shapes if misused
if ((texture.id == 0) || (source.width == 0) || (source.height == 0))
if ((texture.id == 0) || (rec.width == 0) || (rec.height == 0))
{
texShapes = (Texture2D){ 1, 1, 1, 1, 7 };
texShapesRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
@ -103,7 +103,7 @@ void SetShapesTexture(Texture2D texture, Rectangle source)
else
{
texShapes = texture;
texShapesRec = source;
texShapesRec = rec;
}
}

View File

@ -593,7 +593,7 @@ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int
return font;
}
// Check if a font is valid (font data loaded)
// Check if font is valid (font data loaded)
// WARNING: GPU texture not checked
bool IsFontValid(Font font)
{
@ -683,7 +683,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be
// stbtt_MakeCodepointBitmap() -- renders into a provided bitmap
// Check if a glyph is available in the font
// Check if glyph is available in the font
// WARNING: if (index == 0), glyph not found, it could fallback to default .notdef glyph (if defined in font)
int index = stbtt_FindGlyphIndex(&fontInfo, cp);
@ -2672,8 +2672,8 @@ static Font LoadBMFont(const char *fileName)
for (int i = 1; i < pageCount; i++)
{
Rectangle srcRec = { 0.0f, 0.0f, (float)imWidth, (float)imHeight };
Rectangle destRec = { 0.0f, (float)imHeight*(float)i, (float)imWidth, (float)imHeight };
ImageDraw(&fullFont, imFonts[i], srcRec, destRec, WHITE);
Rectangle dstRec = { 0.0f, (float)imHeight*(float)i, (float)imWidth, (float)imHeight };
ImageDraw(&fullFont, imFonts[i], srcRec, dstRec, WHITE);
}
}

View File

@ -1744,7 +1744,7 @@ void ImageResize(Image *image, int newWidth, int newHeight)
// Security check to avoid program crash
if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return;
// Check if a fast path can be used on image scaling
// Check if fast path can be used on image scaling
// It can be for 8 bit per channel images with 1 to 4 channels per pixel
if ((image->format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) ||
(image->format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) ||
@ -4295,7 +4295,7 @@ RenderTexture2D LoadRenderTexture(int width, int height)
return target;
}
// Check if a texture is valid (loaded in GPU)
// Check if texture is valid (loaded in GPU)
bool IsTextureValid(Texture2D texture)
{
bool result = false;
@ -4320,7 +4320,7 @@ void UnloadTexture(Texture2D texture)
}
}
// Check if a render texture is valid (loaded in GPU)
// Check if render texture is valid (loaded in GPU)
bool IsRenderTextureValid(RenderTexture2D target)
{
bool result = false;
@ -4491,25 +4491,25 @@ void DrawTextureV(Texture2D texture, Vector2 position, Color tint)
// Draw a texture with extended parameters
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint)
{
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
Rectangle dest = { position.x, position.y, (float)texture.width*scale, (float)texture.height*scale };
Rectangle srcrec = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
Rectangle dstrec = { position.x, position.y, (float)texture.width*scale, (float)texture.height*scale };
Vector2 origin = { 0.0f, 0.0f };
DrawTexturePro(texture, source, dest, origin, rotation, tint);
DrawTexturePro(texture, srcrec, dstrec, origin, rotation, tint);
}
// Draw a part of a texture (defined by a rectangle)
void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint)
void DrawTextureRec(Texture2D texture, Rectangle rec, Vector2 position, Color tint)
{
Rectangle dest = { position.x, position.y, fabsf(source.width), fabsf(source.height) };
Rectangle dstrec = { position.x, position.y, fabsf(rec.width), fabsf(rec.height) };
Vector2 origin = { 0.0f, 0.0f };
DrawTexturePro(texture, source, dest, origin, 0.0f, tint);
DrawTexturePro(texture, rec, dstrec, origin, 0.0f, tint);
}
// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
// NOTE: origin is relative to destination rectangle size
void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint)
void DrawTexturePro(Texture2D texture, Rectangle srcrec, Rectangle dstrec, Vector2 origin, float rotation, Color tint)
{
// Check if texture is valid
if (texture.id > 0)
@ -4519,11 +4519,11 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
bool flipX = false;
if (source.width < 0) { flipX = true; source.width *= -1; }
if (source.height < 0) source.y -= source.height;
if (srcrec.width < 0) { flipX = true; srcrec.width *= -1; }
if (srcrec.height < 0) srcrec.y -= srcrec.height;
if (dest.width < 0) dest.width *= -1;
if (dest.height < 0) dest.height *= -1;
if (dstrec.width < 0) dstrec.width *= -1;
if (dstrec.height < 0) dstrec.height *= -1;
Vector2 topLeft = { 0 };
Vector2 topRight = { 0 };
@ -4533,33 +4533,33 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
// Only calculate rotation if needed
if (rotation == 0.0f)
{
float x = dest.x - origin.x;
float y = dest.y - origin.y;
float x = dstrec.x - origin.x;
float y = dstrec.y - origin.y;
topLeft = (Vector2){ x, y };
topRight = (Vector2){ x + dest.width, y };
bottomLeft = (Vector2){ x, y + dest.height };
bottomRight = (Vector2){ x + dest.width, y + dest.height };
topRight = (Vector2){ x + dstrec.width, y };
bottomLeft = (Vector2){ x, y + dstrec.height };
bottomRight = (Vector2){ x + dstrec.width, y + dstrec.height };
}
else
{
float sinRotation = sinf(rotation*DEG2RAD);
float cosRotation = cosf(rotation*DEG2RAD);
float x = dest.x;
float y = dest.y;
float x = dstrec.x;
float y = dstrec.y;
float dx = -origin.x;
float dy = -origin.y;
topLeft.x = x + dx*cosRotation - dy*sinRotation;
topLeft.y = y + dx*sinRotation + dy*cosRotation;
topRight.x = x + (dx + dest.width)*cosRotation - dy*sinRotation;
topRight.y = y + (dx + dest.width)*sinRotation + dy*cosRotation;
topRight.x = x + (dx + dstrec.width)*cosRotation - dy*sinRotation;
topRight.y = y + (dx + dstrec.width)*sinRotation + dy*cosRotation;
bottomLeft.x = x + dx*cosRotation - (dy + dest.height)*sinRotation;
bottomLeft.y = y + dx*sinRotation + (dy + dest.height)*cosRotation;
bottomLeft.x = x + dx*cosRotation - (dy + dstrec.height)*sinRotation;
bottomLeft.y = y + dx*sinRotation + (dy + dstrec.height)*cosRotation;
bottomRight.x = x + (dx + dest.width)*cosRotation - (dy + dest.height)*sinRotation;
bottomRight.y = y + (dx + dest.width)*sinRotation + (dy + dest.height)*cosRotation;
bottomRight.x = x + (dx + dstrec.width)*cosRotation - (dy + dstrec.height)*sinRotation;
bottomRight.y = y + (dx + dstrec.width)*sinRotation + (dy + dstrec.height)*cosRotation;
}
rlSetTexture(texture.id);
@ -4569,23 +4569,23 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Top-left corner for texture and quad
if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height);
else rlTexCoord2f(source.x/width, source.y/height);
if (flipX) rlTexCoord2f((srcrec.x + srcrec.width)/width, srcrec.y/height);
else rlTexCoord2f(srcrec.x/width, srcrec.y/height);
rlVertex2f(topLeft.x, topLeft.y);
// Bottom-left corner for texture and quad
if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
else rlTexCoord2f(source.x/width, (source.y + source.height)/height);
if (flipX) rlTexCoord2f((srcrec.x + srcrec.width)/width, (srcrec.y + srcrec.height)/height);
else rlTexCoord2f(srcrec.x/width, (srcrec.y + srcrec.height)/height);
rlVertex2f(bottomLeft.x, bottomLeft.y);
// Bottom-right corner for texture and quad
if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height);
else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
if (flipX) rlTexCoord2f(srcrec.x/width, (srcrec.y + srcrec.height)/height);
else rlTexCoord2f((srcrec.x + srcrec.width)/width, (srcrec.y + srcrec.height)/height);
rlVertex2f(bottomRight.x, bottomRight.y);
// Top-right corner for texture and quad
if (flipX) rlTexCoord2f(source.x/width, source.y/height);
else rlTexCoord2f((source.x + source.width)/width, source.y/height);
if (flipX) rlTexCoord2f(srcrec.x/width, srcrec.y/height);
else rlTexCoord2f((srcrec.x + srcrec.width)/width, srcrec.y/height);
rlVertex2f(topRight.x, topRight.y);
rlEnd();
@ -4599,7 +4599,7 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
/*
rlSetTexture(texture.id);
rlPushMatrix();
rlTranslatef(dest.x, dest.y, 0.0f);
rlTranslatef(dstrec.x, dstrec.y, 0.0f);
if (rotation != 0.0f) rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
rlTranslatef(-origin.x, -origin.y, 0.0f);
@ -4608,24 +4608,24 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
// Bottom-left corner for texture and quad
if (flipX) rlTexCoord2f((source.x + source.width)/width, source.y/height);
else rlTexCoord2f(source.x/width, source.y/height);
if (flipX) rlTexCoord2f((srcrec.x + srcrec.width)/width, srcrec.y/height);
else rlTexCoord2f(srcrec.x/width, srcrec.y/height);
rlVertex2f(0.0f, 0.0f);
// Bottom-right corner for texture and quad
if (flipX) rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
else rlTexCoord2f(source.x/width, (source.y + source.height)/height);
rlVertex2f(0.0f, dest.height);
if (flipX) rlTexCoord2f((srcrec.x + srcrec.width)/width, (srcrec.y + srcrec.height)/height);
else rlTexCoord2f(srcrec.x/width, (srcrec.y + srcrec.height)/height);
rlVertex2f(0.0f, dstrec.height);
// Top-right corner for texture and quad
if (flipX) rlTexCoord2f(source.x/width, (source.y + source.height)/height);
else rlTexCoord2f((source.x + source.width)/width, (source.y + source.height)/height);
rlVertex2f(dest.width, dest.height);
if (flipX) rlTexCoord2f(srcrec.x/width, (srcrec.y + srcrec.height)/height);
else rlTexCoord2f((srcrec.x + srcrec.width)/width, (srcrec.y + srcrec.height)/height);
rlVertex2f(dstrec.width, dstrec.height);
// Top-left corner for texture and quad
if (flipX) rlTexCoord2f(source.x/width, source.y/height);
else rlTexCoord2f((source.x + source.width)/width, source.y/height);
rlVertex2f(dest.width, 0.0f);
if (flipX) rlTexCoord2f(srcrec.x/width, srcrec.y/height);
else rlTexCoord2f((srcrec.x + srcrec.width)/width, srcrec.y/height);
rlVertex2f(dstrec.width, 0.0f);
rlEnd();
rlPopMatrix();
rlSetTexture(0);
@ -4634,15 +4634,15 @@ void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2
}
// Draw a texture (or part of it) that stretches or shrinks nicely using n-patch info
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint)
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dstrec, Vector2 origin, float rotation, Color tint)
{
if (texture.id > 0)
{
float width = (float)texture.width;
float height = (float)texture.height;
float patchWidth = ((int)dest.width <= 0)? 0.0f : dest.width;
float patchHeight = ((int)dest.height <= 0)? 0.0f : dest.height;
float patchWidth = ((int)dstrec.width <= 0)? 0.0f : dstrec.width;
float patchHeight = ((int)dstrec.height <= 0)? 0.0f : dstrec.height;
if (nPatchInfo.source.width < 0) nPatchInfo.source.x -= nPatchInfo.source.width;
if (nPatchInfo.source.height < 0) nPatchInfo.source.y -= nPatchInfo.source.height;
@ -4701,7 +4701,7 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
rlSetTexture(texture.id);
rlPushMatrix();
rlTranslatef(dest.x, dest.y, 0.0f);
rlTranslatef(dstrec.x, dstrec.y, 0.0f);
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
rlTranslatef(-origin.x, -origin.y, 0.0f);
@ -5180,7 +5180,7 @@ Color GetColor(unsigned int hexValue)
}
// Get color from a pixel from certain format
Color GetPixelColor(void *srcPtr, int format)
Color GetPixelColor(const void *srcPtr, int format)
{
Color color = { 0 };

View File

@ -3800,7 +3800,7 @@
},
{
"name": "IsShaderValid",
"description": "Check if a shader is valid (loaded on GPU)",
"description": "Check if shader is valid (loaded on GPU)",
"returnType": "bool",
"params": [
{
@ -4427,7 +4427,7 @@
},
{
"name": "FileRename",
"description": "Rename file (if exists)",
"description": "Rename file (if exists), returns 0 on success",
"returnType": "int",
"params": [
{
@ -4442,7 +4442,7 @@
},
{
"name": "FileRemove",
"description": "Remove file (if exists)",
"description": "Remove file (if exists), returns 0 on success",
"returnType": "int",
"params": [
{
@ -4453,7 +4453,7 @@
},
{
"name": "FileCopy",
"description": "Copy file from one path to another, dstPath created if it doesn't exist",
"description": "Copy file from one path to another, dstPath created if it doesn't exist, returns 0 on success",
"returnType": "int",
"params": [
{
@ -4468,7 +4468,7 @@
},
{
"name": "FileMove",
"description": "Move file from one directory to another, dstPath created if it doesn't exist",
"description": "Move file from one directory to another, dstPath created if it doesn't exist, returns 0 on success",
"returnType": "int",
"params": [
{
@ -4483,7 +4483,7 @@
},
{
"name": "FileTextReplace",
"description": "Replace text in an existing file",
"description": "Replace text in an existing file, returns 0 on success",
"returnType": "int",
"params": [
{
@ -4502,7 +4502,7 @@
},
{
"name": "FileTextFindIndex",
"description": "Find text in existing file",
"description": "Find text in existing file, returns -1 if index not found or index otherwise",
"returnType": "int",
"params": [
{
@ -4528,7 +4528,7 @@
},
{
"name": "DirectoryExists",
"description": "Check if a directory path exists",
"description": "Check if directory path exists",
"returnType": "bool",
"params": [
{
@ -4652,8 +4652,8 @@
},
{
"name": "ChangeDirectory",
"description": "Change working directory, return true on success",
"returnType": "bool",
"description": "Change working directory, returns 0 on success",
"returnType": "int",
"params": [
{
"type": "const char *",
@ -4663,7 +4663,7 @@
},
{
"name": "IsPathFile",
"description": "Check if a given path is a file or a directory",
"description": "Check if given path is a file or a directory",
"returnType": "bool",
"params": [
{
@ -4726,7 +4726,7 @@
},
{
"name": "IsFileDropped",
"description": "Check if a file has been dropped into window",
"description": "Check if file has been dropped into window",
"returnType": "bool"
},
{
@ -4989,7 +4989,7 @@
},
{
"name": "IsKeyPressed",
"description": "Check if a key has been pressed once",
"description": "Check if key has been pressed once",
"returnType": "bool",
"params": [
{
@ -5000,7 +5000,7 @@
},
{
"name": "IsKeyPressedRepeat",
"description": "Check if a key has been pressed again",
"description": "Check if key has been pressed again",
"returnType": "bool",
"params": [
{
@ -5011,7 +5011,7 @@
},
{
"name": "IsKeyDown",
"description": "Check if a key is being pressed",
"description": "Check if key is being pressed",
"returnType": "bool",
"params": [
{
@ -5022,7 +5022,7 @@
},
{
"name": "IsKeyReleased",
"description": "Check if a key has been released once",
"description": "Check if key has been released once",
"returnType": "bool",
"params": [
{
@ -5033,7 +5033,7 @@
},
{
"name": "IsKeyUp",
"description": "Check if a key is NOT being pressed",
"description": "Check if key is NOT being pressed",
"returnType": "bool",
"params": [
{
@ -5076,7 +5076,7 @@
},
{
"name": "IsGamepadAvailable",
"description": "Check if a gamepad is available",
"description": "Check if gamepad is available",
"returnType": "bool",
"params": [
{
@ -5098,7 +5098,7 @@
},
{
"name": "IsGamepadButtonPressed",
"description": "Check if a gamepad button has been pressed once",
"description": "Check if gamepad button has been pressed once",
"returnType": "bool",
"params": [
{
@ -5113,7 +5113,7 @@
},
{
"name": "IsGamepadButtonDown",
"description": "Check if a gamepad button is being pressed",
"description": "Check if gamepad button is being pressed",
"returnType": "bool",
"params": [
{
@ -5128,7 +5128,7 @@
},
{
"name": "IsGamepadButtonReleased",
"description": "Check if a gamepad button has been released once",
"description": "Check if gamepad button has been released once",
"returnType": "bool",
"params": [
{
@ -5143,7 +5143,7 @@
},
{
"name": "IsGamepadButtonUp",
"description": "Check if a gamepad button is NOT being pressed",
"description": "Check if gamepad button is NOT being pressed",
"returnType": "bool",
"params": [
{
@ -5223,7 +5223,7 @@
},
{
"name": "IsMouseButtonPressed",
"description": "Check if a mouse button has been pressed once",
"description": "Check if mouse button has been pressed once",
"returnType": "bool",
"params": [
{
@ -5234,7 +5234,7 @@
},
{
"name": "IsMouseButtonDown",
"description": "Check if a mouse button is being pressed",
"description": "Check if mouse button is being pressed",
"returnType": "bool",
"params": [
{
@ -5245,7 +5245,7 @@
},
{
"name": "IsMouseButtonReleased",
"description": "Check if a mouse button has been released once",
"description": "Check if mouse button has been released once",
"returnType": "bool",
"params": [
{
@ -5256,7 +5256,7 @@
},
{
"name": "IsMouseButtonUp",
"description": "Check if a mouse button is NOT being pressed",
"description": "Check if mouse button is NOT being pressed",
"returnType": "bool",
"params": [
{
@ -5401,7 +5401,7 @@
},
{
"name": "IsGestureDetected",
"description": "Check if a gesture has been detected",
"description": "Check if gesture has been detected",
"returnType": "bool",
"params": [
{
@ -5489,7 +5489,7 @@
},
{
"type": "Rectangle",
"name": "source"
"name": "rec"
}
]
},
@ -8716,7 +8716,7 @@
},
{
"name": "IsTextureValid",
"description": "Check if a texture is valid (loaded in GPU)",
"description": "Check if texture is valid (loaded in GPU)",
"returnType": "bool",
"params": [
{
@ -8738,7 +8738,7 @@
},
{
"name": "IsRenderTextureValid",
"description": "Check if a render texture is valid (loaded in GPU)",
"description": "Check if render texture is valid (loaded in GPU)",
"returnType": "bool",
"params": [
{
@ -8913,7 +8913,7 @@
},
{
"type": "Rectangle",
"name": "source"
"name": "rec"
},
{
"type": "Vector2",
@ -8927,7 +8927,7 @@
},
{
"name": "DrawTexturePro",
"description": "Draw a part of a texture defined by a rectangle with 'pro' parameters",
"description": "Draw a part of a texture defined by a source rectangle to destination rectangle, with scaling and rotation",
"returnType": "void",
"params": [
{
@ -8936,11 +8936,11 @@
},
{
"type": "Rectangle",
"name": "source"
"name": "srcrec"
},
{
"type": "Rectangle",
"name": "dest"
"name": "dstrec"
},
{
"type": "Vector2",
@ -8971,7 +8971,7 @@
},
{
"type": "Rectangle",
"name": "dest"
"name": "dstrec"
},
{
"type": "Vector2",
@ -9195,7 +9195,7 @@
"returnType": "Color",
"params": [
{
"type": "void *",
"type": "const void *",
"name": "srcPtr"
},
{
@ -9333,7 +9333,7 @@
},
{
"name": "IsFontValid",
"description": "Check if a font is valid (font data loaded, WARNING: GPU texture not checked)",
"description": "Check if font is valid (font data loaded, WARNING: GPU texture not checked)",
"returnType": "bool",
"params": [
{
@ -10564,7 +10564,7 @@
},
{
"type": "int",
"name": "slices"
"name": "sides"
},
{
"type": "Color",
@ -10626,7 +10626,7 @@
},
{
"type": "int",
"name": "slices"
"name": "sides"
},
{
"type": "Color",
@ -10657,7 +10657,7 @@
},
{
"type": "int",
"name": "slices"
"name": "sides"
},
{
"type": "Color",
@ -10800,7 +10800,7 @@
},
{
"name": "IsModelValid",
"description": "Check if a model is valid (loaded in GPU, VAO/VBOs)",
"description": "Check if model is valid (loaded in GPU, VAO/VBOs)",
"returnType": "bool",
"params": [
{
@ -10983,7 +10983,7 @@
},
{
"name": "DrawBillboardRec",
"description": "Draw a billboard texture defined by source",
"description": "Draw a billboard texture defined by rectangle",
"returnType": "void",
"params": [
{
@ -10996,7 +10996,7 @@
},
{
"type": "Rectangle",
"name": "source"
"name": "rec"
},
{
"type": "Vector3",
@ -11014,7 +11014,7 @@
},
{
"name": "DrawBillboardPro",
"description": "Draw a billboard texture defined by source and rotation",
"description": "Draw a billboard texture defined by source rectangle with scaling and rotation",
"returnType": "void",
"params": [
{
@ -11027,7 +11027,7 @@
},
{
"type": "Rectangle",
"name": "source"
"name": "rec"
},
{
"type": "Vector3",
@ -11433,7 +11433,7 @@
},
{
"name": "IsMaterialValid",
"description": "Check if a material is valid (shader assigned, map textures loaded in GPU)",
"description": "Check if material is valid (shader assigned, map textures loaded in GPU)",
"returnType": "bool",
"params": [
{
@ -11853,7 +11853,7 @@
},
{
"name": "IsSoundValid",
"description": "Check if a sound is valid (data loaded and buffers initialized)",
"description": "Check if sound is valid (data loaded and buffers initialized)",
"returnType": "bool",
"params": [
{
@ -11990,7 +11990,7 @@
},
{
"name": "IsSoundPlaying",
"description": "Check if a sound is currently playing",
"description": "Check if sound is currently playing",
"returnType": "bool",
"params": [
{
@ -12151,7 +12151,7 @@
},
{
"name": "IsMusicValid",
"description": "Check if a music stream is valid (context and buffers initialized)",
"description": "Check if music stream is valid (context and buffers initialized)",
"returnType": "bool",
"params": [
{

View File

@ -3626,7 +3626,7 @@ return {
},
{
name = "IsShaderValid",
description = "Check if a shader is valid (loaded on GPU)",
description = "Check if shader is valid (loaded on GPU)",
returnType = "bool",
params = {
{type = "Shader", name = "shader"}
@ -4022,7 +4022,7 @@ return {
},
{
name = "FileRename",
description = "Rename file (if exists)",
description = "Rename file (if exists), returns 0 on success",
returnType = "int",
params = {
{type = "const char *", name = "fileName"},
@ -4031,7 +4031,7 @@ return {
},
{
name = "FileRemove",
description = "Remove file (if exists)",
description = "Remove file (if exists), returns 0 on success",
returnType = "int",
params = {
{type = "const char *", name = "fileName"}
@ -4039,7 +4039,7 @@ return {
},
{
name = "FileCopy",
description = "Copy file from one path to another, dstPath created if it doesn't exist",
description = "Copy file from one path to another, dstPath created if it doesn't exist, returns 0 on success",
returnType = "int",
params = {
{type = "const char *", name = "srcPath"},
@ -4048,7 +4048,7 @@ return {
},
{
name = "FileMove",
description = "Move file from one directory to another, dstPath created if it doesn't exist",
description = "Move file from one directory to another, dstPath created if it doesn't exist, returns 0 on success",
returnType = "int",
params = {
{type = "const char *", name = "srcPath"},
@ -4057,7 +4057,7 @@ return {
},
{
name = "FileTextReplace",
description = "Replace text in an existing file",
description = "Replace text in an existing file, returns 0 on success",
returnType = "int",
params = {
{type = "const char *", name = "fileName"},
@ -4067,7 +4067,7 @@ return {
},
{
name = "FileTextFindIndex",
description = "Find text in existing file",
description = "Find text in existing file, returns -1 if index not found or index otherwise",
returnType = "int",
params = {
{type = "const char *", name = "fileName"},
@ -4084,7 +4084,7 @@ return {
},
{
name = "DirectoryExists",
description = "Check if a directory path exists",
description = "Check if directory path exists",
returnType = "bool",
params = {
{type = "const char *", name = "dirPath"}
@ -4175,15 +4175,15 @@ return {
},
{
name = "ChangeDirectory",
description = "Change working directory, return true on success",
returnType = "bool",
description = "Change working directory, returns 0 on success",
returnType = "int",
params = {
{type = "const char *", name = "dirPath"}
}
},
{
name = "IsPathFile",
description = "Check if a given path is a file or a directory",
description = "Check if given path is a file or a directory",
returnType = "bool",
params = {
{type = "const char *", name = "path"}
@ -4225,7 +4225,7 @@ return {
},
{
name = "IsFileDropped",
description = "Check if a file has been dropped into window",
description = "Check if file has been dropped into window",
returnType = "bool"
},
{
@ -4395,7 +4395,7 @@ return {
},
{
name = "IsKeyPressed",
description = "Check if a key has been pressed once",
description = "Check if key has been pressed once",
returnType = "bool",
params = {
{type = "int", name = "key"}
@ -4403,7 +4403,7 @@ return {
},
{
name = "IsKeyPressedRepeat",
description = "Check if a key has been pressed again",
description = "Check if key has been pressed again",
returnType = "bool",
params = {
{type = "int", name = "key"}
@ -4411,7 +4411,7 @@ return {
},
{
name = "IsKeyDown",
description = "Check if a key is being pressed",
description = "Check if key is being pressed",
returnType = "bool",
params = {
{type = "int", name = "key"}
@ -4419,7 +4419,7 @@ return {
},
{
name = "IsKeyReleased",
description = "Check if a key has been released once",
description = "Check if key has been released once",
returnType = "bool",
params = {
{type = "int", name = "key"}
@ -4427,7 +4427,7 @@ return {
},
{
name = "IsKeyUp",
description = "Check if a key is NOT being pressed",
description = "Check if key is NOT being pressed",
returnType = "bool",
params = {
{type = "int", name = "key"}
@ -4461,7 +4461,7 @@ return {
},
{
name = "IsGamepadAvailable",
description = "Check if a gamepad is available",
description = "Check if gamepad is available",
returnType = "bool",
params = {
{type = "int", name = "gamepad"}
@ -4477,7 +4477,7 @@ return {
},
{
name = "IsGamepadButtonPressed",
description = "Check if a gamepad button has been pressed once",
description = "Check if gamepad button has been pressed once",
returnType = "bool",
params = {
{type = "int", name = "gamepad"},
@ -4486,7 +4486,7 @@ return {
},
{
name = "IsGamepadButtonDown",
description = "Check if a gamepad button is being pressed",
description = "Check if gamepad button is being pressed",
returnType = "bool",
params = {
{type = "int", name = "gamepad"},
@ -4495,7 +4495,7 @@ return {
},
{
name = "IsGamepadButtonReleased",
description = "Check if a gamepad button has been released once",
description = "Check if gamepad button has been released once",
returnType = "bool",
params = {
{type = "int", name = "gamepad"},
@ -4504,7 +4504,7 @@ return {
},
{
name = "IsGamepadButtonUp",
description = "Check if a gamepad button is NOT being pressed",
description = "Check if gamepad button is NOT being pressed",
returnType = "bool",
params = {
{type = "int", name = "gamepad"},
@ -4554,7 +4554,7 @@ return {
},
{
name = "IsMouseButtonPressed",
description = "Check if a mouse button has been pressed once",
description = "Check if mouse button has been pressed once",
returnType = "bool",
params = {
{type = "int", name = "button"}
@ -4562,7 +4562,7 @@ return {
},
{
name = "IsMouseButtonDown",
description = "Check if a mouse button is being pressed",
description = "Check if mouse button is being pressed",
returnType = "bool",
params = {
{type = "int", name = "button"}
@ -4570,7 +4570,7 @@ return {
},
{
name = "IsMouseButtonReleased",
description = "Check if a mouse button has been released once",
description = "Check if mouse button has been released once",
returnType = "bool",
params = {
{type = "int", name = "button"}
@ -4578,7 +4578,7 @@ return {
},
{
name = "IsMouseButtonUp",
description = "Check if a mouse button is NOT being pressed",
description = "Check if mouse button is NOT being pressed",
returnType = "bool",
params = {
{type = "int", name = "button"}
@ -4690,7 +4690,7 @@ return {
},
{
name = "IsGestureDetected",
description = "Check if a gesture has been detected",
description = "Check if gesture has been detected",
returnType = "bool",
params = {
{type = "unsigned int", name = "gesture"}
@ -4752,7 +4752,7 @@ return {
returnType = "void",
params = {
{type = "Texture2D", name = "texture"},
{type = "Rectangle", name = "source"}
{type = "Rectangle", name = "rec"}
}
},
{
@ -6361,7 +6361,7 @@ return {
},
{
name = "IsTextureValid",
description = "Check if a texture is valid (loaded in GPU)",
description = "Check if texture is valid (loaded in GPU)",
returnType = "bool",
params = {
{type = "Texture2D", name = "texture"}
@ -6377,7 +6377,7 @@ return {
},
{
name = "IsRenderTextureValid",
description = "Check if a render texture is valid (loaded in GPU)",
description = "Check if render texture is valid (loaded in GPU)",
returnType = "bool",
params = {
{type = "RenderTexture2D", name = "target"}
@ -6475,19 +6475,19 @@ return {
returnType = "void",
params = {
{type = "Texture2D", name = "texture"},
{type = "Rectangle", name = "source"},
{type = "Rectangle", name = "rec"},
{type = "Vector2", name = "position"},
{type = "Color", name = "tint"}
}
},
{
name = "DrawTexturePro",
description = "Draw a part of a texture defined by a rectangle with 'pro' parameters",
description = "Draw a part of a texture defined by a source rectangle to destination rectangle, with scaling and rotation",
returnType = "void",
params = {
{type = "Texture2D", name = "texture"},
{type = "Rectangle", name = "source"},
{type = "Rectangle", name = "dest"},
{type = "Rectangle", name = "srcrec"},
{type = "Rectangle", name = "dstrec"},
{type = "Vector2", name = "origin"},
{type = "float", name = "rotation"},
{type = "Color", name = "tint"}
@ -6500,7 +6500,7 @@ return {
params = {
{type = "Texture2D", name = "texture"},
{type = "NPatchInfo", name = "nPatchInfo"},
{type = "Rectangle", name = "dest"},
{type = "Rectangle", name = "dstrec"},
{type = "Vector2", name = "origin"},
{type = "float", name = "rotation"},
{type = "Color", name = "tint"}
@ -6635,7 +6635,7 @@ return {
description = "Get Color from a source pixel pointer of certain format",
returnType = "Color",
params = {
{type = "void *", name = "srcPtr"},
{type = "const void *", name = "srcPtr"},
{type = "int", name = "format"}
}
},
@ -6708,7 +6708,7 @@ return {
},
{
name = "IsFontValid",
description = "Check if a font is valid (font data loaded, WARNING: GPU texture not checked)",
description = "Check if font is valid (font data loaded, WARNING: GPU texture not checked)",
returnType = "bool",
params = {
{type = "Font", name = "font"}
@ -7364,7 +7364,7 @@ return {
{type = "float", name = "radiusTop"},
{type = "float", name = "radiusBottom"},
{type = "float", name = "height"},
{type = "int", name = "slices"},
{type = "int", name = "sides"},
{type = "Color", name = "color"}
}
},
@ -7390,7 +7390,7 @@ return {
{type = "float", name = "radiusTop"},
{type = "float", name = "radiusBottom"},
{type = "float", name = "height"},
{type = "int", name = "slices"},
{type = "int", name = "sides"},
{type = "Color", name = "color"}
}
},
@ -7403,7 +7403,7 @@ return {
{type = "Vector3", name = "endPos"},
{type = "float", name = "startRadius"},
{type = "float", name = "endRadius"},
{type = "int", name = "slices"},
{type = "int", name = "sides"},
{type = "Color", name = "color"}
}
},
@ -7479,7 +7479,7 @@ return {
},
{
name = "IsModelValid",
description = "Check if a model is valid (loaded in GPU, VAO/VBOs)",
description = "Check if model is valid (loaded in GPU, VAO/VBOs)",
returnType = "bool",
params = {
{type = "Model", name = "model"}
@ -7572,12 +7572,12 @@ return {
},
{
name = "DrawBillboardRec",
description = "Draw a billboard texture defined by source",
description = "Draw a billboard texture defined by rectangle",
returnType = "void",
params = {
{type = "Camera", name = "camera"},
{type = "Texture2D", name = "texture"},
{type = "Rectangle", name = "source"},
{type = "Rectangle", name = "rec"},
{type = "Vector3", name = "position"},
{type = "Vector2", name = "size"},
{type = "Color", name = "tint"}
@ -7585,12 +7585,12 @@ return {
},
{
name = "DrawBillboardPro",
description = "Draw a billboard texture defined by source and rotation",
description = "Draw a billboard texture defined by source rectangle with scaling and rotation",
returnType = "void",
params = {
{type = "Camera", name = "camera"},
{type = "Texture2D", name = "texture"},
{type = "Rectangle", name = "source"},
{type = "Rectangle", name = "rec"},
{type = "Vector3", name = "position"},
{type = "Vector3", name = "up"},
{type = "Vector2", name = "size"},
@ -7809,7 +7809,7 @@ return {
},
{
name = "IsMaterialValid",
description = "Check if a material is valid (shader assigned, map textures loaded in GPU)",
description = "Check if material is valid (shader assigned, map textures loaded in GPU)",
returnType = "bool",
params = {
{type = "Material", name = "material"}
@ -8055,7 +8055,7 @@ return {
},
{
name = "IsSoundValid",
description = "Check if a sound is valid (data loaded and buffers initialized)",
description = "Check if sound is valid (data loaded and buffers initialized)",
returnType = "bool",
params = {
{type = "Sound", name = "sound"}
@ -8147,7 +8147,7 @@ return {
},
{
name = "IsSoundPlaying",
description = "Check if a sound is currently playing",
description = "Check if sound is currently playing",
returnType = "bool",
params = {
{type = "Sound", name = "sound"}
@ -8245,7 +8245,7 @@ return {
},
{
name = "IsMusicValid",
description = "Check if a music stream is valid (context and buffers initialized)",
description = "Check if music stream is valid (context and buffers initialized)",
returnType = "bool",
params = {
{type = "Music", name = "music"}

View File

@ -1397,7 +1397,7 @@ Function 076: LoadShaderFromMemory() (2 input parameters)
Function 077: IsShaderValid() (1 input parameters)
Name: IsShaderValid
Return type: bool
Description: Check if a shader is valid (loaded on GPU)
Description: Check if shader is valid (loaded on GPU)
Param[1]: shader (type: Shader)
Function 078: GetShaderLocation() (2 input parameters)
Name: GetShaderLocation
@ -1667,37 +1667,37 @@ Function 123: SetSaveFileTextCallback() (1 input parameters)
Function 124: FileRename() (2 input parameters)
Name: FileRename
Return type: int
Description: Rename file (if exists)
Description: Rename file (if exists), returns 0 on success
Param[1]: fileName (type: const char *)
Param[2]: fileRename (type: const char *)
Function 125: FileRemove() (1 input parameters)
Name: FileRemove
Return type: int
Description: Remove file (if exists)
Description: Remove file (if exists), returns 0 on success
Param[1]: fileName (type: const char *)
Function 126: FileCopy() (2 input parameters)
Name: FileCopy
Return type: int
Description: Copy file from one path to another, dstPath created if it doesn't exist
Description: Copy file from one path to another, dstPath created if it doesn't exist, returns 0 on success
Param[1]: srcPath (type: const char *)
Param[2]: dstPath (type: const char *)
Function 127: FileMove() (2 input parameters)
Name: FileMove
Return type: int
Description: Move file from one directory to another, dstPath created if it doesn't exist
Description: Move file from one directory to another, dstPath created if it doesn't exist, returns 0 on success
Param[1]: srcPath (type: const char *)
Param[2]: dstPath (type: const char *)
Function 128: FileTextReplace() (3 input parameters)
Name: FileTextReplace
Return type: int
Description: Replace text in an existing file
Description: Replace text in an existing file, returns 0 on success
Param[1]: fileName (type: const char *)
Param[2]: search (type: const char *)
Param[3]: replacement (type: const char *)
Function 129: FileTextFindIndex() (2 input parameters)
Name: FileTextFindIndex
Return type: int
Description: Find text in existing file
Description: Find text in existing file, returns -1 if index not found or index otherwise
Param[1]: fileName (type: const char *)
Param[2]: search (type: const char *)
Function 130: FileExists() (1 input parameters)
@ -1708,7 +1708,7 @@ Function 130: FileExists() (1 input parameters)
Function 131: DirectoryExists() (1 input parameters)
Name: DirectoryExists
Return type: bool
Description: Check if a directory path exists
Description: Check if directory path exists
Param[1]: dirPath (type: const char *)
Function 132: IsFileExtension() (2 input parameters)
Name: IsFileExtension
@ -1768,13 +1768,13 @@ Function 142: MakeDirectory() (1 input parameters)
Param[1]: dirPath (type: const char *)
Function 143: ChangeDirectory() (1 input parameters)
Name: ChangeDirectory
Return type: bool
Description: Change working directory, return true on success
Return type: int
Description: Change working directory, returns 0 on success
Param[1]: dirPath (type: const char *)
Function 144: IsPathFile() (1 input parameters)
Name: IsPathFile
Return type: bool
Description: Check if a given path is a file or a directory
Description: Check if given path is a file or a directory
Param[1]: path (type: const char *)
Function 145: IsFileNameValid() (1 input parameters)
Name: IsFileNameValid
@ -1801,7 +1801,7 @@ Function 148: UnloadDirectoryFiles() (1 input parameters)
Function 149: IsFileDropped() (0 input parameters)
Name: IsFileDropped
Return type: bool
Description: Check if a file has been dropped into window
Description: Check if file has been dropped into window
No input parameters
Function 150: LoadDroppedFiles() (0 input parameters)
Name: LoadDroppedFiles
@ -1920,27 +1920,27 @@ Function 169: PlayAutomationEvent() (1 input parameters)
Function 170: IsKeyPressed() (1 input parameters)
Name: IsKeyPressed
Return type: bool
Description: Check if a key has been pressed once
Description: Check if key has been pressed once
Param[1]: key (type: int)
Function 171: IsKeyPressedRepeat() (1 input parameters)
Name: IsKeyPressedRepeat
Return type: bool
Description: Check if a key has been pressed again
Description: Check if key has been pressed again
Param[1]: key (type: int)
Function 172: IsKeyDown() (1 input parameters)
Name: IsKeyDown
Return type: bool
Description: Check if a key is being pressed
Description: Check if key is being pressed
Param[1]: key (type: int)
Function 173: IsKeyReleased() (1 input parameters)
Name: IsKeyReleased
Return type: bool
Description: Check if a key has been released once
Description: Check if key has been released once
Param[1]: key (type: int)
Function 174: IsKeyUp() (1 input parameters)
Name: IsKeyUp
Return type: bool
Description: Check if a key is NOT being pressed
Description: Check if key is NOT being pressed
Param[1]: key (type: int)
Function 175: GetKeyPressed() (0 input parameters)
Name: GetKeyPressed
@ -1965,7 +1965,7 @@ Function 178: SetExitKey() (1 input parameters)
Function 179: IsGamepadAvailable() (1 input parameters)
Name: IsGamepadAvailable
Return type: bool
Description: Check if a gamepad is available
Description: Check if gamepad is available
Param[1]: gamepad (type: int)
Function 180: GetGamepadName() (1 input parameters)
Name: GetGamepadName
@ -1975,25 +1975,25 @@ Function 180: GetGamepadName() (1 input parameters)
Function 181: IsGamepadButtonPressed() (2 input parameters)
Name: IsGamepadButtonPressed
Return type: bool
Description: Check if a gamepad button has been pressed once
Description: Check if gamepad button has been pressed once
Param[1]: gamepad (type: int)
Param[2]: button (type: int)
Function 182: IsGamepadButtonDown() (2 input parameters)
Name: IsGamepadButtonDown
Return type: bool
Description: Check if a gamepad button is being pressed
Description: Check if gamepad button is being pressed
Param[1]: gamepad (type: int)
Param[2]: button (type: int)
Function 183: IsGamepadButtonReleased() (2 input parameters)
Name: IsGamepadButtonReleased
Return type: bool
Description: Check if a gamepad button has been released once
Description: Check if gamepad button has been released once
Param[1]: gamepad (type: int)
Param[2]: button (type: int)
Function 184: IsGamepadButtonUp() (2 input parameters)
Name: IsGamepadButtonUp
Return type: bool
Description: Check if a gamepad button is NOT being pressed
Description: Check if gamepad button is NOT being pressed
Param[1]: gamepad (type: int)
Param[2]: button (type: int)
Function 185: GetGamepadButtonPressed() (0 input parameters)
@ -2028,22 +2028,22 @@ Function 189: SetGamepadVibration() (4 input parameters)
Function 190: IsMouseButtonPressed() (1 input parameters)
Name: IsMouseButtonPressed
Return type: bool
Description: Check if a mouse button has been pressed once
Description: Check if mouse button has been pressed once
Param[1]: button (type: int)
Function 191: IsMouseButtonDown() (1 input parameters)
Name: IsMouseButtonDown
Return type: bool
Description: Check if a mouse button is being pressed
Description: Check if mouse button is being pressed
Param[1]: button (type: int)
Function 192: IsMouseButtonReleased() (1 input parameters)
Name: IsMouseButtonReleased
Return type: bool
Description: Check if a mouse button has been released once
Description: Check if mouse button has been released once
Param[1]: button (type: int)
Function 193: IsMouseButtonUp() (1 input parameters)
Name: IsMouseButtonUp
Return type: bool
Description: Check if a mouse button is NOT being pressed
Description: Check if mouse button is NOT being pressed
Param[1]: button (type: int)
Function 194: GetMouseX() (0 input parameters)
Name: GetMouseX
@ -2131,7 +2131,7 @@ Function 209: SetGesturesEnabled() (1 input parameters)
Function 210: IsGestureDetected() (1 input parameters)
Name: IsGestureDetected
Return type: bool
Description: Check if a gesture has been detected
Description: Check if gesture has been detected
Param[1]: gesture (type: unsigned int)
Function 211: GetGestureDetected() (0 input parameters)
Name: GetGestureDetected
@ -2182,7 +2182,7 @@ Function 219: SetShapesTexture() (2 input parameters)
Return type: void
Description: Set texture and rectangle to be used on shapes drawing
Param[1]: texture (type: Texture2D)
Param[2]: source (type: Rectangle)
Param[2]: rec (type: Rectangle)
Function 220: GetShapesTexture() (0 input parameters)
Name: GetShapesTexture
Return type: Texture2D
@ -3340,7 +3340,7 @@ Function 372: LoadRenderTexture() (2 input parameters)
Function 373: IsTextureValid() (1 input parameters)
Name: IsTextureValid
Return type: bool
Description: Check if a texture is valid (loaded in GPU)
Description: Check if texture is valid (loaded in GPU)
Param[1]: texture (type: Texture2D)
Function 374: UnloadTexture() (1 input parameters)
Name: UnloadTexture
@ -3350,7 +3350,7 @@ Function 374: UnloadTexture() (1 input parameters)
Function 375: IsRenderTextureValid() (1 input parameters)
Name: IsRenderTextureValid
Return type: bool
Description: Check if a render texture is valid (loaded in GPU)
Description: Check if render texture is valid (loaded in GPU)
Param[1]: target (type: RenderTexture2D)
Function 376: UnloadRenderTexture() (1 input parameters)
Name: UnloadRenderTexture
@ -3416,16 +3416,16 @@ Function 385: DrawTextureRec() (4 input parameters)
Return type: void
Description: Draw a part of a texture defined by a rectangle
Param[1]: texture (type: Texture2D)
Param[2]: source (type: Rectangle)
Param[2]: rec (type: Rectangle)
Param[3]: position (type: Vector2)
Param[4]: tint (type: Color)
Function 386: DrawTexturePro() (6 input parameters)
Name: DrawTexturePro
Return type: void
Description: Draw a part of a texture defined by a rectangle with 'pro' parameters
Description: Draw a part of a texture defined by a source rectangle to destination rectangle, with scaling and rotation
Param[1]: texture (type: Texture2D)
Param[2]: source (type: Rectangle)
Param[3]: dest (type: Rectangle)
Param[2]: srcrec (type: Rectangle)
Param[3]: dstrec (type: Rectangle)
Param[4]: origin (type: Vector2)
Param[5]: rotation (type: float)
Param[6]: tint (type: Color)
@ -3435,7 +3435,7 @@ Function 387: DrawTextureNPatch() (6 input parameters)
Description: Draw a texture (or part of it) that stretches or shrinks nicely
Param[1]: texture (type: Texture2D)
Param[2]: nPatchInfo (type: NPatchInfo)
Param[3]: dest (type: Rectangle)
Param[3]: dstrec (type: Rectangle)
Param[4]: origin (type: Vector2)
Param[5]: rotation (type: float)
Param[6]: tint (type: Color)
@ -3525,7 +3525,7 @@ Function 402: GetPixelColor() (2 input parameters)
Name: GetPixelColor
Return type: Color
Description: Get Color from a source pixel pointer of certain format
Param[1]: srcPtr (type: void *)
Param[1]: srcPtr (type: const void *)
Param[2]: format (type: int)
Function 403: SetPixelColor() (3 input parameters)
Name: SetPixelColor
@ -3579,7 +3579,7 @@ Function 409: LoadFontFromMemory() (6 input parameters)
Function 410: IsFontValid() (1 input parameters)
Name: IsFontValid
Return type: bool
Description: Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
Description: Check if font is valid (font data loaded, WARNING: GPU texture not checked)
Param[1]: font (type: Font)
Function 411: LoadFontData() (7 input parameters)
Name: LoadFontData
@ -4035,7 +4035,7 @@ Function 476: DrawCylinder() (6 input parameters)
Param[2]: radiusTop (type: float)
Param[3]: radiusBottom (type: float)
Param[4]: height (type: float)
Param[5]: slices (type: int)
Param[5]: sides (type: int)
Param[6]: color (type: Color)
Function 477: DrawCylinderEx() (6 input parameters)
Name: DrawCylinderEx
@ -4055,7 +4055,7 @@ Function 478: DrawCylinderWires() (6 input parameters)
Param[2]: radiusTop (type: float)
Param[3]: radiusBottom (type: float)
Param[4]: height (type: float)
Param[5]: slices (type: int)
Param[5]: sides (type: int)
Param[6]: color (type: Color)
Function 479: DrawCylinderWiresEx() (6 input parameters)
Name: DrawCylinderWiresEx
@ -4065,7 +4065,7 @@ Function 479: DrawCylinderWiresEx() (6 input parameters)
Param[2]: endPos (type: Vector3)
Param[3]: startRadius (type: float)
Param[4]: endRadius (type: float)
Param[5]: slices (type: int)
Param[5]: sides (type: int)
Param[6]: color (type: Color)
Function 480: DrawCapsule() (6 input parameters)
Name: DrawCapsule
@ -4119,7 +4119,7 @@ Function 486: LoadModelFromMesh() (1 input parameters)
Function 487: IsModelValid() (1 input parameters)
Name: IsModelValid
Return type: bool
Description: Check if a model is valid (loaded in GPU, VAO/VBOs)
Description: Check if model is valid (loaded in GPU, VAO/VBOs)
Param[1]: model (type: Model)
Function 488: UnloadModel() (1 input parameters)
Name: UnloadModel
@ -4185,20 +4185,20 @@ Function 495: DrawBillboard() (5 input parameters)
Function 496: DrawBillboardRec() (6 input parameters)
Name: DrawBillboardRec
Return type: void
Description: Draw a billboard texture defined by source
Description: Draw a billboard texture defined by rectangle
Param[1]: camera (type: Camera)
Param[2]: texture (type: Texture2D)
Param[3]: source (type: Rectangle)
Param[3]: rec (type: Rectangle)
Param[4]: position (type: Vector3)
Param[5]: size (type: Vector2)
Param[6]: tint (type: Color)
Function 497: DrawBillboardPro() (9 input parameters)
Name: DrawBillboardPro
Return type: void
Description: Draw a billboard texture defined by source and rotation
Description: Draw a billboard texture defined by source rectangle with scaling and rotation
Param[1]: camera (type: Camera)
Param[2]: texture (type: Texture2D)
Param[3]: source (type: Rectangle)
Param[3]: rec (type: Rectangle)
Param[4]: position (type: Vector3)
Param[5]: up (type: Vector3)
Param[6]: size (type: Vector2)
@ -4353,7 +4353,7 @@ Function 519: LoadMaterialDefault() (0 input parameters)
Function 520: IsMaterialValid() (1 input parameters)
Name: IsMaterialValid
Return type: bool
Description: Check if a material is valid (shader assigned, map textures loaded in GPU)
Description: Check if material is valid (shader assigned, map textures loaded in GPU)
Param[1]: material (type: Material)
Function 521: UnloadMaterial() (1 input parameters)
Name: UnloadMaterial
@ -4527,7 +4527,7 @@ Function 547: LoadSoundAlias() (1 input parameters)
Function 548: IsSoundValid() (1 input parameters)
Name: IsSoundValid
Return type: bool
Description: Check if a sound is valid (data loaded and buffers initialized)
Description: Check if sound is valid (data loaded and buffers initialized)
Param[1]: sound (type: Sound)
Function 549: UpdateSound() (3 input parameters)
Name: UpdateSound
@ -4586,7 +4586,7 @@ Function 558: ResumeSound() (1 input parameters)
Function 559: IsSoundPlaying() (1 input parameters)
Name: IsSoundPlaying
Return type: bool
Description: Check if a sound is currently playing
Description: Check if sound is currently playing
Param[1]: sound (type: Sound)
Function 560: SetSoundVolume() (2 input parameters)
Name: SetSoundVolume
@ -4651,7 +4651,7 @@ Function 569: LoadMusicStreamFromMemory() (3 input parameters)
Function 570: IsMusicValid() (1 input parameters)
Name: IsMusicValid
Return type: bool
Description: Check if a music stream is valid (context and buffers initialized)
Description: Check if music stream is valid (context and buffers initialized)
Param[1]: music (type: Music)
Function 571: UnloadMusicStream() (1 input parameters)
Name: UnloadMusicStream

View File

@ -880,7 +880,7 @@
<Param type="const char *" name="vsCode" desc="" />
<Param type="const char *" name="fsCode" desc="" />
</Function>
<Function name="IsShaderValid" retType="bool" paramCount="1" desc="Check if a shader is valid (loaded on GPU)">
<Function name="IsShaderValid" retType="bool" paramCount="1" desc="Check if shader is valid (loaded on GPU)">
<Param type="Shader" name="shader" desc="" />
</Function>
<Function name="GetShaderLocation" retType="int" paramCount="2" desc="Get shader uniform location">
@ -1051,34 +1051,34 @@
<Function name="SetSaveFileTextCallback" retType="void" paramCount="1" desc="Set custom file text data saver">
<Param type="SaveFileTextCallback" name="callback" desc="" />
</Function>
<Function name="FileRename" retType="int" paramCount="2" desc="Rename file (if exists)">
<Function name="FileRename" retType="int" paramCount="2" desc="Rename file (if exists), returns 0 on success">
<Param type="const char *" name="fileName" desc="" />
<Param type="const char *" name="fileRename" desc="" />
</Function>
<Function name="FileRemove" retType="int" paramCount="1" desc="Remove file (if exists)">
<Function name="FileRemove" retType="int" paramCount="1" desc="Remove file (if exists), returns 0 on success">
<Param type="const char *" name="fileName" desc="" />
</Function>
<Function name="FileCopy" retType="int" paramCount="2" desc="Copy file from one path to another, dstPath created if it doesn't exist">
<Function name="FileCopy" retType="int" paramCount="2" desc="Copy file from one path to another, dstPath created if it doesn't exist, returns 0 on success">
<Param type="const char *" name="srcPath" desc="" />
<Param type="const char *" name="dstPath" desc="" />
</Function>
<Function name="FileMove" retType="int" paramCount="2" desc="Move file from one directory to another, dstPath created if it doesn't exist">
<Function name="FileMove" retType="int" paramCount="2" desc="Move file from one directory to another, dstPath created if it doesn't exist, returns 0 on success">
<Param type="const char *" name="srcPath" desc="" />
<Param type="const char *" name="dstPath" desc="" />
</Function>
<Function name="FileTextReplace" retType="int" paramCount="3" desc="Replace text in an existing file">
<Function name="FileTextReplace" retType="int" paramCount="3" desc="Replace text in an existing file, returns 0 on success">
<Param type="const char *" name="fileName" desc="" />
<Param type="const char *" name="search" desc="" />
<Param type="const char *" name="replacement" desc="" />
</Function>
<Function name="FileTextFindIndex" retType="int" paramCount="2" desc="Find text in existing file">
<Function name="FileTextFindIndex" retType="int" paramCount="2" desc="Find text in existing file, returns -1 if index not found or index otherwise">
<Param type="const char *" name="fileName" desc="" />
<Param type="const char *" name="search" desc="" />
</Function>
<Function name="FileExists" retType="bool" paramCount="1" desc="Check if file exists">
<Param type="const char *" name="fileName" desc="" />
</Function>
<Function name="DirectoryExists" retType="bool" paramCount="1" desc="Check if a directory path exists">
<Function name="DirectoryExists" retType="bool" paramCount="1" desc="Check if directory path exists">
<Param type="const char *" name="dirPath" desc="" />
</Function>
<Function name="IsFileExtension" retType="bool" paramCount="2" desc="Check file extension (recommended include point: .png, .wav)">
@ -1113,10 +1113,10 @@
<Function name="MakeDirectory" retType="int" paramCount="1" desc="Create directories (including full path requested), returns 0 on success">
<Param type="const char *" name="dirPath" desc="" />
</Function>
<Function name="ChangeDirectory" retType="bool" paramCount="1" desc="Change working directory, return true on success">
<Function name="ChangeDirectory" retType="int" paramCount="1" desc="Change working directory, returns 0 on success">
<Param type="const char *" name="dirPath" desc="" />
</Function>
<Function name="IsPathFile" retType="bool" paramCount="1" desc="Check if a given path is a file or a directory">
<Function name="IsPathFile" retType="bool" paramCount="1" desc="Check if given path is a file or a directory">
<Param type="const char *" name="path" desc="" />
</Function>
<Function name="IsFileNameValid" retType="bool" paramCount="1" desc="Check if fileName is valid for the platform/OS">
@ -1133,7 +1133,7 @@
<Function name="UnloadDirectoryFiles" retType="void" paramCount="1" desc="Unload filepaths">
<Param type="FilePathList" name="files" desc="" />
</Function>
<Function name="IsFileDropped" retType="bool" paramCount="0" desc="Check if a file has been dropped into window">
<Function name="IsFileDropped" retType="bool" paramCount="0" desc="Check if file has been dropped into window">
</Function>
<Function name="LoadDroppedFiles" retType="FilePathList" paramCount="0" desc="Load dropped filepaths">
</Function>
@ -1206,19 +1206,19 @@
<Function name="PlayAutomationEvent" retType="void" paramCount="1" desc="Play a recorded automation event">
<Param type="AutomationEvent" name="event" desc="" />
</Function>
<Function name="IsKeyPressed" retType="bool" paramCount="1" desc="Check if a key has been pressed once">
<Function name="IsKeyPressed" retType="bool" paramCount="1" desc="Check if key has been pressed once">
<Param type="int" name="key" desc="" />
</Function>
<Function name="IsKeyPressedRepeat" retType="bool" paramCount="1" desc="Check if a key has been pressed again">
<Function name="IsKeyPressedRepeat" retType="bool" paramCount="1" desc="Check if key has been pressed again">
<Param type="int" name="key" desc="" />
</Function>
<Function name="IsKeyDown" retType="bool" paramCount="1" desc="Check if a key is being pressed">
<Function name="IsKeyDown" retType="bool" paramCount="1" desc="Check if key is being pressed">
<Param type="int" name="key" desc="" />
</Function>
<Function name="IsKeyReleased" retType="bool" paramCount="1" desc="Check if a key has been released once">
<Function name="IsKeyReleased" retType="bool" paramCount="1" desc="Check if key has been released once">
<Param type="int" name="key" desc="" />
</Function>
<Function name="IsKeyUp" retType="bool" paramCount="1" desc="Check if a key is NOT being pressed">
<Function name="IsKeyUp" retType="bool" paramCount="1" desc="Check if key is NOT being pressed">
<Param type="int" name="key" desc="" />
</Function>
<Function name="GetKeyPressed" retType="int" paramCount="0" desc="Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty">
@ -1231,25 +1231,25 @@
<Function name="SetExitKey" retType="void" paramCount="1" desc="Set a custom key to exit program (default is ESC)">
<Param type="int" name="key" desc="" />
</Function>
<Function name="IsGamepadAvailable" retType="bool" paramCount="1" desc="Check if a gamepad is available">
<Function name="IsGamepadAvailable" retType="bool" paramCount="1" desc="Check if gamepad is available">
<Param type="int" name="gamepad" desc="" />
</Function>
<Function name="GetGamepadName" retType="const char *" paramCount="1" desc="Get gamepad internal name id">
<Param type="int" name="gamepad" desc="" />
</Function>
<Function name="IsGamepadButtonPressed" retType="bool" paramCount="2" desc="Check if a gamepad button has been pressed once">
<Function name="IsGamepadButtonPressed" retType="bool" paramCount="2" desc="Check if gamepad button has been pressed once">
<Param type="int" name="gamepad" desc="" />
<Param type="int" name="button" desc="" />
</Function>
<Function name="IsGamepadButtonDown" retType="bool" paramCount="2" desc="Check if a gamepad button is being pressed">
<Function name="IsGamepadButtonDown" retType="bool" paramCount="2" desc="Check if gamepad button is being pressed">
<Param type="int" name="gamepad" desc="" />
<Param type="int" name="button" desc="" />
</Function>
<Function name="IsGamepadButtonReleased" retType="bool" paramCount="2" desc="Check if a gamepad button has been released once">
<Function name="IsGamepadButtonReleased" retType="bool" paramCount="2" desc="Check if gamepad button has been released once">
<Param type="int" name="gamepad" desc="" />
<Param type="int" name="button" desc="" />
</Function>
<Function name="IsGamepadButtonUp" retType="bool" paramCount="2" desc="Check if a gamepad button is NOT being pressed">
<Function name="IsGamepadButtonUp" retType="bool" paramCount="2" desc="Check if gamepad button is NOT being pressed">
<Param type="int" name="gamepad" desc="" />
<Param type="int" name="button" desc="" />
</Function>
@ -1271,16 +1271,16 @@
<Param type="float" name="rightMotor" desc="" />
<Param type="float" name="duration" desc="" />
</Function>
<Function name="IsMouseButtonPressed" retType="bool" paramCount="1" desc="Check if a mouse button has been pressed once">
<Function name="IsMouseButtonPressed" retType="bool" paramCount="1" desc="Check if mouse button has been pressed once">
<Param type="int" name="button" desc="" />
</Function>
<Function name="IsMouseButtonDown" retType="bool" paramCount="1" desc="Check if a mouse button is being pressed">
<Function name="IsMouseButtonDown" retType="bool" paramCount="1" desc="Check if mouse button is being pressed">
<Param type="int" name="button" desc="" />
</Function>
<Function name="IsMouseButtonReleased" retType="bool" paramCount="1" desc="Check if a mouse button has been released once">
<Function name="IsMouseButtonReleased" retType="bool" paramCount="1" desc="Check if mouse button has been released once">
<Param type="int" name="button" desc="" />
</Function>
<Function name="IsMouseButtonUp" retType="bool" paramCount="1" desc="Check if a mouse button is NOT being pressed">
<Function name="IsMouseButtonUp" retType="bool" paramCount="1" desc="Check if mouse button is NOT being pressed">
<Param type="int" name="button" desc="" />
</Function>
<Function name="GetMouseX" retType="int" paramCount="0" desc="Get mouse position X">
@ -1325,7 +1325,7 @@
<Function name="SetGesturesEnabled" retType="void" paramCount="1" desc="Enable a set of gestures using flags">
<Param type="unsigned int" name="flags" desc="" />
</Function>
<Function name="IsGestureDetected" retType="bool" paramCount="1" desc="Check if a gesture has been detected">
<Function name="IsGestureDetected" retType="bool" paramCount="1" desc="Check if gesture has been detected">
<Param type="unsigned int" name="gesture" desc="" />
</Function>
<Function name="GetGestureDetected" retType="int" paramCount="0" desc="Get latest detected gesture">
@ -1352,7 +1352,7 @@
</Function>
<Function name="SetShapesTexture" retType="void" paramCount="2" desc="Set texture and rectangle to be used on shapes drawing">
<Param type="Texture2D" name="texture" desc="" />
<Param type="Rectangle" name="source" desc="" />
<Param type="Rectangle" name="rec" desc="" />
</Function>
<Function name="GetShapesTexture" retType="Texture2D" paramCount="0" desc="Get texture that is used for shapes drawing">
</Function>
@ -2199,13 +2199,13 @@
<Param type="int" name="width" desc="" />
<Param type="int" name="height" desc="" />
</Function>
<Function name="IsTextureValid" retType="bool" paramCount="1" desc="Check if a texture is valid (loaded in GPU)">
<Function name="IsTextureValid" retType="bool" paramCount="1" desc="Check if texture is valid (loaded in GPU)">
<Param type="Texture2D" name="texture" desc="" />
</Function>
<Function name="UnloadTexture" retType="void" paramCount="1" desc="Unload texture from GPU memory (VRAM)">
<Param type="Texture2D" name="texture" desc="" />
</Function>
<Function name="IsRenderTextureValid" retType="bool" paramCount="1" desc="Check if a render texture is valid (loaded in GPU)">
<Function name="IsRenderTextureValid" retType="bool" paramCount="1" desc="Check if render texture is valid (loaded in GPU)">
<Param type="RenderTexture2D" name="target" desc="" />
</Function>
<Function name="UnloadRenderTexture" retType="void" paramCount="1" desc="Unload render texture from GPU memory (VRAM)">
@ -2251,14 +2251,14 @@
</Function>
<Function name="DrawTextureRec" retType="void" paramCount="4" desc="Draw a part of a texture defined by a rectangle">
<Param type="Texture2D" name="texture" desc="" />
<Param type="Rectangle" name="source" desc="" />
<Param type="Rectangle" name="rec" desc="" />
<Param type="Vector2" name="position" desc="" />
<Param type="Color" name="tint" desc="" />
</Function>
<Function name="DrawTexturePro" retType="void" paramCount="6" desc="Draw a part of a texture defined by a rectangle with 'pro' parameters">
<Function name="DrawTexturePro" retType="void" paramCount="6" desc="Draw a part of a texture defined by a source rectangle to destination rectangle, with scaling and rotation">
<Param type="Texture2D" name="texture" desc="" />
<Param type="Rectangle" name="source" desc="" />
<Param type="Rectangle" name="dest" desc="" />
<Param type="Rectangle" name="srcrec" desc="" />
<Param type="Rectangle" name="dstrec" desc="" />
<Param type="Vector2" name="origin" desc="" />
<Param type="float" name="rotation" desc="" />
<Param type="Color" name="tint" desc="" />
@ -2266,7 +2266,7 @@
<Function name="DrawTextureNPatch" retType="void" paramCount="6" desc="Draw a texture (or part of it) that stretches or shrinks nicely">
<Param type="Texture2D" name="texture" desc="" />
<Param type="NPatchInfo" name="nPatchInfo" desc="" />
<Param type="Rectangle" name="dest" desc="" />
<Param type="Rectangle" name="dstrec" desc="" />
<Param type="Vector2" name="origin" desc="" />
<Param type="float" name="rotation" desc="" />
<Param type="Color" name="tint" desc="" />
@ -2326,7 +2326,7 @@
<Param type="unsigned int" name="hexValue" desc="" />
</Function>
<Function name="GetPixelColor" retType="Color" paramCount="2" desc="Get Color from a source pixel pointer of certain format">
<Param type="void *" name="srcPtr" desc="" />
<Param type="const void *" name="srcPtr" desc="" />
<Param type="int" name="format" desc="" />
</Function>
<Function name="SetPixelColor" retType="void" paramCount="3" desc="Set color formatted into destination pixel pointer">
@ -2363,7 +2363,7 @@
<Param type="const int *" name="codepoints" desc="" />
<Param type="int" name="codepointCount" desc="" />
</Function>
<Function name="IsFontValid" retType="bool" paramCount="1" desc="Check if a font is valid (font data loaded, WARNING: GPU texture not checked)">
<Function name="IsFontValid" retType="bool" paramCount="1" desc="Check if font is valid (font data loaded, WARNING: GPU texture not checked)">
<Param type="Font" name="font" desc="" />
</Function>
<Function name="LoadFontData" retType="GlyphInfo *" paramCount="7" desc="Load font data for further use">
@ -2687,7 +2687,7 @@
<Param type="float" name="radiusTop" desc="" />
<Param type="float" name="radiusBottom" desc="" />
<Param type="float" name="height" desc="" />
<Param type="int" name="slices" desc="" />
<Param type="int" name="sides" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="DrawCylinderEx" retType="void" paramCount="6" desc="Draw a cylinder with base at startPos and top at endPos">
@ -2703,7 +2703,7 @@
<Param type="float" name="radiusTop" desc="" />
<Param type="float" name="radiusBottom" desc="" />
<Param type="float" name="height" desc="" />
<Param type="int" name="slices" desc="" />
<Param type="int" name="sides" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="DrawCylinderWiresEx" retType="void" paramCount="6" desc="Draw a cylinder wires with base at startPos and top at endPos">
@ -2711,7 +2711,7 @@
<Param type="Vector3" name="endPos" desc="" />
<Param type="float" name="startRadius" desc="" />
<Param type="float" name="endRadius" desc="" />
<Param type="int" name="slices" desc="" />
<Param type="int" name="sides" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="DrawCapsule" retType="void" paramCount="6" desc="Draw a capsule with the center of its sphere caps at startPos and endPos">
@ -2749,7 +2749,7 @@
<Function name="LoadModelFromMesh" retType="Model" paramCount="1" desc="Load model from generated mesh (default material)">
<Param type="Mesh" name="mesh" desc="" />
</Function>
<Function name="IsModelValid" retType="bool" paramCount="1" desc="Check if a model is valid (loaded in GPU, VAO/VBOs)">
<Function name="IsModelValid" retType="bool" paramCount="1" desc="Check if model is valid (loaded in GPU, VAO/VBOs)">
<Param type="Model" name="model" desc="" />
</Function>
<Function name="UnloadModel" retType="void" paramCount="1" desc="Unload model (including meshes) from memory (RAM and/or VRAM)">
@ -2797,18 +2797,18 @@
<Param type="float" name="scale" desc="" />
<Param type="Color" name="tint" desc="" />
</Function>
<Function name="DrawBillboardRec" retType="void" paramCount="6" desc="Draw a billboard texture defined by source">
<Function name="DrawBillboardRec" retType="void" paramCount="6" desc="Draw a billboard texture defined by rectangle">
<Param type="Camera" name="camera" desc="" />
<Param type="Texture2D" name="texture" desc="" />
<Param type="Rectangle" name="source" desc="" />
<Param type="Rectangle" name="rec" desc="" />
<Param type="Vector3" name="position" desc="" />
<Param type="Vector2" name="size" desc="" />
<Param type="Color" name="tint" desc="" />
</Function>
<Function name="DrawBillboardPro" retType="void" paramCount="9" desc="Draw a billboard texture defined by source and rotation">
<Function name="DrawBillboardPro" retType="void" paramCount="9" desc="Draw a billboard texture defined by source rectangle with scaling and rotation">
<Param type="Camera" name="camera" desc="" />
<Param type="Texture2D" name="texture" desc="" />
<Param type="Rectangle" name="source" desc="" />
<Param type="Rectangle" name="rec" desc="" />
<Param type="Vector3" name="position" desc="" />
<Param type="Vector3" name="up" desc="" />
<Param type="Vector2" name="size" desc="" />
@ -2916,7 +2916,7 @@
</Function>
<Function name="LoadMaterialDefault" retType="Material" paramCount="0" desc="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)">
</Function>
<Function name="IsMaterialValid" retType="bool" paramCount="1" desc="Check if a material is valid (shader assigned, map textures loaded in GPU)">
<Function name="IsMaterialValid" retType="bool" paramCount="1" desc="Check if material is valid (shader assigned, map textures loaded in GPU)">
<Param type="Material" name="material" desc="" />
</Function>
<Function name="UnloadMaterial" retType="void" paramCount="1" desc="Unload material from GPU memory (VRAM)">
@ -3030,7 +3030,7 @@
<Function name="LoadSoundAlias" retType="Sound" paramCount="1" desc="Load sound alias, new sound that shares the same sample data as the source sound, does not own the sound data">
<Param type="Sound" name="source" desc="" />
</Function>
<Function name="IsSoundValid" retType="bool" paramCount="1" desc="Check if a sound is valid (data loaded and buffers initialized)">
<Function name="IsSoundValid" retType="bool" paramCount="1" desc="Check if sound is valid (data loaded and buffers initialized)">
<Param type="Sound" name="sound" desc="" />
</Function>
<Function name="UpdateSound" retType="void" paramCount="3" desc="Update sound buffer with new data (default data format: 32 bit float, stereo)">
@ -3067,7 +3067,7 @@
<Function name="ResumeSound" retType="void" paramCount="1" desc="Resume a paused sound">
<Param type="Sound" name="sound" desc="" />
</Function>
<Function name="IsSoundPlaying" retType="bool" paramCount="1" desc="Check if a sound is currently playing">
<Function name="IsSoundPlaying" retType="bool" paramCount="1" desc="Check if sound is currently playing">
<Param type="Sound" name="sound" desc="" />
</Function>
<Function name="SetSoundVolume" retType="void" paramCount="2" desc="Set volume for a sound (1.0 is max level)">
@ -3110,7 +3110,7 @@
<Param type="const unsigned char *" name="data" desc="" />
<Param type="int" name="dataSize" desc="" />
</Function>
<Function name="IsMusicValid" retType="bool" paramCount="1" desc="Check if a music stream is valid (context and buffers initialized)">
<Function name="IsMusicValid" retType="bool" paramCount="1" desc="Check if music stream is valid (context and buffers initialized)">
<Param type="Music" name="music" desc="" />
</Function>
<Function name="UnloadMusicStream" retType="void" paramCount="1" desc="Unload music stream">