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| author | Ray <raysan5@gmail.com> | 2018-05-10 17:35:02 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2018-05-10 17:35:02 +0200 |
| commit | 8ae8d3ac782825d732a0680bd1ad80db420718a9 (patch) | |
| tree | 34729e46d88338d8e5db848609c3c49ad67fe53d /projects/Notepad++ | |
| parent | f26a38a9e1b5abffbf47d27ed33c350b8d8c9e5b (diff) | |
| download | raylib-8ae8d3ac782825d732a0680bd1ad80db420718a9.tar.gz raylib-8ae8d3ac782825d732a0680bd1ad80db420718a9.zip | |
Reorganized project templates folder
Diffstat (limited to 'projects/Notepad++')
| -rw-r--r-- | projects/Notepad++/README.md | 19 | ||||
| -rw-r--r-- | projects/Notepad++/c_raylib.xml | 2067 | ||||
| -rw-r--r-- | projects/Notepad++/npes_saved.txt | bin | 0 -> 11872 bytes | |||
| -rw-r--r-- | projects/Notepad++/raylib_npp_parser/raylib_npp.xml | 2030 | ||||
| -rw-r--r-- | projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c | 148 | ||||
| -rw-r--r-- | projects/Notepad++/raylib_npp_parser/raylib_to_parse.h | 459 |
6 files changed, 4723 insertions, 0 deletions
diff --git a/projects/Notepad++/README.md b/projects/Notepad++/README.md new file mode 100644 index 00000000..7a2e261e --- /dev/null +++ b/projects/Notepad++/README.md @@ -0,0 +1,19 @@ +### Notepad++ raylib config files + +This folder includes some useful files to config Notepad++ for raylib. + +#### raylib functions autocomplete - c_raylib.xml + +Autocomplete information for Notepad++. The contents of this file should be copied inside raylib\Notepad++\plugins\APIs\c.xml file. + +This file has been automatically generated using the provided tool: `raylib_npp_parser` + +This simple tool basically parses raylib.h header for functions starting by RLAPI, extracts all required information and generates de Notepad++ autocomplete XML equivalent. + +To use the tool, just drag and drop raylib.h over raylib_npp_parser program. + +#### Notepad++ NppExec compilation scripts - npes_saved.txt + +A series of scripts for Notepad++ NppExec plugin to compile raylib library and examples. + + diff --git a/projects/Notepad++/c_raylib.xml b/projects/Notepad++/c_raylib.xml new file mode 100644 index 00000000..4ad11410 --- /dev/null +++ b/projects/Notepad++/c_raylib.xml @@ -0,0 +1,2067 @@ +<?xml version="1.0" encoding="Windows-1252" ?> +<NotepadPlus> + <AutoComplete language="C"> + <Environment ignoreCase="no" startFunc="(" stopFunc=")" paramSeparator="," terminal=";" additionalWordChar = "."/> + + <!-- raylib Autocompletion --> + + <!-- raylib data types --> + <KeyWord name="bool" /> + <KeyWord name="Vector2" /> + <KeyWord name="Vector3" /> + <KeyWord name="Vector4" /> + <KeyWord name="Quaternion" /> + <KeyWord name="Matrix" /> + <KeyWord name="Color" /> + <KeyWord name="Rectangle" /> + <KeyWord name="Image" /> + <KeyWord name="Texture2D" /> + <KeyWord name="RenderTexture2D" /> + <KeyWord name="Font" /> + <KeyWord name="Camera3D" /> + <KeyWord name="Camera2D" /> + <KeyWord name="BoundingBox" /> + <KeyWord name="Mesh" /> + <KeyWord name="Shader" /> + <KeyWord name="Material" /> + <KeyWord name="Model" /> + <KeyWord name="Ray" /> + <KeyWord name="RayHitInfo" /> + <KeyWord name="Wave" /> + <KeyWord name="Sound" /> + <KeyWord name="Music" /> + <KeyWord name="AudioStream" /> + <KeyWord name="VrDeviceInfo" /> + + <!-------------------------------------------------------------------------------------- --> + <!-- Window and Graphics Device Functions (Module: core) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Window-related functions --> + <KeyWord name="InitWindow" func="yes"> + <Overload retVal="void" descr="Initialize window and OpenGL context"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="const char *title" /> + </Overload> + </KeyWord> + <KeyWord name="CloseWindow" func="yes"> + <Overload retVal="void" descr="Close window and unload OpenGL context"></Overload> + </KeyWord> + <KeyWord name="IsWindowReady" func="yes"> + <Overload retVal="bool" descr="Check if window has been initialized successfully"></Overload> + </KeyWord> + <KeyWord name="WindowShouldClose" func="yes"> + <Overload retVal="bool" descr="Check if KEY_ESCAPE pressed or Close icon pressed"></Overload> + </KeyWord> + <KeyWord name="IsWindowMinimized" func="yes"> + <Overload retVal="bool" descr="Check if window has been minimized (or lost focus)"></Overload> + </KeyWord> + <KeyWord name="ToggleFullscreen" func="yes"> + <Overload retVal="void" descr="Toggle fullscreen mode (only PLATFORM_DESKTOP)"></Overload> + </KeyWord> + <KeyWord name="SetWindowIcon" func="yes"> + <Overload retVal="void" descr="Set icon for window (only PLATFORM_DESKTOP)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowTitle" func="yes"> + <Overload retVal="void" descr="Set title for window (only PLATFORM_DESKTOP)"> + <Param name="const char *title" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowPosition" func="yes"> + <Overload retVal="void" descr="Set window position on screen (only PLATFORM_DESKTOP)"> + <Param name="int x" /> + <Param name="int y" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowMonitor" func="yes"> + <Overload retVal="void" descr="Set monitor for the current window (fullscreen mode)"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowMinSize" func="yes"> + <Overload retVal="void" descr="Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowSize" func="yes"> + <Overload retVal="void" descr="Set window dimensions"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="GetScreenWidth" func="yes"> + <Overload retVal="int" descr="Get current screen width"></Overload> + </KeyWord> + <KeyWord name="GetScreenHeight" func="yes"> + <Overload retVal="int" descr="Get current screen height"></Overload> + </KeyWord> + + <!-- Cursor-related functions --> + <KeyWord name="ShowCursor" func="yes"> + <Overload retVal="void" descr="Shows cursor"></Overload> + </KeyWord> + <KeyWord name="HideCursor" func="yes"> + <Overload retVal="void" descr="Hides cursor"></Overload> + </KeyWord> + <KeyWord name="IsCursorHidden" func="yes"> + <Overload retVal="bool" descr="Check if cursor is not visible"></Overload> + </KeyWord> + <KeyWord name="EnableCursor" func="yes"> + <Overload retVal="void" descr="Enables cursor (unlock cursor)"></Overload> + </KeyWord> + <KeyWord name="DisableCursor" func="yes"> + <Overload retVal="void" descr="Disables cursor (lock cursor)"></Overload> + </KeyWord> + + <!-- Drawing-related functions --> + <KeyWord name="ClearBackground" func="yes"> + <Overload retVal="void" descr="Set background color (framebuffer clear color)"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="BeginDrawing" func="yes"> + <Overload retVal="void" descr="Setup canvas (framebuffer) to start drawing"></Overload> + </KeyWord> + <KeyWord name="EndDrawing" func="yes"> + <Overload retVal="void" descr="End canvas drawing and swap buffers (double buffering)"></Overload> + </KeyWord> + <KeyWord name="BeginMode2D" func="yes"> + <Overload retVal="void" descr="Initialize 2D mode with custom camera (2D)"> + <Param name="Camera2D camera" /> + </Overload> + </KeyWord> + <KeyWord name="EndMode2D" func="yes"> + <Overload retVal="void" descr="Ends 2D mode with custom camera"></Overload> + </KeyWord> + <KeyWord name="BeginMode3D" func="yes"> + <Overload retVal="void" descr="Initializes 3D mode with custom camera (3D)"> + <Param name="Camera3D camera" /> + </Overload> + </KeyWord> + <KeyWord name="EndMode3D" func="yes"> + <Overload retVal="void" descr="Ends 3D mode and returns to default 2D orthographic mode"></Overload> + </KeyWord> + <KeyWord name="BeginTextureMode" func="yes"> + <Overload retVal="void" descr="Initializes render texture for drawing"> + <Param name="RenderTexture2D target" /> + </Overload> + </KeyWord> + <KeyWord name="EndTextureMode" func="yes"> + <Overload retVal="void" descr="Ends drawing to render texture"></Overload> + </KeyWord> + + <!-- Screen-space-related functions --> + <KeyWord name="GetMouseRay" func="yes"> + <Overload retVal="Ray" descr="Returns a ray trace from mouse position"> + <Param name="Vector2 mousePosition" /> + <Param name="Camera camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorldToScreen" func="yes"> + <Overload retVal="Vector2" descr="Returns the screen space position for a 3d world space position"> + <Param name="Vector3 position" /> + <Param name="Camera camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetCameraMatrix" func="yes"> + <Overload retVal="Matrix" descr="Returns camera transform matrix (view matrix)"> + <Param name="Camera camera" /> + </Overload> + </KeyWord> + + <!-- Timming-related functions --> + <KeyWord name="SetTargetFPS" func="yes"> + <Overload retVal="void" descr="Set target FPS (maximum)"> + <Param name="int fps" /> + </Overload> + </KeyWord> + <KeyWord name="GetFPS" func="yes"> + <Overload retVal="int" descr="Returns current FPS"></Overload> + </KeyWord> + <KeyWord name="GetFrameTime" func="yes"> + <Overload retVal="float" descr="Returns time in seconds for last frame drawn"></Overload> + </KeyWord> + <KeyWord name="GetTime" func="yes"> + <Overload retVal="double" descr="Returns elapsed time in seconds since InitWindow()"></Overload> + </KeyWord> + + <!-- Color-related functions --> + <KeyWord name="ColorToInt" func="yes"> + <Overload retVal="int" descr="Returns hexadecimal value for a Color"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorNormalize" func="yes"> + <Overload retVal="Vector4" descr="Returns color normalized as float [0..1]"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorToHSV" func="yes"> + <Overload retVal="Vector3" descr="Returns HSV values for a Color"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="GetColor" func="yes"> + <Overload retVal="Color" descr="Returns a Color struct from hexadecimal value"> + <Param name="int hexValue" /> + </Overload> + </KeyWord> + <KeyWord name="Fade" func="yes"> + <Overload retVal="Color" descr="Color fade-in or fade-out, alpha goes from 0.0f to 1.0f"> + <Param name="Color color" /> + <Param name="float alpha" /> + </Overload> + </KeyWord> + + <!-- Misc. functions --> + <KeyWord name="ShowLogo" func="yes"> + <Overload retVal="void" descr="Activate raylib logo at startup (can be done with flags)"></Overload> + </KeyWord> + <KeyWord name="SetConfigFlags" func="yes"> + <Overload retVal="void" descr="Setup window configuration flags (view FLAGS)"> + <Param name="unsigned char flags" /> + </Overload> + </KeyWord> + <KeyWord name="SetTraceLog" func="yes"> + <Overload retVal="void" descr="Enable trace log message types (bit flags based)"> + <Param name="unsigned char types" /> + </Overload> + </KeyWord> + <KeyWord name="TraceLog" func="yes"> + <Overload retVal="void" descr="Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)"> + <Param name="int logType" /> + <Param name="const char *text" /> + <Param name="..." /> + </Overload> + </KeyWord> + <KeyWord name="TakeScreenshot" func="yes"> + <Overload retVal="void" descr="Takes a screenshot of current screen (saved a .png)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="GetRandomValue" func="yes"> + <Overload retVal="int" descr="Returns a random value between min and max (both included)"> + <Param name="int min" /> + <Param name="int max" /> + </Overload> + </KeyWord> + + <!-- Files management functions --> + <KeyWord name="IsFileExtension" func="yes"> + <Overload retVal="bool" descr="Check file extension"> + <Param name="const char *fileName" /> + <Param name="const char *ext" /> + </Overload> + </KeyWord> + <KeyWord name="GetExtension" func="yes"> + <Overload retVal="const char" descr="Get pointer to extension for a filename string"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileName" func="yes"> + <Overload retVal="const char" descr="Get pointer to filename for a path string"> + <Param name="const char *filePath" /> + </Overload> + </KeyWord> + <KeyWord name="GetDirectoryPath" func="yes"> + <Overload retVal="const char" descr="Get full path for a given fileName (uses static string)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorkingDirectory" func="yes"> + <Overload retVal="const char" descr="Get current working directory (uses static string)"></Overload> + </KeyWord> + <KeyWord name="ChangeDirectory" func="yes"> + <Overload retVal="bool" descr="Change working directory, returns true if success"> + <Param name="const char *dir" /> + </Overload> + </KeyWord> + <KeyWord name="IsFileDropped" func="yes"> + <Overload retVal="bool" descr="Check if a file has been dropped into window"></Overload> + </KeyWord> + <KeyWord name="GetDroppedFiles" func="yes"> + <Overload retVal="char" descr="Get dropped files names"> + <Param name="int *count" /> + </Overload> + </KeyWord> + <KeyWord name="ClearDroppedFiles" func="yes"> + <Overload retVal="void" descr="Clear dropped files paths buffer"></Overload> + </KeyWord> + + <!-- Persistent storage management --> + <KeyWord name="StorageSaveValue" func="yes"> + <Overload retVal="void" descr="Save integer value to storage file (to defined position)"> + <Param name="int position" /> + <Param name="int value" /> + </Overload> + </KeyWord> + <KeyWord name="StorageLoadValue" func="yes"> + <Overload retVal="int" descr="Load integer value from storage file (from defined position)"> + <Param name="int position" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Input Handling Functions (Module: core) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Input-related functions: keyboard --> + <KeyWord name="IsKeyPressed" func="yes"> + <Overload retVal="bool" descr="Detect if a key has been pressed once"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyDown" func="yes"> + <Overload retVal="bool" descr="Detect if a key is being pressed"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyReleased" func="yes"> + <Overload retVal="bool" descr="Detect if a key has been released once"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyUp" func="yes"> + <Overload retVal="bool" descr="Detect if a key is NOT being pressed"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="GetKeyPressed" func="yes"> + <Overload retVal="int" descr="Get latest key pressed"></Overload> + </KeyWord> + <KeyWord name="SetExitKey" func="yes"> + <Overload retVal="void" descr="Set a custom key to exit program (default is ESC)"> + <Param name="int key" /> + </Overload> + </KeyWord> + + <!-- Input-related functions: gamepads --> + <KeyWord name="IsGamepadAvailable" func="yes"> + <Overload retVal="bool" descr="Detect if a gamepad is available"> + <Param name="int gamepad" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadName" func="yes"> + <Overload retVal="bool" descr="Check gamepad name (if available)"> + <Param name="int gamepad" /> + <Param name="const char *name" /> + </Overload> + </KeyWord> + <KeyWord name="GetGamepadName" func="yes"> + <Overload retVal="const char" descr="Return gamepad internal name id"> + <Param name="int gamepad" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonPressed" func="yes"> + <Overload retVal="bool" descr="Detect if a gamepad button has been pressed once"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonDown" func="yes"> + <Overload retVal="bool" descr="Detect if a gamepad button is being pressed"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonReleased" func="yes"> + <Overload retVal="bool" descr="Detect if a gamepad button has been released once"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonUp" func="yes"> + <Overload retVal="bool" descr="Detect if a gamepad button is NOT being pressed"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="GetGamepadButtonPressed" func="yes"> + <Overload retVal="int" descr="Get the last gamepad button pressed"></Overload> + </KeyWord> + <KeyWord name="GetGamepadAxisCount" func="yes"> + <Overload retVal="int" descr="Return gamepad axis count for a gamepad"> + <Param name="int gamepad" /> + </Overload> + </KeyWord> + <KeyWord name="GetGamepadAxisMovement" func="yes"> + <Overload retVal="float" descr="Return axis movement value for a gamepad axis"> + <Param name="int gamepad" /> + <Param name="int axis" /> + </Overload> + </KeyWord> + + <!-- Input-related functions: mouse --> + <KeyWord name="IsMouseButtonPressed" func="yes"> + <Overload retVal="bool" descr="Detect if a mouse button has been pressed once"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsMouseButtonDown" func="yes"> + <Overload retVal="bool" descr="Detect if a mouse button is being pressed"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsMouseButtonReleased" func="yes"> + <Overload retVal="bool" descr="Detect if a mouse button has been released once"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsMouseButtonUp" func="yes"> + <Overload retVal="bool" descr="Detect if a mouse button is NOT being pressed"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="GetMouseX" func="yes"> + <Overload retVal="int" descr="Returns mouse position X"></Overload> + </KeyWord> + <KeyWord name="GetMouseY" func="yes"> + <Overload retVal="int" descr="Returns mouse position Y"></Overload> + </KeyWord> + <KeyWord name="GetMousePosition" func="yes"> + <Overload retVal="Vector2" descr="Returns mouse position XY"></Overload> + </KeyWord> + <KeyWord name="SetMousePosition" func="yes"> + <Overload retVal="void" descr="Set mouse position XY"> + <Param name="Vector2 position" /> + </Overload> + </KeyWord> + <KeyWord name="SetMouseScale" func="yes"> + <Overload retVal="void" descr="Set mouse scaling"> + <Param name="float scale" /> + </Overload> + </KeyWord> + <KeyWord name="GetMouseWheelMove" func="yes"> + <Overload retVal="int" descr="Returns mouse wheel movement Y"></Overload> + </KeyWord> + + <!-- Input-related functions: touch --> + <KeyWord name="GetTouchX" func="yes"> + <Overload retVal="int" descr="Returns touch position X for touch point 0 (relative to screen size)"></Overload> + </KeyWord> + <KeyWord name="GetTouchY" func="yes"> + <Overload retVal="int" descr="Returns touch position Y for touch point 0 (relative to screen size)"></Overload> + </KeyWord> + <KeyWord name="GetTouchPosition" func="yes"> + <Overload retVal="Vector2" descr="Returns touch position XY for a touch point index (relative to screen size)"> + <Param name="int index" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Gestures and Touch Handling Functions (Module: gestures) --> + <!-------------------------------------------------------------------------------------- --> + <KeyWord name="SetGesturesEnabled" func="yes"> + <Overload retVal="void" descr="Enable a set of gestures using flags"> + <Param name="unsigned int gestureFlags" /> + </Overload> + </KeyWord> + <KeyWord name="IsGestureDetected" func="yes"> + <Overload retVal="bool" descr="Check if a gesture have been detected"> + <Param name="int gesture" /> + </Overload> + </KeyWord> + <KeyWord name="GetGestureDetected" func="yes"> + <Overload retVal="int" descr="Get latest detected gesture"></Overload> + </KeyWord> + <KeyWord name="GetTouchPointsCount" func="yes"> + <Overload retVal="int" descr="Get touch points count"></Overload> + </KeyWord> + <KeyWord name="GetGestureHoldDuration" func="yes"> + <Overload retVal="float" descr="Get gesture hold time in milliseconds"></Overload> + </KeyWord> + <KeyWord name="GetGestureDragVector" func="yes"> + <Overload retVal="Vector2" descr="Get gesture drag vector"></Overload> + </KeyWord> + <KeyWord name="GetGestureDragAngle" func="yes"> + <Overload retVal="float" descr="Get gesture drag angle"></Overload> + </KeyWord> + <KeyWord name="GetGesturePinchVector" func="yes"> + <Overload retVal="Vector2" descr="Get gesture pinch delta"></Overload> + </KeyWord> + <KeyWord name="GetGesturePinchAngle" func="yes"> + <Overload retVal="float" descr="Get gesture pinch angle"></Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Camera System Functions (Module: camera) --> + <!-------------------------------------------------------------------------------------- --> + <KeyWord name="SetCameraMode" func="yes"> + <Overload retVal="void" descr="Set camera mode (multiple camera modes available)"> + <Param name="Camera camera" /> + <Param name="int mode" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateCamera" func="yes"> + <Overload retVal="void" descr="Update camera position for selected mode"> + <Param name="Camera *camera" /> + </Overload> + </KeyWord> + + <KeyWord name="SetCameraPanControl" func="yes"> + <Overload retVal="void" descr="Set camera pan key to combine with mouse movement (free camera)"> + <Param name="int panKey" /> + </Overload> + </KeyWord> + <KeyWord name="SetCameraAltControl" func="yes"> + <Overload retVal="void" descr="Set camera alt key to combine with mouse movement (free camera)"> + <Param name="int altKey" /> + </Overload> + </KeyWord> + <KeyWord name="SetCameraSmoothZoomControl" func="yes"> + <Overload retVal="void" descr="Set camera smooth zoom key to combine with mouse (free camera)"> + <Param name="int szKey" /> + </Overload> + </KeyWord> + <KeyWord name="SetCameraMoveControls" func="yes"> + <Overload retVal="void" descr="Set camera move controls (1st person and 3rd person cameras)"> + <Param name="int frontKey" /> + <Param name="int backKey" /> + <Param name="int rightKey" /> + <Param name="int leftKey" /> + <Param name="int upKey" /> + <Param name="int downKey" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Basic Shapes Drawing Functions (Module: shapes) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Basic shapes drawing functions --> + <KeyWord name="DrawPixel" func="yes"> + <Overload retVal="void" descr="Draw a pixel"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPixelV" func="yes"> + <Overload retVal="void" descr="Draw a pixel (Vector version)"> + <Param name="Vector2 position" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLine" func="yes"> + <Overload retVal="void" descr="Draw a line"> + <Param name="int startPosX" /> + <Param name="int startPosY" /> + <Param name="int endPosX" /> + <Param name="int endPosY" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineV" func="yes"> + <Overload retVal="void" descr="Draw a line (Vector version)"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineEx" func="yes"> + <Overload retVal="void" descr="Draw a line defining thickness"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineBezier" func="yes"> + <Overload retVal="void" descr="Draw a line using cubic-bezier curves in-out"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircle" func="yes"> + <Overload retVal="void" descr="Draw a color-filled circle"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleGradient" func="yes"> + <Overload retVal="void" descr="Draw a gradient-filled circle"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radius" /> + <Param name="Color color1" /> + <Param name="Color color2" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleV" func="yes"> + <Overload retVal="void" descr="Draw a color-filled circle (Vector version)"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleLines" func="yes"> + <Overload retVal="void" descr="Draw circle outline"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangle" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleV" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle (Vector version)"> + <Param name="Vector2 position" /> + <Param name="Vector2 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleRec" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle"> + <Param name="Rectangle rec" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectanglePro" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle with pro parameters"> + <Param name="Rectangle rec" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleGradientV" func="yes"> + <Overload retVal="void" descr="Draw a vertical-gradient-filled rectangle"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color1" /> + <Param name="Color color2" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleGradientH" func="yes"> + <Overload retVal="void" descr="Draw a horizontal-gradient-filled rectangle"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color1" /> + <Param name="Color color2" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleGradientEx" func="yes"> + <Overload retVal="void" descr="Draw a gradient-filled rectangle with custom vertex colors"> + <Param name="Rectangle rec" /> + <Param name="Color col1" /> + <Param name="Color col2" /> + <Param name="Color col3" /> + <Param name="Color col4" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleLines" func="yes"> + <Overload retVal="void" descr="Draw rectangle outline"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleLinesEx" func="yes"> + <Overload retVal="void" descr="Draw rectangle outline with extended parameters"> + <Param name="Rectangle rec" /> + <Param name="int lineThick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangle" func="yes"> + <Overload retVal="void" descr="Draw a color-filled triangle"> + <Param name="Vector2 v1" /> + <Param name="Vector2 v2" /> + <Param name="Vector2 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangleLines" func="yes"> + <Overload retVal="void" descr="Draw triangle outline"> + <Param name="Vector2 v1" /> + <Param name="Vector2 v2" /> + <Param name="Vector2 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPoly" func="yes"> + <Overload retVal="void" descr="Draw a regular polygon (Vector version)"> + <Param name="Vector2 center" /> + <Param name="int sides" /> + <Param name="float radius" /> + <Param name="float rotation" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPolyEx" func="yes"> + <Overload retVal="void" descr="Draw a closed polygon defined by points"> + <Param name="Vector2 *points" /> + <Param name="int numPoints" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPolyExLines" func="yes"> + <Overload retVal="void" descr="Draw polygon lines"> + <Param name="Vector2 *points" /> + <Param name="int numPoints" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + + <!-- Basic shapes collision detection functions --> + <KeyWord name="CheckCollisionRecs" func="yes"> + <Overload retVal="bool" descr="Check collision between two rectangles"> + <Param name="Rectangle rec1" /> + <Param name="Rectangle rec2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionCircles" func="yes"> + <Overload retVal="bool" descr="Check collision between two circles"> + <Param name="Vector2 center1" /> + <Param name="float radius1" /> + <Param name="Vector2 center2" /> + <Param name="float radius2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionCircleRec" func="yes"> + <Overload retVal="bool" descr="Check collision between circle and rectangle"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="Rectangle rec" /> + </Overload> + </KeyWord> + <KeyWord name="GetCollisionRec" func="yes"> + <Overload retVal="Rectangle" descr="Get collision rectangle for two rectangles collision"> + <Param name="Rectangle rec1" /> + <Param name="Rectangle rec2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointRec" func="yes"> + <Overload retVal="bool" descr="Check if point is inside rectangle"> + <Param name="Vector2 point" /> + <Param name="Rectangle rec" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointCircle" func="yes"> + <Overload retVal="bool" descr="Check if point is inside circle"> + <Param name="Vector2 point" /> + <Param name="Vector2 center" /> + <Param name="float radius" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointTriangle" func="yes"> + <Overload retVal="bool" descr="Check if point is inside a triangle"> + <Param name="Vector2 point" /> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="Vector2 p3" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Texture Loading and Drawing Functions (Module: textures) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Image/Texture2D data loading/unloading/saving functions --> + <KeyWord name="LoadImage" func="yes"> + <Overload retVal="Image" descr="Load image from file into CPU memory (RAM)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageEx" func="yes"> + <Overload retVal="Image" descr="Load image from Color array data (RGBA - 32bit)"> + <Param name="Color *pixels" /> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImagePro" func="yes"> + <Overload retVal="Image" descr="Load image from raw data with parameters"></Overload> + </KeyWord> + <KeyWord name="LoadImageRaw" func="yes"> + <Overload retVal="Image" descr="Load image from RAW file data"> + <Param name="const char *fileName" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int format" /> + <Param name="int headerSize" /> + </Overload> + </KeyWord> + <KeyWord name="ExportImage" func="yes"> + <Overload retVal="void" descr="Export image as a PNG file"> + <Param name="const char *fileName" /> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="LoadTexture" func="yes"> + <Overload retVal="Texture2D" descr="Load texture from file into GPU memory (VRAM)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadTextureFromImage" func="yes"> + <Overload retVal="Texture2D" descr="Load texture from image data"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="LoadRenderTexture" func="yes"> + <Overload retVal="RenderTexture2D" descr="Load texture for rendering (framebuffer)"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadImage" func="yes"> + <Overload retVal="void" descr="Unload image from CPU memory (RAM)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadTexture" func="yes"> + <Overload retVal="void" descr="Unload texture from GPU memory (VRAM)"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadRenderTexture" func="yes"> + <Overload retVal="void" descr="Unload render texture from GPU memory (VRAM)"> + <Param name="RenderTexture2D target" /> + </Overload> + </KeyWord> + <KeyWord name="GetImageData" func="yes"> + <Overload retVal="Color" descr="Get pixel data from image as a Color struct array"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="GetPixelDataSize" func="yes"> + <Overload retVal="int" descr="Get pixel data size in bytes (image or texture)"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int format" /> + </Overload> + </KeyWord> + <KeyWord name="GetTextureData" func="yes"> + <Overload retVal="Image" descr="Get pixel data from GPU texture and return an Image"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateTexture" func="yes"> + <Overload retVal="void" descr="Update GPU texture with new data"> + <Param name="Texture2D texture" /> + <Param name="const void *pixels" /> + </Overload> + </KeyWord> + + <!-- Image manipulation functions --> + <KeyWord name="ImageCopy" func="yes"> + <Overload retVal="Image" descr="Create an image duplicate (useful for transformations)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageToPOT" func="yes"> + <Overload retVal="void" descr="Convert image to POT (power-of-two)"> + <Param name="Image *image" /> + <Param name="Color fillColor" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFormat" func="yes"> + <Overload retVal="void" descr="Convert image data to desired format"> + <Param name="Image *image" /> + <Param name="int newFormat" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaMask" func="yes"> + <Overload retVal="void" descr="Apply alpha mask to image"> + <Param name="Image *image" /> + <Param name="Image alphaMask" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaClear" func="yes"> + <Overload retVal="void" descr="Clear alpha channel to desired color"> + <Param name="Image *image" /> + <Param name="Color color" /> + <Param name="float threshold" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaCrop" func="yes"> + <Overload retVal="void" descr="Crop image depending on alpha value"> + <Param name="Image *image" /> + <Param name="float threshold" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaPremultiply" func="yes"> + <Overload retVal="void" descr="Premultiply alpha channel"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageCrop" func="yes"> + <Overload retVal="void" descr="Crop an image to a defined rectangle"> + <Param name="Image *image" /> + <Param name="Rectangle crop" /> + </Overload> + </KeyWord> + <KeyWord name="ImageResize" func="yes"> + <Overload retVal="void" descr="Resize and image (bilinear filtering)"> + <Param name="Image *image" /> + <Param name="int newWidth" /> + <Param name="int newHeight" /> + </Overload> + </KeyWord> + <KeyWord name="ImageResizeNN" func="yes"> + <Overload retVal="void" descr="Resize and image (Nearest-Neighbor scaling algorithm)"> + <Param name="Image *image" /> + <Param name="int newWidth" /> + <Param name="int newHeight" /> + </Overload> + </KeyWord> + <KeyWord name="ImageMipmaps" func="yes"> + <Overload retVal="void" descr="Generate all mipmap levels for a provided image"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDither" func="yes"> + <Overload retVal="void" descr="Dither image data to 16bpp or lower (Floyd-Steinberg dithering)"> + <Param name="Image *image" /> + <Param name="int rBpp" /> + <Param name="int gBpp" /> + <Param name="int bBpp" /> + <Param name="int aBpp" /> + </Overload> + </KeyWord> + <KeyWord name="ImageText" func="yes"> + <Overload retVal="Image" descr="Create an image from text (default font)"> + <Param name="const char *text" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageTextEx" func="yes"> + <Overload retVal="Image" descr="Create an image from text (custom sprite font)"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDraw" func="yes"> + <Overload retVal="void" descr="Draw a source image within a destination image"> + <Param name="Image *dst" /> + <Param name="Image src" /> + <Param name="Rectangle srcRec" /> + <Param name="Rectangle dstRec" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangle" func="yes"> + <Overload retVal="void" descr="Draw rectangle within an image"> + <Param name="Image *dst" /> + <Param name="Vector2 position" /> + <Param name="Rectangle rec" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawText" func="yes"> + <Overload retVal="void" descr="Draw text (default font) within an image (destination)"> + <Param name="Image *dst" /> + <Param name="Vector2 position" /> + <Param name="const char *text" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawTextEx" func="yes"> + <Overload retVal="void" descr="Draw text (custom sprite font) within an image (destination)"> + <Param name="Image *dst" /> + <Param name="Vector2 position" /> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFlipVertical" func="yes"> + <Overload retVal="void" descr="Flip image vertically"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFlipHorizontal" func="yes"> + <Overload retVal="void" descr="Flip image horizontally"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorTint" func="yes"> + <Overload retVal="void" descr="Modify image color: tint"> + <Param name="Image *image" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorInvert" func="yes"> + <Overload retVal="void" descr="Modify image color: invert"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorGrayscale" func="yes"> + <Overload retVal="void" descr="Modify image color: grayscale"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorContrast" func="yes"> + <Overload retVal="void" descr="Modify image color: contrast (-100 to 100)"> + <Param name="Image *image" /> + <Param name="float contrast" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorBrightness" func="yes"> + <Overload retVal="void" descr="Modify image color: brightness (-255 to 255)"> + <Param name="Image *image" /> + <Param name="int brightness" /> + </Overload> + </KeyWord> + + <!-- Image generation functions --> + <KeyWord name="GenImageColor" func="yes"> + <Overload retVal="Image" descr="Generate image: plain color"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageGradientV" func="yes"> + <Overload retVal="Image" descr="Generate image: vertical gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color top" /> + <Param name="Color bottom" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageGradientH" func="yes"> + <Overload retVal="Image" descr="Generate image: horizontal gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color left" /> + <Param name="Color right" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageGradientRadial" func="yes"> + <Overload retVal="Image" descr="Generate image: radial gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="float density" /> + <Param name="Color inner" /> + <Param name="Color outer" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageChecked" func="yes"> + <Overload retVal="Image" descr="Generate image: checked"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int checksX" /> + <Param name="int checksY" /> + <Param name="Color col1" /> + <Param name="Color col2" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageWhiteNoise" func="yes"> + <Overload retVal="Image" descr="Generate image: white noise"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="float factor" /> + </Overload> + </KeyWord> + <KeyWord name="GenImagePerlinNoise" func="yes"> + <Overload retVal="Image" descr="Generate image: perlin noise"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int offsetX" /> + <Param name="int offsetY" /> + <Param name="float scale" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageCellular" func="yes"> + <Overload retVal="Image" descr="Generate image: cellular algorithm. Bigger tileSize means bigger cells"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int tileSize" /> + </Overload> + </KeyWord> + + <!-- Texture2D configuration functions --> + <KeyWord name="GenTextureMipmaps" func="yes"> + <Overload retVal="void" descr="Generate GPU mipmaps for a texture"> + <Param name="Texture2D *texture" /> + </Overload> + </KeyWord> + <KeyWord name="SetTextureFilter" func="yes"> + <Overload retVal="void" descr="Set texture scaling filter mode"> + <Param name="Texture2D texture" /> + <Param name="int filterMode" /> + </Overload> + </KeyWord> + <KeyWord name="SetTextureWrap" func="yes"> + <Overload retVal="void" descr="Set texture wrapping mode"> + <Param name="Texture2D texture" /> + <Param name="int wrapMode" /> + </Overload> + </KeyWord> + + <!-- Texture2D drawing functions --> + <KeyWord name="DrawTexture" func="yes"> + <Overload retVal="void" descr="Draw a Texture2D"> + <Param name="Texture2D texture" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureV" func="yes"> + <Overload retVal="void" descr="Draw a Texture2D with position defined as Vector2"> + <Param name="Texture2D texture" /> + <Param name="Vector2 position" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureEx" func="yes"> + <Overload retVal="void" descr="Draw a Texture2D with extended parameters"> + <Param name="Texture2D texture" /> + <Param name="Vector2 position" /> + <Param name="float rotation" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureRec" func="yes"> + <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle"> + <Param name="Texture2D texture" /> + <Param name="Rectangle sourceRec" /> + <Param name="Vector2 position" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTexturePro" func="yes"> + <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle with 'pro' parameters"> + <Param name="Texture2D texture" /> + <Param name="Rectangle sourceRec" /> + <Param name="Rectangle destRec" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Font Loading and Text Drawing Functions (Module: text) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Font loading/unloading functions --> + <KeyWord name="GetDefaultFont" func="yes"> + <Overload retVal="Font" descr="Get the default Font"></Overload> + </KeyWord> + <KeyWord name="LoadFont" func="yes"> + <Overload retVal="Font" descr="Load Font from file into GPU memory (VRAM)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadFontEx" func="yes"> + <Overload retVal="Font" descr="Load Font from file with extended parameters"> + <Param name="const char *fileName" /> + <Param name="int fontSize" /> + <Param name="int charsCount" /> + <Param name="int *fontChars" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadFont" func="yes"> + <Overload retVal="void" descr="Unload Font from GPU memory (VRAM)"> + <Param name="Font font" /> + </Overload> + </KeyWord> + + <!-- Text drawing functions --> + <KeyWord name="DrawFPS" func="yes"> + <Overload retVal="void" descr="Shows current FPS"> + <Param name="int posX" /> + <Param name="int posY" /> + </Overload> + </KeyWord> + <KeyWord name="DrawText" func="yes"> + <Overload retVal="void" descr="Draw text (using default font)"> + <Param name="const char *text" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextEx" func="yes"> + <Overload retVal="void" descr="Draw text using Font and additional parameters"> + <Param name="Font font" /> + <Param name="const char* text" /> + <Param name="Vector2 position" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-- Text misc. functions --> + <KeyWord name="MeasureText" func="yes"> + <Overload retVal="int" descr="Measure string width for default font"> + <Param name="const char *text" /> + <Param name="int fontSize" /> + </Overload> + </KeyWord> + <KeyWord name="MeasureTextEx" func="yes"> + <Overload retVal="Vector2" descr="Measure string size for Font"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + </Overload> + </KeyWord> + <KeyWord name="FormatText" func="yes"> + <Overload retVal="const char" descr="Formatting of text with variables to 'embed'"> + <Param name="const char *text" /> + <Param name="..." /> + </Overload> + </KeyWord> + <KeyWord name="SubText" func="yes"> + <Overload retVal="const char" descr="Get a piece of a text string"> + <Param name="const char *text" /> + <Param name="int position" /> + <Param name="int length" /> + </Overload> + </KeyWord> + <KeyWord name="GetGlyphIndex" func="yes"> + <Overload retVal="int" descr="Returns index position for a unicode character on sprite font"> + <Param name="Font font" /> + <Param name="int character" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Basic 3d Shapes Drawing Functions (Module: models) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Basic geometric 3D shapes drawing functions --> + <KeyWord name="DrawLine3D" func="yes"> + <Overload retVal="void" descr="Draw a line in 3D world space"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircle3D" func="yes"> + <Overload retVal="void" descr="Draw a circle in 3D world space"> + <Param name="Vector3 center" /> + <Param name="float radius" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCube" func="yes"> + <Overload retVal="void" descr="Draw cube"> + <Param name="Vector3 position" /> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCubeV" func="yes"> + <Overload retVal="void" descr="Draw cube (Vector version)"> + <Param name="Vector3 position" /> + <Param name="Vector3 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCubeWires" func="yes"> + <Overload retVal="void" descr="Draw cube wires"> + <Param name="Vector3 position" /> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCubeTexture" func="yes"> + <Overload retVal="void" descr="Draw cube textured"> + <Param name="Texture2D texture" /> + <Param name="Vector3 position" /> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSphere" func="yes"> + <Overload retVal="void" descr="Draw sphere"> + <Param name="Vector3 centerPos" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSphereEx" func="yes"> + <Overload retVal="void" descr="Draw sphere with extended parameters"> + <Param name="Vector3 centerPos" /> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSphereWires" func="yes"> + <Overload retVal="void" descr="Draw sphere wires"> + <Param name="Vector3 centerPos" /> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCylinder" func="yes"> + <Overload retVal="void" descr="Draw a cylinder/cone"> + <Param name="Vector3 position" /> + <Param name="float radiusTop" /> + <Param name="float radiusBottom" /> + <Param name="float height" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCylinderWires" func="yes"> + <Overload retVal="void" descr="Draw a cylinder/cone wires"> + <Param name="Vector3 position" /> + <Param name="float radiusTop" /> + <Param name="float radiusBottom" /> + <Param name="float height" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPlane" func="yes"> + <Overload retVal="void" descr="Draw a plane XZ"> + <Param name="Vector3 centerPos" /> + <Param name="Vector2 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRay" func="yes"> + <Overload retVal="void" descr="Draw a ray line"> + <Param name="Ray ray" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawGrid" func="yes"> + <Overload retVal="void" descr="Draw a grid (centered at (0, 0, 0))"> + <Param name="int slices" /> + <Param name="float spacing" /> + </Overload> + </KeyWord> + <KeyWord name="DrawGizmo" func="yes"> + <Overload retVal="void" descr="Draw simple gizmo"> + <Param name="Vector3 position" /> + </Overload> + </KeyWord> + <!--DrawTorus(), DrawTeapot() could be useful? --> + + <!-------------------------------------------------------------------------------------- --> + <!-- Model 3d Loading and Drawing Functions (Module: models) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Model loading/unloading functions --> + <KeyWord name="LoadModel" func="yes"> + <Overload retVal="Model" descr="Load model from files (mesh and material)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadModelFromMesh" func="yes"> + <Overload retVal="Model" descr="Load model from generated mesh"> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadModel" func="yes"> + <Overload retVal="void" descr="Unload model from memory (RAM and/or VRAM)"> + <Param name="Model model" /> + </Overload> + </KeyWord> + + <!-- Mesh loading/unloading functions --> + <KeyWord name="LoadMesh" func="yes"> + <Overload retVal="Mesh" descr="Load mesh from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadMesh" func="yes"> + <Overload retVal="void" descr="Unload mesh from memory (RAM and/or VRAM)"> + <Param name="Mesh *mesh" /> + </Overload> + </KeyWord> + <KeyWord name="ExportMesh" func="yes"> + <Overload retVal="void" descr="Export mesh as an OBJ file"> + <Param name="const char *fileName" /> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> + + <!-- Mesh manipulation functions --> + <KeyWord name="MeshBoundingBox" func="yes"> + <Overload retVal="BoundingBox" descr="Compute mesh bounding box limits"> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> + <KeyWord name="MeshTangents" func="yes"> + <Overload retVal="void" descr="Compute mesh tangents "> + <Param name="Mesh *mesh" /> + </Overload> + </KeyWord> + <KeyWord name="MeshBinormals" func="yes"> + <Overload retVal="void" descr="Compute mesh binormals"> + <Param name="Mesh *mesh" /> + </Overload> + </KeyWord> + + <!-- Mesh generation functions --> + <KeyWord name="GenMeshPlane" func="yes"> + <Overload retVal="Mesh" descr="Generate plane mesh (with subdivisions)"> + <Param name="float width" /> + <Param name="float length" /> + <Param name="int resX" /> + <Param name="int resZ" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCube" func="yes"> + <Overload retVal="Mesh" descr="Generate cuboid mesh"> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshSphere" func="yes"> + <Overload retVal="Mesh" descr="Generate sphere mesh (standard sphere)"> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshHemiSphere" func="yes"> + <Overload retVal="Mesh" descr="Generate half-sphere mesh (no bottom cap)"> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCylinder" func="yes"> + <Overload retVal="Mesh" descr="Generate cylinder mesh"> + <Param name="float radius" /> + <Param name="float height" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshTorus" func="yes"> + <Overload retVal="Mesh" descr="Generate torus mesh"> + <Param name="float radius" /> + <Param name="float size" /> + <Param name="int radSeg" /> + <Param name="int sides" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshKnot" func="yes"> + <Overload retVal="Mesh" descr="Generate trefoil knot mesh"> + <Param name="float radius" /> + <Param name="float size" /> + <Param name="int radSeg" /> + <Param name="int sides" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshHeightmap" func="yes"> + <Overload retVal="Mesh" descr="Generate heightmap mesh from image data"> + <Param name="Image heightmap" /> + <Param name="Vector3 size" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCubicmap" func="yes"> + <Overload retVal="Mesh" descr="Generate cubes-based map mesh from image data"> + <Param name="Image cubicmap" /> + <Param name="Vector3 cubeSize" /> + </Overload> + </KeyWord> + + <!-- Material loading/unloading functions --> + <KeyWord name="LoadMaterial" func="yes"> + <Overload retVal="Material" descr="Load material from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadMaterialDefault" func="yes"> + <Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload> + </KeyWord> + <KeyWord name="UnloadMaterial" func="yes"> + <Overload retVal="void" descr="Unload material from GPU memory (VRAM)"> + <Param name="Material material" /> + </Overload> + </KeyWord> + + <!-- Model drawing functions --> + <KeyWord name="DrawModel" func="yes"> + <Overload retVal="void" descr="Draw a model (with texture if set)"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelEx" func="yes"> + <Overload retVal="void" descr="Draw a model with extended parameters"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Vector3 scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelWires" func="yes"> + <Overload retVal="void" descr="Draw a model wires (with texture if set)"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelWiresEx" func="yes"> + <Overload retVal="void" descr="Draw a model wires (with texture if set) with extended parameters"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Vector3 scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBoundingBox" func="yes"> + <Overload retVal="void" descr="Draw bounding box (wires)"> + <Param name="BoundingBox box" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboard" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Vector3 center" /> + <Param name="float size" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboardRec" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture defined by sourceRec"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Rectangle sourceRec" /> + <Param name="Vector3 center" /> + <Param name="float size" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-- Collision detection functions --> + <KeyWord name="CheckCollisionSpheres" func="yes"> + <Overload retVal="bool" descr="Detect collision between two spheres"> + <Param name="Vector3 centerA" /> + <Param name="float radiusA" /> + <Param name="Vector3 centerB" /> + <Param name="float radiusB" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionBoxes" func="yes"> + <Overload retVal="bool" descr="Detect collision between two bounding boxes"> + <Param name="BoundingBox box1" /> + <Param name="BoundingBox box2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionBoxSphere" func="yes"> + <Overload retVal="bool" descr="Detect collision between box and sphere"> + <Param name="BoundingBox box" /> + <Param name="Vector3 centerSphere" /> + <Param name="float radiusSphere" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionRaySphere" func="yes"> + <Overload retVal="bool" descr="Detect collision between ray and sphere"> + <Param name="Ray ray" /> + <Param name="Vector3 spherePosition" /> + <Param name="float sphereRadius" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionRaySphereEx" func="yes"> + <Overload retVal="bool" descr="Detect collision between ray and sphere, returns collision point"> + <Param name="Ray ray" /> + <Param name="Vector3 spherePosition" /> + <Param name="float sphereRadius" /> + <Param name="Vector3 *collisionPoint" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionRayBox" func="yes"> + <Overload retVal="bool" descr="Detect collision between ray and box"> + <Param name="Ray ray" /> + <Param name="BoundingBox box" /> + </Overload> + </KeyWord> + <KeyWord name="GetCollisionRayModel" func="yes"> + <Overload retVal="RayHitInfo" descr="Get collision info between ray and model"> + <Param name="Ray ray" /> + <Param name="Model *model" /> + </Overload> + </KeyWord> + <KeyWord name="GetCollisionRayTriangle" func="yes"> + <Overload retVal="RayHitInfo" descr="Get collision info between ray and triangle"> + <Param name="Ray ray" /> + <Param name="Vector3 p1" /> + <Param name="Vector3 p2" /> + <Param name="Vector3 p3" /> + </Overload> + </KeyWord> + <KeyWord name="GetCollisionRayGround" func="yes"> + <Overload retVal="RayHitInfo" descr="Get collision info between ray and ground plane (Y-normal plane)"> + <Param name="Ray ray" /> + <Param name="float groundHeight" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Shaders System Functions (Module: rlgl) --> + <!-- NOTE: This functions are useless when using OpenGL 1.1 --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Shader loading/unloading functions --> + <KeyWord name="LoadText" func="yes"> + <Overload retVal="char" descr="Load chars array from text file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadShader" func="yes"> + <Overload retVal="Shader" descr="Load shader from files and bind default locations"> + <Param name="const char *vsFileName" /> + <Param name="const char *fsFileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadShaderCode" func="yes"> + <Overload retVal="Shader" descr="Load shader from code strings and bind default locations"> + <Param name="char *vsCode" /> + <Param name="char *fsCode" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadShader" func="yes"> + <Overload retVal="void" descr="Unload shader from GPU memory (VRAM)"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + + <KeyWord name="GetShaderDefault" func="yes"> + <Overload retVal="Shader" descr="Get default shader"></Overload> + </KeyWord> + <KeyWord name="GetTextureDefault" func="yes"> + <Overload retVal="Texture2D" descr="Get default texture"></Overload> + </KeyWord> + + <!-- Shader configuration functions --> + <KeyWord name="GetShaderLocation" func="yes"> + <Overload retVal="int" descr="Get shader uniform location"> + <Param name="Shader shader" /> + <Param name="const char *uniformName" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValue" func="yes"> + <Overload retVal="void" descr="Set shader uniform value (float)"> + <Param name="Shader shader" /> + <Param name="int uniformLoc" /> + <Param name="const float *value" /> + <Param name="int size" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValuei" func="yes"> + <Overload retVal="void" descr="Set shader uniform value (int)"> + <Param name="Shader shader" /> + <Param name="int uniformLoc" /> + <Param name="const int *value" /> + <Param name="int size" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValueMatrix" func="yes"> + <Overload retVal="void" descr="Set shader uniform value (matrix 4x4)"> + <Param name="Shader shader" /> + <Param name="int uniformLoc" /> + <Param name="Matrix mat" /> + </Overload> + </KeyWord> + <KeyWord name="SetMatrixProjection" func="yes"> + <Overload retVal="void" descr="Set a custom projection matrix (replaces internal projection matrix)"> + <Param name="Matrix proj" /> + </Overload> + </KeyWord> + <KeyWord name="SetMatrixModelview" func="yes"> + <Overload retVal="void" descr="Set a custom modelview matrix (replaces internal modelview matrix)"> + <Param name="Matrix view" /> + </Overload> + </KeyWord> + <KeyWord name="GetMatrixModelview" func="yes"> + <Overload retVal="Matrix" descr="Get internal modelview matrix"> + <Param name="Matrix view" /> + </Overload> + </KeyWord> + + <!-- Texture maps generation (PBR) --> + <!-- NOTE: Required shaders should be provided --> + <KeyWord name="GenTextureCubemap" func="yes"> + <Overload retVal="Texture2D" descr="Generate cubemap texture from HDR texture"> + <Param name="Shader shader" /> + <Param name="Texture2D skyHDR" /> + <Param name="int size" /> + </Overload> + </KeyWord> + <KeyWord name="GenTextureIrradiance" func="yes"> + <Overload retVal="Texture2D" descr="Generate irradiance texture using cubemap data"> + <Param name="Shader shader" /> + <Param name="Texture2D cubemap" /> + <Param name="int size" /> + </Overload> + </KeyWord> + <KeyWord name="GenTexturePrefilter" func="yes"> + <Overload retVal="Texture2D" descr="Generate prefilter texture using cubemap data"> + <Param name="Shader shader" /> + <Param name="Texture2D cubemap" /> + <Param name="int size" /> + </Overload> + </KeyWord> + <KeyWord name="GenTextureBRDF" func="yes"> + <Overload retVal="Texture2D" descr="Generate BRDF texture using cubemap data"> + <Param name="Shader shader" /> + <Param name="Texture2D cubemap" /> + <Param name="int size" /> + </Overload> + </KeyWord> + + <!-- Shading begin/end functions --> + <KeyWord name="BeginShaderMode" func="yes"> + <Overload retVal="void" descr="Begin custom shader drawing"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + <KeyWord name="EndShaderMode" func="yes"> + <Overload retVal="void" descr="End custom shader drawing (use default shader)"></Overload> + </KeyWord> + <KeyWord name="BeginBlendMode" func="yes"> + <Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied)"> + <Param name="int mode" /> + </Overload> + </KeyWord> + <KeyWord name="EndBlendMode" func="yes"> + <Overload retVal="void" descr="End blending mode (reset to default: alpha blending)"></Overload> + </KeyWord> + + <!-- VR control functions --> + <KeyWord name="GetVrDeviceInfo" func="yes"> + <Overload retVal="VrDeviceInfo" descr="Get VR device information for some standard devices"> + <Param name="int vrDeviceType" /> + </Overload> + </KeyWord> + <KeyWord name="InitVrSimulator" func="yes"> + <Overload retVal="void" descr="Init VR simulator for selected device parameters"> + <Param name="VrDeviceInfo info" /> + </Overload> + </KeyWord> + <KeyWord name="CloseVrSimulator" func="yes"> + <Overload retVal="void" descr="Close VR simulator for current device"></Overload> + </KeyWord> + <KeyWord name="IsVrSimulatorReady" func="yes"> + <Overload retVal="bool" descr="Detect if VR simulator is ready"></Overload> + </KeyWord> + <KeyWord name="SetVrDistortionShader" func="yes"> + <Overload retVal="void" descr="Set VR distortion shader for stereoscopic rendering"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateVrTracking" func="yes"> + <Overload retVal="void" descr="Update VR tracking (position and orientation) and camera"> + <Param name="Camera *camera" /> + </Overload> + </KeyWord> + <KeyWord name="ToggleVrMode" func="yes"> + <Overload retVal="void" descr="Enable/Disable VR experience"></Overload> + </KeyWord> + <KeyWord name="BeginVrDrawing" func="yes"> + <Overload retVal="void" descr="Begin VR simulator stereo rendering"></Overload> + </KeyWord> + <KeyWord name="EndVrDrawing" func="yes"> + <Overload retVal="void" descr="End VR simulator stereo rendering"></Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Audio Loading and Playing Functions (Module: audio) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Audio device management functions --> + <KeyWord name="InitAudioDevice" func="yes"> + <Overload retVal="void" descr="Initialize audio device and context"></Overload> + </KeyWord> + <KeyWord name="CloseAudioDevice" func="yes"> + <Overload retVal="void" descr="Close the audio device and context"></Overload> + </KeyWord> + <KeyWord name="IsAudioDeviceReady" func="yes"> + <Overload retVal="bool" descr="Check if audio device has been initialized successfully"></Overload> + </KeyWord> + <KeyWord name="SetMasterVolume" func="yes"> + <Overload retVal="void" descr="Set master volume (listener)"> + <Param name="float volume" /> + </Overload> + </KeyWord> + + <!-- Wave/Sound loading/unloading functions --> + <KeyWord name="LoadWave" func="yes"> + <Overload retVal="Wave" descr="Load wave data from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadWaveEx" func="yes"> + <Overload retVal="Wave" descr="Load wave data from raw array data"></Overload> + </KeyWord> + <KeyWord name="LoadSound" func="yes"> + <Overload retVal="Sound" descr="Load sound from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadSoundFromWave" func="yes"> + <Overload retVal="Sound" descr="Load sound from wave data"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateSound" func="yes"> + <Overload retVal="void" descr="Update sound buffer with new data"> + <Param name="Sound sound" /> + <Param name="const void *data" /> + <Param name="int samplesCount" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadWave" func="yes"> + <Overload retVal="void" descr="Unload wave data"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadSound" func="yes"> + <Overload retVal="void" descr="Unload sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + + <!-- Wave/Sound management functions --> + <KeyWord name="PlaySound" func="yes"> + <Overload retVal="void" descr="Play a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="PauseSound" func="yes"> + <Overload retVal="void" descr="Pause a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="ResumeSound" func="yes"> + <Overload retVal="void" descr="Resume a paused sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="StopSound" func="yes"> + <Overload retVal="void" descr="Stop playing a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="IsSoundPlaying" func="yes"> + <Overload retVal="bool" descr="Check if a sound is currently playing"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="SetSoundVolume" func="yes"> + <Overload retVal="void" descr="Set volume for a sound (1.0 is max level)"> + <Param name="Sound sound" /> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="SetSoundPitch" func="yes"> + <Overload retVal="void" descr="Set pitch for a sound (1.0 is base level)"> + <Param name="Sound sound" /> + <Param name="float pitch" /> + </Overload> + </KeyWord> + <KeyWord name="WaveFormat" func="yes"> + <Overload retVal="void" descr="Convert wave data to desired format"> + <Param name="Wave *wave" /> + <Param name="int sampleRate" /> + <Param name="int sampleSize" /> + <Param name="int channels" /> + </Overload> + </KeyWord> + <KeyWord name="WaveCopy" func="yes"> + <Overload retVal="Wave" descr="Copy a wave to a new wave"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="WaveCrop" func="yes"> + <Overload retVal="void" descr="Crop a wave to defined samples range"> + <Param name="Wave *wave" /> + <Param name="int initSample" /> + <Param name="int finalSample" /> + </Overload> + </KeyWord> + <KeyWord name="GetWaveData" func="yes"> + <Overload retVal="float" descr="Get samples data from wave as a floats array"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + + <!-- Music management functions --> + <KeyWord name="LoadMusicStream" func="yes"> + <Overload retVal="Music" descr="Load music stream from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadMusicStream" func="yes"> + <Overload retVal="void" descr="Unload music stream"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="PlayMusicStream" func="yes"> + <Overload retVal="void" descr="Start music playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateMusicStream" func="yes"> + <Overload retVal="void" descr="Updates buffers for music streaming"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="StopMusicStream" func="yes"> + <Overload retVal="void" descr="Stop music playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="PauseMusicStream" func="yes"> + <Overload retVal="void" descr="Pause music playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="ResumeMusicStream" func="yes"> + <Overload retVal="void" descr="Resume playing paused music"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="IsMusicPlaying" func="yes"> + <Overload retVal="bool" descr="Check if music is playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="SetMusicVolume" func="yes"> + <Overload retVal="void" descr="Set volume for music (1.0 is max level)"> + <Param name="Music music" /> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="SetMusicPitch" func="yes"> + <Overload retVal="void" descr="Set pitch for a music (1.0 is base level)"> + <Param name="Music music" /> + <Param name="float pitch" /> + </Overload> + </KeyWord> + <KeyWord name="SetMusicLoopCount" func="yes"> + <Overload retVal="void" descr="Set music loop count (loop repeats)"> + <Param name="Music music" /> + <Param name="int count" /> + </Overload> + </KeyWord> + <KeyWord name="GetMusicTimeLength" func="yes"> + <Overload retVal="float" descr="Get music time length (in seconds)"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="GetMusicTimePlayed" func="yes"> + <Overload retVal="float" descr="Get current music time played (in seconds)"> + <Param name="Music music" /> + </Overload> + </KeyWord> + + <!-- AudioStream management functions --> + <KeyWord name="InitAudioStream" func="yes"> + <Overload retVal="AudioStream" descr="Init audio stream (to stream raw audio pcm data)"> + <Param name="unsigned int sampleRate" /> + <Param name="unsigned int sampleSize" /> + <Param name="unsigned int channels" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateAudioStream" func="yes"> + <Overload retVal="void" descr="Update audio stream buffers with data"> + <Param name="AudioStream stream" /> + <Param name="const void *data" /> + <Param name="int samplesCount" /> + </Overload> + </KeyWord> + <KeyWord name="CloseAudioStream" func="yes"> + <Overload retVal="void" descr="Close audio stream and free memory"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="IsAudioBufferProcessed" func="yes"> + <Overload retVal="bool" descr="Check if any audio stream buffers requires refill"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="PlayAudioStream" func="yes"> + <Overload retVal="void" descr="Play audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="PauseAudioStream" func="yes"> + <Overload retVal="void" descr="Pause audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="ResumeAudioStream" func="yes"> + <Overload retVal="void" descr="Resume audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="IsAudioStreamPlaying" func="yes"> + <Overload retVal="bool" descr="Check if audio stream is playing"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="StopAudioStream" func="yes"> + <Overload retVal="void" descr="Stop audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamVolume" func="yes"> + <Overload retVal="void" descr="Set volume for audio stream (1.0 is max level)"> + <Param name="AudioStream stream" /> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamPitch" func="yes"> + <Overload retVal="void" descr="Set pitch for audio stream (1.0 is base level)"> + <Param name="AudioStream stream" /> + <Param name="float pitch" /> + </Overload> + </KeyWord> + </AutoComplete> +</NotepadPlus>
\ No newline at end of file diff --git a/projects/Notepad++/npes_saved.txt b/projects/Notepad++/npes_saved.txt Binary files differnew file mode 100644 index 00000000..ecc5c524 --- /dev/null +++ b/projects/Notepad++/npes_saved.txt diff --git a/projects/Notepad++/raylib_npp_parser/raylib_npp.xml b/projects/Notepad++/raylib_npp_parser/raylib_npp.xml new file mode 100644 index 00000000..8144c8fb --- /dev/null +++ b/projects/Notepad++/raylib_npp_parser/raylib_npp.xml @@ -0,0 +1,2030 @@ + <!-------------------------------------------------------------------------------------- --> + <!-- Window and Graphics Device Functions (Module: core) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Window-related functions --> + <KeyWord name="InitWindow" func="yes"> + <Overload retVal="void" descr="Initialize window and OpenGL context"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="const char *title" /> + </Overload> + </KeyWord> + <KeyWord name="CloseWindow" func="yes"> + <Overload retVal="void" descr="Close window and unload OpenGL context"></Overload> + </KeyWord> + <KeyWord name="IsWindowReady" func="yes"> + <Overload retVal="bool" descr="Check if window has been initialized successfully"></Overload> + </KeyWord> + <KeyWord name="WindowShouldClose" func="yes"> + <Overload retVal="bool" descr="Check if KEY_ESCAPE pressed or Close icon pressed"></Overload> + </KeyWord> + <KeyWord name="IsWindowMinimized" func="yes"> + <Overload retVal="bool" descr="Check if window has been minimized (or lost focus)"></Overload> + </KeyWord> + <KeyWord name="ToggleFullscreen" func="yes"> + <Overload retVal="void" descr="Toggle fullscreen mode (only PLATFORM_DESKTOP)"></Overload> + </KeyWord> + <KeyWord name="SetWindowIcon" func="yes"> + <Overload retVal="void" descr="Set icon for window (only PLATFORM_DESKTOP)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowTitle" func="yes"> + <Overload retVal="void" descr="Set title for window (only PLATFORM_DESKTOP)"> + <Param name="const char *title" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowPosition" func="yes"> + <Overload retVal="void" descr="Set window position on screen (only PLATFORM_DESKTOP)"> + <Param name="int x" /> + <Param name="int y" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowMonitor" func="yes"> + <Overload retVal="void" descr="Set monitor for the current window (fullscreen mode)"> + <Param name="int monitor" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowMinSize" func="yes"> + <Overload retVal="void" descr="Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="SetWindowSize" func="yes"> + <Overload retVal="void" descr="Set window dimensions"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="GetScreenWidth" func="yes"> + <Overload retVal="int" descr="Get current screen width"></Overload> + </KeyWord> + <KeyWord name="GetScreenHeight" func="yes"> + <Overload retVal="int" descr="Get current screen height"></Overload> + </KeyWord> + + <!-- Cursor-related functions --> + <KeyWord name="ShowCursor" func="yes"> + <Overload retVal="void" descr="Shows cursor"></Overload> + </KeyWord> + <KeyWord name="HideCursor" func="yes"> + <Overload retVal="void" descr="Hides cursor"></Overload> + </KeyWord> + <KeyWord name="IsCursorHidden" func="yes"> + <Overload retVal="bool" descr="Check if cursor is not visible"></Overload> + </KeyWord> + <KeyWord name="EnableCursor" func="yes"> + <Overload retVal="void" descr="Enables cursor (unlock cursor)"></Overload> + </KeyWord> + <KeyWord name="DisableCursor" func="yes"> + <Overload retVal="void" descr="Disables cursor (lock cursor)"></Overload> + </KeyWord> + + <!-- Drawing-related functions --> + <KeyWord name="ClearBackground" func="yes"> + <Overload retVal="void" descr="Set background color (framebuffer clear color)"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="BeginDrawing" func="yes"> + <Overload retVal="void" descr="Setup canvas (framebuffer) to start drawing"></Overload> + </KeyWord> + <KeyWord name="EndDrawing" func="yes"> + <Overload retVal="void" descr="End canvas drawing and swap buffers (double buffering)"></Overload> + </KeyWord> + <KeyWord name="BeginMode2D" func="yes"> + <Overload retVal="void" descr="Initialize 2D mode with custom camera (2D)"> + <Param name="Camera2D camera" /> + </Overload> + </KeyWord> + <KeyWord name="EndMode2D" func="yes"> + <Overload retVal="void" descr="Ends 2D mode with custom camera"></Overload> + </KeyWord> + <KeyWord name="BeginMode3D" func="yes"> + <Overload retVal="void" descr="Initializes 3D mode with custom camera (3D)"> + <Param name="Camera3D camera" /> + </Overload> + </KeyWord> + <KeyWord name="EndMode3D" func="yes"> + <Overload retVal="void" descr="Ends 3D mode and returns to default 2D orthographic mode"></Overload> + </KeyWord> + <KeyWord name="BeginTextureMode" func="yes"> + <Overload retVal="void" descr="Initializes render texture for drawing"> + <Param name="RenderTexture2D target" /> + </Overload> + </KeyWord> + <KeyWord name="EndTextureMode" func="yes"> + <Overload retVal="void" descr="Ends drawing to render texture"></Overload> + </KeyWord> + + <!-- Screen-space-related functions --> + <KeyWord name="GetMouseRay" func="yes"> + <Overload retVal="Ray" descr="Returns a ray trace from mouse position"> + <Param name="Vector2 mousePosition" /> + <Param name="Camera camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorldToScreen" func="yes"> + <Overload retVal="Vector2" descr="Returns the screen space position for a 3d world space position"> + <Param name="Vector3 position" /> + <Param name="Camera camera" /> + </Overload> + </KeyWord> + <KeyWord name="GetCameraMatrix" func="yes"> + <Overload retVal="Matrix" descr="Returns camera transform matrix (view matrix)"> + <Param name="Camera camera" /> + </Overload> + </KeyWord> + + <!-- Timming-related functions --> + <KeyWord name="SetTargetFPS" func="yes"> + <Overload retVal="void" descr="Set target FPS (maximum)"> + <Param name="int fps" /> + </Overload> + </KeyWord> + <KeyWord name="GetFPS" func="yes"> + <Overload retVal="int" descr="Returns current FPS"></Overload> + </KeyWord> + <KeyWord name="GetFrameTime" func="yes"> + <Overload retVal="float" descr="Returns time in seconds for last frame drawn"></Overload> + </KeyWord> + <KeyWord name="GetTime" func="yes"> + <Overload retVal="double" descr="Returns elapsed time in seconds since InitWindow()"></Overload> + </KeyWord> + + <!-- Color-related functions --> + <KeyWord name="ColorToInt" func="yes"> + <Overload retVal="int" descr="Returns hexadecimal value for a Color"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorNormalize" func="yes"> + <Overload retVal="Vector4" descr="Returns color normalized as float [0..1]"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ColorToHSV" func="yes"> + <Overload retVal="Vector3" descr="Returns HSV values for a Color"> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="GetColor" func="yes"> + <Overload retVal="Color" descr="Returns a Color struct from hexadecimal value"> + <Param name="int hexValue" /> + </Overload> + </KeyWord> + <KeyWord name="Fade" func="yes"> + <Overload retVal="Color" descr="Color fade-in or fade-out, alpha goes from 0.0f to 1.0f"> + <Param name="Color color" /> + <Param name="float alpha" /> + </Overload> + </KeyWord> + + <!-- Misc. functions --> + <KeyWord name="ShowLogo" func="yes"> + <Overload retVal="void" descr="Activate raylib logo at startup (can be done with flags)"></Overload> + </KeyWord> + <KeyWord name="SetConfigFlags" func="yes"> + <Overload retVal="void" descr="Setup window configuration flags (view FLAGS)"> + <Param name="unsigned char flags" /> + </Overload> + </KeyWord> + <KeyWord name="SetTraceLog" func="yes"> + <Overload retVal="void" descr="Enable trace log message types (bit flags based)"> + <Param name="unsigned char types" /> + </Overload> + </KeyWord> + <KeyWord name="TraceLog" func="yes"> + <Overload retVal="void" descr="Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)"> + <Param name="int logType" /> + <Param name="const char *text" /> + <Param name="..." /> + </Overload> + </KeyWord> + <KeyWord name="TakeScreenshot" func="yes"> + <Overload retVal="void" descr="Takes a screenshot of current screen (saved a .png)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="GetRandomValue" func="yes"> + <Overload retVal="int" descr="Returns a random value between min and max (both included)"> + <Param name="int min" /> + <Param name="int max" /> + </Overload> + </KeyWord> + + <!-- Files management functions --> + <KeyWord name="IsFileExtension" func="yes"> + <Overload retVal="bool" descr="Check file extension"> + <Param name="const char *fileName" /> + <Param name="const char *ext" /> + </Overload> + </KeyWord> + <KeyWord name="GetExtension" func="yes"> + <Overload retVal="const char" descr="Get pointer to extension for a filename string"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="GetFileName" func="yes"> + <Overload retVal="const char" descr="Get pointer to filename for a path string"> + <Param name="const char *filePath" /> + </Overload> + </KeyWord> + <KeyWord name="GetDirectoryPath" func="yes"> + <Overload retVal="const char" descr="Get full path for a given fileName (uses static string)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="GetWorkingDirectory" func="yes"> + <Overload retVal="const char" descr="Get current working directory (uses static string)"></Overload> + </KeyWord> + <KeyWord name="ChangeDirectory" func="yes"> + <Overload retVal="bool" descr="Change working directory, returns true if success"> + <Param name="const char *dir" /> + </Overload> + </KeyWord> + <KeyWord name="IsFileDropped" func="yes"> + <Overload retVal="bool" descr="Check if a file has been dropped into window"></Overload> + </KeyWord> + <KeyWord name="GetDroppedFiles" func="yes"> + <Overload retVal="char" descr="Get dropped files names"> + <Param name="int *count" /> + </Overload> + </KeyWord> + <KeyWord name="ClearDroppedFiles" func="yes"> + <Overload retVal="void" descr="Clear dropped files paths buffer"></Overload> + </KeyWord> + + <!-- Persistent storage management --> + <KeyWord name="StorageSaveValue" func="yes"> + <Overload retVal="void" descr="Save integer value to storage file (to defined position)"> + <Param name="int position" /> + <Param name="int value" /> + </Overload> + </KeyWord> + <KeyWord name="StorageLoadValue" func="yes"> + <Overload retVal="int" descr="Load integer value from storage file (from defined position)"> + <Param name="int position" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Input Handling Functions (Module: core) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Input-related functions: keyboard --> + <KeyWord name="IsKeyPressed" func="yes"> + <Overload retVal="bool" descr="Detect if a key has been pressed once"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyDown" func="yes"> + <Overload retVal="bool" descr="Detect if a key is being pressed"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyReleased" func="yes"> + <Overload retVal="bool" descr="Detect if a key has been released once"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="IsKeyUp" func="yes"> + <Overload retVal="bool" descr="Detect if a key is NOT being pressed"> + <Param name="int key" /> + </Overload> + </KeyWord> + <KeyWord name="GetKeyPressed" func="yes"> + <Overload retVal="int" descr="Get latest key pressed"></Overload> + </KeyWord> + <KeyWord name="SetExitKey" func="yes"> + <Overload retVal="void" descr="Set a custom key to exit program (default is ESC)"> + <Param name="int key" /> + </Overload> + </KeyWord> + + <!-- Input-related functions: gamepads --> + <KeyWord name="IsGamepadAvailable" func="yes"> + <Overload retVal="bool" descr="Detect if a gamepad is available"> + <Param name="int gamepad" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadName" func="yes"> + <Overload retVal="bool" descr="Check gamepad name (if available)"> + <Param name="int gamepad" /> + <Param name="const char *name" /> + </Overload> + </KeyWord> + <KeyWord name="GetGamepadName" func="yes"> + <Overload retVal="const char" descr="Return gamepad internal name id"> + <Param name="int gamepad" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonPressed" func="yes"> + <Overload retVal="bool" descr="Detect if a gamepad button has been pressed once"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonDown" func="yes"> + <Overload retVal="bool" descr="Detect if a gamepad button is being pressed"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonReleased" func="yes"> + <Overload retVal="bool" descr="Detect if a gamepad button has been released once"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsGamepadButtonUp" func="yes"> + <Overload retVal="bool" descr="Detect if a gamepad button is NOT being pressed"> + <Param name="int gamepad" /> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="GetGamepadButtonPressed" func="yes"> + <Overload retVal="int" descr="Get the last gamepad button pressed"></Overload> + </KeyWord> + <KeyWord name="GetGamepadAxisCount" func="yes"> + <Overload retVal="int" descr="Return gamepad axis count for a gamepad"> + <Param name="int gamepad" /> + </Overload> + </KeyWord> + <KeyWord name="GetGamepadAxisMovement" func="yes"> + <Overload retVal="float" descr="Return axis movement value for a gamepad axis"> + <Param name="int gamepad" /> + <Param name="int axis" /> + </Overload> + </KeyWord> + + <!-- Input-related functions: mouse --> + <KeyWord name="IsMouseButtonPressed" func="yes"> + <Overload retVal="bool" descr="Detect if a mouse button has been pressed once"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsMouseButtonDown" func="yes"> + <Overload retVal="bool" descr="Detect if a mouse button is being pressed"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsMouseButtonReleased" func="yes"> + <Overload retVal="bool" descr="Detect if a mouse button has been released once"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="IsMouseButtonUp" func="yes"> + <Overload retVal="bool" descr="Detect if a mouse button is NOT being pressed"> + <Param name="int button" /> + </Overload> + </KeyWord> + <KeyWord name="GetMouseX" func="yes"> + <Overload retVal="int" descr="Returns mouse position X"></Overload> + </KeyWord> + <KeyWord name="GetMouseY" func="yes"> + <Overload retVal="int" descr="Returns mouse position Y"></Overload> + </KeyWord> + <KeyWord name="GetMousePosition" func="yes"> + <Overload retVal="Vector2" descr="Returns mouse position XY"></Overload> + </KeyWord> + <KeyWord name="SetMousePosition" func="yes"> + <Overload retVal="void" descr="Set mouse position XY"> + <Param name="Vector2 position" /> + </Overload> + </KeyWord> + <KeyWord name="SetMouseScale" func="yes"> + <Overload retVal="void" descr="Set mouse scaling"> + <Param name="float scale" /> + </Overload> + </KeyWord> + <KeyWord name="GetMouseWheelMove" func="yes"> + <Overload retVal="int" descr="Returns mouse wheel movement Y"></Overload> + </KeyWord> + + <!-- Input-related functions: touch --> + <KeyWord name="GetTouchX" func="yes"> + <Overload retVal="int" descr="Returns touch position X for touch point 0 (relative to screen size)"></Overload> + </KeyWord> + <KeyWord name="GetTouchY" func="yes"> + <Overload retVal="int" descr="Returns touch position Y for touch point 0 (relative to screen size)"></Overload> + </KeyWord> + <KeyWord name="GetTouchPosition" func="yes"> + <Overload retVal="Vector2" descr="Returns touch position XY for a touch point index (relative to screen size)"> + <Param name="int index" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Gestures and Touch Handling Functions (Module: gestures) --> + <!-------------------------------------------------------------------------------------- --> + <KeyWord name="SetGesturesEnabled" func="yes"> + <Overload retVal="void" descr="Enable a set of gestures using flags"> + <Param name="unsigned int gestureFlags" /> + </Overload> + </KeyWord> + <KeyWord name="IsGestureDetected" func="yes"> + <Overload retVal="bool" descr="Check if a gesture have been detected"> + <Param name="int gesture" /> + </Overload> + </KeyWord> + <KeyWord name="GetGestureDetected" func="yes"> + <Overload retVal="int" descr="Get latest detected gesture"></Overload> + </KeyWord> + <KeyWord name="GetTouchPointsCount" func="yes"> + <Overload retVal="int" descr="Get touch points count"></Overload> + </KeyWord> + <KeyWord name="GetGestureHoldDuration" func="yes"> + <Overload retVal="float" descr="Get gesture hold time in milliseconds"></Overload> + </KeyWord> + <KeyWord name="GetGestureDragVector" func="yes"> + <Overload retVal="Vector2" descr="Get gesture drag vector"></Overload> + </KeyWord> + <KeyWord name="GetGestureDragAngle" func="yes"> + <Overload retVal="float" descr="Get gesture drag angle"></Overload> + </KeyWord> + <KeyWord name="GetGesturePinchVector" func="yes"> + <Overload retVal="Vector2" descr="Get gesture pinch delta"></Overload> + </KeyWord> + <KeyWord name="GetGesturePinchAngle" func="yes"> + <Overload retVal="float" descr="Get gesture pinch angle"></Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Camera System Functions (Module: camera) --> + <!-------------------------------------------------------------------------------------- --> + <KeyWord name="SetCameraMode" func="yes"> + <Overload retVal="void" descr="Set camera mode (multiple camera modes available)"> + <Param name="Camera camera" /> + <Param name="int mode" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateCamera" func="yes"> + <Overload retVal="void" descr="Update camera position for selected mode"> + <Param name="Camera *camera" /> + </Overload> + </KeyWord> + + <KeyWord name="SetCameraPanControl" func="yes"> + <Overload retVal="void" descr="Set camera pan key to combine with mouse movement (free camera)"> + <Param name="int panKey" /> + </Overload> + </KeyWord> + <KeyWord name="SetCameraAltControl" func="yes"> + <Overload retVal="void" descr="Set camera alt key to combine with mouse movement (free camera)"> + <Param name="int altKey" /> + </Overload> + </KeyWord> + <KeyWord name="SetCameraSmoothZoomControl" func="yes"> + <Overload retVal="void" descr="Set camera smooth zoom key to combine with mouse (free camera)"> + <Param name="int szKey" /> + </Overload> + </KeyWord> + <KeyWord name="SetCameraMoveControls" func="yes"> + <Overload retVal="void" descr="Set camera move controls (1st person and 3rd person cameras)"> + <Param name="int frontKey" /> + <Param name="int backKey" /> + <Param name="int rightKey" /> + <Param name="int leftKey" /> + <Param name="int upKey" /> + <Param name="int downKey" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Basic Shapes Drawing Functions (Module: shapes) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Basic shapes drawing functions --> + <KeyWord name="DrawPixel" func="yes"> + <Overload retVal="void" descr="Draw a pixel"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPixelV" func="yes"> + <Overload retVal="void" descr="Draw a pixel (Vector version)"> + <Param name="Vector2 position" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLine" func="yes"> + <Overload retVal="void" descr="Draw a line"> + <Param name="int startPosX" /> + <Param name="int startPosY" /> + <Param name="int endPosX" /> + <Param name="int endPosY" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineV" func="yes"> + <Overload retVal="void" descr="Draw a line (Vector version)"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineEx" func="yes"> + <Overload retVal="void" descr="Draw a line defining thickness"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawLineBezier" func="yes"> + <Overload retVal="void" descr="Draw a line using cubic-bezier curves in-out"> + <Param name="Vector2 startPos" /> + <Param name="Vector2 endPos" /> + <Param name="float thick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircle" func="yes"> + <Overload retVal="void" descr="Draw a color-filled circle"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleGradient" func="yes"> + <Overload retVal="void" descr="Draw a gradient-filled circle"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radius" /> + <Param name="Color color1" /> + <Param name="Color color2" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleV" func="yes"> + <Overload retVal="void" descr="Draw a color-filled circle (Vector version)"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircleLines" func="yes"> + <Overload retVal="void" descr="Draw circle outline"> + <Param name="int centerX" /> + <Param name="int centerY" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangle" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleV" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle (Vector version)"> + <Param name="Vector2 position" /> + <Param name="Vector2 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleRec" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle"> + <Param name="Rectangle rec" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectanglePro" func="yes"> + <Overload retVal="void" descr="Draw a color-filled rectangle with pro parameters"> + <Param name="Rectangle rec" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleGradientV" func="yes"> + <Overload retVal="void" descr="Draw a vertical-gradient-filled rectangle"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color1" /> + <Param name="Color color2" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleGradientH" func="yes"> + <Overload retVal="void" descr="Draw a horizontal-gradient-filled rectangle"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color1" /> + <Param name="Color color2" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleGradientEx" func="yes"> + <Overload retVal="void" descr="Draw a gradient-filled rectangle with custom vertex colors"> + <Param name="Rectangle rec" /> + <Param name="Color col1" /> + <Param name="Color col2" /> + <Param name="Color col3" /> + <Param name="Color col4" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleLines" func="yes"> + <Overload retVal="void" descr="Draw rectangle outline"> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRectangleLinesEx" func="yes"> + <Overload retVal="void" descr="Draw rectangle outline with extended parameters"> + <Param name="Rectangle rec" /> + <Param name="int lineThick" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangle" func="yes"> + <Overload retVal="void" descr="Draw a color-filled triangle"> + <Param name="Vector2 v1" /> + <Param name="Vector2 v2" /> + <Param name="Vector2 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTriangleLines" func="yes"> + <Overload retVal="void" descr="Draw triangle outline"> + <Param name="Vector2 v1" /> + <Param name="Vector2 v2" /> + <Param name="Vector2 v3" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPoly" func="yes"> + <Overload retVal="void" descr="Draw a regular polygon (Vector version)"> + <Param name="Vector2 center" /> + <Param name="int sides" /> + <Param name="float radius" /> + <Param name="float rotation" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPolyEx" func="yes"> + <Overload retVal="void" descr="Draw a closed polygon defined by points"> + <Param name="Vector2 *points" /> + <Param name="int numPoints" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPolyExLines" func="yes"> + <Overload retVal="void" descr="Draw polygon lines"> + <Param name="Vector2 *points" /> + <Param name="int numPoints" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + + <!-- Basic shapes collision detection functions --> + <KeyWord name="CheckCollisionRecs" func="yes"> + <Overload retVal="bool" descr="Check collision between two rectangles"> + <Param name="Rectangle rec1" /> + <Param name="Rectangle rec2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionCircles" func="yes"> + <Overload retVal="bool" descr="Check collision between two circles"> + <Param name="Vector2 center1" /> + <Param name="float radius1" /> + <Param name="Vector2 center2" /> + <Param name="float radius2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionCircleRec" func="yes"> + <Overload retVal="bool" descr="Check collision between circle and rectangle"> + <Param name="Vector2 center" /> + <Param name="float radius" /> + <Param name="Rectangle rec" /> + </Overload> + </KeyWord> + <KeyWord name="GetCollisionRec" func="yes"> + <Overload retVal="Rectangle" descr="Get collision rectangle for two rectangles collision"> + <Param name="Rectangle rec1" /> + <Param name="Rectangle rec2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointRec" func="yes"> + <Overload retVal="bool" descr="Check if point is inside rectangle"> + <Param name="Vector2 point" /> + <Param name="Rectangle rec" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointCircle" func="yes"> + <Overload retVal="bool" descr="Check if point is inside circle"> + <Param name="Vector2 point" /> + <Param name="Vector2 center" /> + <Param name="float radius" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionPointTriangle" func="yes"> + <Overload retVal="bool" descr="Check if point is inside a triangle"> + <Param name="Vector2 point" /> + <Param name="Vector2 p1" /> + <Param name="Vector2 p2" /> + <Param name="Vector2 p3" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Texture Loading and Drawing Functions (Module: textures) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Image/Texture2D data loading/unloading/saving functions --> + <KeyWord name="LoadImage" func="yes"> + <Overload retVal="Image" descr="Load image from file into CPU memory (RAM)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImageEx" func="yes"> + <Overload retVal="Image" descr="Load image from Color array data (RGBA - 32bit)"> + <Param name="Color *pixels" /> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="LoadImagePro" func="yes"> + <Overload retVal="Image" descr="Load image from raw data with parameters"></Overload> + </KeyWord> + <KeyWord name="LoadImageRaw" func="yes"> + <Overload retVal="Image" descr="Load image from RAW file data"> + <Param name="const char *fileName" /> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int format" /> + <Param name="int headerSize" /> + </Overload> + </KeyWord> + <KeyWord name="ExportImage" func="yes"> + <Overload retVal="void" descr="Export image as a PNG file"> + <Param name="const char *fileName" /> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="LoadTexture" func="yes"> + <Overload retVal="Texture2D" descr="Load texture from file into GPU memory (VRAM)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadTextureFromImage" func="yes"> + <Overload retVal="Texture2D" descr="Load texture from image data"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="LoadRenderTexture" func="yes"> + <Overload retVal="RenderTexture2D" descr="Load texture for rendering (framebuffer)"> + <Param name="int width" /> + <Param name="int height" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadImage" func="yes"> + <Overload retVal="void" descr="Unload image from CPU memory (RAM)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadTexture" func="yes"> + <Overload retVal="void" descr="Unload texture from GPU memory (VRAM)"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadRenderTexture" func="yes"> + <Overload retVal="void" descr="Unload render texture from GPU memory (VRAM)"> + <Param name="RenderTexture2D target" /> + </Overload> + </KeyWord> + <KeyWord name="GetImageData" func="yes"> + <Overload retVal="Color" descr="Get pixel data from image as a Color struct array"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="GetPixelDataSize" func="yes"> + <Overload retVal="int" descr="Get pixel data size in bytes (image or texture)"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int format" /> + </Overload> + </KeyWord> + <KeyWord name="GetTextureData" func="yes"> + <Overload retVal="Image" descr="Get pixel data from GPU texture and return an Image"> + <Param name="Texture2D texture" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateTexture" func="yes"> + <Overload retVal="void" descr="Update GPU texture with new data"> + <Param name="Texture2D texture" /> + <Param name="const void *pixels" /> + </Overload> + </KeyWord> + + <!-- Image manipulation functions --> + <KeyWord name="ImageCopy" func="yes"> + <Overload retVal="Image" descr="Create an image duplicate (useful for transformations)"> + <Param name="Image image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageToPOT" func="yes"> + <Overload retVal="void" descr="Convert image to POT (power-of-two)"> + <Param name="Image *image" /> + <Param name="Color fillColor" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFormat" func="yes"> + <Overload retVal="void" descr="Convert image data to desired format"> + <Param name="Image *image" /> + <Param name="int newFormat" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaMask" func="yes"> + <Overload retVal="void" descr="Apply alpha mask to image"> + <Param name="Image *image" /> + <Param name="Image alphaMask" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaClear" func="yes"> + <Overload retVal="void" descr="Clear alpha channel to desired color"> + <Param name="Image *image" /> + <Param name="Color color" /> + <Param name="float threshold" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaCrop" func="yes"> + <Overload retVal="void" descr="Crop image depending on alpha value"> + <Param name="Image *image" /> + <Param name="float threshold" /> + </Overload> + </KeyWord> + <KeyWord name="ImageAlphaPremultiply" func="yes"> + <Overload retVal="void" descr="Premultiply alpha channel"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageCrop" func="yes"> + <Overload retVal="void" descr="Crop an image to a defined rectangle"> + <Param name="Image *image" /> + <Param name="Rectangle crop" /> + </Overload> + </KeyWord> + <KeyWord name="ImageResize" func="yes"> + <Overload retVal="void" descr="Resize and image (bilinear filtering)"> + <Param name="Image *image" /> + <Param name="int newWidth" /> + <Param name="int newHeight" /> + </Overload> + </KeyWord> + <KeyWord name="ImageResizeNN" func="yes"> + <Overload retVal="void" descr="Resize and image (Nearest-Neighbor scaling algorithm)"> + <Param name="Image *image" /> + <Param name="int newWidth" /> + <Param name="int newHeight" /> + </Overload> + </KeyWord> + <KeyWord name="ImageMipmaps" func="yes"> + <Overload retVal="void" descr="Generate all mipmap levels for a provided image"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDither" func="yes"> + <Overload retVal="void" descr="Dither image data to 16bpp or lower (Floyd-Steinberg dithering)"> + <Param name="Image *image" /> + <Param name="int rBpp" /> + <Param name="int gBpp" /> + <Param name="int bBpp" /> + <Param name="int aBpp" /> + </Overload> + </KeyWord> + <KeyWord name="ImageText" func="yes"> + <Overload retVal="Image" descr="Create an image from text (default font)"> + <Param name="const char *text" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageTextEx" func="yes"> + <Overload retVal="Image" descr="Create an image from text (custom sprite font)"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDraw" func="yes"> + <Overload retVal="void" descr="Draw a source image within a destination image"> + <Param name="Image *dst" /> + <Param name="Image src" /> + <Param name="Rectangle srcRec" /> + <Param name="Rectangle dstRec" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawRectangle" func="yes"> + <Overload retVal="void" descr="Draw rectangle within an image"> + <Param name="Image *dst" /> + <Param name="Vector2 position" /> + <Param name="Rectangle rec" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawText" func="yes"> + <Overload retVal="void" descr="Draw text (default font) within an image (destination)"> + <Param name="Image *dst" /> + <Param name="Vector2 position" /> + <Param name="const char *text" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageDrawTextEx" func="yes"> + <Overload retVal="void" descr="Draw text (custom sprite font) within an image (destination)"> + <Param name="Image *dst" /> + <Param name="Vector2 position" /> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFlipVertical" func="yes"> + <Overload retVal="void" descr="Flip image vertically"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageFlipHorizontal" func="yes"> + <Overload retVal="void" descr="Flip image horizontally"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorTint" func="yes"> + <Overload retVal="void" descr="Modify image color: tint"> + <Param name="Image *image" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorInvert" func="yes"> + <Overload retVal="void" descr="Modify image color: invert"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorGrayscale" func="yes"> + <Overload retVal="void" descr="Modify image color: grayscale"> + <Param name="Image *image" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorContrast" func="yes"> + <Overload retVal="void" descr="Modify image color: contrast (-100 to 100)"> + <Param name="Image *image" /> + <Param name="float contrast" /> + </Overload> + </KeyWord> + <KeyWord name="ImageColorBrightness" func="yes"> + <Overload retVal="void" descr="Modify image color: brightness (-255 to 255)"> + <Param name="Image *image" /> + <Param name="int brightness" /> + </Overload> + </KeyWord> + + <!-- Image generation functions --> + <KeyWord name="GenImageColor" func="yes"> + <Overload retVal="Image" descr="Generate image: plain color"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageGradientV" func="yes"> + <Overload retVal="Image" descr="Generate image: vertical gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color top" /> + <Param name="Color bottom" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageGradientH" func="yes"> + <Overload retVal="Image" descr="Generate image: horizontal gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="Color left" /> + <Param name="Color right" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageGradientRadial" func="yes"> + <Overload retVal="Image" descr="Generate image: radial gradient"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="float density" /> + <Param name="Color inner" /> + <Param name="Color outer" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageChecked" func="yes"> + <Overload retVal="Image" descr="Generate image: checked"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int checksX" /> + <Param name="int checksY" /> + <Param name="Color col1" /> + <Param name="Color col2" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageWhiteNoise" func="yes"> + <Overload retVal="Image" descr="Generate image: white noise"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="float factor" /> + </Overload> + </KeyWord> + <KeyWord name="GenImagePerlinNoise" func="yes"> + <Overload retVal="Image" descr="Generate image: perlin noise"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int offsetX" /> + <Param name="int offsetY" /> + <Param name="float scale" /> + </Overload> + </KeyWord> + <KeyWord name="GenImageCellular" func="yes"> + <Overload retVal="Image" descr="Generate image: cellular algorithm. Bigger tileSize means bigger cells"> + <Param name="int width" /> + <Param name="int height" /> + <Param name="int tileSize" /> + </Overload> + </KeyWord> + + <!-- Texture2D configuration functions --> + <KeyWord name="GenTextureMipmaps" func="yes"> + <Overload retVal="void" descr="Generate GPU mipmaps for a texture"> + <Param name="Texture2D *texture" /> + </Overload> + </KeyWord> + <KeyWord name="SetTextureFilter" func="yes"> + <Overload retVal="void" descr="Set texture scaling filter mode"> + <Param name="Texture2D texture" /> + <Param name="int filterMode" /> + </Overload> + </KeyWord> + <KeyWord name="SetTextureWrap" func="yes"> + <Overload retVal="void" descr="Set texture wrapping mode"> + <Param name="Texture2D texture" /> + <Param name="int wrapMode" /> + </Overload> + </KeyWord> + + <!-- Texture2D drawing functions --> + <KeyWord name="DrawTexture" func="yes"> + <Overload retVal="void" descr="Draw a Texture2D"> + <Param name="Texture2D texture" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureV" func="yes"> + <Overload retVal="void" descr="Draw a Texture2D with position defined as Vector2"> + <Param name="Texture2D texture" /> + <Param name="Vector2 position" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureEx" func="yes"> + <Overload retVal="void" descr="Draw a Texture2D with extended parameters"> + <Param name="Texture2D texture" /> + <Param name="Vector2 position" /> + <Param name="float rotation" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextureRec" func="yes"> + <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle"> + <Param name="Texture2D texture" /> + <Param name="Rectangle sourceRec" /> + <Param name="Vector2 position" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTexturePro" func="yes"> + <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle with 'pro' parameters"> + <Param name="Texture2D texture" /> + <Param name="Rectangle sourceRec" /> + <Param name="Rectangle destRec" /> + <Param name="Vector2 origin" /> + <Param name="float rotation" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Font Loading and Text Drawing Functions (Module: text) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Font loading/unloading functions --> + <KeyWord name="GetDefaultFont" func="yes"> + <Overload retVal="Font" descr="Get the default Font"></Overload> + </KeyWord> + <KeyWord name="LoadFont" func="yes"> + <Overload retVal="Font" descr="Load Font from file into GPU memory (VRAM)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadFontEx" func="yes"> + <Overload retVal="Font" descr="Load Font from file with extended parameters"> + <Param name="const char *fileName" /> + <Param name="int fontSize" /> + <Param name="int charsCount" /> + <Param name="int *fontChars" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadFont" func="yes"> + <Overload retVal="void" descr="Unload Font from GPU memory (VRAM)"> + <Param name="Font font" /> + </Overload> + </KeyWord> + + <!-- Text drawing functions --> + <KeyWord name="DrawFPS" func="yes"> + <Overload retVal="void" descr="Shows current FPS"> + <Param name="int posX" /> + <Param name="int posY" /> + </Overload> + </KeyWord> + <KeyWord name="DrawText" func="yes"> + <Overload retVal="void" descr="Draw text (using default font)"> + <Param name="const char *text" /> + <Param name="int posX" /> + <Param name="int posY" /> + <Param name="int fontSize" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawTextEx" func="yes"> + <Overload retVal="void" descr="Draw text using Font and additional parameters"> + <Param name="Font font" /> + <Param name="const char* text" /> + <Param name="Vector2 position" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-- Text misc. functions --> + <KeyWord name="MeasureText" func="yes"> + <Overload retVal="int" descr="Measure string width for default font"> + <Param name="const char *text" /> + <Param name="int fontSize" /> + </Overload> + </KeyWord> + <KeyWord name="MeasureTextEx" func="yes"> + <Overload retVal="Vector2" descr="Measure string size for Font"> + <Param name="Font font" /> + <Param name="const char *text" /> + <Param name="float fontSize" /> + <Param name="float spacing" /> + </Overload> + </KeyWord> + <KeyWord name="FormatText" func="yes"> + <Overload retVal="const char" descr="Formatting of text with variables to 'embed'"> + <Param name="const char *text" /> + <Param name="..." /> + </Overload> + </KeyWord> + <KeyWord name="SubText" func="yes"> + <Overload retVal="const char" descr="Get a piece of a text string"> + <Param name="const char *text" /> + <Param name="int position" /> + <Param name="int length" /> + </Overload> + </KeyWord> + <KeyWord name="GetGlyphIndex" func="yes"> + <Overload retVal="int" descr="Returns index position for a unicode character on sprite font"> + <Param name="Font font" /> + <Param name="int character" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Basic 3d Shapes Drawing Functions (Module: models) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Basic geometric 3D shapes drawing functions --> + <KeyWord name="DrawLine3D" func="yes"> + <Overload retVal="void" descr="Draw a line in 3D world space"> + <Param name="Vector3 startPos" /> + <Param name="Vector3 endPos" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCircle3D" func="yes"> + <Overload retVal="void" descr="Draw a circle in 3D world space"> + <Param name="Vector3 center" /> + <Param name="float radius" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCube" func="yes"> + <Overload retVal="void" descr="Draw cube"> + <Param name="Vector3 position" /> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCubeV" func="yes"> + <Overload retVal="void" descr="Draw cube (Vector version)"> + <Param name="Vector3 position" /> + <Param name="Vector3 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCubeWires" func="yes"> + <Overload retVal="void" descr="Draw cube wires"> + <Param name="Vector3 position" /> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCubeTexture" func="yes"> + <Overload retVal="void" descr="Draw cube textured"> + <Param name="Texture2D texture" /> + <Param name="Vector3 position" /> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSphere" func="yes"> + <Overload retVal="void" descr="Draw sphere"> + <Param name="Vector3 centerPos" /> + <Param name="float radius" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSphereEx" func="yes"> + <Overload retVal="void" descr="Draw sphere with extended parameters"> + <Param name="Vector3 centerPos" /> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawSphereWires" func="yes"> + <Overload retVal="void" descr="Draw sphere wires"> + <Param name="Vector3 centerPos" /> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCylinder" func="yes"> + <Overload retVal="void" descr="Draw a cylinder/cone"> + <Param name="Vector3 position" /> + <Param name="float radiusTop" /> + <Param name="float radiusBottom" /> + <Param name="float height" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawCylinderWires" func="yes"> + <Overload retVal="void" descr="Draw a cylinder/cone wires"> + <Param name="Vector3 position" /> + <Param name="float radiusTop" /> + <Param name="float radiusBottom" /> + <Param name="float height" /> + <Param name="int slices" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawPlane" func="yes"> + <Overload retVal="void" descr="Draw a plane XZ"> + <Param name="Vector3 centerPos" /> + <Param name="Vector2 size" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawRay" func="yes"> + <Overload retVal="void" descr="Draw a ray line"> + <Param name="Ray ray" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawGrid" func="yes"> + <Overload retVal="void" descr="Draw a grid (centered at (0, 0, 0))"> + <Param name="int slices" /> + <Param name="float spacing" /> + </Overload> + </KeyWord> + <KeyWord name="DrawGizmo" func="yes"> + <Overload retVal="void" descr="Draw simple gizmo"> + <Param name="Vector3 position" /> + </Overload> + </KeyWord> + <!--DrawTorus(), DrawTeapot() could be useful? --> + + <!-------------------------------------------------------------------------------------- --> + <!-- Model 3d Loading and Drawing Functions (Module: models) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Model loading/unloading functions --> + <KeyWord name="LoadModel" func="yes"> + <Overload retVal="Model" descr="Load model from files (mesh and material)"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadModelFromMesh" func="yes"> + <Overload retVal="Model" descr="Load model from generated mesh"> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadModel" func="yes"> + <Overload retVal="void" descr="Unload model from memory (RAM and/or VRAM)"> + <Param name="Model model" /> + </Overload> + </KeyWord> + + <!-- Mesh loading/unloading functions --> + <KeyWord name="LoadMesh" func="yes"> + <Overload retVal="Mesh" descr="Load mesh from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadMesh" func="yes"> + <Overload retVal="void" descr="Unload mesh from memory (RAM and/or VRAM)"> + <Param name="Mesh *mesh" /> + </Overload> + </KeyWord> + <KeyWord name="ExportMesh" func="yes"> + <Overload retVal="void" descr="Export mesh as an OBJ file"> + <Param name="const char *fileName" /> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> + + <!-- Mesh manipulation functions --> + <KeyWord name="MeshBoundingBox" func="yes"> + <Overload retVal="BoundingBox" descr="Compute mesh bounding box limits"> + <Param name="Mesh mesh" /> + </Overload> + </KeyWord> + <KeyWord name="MeshTangents" func="yes"> + <Overload retVal="void" descr="Compute mesh tangents "> + <Param name="Mesh *mesh" /> + </Overload> + </KeyWord> + <KeyWord name="MeshBinormals" func="yes"> + <Overload retVal="void" descr="Compute mesh binormals"> + <Param name="Mesh *mesh" /> + </Overload> + </KeyWord> + + <!-- Mesh generation functions --> + <KeyWord name="GenMeshPlane" func="yes"> + <Overload retVal="Mesh" descr="Generate plane mesh (with subdivisions)"> + <Param name="float width" /> + <Param name="float length" /> + <Param name="int resX" /> + <Param name="int resZ" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCube" func="yes"> + <Overload retVal="Mesh" descr="Generate cuboid mesh"> + <Param name="float width" /> + <Param name="float height" /> + <Param name="float length" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshSphere" func="yes"> + <Overload retVal="Mesh" descr="Generate sphere mesh (standard sphere)"> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshHemiSphere" func="yes"> + <Overload retVal="Mesh" descr="Generate half-sphere mesh (no bottom cap)"> + <Param name="float radius" /> + <Param name="int rings" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCylinder" func="yes"> + <Overload retVal="Mesh" descr="Generate cylinder mesh"> + <Param name="float radius" /> + <Param name="float height" /> + <Param name="int slices" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshTorus" func="yes"> + <Overload retVal="Mesh" descr="Generate torus mesh"> + <Param name="float radius" /> + <Param name="float size" /> + <Param name="int radSeg" /> + <Param name="int sides" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshKnot" func="yes"> + <Overload retVal="Mesh" descr="Generate trefoil knot mesh"> + <Param name="float radius" /> + <Param name="float size" /> + <Param name="int radSeg" /> + <Param name="int sides" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshHeightmap" func="yes"> + <Overload retVal="Mesh" descr="Generate heightmap mesh from image data"> + <Param name="Image heightmap" /> + <Param name="Vector3 size" /> + </Overload> + </KeyWord> + <KeyWord name="GenMeshCubicmap" func="yes"> + <Overload retVal="Mesh" descr="Generate cubes-based map mesh from image data"> + <Param name="Image cubicmap" /> + <Param name="Vector3 cubeSize" /> + </Overload> + </KeyWord> + + <!-- Material loading/unloading functions --> + <KeyWord name="LoadMaterial" func="yes"> + <Overload retVal="Material" descr="Load material from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadMaterialDefault" func="yes"> + <Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload> + </KeyWord> + <KeyWord name="UnloadMaterial" func="yes"> + <Overload retVal="void" descr="Unload material from GPU memory (VRAM)"> + <Param name="Material material" /> + </Overload> + </KeyWord> + + <!-- Model drawing functions --> + <KeyWord name="DrawModel" func="yes"> + <Overload retVal="void" descr="Draw a model (with texture if set)"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelEx" func="yes"> + <Overload retVal="void" descr="Draw a model with extended parameters"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Vector3 scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelWires" func="yes"> + <Overload retVal="void" descr="Draw a model wires (with texture if set)"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="float scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawModelWiresEx" func="yes"> + <Overload retVal="void" descr="Draw a model wires (with texture if set) with extended parameters"> + <Param name="Model model" /> + <Param name="Vector3 position" /> + <Param name="Vector3 rotationAxis" /> + <Param name="float rotationAngle" /> + <Param name="Vector3 scale" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBoundingBox" func="yes"> + <Overload retVal="void" descr="Draw bounding box (wires)"> + <Param name="BoundingBox box" /> + <Param name="Color color" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboard" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Vector3 center" /> + <Param name="float size" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + <KeyWord name="DrawBillboardRec" func="yes"> + <Overload retVal="void" descr="Draw a billboard texture defined by sourceRec"> + <Param name="Camera camera" /> + <Param name="Texture2D texture" /> + <Param name="Rectangle sourceRec" /> + <Param name="Vector3 center" /> + <Param name="float size" /> + <Param name="Color tint" /> + </Overload> + </KeyWord> + + <!-- Collision detection functions --> + <KeyWord name="CheckCollisionSpheres" func="yes"> + <Overload retVal="bool" descr="Detect collision between two spheres"> + <Param name="Vector3 centerA" /> + <Param name="float radiusA" /> + <Param name="Vector3 centerB" /> + <Param name="float radiusB" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionBoxes" func="yes"> + <Overload retVal="bool" descr="Detect collision between two bounding boxes"> + <Param name="BoundingBox box1" /> + <Param name="BoundingBox box2" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionBoxSphere" func="yes"> + <Overload retVal="bool" descr="Detect collision between box and sphere"> + <Param name="BoundingBox box" /> + <Param name="Vector3 centerSphere" /> + <Param name="float radiusSphere" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionRaySphere" func="yes"> + <Overload retVal="bool" descr="Detect collision between ray and sphere"> + <Param name="Ray ray" /> + <Param name="Vector3 spherePosition" /> + <Param name="float sphereRadius" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionRaySphereEx" func="yes"> + <Overload retVal="bool" descr="Detect collision between ray and sphere, returns collision point"> + <Param name="Ray ray" /> + <Param name="Vector3 spherePosition" /> + <Param name="float sphereRadius" /> + <Param name="Vector3 *collisionPoint" /> + </Overload> + </KeyWord> + <KeyWord name="CheckCollisionRayBox" func="yes"> + <Overload retVal="bool" descr="Detect collision between ray and box"> + <Param name="Ray ray" /> + <Param name="BoundingBox box" /> + </Overload> + </KeyWord> + <KeyWord name="GetCollisionRayModel" func="yes"> + <Overload retVal="RayHitInfo" descr="Get collision info between ray and model"> + <Param name="Ray ray" /> + <Param name="Model *model" /> + </Overload> + </KeyWord> + <KeyWord name="GetCollisionRayTriangle" func="yes"> + <Overload retVal="RayHitInfo" descr="Get collision info between ray and triangle"> + <Param name="Ray ray" /> + <Param name="Vector3 p1" /> + <Param name="Vector3 p2" /> + <Param name="Vector3 p3" /> + </Overload> + </KeyWord> + <KeyWord name="GetCollisionRayGround" func="yes"> + <Overload retVal="RayHitInfo" descr="Get collision info between ray and ground plane (Y-normal plane)"> + <Param name="Ray ray" /> + <Param name="float groundHeight" /> + </Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Shaders System Functions (Module: rlgl) --> + <!-- NOTE: This functions are useless when using OpenGL 1.1 --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Shader loading/unloading functions --> + <KeyWord name="LoadText" func="yes"> + <Overload retVal="char" descr="Load chars array from text file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadShader" func="yes"> + <Overload retVal="Shader" descr="Load shader from files and bind default locations"> + <Param name="const char *vsFileName" /> + <Param name="const char *fsFileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadShaderCode" func="yes"> + <Overload retVal="Shader" descr="Load shader from code strings and bind default locations"> + <Param name="char *vsCode" /> + <Param name="char *fsCode" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadShader" func="yes"> + <Overload retVal="void" descr="Unload shader from GPU memory (VRAM)"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + + <KeyWord name="GetShaderDefault" func="yes"> + <Overload retVal="Shader" descr="Get default shader"></Overload> + </KeyWord> + <KeyWord name="GetTextureDefault" func="yes"> + <Overload retVal="Texture2D" descr="Get default texture"></Overload> + </KeyWord> + + <!-- Shader configuration functions --> + <KeyWord name="GetShaderLocation" func="yes"> + <Overload retVal="int" descr="Get shader uniform location"> + <Param name="Shader shader" /> + <Param name="const char *uniformName" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValue" func="yes"> + <Overload retVal="void" descr="Set shader uniform value (float)"> + <Param name="Shader shader" /> + <Param name="int uniformLoc" /> + <Param name="const float *value" /> + <Param name="int size" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValuei" func="yes"> + <Overload retVal="void" descr="Set shader uniform value (int)"> + <Param name="Shader shader" /> + <Param name="int uniformLoc" /> + <Param name="const int *value" /> + <Param name="int size" /> + </Overload> + </KeyWord> + <KeyWord name="SetShaderValueMatrix" func="yes"> + <Overload retVal="void" descr="Set shader uniform value (matrix 4x4)"> + <Param name="Shader shader" /> + <Param name="int uniformLoc" /> + <Param name="Matrix mat" /> + </Overload> + </KeyWord> + <KeyWord name="SetMatrixProjection" func="yes"> + <Overload retVal="void" descr="Set a custom projection matrix (replaces internal projection matrix)"> + <Param name="Matrix proj" /> + </Overload> + </KeyWord> + <KeyWord name="SetMatrixModelview" func="yes"> + <Overload retVal="void" descr="Set a custom modelview matrix (replaces internal modelview matrix)"> + <Param name="Matrix view" /> + </Overload> + </KeyWord> + <KeyWord name="GetMatrixModelview" func="yes"> + <Overload retVal="Matrix" descr="Get internal modelview matrix"> + <Param name="Matrix view" /> + </Overload> + </KeyWord> + + <!-- Texture maps generation (PBR) --> + <!-- NOTE: Required shaders should be provided --> + <KeyWord name="GenTextureCubemap" func="yes"> + <Overload retVal="Texture2D" descr="Generate cubemap texture from HDR texture"> + <Param name="Shader shader" /> + <Param name="Texture2D skyHDR" /> + <Param name="int size" /> + </Overload> + </KeyWord> + <KeyWord name="GenTextureIrradiance" func="yes"> + <Overload retVal="Texture2D" descr="Generate irradiance texture using cubemap data"> + <Param name="Shader shader" /> + <Param name="Texture2D cubemap" /> + <Param name="int size" /> + </Overload> + </KeyWord> + <KeyWord name="GenTexturePrefilter" func="yes"> + <Overload retVal="Texture2D" descr="Generate prefilter texture using cubemap data"> + <Param name="Shader shader" /> + <Param name="Texture2D cubemap" /> + <Param name="int size" /> + </Overload> + </KeyWord> + <KeyWord name="GenTextureBRDF" func="yes"> + <Overload retVal="Texture2D" descr="Generate BRDF texture using cubemap data"> + <Param name="Shader shader" /> + <Param name="Texture2D cubemap" /> + <Param name="int size" /> + </Overload> + </KeyWord> + + <!-- Shading begin/end functions --> + <KeyWord name="BeginShaderMode" func="yes"> + <Overload retVal="void" descr="Begin custom shader drawing"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + <KeyWord name="EndShaderMode" func="yes"> + <Overload retVal="void" descr="End custom shader drawing (use default shader)"></Overload> + </KeyWord> + <KeyWord name="BeginBlendMode" func="yes"> + <Overload retVal="void" descr="Begin blending mode (alpha, additive, multiplied)"> + <Param name="int mode" /> + </Overload> + </KeyWord> + <KeyWord name="EndBlendMode" func="yes"> + <Overload retVal="void" descr="End blending mode (reset to default: alpha blending)"></Overload> + </KeyWord> + + <!-- VR control functions --> + <KeyWord name="GetVrDeviceInfo" func="yes"> + <Overload retVal="VrDeviceInfo" descr="Get VR device information for some standard devices"> + <Param name="int vrDeviceType" /> + </Overload> + </KeyWord> + <KeyWord name="InitVrSimulator" func="yes"> + <Overload retVal="void" descr="Init VR simulator for selected device parameters"> + <Param name="VrDeviceInfo info" /> + </Overload> + </KeyWord> + <KeyWord name="CloseVrSimulator" func="yes"> + <Overload retVal="void" descr="Close VR simulator for current device"></Overload> + </KeyWord> + <KeyWord name="IsVrSimulatorReady" func="yes"> + <Overload retVal="bool" descr="Detect if VR simulator is ready"></Overload> + </KeyWord> + <KeyWord name="SetVrDistortionShader" func="yes"> + <Overload retVal="void" descr="Set VR distortion shader for stereoscopic rendering"> + <Param name="Shader shader" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateVrTracking" func="yes"> + <Overload retVal="void" descr="Update VR tracking (position and orientation) and camera"> + <Param name="Camera *camera" /> + </Overload> + </KeyWord> + <KeyWord name="ToggleVrMode" func="yes"> + <Overload retVal="void" descr="Enable/Disable VR experience"></Overload> + </KeyWord> + <KeyWord name="BeginVrDrawing" func="yes"> + <Overload retVal="void" descr="Begin VR simulator stereo rendering"></Overload> + </KeyWord> + <KeyWord name="EndVrDrawing" func="yes"> + <Overload retVal="void" descr="End VR simulator stereo rendering"></Overload> + </KeyWord> + + <!-------------------------------------------------------------------------------------- --> + <!-- Audio Loading and Playing Functions (Module: audio) --> + <!-------------------------------------------------------------------------------------- --> + + <!-- Audio device management functions --> + <KeyWord name="InitAudioDevice" func="yes"> + <Overload retVal="void" descr="Initialize audio device and context"></Overload> + </KeyWord> + <KeyWord name="CloseAudioDevice" func="yes"> + <Overload retVal="void" descr="Close the audio device and context"></Overload> + </KeyWord> + <KeyWord name="IsAudioDeviceReady" func="yes"> + <Overload retVal="bool" descr="Check if audio device has been initialized successfully"></Overload> + </KeyWord> + <KeyWord name="SetMasterVolume" func="yes"> + <Overload retVal="void" descr="Set master volume (listener)"> + <Param name="float volume" /> + </Overload> + </KeyWord> + + <!-- Wave/Sound loading/unloading functions --> + <KeyWord name="LoadWave" func="yes"> + <Overload retVal="Wave" descr="Load wave data from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadWaveEx" func="yes"> + <Overload retVal="Wave" descr="Load wave data from raw array data"></Overload> + </KeyWord> + <KeyWord name="LoadSound" func="yes"> + <Overload retVal="Sound" descr="Load sound from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="LoadSoundFromWave" func="yes"> + <Overload retVal="Sound" descr="Load sound from wave data"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateSound" func="yes"> + <Overload retVal="void" descr="Update sound buffer with new data"> + <Param name="Sound sound" /> + <Param name="const void *data" /> + <Param name="int samplesCount" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadWave" func="yes"> + <Overload retVal="void" descr="Unload wave data"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadSound" func="yes"> + <Overload retVal="void" descr="Unload sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + + <!-- Wave/Sound management functions --> + <KeyWord name="PlaySound" func="yes"> + <Overload retVal="void" descr="Play a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="PauseSound" func="yes"> + <Overload retVal="void" descr="Pause a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="ResumeSound" func="yes"> + <Overload retVal="void" descr="Resume a paused sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="StopSound" func="yes"> + <Overload retVal="void" descr="Stop playing a sound"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="IsSoundPlaying" func="yes"> + <Overload retVal="bool" descr="Check if a sound is currently playing"> + <Param name="Sound sound" /> + </Overload> + </KeyWord> + <KeyWord name="SetSoundVolume" func="yes"> + <Overload retVal="void" descr="Set volume for a sound (1.0 is max level)"> + <Param name="Sound sound" /> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="SetSoundPitch" func="yes"> + <Overload retVal="void" descr="Set pitch for a sound (1.0 is base level)"> + <Param name="Sound sound" /> + <Param name="float pitch" /> + </Overload> + </KeyWord> + <KeyWord name="WaveFormat" func="yes"> + <Overload retVal="void" descr="Convert wave data to desired format"> + <Param name="Wave *wave" /> + <Param name="int sampleRate" /> + <Param name="int sampleSize" /> + <Param name="int channels" /> + </Overload> + </KeyWord> + <KeyWord name="WaveCopy" func="yes"> + <Overload retVal="Wave" descr="Copy a wave to a new wave"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + <KeyWord name="WaveCrop" func="yes"> + <Overload retVal="void" descr="Crop a wave to defined samples range"> + <Param name="Wave *wave" /> + <Param name="int initSample" /> + <Param name="int finalSample" /> + </Overload> + </KeyWord> + <KeyWord name="GetWaveData" func="yes"> + <Overload retVal="float" descr="Get samples data from wave as a floats array"> + <Param name="Wave wave" /> + </Overload> + </KeyWord> + + <!-- Music management functions --> + <KeyWord name="LoadMusicStream" func="yes"> + <Overload retVal="Music" descr="Load music stream from file"> + <Param name="const char *fileName" /> + </Overload> + </KeyWord> + <KeyWord name="UnloadMusicStream" func="yes"> + <Overload retVal="void" descr="Unload music stream"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="PlayMusicStream" func="yes"> + <Overload retVal="void" descr="Start music playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateMusicStream" func="yes"> + <Overload retVal="void" descr="Updates buffers for music streaming"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="StopMusicStream" func="yes"> + <Overload retVal="void" descr="Stop music playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="PauseMusicStream" func="yes"> + <Overload retVal="void" descr="Pause music playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="ResumeMusicStream" func="yes"> + <Overload retVal="void" descr="Resume playing paused music"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="IsMusicPlaying" func="yes"> + <Overload retVal="bool" descr="Check if music is playing"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="SetMusicVolume" func="yes"> + <Overload retVal="void" descr="Set volume for music (1.0 is max level)"> + <Param name="Music music" /> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="SetMusicPitch" func="yes"> + <Overload retVal="void" descr="Set pitch for a music (1.0 is base level)"> + <Param name="Music music" /> + <Param name="float pitch" /> + </Overload> + </KeyWord> + <KeyWord name="SetMusicLoopCount" func="yes"> + <Overload retVal="void" descr="Set music loop count (loop repeats)"> + <Param name="Music music" /> + <Param name="int count" /> + </Overload> + </KeyWord> + <KeyWord name="GetMusicTimeLength" func="yes"> + <Overload retVal="float" descr="Get music time length (in seconds)"> + <Param name="Music music" /> + </Overload> + </KeyWord> + <KeyWord name="GetMusicTimePlayed" func="yes"> + <Overload retVal="float" descr="Get current music time played (in seconds)"> + <Param name="Music music" /> + </Overload> + </KeyWord> + + <!-- AudioStream management functions --> + <KeyWord name="InitAudioStream" func="yes"> + <Overload retVal="AudioStream" descr="Init audio stream (to stream raw audio pcm data)"> + <Param name="unsigned int sampleRate" /> + <Param name="unsigned int sampleSize" /> + <Param name="unsigned int channels" /> + </Overload> + </KeyWord> + <KeyWord name="UpdateAudioStream" func="yes"> + <Overload retVal="void" descr="Update audio stream buffers with data"> + <Param name="AudioStream stream" /> + <Param name="const void *data" /> + <Param name="int samplesCount" /> + </Overload> + </KeyWord> + <KeyWord name="CloseAudioStream" func="yes"> + <Overload retVal="void" descr="Close audio stream and free memory"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="IsAudioBufferProcessed" func="yes"> + <Overload retVal="bool" descr="Check if any audio stream buffers requires refill"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="PlayAudioStream" func="yes"> + <Overload retVal="void" descr="Play audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="PauseAudioStream" func="yes"> + <Overload retVal="void" descr="Pause audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="ResumeAudioStream" func="yes"> + <Overload retVal="void" descr="Resume audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="IsAudioStreamPlaying" func="yes"> + <Overload retVal="bool" descr="Check if audio stream is playing"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="StopAudioStream" func="yes"> + <Overload retVal="void" descr="Stop audio stream"> + <Param name="AudioStream stream" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamVolume" func="yes"> + <Overload retVal="void" descr="Set volume for audio stream (1.0 is max level)"> + <Param name="AudioStream stream" /> + <Param name="float volume" /> + </Overload> + </KeyWord> + <KeyWord name="SetAudioStreamPitch" func="yes"> + <Overload retVal="void" descr="Set pitch for audio stream (1.0 is base level)"> + <Param name="AudioStream stream" /> + <Param name="float pitch" /> + </Overload> + </KeyWord> diff --git a/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c b/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c new file mode 100644 index 00000000..7ab55189 --- /dev/null +++ b/projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c @@ -0,0 +1,148 @@ +/********************************************************************************************** + + raylib_npp_parser - raylib header parser to generate Notepad++ autocompletion data + + This parser scans raylib.h for functions that start with RLAPI and generates Notepad++ + autocompletion xml equivalent for function and parameters. + + Converts: + RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f + + To: + <KeyWord name="Fade" func="yes"> + <Overload retVal="Color" descr="Color fade-in or fade-out, alpha goes from 0.0 to 1.0"> + <Param name="Color color" /> + <Param name="float alpha" /> + </Overload> + </KeyWord> + + NOTE: Generated XML text should be copied inside raylib\Notepad++\plugins\APIs\c.xml + + LICENSE: zlib/libpng + + raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, + BSD-like license that allows static linking with closed source software: + + Copyright (c) 2018 Ramon Santamaria (@raysan5) + +**********************************************************************************************/ + +#include <stdio.h> +#include <string.h> +#include <stdbool.h> +#include <stdlib.h> + +#define MAX_BUFFER_SIZE 512 + +int main(int argc, char *argv[]) +{ + if (argc > 1) + { + FILE *rFile = fopen(argv[1], "rt"); + FILE *rxmlFile = fopen("raylib_npp.xml", "wt"); + + if ((rFile == NULL) || (rxmlFile == NULL)) + { + printf("File could not be opened.\n"); + return 0; + } + + char *buffer = (char *)calloc(MAX_BUFFER_SIZE, 1); + int count = 0; + + while (!feof(rFile)) + { + // Read one full line + fgets(buffer, MAX_BUFFER_SIZE, rFile); + + if (buffer[0] == '/') fprintf(rxmlFile, " <!--%.*s -->\n", strlen(buffer) - 3, buffer + 2); + else if (buffer[0] == '\n') fprintf(rxmlFile, "%s", buffer); // Direct copy of code comments + else if (strncmp(buffer, "RLAPI", 5) == 0) // raylib function declaration + { + char funcType[64]; + char funcTypeAux[64]; + char funcName[64]; + char funcDesc[256]; + + char params[128]; + char paramType[8][16]; + char paramName[8][32]; + + int index = 0; + char *ptr = NULL; + + sscanf(buffer, "RLAPI %s %[^(]s", funcType, funcName); + + if (strcmp(funcType, "const") == 0) + { + sscanf(buffer, "RLAPI %s %s %[^(]s", funcType, funcTypeAux, funcName); + strcat(funcType, " "); + strcat(funcType, funcTypeAux); + } + + ptr = strchr(buffer, '/'); + index = (int)(ptr - buffer); + + sscanf(buffer + index, "%[^\n]s", funcDesc); // Read function comment after declaration + + ptr = strchr(buffer, '('); + + if (ptr != NULL) index = (int)(ptr - buffer); + else printf("Character not found!\n"); + + sscanf(buffer + (index + 1), "%[^)]s", params); // Read what's inside '(' and ')' + + // Scan params string for number of func params, type and name + char *paramPtr[16]; // Allocate 16 pointers for possible parameters + int paramsCount = 0; + paramPtr[paramsCount] = strtok(params, ","); + + if ((funcName[0] == '*') && (funcName[1] == '*')) fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 2); + else if (funcName[0] == '*') fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 1); + else fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName); + + fprintf(rxmlFile, " <Overload retVal=\"%s\" descr=\"%s\">", funcType, funcDesc + 3); + + bool paramsVoid = false; + + char paramConst[8][16]; + + while (paramPtr[paramsCount] != NULL) + { + sscanf(paramPtr[paramsCount], "%s %s\n", paramType[paramsCount], paramName[paramsCount]); + + if (strcmp(paramType[paramsCount], "void") == 0) + { + paramsVoid = true; + break; + } + + if ((strcmp(paramType[paramsCount], "const") == 0) || (strcmp(paramType[paramsCount], "unsigned") == 0)) + { + sscanf(paramPtr[paramsCount], "%s %s %s\n", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]); + fprintf(rxmlFile, "\n <Param name=\"%s %s %s\" />", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]); + } + else if (strcmp(paramType[paramsCount], "...") == 0) fprintf(rxmlFile, "\n <Param name=\"...\" />"); + else fprintf(rxmlFile, "\n <Param name=\"%s %s\" />", paramType[paramsCount], paramName[paramsCount]); + + paramsCount++; + paramPtr[paramsCount] = strtok(NULL, ","); + } + + fprintf(rxmlFile, "%s</Overload>\n", paramsVoid ? "" : "\n "); + fprintf(rxmlFile, " </KeyWord>\n"); + + count++; + printf("Function processed %02i: %s\n", count, funcName); + + memset(buffer, 0, MAX_BUFFER_SIZE); + } + } + + free(buffer); + fclose(rFile); + fclose(rxmlFile); + } + + return 0; +}
\ No newline at end of file diff --git a/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h new file mode 100644 index 00000000..004faeaf --- /dev/null +++ b/projects/Notepad++/raylib_npp_parser/raylib_to_parse.h @@ -0,0 +1,459 @@ +//------------------------------------------------------------------------------------ +// Window and Graphics Device Functions (Module: core) +//------------------------------------------------------------------------------------ + +// Window-related functions +RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context +RLAPI void CloseWindow(void); // Close window and unload OpenGL context +RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully +RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed +RLAPI bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) +RLAPI void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) +RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) +RLAPI void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) +RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) +RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) +RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) +RLAPI void SetWindowSize(int width, int height); // Set window dimensions +RLAPI int GetScreenWidth(void); // Get current screen width +RLAPI int GetScreenHeight(void); // Get current screen height + +// Cursor-related functions +RLAPI void ShowCursor(void); // Shows cursor +RLAPI void HideCursor(void); // Hides cursor +RLAPI bool IsCursorHidden(void); // Check if cursor is not visible +RLAPI void EnableCursor(void); // Enables cursor (unlock cursor) +RLAPI void DisableCursor(void); // Disables cursor (lock cursor) + +// Drawing-related functions +RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color) +RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing +RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) +RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D) +RLAPI void EndMode2D(void); // Ends 2D mode with custom camera +RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D) +RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode +RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing +RLAPI void EndTextureMode(void); // Ends drawing to render texture + +// Screen-space-related functions +RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position +RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position +RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) + +// Timming-related functions +RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum) +RLAPI int GetFPS(void); // Returns current FPS +RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn +RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow() + +// Color-related functions +RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color +RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1] +RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color +RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value +RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f + +// Misc. functions +RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) +RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) +RLAPI void SetTraceLog(unsigned char types); // Enable trace log message types (bit flags based) +RLAPI void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG) +RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) +RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) + +// Files management functions +RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension +RLAPI const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string +RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string +RLAPI const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static string) +RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string) +RLAPI bool ChangeDirectory(const char *dir); // Change working directory, returns true if success +RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window +RLAPI char **GetDroppedFiles(int *count); // Get dropped files names +RLAPI void ClearDroppedFiles(void); // Clear dropped files paths buffer + +// Persistent storage management +RLAPI void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) +RLAPI int StorageLoadValue(int position); // Load integer value from storage file (from defined position) + +//------------------------------------------------------------------------------------ +// Input Handling Functions (Module: core) +//------------------------------------------------------------------------------------ + +// Input-related functions: keyboard +RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once +RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed +RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once +RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed +RLAPI int GetKeyPressed(void); // Get latest key pressed +RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC) + +// Input-related functions: gamepads +RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) +RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id +RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once +RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed +RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once +RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed +RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed +RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad +RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis + +// Input-related functions: mouse +RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once +RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed +RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once +RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed +RLAPI int GetMouseX(void); // Returns mouse position X +RLAPI int GetMouseY(void); // Returns mouse position Y +RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY +RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY +RLAPI void SetMouseScale(float scale); // Set mouse scaling +RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y + +// Input-related functions: touch +RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) +RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) +RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) + +//------------------------------------------------------------------------------------ +// Gestures and Touch Handling Functions (Module: gestures) +//------------------------------------------------------------------------------------ +RLAPI void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags +RLAPI bool IsGestureDetected(int gesture); // Check if a gesture have been detected +RLAPI int GetGestureDetected(void); // Get latest detected gesture +RLAPI int GetTouchPointsCount(void); // Get touch points count +RLAPI float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds +RLAPI Vector2 GetGestureDragVector(void); // Get gesture drag vector +RLAPI float GetGestureDragAngle(void); // Get gesture drag angle +RLAPI Vector2 GetGesturePinchVector(void); // Get gesture pinch delta +RLAPI float GetGesturePinchAngle(void); // Get gesture pinch angle + +//------------------------------------------------------------------------------------ +// Camera System Functions (Module: camera) +//------------------------------------------------------------------------------------ +RLAPI void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) +RLAPI void UpdateCamera(Camera *camera); // Update camera position for selected mode + +RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) +RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) +RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) +RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) + +//------------------------------------------------------------------------------------ +// Basic Shapes Drawing Functions (Module: shapes) +//------------------------------------------------------------------------------------ + +// Basic shapes drawing functions +RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel +RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) +RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line +RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) +RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness +RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out +RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle +RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle +RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) +RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline +RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) +RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle +RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters +RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle +RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle +RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors +RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline +RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters +RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle +RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline +RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) +RLAPI void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points +RLAPI void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines + +// Basic shapes collision detection functions +RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles +RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles +RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle +RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision +RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle +RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle +RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle + +//------------------------------------------------------------------------------------ +// Texture Loading and Drawing Functions (Module: textures) +//------------------------------------------------------------------------------------ + +// Image/Texture2D data loading/unloading/saving functions +RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) +RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) +RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters +RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data +RLAPI void ExportImage(const char *fileName, Image image); // Export image as a PNG file +RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) +RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data +RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) +RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM) +RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) +RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) +RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array +RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) +RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image +RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data + +// Image manipulation functions +RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) +RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) +RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format +RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image +RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color +RLAPI void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value +RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel +RLAPI void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle +RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) +RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) +RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image +RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) +RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) +RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) +RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image +RLAPI void ImageDrawRectangle(Image *dst, Vector2 position, Rectangle rec, Color color); // Draw rectangle within an image +RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) +RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination) +RLAPI void ImageFlipVertical(Image *image); // Flip image vertically +RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally +RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint +RLAPI void ImageColorInvert(Image *image); // Modify image color: invert +RLAPI void ImageColorGrayscale(Image *image); // Modify image color: grayscale +RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) +RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) + +// Image generation functions +RLAPI Image GenImageColor(int width, int height, Color color); // Generate image: plain color +RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient +RLAPI Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient +RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient +RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked +RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise +RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise +RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells + +// Texture2D configuration functions +RLAPI void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture +RLAPI void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode +RLAPI void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode + +// Texture2D drawing functions +RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D +RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 +RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters +RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle +RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters + + +//------------------------------------------------------------------------------------ +// Font Loading and Text Drawing Functions (Module: text) +//------------------------------------------------------------------------------------ + +// Font loading/unloading functions +RLAPI Font GetDefaultFont(void); // Get the default Font +RLAPI Font LoadFont(const char *fileName); // Load Font from file into GPU memory (VRAM) +RLAPI Font LoadFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load Font from file with extended parameters +RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) + +// Text drawing functions +RLAPI void DrawFPS(int posX, int posY); // Shows current FPS +RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +RLAPI void DrawTextEx(Font font, const char* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using Font and additional parameters + +// Text misc. functions +RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font +RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font +RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' +RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string +RLAPI int GetGlyphIndex(Font font, int character); // Returns index position for a unicode character on sprite font + +//------------------------------------------------------------------------------------ +// Basic 3d Shapes Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ + +// Basic geometric 3D shapes drawing functions +RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space +RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space +RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube +RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) +RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires +RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured +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 DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires +RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ +RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line +RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) +RLAPI void DrawGizmo(Vector3 position); // Draw simple gizmo +//DrawTorus(), DrawTeapot() could be useful? + +//------------------------------------------------------------------------------------ +// Model 3d Loading and Drawing Functions (Module: models) +//------------------------------------------------------------------------------------ + +// Model loading/unloading functions +RLAPI Model LoadModel(const char *fileName); // Load model from files (mesh and material) +RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh +RLAPI void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) + +// Mesh loading/unloading functions +RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file +RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) +RLAPI void ExportMesh(const char *fileName, Mesh mesh); // Export mesh as an OBJ file + +// Mesh manipulation functions +RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits +RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals + +// Mesh generation functions +RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) +RLAPI Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh +RLAPI Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) +RLAPI Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) +RLAPI Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh +RLAPI Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh +RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh +RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data +RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data + +// Material loading/unloading functions +RLAPI Material LoadMaterial(const char *fileName); // Load material from file +RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) + +// Model drawing functions +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec + +// Collision detection functions +RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres +RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes +RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere +RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere +RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point +RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box +RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model +RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle +RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) + +//------------------------------------------------------------------------------------ +// Shaders System Functions (Module: rlgl) +// NOTE: This functions are useless when using OpenGL 1.1 +//------------------------------------------------------------------------------------ + +// Shader loading/unloading functions +RLAPI char *LoadText(const char *fileName); // Load chars array from text file +RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations +RLAPI Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations +RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) + +RLAPI Shader GetShaderDefault(void); // Get default shader +RLAPI Texture2D GetTextureDefault(void); // Get default texture + +// Shader configuration functions +RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location +RLAPI void SetShaderValue(Shader shader, int uniformLoc, const float *value, int size); // Set shader uniform value (float) +RLAPI void SetShaderValuei(Shader shader, int uniformLoc, const int *value, int size); // Set shader uniform value (int) +RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) +RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) +RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) +RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix + +// Texture maps generation (PBR) +// NOTE: Required shaders should be provided +RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture +RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data +RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data +RLAPI Texture2D GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data + +// Shading begin/end functions +RLAPI void BeginShaderMode(Shader shader); // Begin custom shader drawing +RLAPI void EndShaderMode(void); // End custom shader drawing (use default shader) +RLAPI void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) +RLAPI void EndBlendMode(void); // End blending mode (reset to default: alpha blending) + +// VR control functions +RLAPI VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices +RLAPI void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters +RLAPI void CloseVrSimulator(void); // Close VR simulator for current device +RLAPI bool IsVrSimulatorReady(void); // Detect if VR simulator is ready +RLAPI void SetVrDistortionShader(Shader shader); // Set VR distortion shader for stereoscopic rendering +RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera +RLAPI void ToggleVrMode(void); // Enable/Disable VR experience +RLAPI void BeginVrDrawing(void); // Begin VR simulator stereo rendering +RLAPI void EndVrDrawing(void); // End VR simulator stereo rendering + +//------------------------------------------------------------------------------------ +// Audio Loading and Playing Functions (Module: audio) +//------------------------------------------------------------------------------------ + +// Audio device management functions +RLAPI void InitAudioDevice(void); // Initialize audio device and context +RLAPI void CloseAudioDevice(void); // Close the audio device and context +RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully +RLAPI void SetMasterVolume(float volume); // Set master volume (listener) + +// Wave/Sound loading/unloading functions +RLAPI Wave LoadWave(const char *fileName); // Load wave data from file +RLAPI Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data +RLAPI Sound LoadSound(const char *fileName); // Load sound from file +RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data +RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data +RLAPI void UnloadWave(Wave wave); // Unload wave data +RLAPI void UnloadSound(Sound sound); // Unload sound + +// Wave/Sound management functions +RLAPI void PlaySound(Sound sound); // Play a sound +RLAPI void PauseSound(Sound sound); // Pause a sound +RLAPI void ResumeSound(Sound sound); // Resume a paused sound +RLAPI void StopSound(Sound sound); // Stop playing a sound +RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing +RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) +RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) +RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format +RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave +RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range +RLAPI float *GetWaveData(Wave wave); // Get samples data from wave as a floats array + +// Music management functions +RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file +RLAPI void UnloadMusicStream(Music music); // Unload music stream +RLAPI void PlayMusicStream(Music music); // Start music playing +RLAPI void UpdateMusicStream(Music music); // Updates buffers for music streaming +RLAPI void StopMusicStream(Music music); // Stop music playing +RLAPI void PauseMusicStream(Music music); // Pause music playing +RLAPI void ResumeMusicStream(Music music); // Resume playing paused music +RLAPI bool IsMusicPlaying(Music music); // Check if music is playing +RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) +RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) +RLAPI void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats) +RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds) +RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) + +// AudioStream management functions +RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data) +RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data +RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory +RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill +RLAPI void PlayAudioStream(AudioStream stream); // Play audio stream +RLAPI void PauseAudioStream(AudioStream stream); // Pause audio stream +RLAPI void ResumeAudioStream(AudioStream stream); // Resume audio stream +RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing +RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream +RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) +RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
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