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authorRay <raysan5@gmail.com>2018-05-10 17:35:02 +0200
committerRay <raysan5@gmail.com>2018-05-10 17:35:02 +0200
commit8ae8d3ac782825d732a0680bd1ad80db420718a9 (patch)
tree34729e46d88338d8e5db848609c3c49ad67fe53d /projects/Notepad++
parentf26a38a9e1b5abffbf47d27ed33c350b8d8c9e5b (diff)
downloadraylib-8ae8d3ac782825d732a0680bd1ad80db420718a9.tar.gz
raylib-8ae8d3ac782825d732a0680bd1ad80db420718a9.zip
Reorganized project templates folder
Diffstat (limited to 'projects/Notepad++')
-rw-r--r--projects/Notepad++/README.md19
-rw-r--r--projects/Notepad++/c_raylib.xml2067
-rw-r--r--projects/Notepad++/npes_saved.txtbin0 -> 11872 bytes
-rw-r--r--projects/Notepad++/raylib_npp_parser/raylib_npp.xml2030
-rw-r--r--projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c148
-rw-r--r--projects/Notepad++/raylib_npp_parser/raylib_to_parse.h459
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
new file mode 100644
index 00000000..ecc5c524
--- /dev/null
+++ b/projects/Notepad++/npes_saved.txt
Binary files differ
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) \ No newline at end of file