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-rw-r--r--release/win32-mingw/include/raylib.h29
1 files changed, 18 insertions, 11 deletions
diff --git a/release/win32-mingw/include/raylib.h b/release/win32-mingw/include/raylib.h
index c23834a0..d6319373 100644
--- a/release/win32-mingw/include/raylib.h
+++ b/release/win32-mingw/include/raylib.h
@@ -260,19 +260,25 @@ int GetHexValue(Color color); // Returns hexadecimal v
//------------------------------------------------------------------------------------
// Input Handling Functions (Module: core)
//------------------------------------------------------------------------------------
-bool IsKeyPressed(int key); // Detect if a key is being pressed
-bool IsKeyReleased(int key); // Detect if a key is NOT being pressed
-
-bool IsMouseButtonPressed(int button); // Detect if a mouse button is being pressed
-bool IsMouseButtonReleased(int button); // Detect if a mouse button is NOT being pressed
+bool IsKeyPressed(int key); // Detect if a key has been pressed once
+bool IsKeyDown(int key); // Detect if a key is being pressed
+bool IsKeyReleased(int key); // Detect if a key has been released once
+bool IsKeyUp(int key); // Detect if a key is NOT being pressed
+
+bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
+bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
+bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
+bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
int GetMouseX(); // Returns mouse position X
int GetMouseY(); // Returns mouse position Y
Vector2 GetMousePosition(); // Returns mouse position XY
bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
Vector2 GetGamepadMovement(int gamepad); // Return axis movement vector for a gamepad
-bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button is being pressed
-bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
+bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
+bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
+bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
+bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
@@ -305,19 +311,20 @@ Texture2D LoadTexture(const char *fileName);
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory
void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
-void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, float scale, Color tint); // Draw a part of a texture defined by a rectangle
+void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
+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)
//------------------------------------------------------------------------------------
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
-void DrawText(const char *text, int posX, int posY, int fontSize, int spacing, Color color); // Draw text (using default font)
+void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint); // Draw text using SpriteFont
-int MeasureText(const char *text, int fontSize, int spacing); // Measure string width for default font
+int MeasureText(const char *text, int fontSize); // Measure string width for default font
Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont
int GetFontBaseSize(SpriteFont spriteFont); // Returns the base size for a SpriteFont (chars height)
-void DrawFps(int posX, int posY); // Shows current FPS on top-left corner
+void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
//------------------------------------------------------------------------------------