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UPDATED: Notepad++ instellisense data

pull/2958/head
Ray 2 年之前
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共有 2 個檔案被更改,包括 244 行新增146 行删除
  1. +194
    -111
      projects/Notepad++/raylib_npp_parser/raylib_npp.xml
  2. +50
    -35
      projects/Notepad++/raylib_npp_parser/raylib_to_parse.h

+ 194
- 111
projects/Notepad++/raylib_npp_parser/raylib_npp.xml 查看文件

@ -65,10 +65,16 @@
<Overload retVal="void" descr="Set window state: not minimized/maximized (only PLATFORM_DESKTOP)"></Overload>
</KeyWord>
<KeyWord name="SetWindowIcon" func="yes">
<Overload retVal="void" descr="Set icon for window (only PLATFORM_DESKTOP)">
<Overload retVal="void" descr="Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)">
<Param name="Image image" />
</Overload>
</KeyWord>
<KeyWord name="SetWindowIcons" func="yes">
<Overload retVal="void" descr="Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)">
<Param name="Image *images" />
<Param name="int count" />
</Overload>
</KeyWord>
<KeyWord name="SetWindowTitle" func="yes">
<Overload retVal="void" descr="Set title for window (only PLATFORM_DESKTOP)">
<Param name="const char *title" />
@ -181,7 +187,7 @@
<!-- Custom frame control functions -->
<!-- NOTE: Those functions are intended for advance users that want full control over the frame processing -->
<!-- By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents() -->
<!-- By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() -->
<!-- To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL -->
<KeyWord name="SwapScreenBuffer" func="yes">
<Overload retVal="void" descr="Swap back buffer with front buffer (screen drawing)"></Overload>
@ -313,6 +319,11 @@
<Param name="const char *fsCode" />
</Overload>
</KeyWord>
<KeyWord name="IsShaderReady" func="yes">
<Overload retVal="bool" descr="Check if a shader is ready">
<Param name="Shader shader" />
</Overload>
</KeyWord>
<KeyWord name="GetShaderLocation" func="yes">
<Overload retVal="int" descr="Get shader uniform location">
<Param name="Shader shader" />
@ -459,7 +470,7 @@
</KeyWord>
<KeyWord name="MemAlloc" func="yes">
<Overload retVal="void" descr="Internal memory allocator">
<Param name="int size" />
<Param name="unsigned int size" />
</Overload>
</KeyWord>
<KeyWord name="MemRealloc" func="yes">
@ -521,7 +532,7 @@
</KeyWord>
<KeyWord name="ExportDataAsCode" func="yes">
<Overload retVal="bool" descr="Export data to code (.h), returns true on success">
<Param name="const char *data" />
<Param name="const unsigned char" />
<Param name="unsigned int size" />
<Param name="const char *fileName" />
</Overload>
@ -878,41 +889,18 @@
<!-------------------------------------------------------------------------------------- -->
<!-- Camera System Functions (Module: rcamera) -->
<!-------------------------------------------------------------------------------------- -->
<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" />
<Param name="int mode" />
</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 keyPan" />
</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 keyAlt" />
</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 keySmoothZoom" />
</Overload>
</KeyWord>
<KeyWord name="SetCameraMoveControls" func="yes">
<Overload retVal="void" descr="Set camera move controls (1st person and 3rd person cameras)">
<Param name="int keyFront" />
<Param name="int keyBack" />
<Param name="int keyRight" />
<Param name="int keyLeft" />
<Param name="int keyUp" />
<Param name="int keyDown" />
<KeyWord name="UpdateCameraPro" func="yes">
<Overload retVal="void" descr="Update camera movement/rotation">
<Param name="Camera *camera" />
<Param name="Vector3 movement" />
<Param name="Vector3 rotation" />
<Param name="float zoom" />
</Overload>
</KeyWord>
@ -1287,6 +1275,13 @@
<Param name="Vector2 p3" />
</Overload>
</KeyWord>
<KeyWord name="CheckCollisionPointPoly" func="yes">
<Overload retVal="bool" descr="Check if point is within a polygon described by array of vertices">
<Param name="Vector2 point" />
<Param name="Vector2 *points" />
<Param name="int pointCount" />
</Overload>
</KeyWord>
<KeyWord name="CheckCollisionLines" func="yes">
<Overload retVal="bool" descr="Check the collision between two lines defined by two points each, returns collision point by reference">
<Param name="Vector2 startPos1" />
@ -1316,7 +1311,7 @@
<!-------------------------------------------------------------------------------------- -->
<!-- Image loading functions -->
<!-- NOTE: This functions do not require GPU access -->
<!-- NOTE: These functions do not require GPU access -->
<KeyWord name="LoadImage" func="yes">
<Overload retVal="Image" descr="Load image from file into CPU memory (RAM)">
<Param name="const char *fileName" />
@ -1352,6 +1347,11 @@
<KeyWord name="LoadImageFromScreen" func="yes">
<Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload>
</KeyWord>
<KeyWord name="IsImageReady" func="yes">
<Overload retVal="bool" descr="Check if an image is ready">
<Param name="Image image" />
</Overload>
</KeyWord>
<KeyWord name="UnloadImage" func="yes">
<Overload retVal="void" descr="Unload image from CPU memory (RAM)">
<Param name="Image image" />
@ -1420,6 +1420,15 @@
<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" />
@ -1427,6 +1436,13 @@
<Param name="int tileSize" />
</Overload>
</KeyWord>
<KeyWord name="GenImageText" func="yes">
<Overload retVal="Image" descr="Generate image: grayscale image from text data">
<Param name="int width" />
<Param name="int height" />
<Param name="const char *text" />
</Overload>
</KeyWord>
<!-- Image manipulation functions -->
<KeyWord name="ImageCopy" func="yes">
@ -1498,6 +1514,12 @@
<Param name="Image *image" />
</Overload>
</KeyWord>
<KeyWord name="ImageBlurGaussian" func="yes">
<Overload retVal="void" descr="Apply Gaussian blur using a box blur approximation">
<Param name="Image *image" />
<Param name="int blurSize" />
</Overload>
</KeyWord>
<KeyWord name="ImageResize" func="yes">
<Overload retVal="void" descr="Resize image (Bicubic scaling algorithm)">
<Param name="Image *image" />
@ -1669,7 +1691,7 @@
</Overload>
</KeyWord>
<KeyWord name="ImageDrawCircle" func="yes">
<Overload retVal="void" descr="Draw circle within an image">
<Overload retVal="void" descr="Draw a filled circle within an image">
<Param name="Image *dst" />
<Param name="int centerX" />
<Param name="int centerY" />
@ -1678,7 +1700,24 @@
</Overload>
</KeyWord>
<KeyWord name="ImageDrawCircleV" func="yes">
<Overload retVal="void" descr="Draw circle within an image (Vector version)">
<Overload retVal="void" descr="Draw a filled circle within an image (Vector version)">
<Param name="Image *dst" />
<Param name="Vector2 center" />
<Param name="int radius" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawCircleLines" func="yes">
<Overload retVal="void" descr="Draw circle outline within an image">
<Param name="Image *dst" />
<Param name="int centerX" />
<Param name="int centerY" />
<Param name="int radius" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="ImageDrawCircleLinesV" func="yes">
<Overload retVal="void" descr="Draw circle outline within an image (Vector version)">
<Param name="Image *dst" />
<Param name="Vector2 center" />
<Param name="int radius" />
@ -1773,11 +1812,21 @@
<Param name="int height" />
</Overload>
</KeyWord>
<KeyWord name="IsTextureReady" func="yes">
<Overload retVal="bool" descr="Check if a texture is ready">
<Param name="Texture2D texture" />
</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="IsRenderTextureReady" func="yes">
<Overload retVal="bool" descr="Check if a render texture is ready">
<Param name="RenderTexture2D target" />
</Overload>
</KeyWord>
<KeyWord name="UnloadRenderTexture" func="yes">
<Overload retVal="void" descr="Unload render texture from GPU memory (VRAM)">
<Param name="RenderTexture2D target" />
@ -1849,26 +1898,6 @@
<Param name="Color tint" />
</Overload>
</KeyWord>
<KeyWord name="DrawTextureQuad" func="yes">
<Overload retVal="void" descr="Draw texture quad with tiling and offset parameters">
<Param name="Texture2D texture" />
<Param name="Vector2 tiling" />
<Param name="Vector2 offset" />
<Param name="Rectangle quad" />
<Param name="Color tint" />
</Overload>
</KeyWord>
<KeyWord name="DrawTextureTiled" func="yes">
<Overload retVal="void" descr="Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.">
<Param name="Texture2D texture" />
<Param name="Rectangle source" />
<Param name="Rectangle dest" />
<Param name="Vector2 origin" />
<Param name="float rotation" />
<Param name="float scale" />
<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" />
@ -1889,16 +1918,6 @@
<Param name="Color tint" />
</Overload>
</KeyWord>
<KeyWord name="DrawTexturePoly" func="yes">
<Overload retVal="void" descr="Draw a textured polygon">
<Param name="Texture2D texture" />
<Param name="Vector2 center" />
<Param name="Vector2 *points" />
<Param name="Vector2 *texcoords" />
<Param name="int pointCount" />
<Param name="Color tint" />
</Overload>
</KeyWord>
<!-- Color/pixel related functions -->
<KeyWord name="Fade" func="yes">
@ -1934,6 +1953,24 @@
<Param name="float value" />
</Overload>
</KeyWord>
<KeyWord name="ColorTint" func="yes">
<Overload retVal="Color" descr="Get color multiplied with another color">
<Param name="Color color" />
<Param name="Color tint" />
</Overload>
</KeyWord>
<KeyWord name="ColorBrightness" func="yes">
<Overload retVal="Color" descr="Get color with brightness correction, brightness factor goes from -1.0f to 1.0f">
<Param name="Color color" />
<Param name="float factor" />
</Overload>
</KeyWord>
<KeyWord name="ColorContrast" func="yes">
<Overload retVal="Color" descr="Get color with contrast correction, contrast values between -1.0f and 1.0f">
<Param name="Color color" />
<Param name="float contrast" />
</Overload>
</KeyWord>
<KeyWord name="ColorAlpha" func="yes">
<Overload retVal="Color" descr="Get color with alpha applied, alpha goes from 0.0f to 1.0f">
<Param name="Color color" />
@ -2004,6 +2041,11 @@
<Param name="int glyphCount" />
</Overload>
</KeyWord>
<KeyWord name="IsFontReady" func="yes">
<Overload retVal="bool" descr="Check if a font is ready">
<Param name="Font font" />
</Overload>
</KeyWord>
<KeyWord name="LoadFontData" func="yes">
<Overload retVal="GlyphInfo" descr="Load font data for further use">
<Param name="const unsigned char" />
@ -2136,6 +2178,17 @@
</KeyWord>
<!-- Text codepoints management functions (unicode characters) -->
<KeyWord name="LoadUTF8" func="yes">
<Overload retVal="char" descr="Load UTF-8 text encoded from codepoints array">
<Param name="const int *codepoints" />
<Param name="int length" />
</Overload>
</KeyWord>
<KeyWord name="UnloadUTF8" func="yes">
<Overload retVal="void" descr="Unload UTF-8 text encoded from codepoints array">
<Param name="char *text" />
</Overload>
</KeyWord>
<KeyWord name="LoadCodepoints" func="yes">
<Overload retVal="int" descr="Load all codepoints from a UTF-8 text string, codepoints count returned by parameter">
<Param name="const char *text" />
@ -2155,19 +2208,25 @@
<KeyWord name="GetCodepoint" func="yes">
<Overload retVal="int" descr="Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure">
<Param name="const char *text" />
<Param name="int *bytesProcessed" />
<Param name="int *codepointSize" />
</Overload>
</KeyWord>
<KeyWord name="GetCodepointNext" func="yes">
<Overload retVal="int" descr="Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure">
<Param name="const char *text" />
<Param name="int *codepointSize" />
</Overload>
</KeyWord>
<KeyWord name="GetCodepointPrevious" func="yes">
<Overload retVal="int" descr="Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure">
<Param name="const char *text" />
<Param name="int *codepointSize" />
</Overload>
</KeyWord>
<KeyWord name="CodepointToUTF8" func="yes">
<Overload retVal="const char" descr="Encode one codepoint into UTF-8 byte array (array length returned as parameter)">
<Param name="int codepoint" />
<Param name="int *byteSize" />
</Overload>
</KeyWord>
<KeyWord name="TextCodepointsToUTF8" func="yes">
<Overload retVal="char" descr="Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)">
<Param name="const int *codepoints" />
<Param name="int length" />
<Param name="int *utf8Size" />
</Overload>
</KeyWord>
@ -2339,27 +2398,6 @@
<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="DrawCubeTextureRec" func="yes">
<Overload retVal="void" descr="Draw cube with a region of a texture">
<Param name="Texture2D texture" />
<Param name="Rectangle source" />
<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" />
@ -2425,6 +2463,26 @@
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawCapsule" func="yes">
<Overload retVal="void" descr="Draw a capsule with the center of its sphere caps at startPos and endPos">
<Param name="Vector3 startPos" />
<Param name="Vector3 endPos" />
<Param name="float radius" />
<Param name="int slices" />
<Param name="int rings" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawCapsuleWires" func="yes">
<Overload retVal="void" descr="Draw capsule wireframe with the center of its sphere caps at startPos and endPos">
<Param name="Vector3 startPos" />
<Param name="Vector3 endPos" />
<Param name="float radius" />
<Param name="int slices" />
<Param name="int rings" />
<Param name="Color color" />
</Overload>
</KeyWord>
<KeyWord name="DrawPlane" func="yes">
<Overload retVal="void" descr="Draw a plane XZ">
<Param name="Vector3 centerPos" />
@ -2460,13 +2518,13 @@
<Param name="Mesh mesh" />
</Overload>
</KeyWord>
<KeyWord name="UnloadModel" func="yes">
<Overload retVal="void" descr="Unload model (including meshes) from memory (RAM and/or VRAM)">
<KeyWord name="IsModelReady" func="yes">
<Overload retVal="bool" descr="Check if a model is ready">
<Param name="Model model" />
</Overload>
</KeyWord>
<KeyWord name="UnloadModelKeepMeshes" func="yes">
<Overload retVal="void" descr="Unload model (but not meshes) from memory (RAM and/or VRAM)">
<KeyWord name="UnloadModel" func="yes">
<Overload retVal="void" descr="Unload model (including meshes) from memory (RAM and/or VRAM)">
<Param name="Model model" />
</Overload>
</KeyWord>
@ -2694,6 +2752,11 @@
<KeyWord name="LoadMaterialDefault" func="yes">
<Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload>
</KeyWord>
<KeyWord name="IsMaterialReady" func="yes">
<Overload retVal="bool" descr="Check if a material is ready">
<Param name="Material material" />
</Overload>
</KeyWord>
<KeyWord name="UnloadMaterial" func="yes">
<Overload retVal="void" descr="Unload material from GPU memory (VRAM)">
<Param name="Material material" />
@ -2839,6 +2902,11 @@
<Param name="int dataSize" />
</Overload>
</KeyWord>
<KeyWord name="IsWaveReady" func="yes">
<Overload retVal="bool" descr="Checks if wave data is ready">
<Param name="Wave wave" />
</Overload>
</KeyWord>
<KeyWord name="LoadSound" func="yes">
<Overload retVal="Sound" descr="Load sound from file">
<Param name="const char *fileName" />
@ -2849,6 +2917,11 @@
<Param name="Wave wave" />
</Overload>
</KeyWord>
<KeyWord name="IsSoundReady" func="yes">
<Overload retVal="bool" descr="Checks if a sound is ready">
<Param name="Sound sound" />
</Overload>
</KeyWord>
<KeyWord name="UpdateSound" func="yes">
<Overload retVal="void" descr="Update sound buffer with new data">
<Param name="Sound sound" />
@ -2900,17 +2973,6 @@
<Param name="Sound sound" />
</Overload>
</KeyWord>
<KeyWord name="PlaySoundMulti" func="yes">
<Overload retVal="void" descr="Play a sound (using multichannel buffer pool)">
<Param name="Sound sound" />
</Overload>
</KeyWord>
<KeyWord name="StopSoundMulti" func="yes">
<Overload retVal="void" descr="Stop any sound playing (using multichannel buffer pool)"></Overload>
</KeyWord>
<KeyWord name="GetSoundsPlaying" func="yes">
<Overload retVal="int" descr="Get number of sounds playing in the multichannel"></Overload>
</KeyWord>
<KeyWord name="IsSoundPlaying" func="yes">
<Overload retVal="bool" descr="Check if a sound is currently playing">
<Param name="Sound sound" />
@ -2978,6 +3040,11 @@
<Param name="int dataSize" />
</Overload>
</KeyWord>
<KeyWord name="IsMusicReady" func="yes">
<Overload retVal="bool" descr="Checks if a music stream is ready">
<Param name="Music music" />
</Overload>
</KeyWord>
<KeyWord name="UnloadMusicStream" func="yes">
<Overload retVal="void" descr="Unload music stream">
<Param name="Music music" />
@ -3056,6 +3123,11 @@
<Param name="unsigned int channels" />
</Overload>
</KeyWord>
<KeyWord name="IsAudioStreamReady" func="yes">
<Overload retVal="bool" descr="Checks if an audio stream is ready">
<Param name="AudioStream stream" />
</Overload>
</KeyWord>
<KeyWord name="UnloadAudioStream" func="yes">
<Overload retVal="void" descr="Unload audio stream and free memory">
<Param name="AudioStream stream" />
@ -3141,4 +3213,15 @@
</Overload>
</KeyWord>
<KeyWord name="AttachAudioMixedProcessor" func="yes">
<Overload retVal="void" descr="Attach audio stream processor to the entire audio pipeline">
<Param name="AudioCallback processor" />
</Overload>
</KeyWord>
<KeyWord name="DetachAudioMixedProcessor" func="yes">
<Overload retVal="void" descr="Detach audio stream processor from the entire audio pipeline">
<Param name="AudioCallback processor" />
</Overload>
</KeyWord>

+ 50
- 35
projects/Notepad++/raylib_npp_parser/raylib_to_parse.h 查看文件

@ -20,7 +20,8 @@ RLAPI void ToggleFullscreen(void); // Toggle wind
RLAPI void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
RLAPI void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
RLAPI void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
RLAPI void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
RLAPI void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
RLAPI void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, 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)
@ -50,7 +51,7 @@ RLAPI void DisableEventWaiting(void); // Disable wai
// Custom frame control functions
// NOTE: Those functions are intended for advance users that want full control over the frame processing
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
// To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
RLAPI void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
RLAPI void PollInputEvents(void); // Register all input events
@ -91,6 +92,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
@ -122,8 +124,8 @@ RLAPI void SetConfigFlags(unsigned int flags); // Setup init
RLAPI void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
RLAPI void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
RLAPI void *MemAlloc(int size); // Internal memory allocator
RLAPI void *MemRealloc(void *ptr, int size); // Internal memory reallocator
RLAPI void *MemAlloc(unsigned int size); // Internal memory allocator
RLAPI void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator
RLAPI void MemFree(void *ptr); // Internal memory free
RLAPI void OpenURL(const char *url); // Open URL with default system browser (if available)
@ -140,7 +142,7 @@ RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom
RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
RLAPI void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
RLAPI bool ExportDataAsCode(const char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
RLAPI bool ExportDataAsCode(const unsigned char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
RLAPI char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
RLAPI void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
RLAPI bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
@ -234,13 +236,8 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pinch ang
//------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera)
//------------------------------------------------------------------------------------
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 keyPan); // Set camera pan key to combine with mouse movement (free camera)
RLAPI void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
//------------------------------------------------------------------------------------
// Basic Shapes Drawing Functions (Module: shapes)
@ -296,6 +293,7 @@ RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);
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
RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
@ -305,13 +303,14 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
//------------------------------------------------------------------------------------
// Image loading functions
// NOTE: This functions do not require GPU access
// NOTE: These functions do not require GPU access
RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
RLAPI bool IsImageReady(Image image); // Check if an image is ready
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
@ -323,7 +322,9 @@ RLAPI Image GenImageGradientH(int width, int height, Color left, Color right);
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
RLAPI Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data
// Image manipulation functions
RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
@ -337,6 +338,7 @@ RLAPI void ImageAlphaCrop(Image *image, float threshold);
RLAPI void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
RLAPI void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
RLAPI void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation
RLAPI void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color
@ -366,8 +368,10 @@ RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);
RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version)
RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version)
RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle within an image
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw circle within an image (Vector version)
RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image
RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version)
RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image
RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version)
RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image
RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version)
RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image
@ -382,7 +386,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
@ -397,11 +403,8 @@ RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint); // Draw a textured polygon
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
// Color/pixel related functions
RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
@ -410,6 +413,9 @@ RLAPI Vector4 ColorNormalize(Color color); // G
RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
RLAPI Color ColorTint(Color color, Color tint); // Get color multiplied with another color
RLAPI Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
@ -427,6 +433,7 @@ RLAPI Font LoadFont(const char *fileName);
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
RLAPI bool IsFontReady(Font font); // Check if a font is ready
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM)
@ -449,12 +456,15 @@ RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint);
RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
// Text codepoints management functions (unicode characters)
RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
RLAPI int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
RLAPI char *TextCodepointsToUTF8(const int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
RLAPI char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array
RLAPI void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array
RLAPI int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
RLAPI void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
RLAPI int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
RLAPI int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
RLAPI const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
// Text strings management functions (no UTF-8 strings, only byte chars)
// NOTE: Some strings allocate memory internally for returned strings, just be careful!
@ -488,8 +498,6 @@ RLAPI void DrawCube(Vector3 position, float width, float height, float length, C
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 DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
RLAPI void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
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
@ -497,6 +505,8 @@ RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, f
RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
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))
@ -508,16 +518,16 @@ RLAPI void DrawGrid(int slices, float spacing);
// Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelReady(Model model); // Check if a model is ready
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
// Model drawing functions
RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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 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 DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
@ -548,6 +558,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
@ -583,8 +594,10 @@ RLAPI void SetMasterVolume(float volume); // Set mas
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
@ -596,9 +609,6 @@ RLAPI void PlaySound(Sound sound); // Play a
RLAPI void StopSound(Sound sound); // Stop playing a sound
RLAPI void PauseSound(Sound sound); // Pause a sound
RLAPI void ResumeSound(Sound sound); // Resume a paused sound
RLAPI void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
RLAPI void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
RLAPI int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
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)
@ -612,6 +622,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
@ -628,6 +639,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
// AudioStream management functions
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
@ -645,3 +657,6 @@ RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback);
RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline
RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline

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