Refactor: rename Is*Ready() to Is*Valid()
This commit is contained in:
parent
b03c8ba945
commit
c14082d6da
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@ -3146,7 +3146,7 @@
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"returnType": "bool"
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"returnType": "bool"
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},
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},
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{
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{
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"name": "IsWindowReady",
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"name": "IsWindowValid",
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"description": "Check if window has been initialized successfully",
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"description": "Check if window has been initialized successfully",
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"returnType": "bool"
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"returnType": "bool"
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},
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},
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@ -3738,7 +3738,7 @@
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]
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]
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},
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},
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{
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{
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"name": "IsShaderReady",
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"name": "IsShaderValid",
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"description": "Check if a shader is ready",
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"description": "Check if a shader is ready",
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"returnType": "bool",
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"returnType": "bool",
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"params": [
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"params": [
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@ -6838,7 +6838,7 @@
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"returnType": "Image"
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"returnType": "Image"
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},
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},
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{
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{
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"name": "IsImageReady",
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"name": "IsImageValid",
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"description": "Check if an image is ready",
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"description": "Check if an image is ready",
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"returnType": "bool",
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"returnType": "bool",
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"params": [
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"params": [
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@ -8125,7 +8125,7 @@
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]
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]
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},
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},
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{
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{
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"name": "IsTextureReady",
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"name": "IsTextureValid",
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"description": "Check if a texture is ready",
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"description": "Check if a texture is ready",
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"returnType": "bool",
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"returnType": "bool",
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"params": [
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"params": [
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@ -8147,7 +8147,7 @@
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]
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]
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},
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},
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{
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{
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"name": "IsRenderTextureReady",
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"name": "IsRenderTextureValid",
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"description": "Check if a render texture is ready",
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"description": "Check if a render texture is ready",
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"returnType": "bool",
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"returnType": "bool",
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"params": [
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"params": [
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@ -8723,7 +8723,7 @@
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]
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]
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},
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},
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{
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{
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"name": "IsFontReady",
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"name": "IsFontValid",
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"description": "Check if a font is ready",
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"description": "Check if a font is ready",
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"returnType": "bool",
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"returnType": "bool",
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"params": [
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"params": [
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@ -9993,7 +9993,7 @@
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]
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]
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},
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},
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{
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{
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"name": "IsModelReady",
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"name": "IsModelValid",
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"description": "Check if a model is ready",
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"description": "Check if a model is ready",
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"returnType": "bool",
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"returnType": "bool",
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"params": [
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"params": [
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@ -10626,7 +10626,7 @@
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"returnType": "Material"
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"returnType": "Material"
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},
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},
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{
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{
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"name": "IsMaterialReady",
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"name": "IsMaterialValid",
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"description": "Check if a material is ready",
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"description": "Check if a material is ready",
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"returnType": "bool",
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"returnType": "bool",
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"params": [
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"params": [
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@ -10931,7 +10931,7 @@
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"returnType": "void"
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"returnType": "void"
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},
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},
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{
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{
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"name": "IsAudioDeviceReady",
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"name": "IsAudioDeviceValid",
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"description": "Check if audio device has been initialized successfully",
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"description": "Check if audio device has been initialized successfully",
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"returnType": "bool"
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"returnType": "bool"
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},
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},
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@ -10982,7 +10982,7 @@
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]
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]
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},
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},
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{
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{
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"name": "IsWaveReady",
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"name": "IsWaveValid",
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"description": "Checks if wave data is ready",
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"description": "Checks if wave data is ready",
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"returnType": "bool",
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"returnType": "bool",
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"params": [
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"params": [
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@ -11026,7 +11026,7 @@
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]
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]
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},
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},
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{
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{
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"name": "IsSoundReady",
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"name": "IsSoundValid",
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"description": "Checks if a sound is ready",
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"description": "Checks if a sound is ready",
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"returnType": "bool",
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"returnType": "bool",
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"params": [
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"params": [
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@ -11324,7 +11324,7 @@
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]
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]
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},
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},
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{
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{
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"name": "IsMusicReady",
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"name": "IsMusicValid",
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"description": "Checks if a music stream is ready",
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"description": "Checks if a music stream is ready",
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"returnType": "bool",
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"returnType": "bool",
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"params": [
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"params": [
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@ -11513,7 +11513,7 @@
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]
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]
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},
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},
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{
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{
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"name": "IsAudioStreamReady",
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"name": "IsAudioStreamValid",
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"description": "Checks if an audio stream is ready",
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"description": "Checks if an audio stream is ready",
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"returnType": "bool",
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"returnType": "bool",
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"params": [
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"params": [
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@ -3098,7 +3098,7 @@ return {
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returnType = "bool"
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returnType = "bool"
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},
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},
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{
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{
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name = "IsWindowReady",
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name = "IsWindowValid",
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description = "Check if window has been initialized successfully",
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description = "Check if window has been initialized successfully",
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returnType = "bool"
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returnType = "bool"
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},
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},
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@ -3564,7 +3564,7 @@ return {
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}
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}
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},
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},
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{
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{
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name = "IsShaderReady",
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name = "IsShaderValid",
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description = "Check if a shader is ready",
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description = "Check if a shader is ready",
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returnType = "bool",
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returnType = "bool",
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params = {
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params = {
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@ -5341,7 +5341,7 @@ return {
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returnType = "Image"
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returnType = "Image"
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},
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},
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{
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{
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name = "IsImageReady",
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name = "IsImageValid",
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description = "Check if an image is ready",
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description = "Check if an image is ready",
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returnType = "bool",
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returnType = "bool",
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params = {
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params = {
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@ -6025,7 +6025,7 @@ return {
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}
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}
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},
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},
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{
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{
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name = "IsTextureReady",
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name = "IsTextureValid",
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description = "Check if a texture is ready",
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description = "Check if a texture is ready",
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returnType = "bool",
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returnType = "bool",
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params = {
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params = {
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@ -6041,7 +6041,7 @@ return {
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}
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}
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},
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},
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{
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{
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name = "IsRenderTextureReady",
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name = "IsRenderTextureValid",
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description = "Check if a render texture is ready",
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description = "Check if a render texture is ready",
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returnType = "bool",
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returnType = "bool",
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params = {
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params = {
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@ -6362,7 +6362,7 @@ return {
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}
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}
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},
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},
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{
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{
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name = "IsFontReady",
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name = "IsFontValid",
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description = "Check if a font is ready",
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description = "Check if a font is ready",
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returnType = "bool",
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returnType = "bool",
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params = {
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params = {
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@ -7026,7 +7026,7 @@ return {
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}
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}
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},
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},
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{
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{
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name = "IsModelReady",
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name = "IsModelValid",
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description = "Check if a model is ready",
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description = "Check if a model is ready",
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returnType = "bool",
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returnType = "bool",
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params = {
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params = {
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@ -7356,7 +7356,7 @@ return {
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returnType = "Material"
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returnType = "Material"
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},
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},
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{
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{
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name = "IsMaterialReady",
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name = "IsMaterialValid",
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description = "Check if a material is ready",
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description = "Check if a material is ready",
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returnType = "bool",
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returnType = "bool",
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params = {
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params = {
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@ -7529,7 +7529,7 @@ return {
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returnType = "void"
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returnType = "void"
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},
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},
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{
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{
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name = "IsAudioDeviceReady",
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name = "IsAudioDeviceValid",
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description = "Check if audio device has been initialized successfully",
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description = "Check if audio device has been initialized successfully",
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returnType = "bool"
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returnType = "bool"
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},
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},
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@ -7565,7 +7565,7 @@ return {
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}
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}
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},
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},
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{
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{
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name = "IsWaveReady",
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name = "IsWaveValid",
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description = "Checks if wave data is ready",
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description = "Checks if wave data is ready",
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returnType = "bool",
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returnType = "bool",
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params = {
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params = {
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@ -7597,7 +7597,7 @@ return {
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}
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}
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},
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},
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{
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{
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name = "IsSoundReady",
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name = "IsSoundValid",
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description = "Checks if a sound is ready",
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description = "Checks if a sound is ready",
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returnType = "bool",
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returnType = "bool",
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params = {
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params = {
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@ -7787,7 +7787,7 @@ return {
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}
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}
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},
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},
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{
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{
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name = "IsMusicReady",
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name = "IsMusicValid",
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description = "Checks if a music stream is ready",
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description = "Checks if a music stream is ready",
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returnType = "bool",
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returnType = "bool",
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params = {
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params = {
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@ -7913,7 +7913,7 @@ return {
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}
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}
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},
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},
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{
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{
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name = "IsAudioStreamReady",
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name = "IsAudioStreamValid",
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description = "Checks if an audio stream is ready",
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description = "Checks if an audio stream is ready",
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returnType = "bool",
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returnType = "bool",
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params = {
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params = {
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@ -1003,8 +1003,8 @@ Function 003: WindowShouldClose() (0 input parameters)
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Return type: bool
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Return type: bool
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Description: Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
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Description: Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
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No input parameters
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No input parameters
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Function 004: IsWindowReady() (0 input parameters)
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Function 004: IsWindowValid() (0 input parameters)
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Name: IsWindowReady
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Name: IsWindowValid
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Return type: bool
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Return type: bool
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Description: Check if window has been initialized successfully
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Description: Check if window has been initialized successfully
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No input parameters
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No input parameters
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@ -1373,8 +1373,8 @@ Function 075: LoadShaderFromMemory() (2 input parameters)
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Description: Load shader from code strings and bind default locations
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Description: Load shader from code strings and bind default locations
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Param[1]: vsCode (type: const char *)
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Param[1]: vsCode (type: const char *)
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Param[2]: fsCode (type: const char *)
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Param[2]: fsCode (type: const char *)
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Function 076: IsShaderReady() (1 input parameters)
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Function 076: IsShaderValid() (1 input parameters)
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Name: IsShaderReady
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Name: IsShaderValid
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Return type: bool
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Return type: bool
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Description: Check if a shader is ready
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Description: Check if a shader is ready
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Param[1]: shader (type: Shader)
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Param[1]: shader (type: Shader)
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@ -2646,8 +2646,8 @@ Function 275: LoadImageFromScreen() (0 input parameters)
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Return type: Image
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Return type: Image
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Description: Load image from screen buffer and (screenshot)
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Description: Load image from screen buffer and (screenshot)
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No input parameters
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No input parameters
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Function 276: IsImageReady() (1 input parameters)
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Function 276: IsImageValid() (1 input parameters)
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Name: IsImageReady
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Name: IsImageValid
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Return type: bool
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Return type: bool
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Description: Check if an image is ready
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Description: Check if an image is ready
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Param[1]: image (type: Image)
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Param[1]: image (type: Image)
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@ -3123,8 +3123,8 @@ Function 344: LoadRenderTexture() (2 input parameters)
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Description: Load texture for rendering (framebuffer)
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Description: Load texture for rendering (framebuffer)
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Param[1]: width (type: int)
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Param[1]: width (type: int)
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Param[2]: height (type: int)
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Param[2]: height (type: int)
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Function 345: IsTextureReady() (1 input parameters)
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Function 345: IsTextureValid() (1 input parameters)
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Name: IsTextureReady
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Name: IsTextureValid
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Return type: bool
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Return type: bool
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Description: Check if a texture is ready
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Description: Check if a texture is ready
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Param[1]: texture (type: Texture2D)
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Param[1]: texture (type: Texture2D)
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@ -3133,8 +3133,8 @@ Function 346: UnloadTexture() (1 input parameters)
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Return type: void
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Return type: void
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Description: Unload texture from GPU memory (VRAM)
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Description: Unload texture from GPU memory (VRAM)
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Param[1]: texture (type: Texture2D)
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Param[1]: texture (type: Texture2D)
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Function 347: IsRenderTextureReady() (1 input parameters)
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Function 347: IsRenderTextureValid() (1 input parameters)
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Name: IsRenderTextureReady
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Name: IsRenderTextureValid
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Return type: bool
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Return type: bool
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Description: Check if a render texture is ready
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Description: Check if a render texture is ready
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Param[1]: target (type: RenderTexture2D)
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Param[1]: target (type: RenderTexture2D)
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@ -3355,8 +3355,8 @@ Function 380: LoadFontFromMemory() (6 input parameters)
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Param[4]: fontSize (type: int)
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Param[4]: fontSize (type: int)
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Param[5]: codepoints (type: int *)
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Param[5]: codepoints (type: int *)
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Param[6]: codepointCount (type: int)
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Param[6]: codepointCount (type: int)
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Function 381: IsFontReady() (1 input parameters)
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Function 381: IsFontValid() (1 input parameters)
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Name: IsFontReady
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Name: IsFontValid
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Return type: bool
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Return type: bool
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Description: Check if a font is ready
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Description: Check if a font is ready
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Param[1]: font (type: Font)
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Param[1]: font (type: Font)
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@ -3821,8 +3821,8 @@ Function 446: LoadModelFromMesh() (1 input parameters)
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Return type: Model
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Return type: Model
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Description: Load model from generated mesh (default material)
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Description: Load model from generated mesh (default material)
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Param[1]: mesh (type: Mesh)
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Param[1]: mesh (type: Mesh)
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Function 447: IsModelReady() (1 input parameters)
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Function 447: IsModelValid() (1 input parameters)
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Name: IsModelReady
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Name: IsModelValid
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Return type: bool
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Return type: bool
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Description: Check if a model is ready
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Description: Check if a model is ready
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Param[1]: model (type: Model)
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Param[1]: model (type: Model)
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@ -4055,8 +4055,8 @@ Function 479: LoadMaterialDefault() (0 input parameters)
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Return type: Material
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Return type: Material
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Description: Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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Description: Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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No input parameters
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No input parameters
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Function 480: IsMaterialReady() (1 input parameters)
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Function 480: IsMaterialValid() (1 input parameters)
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Name: IsMaterialReady
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Name: IsMaterialValid
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Return type: bool
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Return type: bool
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Description: Check if a material is ready
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Description: Check if a material is ready
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Param[1]: material (type: Material)
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Param[1]: material (type: Material)
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@ -4177,8 +4177,8 @@ Function 498: CloseAudioDevice() (0 input parameters)
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Return type: void
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Return type: void
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Description: Close the audio device and context
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Description: Close the audio device and context
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No input parameters
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No input parameters
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Function 499: IsAudioDeviceReady() (0 input parameters)
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Function 499: IsAudioDeviceValid() (0 input parameters)
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Name: IsAudioDeviceReady
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Name: IsAudioDeviceValid
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Return type: bool
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Return type: bool
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Description: Check if audio device has been initialized successfully
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Description: Check if audio device has been initialized successfully
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No input parameters
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No input parameters
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@ -4204,8 +4204,8 @@ Function 503: LoadWaveFromMemory() (3 input parameters)
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Param[1]: fileType (type: const char *)
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Param[1]: fileType (type: const char *)
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Param[2]: fileData (type: const unsigned char *)
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Param[2]: fileData (type: const unsigned char *)
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Param[3]: dataSize (type: int)
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Param[3]: dataSize (type: int)
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Function 504: IsWaveReady() (1 input parameters)
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Function 504: IsWaveValid() (1 input parameters)
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Name: IsWaveReady
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Name: IsWaveValid
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Return type: bool
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Return type: bool
|
||||||
Description: Checks if wave data is ready
|
Description: Checks if wave data is ready
|
||||||
Param[1]: wave (type: Wave)
|
Param[1]: wave (type: Wave)
|
||||||
|
|
@ -4224,8 +4224,8 @@ Function 507: LoadSoundAlias() (1 input parameters)
|
||||||
Return type: Sound
|
Return type: Sound
|
||||||
Description: Create a new sound that shares the same sample data as the source sound, does not own the sound data
|
Description: Create a new sound that shares the same sample data as the source sound, does not own the sound data
|
||||||
Param[1]: source (type: Sound)
|
Param[1]: source (type: Sound)
|
||||||
Function 508: IsSoundReady() (1 input parameters)
|
Function 508: IsSoundValid() (1 input parameters)
|
||||||
Name: IsSoundReady
|
Name: IsSoundValid
|
||||||
Return type: bool
|
Return type: bool
|
||||||
Description: Checks if a sound is ready
|
Description: Checks if a sound is ready
|
||||||
Param[1]: sound (type: Sound)
|
Param[1]: sound (type: Sound)
|
||||||
|
|
@ -4348,8 +4348,8 @@ Function 529: LoadMusicStreamFromMemory() (3 input parameters)
|
||||||
Param[1]: fileType (type: const char *)
|
Param[1]: fileType (type: const char *)
|
||||||
Param[2]: data (type: const unsigned char *)
|
Param[2]: data (type: const unsigned char *)
|
||||||
Param[3]: dataSize (type: int)
|
Param[3]: dataSize (type: int)
|
||||||
Function 530: IsMusicReady() (1 input parameters)
|
Function 530: IsMusicValid() (1 input parameters)
|
||||||
Name: IsMusicReady
|
Name: IsMusicValid
|
||||||
Return type: bool
|
Return type: bool
|
||||||
Description: Checks if a music stream is ready
|
Description: Checks if a music stream is ready
|
||||||
Param[1]: music (type: Music)
|
Param[1]: music (type: Music)
|
||||||
|
|
@ -4429,8 +4429,8 @@ Function 544: LoadAudioStream() (3 input parameters)
|
||||||
Param[1]: sampleRate (type: unsigned int)
|
Param[1]: sampleRate (type: unsigned int)
|
||||||
Param[2]: sampleSize (type: unsigned int)
|
Param[2]: sampleSize (type: unsigned int)
|
||||||
Param[3]: channels (type: unsigned int)
|
Param[3]: channels (type: unsigned int)
|
||||||
Function 545: IsAudioStreamReady() (1 input parameters)
|
Function 545: IsAudioStreamValid() (1 input parameters)
|
||||||
Name: IsAudioStreamReady
|
Name: IsAudioStreamValid
|
||||||
Return type: bool
|
Return type: bool
|
||||||
Description: Checks if an audio stream is ready
|
Description: Checks if an audio stream is ready
|
||||||
Param[1]: stream (type: AudioStream)
|
Param[1]: stream (type: AudioStream)
|
||||||
|
|
|
||||||
|
|
@ -680,7 +680,7 @@
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="WindowShouldClose" retType="bool" paramCount="0" desc="Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)">
|
<Function name="WindowShouldClose" retType="bool" paramCount="0" desc="Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)">
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsWindowReady" retType="bool" paramCount="0" desc="Check if window has been initialized successfully">
|
<Function name="IsWindowValid" retType="bool" paramCount="0" desc="Check if window has been initialized successfully">
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsWindowFullscreen" retType="bool" paramCount="0" desc="Check if window is currently fullscreen">
|
<Function name="IsWindowFullscreen" retType="bool" paramCount="0" desc="Check if window is currently fullscreen">
|
||||||
</Function>
|
</Function>
|
||||||
|
|
@ -866,7 +866,7 @@
|
||||||
<Param type="const char *" name="vsCode" desc="" />
|
<Param type="const char *" name="vsCode" desc="" />
|
||||||
<Param type="const char *" name="fsCode" desc="" />
|
<Param type="const char *" name="fsCode" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsShaderReady" retType="bool" paramCount="1" desc="Check if a shader is ready">
|
<Function name="IsShaderValid" retType="bool" paramCount="1" desc="Check if a shader is ready">
|
||||||
<Param type="Shader" name="shader" desc="" />
|
<Param type="Shader" name="shader" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="GetShaderLocation" retType="int" paramCount="2" desc="Get shader uniform location">
|
<Function name="GetShaderLocation" retType="int" paramCount="2" desc="Get shader uniform location">
|
||||||
|
|
@ -1707,7 +1707,7 @@
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="LoadImageFromScreen" retType="Image" paramCount="0" desc="Load image from screen buffer and (screenshot)">
|
<Function name="LoadImageFromScreen" retType="Image" paramCount="0" desc="Load image from screen buffer and (screenshot)">
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsImageReady" retType="bool" paramCount="1" desc="Check if an image is ready">
|
<Function name="IsImageValid" retType="bool" paramCount="1" desc="Check if an image is ready">
|
||||||
<Param type="Image" name="image" desc="" />
|
<Param type="Image" name="image" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="UnloadImage" retType="void" paramCount="1" desc="Unload image from CPU memory (RAM)">
|
<Function name="UnloadImage" retType="void" paramCount="1" desc="Unload image from CPU memory (RAM)">
|
||||||
|
|
@ -2046,13 +2046,13 @@
|
||||||
<Param type="int" name="width" desc="" />
|
<Param type="int" name="width" desc="" />
|
||||||
<Param type="int" name="height" desc="" />
|
<Param type="int" name="height" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsTextureReady" retType="bool" paramCount="1" desc="Check if a texture is ready">
|
<Function name="IsTextureValid" retType="bool" paramCount="1" desc="Check if a texture is ready">
|
||||||
<Param type="Texture2D" name="texture" desc="" />
|
<Param type="Texture2D" name="texture" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="UnloadTexture" retType="void" paramCount="1" desc="Unload texture from GPU memory (VRAM)">
|
<Function name="UnloadTexture" retType="void" paramCount="1" desc="Unload texture from GPU memory (VRAM)">
|
||||||
<Param type="Texture2D" name="texture" desc="" />
|
<Param type="Texture2D" name="texture" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsRenderTextureReady" retType="bool" paramCount="1" desc="Check if a render texture is ready">
|
<Function name="IsRenderTextureValid" retType="bool" paramCount="1" desc="Check if a render texture is ready">
|
||||||
<Param type="RenderTexture2D" name="target" desc="" />
|
<Param type="RenderTexture2D" name="target" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="UnloadRenderTexture" retType="void" paramCount="1" desc="Unload render texture from GPU memory (VRAM)">
|
<Function name="UnloadRenderTexture" retType="void" paramCount="1" desc="Unload render texture from GPU memory (VRAM)">
|
||||||
|
|
@ -2205,7 +2205,7 @@
|
||||||
<Param type="int *" name="codepoints" desc="" />
|
<Param type="int *" name="codepoints" desc="" />
|
||||||
<Param type="int" name="codepointCount" desc="" />
|
<Param type="int" name="codepointCount" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsFontReady" retType="bool" paramCount="1" desc="Check if a font is ready">
|
<Function name="IsFontValid" retType="bool" paramCount="1" desc="Check if a font is ready">
|
||||||
<Param type="Font" name="font" desc="" />
|
<Param type="Font" name="font" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="LoadFontData" retType="GlyphInfo *" paramCount="6" desc="Load font data for further use">
|
<Function name="LoadFontData" retType="GlyphInfo *" paramCount="6" desc="Load font data for further use">
|
||||||
|
|
@ -2539,7 +2539,7 @@
|
||||||
<Function name="LoadModelFromMesh" retType="Model" paramCount="1" desc="Load model from generated mesh (default material)">
|
<Function name="LoadModelFromMesh" retType="Model" paramCount="1" desc="Load model from generated mesh (default material)">
|
||||||
<Param type="Mesh" name="mesh" desc="" />
|
<Param type="Mesh" name="mesh" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsModelReady" retType="bool" paramCount="1" desc="Check if a model is ready">
|
<Function name="IsModelValid" retType="bool" paramCount="1" desc="Check if a model is ready">
|
||||||
<Param type="Model" name="model" desc="" />
|
<Param type="Model" name="model" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="UnloadModel" retType="void" paramCount="1" desc="Unload model (including meshes) from memory (RAM and/or VRAM)">
|
<Function name="UnloadModel" retType="void" paramCount="1" desc="Unload model (including meshes) from memory (RAM and/or VRAM)">
|
||||||
|
|
@ -2706,7 +2706,7 @@
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="LoadMaterialDefault" retType="Material" paramCount="0" desc="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)">
|
<Function name="LoadMaterialDefault" retType="Material" paramCount="0" desc="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)">
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsMaterialReady" retType="bool" paramCount="1" desc="Check if a material is ready">
|
<Function name="IsMaterialValid" retType="bool" paramCount="1" desc="Check if a material is ready">
|
||||||
<Param type="Material" name="material" desc="" />
|
<Param type="Material" name="material" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="UnloadMaterial" retType="void" paramCount="1" desc="Unload material from GPU memory (VRAM)">
|
<Function name="UnloadMaterial" retType="void" paramCount="1" desc="Unload material from GPU memory (VRAM)">
|
||||||
|
|
@ -2788,7 +2788,7 @@
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="CloseAudioDevice" retType="void" paramCount="0" desc="Close the audio device and context">
|
<Function name="CloseAudioDevice" retType="void" paramCount="0" desc="Close the audio device and context">
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsAudioDeviceReady" retType="bool" paramCount="0" desc="Check if audio device has been initialized successfully">
|
<Function name="IsAudioDeviceValid" retType="bool" paramCount="0" desc="Check if audio device has been initialized successfully">
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="SetMasterVolume" retType="void" paramCount="1" desc="Set master volume (listener)">
|
<Function name="SetMasterVolume" retType="void" paramCount="1" desc="Set master volume (listener)">
|
||||||
<Param type="float" name="volume" desc="" />
|
<Param type="float" name="volume" desc="" />
|
||||||
|
|
@ -2803,7 +2803,7 @@
|
||||||
<Param type="const unsigned char *" name="fileData" desc="" />
|
<Param type="const unsigned char *" name="fileData" desc="" />
|
||||||
<Param type="int" name="dataSize" desc="" />
|
<Param type="int" name="dataSize" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsWaveReady" retType="bool" paramCount="1" desc="Checks if wave data is ready">
|
<Function name="IsWaveValid" retType="bool" paramCount="1" desc="Checks if wave data is ready">
|
||||||
<Param type="Wave" name="wave" desc="" />
|
<Param type="Wave" name="wave" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="LoadSound" retType="Sound" paramCount="1" desc="Load sound from file">
|
<Function name="LoadSound" retType="Sound" paramCount="1" desc="Load sound from file">
|
||||||
|
|
@ -2815,7 +2815,7 @@
|
||||||
<Function name="LoadSoundAlias" retType="Sound" paramCount="1" desc="Create a new sound that shares the same sample data as the source sound, does not own the sound data">
|
<Function name="LoadSoundAlias" retType="Sound" paramCount="1" desc="Create a new sound that shares the same sample data as the source sound, does not own the sound data">
|
||||||
<Param type="Sound" name="source" desc="" />
|
<Param type="Sound" name="source" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsSoundReady" retType="bool" paramCount="1" desc="Checks if a sound is ready">
|
<Function name="IsSoundValid" retType="bool" paramCount="1" desc="Checks if a sound is ready">
|
||||||
<Param type="Sound" name="sound" desc="" />
|
<Param type="Sound" name="sound" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="UpdateSound" retType="void" paramCount="3" desc="Update sound buffer with new data">
|
<Function name="UpdateSound" retType="void" paramCount="3" desc="Update sound buffer with new data">
|
||||||
|
|
@ -2895,7 +2895,7 @@
|
||||||
<Param type="const unsigned char *" name="data" desc="" />
|
<Param type="const unsigned char *" name="data" desc="" />
|
||||||
<Param type="int" name="dataSize" desc="" />
|
<Param type="int" name="dataSize" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsMusicReady" retType="bool" paramCount="1" desc="Checks if a music stream is ready">
|
<Function name="IsMusicValid" retType="bool" paramCount="1" desc="Checks if a music stream is ready">
|
||||||
<Param type="Music" name="music" desc="" />
|
<Param type="Music" name="music" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="UnloadMusicStream" retType="void" paramCount="1" desc="Unload music stream">
|
<Function name="UnloadMusicStream" retType="void" paramCount="1" desc="Unload music stream">
|
||||||
|
|
@ -2946,7 +2946,7 @@
|
||||||
<Param type="unsigned int" name="sampleSize" desc="" />
|
<Param type="unsigned int" name="sampleSize" desc="" />
|
||||||
<Param type="unsigned int" name="channels" desc="" />
|
<Param type="unsigned int" name="channels" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="IsAudioStreamReady" retType="bool" paramCount="1" desc="Checks if an audio stream is ready">
|
<Function name="IsAudioStreamValid" retType="bool" paramCount="1" desc="Checks if an audio stream is ready">
|
||||||
<Param type="AudioStream" name="stream" desc="" />
|
<Param type="AudioStream" name="stream" desc="" />
|
||||||
</Function>
|
</Function>
|
||||||
<Function name="UnloadAudioStream" retType="void" paramCount="1" desc="Unload audio stream and free memory">
|
<Function name="UnloadAudioStream" retType="void" paramCount="1" desc="Unload audio stream and free memory">
|
||||||
|
|
|
||||||
|
|
@ -2,7 +2,7 @@
|
||||||
InitWindow|void|(int width, int height, const char *title);|
|
InitWindow|void|(int width, int height, const char *title);|
|
||||||
WindowShouldClose|bool|(void);|
|
WindowShouldClose|bool|(void);|
|
||||||
CloseWindow|void|(void);|
|
CloseWindow|void|(void);|
|
||||||
IsWindowReady|bool|(void);|
|
IsWindowValid|bool|(void);|
|
||||||
IsWindowMinimized|bool|(void);|
|
IsWindowMinimized|bool|(void);|
|
||||||
IsWindowResized|bool|(void);|
|
IsWindowResized|bool|(void);|
|
||||||
IsWindowHidden|bool|(void);|
|
IsWindowHidden|bool|(void);|
|
||||||
|
|
@ -342,13 +342,13 @@ InitVrSimulator|void|(void);|
|
||||||
CloseVrSimulator|void|(void);|
|
CloseVrSimulator|void|(void);|
|
||||||
UpdateVrTracking|void|(Camera *camera);|
|
UpdateVrTracking|void|(Camera *camera);|
|
||||||
SetVrConfiguration|void|(VrDeviceInfo info, Shader distortion);|
|
SetVrConfiguration|void|(VrDeviceInfo info, Shader distortion);|
|
||||||
IsVrSimulatorReady|bool|(void);|
|
IsVrSimulatorValid|bool|(void);|
|
||||||
ToggleVrMode|void|(void);|
|
ToggleVrMode|void|(void);|
|
||||||
BeginVrDrawing|void|(void);|
|
BeginVrDrawing|void|(void);|
|
||||||
EndVrDrawing|void|(void);|
|
EndVrDrawing|void|(void);|
|
||||||
InitAudioDevice|void|(void);|
|
InitAudioDevice|void|(void);|
|
||||||
CloseAudioDevice|void|(void);|
|
CloseAudioDevice|void|(void);|
|
||||||
IsAudioDeviceReady|bool|(void);|
|
IsAudioDeviceValid|bool|(void);|
|
||||||
SetMasterVolume|void|(float volume);|
|
SetMasterVolume|void|(float volume);|
|
||||||
LoadWave|Wave|(const char *fileName);|
|
LoadWave|Wave|(const char *fileName);|
|
||||||
LoadWaveEx|Wave|(void *data, int sampleCount, int sampleRate, int sampleSize, int channels);|
|
LoadWaveEx|Wave|(void *data, int sampleCount, int sampleRate, int sampleSize, int channels);|
|
||||||
|
|
|
||||||
|
|
@ -16,7 +16,7 @@
|
||||||
<KeyWord name="WindowShouldClose" func="yes">
|
<KeyWord name="WindowShouldClose" func="yes">
|
||||||
<Overload retVal="bool" descr="Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)"></Overload>
|
<Overload retVal="bool" descr="Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)"></Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsWindowReady" func="yes">
|
<KeyWord name="IsWindowValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Check if window has been initialized successfully"></Overload>
|
<Overload retVal="bool" descr="Check if window has been initialized successfully"></Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsWindowFullscreen" func="yes">
|
<KeyWord name="IsWindowFullscreen" func="yes">
|
||||||
|
|
@ -315,7 +315,7 @@
|
||||||
<Param name="const char *fsCode" />
|
<Param name="const char *fsCode" />
|
||||||
</Overload>
|
</Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsShaderReady" func="yes">
|
<KeyWord name="IsShaderValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Check if a shader is ready">
|
<Overload retVal="bool" descr="Check if a shader is ready">
|
||||||
<Param name="Shader shader" />
|
<Param name="Shader shader" />
|
||||||
</Overload>
|
</Overload>
|
||||||
|
|
@ -1543,7 +1543,7 @@
|
||||||
<KeyWord name="LoadImageFromScreen" func="yes">
|
<KeyWord name="LoadImageFromScreen" func="yes">
|
||||||
<Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload>
|
<Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsImageReady" func="yes">
|
<KeyWord name="IsImageValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Check if an image is ready">
|
<Overload retVal="bool" descr="Check if an image is ready">
|
||||||
<Param name="Image image" />
|
<Param name="Image image" />
|
||||||
</Overload>
|
</Overload>
|
||||||
|
|
@ -2023,7 +2023,7 @@
|
||||||
<Param name="int height" />
|
<Param name="int height" />
|
||||||
</Overload>
|
</Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsTextureReady" func="yes">
|
<KeyWord name="IsTextureValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Check if a texture is ready">
|
<Overload retVal="bool" descr="Check if a texture is ready">
|
||||||
<Param name="Texture2D texture" />
|
<Param name="Texture2D texture" />
|
||||||
</Overload>
|
</Overload>
|
||||||
|
|
@ -2033,7 +2033,7 @@
|
||||||
<Param name="Texture2D texture" />
|
<Param name="Texture2D texture" />
|
||||||
</Overload>
|
</Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsRenderTextureReady" func="yes">
|
<KeyWord name="IsRenderTextureValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Check if a render texture is ready">
|
<Overload retVal="bool" descr="Check if a render texture is ready">
|
||||||
<Param name="RenderTexture2D target" />
|
<Param name="RenderTexture2D target" />
|
||||||
</Overload>
|
</Overload>
|
||||||
|
|
@ -2252,7 +2252,7 @@
|
||||||
<Param name="int codepointCount" />
|
<Param name="int codepointCount" />
|
||||||
</Overload>
|
</Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsFontReady" func="yes">
|
<KeyWord name="IsFontValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Check if a font is ready">
|
<Overload retVal="bool" descr="Check if a font is ready">
|
||||||
<Param name="Font font" />
|
<Param name="Font font" />
|
||||||
</Overload>
|
</Overload>
|
||||||
|
|
@ -2734,7 +2734,7 @@
|
||||||
<Param name="Mesh mesh" />
|
<Param name="Mesh mesh" />
|
||||||
</Overload>
|
</Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsModelReady" func="yes">
|
<KeyWord name="IsModelValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Check if a model is ready">
|
<Overload retVal="bool" descr="Check if a model is ready">
|
||||||
<Param name="Model model" />
|
<Param name="Model model" />
|
||||||
</Overload>
|
</Overload>
|
||||||
|
|
@ -2968,7 +2968,7 @@
|
||||||
<KeyWord name="LoadMaterialDefault" func="yes">
|
<KeyWord name="LoadMaterialDefault" func="yes">
|
||||||
<Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload>
|
<Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsMaterialReady" func="yes">
|
<KeyWord name="IsMaterialValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Check if a material is ready">
|
<Overload retVal="bool" descr="Check if a material is ready">
|
||||||
<Param name="Material material" />
|
<Param name="Material material" />
|
||||||
</Overload>
|
</Overload>
|
||||||
|
|
@ -3096,7 +3096,7 @@
|
||||||
<KeyWord name="CloseAudioDevice" func="yes">
|
<KeyWord name="CloseAudioDevice" func="yes">
|
||||||
<Overload retVal="void" descr="Close the audio device and context"></Overload>
|
<Overload retVal="void" descr="Close the audio device and context"></Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsAudioDeviceReady" func="yes">
|
<KeyWord name="IsAudioDeviceValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Check if audio device has been initialized successfully"></Overload>
|
<Overload retVal="bool" descr="Check if audio device has been initialized successfully"></Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="SetMasterVolume" func="yes">
|
<KeyWord name="SetMasterVolume" func="yes">
|
||||||
|
|
@ -3121,7 +3121,7 @@
|
||||||
<Param name="int dataSize" />
|
<Param name="int dataSize" />
|
||||||
</Overload>
|
</Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsWaveReady" func="yes">
|
<KeyWord name="IsWaveValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Checks if wave data is ready">
|
<Overload retVal="bool" descr="Checks if wave data is ready">
|
||||||
<Param name="Wave wave" />
|
<Param name="Wave wave" />
|
||||||
</Overload>
|
</Overload>
|
||||||
|
|
@ -3141,7 +3141,7 @@
|
||||||
<Param name="Sound source" />
|
<Param name="Sound source" />
|
||||||
</Overload>
|
</Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsSoundReady" func="yes">
|
<KeyWord name="IsSoundValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Checks if a sound is ready">
|
<Overload retVal="bool" descr="Checks if a sound is ready">
|
||||||
<Param name="Sound sound" />
|
<Param name="Sound sound" />
|
||||||
</Overload>
|
</Overload>
|
||||||
|
|
@ -3269,7 +3269,7 @@
|
||||||
<Param name="int dataSize" />
|
<Param name="int dataSize" />
|
||||||
</Overload>
|
</Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsMusicReady" func="yes">
|
<KeyWord name="IsMusicValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Checks if a music stream is ready">
|
<Overload retVal="bool" descr="Checks if a music stream is ready">
|
||||||
<Param name="Music music" />
|
<Param name="Music music" />
|
||||||
</Overload>
|
</Overload>
|
||||||
|
|
@ -3352,7 +3352,7 @@
|
||||||
<Param name="unsigned int channels" />
|
<Param name="unsigned int channels" />
|
||||||
</Overload>
|
</Overload>
|
||||||
</KeyWord>
|
</KeyWord>
|
||||||
<KeyWord name="IsAudioStreamReady" func="yes">
|
<KeyWord name="IsAudioStreamValid" func="yes">
|
||||||
<Overload retVal="bool" descr="Checks if an audio stream is ready">
|
<Overload retVal="bool" descr="Checks if an audio stream is ready">
|
||||||
<Param name="AudioStream stream" />
|
<Param name="AudioStream stream" />
|
||||||
</Overload>
|
</Overload>
|
||||||
|
|
|
||||||
|
|
@ -6,7 +6,7 @@
|
||||||
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
|
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 void CloseWindow(void); // Close window and unload OpenGL context
|
||||||
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
|
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
|
||||||
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
|
RLAPI bool IsWindowValid(void); // Check if window has been initialized successfully
|
||||||
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
|
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
|
||||||
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
|
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
|
||||||
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
|
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
|
||||||
|
|
@ -87,7 +87,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
|
||||||
// NOTE: Shader functionality is not available on OpenGL 1.1
|
// 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 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 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 bool IsShaderValid(Shader shader); // Check if a shader is ready
|
||||||
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
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 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
|
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
|
||||||
|
|
@ -345,7 +345,7 @@ RLAPI Image LoadImageAnim(const char *fileName, int *frames);
|
||||||
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 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 LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
|
||||||
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
|
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
|
||||||
RLAPI bool IsImageReady(Image image); // Check if an image is ready
|
RLAPI bool IsImageValid(Image image); // Check if an image is ready
|
||||||
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
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 ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
|
||||||
RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
|
RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
|
||||||
|
|
@ -424,9 +424,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
|
||||||
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
|
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 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 RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
|
||||||
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
|
RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is ready
|
||||||
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
||||||
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
|
RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is ready
|
||||||
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
|
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 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
|
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
|
||||||
|
|
@ -471,7 +471,7 @@ RLAPI Font LoadFont(const char *fileName);
|
||||||
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
|
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
|
||||||
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
|
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 *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
||||||
RLAPI bool IsFontReady(Font font); // Check if a font is ready
|
RLAPI bool IsFontValid(Font font); // Check if a font is ready
|
||||||
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
|
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
|
||||||
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
||||||
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
|
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
|
||||||
|
|
@ -557,7 +557,7 @@ RLAPI void DrawGrid(int slices, float spacing);
|
||||||
// Model management functions
|
// Model management functions
|
||||||
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
|
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 Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
|
||||||
RLAPI bool IsModelReady(Model model); // Check if a model is ready
|
RLAPI bool IsModelValid(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 UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
|
||||||
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
|
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
|
||||||
|
|
||||||
|
|
@ -597,7 +597,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
|
||||||
// Material loading/unloading functions
|
// Material loading/unloading functions
|
||||||
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
|
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 Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
|
||||||
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
|
RLAPI bool IsMaterialValid(Material material); // Check if a material is ready
|
||||||
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
|
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 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
|
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
|
||||||
|
|
@ -627,18 +627,18 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
|
||||||
// Audio device management functions
|
// Audio device management functions
|
||||||
RLAPI void InitAudioDevice(void); // Initialize audio device and context
|
RLAPI void InitAudioDevice(void); // Initialize audio device and context
|
||||||
RLAPI void CloseAudioDevice(void); // Close the 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 bool IsAudioDeviceValid(void); // Check if audio device has been initialized successfully
|
||||||
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
|
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
|
||||||
RLAPI float GetMasterVolume(void); // Get master volume (listener)
|
RLAPI float GetMasterVolume(void); // Get master volume (listener)
|
||||||
|
|
||||||
// Wave/Sound loading/unloading functions
|
// Wave/Sound loading/unloading functions
|
||||||
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
|
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 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 bool IsWaveValid(Wave wave); // Checks if wave data is ready
|
||||||
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
|
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
|
||||||
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
|
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
|
||||||
RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
|
RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
|
||||||
RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
|
RLAPI bool IsSoundValid(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 UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
|
||||||
RLAPI void UnloadWave(Wave wave); // Unload wave data
|
RLAPI void UnloadWave(Wave wave); // Unload wave data
|
||||||
RLAPI void UnloadSound(Sound sound); // Unload sound
|
RLAPI void UnloadSound(Sound sound); // Unload sound
|
||||||
|
|
@ -664,7 +664,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
|
||||||
// Music management functions
|
// Music management functions
|
||||||
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
|
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 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 bool IsMusicValid(Music music); // Checks if a music stream is ready
|
||||||
RLAPI void UnloadMusicStream(Music music); // Unload music stream
|
RLAPI void UnloadMusicStream(Music music); // Unload music stream
|
||||||
RLAPI void PlayMusicStream(Music music); // Start music playing
|
RLAPI void PlayMusicStream(Music music); // Start music playing
|
||||||
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
|
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
|
||||||
|
|
@ -681,7 +681,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
|
||||||
|
|
||||||
// AudioStream management functions
|
// 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 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 bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is ready
|
||||||
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
|
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 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
|
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
||||||
|
|
|
||||||
10
src/raudio.c
10
src/raudio.c
|
|
@ -541,7 +541,7 @@ void CloseAudioDevice(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if device has been initialized successfully
|
// Check if device has been initialized successfully
|
||||||
bool IsAudioDeviceReady(void)
|
bool IsAudioDeviceValid(void)
|
||||||
{
|
{
|
||||||
return AUDIO.System.isReady;
|
return AUDIO.System.isReady;
|
||||||
}
|
}
|
||||||
|
|
@ -893,7 +893,7 @@ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int
|
||||||
}
|
}
|
||||||
|
|
||||||
// Checks if wave data is ready
|
// Checks if wave data is ready
|
||||||
bool IsWaveReady(Wave wave)
|
bool IsWaveValid(Wave wave)
|
||||||
{
|
{
|
||||||
bool result = false;
|
bool result = false;
|
||||||
|
|
||||||
|
|
@ -994,7 +994,7 @@ Sound LoadSoundAlias(Sound source)
|
||||||
|
|
||||||
|
|
||||||
// Checks if a sound is ready
|
// Checks if a sound is ready
|
||||||
bool IsSoundReady(Sound sound)
|
bool IsSoundValid(Sound sound)
|
||||||
{
|
{
|
||||||
bool result = false;
|
bool result = false;
|
||||||
|
|
||||||
|
|
@ -1724,7 +1724,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data,
|
||||||
}
|
}
|
||||||
|
|
||||||
// Checks if a music stream is ready
|
// Checks if a music stream is ready
|
||||||
bool IsMusicReady(Music music)
|
bool IsMusicValid(Music music)
|
||||||
{
|
{
|
||||||
return ((music.ctxData != NULL) && // Validate context loaded
|
return ((music.ctxData != NULL) && // Validate context loaded
|
||||||
(music.frameCount > 0) && // Validate audio frame count
|
(music.frameCount > 0) && // Validate audio frame count
|
||||||
|
|
@ -2117,7 +2117,7 @@ AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, un
|
||||||
}
|
}
|
||||||
|
|
||||||
// Checks if an audio stream is ready
|
// Checks if an audio stream is ready
|
||||||
bool IsAudioStreamReady(AudioStream stream)
|
bool IsAudioStreamValid(AudioStream stream)
|
||||||
{
|
{
|
||||||
return ((stream.buffer != NULL) && // Validate stream buffer
|
return ((stream.buffer != NULL) && // Validate stream buffer
|
||||||
(stream.sampleRate > 0) && // Validate sample rate is supported
|
(stream.sampleRate > 0) && // Validate sample rate is supported
|
||||||
|
|
|
||||||
26
src/raylib.h
26
src/raylib.h
|
|
@ -958,7 +958,7 @@ extern "C" { // Prevents name mangling of functions
|
||||||
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
|
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 void CloseWindow(void); // Close window and unload OpenGL context
|
||||||
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
|
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
|
||||||
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
|
RLAPI bool IsWindowValid(void); // Check if window has been initialized successfully
|
||||||
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
|
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
|
||||||
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
|
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
|
||||||
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
|
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
|
||||||
|
|
@ -1039,7 +1039,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
|
||||||
// NOTE: Shader functionality is not available on OpenGL 1.1
|
// 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 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 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 bool IsShaderValid(Shader shader); // Check if a shader is ready
|
||||||
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
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 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
|
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
|
||||||
|
|
@ -1310,7 +1310,7 @@ RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *f
|
||||||
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 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 LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
|
||||||
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
|
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
|
||||||
RLAPI bool IsImageReady(Image image); // Check if an image is ready
|
RLAPI bool IsImageValid(Image image); // Check if an image is ready
|
||||||
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
|
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 ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
|
||||||
RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
|
RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
|
||||||
|
|
@ -1389,9 +1389,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
|
||||||
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
|
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 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 RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
|
||||||
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
|
RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is ready
|
||||||
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
|
||||||
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
|
RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is ready
|
||||||
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
|
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 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
|
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
|
||||||
|
|
@ -1437,7 +1437,7 @@ RLAPI Font LoadFont(const char *fileName);
|
||||||
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
|
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
|
||||||
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
|
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 *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
|
||||||
RLAPI bool IsFontReady(Font font); // Check if a font is ready
|
RLAPI bool IsFontValid(Font font); // Check if a font is ready
|
||||||
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
|
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
|
||||||
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
|
||||||
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
|
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
|
||||||
|
|
@ -1524,7 +1524,7 @@ RLAPI void DrawGrid(int slices, float spacing);
|
||||||
// Model management functions
|
// Model management functions
|
||||||
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
|
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 Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
|
||||||
RLAPI bool IsModelReady(Model model); // Check if a model is ready
|
RLAPI bool IsModelValid(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 UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
|
||||||
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
|
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
|
||||||
|
|
||||||
|
|
@ -1565,7 +1565,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
|
||||||
// Material loading/unloading functions
|
// Material loading/unloading functions
|
||||||
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
|
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 Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
|
||||||
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
|
RLAPI bool IsMaterialValid(Material material); // Check if a material is ready
|
||||||
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
|
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 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
|
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
|
||||||
|
|
@ -1595,18 +1595,18 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
|
||||||
// Audio device management functions
|
// Audio device management functions
|
||||||
RLAPI void InitAudioDevice(void); // Initialize audio device and context
|
RLAPI void InitAudioDevice(void); // Initialize audio device and context
|
||||||
RLAPI void CloseAudioDevice(void); // Close the 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 bool IsAudioDeviceValid(void); // Check if audio device has been initialized successfully
|
||||||
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
|
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
|
||||||
RLAPI float GetMasterVolume(void); // Get master volume (listener)
|
RLAPI float GetMasterVolume(void); // Get master volume (listener)
|
||||||
|
|
||||||
// Wave/Sound loading/unloading functions
|
// Wave/Sound loading/unloading functions
|
||||||
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
|
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 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 bool IsWaveValid(Wave wave); // Checks if wave data is ready
|
||||||
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
|
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
|
||||||
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
|
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
|
||||||
RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
|
RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
|
||||||
RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
|
RLAPI bool IsSoundValid(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 UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
|
||||||
RLAPI void UnloadWave(Wave wave); // Unload wave data
|
RLAPI void UnloadWave(Wave wave); // Unload wave data
|
||||||
RLAPI void UnloadSound(Sound sound); // Unload sound
|
RLAPI void UnloadSound(Sound sound); // Unload sound
|
||||||
|
|
@ -1632,7 +1632,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
|
||||||
// Music management functions
|
// Music management functions
|
||||||
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
|
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 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 bool IsMusicValid(Music music); // Checks if a music stream is ready
|
||||||
RLAPI void UnloadMusicStream(Music music); // Unload music stream
|
RLAPI void UnloadMusicStream(Music music); // Unload music stream
|
||||||
RLAPI void PlayMusicStream(Music music); // Start music playing
|
RLAPI void PlayMusicStream(Music music); // Start music playing
|
||||||
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
|
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
|
||||||
|
|
@ -1649,7 +1649,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
|
||||||
|
|
||||||
// AudioStream management functions
|
// 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 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 bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is ready
|
||||||
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
|
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 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
|
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
||||||
|
|
|
||||||
|
|
@ -703,7 +703,7 @@ void CloseWindow(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if window has been initialized successfully
|
// Check if window has been initialized successfully
|
||||||
bool IsWindowReady(void)
|
bool IsWindowValid(void)
|
||||||
{
|
{
|
||||||
return CORE.Window.ready;
|
return CORE.Window.ready;
|
||||||
}
|
}
|
||||||
|
|
@ -1318,7 +1318,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if a shader is ready
|
// Check if a shader is ready
|
||||||
bool IsShaderReady(Shader shader)
|
bool IsShaderValid(Shader shader)
|
||||||
{
|
{
|
||||||
return ((shader.id > 0) && // Validate shader id (loaded successfully)
|
return ((shader.id > 0) && // Validate shader id (loaded successfully)
|
||||||
(shader.locs != NULL)); // Validate memory has been allocated for default shader locations
|
(shader.locs != NULL)); // Validate memory has been allocated for default shader locations
|
||||||
|
|
|
||||||
|
|
@ -1108,7 +1108,7 @@ Model LoadModelFromMesh(Mesh mesh)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if a model is ready
|
// Check if a model is ready
|
||||||
bool IsModelReady(Model model)
|
bool IsModelValid(Model model)
|
||||||
{
|
{
|
||||||
bool result = false;
|
bool result = false;
|
||||||
|
|
||||||
|
|
@ -2041,7 +2041,7 @@ Material LoadMaterialDefault(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if a material is ready
|
// Check if a material is ready
|
||||||
bool IsMaterialReady(Material material)
|
bool IsMaterialValid(Material material)
|
||||||
{
|
{
|
||||||
bool result = false;
|
bool result = false;
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -583,7 +583,7 @@ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if a font is ready
|
// Check if a font is ready
|
||||||
bool IsFontReady(Font font)
|
bool IsFontValid(Font font)
|
||||||
{
|
{
|
||||||
return ((font.texture.id > 0) && // Validate OpenGL id fot font texture atlas
|
return ((font.texture.id > 0) && // Validate OpenGL id fot font texture atlas
|
||||||
(font.baseSize > 0) && // Validate font size
|
(font.baseSize > 0) && // Validate font size
|
||||||
|
|
|
||||||
|
|
@ -707,7 +707,7 @@ Image LoadImageFromScreen(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if an image is ready
|
// Check if an image is ready
|
||||||
bool IsImageReady(Image image)
|
bool IsImageValid(Image image)
|
||||||
{
|
{
|
||||||
bool result = false;
|
bool result = false;
|
||||||
|
|
||||||
|
|
@ -3954,7 +3954,7 @@ RenderTexture2D LoadRenderTexture(int width, int height)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if a texture is ready
|
// Check if a texture is ready
|
||||||
bool IsTextureReady(Texture2D texture)
|
bool IsTextureValid(Texture2D texture)
|
||||||
{
|
{
|
||||||
bool result = false;
|
bool result = false;
|
||||||
|
|
||||||
|
|
@ -3981,13 +3981,13 @@ void UnloadTexture(Texture2D texture)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Check if a render texture is ready
|
// Check if a render texture is ready
|
||||||
bool IsRenderTextureReady(RenderTexture2D target)
|
bool IsRenderTextureValid(RenderTexture2D target)
|
||||||
{
|
{
|
||||||
bool result = false;
|
bool result = false;
|
||||||
|
|
||||||
if ((target.id > 0) && // Validate OpenGL id
|
if ((target.id > 0) && // Validate OpenGL id
|
||||||
IsTextureReady(target.depth) && // Validate FBO depth texture/renderbuffer
|
IsTextureValid(target.depth) && // Validate FBO depth texture/renderbuffer
|
||||||
IsTextureReady(target.texture)) result = true; // Validate FBO texture
|
IsTextureValid(target.texture)) result = true; // Validate FBO texture
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user