Refactor: rename Is*Ready() to Is*Valid()

This commit is contained in:
RenzoRomeo 2024-04-28 18:49:48 -03:00
parent b03c8ba945
commit c14082d6da
13 changed files with 122 additions and 122 deletions

View File

@ -3146,7 +3146,7 @@
"returnType": "bool"
},
{
"name": "IsWindowReady",
"name": "IsWindowValid",
"description": "Check if window has been initialized successfully",
"returnType": "bool"
},
@ -3738,7 +3738,7 @@
]
},
{
"name": "IsShaderReady",
"name": "IsShaderValid",
"description": "Check if a shader is ready",
"returnType": "bool",
"params": [
@ -6838,7 +6838,7 @@
"returnType": "Image"
},
{
"name": "IsImageReady",
"name": "IsImageValid",
"description": "Check if an image is ready",
"returnType": "bool",
"params": [
@ -8125,7 +8125,7 @@
]
},
{
"name": "IsTextureReady",
"name": "IsTextureValid",
"description": "Check if a texture is ready",
"returnType": "bool",
"params": [
@ -8147,7 +8147,7 @@
]
},
{
"name": "IsRenderTextureReady",
"name": "IsRenderTextureValid",
"description": "Check if a render texture is ready",
"returnType": "bool",
"params": [
@ -8723,7 +8723,7 @@
]
},
{
"name": "IsFontReady",
"name": "IsFontValid",
"description": "Check if a font is ready",
"returnType": "bool",
"params": [
@ -9993,7 +9993,7 @@
]
},
{
"name": "IsModelReady",
"name": "IsModelValid",
"description": "Check if a model is ready",
"returnType": "bool",
"params": [
@ -10626,7 +10626,7 @@
"returnType": "Material"
},
{
"name": "IsMaterialReady",
"name": "IsMaterialValid",
"description": "Check if a material is ready",
"returnType": "bool",
"params": [
@ -10931,7 +10931,7 @@
"returnType": "void"
},
{
"name": "IsAudioDeviceReady",
"name": "IsAudioDeviceValid",
"description": "Check if audio device has been initialized successfully",
"returnType": "bool"
},
@ -10982,7 +10982,7 @@
]
},
{
"name": "IsWaveReady",
"name": "IsWaveValid",
"description": "Checks if wave data is ready",
"returnType": "bool",
"params": [
@ -11026,7 +11026,7 @@
]
},
{
"name": "IsSoundReady",
"name": "IsSoundValid",
"description": "Checks if a sound is ready",
"returnType": "bool",
"params": [
@ -11324,7 +11324,7 @@
]
},
{
"name": "IsMusicReady",
"name": "IsMusicValid",
"description": "Checks if a music stream is ready",
"returnType": "bool",
"params": [
@ -11513,7 +11513,7 @@
]
},
{
"name": "IsAudioStreamReady",
"name": "IsAudioStreamValid",
"description": "Checks if an audio stream is ready",
"returnType": "bool",
"params": [

View File

@ -3098,7 +3098,7 @@ return {
returnType = "bool"
},
{
name = "IsWindowReady",
name = "IsWindowValid",
description = "Check if window has been initialized successfully",
returnType = "bool"
},
@ -3564,7 +3564,7 @@ return {
}
},
{
name = "IsShaderReady",
name = "IsShaderValid",
description = "Check if a shader is ready",
returnType = "bool",
params = {
@ -5341,7 +5341,7 @@ return {
returnType = "Image"
},
{
name = "IsImageReady",
name = "IsImageValid",
description = "Check if an image is ready",
returnType = "bool",
params = {
@ -6025,7 +6025,7 @@ return {
}
},
{
name = "IsTextureReady",
name = "IsTextureValid",
description = "Check if a texture is ready",
returnType = "bool",
params = {
@ -6041,7 +6041,7 @@ return {
}
},
{
name = "IsRenderTextureReady",
name = "IsRenderTextureValid",
description = "Check if a render texture is ready",
returnType = "bool",
params = {
@ -6362,7 +6362,7 @@ return {
}
},
{
name = "IsFontReady",
name = "IsFontValid",
description = "Check if a font is ready",
returnType = "bool",
params = {
@ -7026,7 +7026,7 @@ return {
}
},
{
name = "IsModelReady",
name = "IsModelValid",
description = "Check if a model is ready",
returnType = "bool",
params = {
@ -7356,7 +7356,7 @@ return {
returnType = "Material"
},
{
name = "IsMaterialReady",
name = "IsMaterialValid",
description = "Check if a material is ready",
returnType = "bool",
params = {
@ -7529,7 +7529,7 @@ return {
returnType = "void"
},
{
name = "IsAudioDeviceReady",
name = "IsAudioDeviceValid",
description = "Check if audio device has been initialized successfully",
returnType = "bool"
},
@ -7565,7 +7565,7 @@ return {
}
},
{
name = "IsWaveReady",
name = "IsWaveValid",
description = "Checks if wave data is ready",
returnType = "bool",
params = {
@ -7597,7 +7597,7 @@ return {
}
},
{
name = "IsSoundReady",
name = "IsSoundValid",
description = "Checks if a sound is ready",
returnType = "bool",
params = {
@ -7787,7 +7787,7 @@ return {
}
},
{
name = "IsMusicReady",
name = "IsMusicValid",
description = "Checks if a music stream is ready",
returnType = "bool",
params = {
@ -7913,7 +7913,7 @@ return {
}
},
{
name = "IsAudioStreamReady",
name = "IsAudioStreamValid",
description = "Checks if an audio stream is ready",
returnType = "bool",
params = {

View File

@ -1003,8 +1003,8 @@ Function 003: WindowShouldClose() (0 input parameters)
Return type: bool
Description: Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
No input parameters
Function 004: IsWindowReady() (0 input parameters)
Name: IsWindowReady
Function 004: IsWindowValid() (0 input parameters)
Name: IsWindowValid
Return type: bool
Description: Check if window has been initialized successfully
No input parameters
@ -1373,8 +1373,8 @@ Function 075: LoadShaderFromMemory() (2 input parameters)
Description: Load shader from code strings and bind default locations
Param[1]: vsCode (type: const char *)
Param[2]: fsCode (type: const char *)
Function 076: IsShaderReady() (1 input parameters)
Name: IsShaderReady
Function 076: IsShaderValid() (1 input parameters)
Name: IsShaderValid
Return type: bool
Description: Check if a shader is ready
Param[1]: shader (type: Shader)
@ -2646,8 +2646,8 @@ Function 275: LoadImageFromScreen() (0 input parameters)
Return type: Image
Description: Load image from screen buffer and (screenshot)
No input parameters
Function 276: IsImageReady() (1 input parameters)
Name: IsImageReady
Function 276: IsImageValid() (1 input parameters)
Name: IsImageValid
Return type: bool
Description: Check if an image is ready
Param[1]: image (type: Image)
@ -3123,8 +3123,8 @@ Function 344: LoadRenderTexture() (2 input parameters)
Description: Load texture for rendering (framebuffer)
Param[1]: width (type: int)
Param[2]: height (type: int)
Function 345: IsTextureReady() (1 input parameters)
Name: IsTextureReady
Function 345: IsTextureValid() (1 input parameters)
Name: IsTextureValid
Return type: bool
Description: Check if a texture is ready
Param[1]: texture (type: Texture2D)
@ -3133,8 +3133,8 @@ Function 346: UnloadTexture() (1 input parameters)
Return type: void
Description: Unload texture from GPU memory (VRAM)
Param[1]: texture (type: Texture2D)
Function 347: IsRenderTextureReady() (1 input parameters)
Name: IsRenderTextureReady
Function 347: IsRenderTextureValid() (1 input parameters)
Name: IsRenderTextureValid
Return type: bool
Description: Check if a render texture is ready
Param[1]: target (type: RenderTexture2D)
@ -3355,8 +3355,8 @@ Function 380: LoadFontFromMemory() (6 input parameters)
Param[4]: fontSize (type: int)
Param[5]: codepoints (type: int *)
Param[6]: codepointCount (type: int)
Function 381: IsFontReady() (1 input parameters)
Name: IsFontReady
Function 381: IsFontValid() (1 input parameters)
Name: IsFontValid
Return type: bool
Description: Check if a font is ready
Param[1]: font (type: Font)
@ -3821,8 +3821,8 @@ Function 446: LoadModelFromMesh() (1 input parameters)
Return type: Model
Description: Load model from generated mesh (default material)
Param[1]: mesh (type: Mesh)
Function 447: IsModelReady() (1 input parameters)
Name: IsModelReady
Function 447: IsModelValid() (1 input parameters)
Name: IsModelValid
Return type: bool
Description: Check if a model is ready
Param[1]: model (type: Model)
@ -4055,8 +4055,8 @@ Function 479: LoadMaterialDefault() (0 input parameters)
Return type: Material
Description: Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
No input parameters
Function 480: IsMaterialReady() (1 input parameters)
Name: IsMaterialReady
Function 480: IsMaterialValid() (1 input parameters)
Name: IsMaterialValid
Return type: bool
Description: Check if a material is ready
Param[1]: material (type: Material)
@ -4177,8 +4177,8 @@ Function 498: CloseAudioDevice() (0 input parameters)
Return type: void
Description: Close the audio device and context
No input parameters
Function 499: IsAudioDeviceReady() (0 input parameters)
Name: IsAudioDeviceReady
Function 499: IsAudioDeviceValid() (0 input parameters)
Name: IsAudioDeviceValid
Return type: bool
Description: Check if audio device has been initialized successfully
No input parameters
@ -4204,8 +4204,8 @@ Function 503: LoadWaveFromMemory() (3 input parameters)
Param[1]: fileType (type: const char *)
Param[2]: fileData (type: const unsigned char *)
Param[3]: dataSize (type: int)
Function 504: IsWaveReady() (1 input parameters)
Name: IsWaveReady
Function 504: IsWaveValid() (1 input parameters)
Name: IsWaveValid
Return type: bool
Description: Checks if wave data is ready
Param[1]: wave (type: Wave)
@ -4224,8 +4224,8 @@ Function 507: LoadSoundAlias() (1 input parameters)
Return type: Sound
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)
Function 508: IsSoundReady() (1 input parameters)
Name: IsSoundReady
Function 508: IsSoundValid() (1 input parameters)
Name: IsSoundValid
Return type: bool
Description: Checks if a sound is ready
Param[1]: sound (type: Sound)
@ -4348,8 +4348,8 @@ Function 529: LoadMusicStreamFromMemory() (3 input parameters)
Param[1]: fileType (type: const char *)
Param[2]: data (type: const unsigned char *)
Param[3]: dataSize (type: int)
Function 530: IsMusicReady() (1 input parameters)
Name: IsMusicReady
Function 530: IsMusicValid() (1 input parameters)
Name: IsMusicValid
Return type: bool
Description: Checks if a music stream is ready
Param[1]: music (type: Music)
@ -4429,8 +4429,8 @@ Function 544: LoadAudioStream() (3 input parameters)
Param[1]: sampleRate (type: unsigned int)
Param[2]: sampleSize (type: unsigned int)
Param[3]: channels (type: unsigned int)
Function 545: IsAudioStreamReady() (1 input parameters)
Name: IsAudioStreamReady
Function 545: IsAudioStreamValid() (1 input parameters)
Name: IsAudioStreamValid
Return type: bool
Description: Checks if an audio stream is ready
Param[1]: stream (type: AudioStream)

View File

@ -680,7 +680,7 @@
</Function>
<Function name="WindowShouldClose" retType="bool" paramCount="0" desc="Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)">
</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 name="IsWindowFullscreen" retType="bool" paramCount="0" desc="Check if window is currently fullscreen">
</Function>
@ -866,7 +866,7 @@
<Param type="const char *" name="vsCode" desc="" />
<Param type="const char *" name="fsCode" desc="" />
</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="" />
</Function>
<Function name="GetShaderLocation" retType="int" paramCount="2" desc="Get shader uniform location">
@ -1707,7 +1707,7 @@
</Function>
<Function name="LoadImageFromScreen" retType="Image" paramCount="0" desc="Load image from screen buffer and (screenshot)">
</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="" />
</Function>
<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="height" desc="" />
</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="" />
</Function>
<Function name="UnloadTexture" retType="void" paramCount="1" desc="Unload texture from GPU memory (VRAM)">
<Param type="Texture2D" name="texture" desc="" />
</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="" />
</Function>
<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="codepointCount" desc="" />
</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="" />
</Function>
<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)">
<Param type="Mesh" name="mesh" desc="" />
</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="" />
</Function>
<Function name="UnloadModel" retType="void" paramCount="1" desc="Unload model (including meshes) from memory (RAM and/or VRAM)">
@ -2706,7 +2706,7 @@
</Function>
<Function name="LoadMaterialDefault" retType="Material" paramCount="0" desc="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)">
</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="" />
</Function>
<Function name="UnloadMaterial" retType="void" paramCount="1" desc="Unload material from GPU memory (VRAM)">
@ -2788,7 +2788,7 @@
</Function>
<Function name="CloseAudioDevice" retType="void" paramCount="0" desc="Close the audio device and context">
</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 name="SetMasterVolume" retType="void" paramCount="1" desc="Set master volume (listener)">
<Param type="float" name="volume" desc="" />
@ -2803,7 +2803,7 @@
<Param type="const unsigned char *" name="fileData" desc="" />
<Param type="int" name="dataSize" desc="" />
</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="" />
</Function>
<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">
<Param type="Sound" name="source" desc="" />
</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="" />
</Function>
<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="int" name="dataSize" desc="" />
</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="" />
</Function>
<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="channels" desc="" />
</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="" />
</Function>
<Function name="UnloadAudioStream" retType="void" paramCount="1" desc="Unload audio stream and free memory">

View File

@ -2,7 +2,7 @@
InitWindow|void|(int width, int height, const char *title);|
WindowShouldClose|bool|(void);|
CloseWindow|void|(void);|
IsWindowReady|bool|(void);|
IsWindowValid|bool|(void);|
IsWindowMinimized|bool|(void);|
IsWindowResized|bool|(void);|
IsWindowHidden|bool|(void);|
@ -342,13 +342,13 @@ InitVrSimulator|void|(void);|
CloseVrSimulator|void|(void);|
UpdateVrTracking|void|(Camera *camera);|
SetVrConfiguration|void|(VrDeviceInfo info, Shader distortion);|
IsVrSimulatorReady|bool|(void);|
IsVrSimulatorValid|bool|(void);|
ToggleVrMode|void|(void);|
BeginVrDrawing|void|(void);|
EndVrDrawing|void|(void);|
InitAudioDevice|void|(void);|
CloseAudioDevice|void|(void);|
IsAudioDeviceReady|bool|(void);|
IsAudioDeviceValid|bool|(void);|
SetMasterVolume|void|(float volume);|
LoadWave|Wave|(const char *fileName);|
LoadWaveEx|Wave|(void *data, int sampleCount, int sampleRate, int sampleSize, int channels);|

View File

@ -16,7 +16,7 @@
<KeyWord name="WindowShouldClose" func="yes">
<Overload retVal="bool" descr="Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)"></Overload>
</KeyWord>
<KeyWord name="IsWindowReady" func="yes">
<KeyWord name="IsWindowValid" func="yes">
<Overload retVal="bool" descr="Check if window has been initialized successfully"></Overload>
</KeyWord>
<KeyWord name="IsWindowFullscreen" func="yes">
@ -315,7 +315,7 @@
<Param name="const char *fsCode" />
</Overload>
</KeyWord>
<KeyWord name="IsShaderReady" func="yes">
<KeyWord name="IsShaderValid" func="yes">
<Overload retVal="bool" descr="Check if a shader is ready">
<Param name="Shader shader" />
</Overload>
@ -1543,7 +1543,7 @@
<KeyWord name="LoadImageFromScreen" func="yes">
<Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload>
</KeyWord>
<KeyWord name="IsImageReady" func="yes">
<KeyWord name="IsImageValid" func="yes">
<Overload retVal="bool" descr="Check if an image is ready">
<Param name="Image image" />
</Overload>
@ -2023,7 +2023,7 @@
<Param name="int height" />
</Overload>
</KeyWord>
<KeyWord name="IsTextureReady" func="yes">
<KeyWord name="IsTextureValid" func="yes">
<Overload retVal="bool" descr="Check if a texture is ready">
<Param name="Texture2D texture" />
</Overload>
@ -2033,7 +2033,7 @@
<Param name="Texture2D texture" />
</Overload>
</KeyWord>
<KeyWord name="IsRenderTextureReady" func="yes">
<KeyWord name="IsRenderTextureValid" func="yes">
<Overload retVal="bool" descr="Check if a render texture is ready">
<Param name="RenderTexture2D target" />
</Overload>
@ -2252,7 +2252,7 @@
<Param name="int codepointCount" />
</Overload>
</KeyWord>
<KeyWord name="IsFontReady" func="yes">
<KeyWord name="IsFontValid" func="yes">
<Overload retVal="bool" descr="Check if a font is ready">
<Param name="Font font" />
</Overload>
@ -2734,7 +2734,7 @@
<Param name="Mesh mesh" />
</Overload>
</KeyWord>
<KeyWord name="IsModelReady" func="yes">
<KeyWord name="IsModelValid" func="yes">
<Overload retVal="bool" descr="Check if a model is ready">
<Param name="Model model" />
</Overload>
@ -2968,7 +2968,7 @@
<KeyWord name="LoadMaterialDefault" func="yes">
<Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload>
</KeyWord>
<KeyWord name="IsMaterialReady" func="yes">
<KeyWord name="IsMaterialValid" func="yes">
<Overload retVal="bool" descr="Check if a material is ready">
<Param name="Material material" />
</Overload>
@ -3096,7 +3096,7 @@
<KeyWord name="CloseAudioDevice" func="yes">
<Overload retVal="void" descr="Close the audio device and context"></Overload>
</KeyWord>
<KeyWord name="IsAudioDeviceReady" func="yes">
<KeyWord name="IsAudioDeviceValid" func="yes">
<Overload retVal="bool" descr="Check if audio device has been initialized successfully"></Overload>
</KeyWord>
<KeyWord name="SetMasterVolume" func="yes">
@ -3121,7 +3121,7 @@
<Param name="int dataSize" />
</Overload>
</KeyWord>
<KeyWord name="IsWaveReady" func="yes">
<KeyWord name="IsWaveValid" func="yes">
<Overload retVal="bool" descr="Checks if wave data is ready">
<Param name="Wave wave" />
</Overload>
@ -3141,7 +3141,7 @@
<Param name="Sound source" />
</Overload>
</KeyWord>
<KeyWord name="IsSoundReady" func="yes">
<KeyWord name="IsSoundValid" func="yes">
<Overload retVal="bool" descr="Checks if a sound is ready">
<Param name="Sound sound" />
</Overload>
@ -3269,7 +3269,7 @@
<Param name="int dataSize" />
</Overload>
</KeyWord>
<KeyWord name="IsMusicReady" func="yes">
<KeyWord name="IsMusicValid" func="yes">
<Overload retVal="bool" descr="Checks if a music stream is ready">
<Param name="Music music" />
</Overload>
@ -3352,7 +3352,7 @@
<Param name="unsigned int channels" />
</Overload>
</KeyWord>
<KeyWord name="IsAudioStreamReady" func="yes">
<KeyWord name="IsAudioStreamValid" func="yes">
<Overload retVal="bool" descr="Checks if an audio stream is ready">
<Param name="AudioStream stream" />
</Overload>

View File

@ -6,7 +6,7 @@
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
RLAPI bool 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 IsWindowHidden(void); // Check if window is currently hidden (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
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
RLAPI bool IsShaderValid(Shader shader); // Check if a shader is ready
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
@ -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 LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
RLAPI bool IsImageReady(Image image); // Check if an image is ready
RLAPI bool IsImageValid(Image image); // Check if an image is ready
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI 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 TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is ready
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI 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 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
@ -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 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 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 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)
@ -557,7 +557,7 @@ RLAPI void DrawGrid(int slices, float spacing);
// Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelReady(Model model); // Check if a model is ready
RLAPI 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 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
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
RLAPI bool IsMaterialValid(Material material); // Check if a material is ready
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
@ -627,18 +627,18 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
// Audio device management functions
RLAPI void InitAudioDevice(void); // Initialize audio device and context
RLAPI void CloseAudioDevice(void); // Close the audio device and context
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
RLAPI bool IsAudioDeviceValid(void); // Check if audio device has been initialized successfully
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
RLAPI float GetMasterVolume(void); // Get master volume (listener)
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is ready
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI 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 UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
@ -664,7 +664,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
RLAPI bool IsMusicValid(Music music); // Checks if a music stream is ready
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
@ -681,7 +681,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
// AudioStream management functions
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is ready
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill

View File

@ -541,7 +541,7 @@ void CloseAudioDevice(void)
}
// Check if device has been initialized successfully
bool IsAudioDeviceReady(void)
bool IsAudioDeviceValid(void)
{
return AUDIO.System.isReady;
}
@ -893,7 +893,7 @@ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int
}
// Checks if wave data is ready
bool IsWaveReady(Wave wave)
bool IsWaveValid(Wave wave)
{
bool result = false;
@ -994,7 +994,7 @@ Sound LoadSoundAlias(Sound source)
// Checks if a sound is ready
bool IsSoundReady(Sound sound)
bool IsSoundValid(Sound sound)
{
bool result = false;
@ -1724,7 +1724,7 @@ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data,
}
// Checks if a music stream is ready
bool IsMusicReady(Music music)
bool IsMusicValid(Music music)
{
return ((music.ctxData != NULL) && // Validate context loaded
(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
bool IsAudioStreamReady(AudioStream stream)
bool IsAudioStreamValid(AudioStream stream)
{
return ((stream.buffer != NULL) && // Validate stream buffer
(stream.sampleRate > 0) && // Validate sample rate is supported

View File

@ -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 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 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 IsWindowHidden(void); // Check if window is currently hidden (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
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
RLAPI bool IsShaderValid(Shader shader); // Check if a shader is ready
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
@ -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 LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
RLAPI bool IsImageReady(Image image); // Check if an image is ready
RLAPI bool IsImageValid(Image image); // Check if an image is ready
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI 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 TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is ready
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI 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 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
@ -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 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 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 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)
@ -1524,7 +1524,7 @@ RLAPI void DrawGrid(int slices, float spacing);
// Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelReady(Model model); // Check if a model is ready
RLAPI 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 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
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
RLAPI bool IsMaterialValid(Material material); // Check if a material is ready
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
@ -1595,18 +1595,18 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
// Audio device management functions
RLAPI void InitAudioDevice(void); // Initialize audio device and context
RLAPI void CloseAudioDevice(void); // Close the audio device and context
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
RLAPI bool IsAudioDeviceValid(void); // Check if audio device has been initialized successfully
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
RLAPI float GetMasterVolume(void); // Get master volume (listener)
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is ready
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI 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 UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
@ -1632,7 +1632,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
RLAPI bool IsMusicValid(Music music); // Checks if a music stream is ready
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
@ -1649,7 +1649,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
// AudioStream management functions
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is ready
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill

View File

@ -703,7 +703,7 @@ void CloseWindow(void)
}
// Check if window has been initialized successfully
bool IsWindowReady(void)
bool IsWindowValid(void)
{
return CORE.Window.ready;
}
@ -1318,7 +1318,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
}
// Check if a shader is ready
bool IsShaderReady(Shader shader)
bool IsShaderValid(Shader shader)
{
return ((shader.id > 0) && // Validate shader id (loaded successfully)
(shader.locs != NULL)); // Validate memory has been allocated for default shader locations

View File

@ -1108,7 +1108,7 @@ Model LoadModelFromMesh(Mesh mesh)
}
// Check if a model is ready
bool IsModelReady(Model model)
bool IsModelValid(Model model)
{
bool result = false;
@ -2041,7 +2041,7 @@ Material LoadMaterialDefault(void)
}
// Check if a material is ready
bool IsMaterialReady(Material material)
bool IsMaterialValid(Material material)
{
bool result = false;

View File

@ -583,7 +583,7 @@ Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int
}
// 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
(font.baseSize > 0) && // Validate font size

View File

@ -707,7 +707,7 @@ Image LoadImageFromScreen(void)
}
// Check if an image is ready
bool IsImageReady(Image image)
bool IsImageValid(Image image)
{
bool result = false;
@ -3954,7 +3954,7 @@ RenderTexture2D LoadRenderTexture(int width, int height)
}
// Check if a texture is ready
bool IsTextureReady(Texture2D texture)
bool IsTextureValid(Texture2D texture)
{
bool result = false;
@ -3981,13 +3981,13 @@ void UnloadTexture(Texture2D texture)
}
// Check if a render texture is ready
bool IsRenderTextureReady(RenderTexture2D target)
bool IsRenderTextureValid(RenderTexture2D target)
{
bool result = false;
if ((target.id > 0) && // Validate OpenGL id
IsTextureReady(target.depth) && // Validate FBO depth texture/renderbuffer
IsTextureReady(target.texture)) result = true; // Validate FBO texture
IsTextureValid(target.depth) && // Validate FBO depth texture/renderbuffer
IsTextureValid(target.texture)) result = true; // Validate FBO texture
return result;
}