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	update files for v5.5 release
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				| 
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			@ -1,22 +1,22 @@
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/**********************************************************************************************
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*
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*   raylib v5.5-dev - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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*   raylib v5.5 - A simple and easy-to-use library to enjoy videogames programming (www.raylib.com)
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*
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*   FEATURES:
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*       - NO external dependencies, all required libraries included with raylib
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*       - Multiplatform: Windows, Linux, FreeBSD, OpenBSD, NetBSD, DragonFly,
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*                        MacOS, Haiku, Android, Raspberry Pi, DRM native, HTML5.
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*       - Written in plain C code (C99) in PascalCase/camelCase notation
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*       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3 or ES2 - choose at compile)
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*       - Hardware accelerated with OpenGL (1.1, 2.1, 3.3, 4.3, ES2, ES3 - choose at compile)
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*       - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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*       - Multiple Fonts formats supported (TTF, XNA fonts, AngelCode fonts)
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*       - Multiple Fonts formats supported (TTF, OTF, FNT, BDF, Sprite fonts)
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*       - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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*       - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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*       - Flexible Materials system, supporting classic maps and PBR maps
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*       - Animated 3D models supported (skeletal bones animation) (IQM)
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*       - Animated 3D models supported (skeletal bones animation) (IQM, M3D, GLTF)
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*       - Shaders support, including Model shaders and Postprocessing shaders
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*       - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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*       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
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*       - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, QOA, XM, MOD)
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*       - VR stereo rendering with configurable HMD device parameters
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*       - Bindings to multiple programming languages available!
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*
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| 
						 | 
				
			
			@ -27,29 +27,35 @@
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*       - One default RenderBatch is loaded on rlglInit()->rlLoadRenderBatch() [rlgl] (OpenGL 3.3 or ES2)
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*
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*   DEPENDENCIES (included):
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*       [rcore] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input (PLATFORM_DESKTOP)
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*       [rlgl] glad (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading (PLATFORM_DESKTOP)
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*       [rcore][GLFW] rglfw (Camilla Löwy - github.com/glfw/glfw) for window/context management and input
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*       [rcore][RGFW] rgfw (ColleagueRiley - github.com/ColleagueRiley/RGFW) for window/context management and input
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*       [rlgl] glad/glad_gles2 (David Herberth - github.com/Dav1dde/glad) for OpenGL 3.3 extensions loading
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*       [raudio] miniaudio (David Reid - github.com/mackron/miniaudio) for audio device/context management
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*
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*   OPTIONAL DEPENDENCIES (included):
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*       [rcore] msf_gif (Miles Fogle) for GIF recording
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*       [rcore] sinfl (Micha Mettke) for DEFLATE decompression algorithm
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*       [rcore] sdefl (Micha Mettke) for DEFLATE compression algorithm
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*       [rcore] rprand (Ramon Snatamaria) for pseudo-random numbers generation
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*       [rtextures] qoi (Dominic Szablewski - https://phoboslab.org) for QOI image manage
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*       [rtextures] stb_image (Sean Barret) for images loading (BMP, TGA, PNG, JPEG, HDR...)
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*       [rtextures] stb_image_write (Sean Barret) for image writing (BMP, TGA, PNG, JPG)
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*       [rtextures] stb_image_resize (Sean Barret) for image resizing algorithms
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*       [rtextures] stb_image_resize2 (Sean Barret) for image resizing algorithms
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*       [rtextures] stb_perlin (Sean Barret) for Perlin Noise image generation
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*       [rtext] stb_truetype (Sean Barret) for ttf fonts loading
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*       [rtext] stb_rect_pack (Sean Barret) for rectangles packing
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*       [rmodels] par_shapes (Philip Rideout) for parametric 3d shapes generation
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*       [rmodels] tinyobj_loader_c (Syoyo Fujita) for models loading (OBJ, MTL)
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*       [rmodels] cgltf (Johannes Kuhlmann) for models loading (glTF)
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*       [rmodels] Model3D (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
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*       [rmodels] m3d (bzt) for models loading (M3D, https://bztsrc.gitlab.io/model3d)
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*       [rmodels] vox_loader (Johann Nadalutti) for models loading (VOX)
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*       [raudio] dr_wav (David Reid) for WAV audio file loading
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*       [raudio] dr_flac (David Reid) for FLAC audio file loading
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*       [raudio] dr_mp3 (David Reid) for MP3 audio file loading
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*       [raudio] stb_vorbis (Sean Barret) for OGG audio loading
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*       [raudio] jar_xm (Joshua Reisenauer) for XM audio module loading
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*       [raudio] jar_mod (Joshua Reisenauer) for MOD audio module loading
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*       [raudio] qoa (Dominic Szablewski - https://phoboslab.org) for QOA audio manage
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*
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*
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*   LICENSE: zlib/libpng
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			@ -84,7 +90,7 @@
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#define RAYLIB_VERSION_MAJOR 5
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#define RAYLIB_VERSION_MINOR 5
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#define RAYLIB_VERSION_PATCH 0
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#define RAYLIB_VERSION  "5.5-dev"
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#define RAYLIB_VERSION  "5.5"
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// Function specifiers in case library is build/used as a shared library
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// NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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			@ -352,8 +358,10 @@ typedef struct Mesh {
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    // Animation vertex data
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    float *animVertices;    // Animated vertex positions (after bones transformations)
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    float *animNormals;     // Animated normals (after bones transformations)
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    unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
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    float *boneWeights;     // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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    unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
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    float *boneWeights;     // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
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    Matrix *boneMatrices;   // Bones animated transformation matrices
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    int boneCount;          // Number of bones
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    // OpenGL identifiers
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    unsigned int vaoId;     // OpenGL Vertex Array Object id
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			@ -790,7 +798,10 @@ typedef enum {
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    SHADER_LOC_MAP_CUBEMAP,         // Shader location: samplerCube texture: cubemap
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    SHADER_LOC_MAP_IRRADIANCE,      // Shader location: samplerCube texture: irradiance
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    SHADER_LOC_MAP_PREFILTER,       // Shader location: samplerCube texture: prefilter
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    SHADER_LOC_MAP_BRDF             // Shader location: sampler2d texture: brdf
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    SHADER_LOC_MAP_BRDF,            // Shader location: sampler2d texture: brdf
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    SHADER_LOC_VERTEX_BONEIDS,      // Shader location: vertex attribute: boneIds
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    SHADER_LOC_VERTEX_BONEWEIGHTS,  // Shader location: vertex attribute: boneWeights
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    SHADER_LOC_BONE_MATRICES        // Shader location: array of matrices uniform: boneMatrices
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} ShaderLocationIndex;
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#define SHADER_LOC_MAP_DIFFUSE      SHADER_LOC_MAP_ALBEDO
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			@ -872,8 +883,7 @@ typedef enum {
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    CUBEMAP_LAYOUT_LINE_VERTICAL,           // Layout is defined by a vertical line with faces
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    CUBEMAP_LAYOUT_LINE_HORIZONTAL,         // Layout is defined by a horizontal line with faces
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    CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,     // Layout is defined by a 3x4 cross with cubemap faces
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    CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE,     // Layout is defined by a 4x3 cross with cubemap faces
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    CUBEMAP_LAYOUT_PANORAMA                 // Layout is defined by a panorama image (equirrectangular map)
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    CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE     // Layout is defined by a 4x3 cross with cubemap faces
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} CubemapLayout;
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// Font type, defines generation method
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			@ -960,36 +970,36 @@ RLAPI void CloseWindow(void);                                     // Close windo
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RLAPI bool WindowShouldClose(void);                               // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
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RLAPI bool IsWindowReady(void);                                   // Check if window has been initialized successfully
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RLAPI bool IsWindowFullscreen(void);                              // Check if window is currently fullscreen
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RLAPI bool IsWindowHidden(void);                                  // Check if window is currently hidden (only PLATFORM_DESKTOP)
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RLAPI bool IsWindowMinimized(void);                               // Check if window is currently minimized (only PLATFORM_DESKTOP)
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RLAPI bool IsWindowMaximized(void);                               // Check if window is currently maximized (only PLATFORM_DESKTOP)
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RLAPI bool IsWindowFocused(void);                                 // Check if window is currently focused (only PLATFORM_DESKTOP)
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RLAPI bool IsWindowHidden(void);                                  // Check if window is currently hidden
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RLAPI bool IsWindowMinimized(void);                               // Check if window is currently minimized
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RLAPI bool IsWindowMaximized(void);                               // Check if window is currently maximized
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RLAPI bool IsWindowFocused(void);                                 // Check if window is currently focused
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RLAPI bool IsWindowResized(void);                                 // Check if window has been resized last frame
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RLAPI bool IsWindowState(unsigned int flag);                      // Check if one specific window flag is enabled
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RLAPI void SetWindowState(unsigned int flags);                    // Set window configuration state using flags (only PLATFORM_DESKTOP)
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RLAPI void SetWindowState(unsigned int flags);                    // Set window configuration state using flags
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RLAPI void ClearWindowState(unsigned int flags);                  // Clear window configuration state flags
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RLAPI void ToggleFullscreen(void);                                // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
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RLAPI void ToggleBorderlessWindowed(void);                        // Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
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RLAPI void MaximizeWindow(void);                                  // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
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RLAPI void MinimizeWindow(void);                                  // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
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RLAPI void RestoreWindow(void);                                   // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
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RLAPI void SetWindowIcon(Image image);                            // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
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RLAPI void SetWindowIcons(Image *images, int count);              // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
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RLAPI void SetWindowTitle(const char *title);                     // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
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RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
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RLAPI void ToggleFullscreen(void);                                // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
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RLAPI void ToggleBorderlessWindowed(void);                        // Toggle window state: borderless windowed, resizes window to match monitor resolution
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RLAPI void MaximizeWindow(void);                                  // Set window state: maximized, if resizable
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RLAPI void MinimizeWindow(void);                                  // Set window state: minimized, if resizable
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RLAPI void RestoreWindow(void);                                   // Set window state: not minimized/maximized
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RLAPI void SetWindowIcon(Image image);                            // Set icon for window (single image, RGBA 32bit)
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RLAPI void SetWindowIcons(Image *images, int count);              // Set icon for window (multiple images, RGBA 32bit)
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RLAPI void SetWindowTitle(const char *title);                     // Set title for window
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RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen
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RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window
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RLAPI void SetWindowMinSize(int width, int height);               // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
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RLAPI void SetWindowMaxSize(int width, int height);               // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
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RLAPI void SetWindowSize(int width, int height);                  // Set window dimensions
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RLAPI void SetWindowOpacity(float opacity);                       // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
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RLAPI void SetWindowFocused(void);                                // Set window focused (only PLATFORM_DESKTOP)
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RLAPI void SetWindowOpacity(float opacity);                       // Set window opacity [0.0f..1.0f]
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RLAPI void SetWindowFocused(void);                                // Set window focused
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RLAPI void *GetWindowHandle(void);                                // Get native window handle
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RLAPI int GetScreenWidth(void);                                   // Get current screen width
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RLAPI int GetScreenHeight(void);                                  // Get current screen height
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RLAPI int GetRenderWidth(void);                                   // Get current render width (it considers HiDPI)
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RLAPI int GetRenderHeight(void);                                  // Get current render height (it considers HiDPI)
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RLAPI int GetMonitorCount(void);                                  // Get number of connected monitors
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RLAPI int GetCurrentMonitor(void);                                // Get current connected monitor
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RLAPI int GetCurrentMonitor(void);                                // Get current monitor where window is placed
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RLAPI Vector2 GetMonitorPosition(int monitor);                    // Get specified monitor position
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RLAPI int GetMonitorWidth(int monitor);                           // Get specified monitor width (current video mode used by monitor)
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RLAPI int GetMonitorHeight(int monitor);                          // Get specified monitor height (current video mode used by monitor)
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			@ -1001,6 +1011,7 @@ RLAPI Vector2 GetWindowScaleDPI(void);                            // Get window
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RLAPI const char *GetMonitorName(int monitor);                    // Get the human-readable, UTF-8 encoded name of the specified monitor
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RLAPI void SetClipboardText(const char *text);                    // Set clipboard text content
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RLAPI const char *GetClipboardText(void);                         // Get clipboard text content
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RLAPI Image GetClipboardImage(void);                              // Get clipboard image content
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RLAPI void EnableEventWaiting(void);                              // Enable waiting for events on EndDrawing(), no automatic event polling
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RLAPI void DisableEventWaiting(void);                             // Disable waiting for events on EndDrawing(), automatic events polling
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			@ -1039,7 +1050,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config);           // Unload VR s
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// NOTE: Shader functionality is not available on OpenGL 1.1
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RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName);   // Load shader from files and bind default locations
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RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
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RLAPI bool IsShaderReady(Shader shader);                                   // Check if a shader is ready
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RLAPI bool IsShaderValid(Shader shader);                                   // Check if a shader is valid (loaded on GPU)
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RLAPI int GetShaderLocation(Shader shader, const char *uniformName);       // Get shader uniform location
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RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName);  // Get shader attribute location
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RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType);               // Set shader uniform value
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			@ -1122,11 +1133,12 @@ RLAPI const char *GetDirectoryPath(const char *filePath);         // Get full pa
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RLAPI const char *GetPrevDirectoryPath(const char *dirPath);      // Get previous directory path for a given path (uses static string)
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RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory (uses static string)
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RLAPI const char *GetApplicationDirectory(void);                  // Get the directory of the running application (uses static string)
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RLAPI int MakeDirectory(const char *dirPath);                     // Create directories (including full path requested), returns 0 on success
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RLAPI bool ChangeDirectory(const char *dir);                      // Change working directory, return true on success
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RLAPI bool IsPathFile(const char *path);                          // Check if a given path is a file or a directory
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RLAPI bool IsFileNameValid(const char *fileName);                 // Check if fileName is valid for the platform/OS
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RLAPI FilePathList LoadDirectoryFiles(const char *dirPath);       // Load directory filepaths
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RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
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RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
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RLAPI void UnloadDirectoryFiles(FilePathList files);              // Unload filepaths
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RLAPI bool IsFileDropped(void);                                   // Check if a file has been dropped into window
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RLAPI FilePathList LoadDroppedFiles(void);                        // Load dropped filepaths
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						 | 
				
			
			@ -1138,6 +1150,10 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *
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		|||
RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize);  // Decompress data (DEFLATE algorithm), memory must be MemFree()
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		||||
RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize);               // Encode data to Base64 string, memory must be MemFree()
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		||||
RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize);                    // Decode Base64 string data, memory must be MemFree()
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		||||
RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize);     // Compute CRC32 hash code
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		||||
RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize);      // Compute MD5 hash code, returns static int[4] (16 bytes)
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		||||
RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize);      // Compute SHA1 hash code, returns static int[5] (20 bytes)
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// Automation events functionality
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		||||
RLAPI AutomationEventList LoadAutomationEventList(const char *fileName);                // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
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						 | 
				
			
			@ -1155,7 +1171,7 @@ RLAPI void PlayAutomationEvent(AutomationEvent event);
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// Input-related functions: keyboard
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RLAPI bool IsKeyPressed(int key);                             // Check if a key has been pressed once
 | 
			
		||||
RLAPI bool IsKeyPressedRepeat(int key);                       // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
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		||||
RLAPI bool IsKeyPressedRepeat(int key);                       // Check if a key has been pressed again
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		||||
RLAPI bool IsKeyDown(int key);                                // Check if a key is being pressed
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RLAPI bool IsKeyReleased(int key);                            // Check if a key has been released once
 | 
			
		||||
RLAPI bool IsKeyUp(int key);                                  // Check if a key is NOT being pressed
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						 | 
				
			
			@ -1174,7 +1190,7 @@ RLAPI int GetGamepadButtonPressed(void);
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RLAPI int GetGamepadAxisCount(int gamepad);                                        // Get gamepad axis count for a gamepad
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis);                         // Get axis movement value for a gamepad axis
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		||||
RLAPI int SetGamepadMappings(const char *mappings);                                // Set internal gamepad mappings (SDL_GameControllerDB)
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		||||
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor);    // Set gamepad vibration for both motors
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		||||
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
 | 
			
		||||
 | 
			
		||||
// Input-related functions: mouse
 | 
			
		||||
RLAPI bool IsMouseButtonPressed(int button);                  // Check if a mouse button has been pressed once
 | 
			
		||||
| 
						 | 
				
			
			@ -1205,7 +1221,7 @@ RLAPI int GetTouchPointCount(void);                           // Get number of t
 | 
			
		|||
RLAPI void SetGesturesEnabled(unsigned int flags);      // Enable a set of gestures using flags
 | 
			
		||||
RLAPI bool IsGestureDetected(unsigned int gesture);     // Check if a gesture have been detected
 | 
			
		||||
RLAPI int GetGestureDetected(void);                     // Get latest detected gesture
 | 
			
		||||
RLAPI float GetGestureHoldDuration(void);               // Get gesture hold time in milliseconds
 | 
			
		||||
RLAPI float GetGestureHoldDuration(void);               // Get gesture hold time in seconds
 | 
			
		||||
RLAPI Vector2 GetGestureDragVector(void);               // Get gesture drag vector
 | 
			
		||||
RLAPI float GetGestureDragAngle(void);                  // Get gesture drag angle
 | 
			
		||||
RLAPI Vector2 GetGesturePinchVector(void);              // Get gesture pinch delta
 | 
			
		||||
| 
						 | 
				
			
			@ -1228,8 +1244,8 @@ RLAPI Texture2D GetShapesTexture(void);                                 // Get t
 | 
			
		|||
RLAPI Rectangle GetShapesTextureRectangle(void);                        // Get texture source rectangle that is used for shapes drawing
 | 
			
		||||
 | 
			
		||||
// Basic shapes drawing functions
 | 
			
		||||
RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
 | 
			
		||||
RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
 | 
			
		||||
RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel using geometry [Can be slow, use with care]
 | 
			
		||||
RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
 | 
			
		||||
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
 | 
			
		||||
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (using gl lines)
 | 
			
		||||
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);                       // Draw a line (using triangles/quads)
 | 
			
		||||
| 
						 | 
				
			
			@ -1238,7 +1254,7 @@ RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color c
 | 
			
		|||
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
 | 
			
		||||
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color);      // Draw a piece of a circle
 | 
			
		||||
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
 | 
			
		||||
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);       // Draw a gradient-filled circle
 | 
			
		||||
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer);         // Draw a gradient-filled circle
 | 
			
		||||
RLAPI void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
 | 
			
		||||
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color);                         // Draw circle outline
 | 
			
		||||
RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color);                                  // Draw circle outline (Vector version)
 | 
			
		||||
| 
						 | 
				
			
			@ -1250,9 +1266,9 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color)
 | 
			
		|||
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
 | 
			
		||||
RLAPI void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
 | 
			
		||||
RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color);                 // Draw a color-filled rectangle with pro parameters
 | 
			
		||||
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
 | 
			
		||||
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
 | 
			
		||||
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);       // Draw a gradient-filled rectangle with custom vertex colors
 | 
			
		||||
RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom);   // Draw a vertical-gradient-filled rectangle
 | 
			
		||||
RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right);   // Draw a horizontal-gradient-filled rectangle
 | 
			
		||||
RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
 | 
			
		||||
RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
 | 
			
		||||
RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color);                            // Draw rectangle outline with extended parameters
 | 
			
		||||
RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color);              // Draw rectangle with rounded edges
 | 
			
		||||
| 
						 | 
				
			
			@ -1289,13 +1305,13 @@ RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vect
 | 
			
		|||
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
 | 
			
		||||
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
 | 
			
		||||
RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
 | 
			
		||||
RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2);               // Check if circle collides with a line created betweeen two points [p1] and [p2]
 | 
			
		||||
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
 | 
			
		||||
RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
 | 
			
		||||
RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
 | 
			
		||||
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold);                // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
 | 
			
		||||
RLAPI bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount);                // Check if point is within a polygon described by array of vertices
 | 
			
		||||
RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
 | 
			
		||||
RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold);                // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
 | 
			
		||||
RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2);               // Check if circle collides with a line created betweeen two points [p1] and [p2]
 | 
			
		||||
RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
 | 
			
		||||
 | 
			
		||||
//------------------------------------------------------------------------------------
 | 
			
		||||
| 
						 | 
				
			
			@ -1306,13 +1322,12 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
 | 
			
		|||
// NOTE: These functions do not require GPU access
 | 
			
		||||
RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
 | 
			
		||||
RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
 | 
			
		||||
RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height);                           // Load image from SVG file data or string with specified size
 | 
			
		||||
RLAPI Image LoadImageAnim(const char *fileName, int *frames);                                            // Load image sequence from file (frames appended to image.data)
 | 
			
		||||
RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
 | 
			
		||||
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 valid (data and parameters)
 | 
			
		||||
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
 | 
			
		||||
| 
						 | 
				
			
			@ -1398,9 +1413,9 @@ 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 valid (loaded in GPU)
 | 
			
		||||
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 valid (loaded in GPU)
 | 
			
		||||
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
 | 
			
		||||
| 
						 | 
				
			
			@ -1431,6 +1446,7 @@ RLAPI Color ColorBrightness(Color color, float factor);                     // G
 | 
			
		|||
RLAPI Color ColorContrast(Color color, float contrast);                     // Get color with contrast correction, contrast values between -1.0f and 1.0f
 | 
			
		||||
RLAPI Color ColorAlpha(Color color, float alpha);                           // Get color with alpha applied, alpha goes from 0.0f to 1.0f
 | 
			
		||||
RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Get src alpha-blended into dst color with tint
 | 
			
		||||
RLAPI Color ColorLerp(Color color1, Color color2, float factor);            // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
 | 
			
		||||
RLAPI Color GetColor(unsigned int hexValue);                                // Get Color structure from hexadecimal value
 | 
			
		||||
RLAPI Color GetPixelColor(void *srcPtr, int format);                        // Get Color from a source pixel pointer of certain format
 | 
			
		||||
RLAPI void SetPixelColor(void *dstPtr, Color color, int format);            // Set color formatted into destination pixel pointer
 | 
			
		||||
| 
						 | 
				
			
			@ -1443,10 +1459,10 @@ RLAPI int GetPixelDataSize(int width, int height, int format);              // G
 | 
			
		|||
// Font loading/unloading functions
 | 
			
		||||
RLAPI Font GetFontDefault(void);                                                            // Get the default Font
 | 
			
		||||
RLAPI Font LoadFont(const char *fileName);                                                  // Load font from file into GPU memory (VRAM)
 | 
			
		||||
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *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, font size is provided in pixels height
 | 
			
		||||
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 valid (font data loaded, WARNING: GPU texture not checked)
 | 
			
		||||
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)
 | 
			
		||||
| 
						 | 
				
			
			@ -1536,7 +1552,7 @@ 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 valid (loaded in GPU, VAO/VBOs)
 | 
			
		||||
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)
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -1545,6 +1561,8 @@ RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);
 | 
			
		|||
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
 | 
			
		||||
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint);          // Draw a model wires (with texture if set)
 | 
			
		||||
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
 | 
			
		||||
RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
 | 
			
		||||
RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
 | 
			
		||||
RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                   // Draw bounding box (wires)
 | 
			
		||||
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint);   // Draw a billboard texture
 | 
			
		||||
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
 | 
			
		||||
| 
						 | 
				
			
			@ -1577,14 +1595,15 @@ 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 valid (shader assigned, map textures loaded in GPU)
 | 
			
		||||
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
 | 
			
		||||
 | 
			
		||||
// Model animations loading/unloading functions
 | 
			
		||||
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount);            // Load model animations from file
 | 
			
		||||
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);               // Update model animation pose
 | 
			
		||||
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);               // Update model animation pose (CPU)
 | 
			
		||||
RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame);          // Update model animation mesh bone matrices (GPU skinning)
 | 
			
		||||
RLAPI void UnloadModelAnimation(ModelAnimation anim);                                       // Unload animation data
 | 
			
		||||
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount);                // Unload animation array data
 | 
			
		||||
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim);                         // Check model animation skeleton match
 | 
			
		||||
| 
						 | 
				
			
			@ -1614,11 +1633,11 @@ RLAPI float GetMasterVolume(void);                                    // Get mas
 | 
			
		|||
// Wave/Sound loading/unloading functions
 | 
			
		||||
RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
 | 
			
		||||
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
 | 
			
		||||
RLAPI bool IsWaveReady(Wave wave);                                    // Checks if wave data is ready
 | 
			
		||||
RLAPI bool IsWaveValid(Wave wave);                                    // Checks if wave data is valid (data loaded and parameters)
 | 
			
		||||
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 valid (data loaded and buffers initialized)
 | 
			
		||||
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
 | 
			
		||||
| 
						 | 
				
			
			@ -1644,7 +1663,7 @@ 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 valid (context and buffers initialized)
 | 
			
		||||
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
 | 
			
		||||
| 
						 | 
				
			
			@ -1661,7 +1680,7 @@ 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 valid (buffers initialized)
 | 
			
		||||
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
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,6 +1,6 @@
 | 
			
		|||
/**********************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raymath v1.5 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
 | 
			
		||||
*   raymath v2.0 - Math functions to work with Vector2, Vector3, Matrix and Quaternions
 | 
			
		||||
*
 | 
			
		||||
*   CONVENTIONS:
 | 
			
		||||
*     - Matrix structure is defined as row-major (memory layout) but parameters naming AND all
 | 
			
		||||
| 
						 | 
				
			
			@ -12,7 +12,7 @@
 | 
			
		|||
*     - Functions are always self-contained, no function use another raymath function inside,
 | 
			
		||||
*       required code is directly re-implemented inside
 | 
			
		||||
*     - Functions input parameters are always received by value (2 unavoidable exceptions)
 | 
			
		||||
*     - Functions use always a "result" variable for return
 | 
			
		||||
*     - Functions use always a "result" variable for return (except C++ operators)
 | 
			
		||||
*     - Functions are always defined inline
 | 
			
		||||
*     - Angles are always in radians (DEG2RAD/RAD2DEG macros provided for convenience)
 | 
			
		||||
*     - No compound literals used to make sure libray is compatible with C++
 | 
			
		||||
| 
						 | 
				
			
			@ -27,6 +27,8 @@
 | 
			
		|||
*           Define static inline functions code, so #include header suffices for use.
 | 
			
		||||
*           This may use up lots of memory.
 | 
			
		||||
*
 | 
			
		||||
*       #define RAYMATH_DISABLE_CPP_OPERATORS
 | 
			
		||||
*           Disables C++ operator overloads for raymath types.
 | 
			
		||||
*
 | 
			
		||||
*   LICENSE: zlib/libpng
 | 
			
		||||
*
 | 
			
		||||
| 
						 | 
				
			
			@ -2567,7 +2569,13 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
 | 
			
		|||
    if (!FloatEquals(det, 0))
 | 
			
		||||
    {
 | 
			
		||||
        clone.m0 /= s.x;
 | 
			
		||||
        clone.m4 /= s.x;
 | 
			
		||||
        clone.m8 /= s.x;
 | 
			
		||||
        clone.m1 /= s.y;
 | 
			
		||||
        clone.m5 /= s.y;
 | 
			
		||||
        clone.m9 /= s.y;
 | 
			
		||||
        clone.m2 /= s.z;
 | 
			
		||||
        clone.m6 /= s.z;
 | 
			
		||||
        clone.m10 /= s.z;
 | 
			
		||||
 | 
			
		||||
        // Extract rotation
 | 
			
		||||
| 
						 | 
				
			
			@ -2580,4 +2588,354 @@ RMAPI void MatrixDecompose(Matrix mat, Vector3 *translation, Quaternion *rotatio
 | 
			
		|||
    }
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#endif  // RAYMATH_H
 | 
			
		||||
#if defined(__cplusplus) && !defined(RAYMATH_DISABLE_CPP_OPERATORS)
 | 
			
		||||
 | 
			
		||||
// Optional C++ math operators
 | 
			
		||||
//-------------------------------------------------------------------------------
 | 
			
		||||
 | 
			
		||||
// Vector2 operators
 | 
			
		||||
static constexpr Vector2 Vector2Zeros = { 0, 0 };
 | 
			
		||||
static constexpr Vector2 Vector2Ones = { 1, 1 };
 | 
			
		||||
static constexpr Vector2 Vector2UnitX = { 1, 0 };
 | 
			
		||||
static constexpr Vector2 Vector2UnitY = { 0, 1 };
 | 
			
		||||
 | 
			
		||||
inline Vector2 operator + (const Vector2& lhs, const Vector2& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector2Add(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector2& operator += (Vector2& lhs, const Vector2& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector2Add(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector2 operator - (const Vector2& lhs, const Vector2& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector2Subtract(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector2& operator -= (Vector2& lhs, const Vector2& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector2Subtract(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector2 operator * (const Vector2& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector2Scale(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector2& operator *= (Vector2& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector2Scale(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector2 operator * (const Vector2& lhs, const Vector2& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector2Multiply(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector2& operator *= (Vector2& lhs, const Vector2& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector2Multiply(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector2 operator * (const Vector2& lhs, const Matrix& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector2Transform(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector2& operator -= (Vector2& lhs, const Matrix& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector2Transform(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector2 operator / (const Vector2& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector2Scale(lhs, 1.0f / rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector2& operator /= (Vector2& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector2Scale(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector2 operator / (const Vector2& lhs, const Vector2& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector2Divide(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector2& operator /= (Vector2& lhs, const Vector2& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector2Divide(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool operator == (const Vector2& lhs, const Vector2& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool operator != (const Vector2& lhs, const Vector2& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Vector3 operators
 | 
			
		||||
static constexpr Vector3 Vector3Zeros = { 0, 0, 0 };
 | 
			
		||||
static constexpr Vector3 Vector3Ones = { 1, 1, 1 };
 | 
			
		||||
static constexpr Vector3 Vector3UnitX = { 1, 0, 0 };
 | 
			
		||||
static constexpr Vector3 Vector3UnitY = { 0, 1, 0 };
 | 
			
		||||
static constexpr Vector3 Vector3UnitZ = { 0, 0, 1 };
 | 
			
		||||
 | 
			
		||||
inline Vector3 operator + (const Vector3& lhs, const Vector3& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector3Add(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector3& operator += (Vector3& lhs, const Vector3& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector3Add(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector3 operator - (const Vector3& lhs, const Vector3& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector3Subtract(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector3& operator -= (Vector3& lhs, const Vector3& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector3Subtract(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector3 operator * (const Vector3& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector3Scale(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector3& operator *= (Vector3& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector3Scale(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector3 operator * (const Vector3& lhs, const Vector3& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector3Multiply(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector3& operator *= (Vector3& lhs, const Vector3& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector3Multiply(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector3 operator * (const Vector3& lhs, const Matrix& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector3Transform(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector3& operator -= (Vector3& lhs, const Matrix& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector3Transform(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector3 operator / (const Vector3& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector3Scale(lhs, 1.0f / rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector3& operator /= (Vector3& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector3Scale(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector3 operator / (const Vector3& lhs, const Vector3& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector3Divide(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector3& operator /= (Vector3& lhs, const Vector3& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector3Divide(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool operator == (const Vector3& lhs, const Vector3& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool operator != (const Vector3& lhs, const Vector3& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Vector4 operators
 | 
			
		||||
static constexpr Vector4 Vector4Zeros = { 0, 0, 0, 0 };
 | 
			
		||||
static constexpr Vector4 Vector4Ones = { 1, 1, 1, 1 };
 | 
			
		||||
static constexpr Vector4 Vector4UnitX = { 1, 0, 0, 0 };
 | 
			
		||||
static constexpr Vector4 Vector4UnitY = { 0, 1, 0, 0 };
 | 
			
		||||
static constexpr Vector4 Vector4UnitZ = { 0, 0, 1, 0 };
 | 
			
		||||
static constexpr Vector4 Vector4UnitW = { 0, 0, 0, 1 };
 | 
			
		||||
 | 
			
		||||
inline Vector4 operator + (const Vector4& lhs, const Vector4& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector4Add(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector4& operator += (Vector4& lhs, const Vector4& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector4Add(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector4 operator - (const Vector4& lhs, const Vector4& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector4Subtract(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector4& operator -= (Vector4& lhs, const Vector4& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector4Subtract(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector4 operator * (const Vector4& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector4Scale(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector4& operator *= (Vector4& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector4Scale(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector4 operator * (const Vector4& lhs, const Vector4& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector4Multiply(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector4& operator *= (Vector4& lhs, const Vector4& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector4Multiply(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector4 operator / (const Vector4& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector4Scale(lhs, 1.0f / rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector4& operator /= (Vector4& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector4Scale(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Vector4 operator / (const Vector4& lhs, const Vector4& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return Vector4Divide(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Vector4& operator /= (Vector4& lhs, const Vector4& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = Vector4Divide(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool operator == (const Vector4& lhs, const Vector4& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return FloatEquals(lhs.x, rhs.x) && FloatEquals(lhs.y, rhs.y) && FloatEquals(lhs.z, rhs.z) && FloatEquals(lhs.w, rhs.w);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline bool operator != (const Vector4& lhs, const Vector4& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return !FloatEquals(lhs.x, rhs.x) || !FloatEquals(lhs.y, rhs.y) || !FloatEquals(lhs.z, rhs.z) || !FloatEquals(lhs.w, rhs.w);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Quaternion operators
 | 
			
		||||
static constexpr Quaternion QuaternionZeros = { 0, 0, 0, 0 };
 | 
			
		||||
static constexpr Quaternion QuaternionOnes = { 1, 1, 1, 1 };
 | 
			
		||||
static constexpr Quaternion QuaternionUnitX = { 0, 0, 0, 1 };
 | 
			
		||||
 | 
			
		||||
inline Quaternion operator + (const Quaternion& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return QuaternionAddValue(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Quaternion& operator += (Quaternion& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = QuaternionAddValue(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Quaternion operator - (const Quaternion& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return QuaternionSubtractValue(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Quaternion& operator -= (Quaternion& lhs, const float& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = QuaternionSubtractValue(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Quaternion operator * (const Quaternion& lhs, const Matrix& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return QuaternionTransform(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Quaternion& operator *= (Quaternion& lhs, const Matrix& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = QuaternionTransform(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Matrix operators
 | 
			
		||||
inline Matrix operator + (const Matrix& lhs, const Matrix& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return MatrixAdd(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Matrix& operator += (Matrix& lhs, const Matrix& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = MatrixAdd(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Matrix operator - (const Matrix& lhs, const Matrix& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return MatrixSubtract(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Matrix& operator -= (Matrix& lhs, const Matrix& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = MatrixSubtract(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline Matrix operator * (const Matrix& lhs, const Matrix& rhs)
 | 
			
		||||
{
 | 
			
		||||
    return MatrixMultiply(lhs, rhs);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
inline const Matrix& operator *= (Matrix& lhs, const Matrix& rhs)
 | 
			
		||||
{
 | 
			
		||||
    lhs = MatrixMultiply(lhs, rhs);
 | 
			
		||||
    return lhs;
 | 
			
		||||
}
 | 
			
		||||
//-------------------------------------------------------------------------------
 | 
			
		||||
#endif  // C++ operators
 | 
			
		||||
 | 
			
		||||
#endif  // RAYMATH_H
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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