try
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cfad3eacaa
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1817fec006
16 changed files with 287 additions and 217 deletions
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@ -182,6 +182,12 @@ def ColorToInt(color: Color,) -> int:
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def CompressData(data: str,dataSize: int,compDataSize: Any,) -> str:
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"""Compress data (DEFLATE algorithm), memory must be MemFree()"""
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...
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def ComputeCRC32(data: str,dataSize: int,) -> int:
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"""Compute CRC32 hash code"""
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...
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def ComputeMD5(data: str,dataSize: int,) -> Any:
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"""Compute MD5 hash code, returns static int[4] (16 bytes)"""
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...
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def CreatePhysicsBodyCircle(pos: Vector2,radius: float,density: float,) -> Any:
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"""Creates a new circle physics body with generic parameters"""
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...
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@ -1597,8 +1603,8 @@ def IsAudioStreamPlaying(stream: AudioStream,) -> bool:
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def IsAudioStreamProcessed(stream: AudioStream,) -> bool:
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"""Check if any audio stream buffers requires refill"""
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...
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def IsAudioStreamReady(stream: AudioStream,) -> bool:
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"""Checks if an audio stream is ready"""
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def IsAudioStreamValid(stream: AudioStream,) -> bool:
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"""Checks if an audio stream is valid (buffers initialized)"""
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...
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def IsCursorHidden() -> bool:
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"""Check if cursor is not visible"""
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@ -1615,8 +1621,8 @@ def IsFileExtension(fileName: str,ext: str,) -> bool:
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def IsFileNameValid(fileName: str,) -> bool:
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"""Check if fileName is valid for the platform/OS"""
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...
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def IsFontReady(font: Font,) -> bool:
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"""Check if a font is ready"""
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def IsFontValid(font: Font,) -> bool:
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"""Check if a font is valid (font data loaded, WARNING: GPU texture not checked)"""
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...
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def IsGamepadAvailable(gamepad: int,) -> bool:
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"""Check if a gamepad is available"""
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@ -1636,8 +1642,8 @@ def IsGamepadButtonUp(gamepad: int,button: int,) -> bool:
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def IsGestureDetected(gesture: int,) -> bool:
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"""Check if a gesture have been detected"""
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...
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def IsImageReady(image: Image,) -> bool:
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"""Check if an image is ready"""
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def IsImageValid(image: Image,) -> bool:
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"""Check if an image is valid (data and parameters)"""
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...
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def IsKeyDown(key: int,) -> bool:
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"""Check if a key is being pressed"""
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@ -1654,14 +1660,14 @@ def IsKeyReleased(key: int,) -> bool:
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def IsKeyUp(key: int,) -> bool:
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"""Check if a key is NOT being pressed"""
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...
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def IsMaterialReady(material: Material,) -> bool:
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"""Check if a material is ready"""
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def IsMaterialValid(material: Material,) -> bool:
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"""Check if a material is valid (shader assigned, map textures loaded in GPU)"""
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...
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def IsModelAnimationValid(model: Model,anim: ModelAnimation,) -> bool:
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"""Check model animation skeleton match"""
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...
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def IsModelReady(model: Model,) -> bool:
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"""Check if a model is ready"""
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def IsModelValid(model: Model,) -> bool:
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"""Check if a model is valid (loaded in GPU, VAO/VBOs)"""
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...
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def IsMouseButtonDown(button: int,) -> bool:
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"""Check if a mouse button is being pressed"""
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@ -1675,32 +1681,32 @@ def IsMouseButtonReleased(button: int,) -> bool:
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def IsMouseButtonUp(button: int,) -> bool:
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"""Check if a mouse button is NOT being pressed"""
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...
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def IsMusicReady(music: Music,) -> bool:
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"""Checks if a music stream is ready"""
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...
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def IsMusicStreamPlaying(music: Music,) -> bool:
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"""Check if music is playing"""
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...
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def IsMusicValid(music: Music,) -> bool:
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"""Checks if a music stream is valid (context and buffers initialized)"""
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...
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def IsPathFile(path: str,) -> bool:
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"""Check if a given path is a file or a directory"""
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...
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def IsRenderTextureReady(target: RenderTexture,) -> bool:
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"""Check if a render texture is ready"""
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def IsRenderTextureValid(target: RenderTexture,) -> bool:
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"""Check if a render texture is valid (loaded in GPU)"""
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...
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def IsShaderReady(shader: Shader,) -> bool:
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"""Check if a shader is ready"""
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def IsShaderValid(shader: Shader,) -> bool:
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"""Check if a shader is valid (loaded on GPU)"""
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...
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def IsSoundPlaying(sound: Sound,) -> bool:
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"""Check if a sound is currently playing"""
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...
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def IsSoundReady(sound: Sound,) -> bool:
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"""Checks if a sound is ready"""
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def IsSoundValid(sound: Sound,) -> bool:
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"""Checks if a sound is valid (data loaded and buffers initialized)"""
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...
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def IsTextureReady(texture: Texture,) -> bool:
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"""Check if a texture is ready"""
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def IsTextureValid(texture: Texture,) -> bool:
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"""Check if a texture is valid (loaded in GPU)"""
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...
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def IsWaveReady(wave: Wave,) -> bool:
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"""Checks if wave data is ready"""
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def IsWaveValid(wave: Wave,) -> bool:
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"""Checks if wave data is valid (data loaded and parameters)"""
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...
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def IsWindowFocused() -> bool:
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"""Check if window is currently focused (only PLATFORM_DESKTOP)"""
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@ -849,7 +849,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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// NOTE: Shader functionality is not available on OpenGL 1.1
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Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
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Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
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bool IsShaderReady(Shader shader); // Check if a shader is ready
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bool IsShaderValid(Shader shader); // Check if a shader is valid (loaded on GPU)
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int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
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int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
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void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
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@ -938,6 +938,8 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
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char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
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unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
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unsigned int ComputeCRC32(unsigned char *data, int dataSize); // Compute CRC32 hash code
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unsigned int *ComputeMD5(unsigned char *data, int dataSize); // Compute MD5 hash code, returns static int[4] (16 bytes)
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// Automation events functionality
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AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
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void UnloadAutomationEventList(AutomationEventList list); // Unload automation events list from file
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@ -1096,7 +1098,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
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Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
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Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
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bool IsImageReady(Image image); // Check if an image is ready
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bool IsImageValid(Image image); // Check if an image is valid (data and parameters)
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
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unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
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@ -1178,9 +1180,9 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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Texture2D LoadTextureFromImage(Image image); // Load texture from image data
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TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
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RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
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bool IsTextureReady(Texture2D texture); // Check if a texture is ready
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bool IsTextureValid(Texture2D texture); // Check if a texture is valid (loaded in GPU)
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void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
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bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
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bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is valid (loaded in GPU)
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void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
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void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
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void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
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@ -1222,7 +1224,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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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
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Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
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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'
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bool IsFontReady(Font font); // Check if a font is ready
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bool IsFontValid(Font font); // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
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GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
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Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
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void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
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@ -1303,7 +1305,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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// Model management functions
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Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
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Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
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bool IsModelReady(Model model); // Check if a model is ready
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bool IsModelValid(Model model); // Check if a model is valid (loaded in GPU, VAO/VBOs)
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void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
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BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
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// Model drawing functions
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@ -1342,7 +1344,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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// Material loading/unloading functions
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Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
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Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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bool IsMaterialReady(Material material); // Check if a material is ready
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bool IsMaterialValid(Material material); // Check if a material is valid (shader assigned, map textures loaded in GPU)
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void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
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void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
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@ -1375,11 +1377,11 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
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// Wave/Sound loading/unloading functions
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Wave LoadWave(const char *fileName); // Load wave data from file
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Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
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bool IsWaveReady(Wave wave); // Checks if wave data is ready
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bool IsWaveValid(Wave wave); // Checks if wave data is valid (data loaded and parameters)
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Sound LoadSound(const char *fileName); // Load sound from file
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Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
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bool IsSoundReady(Sound sound); // Checks if a sound is ready
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bool IsSoundValid(Sound sound); // Checks if a sound is valid (data loaded and buffers initialized)
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void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
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void UnloadWave(Wave wave); // Unload wave data
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void UnloadSound(Sound sound); // Unload sound
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@ -1403,7 +1405,7 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
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// Music management functions
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Music LoadMusicStream(const char *fileName); // Load music stream from file
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Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
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bool IsMusicReady(Music music); // Checks if a music stream is ready
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bool IsMusicValid(Music music); // Checks if a music stream is valid (context and buffers initialized)
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void UnloadMusicStream(Music music); // Unload music stream
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void PlayMusicStream(Music music); // Start music playing
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bool IsMusicStreamPlaying(Music music); // Check if music is playing
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@ -1419,7 +1421,7 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
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float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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// AudioStream management functions
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AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
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bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
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bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is valid (buffers initialized)
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void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
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void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
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bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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