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

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

View file

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

View file

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

View file

@ -6,7 +6,7 @@
RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
RLAPI void CloseWindow(void); // Close window and unload OpenGL context
RLAPI bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
RLAPI bool IsWindowValid(void); // Check if window has been initialized successfully
RLAPI bool IsWindowFullscreen(void); // Check if window is currently fullscreen
RLAPI bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
RLAPI bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
@ -87,7 +87,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR s
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderReady(Shader shader); // Check if a shader is ready
RLAPI bool IsShaderValid(Shader shader); // Check if a shader is ready
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
@ -345,7 +345,7 @@ RLAPI Image LoadImageAnim(const char *fileName, int *frames);
RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
RLAPI bool IsImageReady(Image image); // Check if an image is ready
RLAPI bool IsImageValid(Image image); // Check if an image is ready
RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
@ -424,9 +424,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is ready
RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is ready
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
@ -471,7 +471,7 @@ RLAPI Font LoadFont(const char *fileName);
RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
RLAPI bool IsFontReady(Font font); // Check if a font is ready
RLAPI bool IsFontValid(Font font); // Check if a font is ready
RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
@ -557,7 +557,7 @@ RLAPI void DrawGrid(int slices, float spacing);
// Model management functions
RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
RLAPI bool IsModelReady(Model model); // Check if a model is ready
RLAPI bool IsModelValid(Model model); // Check if a model is ready
RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
@ -597,7 +597,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
// Material loading/unloading functions
RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
RLAPI bool IsMaterialValid(Material material); // Check if a material is ready
RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
@ -627,18 +627,18 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
// Audio device management functions
RLAPI void InitAudioDevice(void); // Initialize audio device and context
RLAPI void CloseAudioDevice(void); // Close the audio device and context
RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
RLAPI bool IsAudioDeviceValid(void); // Check if audio device has been initialized successfully
RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
RLAPI float GetMasterVolume(void); // Get master volume (listener)
// Wave/Sound loading/unloading functions
RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is ready
RLAPI Sound LoadSound(const char *fileName); // Load sound from file
RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
RLAPI Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data
RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is ready
RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
RLAPI void UnloadWave(Wave wave); // Unload wave data
RLAPI void UnloadSound(Sound sound); // Unload sound
@ -664,7 +664,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
// Music management functions
RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
RLAPI bool IsMusicValid(Music music); // Checks if a music stream is ready
RLAPI void UnloadMusicStream(Music music); // Unload music stream
RLAPI void PlayMusicStream(Music music); // Start music playing
RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
@ -681,7 +681,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
// AudioStream management functions
RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is ready
RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill