Refactor: rename Is*Ready() to Is*Valid()
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b03c8ba945
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3 changed files with 122 additions and 122 deletions
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@ -2,7 +2,7 @@
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InitWindow|void|(int width, int height, const char *title);|
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WindowShouldClose|bool|(void);|
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CloseWindow|void|(void);|
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IsWindowReady|bool|(void);|
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IsWindowValid|bool|(void);|
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IsWindowMinimized|bool|(void);|
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IsWindowResized|bool|(void);|
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IsWindowHidden|bool|(void);|
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@ -342,13 +342,13 @@ InitVrSimulator|void|(void);|
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CloseVrSimulator|void|(void);|
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UpdateVrTracking|void|(Camera *camera);|
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SetVrConfiguration|void|(VrDeviceInfo info, Shader distortion);|
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IsVrSimulatorReady|bool|(void);|
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IsVrSimulatorValid|bool|(void);|
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ToggleVrMode|void|(void);|
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BeginVrDrawing|void|(void);|
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EndVrDrawing|void|(void);|
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InitAudioDevice|void|(void);|
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CloseAudioDevice|void|(void);|
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IsAudioDeviceReady|bool|(void);|
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IsAudioDeviceValid|bool|(void);|
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SetMasterVolume|void|(float volume);|
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LoadWave|Wave|(const char *fileName);|
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LoadWaveEx|Wave|(void *data, int sampleCount, int sampleRate, int sampleSize, int channels);|
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@ -16,7 +16,7 @@
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<KeyWord name="WindowShouldClose" func="yes">
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<Overload retVal="bool" descr="Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)"></Overload>
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</KeyWord>
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<KeyWord name="IsWindowReady" func="yes">
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<KeyWord name="IsWindowValid" func="yes">
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<Overload retVal="bool" descr="Check if window has been initialized successfully"></Overload>
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</KeyWord>
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<KeyWord name="IsWindowFullscreen" func="yes">
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@ -315,7 +315,7 @@
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<Param name="const char *fsCode" />
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</Overload>
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</KeyWord>
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<KeyWord name="IsShaderReady" func="yes">
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<KeyWord name="IsShaderValid" func="yes">
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<Overload retVal="bool" descr="Check if a shader is ready">
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<Param name="Shader shader" />
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</Overload>
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@ -1543,7 +1543,7 @@
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<KeyWord name="LoadImageFromScreen" func="yes">
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<Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload>
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</KeyWord>
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<KeyWord name="IsImageReady" func="yes">
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<KeyWord name="IsImageValid" func="yes">
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<Overload retVal="bool" descr="Check if an image is ready">
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<Param name="Image image" />
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</Overload>
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@ -2023,7 +2023,7 @@
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<Param name="int height" />
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</Overload>
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</KeyWord>
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<KeyWord name="IsTextureReady" func="yes">
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<KeyWord name="IsTextureValid" func="yes">
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<Overload retVal="bool" descr="Check if a texture is ready">
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<Param name="Texture2D texture" />
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</Overload>
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@ -2033,7 +2033,7 @@
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<Param name="Texture2D texture" />
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</Overload>
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</KeyWord>
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<KeyWord name="IsRenderTextureReady" func="yes">
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<KeyWord name="IsRenderTextureValid" func="yes">
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<Overload retVal="bool" descr="Check if a render texture is ready">
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<Param name="RenderTexture2D target" />
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</Overload>
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@ -2252,7 +2252,7 @@
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<Param name="int codepointCount" />
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</Overload>
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</KeyWord>
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<KeyWord name="IsFontReady" func="yes">
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<KeyWord name="IsFontValid" func="yes">
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<Overload retVal="bool" descr="Check if a font is ready">
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<Param name="Font font" />
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</Overload>
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@ -2734,7 +2734,7 @@
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<Param name="Mesh mesh" />
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</Overload>
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</KeyWord>
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<KeyWord name="IsModelReady" func="yes">
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<KeyWord name="IsModelValid" func="yes">
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<Overload retVal="bool" descr="Check if a model is ready">
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<Param name="Model model" />
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</Overload>
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@ -2968,7 +2968,7 @@
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<KeyWord name="LoadMaterialDefault" func="yes">
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<Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload>
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</KeyWord>
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<KeyWord name="IsMaterialReady" func="yes">
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<KeyWord name="IsMaterialValid" func="yes">
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<Overload retVal="bool" descr="Check if a material is ready">
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<Param name="Material material" />
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</Overload>
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@ -3096,7 +3096,7 @@
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<KeyWord name="CloseAudioDevice" func="yes">
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<Overload retVal="void" descr="Close the audio device and context"></Overload>
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</KeyWord>
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<KeyWord name="IsAudioDeviceReady" func="yes">
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<KeyWord name="IsAudioDeviceValid" func="yes">
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<Overload retVal="bool" descr="Check if audio device has been initialized successfully"></Overload>
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</KeyWord>
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<KeyWord name="SetMasterVolume" func="yes">
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@ -3121,7 +3121,7 @@
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<Param name="int dataSize" />
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</Overload>
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</KeyWord>
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<KeyWord name="IsWaveReady" func="yes">
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<KeyWord name="IsWaveValid" func="yes">
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<Overload retVal="bool" descr="Checks if wave data is ready">
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<Param name="Wave wave" />
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</Overload>
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@ -3141,7 +3141,7 @@
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<Param name="Sound source" />
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</Overload>
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</KeyWord>
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<KeyWord name="IsSoundReady" func="yes">
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<KeyWord name="IsSoundValid" func="yes">
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<Overload retVal="bool" descr="Checks if a sound is ready">
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<Param name="Sound sound" />
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</Overload>
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@ -3269,7 +3269,7 @@
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<Param name="int dataSize" />
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</Overload>
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</KeyWord>
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<KeyWord name="IsMusicReady" func="yes">
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<KeyWord name="IsMusicValid" func="yes">
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<Overload retVal="bool" descr="Checks if a music stream is ready">
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<Param name="Music music" />
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</Overload>
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@ -3352,7 +3352,7 @@
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<Param name="unsigned int channels" />
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</Overload>
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</KeyWord>
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<KeyWord name="IsAudioStreamReady" func="yes">
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<KeyWord name="IsAudioStreamValid" func="yes">
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<Overload retVal="bool" descr="Checks if an audio stream is ready">
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<Param name="AudioStream stream" />
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</Overload>
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@ -6,7 +6,7 @@
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RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
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RLAPI void CloseWindow(void); // Close window and unload OpenGL context
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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 IsWindowValid(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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@ -87,7 +87,7 @@ 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 ready
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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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@ -345,7 +345,7 @@ RLAPI Image LoadImageAnim(const char *fileName, int *frames);
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RLAPI 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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RLAPI Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
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RLAPI Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
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RLAPI bool IsImageReady(Image image); // Check if an image is ready
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RLAPI bool IsImageValid(Image image); // Check if an image is ready
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RLAPI void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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RLAPI bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
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RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer
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@ -424,9 +424,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
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RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
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RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported
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RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
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RLAPI bool IsTextureReady(Texture2D texture); // Check if a texture is ready
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RLAPI bool IsTextureValid(Texture2D texture); // Check if a texture is ready
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RLAPI void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
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RLAPI bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready
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RLAPI bool IsRenderTextureValid(RenderTexture2D target); // Check if a render texture is ready
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RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM)
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RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
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RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data
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@ -471,7 +471,7 @@ RLAPI Font LoadFont(const char *fileName);
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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
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RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
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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'
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RLAPI bool IsFontReady(Font font); // Check if a font is ready
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RLAPI bool IsFontValid(Font font); // Check if a font is ready
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RLAPI 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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RLAPI 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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RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM)
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@ -557,7 +557,7 @@ RLAPI void DrawGrid(int slices, float spacing);
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// Model management functions
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RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
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RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
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RLAPI bool IsModelReady(Model model); // Check if a model is ready
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RLAPI bool IsModelValid(Model model); // Check if a model is ready
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RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
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RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
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@ -597,7 +597,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
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// Material loading/unloading functions
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RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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RLAPI bool IsMaterialReady(Material material); // Check if a material is ready
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RLAPI bool IsMaterialValid(Material material); // Check if a material is ready
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
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RLAPI 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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RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
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@ -627,18 +627,18 @@ typedef void (*AudioCallback)(void *bufferData, unsigned int frames);
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// Audio device management functions
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RLAPI void InitAudioDevice(void); // Initialize audio device and context
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RLAPI void CloseAudioDevice(void); // Close the audio device and context
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RLAPI bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
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RLAPI bool IsAudioDeviceValid(void); // Check if audio device has been initialized successfully
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RLAPI void SetMasterVolume(float volume); // Set master volume (listener)
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RLAPI float GetMasterVolume(void); // Get master volume (listener)
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// Wave/Sound loading/unloading functions
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RLAPI Wave LoadWave(const char *fileName); // Load wave data from file
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RLAPI 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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RLAPI bool IsWaveReady(Wave wave); // Checks if wave data is ready
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RLAPI bool IsWaveValid(Wave wave); // Checks if wave data is ready
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RLAPI Sound LoadSound(const char *fileName); // Load sound from file
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RLAPI Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
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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
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RLAPI bool IsSoundReady(Sound sound); // Checks if a sound is ready
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RLAPI bool IsSoundValid(Sound sound); // Checks if a sound is ready
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RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
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RLAPI void UnloadWave(Wave wave); // Unload wave data
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RLAPI void UnloadSound(Sound sound); // Unload sound
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@ -664,7 +664,7 @@ RLAPI void UnloadWaveSamples(float *samples); // Unload
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// Music management functions
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RLAPI Music LoadMusicStream(const char *fileName); // Load music stream from file
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RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
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RLAPI bool IsMusicReady(Music music); // Checks if a music stream is ready
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RLAPI bool IsMusicValid(Music music); // Checks if a music stream is ready
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RLAPI void UnloadMusicStream(Music music); // Unload music stream
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RLAPI void PlayMusicStream(Music music); // Start music playing
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RLAPI bool IsMusicStreamPlaying(Music music); // Check if music is playing
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@ -681,7 +681,7 @@ RLAPI float GetMusicTimePlayed(Music music); // Get cur
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// AudioStream management functions
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RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
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RLAPI bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready
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RLAPI bool IsAudioStreamValid(AudioStream stream); // Checks if an audio stream is ready
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RLAPI void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
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RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
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RLAPI bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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