* pico doesn't implement time.h
* add option for RLSW to hold a back buffer, and give it a sw method to swap
* Remove unused pointer and give swSwapColorBuffers a default nop-behaviour
* Fix compilation by removing old colorBackBuffer setters
* use the correct logger
* return line
* rename RLSW_BACKBUFFER to SW_DOUBLE_BUFFERING
Commit 3edfe194 added a `gamepad >= 0` lower-bound check to
GetGamepadAxisCount() and GetGamepadName(), but six sibling functions
were left with only the upper-bound check (`gamepad < MAX_GAMEPADS`).
A negative signed int passes that check and triggers out-of-bounds
access on CORE.Input.Gamepad.ready[gamepad] and related arrays (UB in C).
Apply the same `(gamepad >= 0) &&` guard added in 3edfe194 to:
- IsGamepadAvailable
- IsGamepadButtonPressed
- IsGamepadButtonDown
- IsGamepadButtonReleased
- IsGamepadButtonUp
- GetGamepadAxisMovement
* [rcore] Bounds-check gamepad index in GetGamepadAxisCount() and GetGamepadName()
Both public getters indexed CORE.Input.Gamepad.axisCount[gamepad] / .name[gamepad]
with an unvalidated gamepad argument -- an out-of-bounds read for gamepad < 0 or
gamepad >= MAX_GAMEPADS. Every sibling gamepad accessor (IsGamepadAvailable,
IsGamepadButton*, GetGamepadAxisMovement) already guards the index; add the same
check, returning a safe default (0 / NULL).
* Refactor GetGamepadName/GetGamepadAxisCount to single-return pattern
---------
Co-authored-by: Brandon Arrendondo <brandon.arrendondo@bissell.com>
Redesign has been conditioned by the usage of those functions on `rexm`, `rpc` and other tools; for many use cases a static buffer is enough and way more comfortable to use.
ADDED: `TextInsertAlloc()`, `TextReplaceAlloc()`, `TextReplaceBetweenAlloc()`, alternatives with internal allocations
ADDED: `rlUnloadShader()` to unload shaders (that function was missing and compute shaders leak memory)
RENAMED: `rlCompileShader()` to p `rlLoadShader()` to be consistent with `rlUnloadShader()`
RENAMED: `rlLoadShaderCode()` to `rlLoadShaderProgram()`, more descriptive of return
RENAMED: `rlLoadShaderProgram()` to `rlLoadShaderProgramEx()`
RENAMED: `rlLoadComputeShaderProgram()` to `rlLoadShaderProgramCompute()`
RENAMED: Some functions parameters for consistency