From b42b224c0dd521d8be1ea9459d5264bdc0456e1d Mon Sep 17 00:00:00 2001 From: Ed_ Date: Wed, 25 Oct 2023 03:33:35 -0400 Subject: [PATCH] Forgot to push some parser fixes --- .../dependencies/raylib/include/raylib.h | 270 +++++++++--------- .../dependencies/raylib/include/raymath.h | 64 ++--- project/components/ast.hpp | 2 +- project/components/interface.parsing.cpp | 5 +- 4 files changed, 171 insertions(+), 170 deletions(-) diff --git a/project/auxillary/vis_ast/dependencies/raylib/include/raylib.h b/project/auxillary/vis_ast/dependencies/raylib/include/raylib.h index bef906c..b9abaf6 100644 --- a/project/auxillary/vis_ast/dependencies/raylib/include/raylib.h +++ b/project/auxillary/vis_ast/dependencies/raylib/include/raylib.h @@ -1155,13 +1155,13 @@ namespace raylib RLAPI void minimize_window( void ); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) RLAPI void restore_window( void ); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) RLAPI void set_window_icon( Image image ); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) - RLAPI void set_window_icons( Image* images, int count ); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) + RLAPI void set_window_icons( Image* images, s32 count ); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) RLAPI void set_window_title( char const* title ); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) - RLAPI void set_window_position( s32 x, int y ); // Set window position on screen (only PLATFORM_DESKTOP) + RLAPI void set_window_position( s32 x, s32 y ); // Set window position on screen (only PLATFORM_DESKTOP) RLAPI void set_window_monitor( s32 monitor ); // Set monitor for the current window - RLAPI void set_window_min_size( s32 width, int height ); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) - RLAPI void set_window_max_size( s32 width, int height ); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) - RLAPI void set_window_size( s32 width, int height ); // Set window dimensions + RLAPI void set_window_min_size( s32 width, s32 height ); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) + RLAPI void set_window_max_size( s32 width, s32 height ); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) + RLAPI void set_window_size( s32 width, s32 height ); // Set window dimensions RLAPI void set_window_opacity( f32 opacity ); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) RLAPI void set_window_focused( void ); // Set window focused (only PLATFORM_DESKTOP) RLAPI void* get_window_handle( void ); // Get native window handle @@ -1207,7 +1207,7 @@ namespace raylib RLAPI void end_shader_mode( void ); // End custom shader drawing (use default shader) RLAPI void begin_blend_mode( s32 mode ); // Begin blending mode (alpha, additive, multiplied, subtract, custom) RLAPI void end_blend_mode( void ); // End blending mode (reset to default: alpha blending) - RLAPI void begin_scissor_mode( s32 x, s32 y, s32 width, int height ); // Begin scissor mode (define screen area for following drawing) + RLAPI void begin_scissor_mode( s32 x, s32 y, s32 width, s32 height ); // Begin scissor mode (define screen area for following drawing) RLAPI void end_scissor_mode( void ); // End scissor mode RLAPI void begin_vr_stereo_mode( VrStereoConfig config ); // Begin stereo rendering (requires VR simulator) RLAPI void end_vr_stereo_mode( void ); // End stereo rendering (requires VR simulator) @@ -1223,8 +1223,8 @@ namespace raylib RLAPI bool is_shader_ready( Shader shader ); // Check if a shader is ready RLAPI int get_shader_location( Shader shader, char const* uniformName ); // Get shader uniform location RLAPI int get_shader_location_attrib( Shader shader, char const* attribName ); // Get shader attribute location - RLAPI void set_shader_value( Shader shader, s32 locIndex, void const* value, int uniformType ); // Set shader uniform value - RLAPI void set_shader_value_v( Shader shader, s32 locIndex, void const* value, s32 uniformType, int count ); // Set shader uniform value vector + RLAPI void set_shader_value( Shader shader, s32 locIndex, void const* value, s32 uniformType ); // Set shader uniform value + RLAPI void set_shader_value_v( Shader shader, s32 locIndex, void const* value, s32 uniformType, s32 count ); // Set shader uniform value vector RLAPI void set_shader_value_matrix( Shader shader, s32 locIndex, Matrix mat ); // Set shader uniform value (matrix 4x4) RLAPI void set_shader_value_texture( Shader shader, s32 locIndex, Texture2D texture ); // Set shader uniform value for texture (sampler2d) RLAPI void unload_shader( Shader shader ); // Unload shader from GPU memory (VRAM) @@ -1235,7 +1235,7 @@ namespace raylib RLAPI Matrix get_camera_matrix_2d( Camera2D camera ); // Get camera 2d transform matrix RLAPI Vector2 get_world_to_screen( Vector3 position, Camera camera ); // Get the screen space position for a 3d world space position RLAPI Vector2 get_screen_to_world_2d( Vector2 position, Camera2D camera ); // Get the world space position for a 2d camera screen space position - RLAPI Vector2 get_world_to_screen_ex( Vector3 position, Camera camera, s32 width, int height ); // Get size position for a 3d world space position + RLAPI Vector2 get_world_to_screen_ex( Vector3 position, Camera camera, s32 width, s32 height ); // Get size position for a 3d world space position RLAPI Vector2 get_world_to_screen_2d( Vector2 position, Camera2D camera ); // Get the screen space position for a 2d camera world space position // Timing-related functions @@ -1253,7 +1253,7 @@ namespace raylib RLAPI void wait_time( double seconds ); // Wait for some time (halt program execution) // Misc. functions - RLAPI int get_random_value( s32 min, int max ); // Get a random value between min and max (both included) + RLAPI int get_random_value( s32 min, s32 max ); // Get a random value between min and max (both included) RLAPI void set_random_seed( u32 seed ); // Set the seed for the random number generator RLAPI void take_screenshot( char const* fileName ); // Takes a screenshot of current screen (filename extension defines format) RLAPI void set_config_flags( u32 flags ); // Setup init configuration flags (view FLAGS) @@ -1264,7 +1264,7 @@ namespace raylib RLAPI void trace_log( s32 logLevel, char const* text, ... ); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) RLAPI void set_trace_log_level( s32 logLevel ); // Set the current threshold (minimum) log level RLAPI void* mem_alloc( u32 size ); // Internal memory allocator - RLAPI void* mem_realloc( void* ptr, unsigned int size ); // Internal memory reallocator + RLAPI void* mem_realloc( void* ptr, u32 size ); // Internal memory reallocator RLAPI void mem_free( void* ptr ); // Internal memory free // Set custom callbacks @@ -1276,9 +1276,9 @@ namespace raylib RLAPI void set_save_file_text_callback( SaveFileTextCallback callback ); // Set custom file text data saver // Files management functions - RLAPI unsigned char* load_file_data( char const* fileName, int* dataSize ); // Load file data as byte array (read) + RLAPI unsigned char* load_file_data( char const* fileName, s32* dataSize ); // Load file data as byte array (read) RLAPI void unload_file_data( u8* data ); // Unload file data allocated by LoadFileData() - RLAPI bool save_file_data( char const* fileName, void* data, int dataSize ); // Save data to file from byte array (write), returns true on success + RLAPI bool save_file_data( char const* fileName, void* data, s32 dataSize ); // Save data to file from byte array (write), returns true on success RLAPI bool export_data_as_code( unsigned char const* data, s32 dataSize, char const* fileName ); // Export data to code (.h), returns true on success RLAPI char* load_file_text( char const* fileName ); // Load text data from file (read), returns a '\0' terminated string RLAPI void unload_file_text( char* text ); // Unload file text data allocated by LoadFileText() @@ -1314,14 +1314,14 @@ namespace raylib // Compression/Encoding functionality RLAPI unsigned char* - compress_data( unsigned char const* data, s32 dataSize, int* compDataSize ); // Compress data (DEFLATE algorithm), memory must be MemFree() + compress_data( unsigned char const* data, s32 dataSize, s32* compDataSize ); // Compress data (DEFLATE algorithm), memory must be MemFree() RLAPI unsigned char* decompress_data( unsigned char const* compData, s32 compDataSize, - int* dataSize + s32* dataSize ); // Decompress data (DEFLATE algorithm), memory must be MemFree() - RLAPI char* encode_data_base64( unsigned char const* data, s32 dataSize, int* outputSize ); // Encode data to Base64 string, memory must be MemFree() - RLAPI unsigned char* decode_data_base64( unsigned char const* data, int* outputSize ); // Decode Base64 string data, memory must be MemFree() + RLAPI char* encode_data_base64( unsigned char const* data, s32 dataSize, s32* outputSize ); // Encode data to Base64 string, memory must be MemFree() + RLAPI unsigned char* decode_data_base64( unsigned char const* data, s32* outputSize ); // Decode Base64 string data, memory must be MemFree() //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) @@ -1340,13 +1340,13 @@ namespace raylib // Input-related functions: gamepads RLAPI bool is_gamepad_available( s32 gamepad ); // Check if a gamepad is available RLAPI char const* get_gamepad_name( s32 gamepad ); // Get gamepad internal name id - RLAPI bool is_gamepad_button_pressed( s32 gamepad, int button ); // Check if a gamepad button has been pressed once - RLAPI bool is_gamepad_button_down( s32 gamepad, int button ); // Check if a gamepad button is being pressed - RLAPI bool is_gamepad_button_released( s32 gamepad, int button ); // Check if a gamepad button has been released once - RLAPI bool is_gamepad_button_up( s32 gamepad, int button ); // Check if a gamepad button is NOT being pressed + RLAPI bool is_gamepad_button_pressed( s32 gamepad, s32 button ); // Check if a gamepad button has been pressed once + RLAPI bool is_gamepad_button_down( s32 gamepad, s32 button ); // Check if a gamepad button is being pressed + RLAPI bool is_gamepad_button_released( s32 gamepad, s32 button ); // Check if a gamepad button has been released once + RLAPI bool is_gamepad_button_up( s32 gamepad, s32 button ); // Check if a gamepad button is NOT being pressed RLAPI int get_gamepad_button_pressed( void ); // Get the last gamepad button pressed RLAPI int get_gamepad_axis_count( s32 gamepad ); // Get gamepad axis count for a gamepad - RLAPI float get_gamepad_axis_movement( s32 gamepad, int axis ); // Get axis movement value for a gamepad axis + RLAPI float get_gamepad_axis_movement( s32 gamepad, s32 axis ); // Get axis movement value for a gamepad axis RLAPI int set_gamepad_mappings( char const* mappings ); // Set internal gamepad mappings (SDL_GameControllerDB) // Input-related functions: mouse @@ -1358,9 +1358,9 @@ namespace raylib RLAPI int get_mouse_y( void ); // Get mouse position Y RLAPI Vector2 get_mouse_position( void ); // Get mouse position XY RLAPI Vector2 get_mouse_delta( void ); // Get mouse delta between frames - RLAPI void set_mouse_position( s32 x, int y ); // Set mouse position XY - RLAPI void set_mouse_offset( s32 offsetX, int offsetY ); // Set mouse offset - RLAPI void set_mouse_scale( f32 scaleX, float scaleY ); // Set mouse scaling + RLAPI void set_mouse_position( s32 x, s32 y ); // Set mouse position XY + RLAPI void set_mouse_offset( s32 offsetX, s32 offsetY ); // Set mouse offset + RLAPI void set_mouse_scale( f32 scaleX, f32 scaleY ); // Set mouse scaling RLAPI float get_mouse_wheel_move( void ); // Get mouse wheel movement for X or Y, whichever is larger RLAPI Vector2 get_mouse_wheel_move_v( void ); // Get mouse wheel movement for both X and Y RLAPI void set_mouse_cursor( s32 cursor ); // Set mouse cursor @@ -1387,8 +1387,8 @@ namespace raylib //------------------------------------------------------------------------------------ // Camera System Functions (Module: rcamera) //------------------------------------------------------------------------------------ - RLAPI void update_camera( Camera* camera, int mode ); // Update camera position for selected mode - RLAPI void update_camera_pro( Camera* camera, Vector3 movement, Vector3 rotation, float zoom ); // Update camera movement/rotation + RLAPI void update_camera( Camera* camera, s32 mode ); // Update camera position for selected mode + RLAPI void update_camera_pro( Camera* camera, Vector3 movement, Vector3 rotation, f32 zoom ); // Update camera movement/rotation //------------------------------------------------------------------------------------ // Basic Shapes Drawing Functions (Module: shapes) @@ -1456,16 +1456,16 @@ namespace raylib // sides with extended parameters // Basic shapes collision detection functions - RLAPI bool check_collision_recs( Rectangle rec1, Rectangle rec2 ); // Check collision between two rectangles - RLAPI bool check_collision_circles( Vector2 center1, f32 radius1, Vector2 center2, float radius2 ); // Check collision between two circles - RLAPI bool check_collision_circle_rec( Vector2 center, f32 radius, Rectangle rec ); // Check collision between circle and rectangle - RLAPI bool check_collision_point_rec( Vector2 point, Rectangle rec ); // Check if point is inside rectangle - RLAPI bool check_collision_point_circle( Vector2 point, Vector2 center, float radius ); // Check if point is inside circle - RLAPI bool check_collision_point_triangle( Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3 ); // Check if point is inside a triangle + RLAPI bool check_collision_recs( Rectangle rec1, Rectangle rec2 ); // Check collision between two rectangles + RLAPI bool check_collision_circles( Vector2 center1, f32 radius1, Vector2 center2, f32 radius2 ); // Check collision between two circles + RLAPI bool check_collision_circle_rec( Vector2 center, f32 radius, Rectangle rec ); // Check collision between circle and rectangle + RLAPI bool check_collision_point_rec( Vector2 point, Rectangle rec ); // Check if point is inside rectangle + RLAPI bool check_collision_point_circle( Vector2 point, Vector2 center, f32 radius ); // Check if point is inside circle + RLAPI bool check_collision_point_triangle( Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3 ); // Check if point is inside a triangle RLAPI bool check_collision_point_poly( Vector2 point, Vector2* points, - int pointCount + s32 pointCount ); // Check if point is within a polygon described by array of vertices RLAPI bool check_collision_lines( Vector2 startPos1, @@ -1478,7 +1478,7 @@ namespace raylib Vector2 point, Vector2 p1, Vector2 p2, - int threshold + s32 threshold ); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] RLAPI Rectangle get_collision_rec( Rectangle rec1, Rectangle rec2 ); // Get collision rectangle for two rectangles collision @@ -1489,20 +1489,20 @@ namespace raylib // Image loading functions // NOTE: These functions do not require GPU access RLAPI Image load_image( char const* fileName ); // Load image from file into CPU memory (RAM) - RLAPI Image load_image_raw( char const* fileName, s32 width, s32 height, s32 format, int headerSize ); // Load image from RAW file data - RLAPI Image load_image_svg( char const* fileNameOrString, s32 width, int height ); // Load image from SVG file data or string with specified size - RLAPI Image load_image_anim( char const* fileName, int* frames ); // Load image sequence from file (frames appended to image.data) + RLAPI Image load_image_raw( char const* fileName, s32 width, s32 height, s32 format, s32 headerSize ); // Load image from RAW file data + RLAPI Image load_image_svg( char const* fileNameOrString, s32 width, s32 height ); // Load image from SVG file data or string with specified size + RLAPI Image load_image_anim( char const* fileName, s32* frames ); // Load image sequence from file (frames appended to image.data) RLAPI Image load_image_from_memory( char const* fileType, unsigned char const* fileData, - int dataSize + s32 dataSize ); // Load image from memory buffer, fileType refers to extension: i.e. '.png' RLAPI Image load_image_from_texture( Texture2D texture ); // Load image from GPU texture data RLAPI Image load_image_from_screen( void ); // Load image from screen buffer and (screenshot) RLAPI bool is_image_ready( Image image ); // Check if an image is ready RLAPI void unload_image( Image image ); // Unload image from CPU memory (RAM) RLAPI bool export_image( Image image, char const* fileName ); // Export image data to file, returns true on success - RLAPI unsigned char* export_image_to_memory( Image image, char const* fileType, int* fileSize ); // Export image to memory buffer + RLAPI unsigned char* export_image_to_memory( Image image, char const* fileType, s32* fileSize ); // Export image to memory buffer RLAPI bool export_image_as_code( Image image, char const* fileName ); // Export image as code file defining an array of bytes, returns true on success @@ -1513,9 +1513,9 @@ namespace raylib RLAPI Image gen_image_gradient_radial( s32 width, s32 height, f32 density, Color inner, Color outer ); // Generate image: radial gradient RLAPI Image gen_image_gradient_square( s32 width, s32 height, f32 density, Color inner, Color outer ); // Generate image: square gradient RLAPI Image gen_image_checked( s32 width, s32 height, s32 checksX, s32 checksY, Color col1, Color col2 ); // Generate image: checked - RLAPI Image gen_image_white_noise( s32 width, s32 height, float factor ); // Generate image: white noise - RLAPI Image gen_image_perlin_noise( s32 width, s32 height, s32 offsetX, s32 offsetY, float scale ); // Generate image: perlin noise - RLAPI Image gen_image_cellular( s32 width, s32 height, int tileSize ); // Generate image: cellular algorithm, bigger tileSize means bigger cells + RLAPI Image gen_image_white_noise( s32 width, s32 height, f32 factor ); // Generate image: white noise + RLAPI Image gen_image_perlin_noise( s32 width, s32 height, s32 offsetX, s32 offsetY, f32 scale ); // Generate image: perlin noise + RLAPI Image gen_image_cellular( s32 width, s32 height, s32 tileSize ); // Generate image: cellular algorithm, bigger tileSize means bigger cells RLAPI Image gen_image_text( s32 width, s32 height, char const* text ); // Generate image: grayscale image from text data // Image manipulation functions @@ -1523,38 +1523,38 @@ namespace raylib RLAPI Image image_from_image( Image image, Rectangle rec ); // Create an image from another image piece RLAPI Image image_text( char const* text, s32 fontSize, Color color ); // Create an image from text (default font) RLAPI Image image_text_ex( Font font, char const* text, f32 fontSize, f32 spacing, Color tint ); // Create an image from text (custom sprite font) - RLAPI void image_format( Image* image, int newFormat ); // Convert image data to desired format + RLAPI void image_format( Image* image, s32 newFormat ); // Convert image data to desired format RLAPI void image_to_pot( Image* image, Color fill ); // Convert image to POT (power-of-two) RLAPI void image_crop( Image* image, Rectangle crop ); // Crop an image to a defined rectangle - RLAPI void image_alpha_crop( Image* image, float threshold ); // Crop image depending on alpha value - RLAPI void image_alpha_clear( Image* image, Color color, float threshold ); // Clear alpha channel to desired color + RLAPI void image_alpha_crop( Image* image, f32 threshold ); // Crop image depending on alpha value + RLAPI void image_alpha_clear( Image* image, Color color, f32 threshold ); // Clear alpha channel to desired color RLAPI void image_alpha_mask( Image* image, Image alphaMask ); // Apply alpha mask to image RLAPI void image_alpha_premultiply( Image* image ); // Premultiply alpha channel - RLAPI void image_blur_gaussian( Image* image, int blurSize ); // Apply Gaussian blur using a box blur approximation - RLAPI void image_resize( Image* image, s32 newWidth, int newHeight ); // Resize image (Bicubic scaling algorithm) - RLAPI void image_resize_nn( Image* image, s32 newWidth, int newHeight ); // Resize image (Nearest-Neighbor scaling algorithm) + RLAPI void image_blur_gaussian( Image* image, s32 blurSize ); // Apply Gaussian blur using a box blur approximation + RLAPI void image_resize( Image* image, s32 newWidth, s32 newHeight ); // Resize image (Bicubic scaling algorithm) + RLAPI void image_resize_nn( Image* image, s32 newWidth, s32 newHeight ); // Resize image (Nearest-Neighbor scaling algorithm) RLAPI void image_resize_canvas( Image* image, s32 newWidth, s32 newHeight, s32 offsetX, s32 offsetY, Color fill ); // Resize canvas and fill with color RLAPI void image_mipmaps( Image* image ); // Compute all mipmap levels for a provided image - RLAPI void image_dither( Image* image, s32 rBpp, s32 gBpp, s32 bBpp, int aBpp ); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) + RLAPI void image_dither( Image* image, s32 rBpp, s32 gBpp, s32 bBpp, s32 aBpp ); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) RLAPI void image_flip_vertical( Image* image ); // Flip image vertically RLAPI void image_flip_horizontal( Image* image ); // Flip image horizontally - RLAPI void image_rotate( Image* image, int degrees ); // Rotate image by input angle in degrees (-359 to 359) + RLAPI void image_rotate( Image* image, s32 degrees ); // Rotate image by input angle in degrees (-359 to 359) RLAPI void image_rotate_cw( Image* image ); // Rotate image clockwise 90deg RLAPI void image_rotate_ccw( Image* image ); // Rotate image counter-clockwise 90deg RLAPI void image_color_tint( Image* image, Color color ); // Modify image color: tint RLAPI void image_color_invert( Image* image ); // Modify image color: invert RLAPI void image_color_grayscale( Image* image ); // Modify image color: grayscale - RLAPI void image_color_contrast( Image* image, float contrast ); // Modify image color: contrast (-100 to 100) - RLAPI void image_color_brightness( Image* image, int brightness ); // Modify image color: brightness (-255 to 255) + RLAPI void image_color_contrast( Image* image, f32 contrast ); // Modify image color: contrast (-100 to 100) + RLAPI void image_color_brightness( Image* image, s32 brightness ); // Modify image color: brightness (-255 to 255) RLAPI void image_color_replace( Image* image, Color color, Color replace ); // Modify image color: replace color RLAPI Color* load_image_colors( Image image ); // Load color data from image as a Color array (RGBA - 32bit) RLAPI Color* - load_image_palette( Image image, s32 maxPaletteSize, int* colorCount ); // Load colors palette from image as a Color array (RGBA - 32bit) + load_image_palette( Image image, s32 maxPaletteSize, s32* colorCount ); // Load colors palette from image as a Color array (RGBA - 32bit) RLAPI void unload_image_colors( Color* colors ); // Unload color data loaded with LoadImageColors() RLAPI void unload_image_palette( Color* colors ); // Unload colors palette loaded with LoadImagePalette() - RLAPI Rectangle get_image_alpha_border( Image image, float threshold ); // Get image alpha border rectangle - RLAPI Color get_image_color( Image image, s32 x, int y ); // Get image pixel color at (x, y) position + RLAPI Rectangle get_image_alpha_border( Image image, f32 threshold ); // Get image alpha border rectangle + RLAPI Color get_image_color( Image image, s32 x, s32 y ); // Get image pixel color at (x, y) position // Image drawing functions // NOTE: Image software-rendering functions (CPU) @@ -1589,8 +1589,8 @@ namespace raylib // NOTE: These functions require GPU access RLAPI Texture2D load_texture( char const* fileName ); // Load texture from file into GPU memory (VRAM) RLAPI Texture2D load_texture_from_image( Image image ); // Load texture from image data - RLAPI TextureCubemap load_texture_cubemap( Image image, int layout ); // Load cubemap from image, multiple image cubemap layouts supported - RLAPI RenderTexture2D load_render_texture( s32 width, int height ); // Load texture for rendering (framebuffer) + RLAPI TextureCubemap load_texture_cubemap( Image image, s32 layout ); // Load cubemap from image, multiple image cubemap layouts supported + RLAPI RenderTexture2D load_render_texture( s32 width, s32 height ); // Load texture for rendering (framebuffer) RLAPI bool is_texture_ready( Texture2D texture ); // Check if a texture is ready RLAPI void unload_texture( Texture2D texture ); // Unload texture from GPU memory (VRAM) RLAPI bool is_render_texture_ready( RenderTexture2D target ); // Check if a render texture is ready @@ -1600,8 +1600,8 @@ namespace raylib // Texture configuration functions RLAPI void gen_texture_mipmaps( Texture2D* texture ); // Generate GPU mipmaps for a texture - RLAPI void set_texture_filter( Texture2D texture, int filter ); // Set texture scaling filter mode - RLAPI void set_texture_wrap( Texture2D texture, int wrap ); // Set texture wrapping mode + RLAPI void set_texture_filter( Texture2D texture, s32 filter ); // Set texture scaling filter mode + RLAPI void set_texture_wrap( Texture2D texture, s32 wrap ); // Set texture wrapping mode // Texture drawing functions RLAPI void draw_texture( Texture2D texture, s32 posX, s32 posY, Color tint ); // Draw a Texture2D @@ -1626,21 +1626,21 @@ namespace raylib ); // Draws a texture (or part of it) that stretches or shrinks nicely // Color/pixel related functions - RLAPI Color fade( Color color, float alpha ); // Get color with alpha applied, alpha goes from 0.0f to 1.0f - RLAPI int color_to_int( Color color ); // Get hexadecimal value for a Color - RLAPI Vector4 color_normalize( Color color ); // Get Color normalized as float [0..1] - RLAPI Color color_from_normalized( Vector4 normalized ); // Get Color from normalized values [0..1] - RLAPI Vector3 color_to_hsv( Color color ); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] - RLAPI Color color_from_hsv( f32 hue, f32 saturation, float value ); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] - RLAPI Color color_tint( Color color, Color tint ); // Get color multiplied with another color - RLAPI Color color_brightness( Color color, float factor ); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f - RLAPI Color color_contrast( Color color, float contrast ); // Get color with contrast correction, contrast values between -1.0f and 1.0f - RLAPI Color color_alpha( Color color, float alpha ); // Get color with alpha applied, alpha goes from 0.0f to 1.0f + RLAPI Color fade( Color color, f32 alpha ); // Get color with alpha applied, alpha goes from 0.0f to 1.0f + RLAPI int color_to_int( Color color ); // Get hexadecimal value for a Color + RLAPI Vector4 color_normalize( Color color ); // Get Color normalized as float [0..1] + RLAPI Color color_from_normalized( Vector4 normalized ); // Get Color from normalized values [0..1] + RLAPI Vector3 color_to_hsv( Color color ); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] + RLAPI Color color_from_hsv( f32 hue, f32 saturation, f32 value ); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] + RLAPI Color color_tint( Color color, Color tint ); // Get color multiplied with another color + RLAPI Color color_brightness( Color color, f32 factor ); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f + RLAPI Color color_contrast( Color color, f32 contrast ); // Get color with contrast correction, contrast values between -1.0f and 1.0f + RLAPI Color color_alpha( Color color, f32 alpha ); // Get color with alpha applied, alpha goes from 0.0f to 1.0f RLAPI Color color_alpha_blend( Color dst, Color src, Color tint ); // Get src alpha-blended into dst color with tint RLAPI Color get_color( u32 hexValue ); // Get Color structure from hexadecimal value - RLAPI Color get_pixel_color( void* srcPtr, int format ); // Get Color from a source pixel pointer of certain format - RLAPI void set_pixel_color( void* dstPtr, Color color, int format ); // Set color formatted into destination pixel pointer - RLAPI int get_pixel_data_size( s32 width, s32 height, int format ); // Get pixel data size in bytes for certain format + RLAPI Color get_pixel_color( void* srcPtr, s32 format ); // Get Color from a source pixel pointer of certain format + RLAPI void set_pixel_color( void* dstPtr, Color color, s32 format ); // Set color formatted into destination pixel pointer + RLAPI int get_pixel_data_size( s32 width, s32 height, s32 format ); // Get pixel data size in bytes for certain format //------------------------------------------------------------------------------------ // Font Loading and Text Drawing Functions (Module: text) @@ -1653,20 +1653,20 @@ namespace raylib char const* fileName, s32 fontSize, s32* codepoints, - int codepointCount + s32 codepointCount ); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set - RLAPI Font load_font_from_image( Image image, Color key, int firstChar ); // Load font from Image (XNA style) + RLAPI Font load_font_from_image( Image image, Color key, s32 firstChar ); // Load font from Image (XNA style) RLAPI Font load_font_from_memory( char const* fileType, unsigned char const* fileData, s32 dataSize, s32 fontSize, s32* codepoints, - int codepointCount + s32 codepointCount ); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' RLAPI bool is_font_ready( Font font ); // Check if a font is ready RLAPI GlyphInfo* - load_font_data( unsigned char const* fileData, s32 dataSize, s32 fontSize, s32* codepoints, s32 codepointCount, int type ); // Load font data for + load_font_data( unsigned char const* fileData, s32 dataSize, s32 fontSize, s32* codepoints, s32 codepointCount, s32 type ); // Load font data for // further use RLAPI Image gen_image_font_atlas( GlyphInfo const* glyphs, @@ -1674,14 +1674,14 @@ namespace raylib s32 glyphCount, s32 fontSize, s32 padding, - int packMethod + s32 packMethod ); // Generate image font atlas using chars info - RLAPI void unload_font_data( GlyphInfo* glyphs, int glyphCount ); // Unload font chars info data (RAM) + RLAPI void unload_font_data( GlyphInfo* glyphs, s32 glyphCount ); // Unload font chars info data (RAM) RLAPI void unload_font( Font font ); // Unload font from GPU memory (VRAM) RLAPI bool export_font_as_code( Font font, char const* fileName ); // Export font as code file, returns true on success // Text drawing functions - RLAPI void draw_fps( s32 posX, int posY ); // Draw current FPS + RLAPI void draw_fps( s32 posX, s32 posY ); // Draw current FPS RLAPI void draw_text( char const* text, s32 posX, s32 posY, s32 fontSize, Color color ); // Draw text (using default font) RLAPI void draw_text_ex( Font font, char const* text, Vector2 position, f32 fontSize, f32 spacing, Color tint ); // Draw text using font and // additional parameters @@ -1707,35 +1707,35 @@ namespace raylib ); // Draw multiple character (codepoint) // Text font info functions - RLAPI void set_text_line_spacing( s32 spacing ); // Set vertical line spacing when drawing with line-breaks - RLAPI int measure_text( char const* text, int fontSize ); // Measure string width for default font - RLAPI Vector2 measure_text_ex( Font font, char const* text, f32 fontSize, float spacing ); // Measure string size for Font + RLAPI void set_text_line_spacing( s32 spacing ); // Set vertical line spacing when drawing with line-breaks + RLAPI int measure_text( char const* text, s32 fontSize ); // Measure string width for default font + RLAPI Vector2 measure_text_ex( Font font, char const* text, f32 fontSize, f32 spacing ); // Measure string size for Font RLAPI int get_glyph_index( Font font, - int codepoint + s32 codepoint ); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found RLAPI GlyphInfo - get_glyph_info( Font font, int codepoint ); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found + get_glyph_info( Font font, s32 codepoint ); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found RLAPI Rectangle get_glyph_atlas_rec( Font font, - int codepoint + s32 codepoint ); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found // Text codepoints management functions (unicode characters) - RLAPI char* load_utf8( int const* codepoints, int length ); // Load UTF-8 text encoded from codepoints array + RLAPI char* load_utf8( int const* codepoints, s32 length ); // Load UTF-8 text encoded from codepoints array RLAPI void unload_utf8( char* text ); // Unload UTF-8 text encoded from codepoints array - RLAPI int* load_codepoints( char const* text, int* count ); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter + RLAPI int* load_codepoints( char const* text, s32* count ); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter RLAPI void unload_codepoints( s32* codepoints ); // Unload codepoints data from memory RLAPI int get_codepoint_count( char const* text ); // Get total number of codepoints in a UTF-8 encoded string - RLAPI int get_codepoint( char const* text, int* codepointSize ); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + RLAPI int get_codepoint( char const* text, s32* codepointSize ); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure RLAPI int - get_codepoint_next( char const* text, int* codepointSize ); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + get_codepoint_next( char const* text, s32* codepointSize ); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure RLAPI int get_codepoint_previous( char const* text, - int* codepointSize + s32* codepointSize ); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure RLAPI char const* - codepoint_to_utf8( s32 codepoint, int* utf8Size ); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) + codepoint_to_utf8( s32 codepoint, s32* utf8Size ); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) // Text strings management functions (no UTF-8 strings, only byte chars) // NOTE: Some strings allocate memory internally for returned strings, just be careful! @@ -1743,12 +1743,12 @@ namespace raylib RLAPI bool text_is_equal( char const* text1, char const* text2 ); // Check if two text string are equal RLAPI unsigned int text_length( char const* text ); // Get text length, checks for '\0' ending RLAPI char const* text_format( char const* text, ... ); // Text formatting with variables (sprintf() style) - RLAPI char const* text_subtext( char const* text, s32 position, int length ); // Get a piece of a text string + RLAPI char const* text_subtext( char const* text, s32 position, s32 length ); // Get a piece of a text string RLAPI char* text_replace( char* text, char const* replace, char const* by ); // Replace text string (WARNING: memory must be freed!) - RLAPI char* text_insert( char const* text, char const* insert, int position ); // Insert text in a position (WARNING: memory must be freed!) + RLAPI char* text_insert( char const* text, char const* insert, s32 position ); // Insert text in a position (WARNING: memory must be freed!) RLAPI char const* text_join( char const** textList, s32 count, char const* delimiter ); // Join text strings with delimiter - RLAPI char const** text_split( char const* text, char delimiter, int* count ); // Split text into multiple strings - RLAPI void text_append( char* text, char const* append, int* position ); // Append text at specific position and move cursor! + RLAPI char const** text_split( char const* text, char delimiter, s32* count ); // Split text into multiple strings + RLAPI void text_append( char* text, char const* append, s32* position ); // Append text at specific position and move cursor! RLAPI int text_find_index( char const* text, char const* find ); // Find first text occurrence within a string RLAPI char const* text_to_upper( char const* text ); // Get upper case version of provided string RLAPI char const* text_to_lower( char const* text ); // Get lower case version of provided string @@ -1798,7 +1798,7 @@ namespace raylib ); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos RLAPI void draw_plane( Vector3 centerPos, Vector2 size, Color color ); // Draw a plane XZ RLAPI void draw_ray( Ray ray, Color color ); // Draw a ray line - RLAPI void draw_grid( s32 slices, float spacing ); // Draw a grid (centered at (0, 0, 0)) + RLAPI void draw_grid( s32 slices, f32 spacing ); // Draw a grid (centered at (0, 0, 0)) //------------------------------------------------------------------------------------ // Model 3d Loading and Drawing Functions (Module: models) @@ -1843,31 +1843,31 @@ namespace raylib // Mesh management functions RLAPI void upload_mesh( Mesh* mesh, bool dynamic ); // Upload mesh vertex data in GPU and provide VAO/VBO ids - RLAPI void update_mesh_buffer( Mesh mesh, s32 index, void const* data, s32 dataSize, int offset ); // Update mesh vertex data in GPU for a specific + RLAPI void update_mesh_buffer( Mesh mesh, s32 index, void const* data, s32 dataSize, s32 offset ); // Update mesh vertex data in GPU for a specific // buffer index RLAPI void unload_mesh( Mesh mesh ); // Unload mesh data from CPU and GPU RLAPI void draw_mesh( Mesh mesh, Material material, Matrix transform ); // Draw a 3d mesh with material and transform - RLAPI void draw_mesh_instanced( Mesh mesh, Material material, Matrix const* transforms, int instances ); // Draw multiple mesh instances with + RLAPI void draw_mesh_instanced( Mesh mesh, Material material, Matrix const* transforms, s32 instances ); // Draw multiple mesh instances with // material and different transforms RLAPI bool export_mesh( Mesh mesh, char const* fileName ); // Export mesh data to file, returns true on success RLAPI BoundingBox get_mesh_bounding_box( Mesh mesh ); // Compute mesh bounding box limits RLAPI void gen_mesh_tangents( Mesh* mesh ); // Compute mesh tangents // Mesh generation functions - RLAPI Mesh gen_mesh_poly( s32 sides, float radius ); // Generate polygonal mesh - RLAPI Mesh gen_mesh_plane( f32 width, f32 length, s32 resX, int resZ ); // Generate plane mesh (with subdivisions) - RLAPI Mesh gen_mesh_cube( f32 width, f32 height, float length ); // Generate cuboid mesh - RLAPI Mesh gen_mesh_sphere( f32 radius, s32 rings, int slices ); // Generate sphere mesh (standard sphere) - RLAPI Mesh gen_mesh_hemi_sphere( f32 radius, s32 rings, int slices ); // Generate half-sphere mesh (no bottom cap) - RLAPI Mesh gen_mesh_cylinder( f32 radius, f32 height, int slices ); // Generate cylinder mesh - RLAPI Mesh gen_mesh_cone( f32 radius, f32 height, int slices ); // Generate cone/pyramid mesh - RLAPI Mesh gen_mesh_torus( f32 radius, f32 size, s32 radSeg, int sides ); // Generate torus mesh - RLAPI Mesh gen_mesh_knot( f32 radius, f32 size, s32 radSeg, int sides ); // Generate trefoil knot mesh + RLAPI Mesh gen_mesh_poly( s32 sides, f32 radius ); // Generate polygonal mesh + RLAPI Mesh gen_mesh_plane( f32 width, f32 length, s32 resX, s32 resZ ); // Generate plane mesh (with subdivisions) + RLAPI Mesh gen_mesh_cube( f32 width, f32 height, f32 length ); // Generate cuboid mesh + RLAPI Mesh gen_mesh_sphere( f32 radius, s32 rings, s32 slices ); // Generate sphere mesh (standard sphere) + RLAPI Mesh gen_mesh_hemi_sphere( f32 radius, s32 rings, s32 slices ); // Generate half-sphere mesh (no bottom cap) + RLAPI Mesh gen_mesh_cylinder( f32 radius, f32 height, s32 slices ); // Generate cylinder mesh + RLAPI Mesh gen_mesh_cone( f32 radius, f32 height, s32 slices ); // Generate cone/pyramid mesh + RLAPI Mesh gen_mesh_torus( f32 radius, f32 size, s32 radSeg, s32 sides ); // Generate torus mesh + RLAPI Mesh gen_mesh_knot( f32 radius, f32 size, s32 radSeg, s32 sides ); // Generate trefoil knot mesh RLAPI Mesh gen_mesh_heightmap( Image heightmap, Vector3 size ); // Generate heightmap mesh from image data RLAPI Mesh gen_mesh_cubicmap( Image cubicmap, Vector3 cubeSize ); // Generate cubes-based map mesh from image data // Material loading/unloading functions - RLAPI Material* load_materials( char const* fileName, int* materialCount ); // Load materials from model file + RLAPI Material* load_materials( char const* fileName, s32* materialCount ); // Load materials from model file RLAPI Material load_material_default( void ); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) RLAPI bool is_material_ready( Material material ); // Check if a material is ready RLAPI void unload_material( Material material ); // Unload material from GPU memory (VRAM) @@ -1876,20 +1876,20 @@ namespace raylib s32 mapType, Texture2D texture ); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) - RLAPI void set_model_mesh_material( Model* model, s32 meshId, int materialId ); // Set material for a mesh + RLAPI void set_model_mesh_material( Model* model, s32 meshId, s32 materialId ); // Set material for a mesh // Model animations loading/unloading functions - RLAPI ModelAnimation* load_model_animations( char const* fileName, int* animCount ); // Load model animations from file - RLAPI void update_model_animation( Model model, ModelAnimation anim, int frame ); // Update model animation pose + RLAPI ModelAnimation* load_model_animations( char const* fileName, s32* animCount ); // Load model animations from file + RLAPI void update_model_animation( Model model, ModelAnimation anim, s32 frame ); // Update model animation pose RLAPI void unload_model_animation( ModelAnimation anim ); // Unload animation data - RLAPI void unload_model_animations( ModelAnimation* animations, int animCount ); // Unload animation array data + RLAPI void unload_model_animations( ModelAnimation* animations, s32 animCount ); // Unload animation array data RLAPI bool is_model_animation_valid( Model model, ModelAnimation anim ); // Check model animation skeleton match // Collision detection functions - RLAPI bool check_collision_spheres( Vector3 center1, f32 radius1, Vector3 center2, float radius2 ); // Check collision between two spheres + RLAPI bool check_collision_spheres( Vector3 center1, f32 radius1, Vector3 center2, f32 radius2 ); // Check collision between two spheres RLAPI bool check_collision_boxes( BoundingBox box1, BoundingBox box2 ); // Check collision between two bounding boxes - RLAPI bool check_collision_box_sphere( BoundingBox box, Vector3 center, float radius ); // Check collision between box and sphere - RLAPI RayCollision get_ray_collision_sphere( Ray ray, Vector3 center, float radius ); // Get collision info between ray and sphere + RLAPI bool check_collision_box_sphere( BoundingBox box, Vector3 center, f32 radius ); // Check collision between box and sphere + RLAPI RayCollision get_ray_collision_sphere( Ray ray, Vector3 center, f32 radius ); // Get collision info between ray and sphere RLAPI RayCollision get_ray_collision_box( Ray ray, BoundingBox box ); // Get collision info between ray and box RLAPI RayCollision get_ray_collision_mesh( Ray ray, Mesh mesh, Matrix transform ); // Get collision info between ray and mesh RLAPI RayCollision get_ray_collision_triangle( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 ); // Get collision info between ray and triangle @@ -1912,14 +1912,14 @@ namespace raylib RLAPI Wave load_wave_from_memory( char const* fileType, unsigned char const* fileData, - int dataSize + s32 dataSize ); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' RLAPI bool is_wave_ready( Wave wave ); // Checks if wave data is ready RLAPI Sound load_sound( char const* fileName ); // Load sound from file RLAPI Sound load_sound_from_wave( Wave wave ); // Load sound from wave data RLAPI Sound load_sound_alias( Sound source ); // Create a new sound that shares the same sample data as the source sound, does not own the sound data RLAPI bool is_sound_ready( Sound sound ); // Checks if a sound is ready - RLAPI void update_sound( Sound sound, void const* data, int sampleCount ); // Update sound buffer with new data + RLAPI void update_sound( Sound sound, void const* data, s32 sampleCount ); // Update sound buffer with new data RLAPI void unload_wave( Wave wave ); // Unload wave data RLAPI void unload_sound( Sound sound ); // Unload sound RLAPI void unload_sound_alias( Sound alias ); // Unload a sound alias (does not deallocate sample data) @@ -1932,18 +1932,18 @@ namespace raylib RLAPI void pause_sound( Sound sound ); // Pause a sound RLAPI void resume_sound( Sound sound ); // Resume a paused sound RLAPI bool is_sound_playing( Sound sound ); // Check if a sound is currently playing - RLAPI void set_sound_volume( Sound sound, float volume ); // Set volume for a sound (1.0 is max level) - RLAPI void set_sound_pitch( Sound sound, float pitch ); // Set pitch for a sound (1.0 is base level) - RLAPI void set_sound_pan( Sound sound, float pan ); // Set pan for a sound (0.5 is center) + RLAPI void set_sound_volume( Sound sound, f32 volume ); // Set volume for a sound (1.0 is max level) + RLAPI void set_sound_pitch( Sound sound, f32 pitch ); // Set pitch for a sound (1.0 is base level) + RLAPI void set_sound_pan( Sound sound, f32 pan ); // Set pan for a sound (0.5 is center) RLAPI Wave wave_copy( Wave wave ); // Copy a wave to a new wave - RLAPI void wave_crop( Wave* wave, s32 initSample, int finalSample ); // Crop a wave to defined samples range - RLAPI void wave_format( Wave* wave, s32 sampleRate, s32 sampleSize, int channels ); // Convert wave data to desired format + RLAPI void wave_crop( Wave* wave, s32 initSample, s32 finalSample ); // Crop a wave to defined samples range + RLAPI void wave_format( Wave* wave, s32 sampleRate, s32 sampleSize, s32 channels ); // Convert wave data to desired format RLAPI float* load_wave_samples( Wave wave ); // Load samples data from wave as a 32bit float data array RLAPI void unload_wave_samples( f32* samples ); // Unload samples data loaded with LoadWaveSamples() // Music management functions RLAPI Music load_music_stream( char const* fileName ); // Load music stream from file - RLAPI Music load_music_stream_from_memory( char const* fileType, unsigned char const* data, int dataSize ); // Load music stream from data + RLAPI Music load_music_stream_from_memory( char const* fileType, unsigned char const* data, s32 dataSize ); // Load music stream from data RLAPI bool is_music_ready( Music music ); // Checks if a music stream is ready RLAPI void unload_music_stream( Music music ); // Unload music stream RLAPI void play_music_stream( Music music ); // Start music playing @@ -1952,27 +1952,27 @@ namespace raylib RLAPI void stop_music_stream( Music music ); // Stop music playing RLAPI void pause_music_stream( Music music ); // Pause music playing RLAPI void resume_music_stream( Music music ); // Resume playing paused music - RLAPI void seek_music_stream( Music music, float position ); // Seek music to a position (in seconds) - RLAPI void set_music_volume( Music music, float volume ); // Set volume for music (1.0 is max level) - RLAPI void set_music_pitch( Music music, float pitch ); // Set pitch for a music (1.0 is base level) - RLAPI void set_music_pan( Music music, float pan ); // Set pan for a music (0.5 is center) - RLAPI float get_music_time_length( Music music ); // Get music time length (in seconds) - RLAPI float get_music_time_played( Music music ); // Get current music time played (in seconds) + RLAPI void seek_music_stream( Music music, f32 position ); // Seek music to a position (in seconds) + RLAPI void set_music_volume( Music music, f32 volume ); // Set volume for music (1.0 is max level) + RLAPI void set_music_pitch( Music music, f32 pitch ); // Set pitch for a music (1.0 is base level) + RLAPI void set_music_pan( Music music, f32 pan ); // Set pan for a music (0.5 is center) + RLAPI float get_music_time_length( Music music ); // Get music time length (in seconds) + RLAPI float get_music_time_played( Music music ); // Get current music time played (in seconds) // AudioStream management functions - RLAPI AudioStream load_audio_stream( u32 sampleRate, u32 sampleSize, unsigned int channels ); // Load audio stream (to stream raw audio pcm data) + RLAPI AudioStream load_audio_stream( u32 sampleRate, u32 sampleSize, u32 channels ); // Load audio stream (to stream raw audio pcm data) RLAPI bool is_audio_stream_ready( AudioStream stream ); // Checks if an audio stream is ready RLAPI void unload_audio_stream( AudioStream stream ); // Unload audio stream and free memory - RLAPI void update_audio_stream( AudioStream stream, void const* data, int frameCount ); // Update audio stream buffers with data + RLAPI void update_audio_stream( AudioStream stream, void const* data, s32 frameCount ); // Update audio stream buffers with data RLAPI bool is_audio_stream_processed( AudioStream stream ); // Check if any audio stream buffers requires refill RLAPI void play_audio_stream( AudioStream stream ); // Play audio stream RLAPI void pause_audio_stream( AudioStream stream ); // Pause audio stream RLAPI void resume_audio_stream( AudioStream stream ); // Resume audio stream RLAPI bool is_audio_stream_playing( AudioStream stream ); // Check if audio stream is playing RLAPI void stop_audio_stream( AudioStream stream ); // Stop audio stream - RLAPI void set_audio_stream_volume( AudioStream stream, float volume ); // Set volume for audio stream (1.0 is max level) - RLAPI void set_audio_stream_pitch( AudioStream stream, float pitch ); // Set pitch for audio stream (1.0 is base level) - RLAPI void set_audio_stream_pan( AudioStream stream, float pan ); // Set pan for audio stream (0.5 is centered) + RLAPI void set_audio_stream_volume( AudioStream stream, f32 volume ); // Set volume for audio stream (1.0 is max level) + RLAPI void set_audio_stream_pitch( AudioStream stream, f32 pitch ); // Set pitch for audio stream (1.0 is base level) + RLAPI void set_audio_stream_pan( AudioStream stream, f32 pan ); // Set pan for audio stream (0.5 is centered) RLAPI void set_audio_stream_buffer_size_default( s32 size ); // Default size for new audio streams RLAPI void set_audio_stream_callback( AudioStream stream, AudioCallback callback ); // Audio thread callback to request new data diff --git a/project/auxillary/vis_ast/dependencies/raylib/include/raymath.h b/project/auxillary/vis_ast/dependencies/raylib/include/raymath.h index 45baf84..3b684c1 100644 --- a/project/auxillary/vis_ast/dependencies/raylib/include/raymath.h +++ b/project/auxillary/vis_ast/dependencies/raylib/include/raymath.h @@ -179,7 +179,7 @@ typedef struct float16 //---------------------------------------------------------------------------------- // Clamp float value -RMAPI float clamp( f32 value, f32 min, float max ) +RMAPI float clamp( f32 value, f32 min, f32 max ) { float result = ( value < min ) ? min : value; @@ -190,7 +190,7 @@ RMAPI float clamp( f32 value, f32 min, float max ) } // Calculate linear interpolation between two floats -RMAPI float lerp( f32 start, f32 end, float amount ) +RMAPI float lerp( f32 start, f32 end, f32 amount ) { float result = start + amount * ( end - start ); @@ -198,7 +198,7 @@ RMAPI float lerp( f32 start, f32 end, float amount ) } // Normalize input value within input range -RMAPI float normalize( f32 value, f32 start, float end ) +RMAPI float normalize( f32 value, f32 start, f32 end ) { float result = ( value - start ) / ( end - start ); @@ -206,7 +206,7 @@ RMAPI float normalize( f32 value, f32 start, float end ) } // Remap input value within input range to output range -RMAPI float remap( f32 value, f32 inputStart, f32 inputEnd, f32 outputStart, float outputEnd ) +RMAPI float remap( f32 value, f32 inputStart, f32 inputEnd, f32 outputStart, f32 outputEnd ) { float result = ( value - inputStart ) / ( inputEnd - inputStart ) * ( outputEnd - outputStart ) + outputStart; @@ -214,7 +214,7 @@ RMAPI float remap( f32 value, f32 inputStart, f32 inputEnd, f32 outputStart, flo } // Wrap input value from min to max -RMAPI float wrap( f32 value, f32 min, float max ) +RMAPI float wrap( f32 value, f32 min, f32 max ) { float result = value - ( max - min ) * floorf( ( value - min ) / ( max - min ) ); @@ -222,7 +222,7 @@ RMAPI float wrap( f32 value, f32 min, float max ) } // Check whether two given floats are almost equal -RMAPI int float_equals( f32 x, float y ) +RMAPI int float_equals( f32 x, f32 y ) { #if ! defined( EPSILON ) #define EPSILON 0.000001f @@ -262,7 +262,7 @@ RMAPI Vector2 vector2_add( Vector2 v1, Vector2 v2 ) } // Add vector and float value -RMAPI Vector2 vector2_add_value( Vector2 v, float add ) +RMAPI Vector2 vector2_add_value( Vector2 v, f32 add ) { Vector2 result = { v.x + add, v.y + add }; @@ -278,7 +278,7 @@ RMAPI Vector2 vector2_subtract( Vector2 v1, Vector2 v2 ) } // Subtract vector by float value -RMAPI Vector2 vector2_subtract_value( Vector2 v, float sub ) +RMAPI Vector2 vector2_subtract_value( Vector2 v, f32 sub ) { Vector2 result = { v.x - sub, v.y - sub }; @@ -353,7 +353,7 @@ RMAPI float vector2_line_angle( Vector2 start, Vector2 end ) } // Scale vector (multiply by value) -RMAPI Vector2 vector2_scale( Vector2 v, float scale ) +RMAPI Vector2 vector2_scale( Vector2 v, f32 scale ) { Vector2 result = { v.x * scale, v.y * scale }; @@ -416,7 +416,7 @@ RMAPI Vector2 vector2_transform( Vector2 v, Matrix mat ) } // Calculate linear interpolation between two vectors -RMAPI Vector2 vector2_lerp( Vector2 v1, Vector2 v2, float amount ) +RMAPI Vector2 vector2_lerp( Vector2 v1, Vector2 v2, f32 amount ) { Vector2 result = { 0 }; @@ -440,7 +440,7 @@ RMAPI Vector2 vector2_reflect( Vector2 v, Vector2 normal ) } // Rotate vector by angle -RMAPI Vector2 vector2_rotate( Vector2 v, float angle ) +RMAPI Vector2 vector2_rotate( Vector2 v, f32 angle ) { Vector2 result = { 0 }; @@ -454,7 +454,7 @@ RMAPI Vector2 vector2_rotate( Vector2 v, float angle ) } // Move Vector towards target -RMAPI Vector2 vector2_move_towards( Vector2 v, Vector2 target, float maxDistance ) +RMAPI Vector2 vector2_move_towards( Vector2 v, Vector2 target, f32 maxDistance ) { Vector2 result = { 0 }; @@ -494,7 +494,7 @@ RMAPI Vector2 vector2_clamp( Vector2 v, Vector2 min, Vector2 max ) } // Clamp the magnitude of the vector between two min and max values -RMAPI Vector2 vector2_clamp_value( Vector2 v, f32 min, float max ) +RMAPI Vector2 vector2_clamp_value( Vector2 v, f32 min, f32 max ) { Vector2 result = v; @@ -562,7 +562,7 @@ RMAPI Vector3 vector3_add( Vector3 v1, Vector3 v2 ) } // Add vector and float value -RMAPI Vector3 vector3_add_value( Vector3 v, float add ) +RMAPI Vector3 vector3_add_value( Vector3 v, f32 add ) { Vector3 result = { v.x + add, v.y + add, v.z + add }; @@ -578,7 +578,7 @@ RMAPI Vector3 vector3_subtract( Vector3 v1, Vector3 v2 ) } // Subtract vector by float value -RMAPI Vector3 vector3_subtract_value( Vector3 v, float sub ) +RMAPI Vector3 vector3_subtract_value( Vector3 v, f32 sub ) { Vector3 result = { v.x - sub, v.y - sub, v.z - sub }; @@ -586,7 +586,7 @@ RMAPI Vector3 vector3_subtract_value( Vector3 v, float sub ) } // Multiply vector by scalar -RMAPI Vector3 vector3_scale( Vector3 v, float scalar ) +RMAPI Vector3 vector3_scale( Vector3 v, f32 scalar ) { Vector3 result = { v.x * scalar, v.y * scalar, v.z * scalar }; @@ -835,7 +835,7 @@ RMAPI Vector3 vector3_rotate_by_quaternion( Vector3 v, Quaternion q ) } // Rotates a vector around an axis -RMAPI Vector3 vector3_rotate_by_axis_angle( Vector3 v, Vector3 axis, float angle ) +RMAPI Vector3 vector3_rotate_by_axis_angle( Vector3 v, Vector3 axis, f32 angle ) { Vector3 result = v; @@ -885,7 +885,7 @@ RMAPI Vector3 vector3_rotate_by_axis_angle( Vector3 v, Vector3 axis, float angle } // Calculate linear interpolation between two vectors -RMAPI Vector3 vector3_lerp( Vector3 v1, Vector3 v2, float amount ) +RMAPI Vector3 vector3_lerp( Vector3 v1, Vector3 v2, f32 amount ) { Vector3 result = { 0 }; @@ -1073,7 +1073,7 @@ RMAPI Vector3 vector3_clamp( Vector3 v, Vector3 min, Vector3 max ) } // Clamp the magnitude of the vector between two values -RMAPI Vector3 vector3_clamp_value( Vector3 v, f32 min, float max ) +RMAPI Vector3 vector3_clamp_value( Vector3 v, f32 min, f32 max ) { Vector3 result = v; @@ -1120,7 +1120,7 @@ RMAPI int vector3_equals( Vector3 p, Vector3 q ) // n: normalized normal vector of the interface of two optical media // r: ratio of the refractive index of the medium from where the ray comes // to the refractive index of the medium on the other side of the surface -RMAPI Vector3 vector3_refract( Vector3 v, Vector3 n, float r ) +RMAPI Vector3 vector3_refract( Vector3 v, Vector3 n, f32 r ) { Vector3 result = { 0 }; @@ -1328,7 +1328,7 @@ RMAPI Matrix matrix_multiply( Matrix left, Matrix right ) } // Get translation matrix -RMAPI Matrix matrix_translate( f32 x, f32 y, float z ) +RMAPI Matrix matrix_translate( f32 x, f32 y, f32 z ) { Matrix result = { 1.0f, 0.0f, 0.0f, x, 0.0f, 1.0f, 0.0f, y, 0.0f, 0.0f, 1.0f, z, 0.0f, 0.0f, 0.0f, 1.0f }; @@ -1337,7 +1337,7 @@ RMAPI Matrix matrix_translate( f32 x, f32 y, float z ) // Create rotation matrix from axis and angle // NOTE: Angle should be provided in radians -RMAPI Matrix matrix_rotate( Vector3 axis, float angle ) +RMAPI Matrix matrix_rotate( Vector3 axis, f32 angle ) { Matrix result = { 0 }; @@ -1496,7 +1496,7 @@ RMAPI Matrix matrix_rotate_zyx( Vector3 angle ) } // Get scaling matrix -RMAPI Matrix matrix_scale( f32 x, f32 y, float z ) +RMAPI Matrix matrix_scale( f32 x, f32 y, f32 z ) { Matrix result = { x, 0.0f, 0.0f, 0.0f, 0.0f, y, 0.0f, 0.0f, 0.0f, 0.0f, z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; @@ -1686,7 +1686,7 @@ RMAPI Quaternion quaternion_add( Quaternion q1, Quaternion q2 ) } // Add quaternion and float value -RMAPI Quaternion quaternion_add_value( Quaternion q, float add ) +RMAPI Quaternion quaternion_add_value( Quaternion q, f32 add ) { Quaternion result = { q.x + add, q.y + add, q.z + add, q.w + add }; @@ -1702,7 +1702,7 @@ RMAPI Quaternion quaternion_subtract( Quaternion q1, Quaternion q2 ) } // Subtract quaternion and float value -RMAPI Quaternion quaternion_subtract_value( Quaternion q, float sub ) +RMAPI Quaternion quaternion_subtract_value( Quaternion q, f32 sub ) { Quaternion result = { q.x - sub, q.y - sub, q.z - sub, q.w - sub }; @@ -1780,7 +1780,7 @@ RMAPI Quaternion quaternion_multiply( Quaternion q1, Quaternion q2 ) } // Scale quaternion by float value -RMAPI Quaternion quaternion_scale( Quaternion q, float mul ) +RMAPI Quaternion quaternion_scale( Quaternion q, f32 mul ) { Quaternion result = { 0 }; @@ -1801,7 +1801,7 @@ RMAPI Quaternion quaternion_divide( Quaternion q1, Quaternion q2 ) } // Calculate linear interpolation between two quaternions -RMAPI Quaternion quaternion_lerp( Quaternion q1, Quaternion q2, float amount ) +RMAPI Quaternion quaternion_lerp( Quaternion q1, Quaternion q2, f32 amount ) { Quaternion result = { 0 }; @@ -1814,7 +1814,7 @@ RMAPI Quaternion quaternion_lerp( Quaternion q1, Quaternion q2, float amount ) } // Calculate slerp-optimized interpolation between two quaternions -RMAPI Quaternion quaternion_nlerp( Quaternion q1, Quaternion q2, float amount ) +RMAPI Quaternion quaternion_nlerp( Quaternion q1, Quaternion q2, f32 amount ) { Quaternion result = { 0 }; @@ -1840,7 +1840,7 @@ RMAPI Quaternion quaternion_nlerp( Quaternion q1, Quaternion q2, float amount ) } // Calculates spherical linear interpolation between two quaternions -RMAPI Quaternion quaternion_slerp( Quaternion q1, Quaternion q2, float amount ) +RMAPI Quaternion quaternion_slerp( Quaternion q1, Quaternion q2, f32 amount ) { Quaternion result = { 0 }; @@ -2015,7 +2015,7 @@ RMAPI Matrix quaternion_to_matrix( Quaternion q ) // Get rotation quaternion for an angle and axis // NOTE: Angle must be provided in radians -RMAPI Quaternion quaternion_from_axis_angle( Vector3 axis, float angle ) +RMAPI Quaternion quaternion_from_axis_angle( Vector3 axis, f32 angle ) { Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f }; @@ -2062,7 +2062,7 @@ RMAPI Quaternion quaternion_from_axis_angle( Vector3 axis, float angle ) } // Get the rotation angle and axis for a given quaternion -RMAPI void quaternion_to_axis_angle( Quaternion q, Vector3* outAxis, float* outAngle ) +RMAPI void quaternion_to_axis_angle( Quaternion q, Vector3* outAxis, f32* outAngle ) { if ( fabsf( q.w ) > 1.0f ) { @@ -2101,7 +2101,7 @@ RMAPI void quaternion_to_axis_angle( Quaternion q, Vector3* outAxis, float* outA // Get the quaternion equivalent to Euler angles // NOTE: Rotation order is ZYX -RMAPI Quaternion quaternion_from_euler( f32 pitch, f32 yaw, float roll ) +RMAPI Quaternion quaternion_from_euler( f32 pitch, f32 yaw, f32 roll ) { Quaternion result = { 0 }; diff --git a/project/components/ast.hpp b/project/components/ast.hpp index d503836..ea06500 100644 --- a/project/components/ast.hpp +++ b/project/components/ast.hpp @@ -476,7 +476,7 @@ struct CodeParam CodeParam end() { // return { (AST_Param*) rcast( AST*, ast)->Last }; - return { nullptr } + return { nullptr }; } CodeParam& operator++(); CodeParam operator*() diff --git a/project/components/interface.parsing.cpp b/project/components/interface.parsing.cpp index d1f8181..cbf90ef 100644 --- a/project/components/interface.parsing.cpp +++ b/project/components/interface.parsing.cpp @@ -4941,7 +4941,7 @@ CodeType parse_type( bool* typedef_is_function ) name = currtok; eat( currtok.Type ); - while (currtok.Type >= TokType::Type_Unsigned && currtok.Type <= TokType::Type_MS_W64 ) + while ( left && currtok.Type >= TokType::Type_Unsigned && currtok.Type <= TokType::Type_MS_W64 ) { eat( currtok.Type ); } @@ -5025,7 +5025,8 @@ CodeType parse_type( bool* typedef_is_function ) last_capture = scanner; } - bool is_for_opcast = str_compare( Context.Scope->Prev->ProcName, "parse_operator_cast" ) == 0; + bool has_context = Context.Scope && Context.Scope->Prev; + bool is_for_opcast = has_context && str_compare( Context.Scope->Prev->ProcName, "parse_operator_cast" ) == 0; if ( is_for_opcast && is_function_typename && last_capture ) { // If we're parsing for an operator cast, having one capture start is not enough