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UPDATED: Notepad++ instellisense data

Ray 2 years ago
parent
commit
3b4f9faebc

+ 194 - 111
projects/Notepad++/raylib_npp_parser/raylib_npp.xml

@@ -65,10 +65,16 @@
             <Overload retVal="void" descr="Set window state: not minimized/maximized (only PLATFORM_DESKTOP)"></Overload>
             <Overload retVal="void" descr="Set window state: not minimized/maximized (only PLATFORM_DESKTOP)"></Overload>
         </KeyWord>
         </KeyWord>
         <KeyWord name="SetWindowIcon" func="yes">
         <KeyWord name="SetWindowIcon" func="yes">
-            <Overload retVal="void" descr="Set icon for window (only PLATFORM_DESKTOP)">
+            <Overload retVal="void" descr="Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)">
                 <Param name="Image image" />
                 <Param name="Image image" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="SetWindowIcons" func="yes">
+            <Overload retVal="void" descr="Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)">
+                <Param name="Image *images" />
+                <Param name="int count" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="SetWindowTitle" func="yes">
         <KeyWord name="SetWindowTitle" func="yes">
             <Overload retVal="void" descr="Set title for window (only PLATFORM_DESKTOP)">
             <Overload retVal="void" descr="Set title for window (only PLATFORM_DESKTOP)">
                 <Param name="const char *title" />
                 <Param name="const char *title" />
@@ -181,7 +187,7 @@
 
 
         <!-- Custom frame control functions -->
         <!-- Custom frame control functions -->
         <!-- NOTE: Those functions are intended for advance users that want full control over the frame processing -->
         <!-- NOTE: Those functions are intended for advance users that want full control over the frame processing -->
-        <!-- By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents() -->
+        <!-- By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() -->
         <!-- To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL -->
         <!-- To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL -->
         <KeyWord name="SwapScreenBuffer" func="yes">
         <KeyWord name="SwapScreenBuffer" func="yes">
             <Overload retVal="void" descr="Swap back buffer with front buffer (screen drawing)"></Overload>
             <Overload retVal="void" descr="Swap back buffer with front buffer (screen drawing)"></Overload>
@@ -313,6 +319,11 @@
                 <Param name="const char *fsCode" />
                 <Param name="const char *fsCode" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="IsShaderReady" func="yes">
+            <Overload retVal="bool" descr="Check if a shader is ready">
+                <Param name="Shader shader" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="GetShaderLocation" func="yes">
         <KeyWord name="GetShaderLocation" func="yes">
             <Overload retVal="int" descr="Get shader uniform location">
             <Overload retVal="int" descr="Get shader uniform location">
                 <Param name="Shader shader" />
                 <Param name="Shader shader" />
@@ -459,7 +470,7 @@
         </KeyWord>
         </KeyWord>
         <KeyWord name="MemAlloc" func="yes">
         <KeyWord name="MemAlloc" func="yes">
             <Overload retVal="void" descr="Internal memory allocator">
             <Overload retVal="void" descr="Internal memory allocator">
-                <Param name="int size" />
+                <Param name="unsigned int size" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
         <KeyWord name="MemRealloc" func="yes">
         <KeyWord name="MemRealloc" func="yes">
@@ -521,7 +532,7 @@
         </KeyWord>
         </KeyWord>
         <KeyWord name="ExportDataAsCode" func="yes">
         <KeyWord name="ExportDataAsCode" func="yes">
             <Overload retVal="bool" descr="Export data to code (.h), returns true on success">
             <Overload retVal="bool" descr="Export data to code (.h), returns true on success">
-                <Param name="const char *data" />
+                <Param name="const unsigned char" />
                 <Param name="unsigned int size" />
                 <Param name="unsigned int size" />
                 <Param name="const char *fileName" />
                 <Param name="const char *fileName" />
             </Overload>
             </Overload>
@@ -878,41 +889,18 @@
         <!-------------------------------------------------------------------------------------- -->
         <!-------------------------------------------------------------------------------------- -->
         <!-- Camera System Functions (Module: rcamera) -->
         <!-- Camera System Functions (Module: rcamera) -->
         <!-------------------------------------------------------------------------------------- -->
         <!-------------------------------------------------------------------------------------- -->
-        <KeyWord name="SetCameraMode" func="yes">
-            <Overload retVal="void" descr="Set camera mode (multiple camera modes available)">
-                <Param name="Camera camera" />
-                <Param name="int mode" />
-            </Overload>
-        </KeyWord>
         <KeyWord name="UpdateCamera" func="yes">
         <KeyWord name="UpdateCamera" func="yes">
             <Overload retVal="void" descr="Update camera position for selected mode">
             <Overload retVal="void" descr="Update camera position for selected mode">
                 <Param name="Camera *camera" />
                 <Param name="Camera *camera" />
+                <Param name="int mode" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
-
-        <KeyWord name="SetCameraPanControl" func="yes">
-            <Overload retVal="void" descr="Set camera pan key to combine with mouse movement (free camera)">
-                <Param name="int keyPan" />
-            </Overload>
-        </KeyWord>
-        <KeyWord name="SetCameraAltControl" func="yes">
-            <Overload retVal="void" descr="Set camera alt key to combine with mouse movement (free camera)">
-                <Param name="int keyAlt" />
-            </Overload>
-        </KeyWord>
-        <KeyWord name="SetCameraSmoothZoomControl" func="yes">
-            <Overload retVal="void" descr="Set camera smooth zoom key to combine with mouse (free camera)">
-                <Param name="int keySmoothZoom" />
-            </Overload>
-        </KeyWord>
-        <KeyWord name="SetCameraMoveControls" func="yes">
-            <Overload retVal="void" descr="Set camera move controls (1st person and 3rd person cameras)">
-                <Param name="int keyFront" />
-                <Param name="int keyBack" />
-                <Param name="int keyRight" />
-                <Param name="int keyLeft" />
-                <Param name="int keyUp" />
-                <Param name="int keyDown" />
+        <KeyWord name="UpdateCameraPro" func="yes">
+            <Overload retVal="void" descr="Update camera movement/rotation">
+                <Param name="Camera *camera" />
+                <Param name="Vector3 movement" />
+                <Param name="Vector3 rotation" />
+                <Param name="float zoom" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
 
 
@@ -1287,6 +1275,13 @@
                 <Param name="Vector2 p3" />
                 <Param name="Vector2 p3" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="CheckCollisionPointPoly" func="yes">
+            <Overload retVal="bool" descr="Check if point is within a polygon described by array of vertices">
+                <Param name="Vector2 point" />
+                <Param name="Vector2 *points" />
+                <Param name="int pointCount" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="CheckCollisionLines" func="yes">
         <KeyWord name="CheckCollisionLines" func="yes">
             <Overload retVal="bool" descr="Check the collision between two lines defined by two points each, returns collision point by reference">
             <Overload retVal="bool" descr="Check the collision between two lines defined by two points each, returns collision point by reference">
                 <Param name="Vector2 startPos1" />
                 <Param name="Vector2 startPos1" />
@@ -1316,7 +1311,7 @@
         <!-------------------------------------------------------------------------------------- -->
         <!-------------------------------------------------------------------------------------- -->
 
 
         <!-- Image loading functions -->
         <!-- Image loading functions -->
-        <!-- NOTE: This functions do not require GPU access -->
+        <!-- NOTE: These functions do not require GPU access -->
         <KeyWord name="LoadImage" func="yes">
         <KeyWord name="LoadImage" func="yes">
             <Overload retVal="Image" descr="Load image from file into CPU memory (RAM)">
             <Overload retVal="Image" descr="Load image from file into CPU memory (RAM)">
                 <Param name="const char *fileName" />
                 <Param name="const char *fileName" />
@@ -1352,6 +1347,11 @@
         <KeyWord name="LoadImageFromScreen" func="yes">
         <KeyWord name="LoadImageFromScreen" func="yes">
             <Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload>
             <Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="IsImageReady" func="yes">
+            <Overload retVal="bool" descr="Check if an image is ready">
+                <Param name="Image image" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="UnloadImage" func="yes">
         <KeyWord name="UnloadImage" func="yes">
             <Overload retVal="void" descr="Unload image from CPU memory (RAM)">
             <Overload retVal="void" descr="Unload image from CPU memory (RAM)">
                 <Param name="Image image" />
                 <Param name="Image image" />
@@ -1420,6 +1420,15 @@
                 <Param name="float factor" />
                 <Param name="float factor" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="GenImagePerlinNoise" func="yes">
+            <Overload retVal="Image" descr="Generate image: perlin noise">
+                <Param name="int width" />
+                <Param name="int height" />
+                <Param name="int offsetX" />
+                <Param name="int offsetY" />
+                <Param name="float scale" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="GenImageCellular" func="yes">
         <KeyWord name="GenImageCellular" func="yes">
             <Overload retVal="Image" descr="Generate image: cellular algorithm, bigger tileSize means bigger cells">
             <Overload retVal="Image" descr="Generate image: cellular algorithm, bigger tileSize means bigger cells">
                 <Param name="int width" />
                 <Param name="int width" />
@@ -1427,6 +1436,13 @@
                 <Param name="int tileSize" />
                 <Param name="int tileSize" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="GenImageText" func="yes">
+            <Overload retVal="Image" descr="Generate image: grayscale image from text data">
+                <Param name="int width" />
+                <Param name="int height" />
+                <Param name="const char *text" />
+            </Overload>
+        </KeyWord>
 
 
         <!-- Image manipulation functions -->
         <!-- Image manipulation functions -->
         <KeyWord name="ImageCopy" func="yes">
         <KeyWord name="ImageCopy" func="yes">
@@ -1498,6 +1514,12 @@
                 <Param name="Image *image" />
                 <Param name="Image *image" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="ImageBlurGaussian" func="yes">
+            <Overload retVal="void" descr="Apply Gaussian blur using a box blur approximation">
+                <Param name="Image *image" />
+                <Param name="int blurSize" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="ImageResize" func="yes">
         <KeyWord name="ImageResize" func="yes">
             <Overload retVal="void" descr="Resize image (Bicubic scaling algorithm)">
             <Overload retVal="void" descr="Resize image (Bicubic scaling algorithm)">
                 <Param name="Image *image" />
                 <Param name="Image *image" />
@@ -1669,7 +1691,7 @@
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
         <KeyWord name="ImageDrawCircle" func="yes">
         <KeyWord name="ImageDrawCircle" func="yes">
-            <Overload retVal="void" descr="Draw circle within an image">
+            <Overload retVal="void" descr="Draw a filled circle within an image">
                 <Param name="Image *dst" />
                 <Param name="Image *dst" />
                 <Param name="int centerX" />
                 <Param name="int centerX" />
                 <Param name="int centerY" />
                 <Param name="int centerY" />
@@ -1678,7 +1700,24 @@
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
         <KeyWord name="ImageDrawCircleV" func="yes">
         <KeyWord name="ImageDrawCircleV" func="yes">
-            <Overload retVal="void" descr="Draw circle within an image (Vector version)">
+            <Overload retVal="void" descr="Draw a filled circle within an image (Vector version)">
+                <Param name="Image *dst" />
+                <Param name="Vector2 center" />
+                <Param name="int radius" />
+                <Param name="Color color" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="ImageDrawCircleLines" func="yes">
+            <Overload retVal="void" descr="Draw circle outline within an image">
+                <Param name="Image *dst" />
+                <Param name="int centerX" />
+                <Param name="int centerY" />
+                <Param name="int radius" />
+                <Param name="Color color" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="ImageDrawCircleLinesV" func="yes">
+            <Overload retVal="void" descr="Draw circle outline within an image (Vector version)">
                 <Param name="Image *dst" />
                 <Param name="Image *dst" />
                 <Param name="Vector2 center" />
                 <Param name="Vector2 center" />
                 <Param name="int radius" />
                 <Param name="int radius" />
@@ -1773,11 +1812,21 @@
                 <Param name="int height" />
                 <Param name="int height" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="IsTextureReady" func="yes">
+            <Overload retVal="bool" descr="Check if a texture is ready">
+                <Param name="Texture2D texture" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="UnloadTexture" func="yes">
         <KeyWord name="UnloadTexture" func="yes">
             <Overload retVal="void" descr="Unload texture from GPU memory (VRAM)">
             <Overload retVal="void" descr="Unload texture from GPU memory (VRAM)">
                 <Param name="Texture2D texture" />
                 <Param name="Texture2D texture" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="IsRenderTextureReady" func="yes">
+            <Overload retVal="bool" descr="Check if a render texture is ready">
+                <Param name="RenderTexture2D target" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="UnloadRenderTexture" func="yes">
         <KeyWord name="UnloadRenderTexture" func="yes">
             <Overload retVal="void" descr="Unload render texture from GPU memory (VRAM)">
             <Overload retVal="void" descr="Unload render texture from GPU memory (VRAM)">
                 <Param name="RenderTexture2D target" />
                 <Param name="RenderTexture2D target" />
@@ -1849,26 +1898,6 @@
                 <Param name="Color tint" />
                 <Param name="Color tint" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
-        <KeyWord name="DrawTextureQuad" func="yes">
-            <Overload retVal="void" descr="Draw texture quad with tiling and offset parameters">
-                <Param name="Texture2D texture" />
-                <Param name="Vector2 tiling" />
-                <Param name="Vector2 offset" />
-                <Param name="Rectangle quad" />
-                <Param name="Color tint" />
-            </Overload>
-        </KeyWord>
-        <KeyWord name="DrawTextureTiled" func="yes">
-            <Overload retVal="void" descr="Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.">
-                <Param name="Texture2D texture" />
-                <Param name="Rectangle source" />
-                <Param name="Rectangle dest" />
-                <Param name="Vector2 origin" />
-                <Param name="float rotation" />
-                <Param name="float scale" />
-                <Param name="Color tint" />
-            </Overload>
-        </KeyWord>
         <KeyWord name="DrawTexturePro" func="yes">
         <KeyWord name="DrawTexturePro" func="yes">
             <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle with 'pro' parameters">
             <Overload retVal="void" descr="Draw a part of a texture defined by a rectangle with 'pro' parameters">
                 <Param name="Texture2D texture" />
                 <Param name="Texture2D texture" />
@@ -1889,16 +1918,6 @@
                 <Param name="Color tint" />
                 <Param name="Color tint" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
-        <KeyWord name="DrawTexturePoly" func="yes">
-            <Overload retVal="void" descr="Draw a textured polygon">
-                <Param name="Texture2D texture" />
-                <Param name="Vector2 center" />
-                <Param name="Vector2 *points" />
-                <Param name="Vector2 *texcoords" />
-                <Param name="int pointCount" />
-                <Param name="Color tint" />
-            </Overload>
-        </KeyWord>
 
 
         <!-- Color/pixel related functions -->
         <!-- Color/pixel related functions -->
         <KeyWord name="Fade" func="yes">
         <KeyWord name="Fade" func="yes">
@@ -1934,6 +1953,24 @@
                 <Param name="float value" />
                 <Param name="float value" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="ColorTint" func="yes">
+            <Overload retVal="Color" descr="Get color multiplied with another color">
+                <Param name="Color color" />
+                <Param name="Color tint" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="ColorBrightness" func="yes">
+            <Overload retVal="Color" descr="Get color with brightness correction, brightness factor goes from -1.0f to 1.0f">
+                <Param name="Color color" />
+                <Param name="float factor" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="ColorContrast" func="yes">
+            <Overload retVal="Color" descr="Get color with contrast correction, contrast values between -1.0f and 1.0f">
+                <Param name="Color color" />
+                <Param name="float contrast" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="ColorAlpha" func="yes">
         <KeyWord name="ColorAlpha" func="yes">
             <Overload retVal="Color" descr="Get color with alpha applied, alpha goes from 0.0f to 1.0f">
             <Overload retVal="Color" descr="Get color with alpha applied, alpha goes from 0.0f to 1.0f">
                 <Param name="Color color" />
                 <Param name="Color color" />
@@ -2004,6 +2041,11 @@
                 <Param name="int glyphCount" />
                 <Param name="int glyphCount" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="IsFontReady" func="yes">
+            <Overload retVal="bool" descr="Check if a font is ready">
+                <Param name="Font font" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="LoadFontData" func="yes">
         <KeyWord name="LoadFontData" func="yes">
             <Overload retVal="GlyphInfo" descr="Load font data for further use">
             <Overload retVal="GlyphInfo" descr="Load font data for further use">
                 <Param name="const unsigned char" />
                 <Param name="const unsigned char" />
@@ -2136,6 +2178,17 @@
         </KeyWord>
         </KeyWord>
 
 
         <!-- Text codepoints management functions (unicode characters) -->
         <!-- Text codepoints management functions (unicode characters) -->
+        <KeyWord name="LoadUTF8" func="yes">
+            <Overload retVal="char" descr="Load UTF-8 text encoded from codepoints array">
+                <Param name="const int *codepoints" />
+                <Param name="int length" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="UnloadUTF8" func="yes">
+            <Overload retVal="void" descr="Unload UTF-8 text encoded from codepoints array">
+                <Param name="char *text" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="LoadCodepoints" func="yes">
         <KeyWord name="LoadCodepoints" func="yes">
             <Overload retVal="int" descr="Load all codepoints from a UTF-8 text string, codepoints count returned by parameter">
             <Overload retVal="int" descr="Load all codepoints from a UTF-8 text string, codepoints count returned by parameter">
                 <Param name="const char *text" />
                 <Param name="const char *text" />
@@ -2155,19 +2208,25 @@
         <KeyWord name="GetCodepoint" func="yes">
         <KeyWord name="GetCodepoint" func="yes">
             <Overload retVal="int" descr="Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure">
             <Overload retVal="int" descr="Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure">
                 <Param name="const char *text" />
                 <Param name="const char *text" />
-                <Param name="int *bytesProcessed" />
+                <Param name="int *codepointSize" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="GetCodepointNext" func="yes">
+            <Overload retVal="int" descr="Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure">
+                <Param name="const char *text" />
+                <Param name="int *codepointSize" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="GetCodepointPrevious" func="yes">
+            <Overload retVal="int" descr="Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure">
+                <Param name="const char *text" />
+                <Param name="int *codepointSize" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
         <KeyWord name="CodepointToUTF8" func="yes">
         <KeyWord name="CodepointToUTF8" func="yes">
             <Overload retVal="const char" descr="Encode one codepoint into UTF-8 byte array (array length returned as parameter)">
             <Overload retVal="const char" descr="Encode one codepoint into UTF-8 byte array (array length returned as parameter)">
                 <Param name="int codepoint" />
                 <Param name="int codepoint" />
-                <Param name="int *byteSize" />
-            </Overload>
-        </KeyWord>
-        <KeyWord name="TextCodepointsToUTF8" func="yes">
-            <Overload retVal="char" descr="Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)">
-                <Param name="const int *codepoints" />
-                <Param name="int length" />
+                <Param name="int *utf8Size" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
 
 
@@ -2339,27 +2398,6 @@
                 <Param name="Color color" />
                 <Param name="Color color" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
-        <KeyWord name="DrawCubeTexture" func="yes">
-            <Overload retVal="void" descr="Draw cube textured">
-                <Param name="Texture2D texture" />
-                <Param name="Vector3 position" />
-                <Param name="float width" />
-                <Param name="float height" />
-                <Param name="float length" />
-                <Param name="Color color" />
-            </Overload>
-        </KeyWord>
-        <KeyWord name="DrawCubeTextureRec" func="yes">
-            <Overload retVal="void" descr="Draw cube with a region of a texture">
-                <Param name="Texture2D texture" />
-                <Param name="Rectangle source" />
-                <Param name="Vector3 position" />
-                <Param name="float width" />
-                <Param name="float height" />
-                <Param name="float length" />
-                <Param name="Color color" />
-            </Overload>
-        </KeyWord>
         <KeyWord name="DrawSphere" func="yes">
         <KeyWord name="DrawSphere" func="yes">
             <Overload retVal="void" descr="Draw sphere">
             <Overload retVal="void" descr="Draw sphere">
                 <Param name="Vector3 centerPos" />
                 <Param name="Vector3 centerPos" />
@@ -2425,6 +2463,26 @@
                 <Param name="Color color" />
                 <Param name="Color color" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="DrawCapsule" func="yes">
+            <Overload retVal="void" descr="Draw a capsule with the center of its sphere caps at startPos and endPos">
+                <Param name="Vector3 startPos" />
+                <Param name="Vector3 endPos" />
+                <Param name="float radius" />
+                <Param name="int slices" />
+                <Param name="int rings" />
+                <Param name="Color color" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="DrawCapsuleWires" func="yes">
+            <Overload retVal="void" descr="Draw capsule wireframe with the center of its sphere caps at startPos and endPos">
+                <Param name="Vector3 startPos" />
+                <Param name="Vector3 endPos" />
+                <Param name="float radius" />
+                <Param name="int slices" />
+                <Param name="int rings" />
+                <Param name="Color color" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="DrawPlane" func="yes">
         <KeyWord name="DrawPlane" func="yes">
             <Overload retVal="void" descr="Draw a plane XZ">
             <Overload retVal="void" descr="Draw a plane XZ">
                 <Param name="Vector3 centerPos" />
                 <Param name="Vector3 centerPos" />
@@ -2460,13 +2518,13 @@
                 <Param name="Mesh mesh" />
                 <Param name="Mesh mesh" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
-        <KeyWord name="UnloadModel" func="yes">
-            <Overload retVal="void" descr="Unload model (including meshes) from memory (RAM and/or VRAM)">
+        <KeyWord name="IsModelReady" func="yes">
+            <Overload retVal="bool" descr="Check if a model is ready">
                 <Param name="Model model" />
                 <Param name="Model model" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
-        <KeyWord name="UnloadModelKeepMeshes" func="yes">
-            <Overload retVal="void" descr="Unload model (but not meshes) from memory (RAM and/or VRAM)">
+        <KeyWord name="UnloadModel" func="yes">
+            <Overload retVal="void" descr="Unload model (including meshes) from memory (RAM and/or VRAM)">
                 <Param name="Model model" />
                 <Param name="Model model" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
@@ -2694,6 +2752,11 @@
         <KeyWord name="LoadMaterialDefault" func="yes">
         <KeyWord name="LoadMaterialDefault" func="yes">
             <Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload>
             <Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="IsMaterialReady" func="yes">
+            <Overload retVal="bool" descr="Check if a material is ready">
+                <Param name="Material material" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="UnloadMaterial" func="yes">
         <KeyWord name="UnloadMaterial" func="yes">
             <Overload retVal="void" descr="Unload material from GPU memory (VRAM)">
             <Overload retVal="void" descr="Unload material from GPU memory (VRAM)">
                 <Param name="Material material" />
                 <Param name="Material material" />
@@ -2839,6 +2902,11 @@
                 <Param name="int dataSize" />
                 <Param name="int dataSize" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="IsWaveReady" func="yes">
+            <Overload retVal="bool" descr="Checks if wave data is ready">
+                <Param name="Wave wave" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="LoadSound" func="yes">
         <KeyWord name="LoadSound" func="yes">
             <Overload retVal="Sound" descr="Load sound from file">
             <Overload retVal="Sound" descr="Load sound from file">
                 <Param name="const char *fileName" />
                 <Param name="const char *fileName" />
@@ -2849,6 +2917,11 @@
                 <Param name="Wave wave" />
                 <Param name="Wave wave" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="IsSoundReady" func="yes">
+            <Overload retVal="bool" descr="Checks if a sound is ready">
+                <Param name="Sound sound" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="UpdateSound" func="yes">
         <KeyWord name="UpdateSound" func="yes">
             <Overload retVal="void" descr="Update sound buffer with new data">
             <Overload retVal="void" descr="Update sound buffer with new data">
                 <Param name="Sound sound" />
                 <Param name="Sound sound" />
@@ -2900,17 +2973,6 @@
                 <Param name="Sound sound" />
                 <Param name="Sound sound" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
-        <KeyWord name="PlaySoundMulti" func="yes">
-            <Overload retVal="void" descr="Play a sound (using multichannel buffer pool)">
-                <Param name="Sound sound" />
-            </Overload>
-        </KeyWord>
-        <KeyWord name="StopSoundMulti" func="yes">
-            <Overload retVal="void" descr="Stop any sound playing (using multichannel buffer pool)"></Overload>
-        </KeyWord>
-        <KeyWord name="GetSoundsPlaying" func="yes">
-            <Overload retVal="int" descr="Get number of sounds playing in the multichannel"></Overload>
-        </KeyWord>
         <KeyWord name="IsSoundPlaying" func="yes">
         <KeyWord name="IsSoundPlaying" func="yes">
             <Overload retVal="bool" descr="Check if a sound is currently playing">
             <Overload retVal="bool" descr="Check if a sound is currently playing">
                 <Param name="Sound sound" />
                 <Param name="Sound sound" />
@@ -2978,6 +3040,11 @@
                 <Param name="int dataSize" />
                 <Param name="int dataSize" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="IsMusicReady" func="yes">
+            <Overload retVal="bool" descr="Checks if a music stream is ready">
+                <Param name="Music music" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="UnloadMusicStream" func="yes">
         <KeyWord name="UnloadMusicStream" func="yes">
             <Overload retVal="void" descr="Unload music stream">
             <Overload retVal="void" descr="Unload music stream">
                 <Param name="Music music" />
                 <Param name="Music music" />
@@ -3056,6 +3123,11 @@
                 <Param name="unsigned int channels" />
                 <Param name="unsigned int channels" />
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
+        <KeyWord name="IsAudioStreamReady" func="yes">
+            <Overload retVal="bool" descr="Checks if an audio stream is ready">
+                <Param name="AudioStream stream" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="UnloadAudioStream" func="yes">
         <KeyWord name="UnloadAudioStream" func="yes">
             <Overload retVal="void" descr="Unload audio stream and free memory">
             <Overload retVal="void" descr="Unload audio stream and free memory">
                 <Param name="AudioStream stream" />
                 <Param name="AudioStream stream" />
@@ -3141,4 +3213,15 @@
             </Overload>
             </Overload>
         </KeyWord>
         </KeyWord>
 
 
+        <KeyWord name="AttachAudioMixedProcessor" func="yes">
+            <Overload retVal="void" descr="Attach audio stream processor to the entire audio pipeline">
+                <Param name="AudioCallback processor" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="DetachAudioMixedProcessor" func="yes">
+            <Overload retVal="void" descr="Detach audio stream processor from the entire audio pipeline">
+                <Param name="AudioCallback processor" />
+            </Overload>
+        </KeyWord>
+
 
 

+ 50 - 35
projects/Notepad++/raylib_npp_parser/raylib_to_parse.h

@@ -20,7 +20,8 @@ RLAPI void ToggleFullscreen(void);                                // Toggle wind
 RLAPI void MaximizeWindow(void);                                  // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
 RLAPI void MaximizeWindow(void);                                  // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
 RLAPI void MinimizeWindow(void);                                  // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
 RLAPI void MinimizeWindow(void);                                  // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
 RLAPI void RestoreWindow(void);                                   // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
 RLAPI void RestoreWindow(void);                                   // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
-RLAPI void SetWindowIcon(Image image);                            // Set icon for window (only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcon(Image image);                            // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
+RLAPI void SetWindowIcons(Image *images, int count);              // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
 RLAPI void SetWindowTitle(const char *title);                     // Set title for window (only PLATFORM_DESKTOP)
 RLAPI void SetWindowTitle(const char *title);                     // Set title for window (only PLATFORM_DESKTOP)
 RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
 RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
 RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window (fullscreen mode)
 RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window (fullscreen mode)
@@ -50,7 +51,7 @@ RLAPI void DisableEventWaiting(void);                             // Disable wai
 
 
 // Custom frame control functions
 // Custom frame control functions
 // NOTE: Those functions are intended for advance users that want full control over the frame processing
 // NOTE: Those functions are intended for advance users that want full control over the frame processing
-// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
+// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
 // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
 // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
 RLAPI void SwapScreenBuffer(void);                                // Swap back buffer with front buffer (screen drawing)
 RLAPI void SwapScreenBuffer(void);                                // Swap back buffer with front buffer (screen drawing)
 RLAPI void PollInputEvents(void);                                 // Register all input events
 RLAPI void PollInputEvents(void);                                 // Register all input events
@@ -91,6 +92,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config);           // Unload VR s
 // NOTE: Shader functionality is not available on OpenGL 1.1
 // NOTE: Shader functionality is not available on OpenGL 1.1
 RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName);   // Load shader from files and bind default locations
 RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName);   // Load shader from files and bind default locations
 RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
 RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
+RLAPI bool IsShaderReady(Shader shader);                                   // Check if a shader is ready
 RLAPI int GetShaderLocation(Shader shader, const char *uniformName);       // Get shader uniform location
 RLAPI int GetShaderLocation(Shader shader, const char *uniformName);       // Get shader uniform location
 RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName);  // Get shader attribute location
 RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName);  // Get shader attribute location
 RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType);               // Set shader uniform value
 RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType);               // Set shader uniform value
@@ -122,8 +124,8 @@ RLAPI void SetConfigFlags(unsigned int flags);                    // Setup init
 
 
 RLAPI void TraceLog(int logLevel, const char *text, ...);         // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
 RLAPI void TraceLog(int logLevel, const char *text, ...);         // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
 RLAPI void SetTraceLogLevel(int logLevel);                        // Set the current threshold (minimum) log level
 RLAPI void SetTraceLogLevel(int logLevel);                        // Set the current threshold (minimum) log level
-RLAPI void *MemAlloc(int size);                                   // Internal memory allocator
-RLAPI void *MemRealloc(void *ptr, int size);                      // Internal memory reallocator
+RLAPI void *MemAlloc(unsigned int size);                          // Internal memory allocator
+RLAPI void *MemRealloc(void *ptr, unsigned int size);             // Internal memory reallocator
 RLAPI void MemFree(void *ptr);                                    // Internal memory free
 RLAPI void MemFree(void *ptr);                                    // Internal memory free
 
 
 RLAPI void OpenURL(const char *url);                              // Open URL with default system browser (if available)
 RLAPI void OpenURL(const char *url);                              // Open URL with default system browser (if available)
@@ -140,7 +142,7 @@ RLAPI void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom
 RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead);       // Load file data as byte array (read)
 RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead);       // Load file data as byte array (read)
 RLAPI void UnloadFileData(unsigned char *data);                   // Unload file data allocated by LoadFileData()
 RLAPI void UnloadFileData(unsigned char *data);                   // Unload file data allocated by LoadFileData()
 RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite);   // Save data to file from byte array (write), returns true on success
 RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite);   // Save data to file from byte array (write), returns true on success
-RLAPI bool ExportDataAsCode(const char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
+RLAPI bool ExportDataAsCode(const unsigned char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
 RLAPI char *LoadFileText(const char *fileName);                   // Load text data from file (read), returns a '\0' terminated string
 RLAPI char *LoadFileText(const char *fileName);                   // Load text data from file (read), returns a '\0' terminated string
 RLAPI void UnloadFileText(char *text);                            // Unload file text data allocated by LoadFileText()
 RLAPI void UnloadFileText(char *text);                            // Unload file text data allocated by LoadFileText()
 RLAPI bool SaveFileText(const char *fileName, char *text);        // Save text data to file (write), string must be '\0' terminated, returns true on success
 RLAPI bool SaveFileText(const char *fileName, char *text);        // Save text data to file (write), string must be '\0' terminated, returns true on success
@@ -234,13 +236,8 @@ RLAPI float GetGesturePinchAngle(void);                 // Get gesture pinch ang
 //------------------------------------------------------------------------------------
 //------------------------------------------------------------------------------------
 // Camera System Functions (Module: rcamera)
 // Camera System Functions (Module: rcamera)
 //------------------------------------------------------------------------------------
 //------------------------------------------------------------------------------------
-RLAPI void SetCameraMode(Camera camera, int mode);      // Set camera mode (multiple camera modes available)
-RLAPI void UpdateCamera(Camera *camera);                // Update camera position for selected mode
-
-RLAPI void SetCameraPanControl(int keyPan);             // Set camera pan key to combine with mouse movement (free camera)
-RLAPI void SetCameraAltControl(int keyAlt);             // Set camera alt key to combine with mouse movement (free camera)
-RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
-RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
+RLAPI void UpdateCamera(Camera *camera, int mode);      // Update camera position for selected mode
+RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation
 
 
 //------------------------------------------------------------------------------------
 //------------------------------------------------------------------------------------
 // Basic Shapes Drawing Functions (Module: shapes)
 // Basic Shapes Drawing Functions (Module: shapes)
@@ -296,6 +293,7 @@ RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);
 RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
 RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec);                                         // Check if point is inside rectangle
 RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
 RLAPI bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius);                       // Check if point is inside circle
 RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
 RLAPI bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3);               // Check if point is inside a triangle
+RLAPI bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount);                      // Check if point is within a polygon described by array of vertices
 RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
 RLAPI bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
 RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold);                // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
 RLAPI bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold);                // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
 RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
 RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
@@ -305,13 +303,14 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
 //------------------------------------------------------------------------------------
 //------------------------------------------------------------------------------------
 
 
 // Image loading functions
 // Image loading functions
-// NOTE: This functions do not require GPU access
+// NOTE: These functions do not require GPU access
 RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
 RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
 RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
 RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
 RLAPI Image LoadImageAnim(const char *fileName, int *frames);                                            // Load image sequence from file (frames appended to image.data)
 RLAPI Image LoadImageAnim(const char *fileName, int *frames);                                            // Load image sequence from file (frames appended to image.data)
 RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize);      // Load image from memory buffer, fileType refers to extension: i.e. '.png'
 RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize);      // Load image from memory buffer, fileType refers to extension: i.e. '.png'
 RLAPI Image LoadImageFromTexture(Texture2D texture);                                                     // Load image from GPU texture data
 RLAPI Image LoadImageFromTexture(Texture2D texture);                                                     // Load image from GPU texture data
 RLAPI Image LoadImageFromScreen(void);                                                                   // Load image from screen buffer and (screenshot)
 RLAPI Image LoadImageFromScreen(void);                                                                   // Load image from screen buffer and (screenshot)
+RLAPI bool IsImageReady(Image image);                                                                    // Check if an image is ready
 RLAPI void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
 RLAPI void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
 RLAPI bool ExportImage(Image image, const char *fileName);                                               // Export image data to file, returns true on success
 RLAPI bool ExportImage(Image image, const char *fileName);                                               // Export image data to file, returns true on success
 RLAPI bool ExportImageAsCode(Image image, const char *fileName);                                         // Export image as code file defining an array of bytes, returns true on success
 RLAPI bool ExportImageAsCode(Image image, const char *fileName);                                         // Export image as code file defining an array of bytes, returns true on success
@@ -323,7 +322,9 @@ RLAPI Image GenImageGradientH(int width, int height, Color left, Color right);
 RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);      // Generate image: radial gradient
 RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);      // Generate image: radial gradient
 RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);    // Generate image: checked
 RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);    // Generate image: checked
 RLAPI Image GenImageWhiteNoise(int width, int height, float factor);                                     // Generate image: white noise
 RLAPI Image GenImageWhiteNoise(int width, int height, float factor);                                     // Generate image: white noise
+RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale);           // Generate image: perlin noise
 RLAPI Image GenImageCellular(int width, int height, int tileSize);                                       // Generate image: cellular algorithm, bigger tileSize means bigger cells
 RLAPI Image GenImageCellular(int width, int height, int tileSize);                                       // Generate image: cellular algorithm, bigger tileSize means bigger cells
+RLAPI Image GenImageText(int width, int height, const char *text);                                       // Generate image: grayscale image from text data
 
 
 // Image manipulation functions
 // Image manipulation functions
 RLAPI Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
 RLAPI Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
@@ -337,6 +338,7 @@ RLAPI void ImageAlphaCrop(Image *image, float threshold);
 RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);                                  // Clear alpha channel to desired color
 RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);                                  // Clear alpha channel to desired color
 RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
 RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
 RLAPI void ImageAlphaPremultiply(Image *image);                                                          // Premultiply alpha channel
 RLAPI void ImageAlphaPremultiply(Image *image);                                                          // Premultiply alpha channel
+RLAPI void ImageBlurGaussian(Image *image, int blurSize);                                                // Apply Gaussian blur using a box blur approximation
 RLAPI void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize image (Bicubic scaling algorithm)
 RLAPI void ImageResize(Image *image, int newWidth, int newHeight);                                       // Resize image (Bicubic scaling algorithm)
 RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight);                                      // Resize image (Nearest-Neighbor scaling algorithm)
 RLAPI void ImageResizeNN(Image *image, int newWidth,int newHeight);                                      // Resize image (Nearest-Neighbor scaling algorithm)
 RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill);  // Resize canvas and fill with color
 RLAPI void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill);  // Resize canvas and fill with color
@@ -366,8 +368,10 @@ RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);
 RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color);                                   // Draw pixel within an image (Vector version)
 RLAPI void ImageDrawPixelV(Image *dst, Vector2 position, Color color);                                   // Draw pixel within an image (Vector version)
 RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
 RLAPI void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image
 RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color);                          // Draw line within an image (Vector version)
 RLAPI void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color);                          // Draw line within an image (Vector version)
-RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color);               // Draw circle within an image
-RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color);                        // Draw circle within an image (Vector version)
+RLAPI void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color);               // Draw a filled circle within an image
+RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color);                        // Draw a filled circle within an image (Vector version)
+RLAPI void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color);          // Draw circle outline within an image
+RLAPI void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color);                   // Draw circle outline within an image (Vector version)
 RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color);       // Draw rectangle within an image
 RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color);       // Draw rectangle within an image
 RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color);                 // Draw rectangle within an image (Vector version)
 RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color);                 // Draw rectangle within an image (Vector version)
 RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color);                                // Draw rectangle within an image
 RLAPI void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color);                                // Draw rectangle within an image
@@ -382,7 +386,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
 RLAPI Texture2D LoadTextureFromImage(Image image);                                                       // Load texture from image data
 RLAPI Texture2D LoadTextureFromImage(Image image);                                                       // Load texture from image data
 RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout);                                        // Load cubemap from image, multiple image cubemap layouts supported
 RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout);                                        // Load cubemap from image, multiple image cubemap layouts supported
 RLAPI RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
 RLAPI RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
+RLAPI bool IsTextureReady(Texture2D texture);                                                            // Check if a texture is ready
 RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
 RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
+RLAPI bool IsRenderTextureReady(RenderTexture2D target);                                                       // Check if a render texture is ready
 RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
 RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
 RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
 RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
 RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels);                       // Update GPU texture rectangle with new data
 RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels);                       // Update GPU texture rectangle with new data
@@ -397,11 +403,8 @@ RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);
 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
 RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);            // Draw a part of a texture defined by a rectangle
 RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);            // Draw a part of a texture defined by a rectangle
-RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);  // Draw texture quad with tiling and offset parameters
-RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
-RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint);           // Draw a part of a texture defined by a rectangle with 'pro' parameters
-RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint);   // Draws a texture (or part of it) that stretches or shrinks nicely
-RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint);       // Draw a textured polygon
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
 
 
 // Color/pixel related functions
 // 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 Color Fade(Color color, float alpha);                                 // Get color with alpha applied, alpha goes from 0.0f to 1.0f
@@ -410,6 +413,9 @@ RLAPI Vector4 ColorNormalize(Color color);                                  // G
 RLAPI Color ColorFromNormalized(Vector4 normalized);                        // Get Color from normalized values [0..1]
 RLAPI Color ColorFromNormalized(Vector4 normalized);                        // Get Color from normalized values [0..1]
 RLAPI Vector3 ColorToHSV(Color color);                                      // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
 RLAPI Vector3 ColorToHSV(Color color);                                      // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
 RLAPI Color ColorFromHSV(float hue, float saturation, float value);         // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
 RLAPI Color ColorFromHSV(float hue, float saturation, float value);         // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
+RLAPI Color ColorTint(Color color, Color tint);                             // Get color multiplied with another color
+RLAPI Color ColorBrightness(Color color, float factor);                     // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f
+RLAPI Color ColorContrast(Color color, float contrast);                     // Get color with contrast correction, contrast values between -1.0f and 1.0f
 RLAPI Color ColorAlpha(Color color, float alpha);                           // Get color with alpha applied, alpha goes from 0.0f to 1.0f
 RLAPI Color ColorAlpha(Color color, float alpha);                           // Get color with alpha applied, alpha goes from 0.0f to 1.0f
 RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Get src alpha-blended into dst color with tint
 RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Get src alpha-blended into dst color with tint
 RLAPI Color GetColor(unsigned int hexValue);                                // Get Color structure from hexadecimal value
 RLAPI Color GetColor(unsigned int hexValue);                                // Get Color structure from hexadecimal value
@@ -427,6 +433,7 @@ RLAPI Font LoadFont(const char *fileName);
 RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount);  // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set
 RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount);  // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set
 RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar);                        // Load font from Image (XNA style)
 RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar);                        // Load font from Image (XNA style)
 RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
 RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
+RLAPI bool IsFontReady(Font font);                                                          // Check if a font is ready
 RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
 RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
 RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
 RLAPI Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
 RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount);                                // Unload font chars info data (RAM)
 RLAPI void UnloadFontData(GlyphInfo *chars, int glyphCount);                                // Unload font chars info data (RAM)
@@ -449,12 +456,15 @@ RLAPI GlyphInfo GetGlyphInfo(Font font, int codepoint);
 RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint);                                 // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
 RLAPI Rectangle GetGlyphAtlasRec(Font font, int codepoint);                                 // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
 
 
 // Text codepoints management functions (unicode characters)
 // Text codepoints management functions (unicode characters)
-RLAPI int *LoadCodepoints(const char *text, int *count);              // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
-RLAPI void UnloadCodepoints(int *codepoints);                         // Unload codepoints data from memory
-RLAPI int GetCodepointCount(const char *text);                        // Get total number of codepoints in a UTF-8 encoded string
-RLAPI int GetCodepoint(const char *text, int *bytesProcessed);        // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
-RLAPI const char *CodepointToUTF8(int codepoint, int *byteSize);      // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
-RLAPI char *TextCodepointsToUTF8(const int *codepoints, int length);  // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
+RLAPI char *LoadUTF8(const int *codepoints, int length);                // Load UTF-8 text encoded from codepoints array
+RLAPI void UnloadUTF8(char *text);                                      // Unload UTF-8 text encoded from codepoints array
+RLAPI int *LoadCodepoints(const char *text, int *count);                // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
+RLAPI void UnloadCodepoints(int *codepoints);                           // Unload codepoints data from memory
+RLAPI int GetCodepointCount(const char *text);                          // Get total number of codepoints in a UTF-8 encoded string
+RLAPI int GetCodepoint(const char *text, int *codepointSize);           // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointNext(const char *text, int *codepointSize);       // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI int GetCodepointPrevious(const char *text, int *codepointSize);   // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+RLAPI const char *CodepointToUTF8(int codepoint, int *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)
 // Text strings management functions (no UTF-8 strings, only byte chars)
 // NOTE: Some strings allocate memory internally for returned strings, just be careful!
 // NOTE: Some strings allocate memory internally for returned strings, just be careful!
@@ -488,8 +498,6 @@ RLAPI void DrawCube(Vector3 position, float width, float height, float length, C
 RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
 RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color);                                       // Draw cube (Vector version)
 RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);        // Draw cube wires
 RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);        // Draw cube wires
 RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color);                                  // Draw cube wires (Vector version)
 RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color);                                  // Draw cube wires (Vector version)
-RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
-RLAPI void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
 RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
 RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color);                                     // Draw sphere
 RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
 RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color);            // Draw sphere with extended parameters
 RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
 RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color);         // Draw sphere wires
@@ -497,6 +505,8 @@ RLAPI void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, f
 RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
 RLAPI void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
 RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
 RLAPI void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
 RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
 RLAPI void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
+RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos
+RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
 RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                      // Draw a plane XZ
 RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color);                                      // Draw a plane XZ
 RLAPI void DrawRay(Ray ray, Color color);                                                                // Draw a ray line
 RLAPI void DrawRay(Ray ray, Color color);                                                                // Draw a ray line
 RLAPI void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
 RLAPI void DrawGrid(int slices, float spacing);                                                          // Draw a grid (centered at (0, 0, 0))
@@ -508,16 +518,16 @@ RLAPI void DrawGrid(int slices, float spacing);
 // Model management functions
 // Model management functions
 RLAPI Model LoadModel(const char *fileName);                                                // Load model from files (meshes and materials)
 RLAPI Model LoadModel(const char *fileName);                                                // Load model from files (meshes and materials)
 RLAPI Model LoadModelFromMesh(Mesh mesh);                                                   // Load model from generated mesh (default material)
 RLAPI Model LoadModelFromMesh(Mesh mesh);                                                   // Load model from generated mesh (default material)
+RLAPI bool IsModelReady(Model model);                                                       // Check if a model is ready
 RLAPI void UnloadModel(Model model);                                                        // Unload model (including meshes) from memory (RAM and/or VRAM)
 RLAPI void UnloadModel(Model model);                                                        // Unload model (including meshes) from memory (RAM and/or VRAM)
-RLAPI void UnloadModelKeepMeshes(Model model);                                              // Unload model (but not meshes) from memory (RAM and/or VRAM)
 RLAPI BoundingBox GetModelBoundingBox(Model model);                                         // Compute model bounding box limits (considers all meshes)
 RLAPI BoundingBox GetModelBoundingBox(Model model);                                         // Compute model bounding box limits (considers all meshes)
 
 
 // Model drawing functions
 // Model drawing functions
-RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
+RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);               // Draw a model (with texture if set)
 RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
 RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
-RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint);                      // Draw a model wires (with texture if set)
+RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint);          // Draw a model wires (with texture if set)
 RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
 RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
-RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
+RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                   // Draw bounding box (wires)
 RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint);   // Draw a billboard texture
 RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint);   // Draw a billboard texture
 RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
 RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
 RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
 RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
@@ -548,6 +558,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
 // Material loading/unloading functions
 // Material loading/unloading functions
 RLAPI Material *LoadMaterials(const char *fileName, int *materialCount);                    // Load materials from model file
 RLAPI Material *LoadMaterials(const char *fileName, int *materialCount);                    // Load materials from model file
 RLAPI Material LoadMaterialDefault(void);                                                   // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
 RLAPI Material LoadMaterialDefault(void);                                                   // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+RLAPI bool IsMaterialReady(Material material);                                              // Check if a material is ready
 RLAPI void UnloadMaterial(Material material);                                               // Unload material from GPU memory (VRAM)
 RLAPI void UnloadMaterial(Material material);                                               // Unload material from GPU memory (VRAM)
 RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture);          // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
 RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture);          // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
 RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);                  // Set material for a mesh
 RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);                  // Set material for a mesh
@@ -583,8 +594,10 @@ RLAPI void SetMasterVolume(float volume);                             // Set mas
 // Wave/Sound loading/unloading functions
 // Wave/Sound loading/unloading functions
 RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
 RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
 RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
 RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
+RLAPI bool IsWaveReady(Wave wave);                                    // Checks if wave data is ready
 RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
 RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
 RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
 RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
+RLAPI bool IsSoundReady(Sound sound);                                 // Checks if a sound is ready
 RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
 RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
 RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
 RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
 RLAPI void UnloadSound(Sound sound);                                  // Unload sound
 RLAPI void UnloadSound(Sound sound);                                  // Unload sound
@@ -596,9 +609,6 @@ RLAPI void PlaySound(Sound sound);                                    // Play a
 RLAPI void StopSound(Sound sound);                                    // Stop playing a sound
 RLAPI void StopSound(Sound sound);                                    // Stop playing a sound
 RLAPI void PauseSound(Sound sound);                                   // Pause a sound
 RLAPI void PauseSound(Sound sound);                                   // Pause a sound
 RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
 RLAPI void ResumeSound(Sound sound);                                  // Resume a paused sound
-RLAPI void PlaySoundMulti(Sound sound);                               // Play a sound (using multichannel buffer pool)
-RLAPI void StopSoundMulti(void);                                      // Stop any sound playing (using multichannel buffer pool)
-RLAPI int GetSoundsPlaying(void);                                     // Get number of sounds playing in the multichannel
 RLAPI bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
 RLAPI bool IsSoundPlaying(Sound sound);                               // Check if a sound is currently playing
 RLAPI void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
 RLAPI void SetSoundVolume(Sound sound, float volume);                 // Set volume for a sound (1.0 is max level)
 RLAPI void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
 RLAPI void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
@@ -612,6 +622,7 @@ RLAPI void UnloadWaveSamples(float *samples);                         // Unload
 // Music management functions
 // Music management functions
 RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
 RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
 RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
 RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
+RLAPI bool IsMusicReady(Music music);                                 // Checks if a music stream is ready
 RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
 RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
 RLAPI void PlayMusicStream(Music music);                              // Start music playing
 RLAPI void PlayMusicStream(Music music);                              // Start music playing
 RLAPI bool IsMusicStreamPlaying(Music music);                         // Check if music is playing
 RLAPI bool IsMusicStreamPlaying(Music music);                         // Check if music is playing
@@ -628,6 +639,7 @@ RLAPI float GetMusicTimePlayed(Music music);                          // Get cur
 
 
 // AudioStream management functions
 // AudioStream management functions
 RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
 RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
+RLAPI bool IsAudioStreamReady(AudioStream stream);                    // Checks if an audio stream is ready
 RLAPI void UnloadAudioStream(AudioStream stream);                     // Unload audio stream and free memory
 RLAPI void UnloadAudioStream(AudioStream stream);                     // Unload audio stream and free memory
 RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
 RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
 RLAPI bool IsAudioStreamProcessed(AudioStream stream);                // Check if any audio stream buffers requires refill
 RLAPI bool IsAudioStreamProcessed(AudioStream stream);                // Check if any audio stream buffers requires refill
@@ -645,3 +657,6 @@ RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback);
 RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
 RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
 RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
 RLAPI void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
 
 
+RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline
+RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline
+