ソースを参照

Updated Notepad++ autocomplete list for raylib 5.5

Ray 8 ヶ月 前
コミット
637debb62d

BIN
projects/Notepad++/npes_saved_w64devkit.txt


+ 317 - 113
projects/Notepad++/raylib_npp_parser/raylib_npp.xml

@@ -23,16 +23,16 @@
             <Overload retVal="bool" descr="Check if window is currently fullscreen"></Overload>
         </KeyWord>
         <KeyWord name="IsWindowHidden" func="yes">
-            <Overload retVal="bool" descr="Check if window is currently hidden (only PLATFORM_DESKTOP)"></Overload>
+            <Overload retVal="bool" descr="Check if window is currently hidden"></Overload>
         </KeyWord>
         <KeyWord name="IsWindowMinimized" func="yes">
-            <Overload retVal="bool" descr="Check if window is currently minimized (only PLATFORM_DESKTOP)"></Overload>
+            <Overload retVal="bool" descr="Check if window is currently minimized"></Overload>
         </KeyWord>
         <KeyWord name="IsWindowMaximized" func="yes">
-            <Overload retVal="bool" descr="Check if window is currently maximized (only PLATFORM_DESKTOP)"></Overload>
+            <Overload retVal="bool" descr="Check if window is currently maximized"></Overload>
         </KeyWord>
         <KeyWord name="IsWindowFocused" func="yes">
-            <Overload retVal="bool" descr="Check if window is currently focused (only PLATFORM_DESKTOP)"></Overload>
+            <Overload retVal="bool" descr="Check if window is currently focused"></Overload>
         </KeyWord>
         <KeyWord name="IsWindowResized" func="yes">
             <Overload retVal="bool" descr="Check if window has been resized last frame"></Overload>
@@ -43,7 +43,7 @@
             </Overload>
         </KeyWord>
         <KeyWord name="SetWindowState" func="yes">
-            <Overload retVal="void" descr="Set window configuration state using flags (only PLATFORM_DESKTOP)">
+            <Overload retVal="void" descr="Set window configuration state using flags">
                 <Param name="unsigned int flags" />
             </Overload>
         </KeyWord>
@@ -53,38 +53,38 @@
             </Overload>
         </KeyWord>
         <KeyWord name="ToggleFullscreen" func="yes">
-            <Overload retVal="void" descr="Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)"></Overload>
+            <Overload retVal="void" descr="Toggle window state: fullscreen/windowed, resizes monitor to match window resolution"></Overload>
         </KeyWord>
         <KeyWord name="ToggleBorderlessWindowed" func="yes">
-            <Overload retVal="void" descr="Toggle window state: borderless windowed (only PLATFORM_DESKTOP)"></Overload>
+            <Overload retVal="void" descr="Toggle window state: borderless windowed, resizes window to match monitor resolution"></Overload>
         </KeyWord>
         <KeyWord name="MaximizeWindow" func="yes">
-            <Overload retVal="void" descr="Set window state: maximized, if resizable (only PLATFORM_DESKTOP)"></Overload>
+            <Overload retVal="void" descr="Set window state: maximized, if resizable"></Overload>
         </KeyWord>
         <KeyWord name="MinimizeWindow" func="yes">
-            <Overload retVal="void" descr="Set window state: minimized, if resizable (only PLATFORM_DESKTOP)"></Overload>
+            <Overload retVal="void" descr="Set window state: minimized, if resizable"></Overload>
         </KeyWord>
         <KeyWord name="RestoreWindow" func="yes">
-            <Overload retVal="void" descr="Set window state: not minimized/maximized (only PLATFORM_DESKTOP)"></Overload>
+            <Overload retVal="void" descr="Set window state: not minimized/maximized"></Overload>
         </KeyWord>
         <KeyWord name="SetWindowIcon" func="yes">
-            <Overload retVal="void" descr="Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)">
+            <Overload retVal="void" descr="Set icon for window (single image, RGBA 32bit)">
                 <Param name="Image image" />
             </Overload>
         </KeyWord>
         <KeyWord name="SetWindowIcons" func="yes">
-            <Overload retVal="void" descr="Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)">
+            <Overload retVal="void" descr="Set icon for window (multiple images, RGBA 32bit)">
                 <Param name="Image *images" />
                 <Param name="int count" />
             </Overload>
         </KeyWord>
         <KeyWord name="SetWindowTitle" func="yes">
-            <Overload retVal="void" descr="Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)">
+            <Overload retVal="void" descr="Set title for window">
                 <Param name="const char *title" />
             </Overload>
         </KeyWord>
         <KeyWord name="SetWindowPosition" func="yes">
-            <Overload retVal="void" descr="Set window position on screen (only PLATFORM_DESKTOP)">
+            <Overload retVal="void" descr="Set window position on screen">
                 <Param name="int x" />
                 <Param name="int y" />
             </Overload>
@@ -113,12 +113,12 @@
             </Overload>
         </KeyWord>
         <KeyWord name="SetWindowOpacity" func="yes">
-            <Overload retVal="void" descr="Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)">
+            <Overload retVal="void" descr="Set window opacity [0.0f..1.0f]">
                 <Param name="float opacity" />
             </Overload>
         </KeyWord>
         <KeyWord name="SetWindowFocused" func="yes">
-            <Overload retVal="void" descr="Set window focused (only PLATFORM_DESKTOP)"></Overload>
+            <Overload retVal="void" descr="Set window focused"></Overload>
         </KeyWord>
         <KeyWord name="GetWindowHandle" func="yes">
             <Overload retVal="void" descr="Get native window handle"></Overload>
@@ -139,7 +139,7 @@
             <Overload retVal="int" descr="Get number of connected monitors"></Overload>
         </KeyWord>
         <KeyWord name="GetCurrentMonitor" func="yes">
-            <Overload retVal="int" descr="Get current connected monitor"></Overload>
+            <Overload retVal="int" descr="Get current monitor where window is placed"></Overload>
         </KeyWord>
         <KeyWord name="GetMonitorPosition" func="yes">
             <Overload retVal="Vector2" descr="Get specified monitor position">
@@ -190,6 +190,9 @@
         <KeyWord name="GetClipboardText" func="yes">
             <Overload retVal="const char" descr="Get clipboard text content"></Overload>
         </KeyWord>
+        <KeyWord name="GetClipboardImage" func="yes">
+            <Overload retVal="Image" descr="Get clipboard image"></Overload>
+        </KeyWord>
         <KeyWord name="EnableEventWaiting" func="yes">
             <Overload retVal="void" descr="Enable waiting for events on EndDrawing(), no automatic event polling"></Overload>
         </KeyWord>
@@ -315,8 +318,8 @@
                 <Param name="const char *fsCode" />
             </Overload>
         </KeyWord>
-        <KeyWord name="IsShaderReady" func="yes">
-            <Overload retVal="bool" descr="Check if a shader is ready">
+        <KeyWord name="IsShaderValid" func="yes">
+            <Overload retVal="bool" descr="Check if a shader is valid (loaded on GPU)">
                 <Param name="Shader shader" />
             </Overload>
         </KeyWord>
@@ -370,20 +373,18 @@
         </KeyWord>
 
         <!-- Screen-space-related functions -->
-        <KeyWord name="GetMouseRay" func="yes">
-            <Overload retVal="Ray" descr="Get a ray trace from mouse position">
-                <Param name="Vector2 mousePosition" />
+        <KeyWord name="GetScreenToWorldRay" func="yes">
+            <Overload retVal="Ray" descr="Get a ray trace from screen position (i.e mouse)">
+                <Param name="Vector2 position" />
                 <Param name="Camera camera" />
             </Overload>
         </KeyWord>
-        <KeyWord name="GetCameraMatrix" func="yes">
-            <Overload retVal="Matrix" descr="Get camera transform matrix (view matrix)">
+        <KeyWord name="GetScreenToWorldRayEx" func="yes">
+            <Overload retVal="Ray" descr="Get a ray trace from screen position (i.e mouse) in a viewport">
+                <Param name="Vector2 position" />
                 <Param name="Camera camera" />
-            </Overload>
-        </KeyWord>
-        <KeyWord name="GetCameraMatrix2D" func="yes">
-            <Overload retVal="Matrix" descr="Get camera 2d transform matrix">
-                <Param name="Camera2D camera" />
+                <Param name="int width" />
+                <Param name="int height" />
             </Overload>
         </KeyWord>
         <KeyWord name="GetWorldToScreen" func="yes">
@@ -392,12 +393,6 @@
                 <Param name="Camera camera" />
             </Overload>
         </KeyWord>
-        <KeyWord name="GetScreenToWorld2D" func="yes">
-            <Overload retVal="Vector2" descr="Get the world space position for a 2d camera screen space position">
-                <Param name="Vector2 position" />
-                <Param name="Camera2D camera" />
-            </Overload>
-        </KeyWord>
         <KeyWord name="GetWorldToScreenEx" func="yes">
             <Overload retVal="Vector2" descr="Get size position for a 3d world space position">
                 <Param name="Vector3 position" />
@@ -412,6 +407,22 @@
                 <Param name="Camera2D camera" />
             </Overload>
         </KeyWord>
+        <KeyWord name="GetScreenToWorld2D" func="yes">
+            <Overload retVal="Vector2" descr="Get the world space position for a 2d camera screen space position">
+                <Param name="Vector2 position" />
+                <Param name="Camera2D camera" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="GetCameraMatrix" func="yes">
+            <Overload retVal="Matrix" descr="Get camera transform matrix (view matrix)">
+                <Param name="Camera camera" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="GetCameraMatrix2D" func="yes">
+            <Overload retVal="Matrix" descr="Get camera 2d transform matrix">
+                <Param name="Camera2D camera" />
+            </Overload>
+        </KeyWord>
 
         <!-- Timing-related functions -->
         <KeyWord name="SetTargetFPS" func="yes">
@@ -430,6 +441,9 @@
         </KeyWord>
 
         <!-- Custom frame control functions -->
+        <!-- NOTE: Those functions are intended for advanced users that want full control over the frame processing -->
+        <!-- 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 -->
         <KeyWord name="SwapScreenBuffer" func="yes">
             <Overload retVal="void" descr="Swap back buffer with front buffer (screen drawing)"></Overload>
         </KeyWord>
@@ -484,6 +498,8 @@
             </Overload>
         </KeyWord>
 
+        <!-- NOTE: Following functions implemented in module [utils] -->
+        <!-------------------------------------------------------------------- -->
         <KeyWord name="TraceLog" func="yes">
             <Overload retVal="void" descr="Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)">
                 <Param name="int logLevel" />
@@ -575,6 +591,7 @@
                 <Param name="char *text" />
             </Overload>
         </KeyWord>
+        <!-------------------------------------------------------------------- -->
 
         <!-- File system functions -->
         <KeyWord name="FileExists" func="yes">
@@ -629,6 +646,11 @@
         <KeyWord name="GetApplicationDirectory" func="yes">
             <Overload retVal="const char" descr="Get the directory of the running application (uses static string)"></Overload>
         </KeyWord>
+        <KeyWord name="MakeDirectory" func="yes">
+            <Overload retVal="int" descr="Create directories (including full path requested), returns 0 on success">
+                <Param name="const char *dirPath" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="ChangeDirectory" func="yes">
             <Overload retVal="bool" descr="Change working directory, return true on success">
                 <Param name="const char *dir" />
@@ -639,13 +661,18 @@
                 <Param name="const char *path" />
             </Overload>
         </KeyWord>
+        <KeyWord name="IsFileNameValid" func="yes">
+            <Overload retVal="bool" descr="Check if fileName is valid for the platform/OS">
+                <Param name="const char *fileName" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="LoadDirectoryFiles" func="yes">
             <Overload retVal="FilePathList" descr="Load directory filepaths">
                 <Param name="const char *dirPath" />
             </Overload>
         </KeyWord>
         <KeyWord name="LoadDirectoryFilesEx" func="yes">
-            <Overload retVal="FilePathList" descr="Load directory filepaths with extension filtering and recursive directory scan">
+            <Overload retVal="FilePathList" descr="Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result">
                 <Param name="const char *basePath" />
                 <Param name="const char *filter" />
                 <Param name="bool scanSubdirs" />
@@ -701,6 +728,25 @@
                 <Param name="int *outputSize" />
             </Overload>
         </KeyWord>
+        <KeyWord name="int ComputeCRC32" func="yes">
+            <Overload retVal="unsigned" descr="Compute CRC32 hash code">
+                <Param name="unsigned char *data" />
+                <Param name="int dataSize" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="int *ComputeMD5" func="yes">
+            <Overload retVal="unsigned" descr="Compute MD5 hash code, returns static int[4] (16 bytes)">
+                <Param name="unsigned char *data" />
+                <Param name="int dataSize" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="int *ComputeSHA1" func="yes">
+            <Overload retVal="unsigned" descr="Compute SHA1 hash code, returns static int[5] (20 bytes)">
+                <Param name="unsigned char *data" />
+                <Param name="int dataSize" />
+            </Overload>
+        </KeyWord>
+
 
         <!-- Automation events functionality -->
         <KeyWord name="LoadAutomationEventList" func="yes">
@@ -710,7 +756,7 @@
         </KeyWord>
         <KeyWord name="UnloadAutomationEventList" func="yes">
             <Overload retVal="void" descr="Unload automation events list from file">
-                <Param name="AutomationEventList *list" />
+                <Param name="AutomationEventList list" />
             </Overload>
         </KeyWord>
         <KeyWord name="ExportAutomationEventList" func="yes">
@@ -752,7 +798,7 @@
             </Overload>
         </KeyWord>
         <KeyWord name="IsKeyPressedRepeat" func="yes">
-            <Overload retVal="bool" descr="Check if a key has been pressed again (Only PLATFORM_DESKTOP)">
+            <Overload retVal="bool" descr="Check if a key has been pressed again">
                 <Param name="int key" />
             </Overload>
         </KeyWord>
@@ -837,6 +883,14 @@
                 <Param name="const char *mappings" />
             </Overload>
         </KeyWord>
+        <KeyWord name="SetGamepadVibration" func="yes">
+            <Overload retVal="void" descr="Set gamepad vibration for both motors (duration in seconds)">
+                <Param name="int gamepad" />
+                <Param name="float leftMotor" />
+                <Param name="float rightMotor" />
+                <Param name="float duration" />
+            </Overload>
+        </KeyWord>
 
         <!-- Input-related functions: mouse -->
         <KeyWord name="IsMouseButtonPressed" func="yes">
@@ -939,7 +993,7 @@
             <Overload retVal="int" descr="Get latest detected gesture"></Overload>
         </KeyWord>
         <KeyWord name="GetGestureHoldDuration" func="yes">
-            <Overload retVal="float" descr="Get gesture hold time in milliseconds"></Overload>
+            <Overload retVal="float" descr="Get gesture hold time in seconds"></Overload>
         </KeyWord>
         <KeyWord name="GetGestureDragVector" func="yes">
             <Overload retVal="Vector2" descr="Get gesture drag vector"></Overload>
@@ -984,17 +1038,23 @@
                 <Param name="Rectangle source" />
             </Overload>
         </KeyWord>
+        <KeyWord name="GetShapesTexture" func="yes">
+            <Overload retVal="Texture2D" descr="Get texture that is used for shapes drawing"></Overload>
+        </KeyWord>
+        <KeyWord name="GetShapesTextureRectangle" func="yes">
+            <Overload retVal="Rectangle" descr="Get texture source rectangle that is used for shapes drawing"></Overload>
+        </KeyWord>
 
         <!-- Basic shapes drawing functions -->
         <KeyWord name="DrawPixel" func="yes">
-            <Overload retVal="void" descr="Draw a pixel">
+            <Overload retVal="void" descr="Draw a pixel using geometry [Can be slow, use with care]">
                 <Param name="int posX" />
                 <Param name="int posY" />
                 <Param name="Color color" />
             </Overload>
         </KeyWord>
         <KeyWord name="DrawPixelV" func="yes">
-            <Overload retVal="void" descr="Draw a pixel (Vector version)">
+            <Overload retVal="void" descr="Draw a pixel using geometry (Vector version) [Can be slow, use with care]">
                 <Param name="Vector2 position" />
                 <Param name="Color color" />
             </Overload>
@@ -1025,7 +1085,7 @@
         </KeyWord>
         <KeyWord name="DrawLineStrip" func="yes">
             <Overload retVal="void" descr="Draw lines sequence (using gl lines)">
-                <Param name="Vector2 *points" />
+                <Param name="const Vector2 *points" />
                 <Param name="int pointCount" />
                 <Param name="Color color" />
             </Overload>
@@ -1071,8 +1131,8 @@
                 <Param name="int centerX" />
                 <Param name="int centerY" />
                 <Param name="float radius" />
-                <Param name="Color color1" />
-                <Param name="Color color2" />
+                <Param name="Color inner" />
+                <Param name="Color outer" />
             </Overload>
         </KeyWord>
         <KeyWord name="DrawCircleV" func="yes">
@@ -1173,8 +1233,8 @@
                 <Param name="int posY" />
                 <Param name="int width" />
                 <Param name="int height" />
-                <Param name="Color color1" />
-                <Param name="Color color2" />
+                <Param name="Color top" />
+                <Param name="Color bottom" />
             </Overload>
         </KeyWord>
         <KeyWord name="DrawRectangleGradientH" func="yes">
@@ -1183,17 +1243,17 @@
                 <Param name="int posY" />
                 <Param name="int width" />
                 <Param name="int height" />
-                <Param name="Color color1" />
-                <Param name="Color color2" />
+                <Param name="Color left" />
+                <Param name="Color right" />
             </Overload>
         </KeyWord>
         <KeyWord name="DrawRectangleGradientEx" func="yes">
             <Overload retVal="void" descr="Draw a gradient-filled rectangle with custom vertex colors">
                 <Param name="Rectangle rec" />
-                <Param name="Color col1" />
-                <Param name="Color col2" />
-                <Param name="Color col3" />
-                <Param name="Color col4" />
+                <Param name="Color topLeft" />
+                <Param name="Color bottomLeft" />
+                <Param name="Color topRight" />
+                <Param name="Color bottomRight" />
             </Overload>
         </KeyWord>
         <KeyWord name="DrawRectangleLines" func="yes">
@@ -1221,6 +1281,14 @@
             </Overload>
         </KeyWord>
         <KeyWord name="DrawRectangleRoundedLines" func="yes">
+            <Overload retVal="void" descr="Draw rectangle lines with rounded edges">
+                <Param name="Rectangle rec" />
+                <Param name="float roundness" />
+                <Param name="int segments" />
+                <Param name="Color color" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="DrawRectangleRoundedLinesEx" func="yes">
             <Overload retVal="void" descr="Draw rectangle with rounded edges outline">
                 <Param name="Rectangle rec" />
                 <Param name="float roundness" />
@@ -1247,14 +1315,14 @@
         </KeyWord>
         <KeyWord name="DrawTriangleFan" func="yes">
             <Overload retVal="void" descr="Draw a triangle fan defined by points (first vertex is the center)">
-                <Param name="Vector2 *points" />
+                <Param name="const Vector2 *points" />
                 <Param name="int pointCount" />
                 <Param name="Color color" />
             </Overload>
         </KeyWord>
         <KeyWord name="DrawTriangleStrip" func="yes">
             <Overload retVal="void" descr="Draw a triangle strip defined by points">
-                <Param name="Vector2 *points" />
+                <Param name="const Vector2 *points" />
                 <Param name="int pointCount" />
                 <Param name="Color color" />
             </Overload>
@@ -1291,7 +1359,7 @@
         <!-- Splines drawing functions -->
         <KeyWord name="DrawSplineLinear" func="yes">
             <Overload retVal="void" descr="Draw spline: Linear, minimum 2 points">
-                <Param name="Vector2 *points" />
+                <Param name="const Vector2 *points" />
                 <Param name="int pointCount" />
                 <Param name="float thick" />
                 <Param name="Color color" />
@@ -1299,7 +1367,7 @@
         </KeyWord>
         <KeyWord name="DrawSplineBasis" func="yes">
             <Overload retVal="void" descr="Draw spline: B-Spline, minimum 4 points">
-                <Param name="Vector2 *points" />
+                <Param name="const Vector2 *points" />
                 <Param name="int pointCount" />
                 <Param name="float thick" />
                 <Param name="Color color" />
@@ -1307,7 +1375,7 @@
         </KeyWord>
         <KeyWord name="DrawSplineCatmullRom" func="yes">
             <Overload retVal="void" descr="Draw spline: Catmull-Rom, minimum 4 points">
-                <Param name="Vector2 *points" />
+                <Param name="const Vector2 *points" />
                 <Param name="int pointCount" />
                 <Param name="float thick" />
                 <Param name="Color color" />
@@ -1315,7 +1383,7 @@
         </KeyWord>
         <KeyWord name="DrawSplineBezierQuadratic" func="yes">
             <Overload retVal="void" descr="Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]">
-                <Param name="Vector2 *points" />
+                <Param name="const Vector2 *points" />
                 <Param name="int pointCount" />
                 <Param name="float thick" />
                 <Param name="Color color" />
@@ -1323,7 +1391,7 @@
         </KeyWord>
         <KeyWord name="DrawSplineBezierCubic" func="yes">
             <Overload retVal="void" descr="Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]">
-                <Param name="Vector2 *points" />
+                <Param name="const Vector2 *points" />
                 <Param name="int pointCount" />
                 <Param name="float thick" />
                 <Param name="Color color" />
@@ -1443,6 +1511,14 @@
                 <Param name="Rectangle rec" />
             </Overload>
         </KeyWord>
+        <KeyWord name="CheckCollisionCircleLine" func="yes">
+            <Overload retVal="bool" descr="Check if circle collides with a line created betweeen two points [p1] and [p2]">
+                <Param name="Vector2 center" />
+                <Param name="float radius" />
+                <Param name="Vector2 p1" />
+                <Param name="Vector2 p2" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="CheckCollisionPointRec" func="yes">
             <Overload retVal="bool" descr="Check if point is inside rectangle">
                 <Param name="Vector2 point" />
@@ -1464,10 +1540,18 @@
                 <Param name="Vector2 p3" />
             </Overload>
         </KeyWord>
+        <KeyWord name="CheckCollisionPointLine" func="yes">
+            <Overload retVal="bool" descr="Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]">
+                <Param name="Vector2 point" />
+                <Param name="Vector2 p1" />
+                <Param name="Vector2 p2" />
+                <Param name="int threshold" />
+            </Overload>
+        </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="const Vector2 *points" />
                 <Param name="int pointCount" />
             </Overload>
         </KeyWord>
@@ -1480,14 +1564,6 @@
                 <Param name="Vector2 *collisionPoint" />
             </Overload>
         </KeyWord>
-        <KeyWord name="CheckCollisionPointLine" func="yes">
-            <Overload retVal="bool" descr="Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]">
-                <Param name="Vector2 point" />
-                <Param name="Vector2 p1" />
-                <Param name="Vector2 p2" />
-                <Param name="int threshold" />
-            </Overload>
-        </KeyWord>
         <KeyWord name="GetCollisionRec" func="yes">
             <Overload retVal="Rectangle" descr="Get collision rectangle for two rectangles collision">
                 <Param name="Rectangle rec1" />
@@ -1515,19 +1591,20 @@
                 <Param name="int headerSize" />
             </Overload>
         </KeyWord>
-        <KeyWord name="LoadImageSvg" func="yes">
-            <Overload retVal="Image" descr="Load image from SVG file data or string with specified size">
-                <Param name="const char *fileNameOrString" />
-                <Param name="int width" />
-                <Param name="int height" />
-            </Overload>
-        </KeyWord>
         <KeyWord name="LoadImageAnim" func="yes">
             <Overload retVal="Image" descr="Load image sequence from file (frames appended to image.data)">
                 <Param name="const char *fileName" />
                 <Param name="int *frames" />
             </Overload>
         </KeyWord>
+        <KeyWord name="LoadImageAnimFromMemory" func="yes">
+            <Overload retVal="Image" descr="Load image sequence from memory buffer">
+                <Param name="const char *fileType" />
+                <Param name="const unsigned char" />
+                <Param name="int dataSize" />
+                <Param name="int *frames" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="LoadImageFromMemory" func="yes">
             <Overload retVal="Image" descr="Load image from memory buffer, fileType refers to extension: i.e. '.png'">
                 <Param name="const char *fileType" />
@@ -1543,8 +1620,8 @@
         <KeyWord name="LoadImageFromScreen" func="yes">
             <Overload retVal="Image" descr="Load image from screen buffer and (screenshot)"></Overload>
         </KeyWord>
-        <KeyWord name="IsImageReady" func="yes">
-            <Overload retVal="bool" descr="Check if an image is ready">
+        <KeyWord name="IsImageValid" func="yes">
+            <Overload retVal="bool" descr="Check if an image is valid (data and parameters)">
                 <Param name="Image image" />
             </Overload>
         </KeyWord>
@@ -1661,6 +1738,12 @@
                 <Param name="Rectangle rec" />
             </Overload>
         </KeyWord>
+        <KeyWord name="ImageFromChannel" func="yes">
+            <Overload retVal="Image" descr="Create an image from a selected channel of another image (GRAYSCALE)">
+                <Param name="Image image" />
+                <Param name="int selectedChannel" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="ImageText" func="yes">
             <Overload retVal="Image" descr="Create an image from text (default font)">
                 <Param name="const char *text" />
@@ -1725,6 +1808,13 @@
                 <Param name="int blurSize" />
             </Overload>
         </KeyWord>
+        <KeyWord name="ImageKernelConvolution" func="yes">
+            <Overload retVal="void" descr="Apply custom square convolution kernel to image">
+                <Param name="Image *image" />
+                <Param name="const float *kernel" />
+                <Param name="int kernelSize" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="ImageResize" func="yes">
             <Overload retVal="void" descr="Resize image (Bicubic scaling algorithm)">
                 <Param name="Image *image" />
@@ -1901,6 +1991,15 @@
                 <Param name="Color color" />
             </Overload>
         </KeyWord>
+        <KeyWord name="ImageDrawLineEx" func="yes">
+            <Overload retVal="void" descr="Draw a line defining thickness within an image">
+                <Param name="Image *dst" />
+                <Param name="Vector2 start" />
+                <Param name="Vector2 end" />
+                <Param name="int thick" />
+                <Param name="Color color" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="ImageDrawCircle" func="yes">
             <Overload retVal="void" descr="Draw a filled circle within an image">
                 <Param name="Image *dst" />
@@ -1968,6 +2067,51 @@
                 <Param name="Color color" />
             </Overload>
         </KeyWord>
+        <KeyWord name="ImageDrawTriangle" func="yes">
+            <Overload retVal="void" descr="Draw triangle within an image">
+                <Param name="Image *dst" />
+                <Param name="Vector2 v1" />
+                <Param name="Vector2 v2" />
+                <Param name="Vector2 v3" />
+                <Param name="Color color" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="ImageDrawTriangleEx" func="yes">
+            <Overload retVal="void" descr="Draw triangle with interpolated colors within an image">
+                <Param name="Image *dst" />
+                <Param name="Vector2 v1" />
+                <Param name="Vector2 v2" />
+                <Param name="Vector2 v3" />
+                <Param name="Color c1" />
+                <Param name="Color c2" />
+                <Param name="Color c3" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="ImageDrawTriangleLines" func="yes">
+            <Overload retVal="void" descr="Draw triangle outline within an image">
+                <Param name="Image *dst" />
+                <Param name="Vector2 v1" />
+                <Param name="Vector2 v2" />
+                <Param name="Vector2 v3" />
+                <Param name="Color color" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="ImageDrawTriangleFan" func="yes">
+            <Overload retVal="void" descr="Draw a triangle fan defined by points within an image (first vertex is the center)">
+                <Param name="Image *dst" />
+                <Param name="Vector2 *points" />
+                <Param name="int pointCount" />
+                <Param name="Color color" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="ImageDrawTriangleStrip" func="yes">
+            <Overload retVal="void" descr="Draw a triangle strip defined by points within an image">
+                <Param name="Image *dst" />
+                <Param name="Vector2 *points" />
+                <Param name="int pointCount" />
+                <Param name="Color color" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="ImageDraw" func="yes">
             <Overload retVal="void" descr="Draw a source image within a destination image (tint applied to source)">
                 <Param name="Image *dst" />
@@ -2023,8 +2167,8 @@
                 <Param name="int height" />
             </Overload>
         </KeyWord>
-        <KeyWord name="IsTextureReady" func="yes">
-            <Overload retVal="bool" descr="Check if a texture is ready">
+        <KeyWord name="IsTextureValid" func="yes">
+            <Overload retVal="bool" descr="Check if a texture is valid (loaded in GPU)">
                 <Param name="Texture2D texture" />
             </Overload>
         </KeyWord>
@@ -2033,8 +2177,8 @@
                 <Param name="Texture2D texture" />
             </Overload>
         </KeyWord>
-        <KeyWord name="IsRenderTextureReady" func="yes">
-            <Overload retVal="bool" descr="Check if a render texture is ready">
+        <KeyWord name="IsRenderTextureValid" func="yes">
+            <Overload retVal="bool" descr="Check if a render texture is valid (loaded in GPU)">
                 <Param name="RenderTexture2D target" />
             </Overload>
         </KeyWord>
@@ -2131,6 +2275,12 @@
         </KeyWord>
 
         <!-- Color/pixel related functions -->
+        <KeyWord name="ColorIsEqual" func="yes">
+            <Overload retVal="bool" descr="Check if two colors are equal">
+                <Param name="Color col1" />
+                <Param name="Color col2" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="Fade" func="yes">
             <Overload retVal="Color" descr="Get color with alpha applied, alpha goes from 0.0f to 1.0f">
                 <Param name="Color color" />
@@ -2138,7 +2288,7 @@
             </Overload>
         </KeyWord>
         <KeyWord name="ColorToInt" func="yes">
-            <Overload retVal="int" descr="Get hexadecimal value for a Color">
+            <Overload retVal="int" descr="Get hexadecimal value for a Color (0xRRGGBBAA)">
                 <Param name="Color color" />
             </Overload>
         </KeyWord>
@@ -2195,6 +2345,13 @@
                 <Param name="Color tint" />
             </Overload>
         </KeyWord>
+        <KeyWord name="ColorLerp" func="yes">
+            <Overload retVal="Color" descr="Get color lerp interpolation between two colors, factor [0.0f..1.0f]">
+                <Param name="Color color1" />
+                <Param name="Color color2" />
+                <Param name="float factor" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="GetColor" func="yes">
             <Overload retVal="Color" descr="Get Color structure from hexadecimal value">
                 <Param name="unsigned int hexValue" />
@@ -2228,7 +2385,7 @@
             </Overload>
         </KeyWord>
         <KeyWord name="LoadFontEx" func="yes">
-            <Overload retVal="Font" descr="Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set">
+            <Overload retVal="Font" descr="Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height">
                 <Param name="const char *fileName" />
                 <Param name="int fontSize" />
                 <Param name="int *codepoints" />
@@ -2252,8 +2409,8 @@
                 <Param name="int codepointCount" />
             </Overload>
         </KeyWord>
-        <KeyWord name="IsFontReady" func="yes">
-            <Overload retVal="bool" descr="Check if a font is ready">
+        <KeyWord name="IsFontValid" func="yes">
+            <Overload retVal="bool" descr="Check if a font is valid (font data loaded, WARNING: GPU texture not checked)">
                 <Param name="Font font" />
             </Overload>
         </KeyWord>
@@ -2480,7 +2637,7 @@
         </KeyWord>
         <KeyWord name="TextReplace" func="yes">
             <Overload retVal="char" descr="Replace text string (WARNING: memory must be freed!)">
-                <Param name="char *text" />
+                <Param name="const char *text" />
                 <Param name="const char *replace" />
                 <Param name="const char *by" />
             </Overload>
@@ -2534,11 +2691,27 @@
                 <Param name="const char *text" />
             </Overload>
         </KeyWord>
+        <KeyWord name="TextToSnake" func="yes">
+            <Overload retVal="const char" descr="Get Snake case notation version of provided string">
+                <Param name="const char *text" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="TextToCamel" func="yes">
+            <Overload retVal="const char" descr="Get Camel case notation version of provided string">
+                <Param name="const char *text" />
+            </Overload>
+        </KeyWord>
+
         <KeyWord name="TextToInteger" func="yes">
             <Overload retVal="int" descr="Get integer value from text (negative values not supported)">
                 <Param name="const char *text" />
             </Overload>
         </KeyWord>
+        <KeyWord name="TextToFloat" func="yes">
+            <Overload retVal="float" descr="Get float value from text (negative values not supported)">
+                <Param name="const char *text" />
+            </Overload>
+        </KeyWord>
 
         <!-------------------------------------------------------------------------------------- -->
         <!-- Basic 3d Shapes Drawing Functions (Module: models) -->
@@ -2577,7 +2750,7 @@
         </KeyWord>
         <KeyWord name="DrawTriangleStrip3D" func="yes">
             <Overload retVal="void" descr="Draw a triangle strip defined by points">
-                <Param name="Vector3 *points" />
+                <Param name="const Vector3 *points" />
                 <Param name="int pointCount" />
                 <Param name="Color color" />
             </Overload>
@@ -2734,8 +2907,8 @@
                 <Param name="Mesh mesh" />
             </Overload>
         </KeyWord>
-        <KeyWord name="IsModelReady" func="yes">
-            <Overload retVal="bool" descr="Check if a model is ready">
+        <KeyWord name="IsModelValid" func="yes">
+            <Overload retVal="bool" descr="Check if a model is valid (loaded in GPU, VAO/VBOs)">
                 <Param name="Model model" />
             </Overload>
         </KeyWord>
@@ -2787,6 +2960,24 @@
                 <Param name="Color tint" />
             </Overload>
         </KeyWord>
+        <KeyWord name="DrawModelPoints" func="yes">
+            <Overload retVal="void" descr="Draw a model as points">
+                <Param name="Model model" />
+                <Param name="Vector3 position" />
+                <Param name="float scale" />
+                <Param name="Color tint" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="DrawModelPointsEx" func="yes">
+            <Overload retVal="void" descr="Draw a model as points with extended parameters">
+                <Param name="Model model" />
+                <Param name="Vector3 position" />
+                <Param name="Vector3 rotationAxis" />
+                <Param name="float rotationAngle" />
+                <Param name="Vector3 scale" />
+                <Param name="Color tint" />
+            </Overload>
+        </KeyWord>
         <KeyWord name="DrawBoundingBox" func="yes">
             <Overload retVal="void" descr="Draw bounding box (wires)">
                 <Param name="BoundingBox box" />
@@ -2798,7 +2989,7 @@
                 <Param name="Camera camera" />
                 <Param name="Texture2D texture" />
                 <Param name="Vector3 position" />
-                <Param name="float size" />
+                <Param name="float scale" />
                 <Param name="Color tint" />
             </Overload>
         </KeyWord>
@@ -2822,7 +3013,7 @@
                 <Param name="Vector2 size" />
                 <Param name="Vector2 origin" />
                 <Param name="float rotation" />
-                <Param name="0�8� " />
+                <Param name="°ñ_)% " />
             </Overload>
         </KeyWord>
 
@@ -2862,12 +3053,6 @@
                 <Param name="int instances" />
             </Overload>
         </KeyWord>
-        <KeyWord name="ExportMesh" func="yes">
-            <Overload retVal="bool" descr="Export mesh data to file, returns true on success">
-                <Param name="Mesh mesh" />
-                <Param name="const char *fileName" />
-            </Overload>
-        </KeyWord>
         <KeyWord name="GetMeshBoundingBox" func="yes">
             <Overload retVal="BoundingBox" descr="Compute mesh bounding box limits">
                 <Param name="Mesh mesh" />
@@ -2878,6 +3063,18 @@
                 <Param name="Mesh *mesh" />
             </Overload>
         </KeyWord>
+        <KeyWord name="ExportMesh" func="yes">
+            <Overload retVal="bool" descr="Export mesh data to file, returns true on success">
+                <Param name="Mesh mesh" />
+                <Param name="const char *fileName" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="ExportMeshAsCode" func="yes">
+            <Overload retVal="bool" descr="Export mesh as code file (.h) defining multiple arrays of vertex attributes">
+                <Param name="Mesh mesh" />
+                <Param name="const char *fileName" />
+            </Overload>
+        </KeyWord>
 
         <!-- Mesh generation functions -->
         <KeyWord name="GenMeshPoly" func="yes">
@@ -2968,8 +3165,8 @@
         <KeyWord name="LoadMaterialDefault" func="yes">
             <Overload retVal="Material" descr="Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)"></Overload>
         </KeyWord>
-        <KeyWord name="IsMaterialReady" func="yes">
-            <Overload retVal="bool" descr="Check if a material is ready">
+        <KeyWord name="IsMaterialValid" func="yes">
+            <Overload retVal="bool" descr="Check if a material is valid (shader assigned, map textures loaded in GPU)">
                 <Param name="Material material" />
             </Overload>
         </KeyWord>
@@ -3001,7 +3198,14 @@
             </Overload>
         </KeyWord>
         <KeyWord name="UpdateModelAnimation" func="yes">
-            <Overload retVal="void" descr="Update model animation pose">
+            <Overload retVal="void" descr="Update model animation pose (CPU)">
+                <Param name="Model model" />
+                <Param name="ModelAnimation anim" />
+                <Param name="int frame" />
+            </Overload>
+        </KeyWord>
+        <KeyWord name="UpdateModelAnimationBones" func="yes">
+            <Overload retVal="void" descr="Update model animation mesh bone matrices (GPU skinning)">
                 <Param name="Model model" />
                 <Param name="ModelAnimation anim" />
                 <Param name="int frame" />
@@ -3121,8 +3325,8 @@
                 <Param name="int dataSize" />
             </Overload>
         </KeyWord>
-        <KeyWord name="IsWaveReady" func="yes">
-            <Overload retVal="bool" descr="Checks if wave data is ready">
+        <KeyWord name="IsWaveValid" func="yes">
+            <Overload retVal="bool" descr="Checks if wave data is valid (data loaded and parameters)">
                 <Param name="Wave wave" />
             </Overload>
         </KeyWord>
@@ -3141,8 +3345,8 @@
                 <Param name="Sound source" />
             </Overload>
         </KeyWord>
-        <KeyWord name="IsSoundReady" func="yes">
-            <Overload retVal="bool" descr="Checks if a sound is ready">
+        <KeyWord name="IsSoundValid" func="yes">
+            <Overload retVal="bool" descr="Checks if a sound is valid (data loaded and buffers initialized)">
                 <Param name="Sound sound" />
             </Overload>
         </KeyWord>
@@ -3231,10 +3435,10 @@
             </Overload>
         </KeyWord>
         <KeyWord name="WaveCrop" func="yes">
-            <Overload retVal="void" descr="Crop a wave to defined samples range">
+            <Overload retVal="void" descr="Crop a wave to defined frames range">
                 <Param name="Wave *wave" />
-                <Param name="int initSample" />
-                <Param name="int finalSample" />
+                <Param name="int initFrame" />
+                <Param name="int finalFrame" />
             </Overload>
         </KeyWord>
         <KeyWord name="WaveFormat" func="yes">
@@ -3269,8 +3473,8 @@
                 <Param name="int dataSize" />
             </Overload>
         </KeyWord>
-        <KeyWord name="IsMusicReady" func="yes">
-            <Overload retVal="bool" descr="Checks if a music stream is ready">
+        <KeyWord name="IsMusicValid" func="yes">
+            <Overload retVal="bool" descr="Checks if a music stream is valid (context and buffers initialized)">
                 <Param name="Music music" />
             </Overload>
         </KeyWord>
@@ -3352,8 +3556,8 @@
                 <Param name="unsigned int channels" />
             </Overload>
         </KeyWord>
-        <KeyWord name="IsAudioStreamReady" func="yes">
-            <Overload retVal="bool" descr="Checks if an audio stream is ready">
+        <KeyWord name="IsAudioStreamValid" func="yes">
+            <Overload retVal="bool" descr="Checks if an audio stream is valid (buffers initialized)">
                 <Param name="AudioStream stream" />
             </Overload>
         </KeyWord>
@@ -3430,7 +3634,7 @@
         </KeyWord>
 
         <KeyWord name="AttachAudioStreamProcessor" func="yes">
-            <Overload retVal="void" descr="Attach audio stream processor to stream, receives the samples as <float>s">
+            <Overload retVal="void" descr="Attach audio stream processor to stream, receives the samples as 'float'">
                 <Param name="AudioStream stream" />
                 <Param name="AudioCallback processor" />
             </Overload>
@@ -3443,7 +3647,7 @@
         </KeyWord>
 
         <KeyWord name="AttachAudioMixedProcessor" func="yes">
-            <Overload retVal="void" descr="Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s">
+            <Overload retVal="void" descr="Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'">
                 <Param name="AudioCallback processor" />
             </Overload>
         </KeyWord>

+ 115 - 78
projects/Notepad++/raylib_npp_parser/raylib_to_parse.h

@@ -8,36 +8,36 @@ RLAPI void CloseWindow(void);                                     // Close windo
 RLAPI bool WindowShouldClose(void);                               // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
 RLAPI bool IsWindowReady(void);                                   // Check if window has been initialized successfully
 RLAPI bool IsWindowFullscreen(void);                              // Check if window is currently fullscreen
-RLAPI bool IsWindowHidden(void);                                  // Check if window is currently hidden (only PLATFORM_DESKTOP)
-RLAPI bool IsWindowMinimized(void);                               // Check if window is currently minimized (only PLATFORM_DESKTOP)
-RLAPI bool IsWindowMaximized(void);                               // Check if window is currently maximized (only PLATFORM_DESKTOP)
-RLAPI bool IsWindowFocused(void);                                 // Check if window is currently focused (only PLATFORM_DESKTOP)
+RLAPI bool IsWindowHidden(void);                                  // Check if window is currently hidden
+RLAPI bool IsWindowMinimized(void);                               // Check if window is currently minimized
+RLAPI bool IsWindowMaximized(void);                               // Check if window is currently maximized
+RLAPI bool IsWindowFocused(void);                                 // Check if window is currently focused
 RLAPI bool IsWindowResized(void);                                 // Check if window has been resized last frame
 RLAPI bool IsWindowState(unsigned int flag);                      // Check if one specific window flag is enabled
-RLAPI void SetWindowState(unsigned int flags);                    // Set window configuration state using flags (only PLATFORM_DESKTOP)
+RLAPI void SetWindowState(unsigned int flags);                    // Set window configuration state using flags
 RLAPI void ClearWindowState(unsigned int flags);                  // Clear window configuration state flags
-RLAPI void ToggleFullscreen(void);                                // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
-RLAPI void ToggleBorderlessWindowed(void);                        // Toggle window state: borderless windowed (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 RestoreWindow(void);                                   // Set window state: not minimized/maximized (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 and PLATFORM_WEB)
-RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
+RLAPI void ToggleFullscreen(void);                                // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
+RLAPI void ToggleBorderlessWindowed(void);                        // Toggle window state: borderless windowed, resizes window to match monitor resolution
+RLAPI void MaximizeWindow(void);                                  // Set window state: maximized, if resizable
+RLAPI void MinimizeWindow(void);                                  // Set window state: minimized, if resizable
+RLAPI void RestoreWindow(void);                                   // Set window state: not minimized/maximized
+RLAPI void SetWindowIcon(Image image);                            // Set icon for window (single image, RGBA 32bit)
+RLAPI void SetWindowIcons(Image *images, int count);              // Set icon for window (multiple images, RGBA 32bit)
+RLAPI void SetWindowTitle(const char *title);                     // Set title for window
+RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen
 RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window
 RLAPI void SetWindowMinSize(int width, int height);               // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
 RLAPI void SetWindowMaxSize(int width, int height);               // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
 RLAPI void SetWindowSize(int width, int height);                  // Set window dimensions
-RLAPI void SetWindowOpacity(float opacity);                       // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
-RLAPI void SetWindowFocused(void);                                // Set window focused (only PLATFORM_DESKTOP)
+RLAPI void SetWindowOpacity(float opacity);                       // Set window opacity [0.0f..1.0f]
+RLAPI void SetWindowFocused(void);                                // Set window focused
 RLAPI void *GetWindowHandle(void);                                // Get native window handle
 RLAPI int GetScreenWidth(void);                                   // Get current screen width
 RLAPI int GetScreenHeight(void);                                  // Get current screen height
 RLAPI int GetRenderWidth(void);                                   // Get current render width (it considers HiDPI)
 RLAPI int GetRenderHeight(void);                                  // Get current render height (it considers HiDPI)
 RLAPI int GetMonitorCount(void);                                  // Get number of connected monitors
-RLAPI int GetCurrentMonitor(void);                                // Get current connected monitor
+RLAPI int GetCurrentMonitor(void);                                // Get current monitor where window is placed
 RLAPI Vector2 GetMonitorPosition(int monitor);                    // Get specified monitor position
 RLAPI int GetMonitorWidth(int monitor);                           // Get specified monitor width (current video mode used by monitor)
 RLAPI int GetMonitorHeight(int monitor);                          // Get specified monitor height (current video mode used by monitor)
@@ -49,6 +49,7 @@ RLAPI Vector2 GetWindowScaleDPI(void);                            // Get window
 RLAPI const char *GetMonitorName(int monitor);                    // Get the human-readable, UTF-8 encoded name of the specified monitor
 RLAPI void SetClipboardText(const char *text);                    // Set clipboard text content
 RLAPI const char *GetClipboardText(void);                         // Get clipboard text content
+RLAPI Image GetClipboardImage(void);                              // Get clipboard image
 RLAPI void EnableEventWaiting(void);                              // Enable waiting for events on EndDrawing(), no automatic event polling
 RLAPI void DisableEventWaiting(void);                             // Disable waiting for events on EndDrawing(), automatic events polling
 
@@ -87,7 +88,7 @@ RLAPI void UnloadVrStereoConfig(VrStereoConfig config);           // Unload VR s
 // NOTE: Shader functionality is not available on OpenGL 1.1
 RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName);   // Load shader from files and bind default locations
 RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
-RLAPI bool IsShaderReady(Shader shader);                                   // Check if a shader is ready
+RLAPI bool IsShaderValid(Shader shader);                                   // Check if a shader is valid (loaded on GPU)
 RLAPI int GetShaderLocation(Shader shader, const char *uniformName);       // Get shader uniform location
 RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName);  // Get shader attribute location
 RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType);               // Set shader uniform value
@@ -97,13 +98,15 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
 RLAPI void UnloadShader(Shader shader);                                    // Unload shader from GPU memory (VRAM)
 
 // Screen-space-related functions
-RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Get a ray trace from mouse position
-RLAPI Matrix GetCameraMatrix(Camera camera);                      // Get camera transform matrix (view matrix)
-RLAPI Matrix GetCameraMatrix2D(Camera2D camera);                  // Get camera 2d transform matrix
-RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Get the screen space position for a 3d world space position
-RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
+#define GetMouseRay GetScreenToWorldRay     // Compatibility hack for previous raylib versions
+RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera);         // Get a ray trace from screen position (i.e mouse)
+RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
+RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);        // Get the screen space position for a 3d world space position
 RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
-RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
+RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera);    // Get the screen space position for a 2d camera world space position
+RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera);    // Get the world space position for a 2d camera screen space position
+RLAPI Matrix GetCameraMatrix(Camera camera);                            // Get camera transform matrix (view matrix)
+RLAPI Matrix GetCameraMatrix2D(Camera2D camera);                        // Get camera 2d transform matrix
 
 // Timing-related functions
 RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
@@ -112,6 +115,9 @@ RLAPI double GetTime(void);                                       // Get elapsed
 RLAPI int GetFPS(void);                                           // Get current FPS
 
 // Custom frame control functions
+// NOTE: Those functions are intended for advanced users that want full control over the frame processing
+// 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
 RLAPI void SwapScreenBuffer(void);                                // Swap back buffer with front buffer (screen drawing)
 RLAPI void PollInputEvents(void);                                 // Register all input events
 RLAPI void WaitTime(double seconds);                              // Wait for some time (halt program execution)
@@ -127,6 +133,8 @@ RLAPI void TakeScreenshot(const char *fileName);                  // Takes a scr
 RLAPI void SetConfigFlags(unsigned int flags);                    // Setup init configuration flags (view FLAGS)
 RLAPI void OpenURL(const char *url);                              // Open URL with default system browser (if available)
 
+// NOTE: Following functions implemented in module [utils]
+//------------------------------------------------------------------
 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 *MemAlloc(unsigned int size);                          // Internal memory allocator
@@ -149,6 +157,7 @@ RLAPI bool ExportDataAsCode(const unsigned char *data, int dataSize, const char
 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 bool SaveFileText(const char *fileName, char *text);        // Save text data to file (write), string must be '\0' terminated, returns true on success
+//------------------------------------------------------------------
 
 // File system functions
 RLAPI bool FileExists(const char *fileName);                      // Check if file exists
@@ -162,10 +171,12 @@ RLAPI const char *GetDirectoryPath(const char *filePath);         // Get full pa
 RLAPI const char *GetPrevDirectoryPath(const char *dirPath);      // Get previous directory path for a given path (uses static string)
 RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory (uses static string)
 RLAPI const char *GetApplicationDirectory(void);                  // Get the directory of the running application (uses static string)
+RLAPI int MakeDirectory(const char *dirPath);                     // Create directories (including full path requested), returns 0 on success
 RLAPI bool ChangeDirectory(const char *dir);                      // Change working directory, return true on success
 RLAPI bool IsPathFile(const char *path);                          // Check if a given path is a file or a directory
+RLAPI bool IsFileNameValid(const char *fileName);                 // Check if fileName is valid for the platform/OS
 RLAPI FilePathList LoadDirectoryFiles(const char *dirPath);       // Load directory filepaths
-RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
+RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
 RLAPI void UnloadDirectoryFiles(FilePathList files);              // Unload filepaths
 RLAPI bool IsFileDropped(void);                                   // Check if a file has been dropped into window
 RLAPI FilePathList LoadDroppedFiles(void);                        // Load dropped filepaths
@@ -177,10 +188,14 @@ RLAPI unsigned char *CompressData(const unsigned char *data, int dataSize, int *
 RLAPI unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize);  // Decompress data (DEFLATE algorithm), memory must be MemFree()
 RLAPI char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize);               // Encode data to Base64 string, memory must be MemFree()
 RLAPI unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize);                    // Decode Base64 string data, memory must be MemFree()
+RLAPI unsigned int ComputeCRC32(unsigned char *data, int dataSize);     // Compute CRC32 hash code
+RLAPI unsigned int *ComputeMD5(unsigned char *data, int dataSize);      // Compute MD5 hash code, returns static int[4] (16 bytes)
+RLAPI unsigned int *ComputeSHA1(unsigned char *data, int dataSize);      // Compute SHA1 hash code, returns static int[5] (20 bytes)
+
 
 // Automation events functionality
 RLAPI AutomationEventList LoadAutomationEventList(const char *fileName);                // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
-RLAPI void UnloadAutomationEventList(AutomationEventList *list);                        // Unload automation events list from file
+RLAPI void UnloadAutomationEventList(AutomationEventList list);                         // Unload automation events list from file
 RLAPI bool ExportAutomationEventList(AutomationEventList list, const char *fileName);   // Export automation events list as text file
 RLAPI void SetAutomationEventList(AutomationEventList *list);                           // Set automation event list to record to
 RLAPI void SetAutomationEventBaseFrame(int frame);                                      // Set automation event internal base frame to start recording
@@ -194,7 +209,7 @@ RLAPI void PlayAutomationEvent(AutomationEvent event);
 
 // Input-related functions: keyboard
 RLAPI bool IsKeyPressed(int key);                             // Check if a key has been pressed once
-RLAPI bool IsKeyPressedRepeat(int key);                       // Check if a key has been pressed again (Only PLATFORM_DESKTOP)
+RLAPI bool IsKeyPressedRepeat(int key);                       // Check if a key has been pressed again
 RLAPI bool IsKeyDown(int key);                                // Check if a key is being pressed
 RLAPI bool IsKeyReleased(int key);                            // Check if a key has been released once
 RLAPI bool IsKeyUp(int key);                                  // Check if a key is NOT being pressed
@@ -203,16 +218,17 @@ RLAPI int GetCharPressed(void);                               // Get char presse
 RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
 
 // Input-related functions: gamepads
-RLAPI bool IsGamepadAvailable(int gamepad);                   // Check if a gamepad is available
-RLAPI const char *GetGamepadName(int gamepad);                // Get gamepad internal name id
-RLAPI bool IsGamepadButtonPressed(int gamepad, int button);   // Check if a gamepad button has been pressed once
-RLAPI bool IsGamepadButtonDown(int gamepad, int button);      // Check if a gamepad button is being pressed
-RLAPI bool IsGamepadButtonReleased(int gamepad, int button);  // Check if a gamepad button has been released once
-RLAPI bool IsGamepadButtonUp(int gamepad, int button);        // Check if a gamepad button is NOT being pressed
-RLAPI int GetGamepadButtonPressed(void);                      // Get the last gamepad button pressed
-RLAPI int GetGamepadAxisCount(int gamepad);                   // Get gamepad axis count for a gamepad
-RLAPI float GetGamepadAxisMovement(int gamepad, int axis);    // Get axis movement value for a gamepad axis
-RLAPI int SetGamepadMappings(const char *mappings);           // Set internal gamepad mappings (SDL_GameControllerDB)
+RLAPI bool IsGamepadAvailable(int gamepad);                                        // Check if a gamepad is available
+RLAPI const char *GetGamepadName(int gamepad);                                     // Get gamepad internal name id
+RLAPI bool IsGamepadButtonPressed(int gamepad, int button);                        // Check if a gamepad button has been pressed once
+RLAPI bool IsGamepadButtonDown(int gamepad, int button);                           // Check if a gamepad button is being pressed
+RLAPI bool IsGamepadButtonReleased(int gamepad, int button);                       // Check if a gamepad button has been released once
+RLAPI bool IsGamepadButtonUp(int gamepad, int button);                             // Check if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void);                                           // Get the last gamepad button pressed
+RLAPI int GetGamepadAxisCount(int gamepad);                                        // Get gamepad axis count for a gamepad
+RLAPI float GetGamepadAxisMovement(int gamepad, int axis);                         // Get axis movement value for a gamepad axis
+RLAPI int SetGamepadMappings(const char *mappings);                                // Set internal gamepad mappings (SDL_GameControllerDB)
+RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
 
 // Input-related functions: mouse
 RLAPI bool IsMouseButtonPressed(int button);                  // Check if a mouse button has been pressed once
@@ -243,7 +259,7 @@ RLAPI int GetTouchPointCount(void);                           // Get number of t
 RLAPI void SetGesturesEnabled(unsigned int flags);      // Enable a set of gestures using flags
 RLAPI bool IsGestureDetected(unsigned int gesture);     // Check if a gesture have been detected
 RLAPI int GetGestureDetected(void);                     // Get latest detected gesture
-RLAPI float GetGestureHoldDuration(void);               // Get gesture hold time in milliseconds
+RLAPI float GetGestureHoldDuration(void);               // Get gesture hold time in seconds
 RLAPI Vector2 GetGestureDragVector(void);               // Get gesture drag vector
 RLAPI float GetGestureDragAngle(void);                  // Get gesture drag angle
 RLAPI Vector2 GetGesturePinchVector(void);              // Get gesture pinch delta
@@ -262,19 +278,21 @@ RLAPI void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, f
 // NOTE: It can be useful when using basic shapes and one single font,
 // defining a font char white rectangle would allow drawing everything in a single draw call
 RLAPI void SetShapesTexture(Texture2D texture, Rectangle source);       // Set texture and rectangle to be used on shapes drawing
+RLAPI Texture2D GetShapesTexture(void);                                 // Get texture that is used for shapes drawing
+RLAPI Rectangle GetShapesTextureRectangle(void);                        // Get texture source rectangle that is used for shapes drawing
 
 // Basic shapes drawing functions
-RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel
-RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel (Vector version)
+RLAPI void DrawPixel(int posX, int posY, Color color);                                                   // Draw a pixel using geometry [Can be slow, use with care]
+RLAPI void DrawPixelV(Vector2 position, Color color);                                                    // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
 RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color);                // Draw a line
 RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (using gl lines)
 RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);                       // Draw a line (using triangles/quads)
-RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color);                                  // Draw lines sequence (using gl lines)
+RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color);                            // Draw lines sequence (using gl lines)
 RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);                   // Draw line segment cubic-bezier in-out interpolation
 RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
 RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color);      // Draw a piece of a circle
 RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
-RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2);       // Draw a gradient-filled circle
+RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer);         // Draw a gradient-filled circle
 RLAPI void DrawCircleV(Vector2 center, float radius, Color color);                                       // Draw a color-filled circle (Vector version)
 RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color);                         // Draw circle outline
 RLAPI void DrawCircleLinesV(Vector2 center, float radius, Color color);                                  // Draw circle outline (Vector version)
@@ -286,27 +304,28 @@ RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color)
 RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color);                                  // Draw a color-filled rectangle (Vector version)
 RLAPI void DrawRectangleRec(Rectangle rec, Color color);                                                 // Draw a color-filled rectangle
 RLAPI void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color);                 // Draw a color-filled rectangle with pro parameters
-RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
-RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
-RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4);       // Draw a gradient-filled rectangle with custom vertex colors
+RLAPI void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom);   // Draw a vertical-gradient-filled rectangle
+RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right);   // Draw a horizontal-gradient-filled rectangle
+RLAPI void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight); // Draw a gradient-filled rectangle with custom vertex colors
 RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color);                   // Draw rectangle outline
 RLAPI void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color);                            // Draw rectangle outline with extended parameters
 RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color);              // Draw rectangle with rounded edges
-RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
+RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color);         // Draw rectangle lines with rounded edges
+RLAPI void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline
 RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                                // Draw a color-filled triangle (vertex in counter-clockwise order!)
 RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);                           // Draw triangle outline (vertex in counter-clockwise order!)
-RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color);                                // Draw a triangle fan defined by points (first vertex is the center)
-RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color);                              // Draw a triangle strip defined by points
+RLAPI void DrawTriangleFan(const Vector2 *points, int pointCount, Color color);                          // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color);                        // Draw a triangle strip defined by points
 RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color);               // Draw a regular polygon (Vector version)
 RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color);          // Draw a polygon outline of n sides
 RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
 
 // Splines drawing functions
-RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color);                  // Draw spline: Linear, minimum 2 points
-RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color);                   // Draw spline: B-Spline, minimum 4 points
-RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color);              // Draw spline: Catmull-Rom, minimum 4 points
-RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color);         // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
-RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color);             // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
+RLAPI void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color);                  // Draw spline: Linear, minimum 2 points
+RLAPI void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color);                   // Draw spline: B-Spline, minimum 4 points
+RLAPI void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color);              // Draw spline: Catmull-Rom, minimum 4 points
+RLAPI void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color);         // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
+RLAPI void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color);             // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
 RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color);                    // Draw spline segment: Linear, 2 points
 RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points
 RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points
@@ -324,12 +343,13 @@ RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vect
 RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2);                                           // Check collision between two rectangles
 RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2);        // Check collision between two circles
 RLAPI bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec);                         // Check collision between circle and rectangle
+RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2);               // Check if circle collides with a line created betweeen two points [p1] and [p2]
 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 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 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 CheckCollisionPointPoly(Vector2 point, const 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 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
 
 //------------------------------------------------------------------------------------
@@ -340,12 +360,12 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
 // NOTE: These functions do not require GPU access
 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 LoadImageSvg(const char *fileNameOrString, int width, int height);                           // Load image from SVG file data or string with specified size
 RLAPI Image LoadImageAnim(const char *fileName, int *frames);                                            // Load image sequence from file (frames appended to image.data)
+RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
 RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize);      // Load image from memory buffer, fileType refers to extension: i.e. '.png'
 RLAPI Image LoadImageFromTexture(Texture2D texture);                                                     // Load image from GPU texture data
 RLAPI Image LoadImageFromScreen(void);                                                                   // Load image from screen buffer and (screenshot)
-RLAPI bool IsImageReady(Image image);                                                                    // Check if an image is ready
+RLAPI bool IsImageValid(Image image);                                                                    // Check if an image is valid (data and parameters)
 RLAPI void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
 RLAPI bool ExportImage(Image image, const char *fileName);                                               // Export image data to file, returns true on success
 RLAPI unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize);              // Export image to memory buffer
@@ -365,6 +385,7 @@ RLAPI Image GenImageText(int width, int height, const char *text);
 // Image manipulation functions
 RLAPI Image ImageCopy(Image image);                                                                      // Create an image duplicate (useful for transformations)
 RLAPI Image ImageFromImage(Image image, Rectangle rec);                                                  // Create an image from another image piece
+RLAPI Image ImageFromChannel(Image image, int selectedChannel);                                          // Create an image from a selected channel of another image (GRAYSCALE)
 RLAPI Image ImageText(const char *text, int fontSize, Color color);                                      // Create an image from text (default font)
 RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint);         // Create an image from text (custom sprite font)
 RLAPI void ImageFormat(Image *image, int newFormat);                                                     // Convert image data to desired format
@@ -375,10 +396,10 @@ RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);
 RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
 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 ImageKernelConvolution(Image *image, float* kernel, int kernelSize);                         // Apply Custom Square image convolution kernel
+RLAPI void ImageKernelConvolution(Image *image, const float *kernel, int kernelSize);                    // Apply custom square convolution kernel to image
 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 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
 RLAPI void ImageMipmaps(Image *image);                                                                   // Compute all mipmap levels for a provided image
 RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp);                            // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
 RLAPI void ImageFlipVertical(Image *image);                                                              // Flip image vertically
@@ -406,6 +427,7 @@ 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 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 ImageDrawLineEx(Image *dst, Vector2 start, Vector2 end, int thick, Color color);              // Draw a line defining thickness within an image
 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
@@ -414,6 +436,11 @@ RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int hei
 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 ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color);                   // Draw rectangle lines within an image
+RLAPI void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color);               // Draw triangle within an image
+RLAPI void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3); // Draw triangle with interpolated colors within an image
+RLAPI void ImageDrawTriangleLines(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color);          // Draw triangle outline within an image
+RLAPI void ImageDrawTriangleFan(Image *dst, Vector2 *points, int pointCount, Color color);               // Draw a triangle fan defined by points within an image (first vertex is the center)
+RLAPI void ImageDrawTriangleStrip(Image *dst, Vector2 *points, int pointCount, Color color);             // Draw a triangle strip defined by points within an image
 RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint);             // Draw a source image within a destination image (tint applied to source)
 RLAPI void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color);   // Draw text (using default font) within an image (destination)
 RLAPI void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination)
@@ -424,9 +451,9 @@ RLAPI Texture2D LoadTexture(const char *fileName);
 RLAPI Texture2D LoadTextureFromImage(Image image);                                                       // Load texture from image data
 RLAPI TextureCubemap LoadTextureCubemap(Image image, int layout);                                        // Load cubemap from image, multiple image cubemap layouts supported
 RLAPI RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
-RLAPI bool IsTextureReady(Texture2D texture);                                                            // Check if a texture is ready
+RLAPI bool IsTextureValid(Texture2D texture);                                                            // Check if a texture is valid (loaded in GPU)
 RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
-RLAPI bool IsRenderTextureReady(RenderTexture2D target);                                                 // Check if a render texture is ready
+RLAPI bool IsRenderTextureValid(RenderTexture2D target);                                                 // Check if a render texture is valid (loaded in GPU)
 RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
 RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
 RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels);                       // Update GPU texture rectangle with new data
@@ -445,8 +472,9 @@ RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, V
 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
+RLAPI bool ColorIsEqual(Color col1, Color col2);                            // Check if two colors are equal
 RLAPI Color Fade(Color color, float alpha);                                 // Get color with alpha applied, alpha goes from 0.0f to 1.0f
-RLAPI int ColorToInt(Color color);                                          // Get hexadecimal value for a Color
+RLAPI int ColorToInt(Color color);                                          // Get hexadecimal value for a Color (0xRRGGBBAA)
 RLAPI Vector4 ColorNormalize(Color color);                                  // Get Color normalized as float [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]
@@ -456,6 +484,7 @@ RLAPI Color ColorBrightness(Color color, float factor);                     // G
 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 ColorAlphaBlend(Color dst, Color src, Color tint);              // Get src alpha-blended into dst color with tint
+RLAPI Color ColorLerp(Color color1, Color color2, float factor);            // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
 RLAPI Color GetColor(unsigned int hexValue);                                // Get Color structure from hexadecimal value
 RLAPI Color GetPixelColor(void *srcPtr, int format);                        // Get Color from a source pixel pointer of certain format
 RLAPI void SetPixelColor(void *dstPtr, Color color, int format);            // Set color formatted into destination pixel pointer
@@ -468,10 +497,10 @@ RLAPI int GetPixelDataSize(int width, int height, int format);              // G
 // Font loading/unloading functions
 RLAPI Font GetFontDefault(void);                                                            // Get the default Font
 RLAPI Font LoadFont(const char *fileName);                                                  // Load font from file into GPU memory (VRAM)
-RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount);  // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set
+RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
 RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar);                        // Load font from Image (XNA style)
 RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
-RLAPI bool IsFontReady(Font font);                                                          // Check if a font is ready
+RLAPI bool IsFontValid(Font font);                                                          // Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
 RLAPI GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use
 RLAPI Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
 RLAPI void UnloadFontData(GlyphInfo *glyphs, int glyphCount);                               // Unload font chars info data (RAM)
@@ -512,7 +541,7 @@ RLAPI bool TextIsEqual(const char *text1, const char *text2);
 RLAPI unsigned int TextLength(const char *text);                                            // Get text length, checks for '\0' ending
 RLAPI const char *TextFormat(const char *text, ...);                                        // Text formatting with variables (sprintf() style)
 RLAPI const char *TextSubtext(const char *text, int position, int length);                  // Get a piece of a text string
-RLAPI char *TextReplace(char *text, const char *replace, const char *by);                   // Replace text string (WARNING: memory must be freed!)
+RLAPI char *TextReplace(const char *text, const char *replace, const char *by);             // Replace text string (WARNING: memory must be freed!)
 RLAPI char *TextInsert(const char *text, const char *insert, int position);                 // Insert text in a position (WARNING: memory must be freed!)
 RLAPI const char *TextJoin(const char **textList, int count, const char *delimiter);        // Join text strings with delimiter
 RLAPI const char **TextSplit(const char *text, char delimiter, int *count);                 // Split text into multiple strings
@@ -521,7 +550,11 @@ RLAPI int TextFindIndex(const char *text, const char *find);
 RLAPI const char *TextToUpper(const char *text);                      // Get upper case version of provided string
 RLAPI const char *TextToLower(const char *text);                      // Get lower case version of provided string
 RLAPI const char *TextToPascal(const char *text);                     // Get Pascal case notation version of provided string
+RLAPI const char *TextToSnake(const char *text);                      // Get Snake case notation version of provided string
+RLAPI const char *TextToCamel(const char *text);                      // Get Camel case notation version of provided string
+
 RLAPI int TextToInteger(const char *text);                            // Get integer value from text (negative values not supported)
+RLAPI float TextToFloat(const char *text);                            // Get float value from text (negative values not supported)
 
 //------------------------------------------------------------------------------------
 // Basic 3d Shapes Drawing Functions (Module: models)
@@ -532,7 +565,7 @@ RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);
 RLAPI void DrawPoint3D(Vector3 position, Color color);                                                   // Draw a point in 3D space, actually a small line
 RLAPI void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
 RLAPI void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color);                              // Draw a color-filled triangle (vertex in counter-clockwise order!)
-RLAPI void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color);                            // Draw a triangle strip defined by points
+RLAPI void DrawTriangleStrip3D(const Vector3 *points, int pointCount, Color color);                      // Draw a triangle strip defined by points
 RLAPI void DrawCube(Vector3 position, float width, float height, float length, Color color);             // Draw cube
 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
@@ -557,7 +590,7 @@ RLAPI void DrawGrid(int slices, float spacing);
 // Model management functions
 RLAPI Model LoadModel(const char *fileName);                                                // Load model from files (meshes and materials)
 RLAPI Model LoadModelFromMesh(Mesh mesh);                                                   // Load model from generated mesh (default material)
-RLAPI bool IsModelReady(Model model);                                                       // Check if a model is ready
+RLAPI bool IsModelValid(Model model);                                                       // Check if a model is valid (loaded in GPU, VAO/VBOs)
 RLAPI void UnloadModel(Model model);                                                        // Unload model (including meshes) from memory (RAM and/or VRAM)
 RLAPI BoundingBox GetModelBoundingBox(Model model);                                         // Compute model bounding box limits (considers all meshes)
 
@@ -566,8 +599,10 @@ RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);
 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 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 DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
+RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
 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 scale, 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 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
 
@@ -577,9 +612,10 @@ RLAPI void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize
 RLAPI void UnloadMesh(Mesh mesh);                                                           // Unload mesh data from CPU and GPU
 RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform);                        // Draw a 3d mesh with material and transform
 RLAPI void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
-RLAPI bool ExportMesh(Mesh mesh, const char *fileName);                                     // Export mesh data to file, returns true on success
 RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh);                                            // Compute mesh bounding box limits
 RLAPI void GenMeshTangents(Mesh *mesh);                                                     // Compute mesh tangents
+RLAPI bool ExportMesh(Mesh mesh, const char *fileName);                                     // Export mesh data to file, returns true on success
+RLAPI bool ExportMeshAsCode(Mesh mesh, const char *fileName);                               // Export mesh as code file (.h) defining multiple arrays of vertex attributes
 
 // Mesh generation functions
 RLAPI Mesh GenMeshPoly(int sides, float radius);                                            // Generate polygonal mesh
@@ -597,14 +633,15 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
 // Material loading/unloading functions
 RLAPI Material *LoadMaterials(const char *fileName, int *materialCount);                    // Load materials from model file
 RLAPI Material LoadMaterialDefault(void);                                                   // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
-RLAPI bool IsMaterialReady(Material material);                                              // Check if a material is ready
+RLAPI bool IsMaterialValid(Material material);                                              // Check if a material is valid (shader assigned, map textures loaded in GPU)
 RLAPI void UnloadMaterial(Material material);                                               // Unload material from GPU memory (VRAM)
 RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture);          // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
 RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);                  // Set material for a mesh
 
 // Model animations loading/unloading functions
 RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount);            // Load model animations from file
-RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);               // Update model animation pose
+RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);               // Update model animation pose (CPU)
+RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame);          // Update model animation mesh bone matrices (GPU skinning)
 RLAPI void UnloadModelAnimation(ModelAnimation anim);                                       // Unload animation data
 RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount);                // Unload animation array data
 RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim);                         // Check model animation skeleton match
@@ -634,11 +671,11 @@ RLAPI float GetMasterVolume(void);                                    // Get mas
 // Wave/Sound loading/unloading functions
 RLAPI Wave LoadWave(const char *fileName);                            // Load wave data from file
 RLAPI Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
-RLAPI bool IsWaveReady(Wave wave);                                    // Checks if wave data is ready
+RLAPI bool IsWaveValid(Wave wave);                                    // Checks if wave data is valid (data loaded and parameters)
 RLAPI Sound LoadSound(const char *fileName);                          // Load sound from file
 RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
 RLAPI Sound LoadSoundAlias(Sound source);                             // Create a new sound that shares the same sample data as the source sound, does not own the sound data
-RLAPI bool IsSoundReady(Sound sound);                                 // Checks if a sound is ready
+RLAPI bool IsSoundValid(Sound sound);                                 // Checks if a sound is valid (data loaded and buffers initialized)
 RLAPI void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data
 RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
 RLAPI void UnloadSound(Sound sound);                                  // Unload sound
@@ -656,7 +693,7 @@ RLAPI void SetSoundVolume(Sound sound, float volume);                 // Set vol
 RLAPI void SetSoundPitch(Sound sound, float pitch);                   // Set pitch for a sound (1.0 is base level)
 RLAPI void SetSoundPan(Sound sound, float pan);                       // Set pan for a sound (0.5 is center)
 RLAPI Wave WaveCopy(Wave wave);                                       // Copy a wave to a new wave
-RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample);     // Crop a wave to defined samples range
+RLAPI void WaveCrop(Wave *wave, int initFrame, int finalFrame);       // Crop a wave to defined frames range
 RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
 RLAPI float *LoadWaveSamples(Wave wave);                              // Load samples data from wave as a 32bit float data array
 RLAPI void UnloadWaveSamples(float *samples);                         // Unload samples data loaded with LoadWaveSamples()
@@ -664,7 +701,7 @@ RLAPI void UnloadWaveSamples(float *samples);                         // Unload
 // Music management functions
 RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
 RLAPI Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
-RLAPI bool IsMusicReady(Music music);                                 // Checks if a music stream is ready
+RLAPI bool IsMusicValid(Music music);                                 // Checks if a music stream is valid (context and buffers initialized)
 RLAPI void UnloadMusicStream(Music music);                            // Unload music stream
 RLAPI void PlayMusicStream(Music music);                              // Start music playing
 RLAPI bool IsMusicStreamPlaying(Music music);                         // Check if music is playing
@@ -681,7 +718,7 @@ RLAPI float GetMusicTimePlayed(Music music);                          // Get cur
 
 // AudioStream management functions
 RLAPI AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
-RLAPI bool IsAudioStreamReady(AudioStream stream);                    // Checks if an audio stream is ready
+RLAPI bool IsAudioStreamValid(AudioStream stream);                    // Checks if an audio stream is valid (buffers initialized)
 RLAPI void UnloadAudioStream(AudioStream stream);                     // Unload audio stream and free memory
 RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
 RLAPI bool IsAudioStreamProcessed(AudioStream stream);                // Check if any audio stream buffers requires refill
@@ -696,9 +733,9 @@ RLAPI void SetAudioStreamPan(AudioStream stream, float pan);          // Set pan
 RLAPI void SetAudioStreamBufferSizeDefault(int size);                 // Default size for new audio streams
 RLAPI void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
 
-RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s
+RLAPI void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as 'float'
 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, receives the samples as <float>s
+RLAPI void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as 'float'
 RLAPI void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline