瀏覽代碼

Update raylib functions parser to generate XML intellisense file

Update Notepad++ functions intellisense
raysan5 4 年之前
父節點
當前提交
ef46003270

File diff suppressed because it is too large
+ 450 - 294
projects/Notepad++/raylib_npp_parser/raylib_npp.xml


+ 2 - 2
projects/Notepad++/raylib_npp_parser/raylib_npp_parser.c

@@ -67,8 +67,8 @@ int main(int argc, char *argv[])
                 char funcDesc[256];
                 
                 char params[128];
-                char paramType[8][16];
-                char paramName[8][32];
+                char paramType[16][16];
+                char paramName[16][32];
                 
                 int index = 0;
                 char *ptr = NULL;

+ 156 - 102
projects/Notepad++/raylib_npp_parser/raylib_to_parse.h

@@ -7,12 +7,19 @@ RLAPI void InitWindow(int width, int height, const char *title);  // Initialize
 RLAPI bool WindowShouldClose(void);                               // Check if KEY_ESCAPE pressed or Close icon pressed
 RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
 RLAPI bool IsWindowReady(void);                                   // Check if window has been initialized successfully
-RLAPI bool IsWindowMinimized(void);                               // Check if window has been minimized (or lost focus)
-RLAPI bool IsWindowResized(void);                                 // Check if window has been resized
-RLAPI bool IsWindowHidden(void);                                  // Check if window is currently hidden
-RLAPI void ToggleFullscreen(void);                                // Toggle fullscreen mode (only PLATFORM_DESKTOP)
-RLAPI void UnhideWindow(void);                                    // Show the window
-RLAPI void HideWindow(void);                                      // Hide the window
+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 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
+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 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 (only PLATFORM_DESKTOP)
 RLAPI void SetWindowTitle(const char *title);                     // Set title for window (only PLATFORM_DESKTOP)
 RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen (only PLATFORM_DESKTOP)
@@ -23,14 +30,17 @@ RLAPI void *GetWindowHandle(void);                                // Get native
 RLAPI int GetScreenWidth(void);                                   // Get current screen width
 RLAPI int GetScreenHeight(void);                                  // Get current screen height
 RLAPI int GetMonitorCount(void);                                  // Get number of connected monitors
-RLAPI int GetMonitorWidth(int monitor);                           // Get primary monitor width
-RLAPI int GetMonitorHeight(int monitor);                          // Get primary monitor height
-RLAPI int GetMonitorPhysicalWidth(int monitor);                   // Get primary monitor physical width in millimetres
-RLAPI int GetMonitorPhysicalHeight(int monitor);                  // Get primary monitor physical height in millimetres
+RLAPI Vector2 GetMonitorPosition(int monitor);                    // Get specified monitor position
+RLAPI int GetMonitorWidth(int monitor);                           // Get specified monitor width
+RLAPI int GetMonitorHeight(int monitor);                          // Get specified monitor height
+RLAPI int GetMonitorPhysicalWidth(int monitor);                   // Get specified monitor physical width in millimetres
+RLAPI int GetMonitorPhysicalHeight(int monitor);                  // Get specified monitor physical height in millimetres
+RLAPI int GetMonitorRefreshRate(int monitor);                     // Get specified monitor refresh rate
 RLAPI Vector2 GetWindowPosition(void);                            // Get window position XY on monitor
+RLAPI Vector2 GetWindowScaleDPI(void);                            // Get window scale DPI factor
 RLAPI const char *GetMonitorName(int monitor);                    // Get the human-readable, UTF-8 encoded name of the primary monitor
-RLAPI const char *GetClipboardText(void);                         // Get clipboard text content
 RLAPI void SetClipboardText(const char *text);                    // Set clipboard text content
+RLAPI const char *GetClipboardText(void);                         // Get clipboard text content
 
 // Cursor-related functions
 RLAPI void ShowCursor(void);                                      // Shows cursor
@@ -38,6 +48,7 @@ RLAPI void HideCursor(void);                                      // Hides curso
 RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
 RLAPI void EnableCursor(void);                                    // Enables cursor (unlock cursor)
 RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
+RLAPI bool IsCursorOnScreen(void);                                // Check if cursor is on the current screen.
 
 // Drawing-related functions
 RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
@@ -67,29 +78,30 @@ RLAPI int GetFPS(void);                                           // Returns cur
 RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn
 RLAPI double GetTime(void);                                       // Returns elapsed time in seconds since InitWindow()
 
-// Color-related functions
-RLAPI int ColorToInt(Color color);                                // Returns hexadecimal value for a Color
-RLAPI Vector4 ColorNormalize(Color color);                        // Returns color normalized as float [0..1]
-RLAPI Color ColorFromNormalized(Vector4 normalized);              // Returns color from normalized values [0..1]
-RLAPI Vector3 ColorToHSV(Color color);                            // Returns HSV values for a Color
-RLAPI Color ColorFromHSV(Vector3 hsv);                            // Returns a Color from HSV values
-RLAPI Color GetColor(int hexValue);                               // Returns a Color struct from hexadecimal value
-RLAPI Color Fade(Color color, float alpha);                       // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
-
 // Misc. functions
-RLAPI void SetConfigFlags(unsigned int flags);                    // Setup window configuration flags (view FLAGS)
+RLAPI void SetConfigFlags(unsigned int flags);                    // Setup init configuration flags (view FLAGS)
+
 RLAPI void SetTraceLogLevel(int logType);                         // Set the current threshold (minimum) log level
 RLAPI void SetTraceLogExit(int logType);                          // Set the exit threshold (minimum) log level
 RLAPI void SetTraceLogCallback(TraceLogCallback callback);        // Set a trace log callback to enable custom logging
 RLAPI void TraceLog(int logType, const char *text, ...);          // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)
+
+RLAPI void *MemAlloc(int size);                                   // Internal memory allocator
+RLAPI void MemFree(void *ptr);                                    // Internal memory free
 RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (saved a .png)
 RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
 
 // Files management functions
+RLAPI unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead);     // Load file data as byte array (read)
+RLAPI void UnloadFileData(unsigned char *data);                   // Unload file data allocated by LoadFileData()
+RLAPI bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
+RLAPI char *LoadFileText(const char *fileName);                   // Load text data from file (read), returns a '\0' terminated string
+RLAPI void UnloadFileText(unsigned char *text);                   // Unload file text data allocated by LoadFileText()
+RLAPI bool SaveFileText(const char *fileName, char *text);        // Save text data to file (write), string must be '\0' terminated, returns true on success
 RLAPI bool FileExists(const char *fileName);                      // Check if file exists
-RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension
 RLAPI bool DirectoryExists(const char *dirPath);                  // Check if a directory path exists
-RLAPI const char *GetExtension(const char *fileName);             // Get pointer to extension for a filename string
+RLAPI bool IsFileExtension(const char *fileName, const char *ext);// Check file extension (including point: .png, .wav)
+RLAPI const char *GetFileExtension(const char *fileName);         // Get pointer to extension for a filename string (including point: ".png")
 RLAPI const char *GetFileName(const char *filePath);              // Get pointer to filename for a path string
 RLAPI const char *GetFileNameWithoutExt(const char *filePath);    // Get filename string without extension (uses static string)
 RLAPI const char *GetDirectoryPath(const char *filePath);         // Get full path for a given fileName with path (uses static string)
@@ -97,18 +109,18 @@ RLAPI const char *GetPrevDirectoryPath(const char *dirPath);      // Get previou
 RLAPI const char *GetWorkingDirectory(void);                      // Get current working directory (uses static string)
 RLAPI char **GetDirectoryFiles(const char *dirPath, int *count);  // Get filenames in a directory path (memory should be freed)
 RLAPI void ClearDirectoryFiles(void);                             // Clear directory files paths buffers (free memory)
-RLAPI bool ChangeDirectory(const char *dir);                      // Change working directory, returns true if success
+RLAPI bool ChangeDirectory(const char *dir);                      // Change working directory, return true on success
 RLAPI bool IsFileDropped(void);                                   // Check if a file has been dropped into window
 RLAPI char **GetDroppedFiles(int *count);                         // Get dropped files names (memory should be freed)
 RLAPI void ClearDroppedFiles(void);                               // Clear dropped files paths buffer (free memory)
 RLAPI long GetFileModTime(const char *fileName);                  // Get file modification time (last write time)
 
-RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength);        // Compress data (DEFLATE algorythm)
-RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength);  // Decompress data (DEFLATE algorythm)
+RLAPI unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength);        // Compress data (DEFLATE algorithm)
+RLAPI unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength);  // Decompress data (DEFLATE algorithm)
 
 // Persistent storage management
-RLAPI void StorageSaveValue(int position, int value);             // Save integer value to storage file (to defined position)
-RLAPI int StorageLoadValue(int position);                         // Load integer value from storage file (from defined position)
+RLAPI bool SaveStorageValue(unsigned int position, int value);    // Save integer value to storage file (to defined position), returns true on success
+RLAPI int LoadStorageValue(unsigned int position);                // Load integer value from storage file (from defined position)
 
 RLAPI void OpenURL(const char *url);                              // Open URL with default system browser (if available)
 
@@ -121,8 +133,9 @@ RLAPI bool IsKeyPressed(int key);                             // Detect if a key
 RLAPI bool IsKeyDown(int key);                                // Detect if a key is being pressed
 RLAPI bool IsKeyReleased(int key);                            // Detect if a key has been released once
 RLAPI bool IsKeyUp(int key);                                  // Detect if a key is NOT being pressed
-RLAPI int GetKeyPressed(void);                                // Get latest key pressed
 RLAPI void SetExitKey(int key);                               // Set a custom key to exit program (default is ESC)
+RLAPI int GetKeyPressed(void);                                // Get key pressed (keycode), call it multiple times for keys queued
+RLAPI int GetCharPressed(void);                               // Get char pressed (unicode), call it multiple times for chars queued
 
 // Input-related functions: gamepads
 RLAPI bool IsGamepadAvailable(int gamepad);                   // Detect if a gamepad is available
@@ -148,8 +161,8 @@ RLAPI void SetMousePosition(int x, int y);                    // Set mouse posit
 RLAPI void SetMouseOffset(int offsetX, int offsetY);          // Set mouse offset
 RLAPI void SetMouseScale(float scaleX, float scaleY);         // Set mouse scaling
 RLAPI float GetMouseWheelMove(void);                          // Returns mouse wheel movement Y
-RLAPI MouseCursor GetMouseCursor(void);                       // Returns mouse cursor
-RLAPI void SetMouseCursor(MouseCursor cursor);                // Set mouse cursor
+RLAPI int GetMouseCursor(void);                               // Returns mouse cursor if (MouseCursor enum)
+RLAPI void SetMouseCursor(int cursor);                        // Set mouse cursor
 
 // Input-related functions: touch
 RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
@@ -175,10 +188,10 @@ RLAPI float GetGesturePinchAngle(void);                       // Get gesture pin
 RLAPI void SetCameraMode(Camera camera, int mode);                // Set camera mode (multiple camera modes available)
 RLAPI void UpdateCamera(Camera *camera);                          // Update camera position for selected mode
 
-RLAPI void SetCameraPanControl(int panKey);                       // Set camera pan key to combine with mouse movement (free camera)
-RLAPI void SetCameraAltControl(int altKey);                       // Set camera alt key to combine with mouse movement (free camera)
-RLAPI void SetCameraSmoothZoomControl(int szKey);                 // Set camera smooth zoom key to combine with mouse (free camera)
-RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
+RLAPI void SetCameraPanControl(int keyPan);                       // Set camera pan key to combine with mouse movement (free camera)
+RLAPI void SetCameraAltControl(int keyAlt);                       // Set camera alt key to combine with mouse movement (free camera)
+RLAPI void SetCameraSmoothZoomControl(int keySmoothZoom);         // Set camera smooth zoom key to combine with mouse (free camera)
+RLAPI void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
 
 //------------------------------------------------------------------------------------
 // Basic Shapes Drawing Functions (Module: shapes)
@@ -191,10 +204,10 @@ RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Colo
 RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);                                     // Draw a line (Vector version)
 RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color);                       // Draw a line defining thickness
 RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color);                   // Draw a line using cubic-bezier curves in-out
-RLAPI void DrawLineStrip(Vector2 *points, int numPoints, Color color);                                   // Draw lines sequence
+RLAPI void DrawLineStrip(Vector2 *points, int pointsCount, Color color);                                 // Draw lines sequence
 RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color);                              // Draw a color-filled circle
-RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color);     // Draw a piece of a circle
-RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color);    // Draw circle sector outline
+RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color);      // Draw a piece of a circle
+RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int 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 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
@@ -215,7 +228,7 @@ RLAPI void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Co
 RLAPI void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int 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 numPoints, Color color);                                 // Draw a triangle fan defined by points (first vertex is the center)
+RLAPI void DrawTriangleFan(Vector2 *points, int pointsCount, Color color);                               // Draw a triangle fan defined by points (first vertex is the center)
 RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, 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
@@ -224,60 +237,53 @@ RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation
 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 Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);                                         // Get collision rectangle for two rectangles collision
 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 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
 
 //------------------------------------------------------------------------------------
 // Texture Loading and Drawing Functions (Module: textures)
 //------------------------------------------------------------------------------------
 
-// Image/Texture2D data loading/unloading/saving functions
+// Image loading functions
+// NOTE: This functions do not require GPU access
 RLAPI Image LoadImage(const char *fileName);                                                             // Load image from file into CPU memory (RAM)
-RLAPI Image LoadImageEx(Color *pixels, int width, int height);                                           // Load image from Color array data (RGBA - 32bit)
-RLAPI Image LoadImagePro(void *data, int width, int height, int format);                                 // Load image from raw data with parameters
 RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize);       // Load image from RAW file data
-RLAPI void ExportImage(Image image, const char *fileName);                                               // Export image data to file
-RLAPI void ExportImageAsCode(Image image, const char *fileName);                                         // Export image as code file defining an array of bytes
-RLAPI Texture2D LoadTexture(const char *fileName);                                                       // Load texture from file into GPU memory (VRAM)
-RLAPI Texture2D LoadTextureFromImage(Image image);                                                       // Load texture from image data
-RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType);                                    // Load cubemap from image, multiple image cubemap layouts supported
-RLAPI RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
+RLAPI Image LoadImageAnim(const char *fileName, int *frames);                                            // Load image sequence from file (frames appended to image.data)
+RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize);      // Load image from memory buffer, fileType refers to extension: i.e. "png"
 RLAPI void UnloadImage(Image image);                                                                     // Unload image from CPU memory (RAM)
-RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
-RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
-RLAPI Color *GetImageData(Image image);                                                                  // Get pixel data from image as a Color struct array
-RLAPI Vector4 *GetImageDataNormalized(Image image);                                                      // Get pixel data from image as Vector4 array (float normalized)
-RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold);                                       // Get image alpha border rectangle
-RLAPI int GetPixelDataSize(int width, int height, int format);                                           // Get pixel data size in bytes (image or texture)
-RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
-RLAPI Image GetScreenData(void);                                                                         // Get pixel data from screen buffer and return an Image (screenshot)
-RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
+RLAPI bool ExportImage(Image image, const char *fileName);                                               // Export image data to file, returns true on success
+RLAPI bool ExportImageAsCode(Image image, const char *fileName);                                         // Export image as code file defining an array of bytes, returns true on success
+
+// Image generation functions
+RLAPI Image GenImageColor(int width, int height, Color color);                                           // Generate image: plain color
+RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom);                           // Generate image: vertical gradient
+RLAPI Image GenImageGradientH(int width, int height, Color left, Color right);                           // Generate image: horizontal gradient
+RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);      // Generate image: radial gradient
+RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);    // Generate image: checked
+RLAPI Image GenImageWhiteNoise(int width, int height, float factor);                                     // Generate image: white noise
+RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale);           // Generate image: perlin noise
+RLAPI Image GenImageCellular(int width, int height, int tileSize);                                       // Generate image: cellular algorithm. Bigger tileSize means bigger cells
 
 // 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 void ImageToPOT(Image *image, Color fillColor);                                                    // Convert image to POT (power-of-two)
+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
-RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
-RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);                                  // Clear alpha channel to desired color
+RLAPI void ImageToPOT(Image *image, Color fill);                                                         // Convert image to POT (power-of-two)
+RLAPI void ImageCrop(Image *image, Rectangle crop);                                                      // Crop an image to a defined rectangle
 RLAPI void ImageAlphaCrop(Image *image, float threshold);                                                // Crop image depending on alpha value
+RLAPI void ImageAlphaClear(Image *image, Color color, float threshold);                                  // Clear alpha channel to desired color
+RLAPI void ImageAlphaMask(Image *image, Image alphaMask);                                                // Apply alpha mask to image
 RLAPI void ImageAlphaPremultiply(Image *image);                                                          // Premultiply alpha channel
-RLAPI void ImageCrop(Image *image, Rectangle crop);                                                      // Crop an image to a defined rectangle
 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 color);  // 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);                                                                   // Generate 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 Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount);                    // Extract color palette from image to maximum size (memory should be freed)
-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 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 ImageDrawRectangle(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 ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color);     // Draw text (default font) within an image (destination)
-RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
 RLAPI void ImageFlipVertical(Image *image);                                                              // Flip image vertically
 RLAPI void ImageFlipHorizontal(Image *image);                                                            // Flip image horizontally
 RLAPI void ImageRotateCW(Image *image);                                                                  // Rotate image clockwise 90deg
@@ -288,30 +294,70 @@ RLAPI void ImageColorGrayscale(Image *image);
 RLAPI void ImageColorContrast(Image *image, float contrast);                                             // Modify image color: contrast (-100 to 100)
 RLAPI void ImageColorBrightness(Image *image, int brightness);                                           // Modify image color: brightness (-255 to 255)
 RLAPI void ImageColorReplace(Image *image, Color color, Color replace);                                  // Modify image color: replace color
+RLAPI Color *LoadImageColors(Image image);                                                               // Load color data from image as a Color array (RGBA - 32bit)
+RLAPI Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount);                        // Load colors palette from image as a Color array (RGBA - 32bit)
+RLAPI void UnloadImageColors(Color *colors);                                                             // Unload color data loaded with LoadImageColors()
+RLAPI void UnloadImagePalette(Color *colors);                                                            // Unload colors palette loaded with LoadImagePalette()
+RLAPI Rectangle GetImageAlphaBorder(Image image, float threshold);                                       // Get image alpha border rectangle
 
-// Image generation functions
-RLAPI Image GenImageColor(int width, int height, Color color);                                           // Generate image: plain color
-RLAPI Image GenImageGradientV(int width, int height, Color top, Color bottom);                           // Generate image: vertical gradient
-RLAPI Image GenImageGradientH(int width, int height, Color left, Color right);                           // Generate image: horizontal gradient
-RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer);      // Generate image: radial gradient
-RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2);    // Generate image: checked
-RLAPI Image GenImageWhiteNoise(int width, int height, float factor);                                     // Generate image: white noise
-RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale);           // Generate image: perlin noise
-RLAPI Image GenImageCellular(int width, int height, int tileSize);                                       // Generate image: cellular algorithm. Bigger tileSize means bigger cells
+// Image drawing functions
+// NOTE: Image software-rendering functions (CPU)
+RLAPI void ImageClearBackground(Image *dst, Color color);                                                // Clear image background with given color
+RLAPI void ImageDrawPixel(Image *dst, int posX, int posY, Color color);                                  // Draw pixel within an image
+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 ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color);               // Draw circle within an image
+RLAPI void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color);                        // Draw circle within an image (Vector version)
+RLAPI void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color);       // Draw rectangle within an image
+RLAPI void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color);                 // Draw rectangle within an image (Vector version)
+RLAPI void 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 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)
+
+// Texture loading functions
+// NOTE: These functions require GPU access
+RLAPI Texture2D LoadTexture(const char *fileName);                                                       // Load texture from file into GPU memory (VRAM)
+RLAPI Texture2D LoadTextureFromImage(Image image);                                                       // Load texture from image data
+RLAPI TextureCubemap LoadTextureCubemap(Image image, int layoutType);                                    // Load cubemap from image, multiple image cubemap layouts supported
+RLAPI RenderTexture2D LoadRenderTexture(int width, int height);                                          // Load texture for rendering (framebuffer)
+RLAPI void UnloadTexture(Texture2D texture);                                                             // Unload texture from GPU memory (VRAM)
+RLAPI void UnloadRenderTexture(RenderTexture2D target);                                                  // Unload render texture from GPU memory (VRAM)
+RLAPI void UpdateTexture(Texture2D texture, const void *pixels);                                         // Update GPU texture with new data
+RLAPI void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels);                       // Update GPU texture rectangle with new data
+RLAPI Image GetTextureData(Texture2D texture);                                                           // Get pixel data from GPU texture and return an Image
+RLAPI Image GetScreenData(void);                                                                         // Get pixel data from screen buffer and return an Image (screenshot)
 
-// Texture2D configuration functions
+// Texture configuration functions
 RLAPI void GenTextureMipmaps(Texture2D *texture);                                                        // Generate GPU mipmaps for a texture
 RLAPI void SetTextureFilter(Texture2D texture, int filterMode);                                          // Set texture scaling filter mode
 RLAPI void SetTextureWrap(Texture2D texture, int wrapMode);                                              // Set texture wrapping mode
 
-// Texture2D drawing functions
+// Texture drawing functions
 RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);                               // Draw a Texture2D
 RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);                                // Draw a Texture2D with position defined as Vector2
 RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint);  // Draw a Texture2D with extended parameters
-RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);         // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint);         // Draw a part of a texture defined by a rectangle
 RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);  // Draw texture quad with tiling and offset parameters
-RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);       // Draw a part of a texture defined by a rectangle with 'pro' parameters
-RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint);  // Draws a texture (or part of it) that stretches or shrinks nicely
+RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint);  // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
+RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint);       // Draw a part of a texture defined by a rectangle with 'pro' parameters
+RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint);  // Draws a texture (or part of it) that stretches or shrinks nicely
+
+// Color/pixel related functions
+RLAPI Color Fade(Color color, float alpha);                                 // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI int ColorToInt(Color color);                                          // Returns hexadecimal value for a Color
+RLAPI Vector4 ColorNormalize(Color color);                                  // Returns Color normalized as float [0..1]
+RLAPI Color ColorFromNormalized(Vector4 normalized);                        // Returns Color from normalized values [0..1]
+RLAPI Vector3 ColorToHSV(Color color);                                      // Returns HSV values for a Color
+RLAPI Color ColorFromHSV(float hue, float saturation, float value);         // Returns a Color from HSV values
+RLAPI Color ColorAlpha(Color color, float alpha);                           // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
+RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Returns src alpha-blended into dst color with tint
+RLAPI Color GetColor(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
+RLAPI int GetPixelDataSize(int width, int height, int format);              // Get pixel data size in bytes for certain format
 
 //------------------------------------------------------------------------------------
 // Font Loading and Text Drawing Functions (Module: text)
@@ -322,8 +368,10 @@ RLAPI Font GetFontDefault(void);
 RLAPI Font LoadFont(const char *fileName);                                                  // Load font from file into GPU memory (VRAM)
 RLAPI Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount);  // Load font from file with extended parameters
 RLAPI Font LoadFontFromImage(Image image, Color key, int firstChar);                        // Load font from Image (XNA style)
-RLAPI CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
-RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod);  // Generate image font atlas using chars info
+RLAPI Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount); // Load font from memory buffer, fileType refers to extension: i.e. "ttf"
+RLAPI CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount, int type);      // Load font data for further use
+RLAPI Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod);      // Generate image font atlas using chars info
+RLAPI void UnloadFontData(CharInfo *chars, int charsCount);                                 // Unload font chars info data (RAM)
 RLAPI void UnloadFont(Font font);                                                           // Unload Font from GPU memory (VRAM)
 
 // Text drawing functions
@@ -331,8 +379,8 @@ RLAPI void DrawFPS(int posX, int posY);
 RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color);       // Draw text (using default font)
 RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint);                // Draw text using font and additional parameters
 RLAPI void DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint);   // Draw text using font inside rectangle limits
-//RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
-RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, Color tint);   // Draw one character (codepoint)
+RLAPI void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint, int selectStart, int selectLength, Color selectTint, Color selectBackTint);    // Draw text using font inside rectangle limits with support for text selection
+RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint);   // Draw one character (codepoint)
 
 // Text misc. functions
 RLAPI int MeasureText(const char *text, int fontSize);                                      // Measure string width for default font
@@ -372,6 +420,8 @@ RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength);    // Encode
 RLAPI void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color);                                    // Draw a line in 3D world space
 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 pointsCount, 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
@@ -394,12 +444,13 @@ RLAPI void DrawGizmo(Vector3 position);
 // Model loading/unloading 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 void UnloadModel(Model model);                                                                    // Unload model from memory (RAM and/or VRAM)
+RLAPI void UnloadModel(Model model);                                                                    // Unload model (including meshes) from memory (RAM and/or VRAM)
+RLAPI void UnloadModelKeepMeshes(Model model);                                                          // Unload model (but not meshes) from memory (RAM and/or VRAM)
 
 // Mesh loading/unloading functions
 RLAPI Mesh *LoadMeshes(const char *fileName, int *meshCount);                                           // Load meshes from model file
-RLAPI void ExportMesh(Mesh mesh, const char *fileName);                                                 // Export mesh data to file
 RLAPI void UnloadMesh(Mesh mesh);                                                                       // Unload mesh from memory (RAM and/or VRAM)
+RLAPI bool ExportMesh(Mesh mesh, const char *fileName);                                                 // Export mesh data to file, returns true on success
 
 // Material loading/unloading functions
 RLAPI Material *LoadMaterials(const char *fileName, int *materialCount);                                // Load materials from model file
@@ -430,6 +481,7 @@ RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
 RLAPI BoundingBox MeshBoundingBox(Mesh mesh);                                                           // Compute mesh bounding box limits
 RLAPI void MeshTangents(Mesh *mesh);                                                                    // Compute mesh tangents
 RLAPI void MeshBinormals(Mesh *mesh);                                                                   // Compute mesh binormals
+RLAPI void MeshNormalsSmooth(Mesh *mesh);                                                               // Smooth (average) vertex normals
 
 // Model drawing functions
 RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set)
@@ -438,15 +490,16 @@ RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint
 RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
 RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires)
 RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint);     // Draw a billboard texture
-RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
+RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source
 
 // Collision detection functions
-RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);       // Detect collision between two spheres
+RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2);       // Detect collision between two spheres
 RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);                                     // Detect collision between two bounding boxes
 RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);                      // Detect collision between box and sphere
 RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius);                              // Detect collision between ray and sphere
 RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint);   // Detect collision between ray and sphere, returns collision point
 RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box);                                              // Detect collision between ray and box
+RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform);                             // Get collision info between ray and mesh
 RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model model);                                            // Get collision info between ray and model
 RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3);                  // Get collision info between ray and triangle
 RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);                                    // Get collision info between ray and ground plane (Y-normal plane)
@@ -457,9 +510,8 @@ RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight);
 //------------------------------------------------------------------------------------
 
 // Shader loading/unloading functions
-RLAPI char *LoadText(const char *fileName);                               // Load chars array from text file
 RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName);  // Load shader from files and bind default locations
-RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode);                  // Load shader from code strings and bind default locations
+RLAPI Shader LoadShaderCode(const char *vsCode, const char *fsCode);      // Load shader from code strings and bind default locations
 RLAPI void UnloadShader(Shader shader);                                   // Unload shader from GPU memory (VRAM)
 
 RLAPI Shader GetShaderDefault(void);                                      // Get default shader
@@ -470,6 +522,7 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source);         // Def
 
 // Shader configuration functions
 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 uniformLoc, const void *value, int uniformType);               // Set shader uniform value
 RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count);   // Set shader uniform value vector
 RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);         // Set shader uniform value (matrix 4x4)
@@ -481,9 +534,9 @@ RLAPI Matrix GetMatrixProjection(void);                                   // Get
 
 // Texture maps generation (PBR)
 // NOTE: Required shaders should be provided
-RLAPI Texture2D GenTextureCubemap(Shader shader, Texture2D map, int size);          // Generate cubemap texture from 2D texture
-RLAPI Texture2D GenTextureIrradiance(Shader shader, Texture2D cubemap, int size);   // Generate irradiance texture using cubemap data
-RLAPI Texture2D GenTexturePrefilter(Shader shader, Texture2D cubemap, int size);    // Generate prefilter texture using cubemap data
+RLAPI TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap texture from 2D panorama texture
+RLAPI TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size);      // Generate irradiance texture using cubemap data
+RLAPI TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size);       // Generate prefilter texture using cubemap data
 RLAPI Texture2D GenTextureBRDF(Shader shader, int size);                  // Generate BRDF texture
 
 // Shading begin/end functions
@@ -514,13 +567,14 @@ RLAPI void SetMasterVolume(float volume);                             // Set 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 Sound LoadSound(const char *fileName);                          // Load sound from file
 RLAPI Sound LoadSoundFromWave(Wave wave);                             // Load sound from wave data
 RLAPI void UpdateSound(Sound sound, const void *data, int samplesCount);// Update sound buffer with new data
 RLAPI void UnloadWave(Wave wave);                                     // Unload wave data
 RLAPI void UnloadSound(Sound sound);                                  // Unload sound
-RLAPI void ExportWave(Wave wave, const char *fileName);               // Export wave data to file
-RLAPI void ExportWaveAsCode(Wave wave, const char *fileName);         // Export wave sample data to code (.h)
+RLAPI bool ExportWave(Wave wave, const char *fileName);               // Export wave data to file, returns true on success
+RLAPI bool ExportWaveAsCode(Wave wave, const char *fileName);         // Export wave sample data to code (.h), returns true on success
 
 // Wave/Sound management functions
 RLAPI void PlaySound(Sound sound);                                    // Play a sound
@@ -536,7 +590,8 @@ RLAPI void SetSoundPitch(Sound sound, float pitch);                   // Set pit
 RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels);  // Convert wave data to desired format
 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 float *GetWaveData(Wave wave);                                  // Get samples data from wave as a floats array
+RLAPI float *LoadWaveSamples(Wave wave);                              // Load samples data from wave as a floats array
+RLAPI void UnloadWaveSamples(float *samples);                         // Unload samples data loaded with LoadWaveSamples()
 
 // Music management functions
 RLAPI Music LoadMusicStream(const char *fileName);                    // Load music stream from file
@@ -549,7 +604,6 @@ RLAPI void ResumeMusicStream(Music music);                            // Resume
 RLAPI bool IsMusicPlaying(Music music);                               // Check if music is playing
 RLAPI void SetMusicVolume(Music music, float volume);                 // Set volume for music (1.0 is max level)
 RLAPI void SetMusicPitch(Music music, float pitch);                   // Set pitch for a music (1.0 is base level)
-RLAPI void SetMusicLoopCount(Music music, int count);                 // Set music loop count (loop repeats)
 RLAPI float GetMusicTimeLength(Music music);                          // Get music time length (in seconds)
 RLAPI float GetMusicTimePlayed(Music music);                          // Get current music time played (in seconds)
 

Some files were not shown because too many files changed in this diff