Added various missing functions.
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94
API.md
94
API.md
@@ -4494,6 +4494,14 @@ Detect if a key has been pressed once
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---
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> pressed = RL.IsKeyPressedRepeat( int key )
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Check if a key has been pressed again (Only PLATFORM_DESKTOP)
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- Success return bool
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---
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> pressed = RL.IsKeyDown( int key )
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Detect if a key is being pressed
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@@ -4584,6 +4592,22 @@ Detect if a gamepad button has been released once
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---
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> notPressed = RL.IsGamepadButtonUp( int gamepad, int button )
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Check if a gamepad button is NOT being pressed
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- Success return bool
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---
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> button = RL.GetGamepadButtonPressed()
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Get the last gamepad button pressed
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- Success return int
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---
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> count = RL.GetGamepadAxisCount( int gamepad )
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Return gamepad axis count for a gamepad
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@@ -4680,12 +4704,20 @@ Set mouse scaling
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> movement = RL.GetMouseWheelMove()
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Returns mouse wheel movement Y
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Get mouse wheel movement for X or Y, whichever is larger
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- Success return float
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---
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> movement = RL.GetMouseWheelMoveV()
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Get mouse wheel movement for both X and Y
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- Success return Vector2
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---
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> RL.SetMouseCursor( int cursor )
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Set mouse cursor
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@@ -5705,7 +5737,15 @@ Create an image from another image piece
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---
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> image = RL.ImageText( Font font, string text, float fontSize, float spacing, Color tint )
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> image = RL.ImageText( string text, int fontSize, Color tint )
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Create an image from text (default font)
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- Success return Image
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---
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> image = RL.ImageTextEx( Font font, string text, float fontSize, float spacing, Color tint )
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Create an image from text (custom sprite font)
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@@ -5977,6 +6017,12 @@ Draw a source image within a destination image (Tint applied to source)
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---
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> RL.ImageDrawText( Image dst, string text, Vector2 position, float fontSize, Color tint )
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Draw text (using default font) within an image (destination)
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---
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> RL.ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
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Draw text (Custom sprite font) within an image (Destination)
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@@ -6150,6 +6196,12 @@ Draw a Texture2D
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---
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> RL.DrawTextureEx( Texture texture, Vector2 position, float rotation, float scale, Color tint )
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Draw a Texture2D with extended parameters
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---
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> RL.DrawTextureRec( Texture texture, Rectangle source, Vector2 position, Color tint )
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Draw a part of a texture defined by a rectangle
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@@ -6476,7 +6528,15 @@ Set vertical line spacing when drawing with line-breaks
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---
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> size = RL.MeasureText( Font font, string text, float fontSize, float spacing )
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> width = RL.MeasureText( string text, int fontSize )
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Measure string width for default font
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- Success return int
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---
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> size = RL.MeasureTextEx( Font font, string text, float fontSize, float spacing )
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Measure string size for Font
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@@ -6748,6 +6808,12 @@ Draw a color-filled triangle (Vertex in counter-clockwise order!)
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---
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> RL.DrawTriangleStrip3D( Vector3{} points, Color color )
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Draw a triangle strip defined by points
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---
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> RL.DrawCube( Vector3 position, Vector3 size, Color color )
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Draw cube
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@@ -7146,6 +7212,14 @@ Generate sphere mesh (Standard sphere)
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---
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> mesh = RL.GenMeshHemiSphere( float radius, int rings, int slices )
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Generate half-sphere mesh (no bottom cap)
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- Success return Mesh
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---
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> mesh = RL.GenMeshCylinder( float radius, float height, int slices )
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Generate cylinder mesh
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@@ -7595,6 +7669,12 @@ Checks if a sound is ready
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---
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> RL.UpdateSound( Sound sound, Buffer data, int sampleCount )
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Update sound buffer with new data
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---
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> RL.UnloadWave( Wave wave )
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Unload wave data
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@@ -7689,6 +7769,14 @@ Convert wave data to desired format
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---
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> samples = RL.LoadWaveSamples( Wave wave )
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Load samples data from wave as a 32bit float data array
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- Success return float{}
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---
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> wave = RL.WaveCopy( Wave wave )
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Copy a wave to a new wave
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