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11 changed files with 77 additions and 62 deletions
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// Window-related functions
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void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL)
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void CloseWindow(void); // Close Window and Terminate Context
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bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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void ToggleFullscreen(void); // Fullscreen toggle (by default F11)
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void CloseWindow(void); // Close window and unload OpenGL context
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bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
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bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
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void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
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void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
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void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
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void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
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void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
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int GetScreenWidth(void); // Get current screen width
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int GetScreenHeight(void); // Get current screen height
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// Cursor-related functions
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void ShowCursor(void); // Shows cursor
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void HideCursor(void); // Hides cursor
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bool IsCursorHidden(void); // Returns true if cursor is not visible
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void EnableCursor(void); // Enables cursor
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void DisableCursor(void); // Disables cursor
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bool IsCursorHidden(void); // Check if cursor is not visible
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void EnableCursor(void); // Enables cursor (unlock cursor)
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void DisableCursor(void); // Disables cursor (lock cursor)
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// Drawing-related functions
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(void); // Setup drawing canvas to start drawing
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void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
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void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
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void End2dMode(void); // Ends 2D mode custom camera usage
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void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
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void ClearBackground(Color color); // Set background color (framebuffer clear color)
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void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
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void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
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void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
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void End2dMode(void); // Ends 2D mode with custom camera
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void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
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void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
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void EndTextureMode(void); // Ends drawing to render texture
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// Screen-space-related functions
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
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Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
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Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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// Timming-related functions
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(void); // Returns current FPS
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float GetFrameTime(void); // Returns time in seconds for one frame
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int GetFPS(void); // Returns current FPS
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float GetFrameTime(void); // Returns time in seconds for last frame drawn
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// Color-related functions
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Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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int GetHexValue(Color color); // Returns hexadecimal value for a Color
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Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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float *ColorToFloat(Color color); // Converts Color to float array and normalizes
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float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
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float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
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// Misc. functions
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void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
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void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
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void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
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void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
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int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
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Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0 to 1.0
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void SetConfigFlags(char flags); // Setup some window configuration flags
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void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
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// Drag-and-drop files functions
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bool IsFileDropped(void); // Check if a file have been dropped into window
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char **GetDroppedFiles(int *count); // Retrieve dropped files into window
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// Files management functions
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bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
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const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
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const char *GetWorkingDirectory(void); // Get current working directory
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bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
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bool IsFileDropped(void); // Check if a file has been dropped into window
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char **GetDroppedFiles(int *count); // Get dropped files names
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void ClearDroppedFiles(void); // Clear dropped files paths buffer
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// Persistent storage management
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void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
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int StorageLoadValue(int position); // Storage load integer value (from defined position)
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void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
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int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
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// Input-related functions: keyboard
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bool IsKeyPressed(int key); // Detect if a key has been pressed once
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