Review some comments
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7 changed files with 56 additions and 56 deletions
38
src/raylib.h
38
src/raylib.h
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@ -1075,32 +1075,32 @@ RLAPI void OpenURL(const char *url); // Open URL wi
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//------------------------------------------------------------------------------------
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// Input-related functions: keyboard
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RLAPI bool IsKeyPressed(int key); // Detect if a key has been pressed once
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RLAPI bool IsKeyDown(int key); // Detect if a key is being pressed
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RLAPI bool IsKeyReleased(int key); // Detect if a key has been released once
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RLAPI bool IsKeyUp(int key); // Detect if a key is NOT being pressed
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RLAPI bool IsKeyPressed(int key); // Check if a key has been pressed once
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RLAPI bool IsKeyDown(int key); // Check if a key is being pressed
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RLAPI bool IsKeyReleased(int key); // Check if a key has been released once
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RLAPI bool IsKeyUp(int key); // Check if a key is NOT being pressed
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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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RLAPI int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued
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RLAPI int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued
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// Input-related functions: gamepads
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RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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RLAPI bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
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RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
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RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
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RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
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RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
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RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
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RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
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RLAPI const char *GetGamepadName(int gamepad); // Get gamepad internal name id
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RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
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RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
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RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
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RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
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RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
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RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
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RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
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RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
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// Input-related functions: mouse
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RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
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RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
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RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
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RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
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RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
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RLAPI bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
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RLAPI bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
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RLAPI bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
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RLAPI int GetMouseX(void); // Get mouse position X
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RLAPI int GetMouseY(void); // Get mouse position Y
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RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
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@ -1449,9 +1449,9 @@ RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source,
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RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
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// Collision detection functions
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RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Detect collision between two spheres
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
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RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
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RLAPI RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
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RLAPI RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
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RLAPI RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
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