Reviewed functions description
Replaced: Returns -> Get
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7 changed files with 80 additions and 80 deletions
54
src/raylib.h
54
src/raylib.h
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@ -1004,22 +1004,22 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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// Screen-space-related functions
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
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RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
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RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
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RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
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RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
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RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
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RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
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RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
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RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
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// Timing-related functions
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
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RLAPI int GetFPS(void); // Returns current FPS
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RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn (delta time)
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RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
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RLAPI int GetFPS(void); // Get current FPS
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RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
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RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
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// Misc. functions
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RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
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RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
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RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
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RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
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@ -1101,19 +1101,19 @@ RLAPI bool IsMouseButtonPressed(int button); // Detect if a mou
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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 int GetMouseX(void); // Returns mouse position X
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RLAPI int GetMouseY(void); // Returns mouse position Y
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RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
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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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RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
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RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
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RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
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RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y
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RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement Y
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RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
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// Input-related functions: touch
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RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
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RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
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RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
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RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
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RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
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RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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@ -1299,14 +1299,14 @@ RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle
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RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon
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// Color/pixel related functions
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RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
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RLAPI Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1]
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RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1]
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RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint
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RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
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RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
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RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
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RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
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RLAPI Color GetColor(int hexValue); // Get Color structure from hexadecimal value
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RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
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RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
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@ -1362,7 +1362,7 @@ RLAPI char *TextToUtf8(int *codepoints, int length); // Encode
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// UTF8 text strings management functions
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RLAPI int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters
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RLAPI int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string
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RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
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RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
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RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
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//------------------------------------------------------------------------------------
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