128 lines
12 KiB
C
128 lines
12 KiB
C
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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 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); // 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); // 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 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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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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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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// 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); // 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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bool IsKeyDown(int key); // Detect if a key is being pressed
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bool IsKeyReleased(int key); // Detect if a key has been released once
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bool IsKeyUp(int key); // Detect if a key is NOT being pressed
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int GetKeyPressed(void); // Get latest key pressed
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void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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// Input-related functions: gamepads
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bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
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const char *GetGamepadName(int gamepad); // Return gamepad internal name id
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bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
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bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
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bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
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bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
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int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
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int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
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float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
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// Input-related functions: mouse
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bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
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bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
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bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
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bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
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int GetMouseX(void); // Returns mouse position X
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int GetMouseY(void); // Returns mouse position Y
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Vector2 GetMousePosition(void); // Returns mouse position XY
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void SetMousePosition(Vector2 position); // Set mouse position XY
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int GetMouseWheelMove(void); // Returns mouse wheel movement Y
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// Input-related functions: touch
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int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
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int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
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Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
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// Gestures-related functions
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void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
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bool IsGestureDetected(int gesture); // Check if a gesture have been detected
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int GetGestureDetected(void); // Get latest detected gesture
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int GetTouchPointsCount(void); // Get touch points count
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float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
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Vector2 GetGestureDragVector(void); // Get gesture drag vector
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float GetGestureDragAngle(void); // Get gesture drag angle
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Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
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float GetGesturePinchAngle(void); // Get gesture pinch angle
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// Camera-related functions
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SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
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void UpdateCamera(Camera *camera); // Update camera position for selected mode
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void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
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void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
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void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
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void SetCameraMoveControls(int frontKey, int backKey,
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int rightKey, int leftKey,
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
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