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- // Window-related functions
- void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL)
- void CloseWindow(void); // Close window and unload OpenGL context
- bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
- bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
- void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
- void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
- void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
- void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
- void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
- int GetScreenWidth(void); // Get current screen width
- int GetScreenHeight(void); // Get current screen height
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- // Cursor-related functions
- void ShowCursor(void); // Shows cursor
- void HideCursor(void); // Hides cursor
- bool IsCursorHidden(void); // Check if cursor is not visible
- void EnableCursor(void); // Enables cursor (unlock cursor)
- void DisableCursor(void); // Disables cursor (lock cursor)
- // Drawing-related functions
- void ClearBackground(Color color); // Set background color (framebuffer clear color)
- void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
- void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
- void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
- void End2dMode(void); // Ends 2D mode with custom camera
- void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
- void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
- void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
- void EndTextureMode(void); // Ends drawing to render texture
- // Screen-space-related functions
- Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
- Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
- Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
- // Timming-related functions
- void SetTargetFPS(int fps); // Set target FPS (maximum)
- int GetFPS(void); // Returns current FPS
- float GetFrameTime(void); // Returns time in seconds for last frame drawn
- // Color-related functions
- int GetHexValue(Color color); // Returns hexadecimal value for a Color
- Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
- Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
- float *ColorToFloat(Color color); // Converts Color to float array and normalizes
- float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
- float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
- // Misc. functions
- void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
- void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
- void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
- void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
- int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
- // Files management functions
- bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
- const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
- const char *GetWorkingDirectory(void); // Get current working directory
- bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
- bool IsFileDropped(void); // Check if a file has been dropped into window
- char **GetDroppedFiles(int *count); // Get dropped files names
- void ClearDroppedFiles(void); // Clear dropped files paths buffer
- // Persistent storage management
- void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
- int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
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- // Input-related functions: keyboard
- bool IsKeyPressed(int key); // Detect if a key has been pressed once
- bool IsKeyDown(int key); // Detect if a key is being pressed
- bool IsKeyReleased(int key); // Detect if a key has been released once
- bool IsKeyUp(int key); // Detect if a key is NOT being pressed
- int GetKeyPressed(void); // Get latest key pressed
- void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
- // Input-related functions: gamepads
- bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
- bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
- const char *GetGamepadName(int gamepad); // Return gamepad internal name id
- bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
- bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
- bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
- bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
- int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
- int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
- float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
- // Input-related functions: mouse
- bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
- bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
- bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
- bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
- int GetMouseX(void); // Returns mouse position X
- int GetMouseY(void); // Returns mouse position Y
- Vector2 GetMousePosition(void); // Returns mouse position XY
- void SetMousePosition(Vector2 position); // Set mouse position XY
- int GetMouseWheelMove(void); // Returns mouse wheel movement Y
- // Input-related functions: touch
- int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
- int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
- Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
- // Gestures-related functions
- void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags
- bool IsGestureDetected(int gesture); // Check if a gesture have been detected
- int GetGestureDetected(void); // Get latest detected gesture
- int GetTouchPointsCount(void); // Get touch points count
- float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
- Vector2 GetGestureDragVector(void); // Get gesture drag vector
- float GetGestureDragAngle(void); // Get gesture drag angle
- Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
- float GetGesturePinchAngle(void); // Get gesture pinch angle
-
- // Camera-related functions
- SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
- void UpdateCamera(Camera *camera); // Update camera position for selected mode
- void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
- void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
- void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
- void SetCameraMoveControls(int frontKey, int backKey,
- int rightKey, int leftKey,
- int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
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