Updated docs and added constants to tracker

This commit is contained in:
n00b87
2026-02-26 15:33:51 -06:00
parent aa7667c838
commit 9dbb4b6b5f
2332 changed files with 6219 additions and 2761 deletions

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#title Abs [RCBasic Doc]
#header function Abs(n)
#header Function Abs(n)
Returns the absolute value of n

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#title AccelName$ [RCBasic Doc]
#header function AccelName$(accel_num)
#header Function AccelName$(accel_num)
Returns the name of an accelerometer

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#title Acos [RCBasic Doc]
#header function Acos(n)
#header Function Acos(n)
Returns the Arcosine of n

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#title ActiveCanvas [RCBasic Doc]
#header function ActiveCanvas()
#header Function ActiveCanvas()
Returns the canvas that drawing commands are currently applied to
@@ -20,3 +20,4 @@ If ActiveCanvas() = c2 Then
Print "Active canvas is now c2"
End If
#/code

15
doc/files/activefont.txt Normal file
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#title ActiveFont [RCBasic Doc]
#header Function ActiveFont()
Returns the current font that will be used with DrawText
#code
test_font = LoadFont("test_font.ttf", 12)
SetFont(test_font)
If ActiveFont() = test_font Then
Print "Test Font is active"
End If
#/code
#ref LoadFont SetFont DrawText

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#title ActorAnimationIsLooped [RCBasic Doc]
#header function ActorAnimationIsLooped( actor )
Returns true if an actors animation is set to looped.
Note: Actor animation is set to looped with the LoopActorAnimation() function.
#ref LoopActorAnimation

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#title ActorAnimationIsPlaying [RCBasic Doc]
#header function ActorAnimationIsPlaying(actor)
#header Function ActorAnimationIsPlaying(actor)
Returns true if an actor is currently playing an animation
Note: If the number of loops in the animation is set to -1 then this will always be true since it does not return false until it plays the last frame in the last loop

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#title ActorExists [RCBasic Doc]
#header function ActorExists( actor )
#header Function ActorExists( actor )
Returns true if the id passed is a valid actor

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#title ActorIsInTransition [RCBasic Doc]
#header function ActorIsInTransition( actor )
Returns true if actor is in a transition from its current frame to the frame set in the StartActorTransition() function
#ref StartActorTransition StopActorTransition GetActorTransitionTime

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#title ActorIsSolid [RCBasic Doc]
#header function ActorIsSolid(actor)
#header Function ActorIsSolid(actor)
Returns true or false depending on if physics and collision response applies to an actor.
@@ -13,3 +13,4 @@ Print "Actor solid state: "; ActorIsSolid(actor) 'This will output 0
#/end
#ref SetActorSolid

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#title ActorIsVisible [RCBasic Doc]
#header function ActorIsVisible( actor )
#header Function ActorIsVisible( actor )
Returns true if an actor is visible
@@ -11,3 +11,4 @@ Print "Actor solid state: "; ActorIsSolid(actor) 'Outputs 0
#/code
#ref SetActorVisible

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#title AddActorShadow [RCBasic Doc]
#header sub AddActorShadow( actor )
#header Sub AddActorShadow( actor )
Cast a shadow on an actor during lighting calculations
@@ -7,3 +7,4 @@ Note: Also check the section on lights for more info
#ref RemoveActorShadow

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#title AddCompositeChild [RCBasic Doc]
#header Function AddCompositeChild(actor, child_actor, t_matrix)
Adds a child Actor to a composite actor.
Returns the child index in the composite actor.
NOTE: Reference the included Composite Demo for an example
#ref CreateCompositeActor

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#title AddMatrix [RCBasic Doc]
#header function AddMatrix(mA, mB, mC)
#header Function AddMatrix(mA, mB, mC)
Adds matrix mA to matrix mB and stores the results in mC

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#title AddMeshBuffer [RCBasic Doc]
#header sub AddMeshBuffer( mesh, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data )
#header Sub AddMeshBuffer( mesh, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data )
Sets the vertices, normals, and texture coordinates for a mesh
#ref CreateMesh

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#title AddProjectorEffectActor [RCBasic Doc]
#header Function AddProjectorEffectActor(actor, tgt_actor)
Add an effect actor from a projector.
Returns the index of the effect actor in the projector.
Refer to the included Projector Demo for an example
#ref RemoveProjectorEffectActor

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#title AddSceneSkyBox [RCBasic Doc]
#header sub AddSceneSkyBox( img_top, img_bottom, img_left, img_right, img_front, img_back)
#header Sub AddSceneSkyBox( img_top, img_bottom, img_left, img_right, img_front, img_back)
Generates a skybox based on the provided images.
#ref AddSceneSkyDome AddSceneSkyDomeEx

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#title AddSceneSkyDome [RCBasic Doc]
#header sub AddSceneSkyDome( img )
#header Sub AddSceneSkyDome( img )
Adds a sky dome to the scene
#ref AddSceneSkyDomeEx

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#title AddSceneSkyDomeEx [RCBasic Doc]
#header sub AddSceneSkyDomeEx( img, horiRes, vertRes, txPercentage, spherePercentage, radius)
#header Sub AddSceneSkyDomeEx( img, horiRes, vertRes, txPercentage, spherePercentage, radius)
Adds a sky dome to the scene
@@ -13,3 +13,4 @@ Adds a sky dome to the scene
#/list
#ref AddSceneSkyBox AddSceneSkyDome

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#title AddSpriteChild [RCBasic Doc]
#header Function AddSpriteChild(sprite, child_sprite, x, y)
Adds a sprite as a child to another sprite. Child sprite is offset by given position.
#ref RemoveSpriteChild

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#title AddVehicleWheel [RCBasic Doc]
#header Function AddVehicleWheel( actor, wheel_actor, is_front_wheel )
Add a wheel to a vehicle actor
is_front_wheel sets whether it should be considered a front wheel for physics and control
NOTE: Once an actor is set as a wheel, the vehicle controls all transforms for the actor
#ref CreateVehicleActor

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#title AdjointMatrix [RCBasic Doc]
#header function AdjointMatrix(mA, mB)
#header Function AdjointMatrix(mA, mB)
Stores the adjoint matrix of mA in mB

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#title AndBit [RCBasic Doc]
#header function AndBit(a,b)
#header Function AndBit(a,b)
Returns the bitwise AND operation of 2 numbers

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#title Android_GetExternalStoragePath$ [RCBasic Doc]
#header function Android_GetExternalStoragePath$()
#header Function Android_GetExternalStoragePath$()
Returns the designated external storage path
#ref Android_GetExternalStorageState Android_GetInternalStoragePath$

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#title Android_GetExternalStorageState [RCBasic Doc]
#header function Android_GetExternalStorageState()
#header Function Android_GetExternalStorageState()
Returns a bitmask of these values:
#list
@@ -14,3 +14,4 @@ End If
#/code
#ref Android_GetExternalStoragePath$ Android_GetInternalStoragePath$

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#title Android_GetInternalStoragePath$ [RCBasic Doc]
#header function Android_GetInternalStoragePath$()
#header Function Android_GetInternalStoragePath$()
Returns the internal storage path
#ref Android_GetExternalStorageState Android_GetExternalStoragePath$

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#title Android_JNI_Message$ [RCBasic Doc]
#header function Android_JNI_Message$(arg$)
#header Function Android_JNI_Message$(arg$)
Passes arg$ to the rcbasic_android_interface() method in the java code for your android app. The java method returns a string.
#ref Runtime_Utility_Message$

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#title ApplyActorCentralForceLocal [RCBasic Doc]
#header sub ApplyActorCentralForceLocal( actor, x, y, z)
#header Sub ApplyActorCentralForceLocal( actor, x, y, z)
Applies a force to the center of mass of an actor in local coordinate space. This force impacts the linear velocity of the object without affecting its rotation.
@@ -8,3 +8,4 @@ Applies a force to the center of mass of an actor in local coordinate space. Thi
#/list
#ref ApplyActorCentralForceWorld ApplyActorCentralImpulseLocal ApplyActorCentralImpulseWorld

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#title ApplyActorCentralForceWorld [RCBasic Doc]
#header sub ApplyActorCentralForceWorld( actor, x, y, z)
#header Sub ApplyActorCentralForceWorld( actor, x, y, z)
Applies a force to the center of mass of an actor in world coordinate space. This force impacts the linear velocity of the object without affecting its rotation.
@@ -8,3 +8,4 @@ Applies a force to the center of mass of an actor in world coordinate space. Thi
#/list
#ref ApplyActorCentralForceLocal ApplyActorCentralImpulseLocal ApplyActorCentralImpulseWorld

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#title ApplyActorCentralImpulseLocal [RCBasic Doc]
#header sub ApplyActorCentralImpulseLocal( actor, x, y, z)
#header Sub ApplyActorCentralImpulseLocal( actor, x, y, z)
Applies an impulse directly to the center of mass of an actor. An impulse differs from a continuous force in that it applies an immediate, short-duration change to the velocity of the actor. It affects the linear velocity but does not generate rotational effects (since it's applied to the center of mass).
@@ -8,3 +8,4 @@ Applies an impulse directly to the center of mass of an actor. An impulse differ
#/list
#ref ApplyActorCentralForceLocal ApplyActorCentralForceWorld ApplyActorCentralImpulseWorld

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#title ApplyActorCentralImpulseWorld [RCBasic Doc]
#header sub ApplyActorCentralImpulseWorld( actor, x, y, z)
#header Sub ApplyActorCentralImpulseWorld( actor, x, y, z)
Applies an impulse directly to the center of mass of an actor. An impulse differs from a continuous force in that it applies an immediate, short-duration change to the velocity of the actor. It affects the linear velocity but does not generate rotational effects (since it's applied to the center of mass).
@@ -9,3 +9,4 @@ Applies an impulse directly to the center of mass of an actor. An impulse differ
#ref ApplyActorCentralForceLocal ApplyActorCentralForceWorld ApplyActorCentralImpulseLocal

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#title ApplyActorDamping [RCBasic Doc]
#header sub ApplyActorDamping( actor, timeStep)
#header Sub ApplyActorDamping( actor, timeStep)
Reduces the velocity of an actor over time, simulating the effect of friction or air resistance.
@@ -20,3 +20,4 @@ Wend
#/code
#ref setActorDamping getActorLinearDamping getActorAngularDamping

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#title ApplyActorForceLocal [RCBasic Doc]
#header sub ApplyActorForceLocal( actor, x, y, z, rel_x, rel_y, rel_z)
#header Sub ApplyActorForceLocal( actor, x, y, z, rel_x, rel_y, rel_z)
Applies a force to an actor at a specific point. Unlike ApplyActorCentralForce(local/world), which applies force only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
@@ -9,3 +9,4 @@ Applies a force to an actor at a specific point. Unlike ApplyActorCentralForce(l
#/list
#ref ApplyActorForceWorld ApplyActorCentralForceLocal ApplyActorCentralForceWorld

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#title ApplyActorForceWorld [RCBasic Doc]
#header sub ApplyActorForceWorld( actor, x, y, z, rel_x, rel_y, rel_z)
#header Sub ApplyActorForceWorld( actor, x, y, z, rel_x, rel_y, rel_z)
Applies a force to an actor at a specific point. Unlike ApplyActorCentralForce(local/world), which applies force only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
@@ -9,3 +9,4 @@ Applies a force to an actor at a specific point. Unlike ApplyActorCentralForce(l
#/list
#ref ApplyActorForceLocal ApplyActorCentralForceLocal ApplyActorCentralForceWorld

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#title ApplyActorImpulseLocal [RCBasic Doc]
#header sub ApplyActorImpulseLocal( actor, x, y, z, rel_x, rel_y, rel_z)
#header Sub ApplyActorImpulseLocal( actor, x, y, z, rel_x, rel_y, rel_z)
Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
@@ -10,3 +10,4 @@ Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpu
#ref ApplyActorImpulseWorld ApplyActorForceLocal ApplyActorForceWorld

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#/list
#ref ApplyActorImpulseLocal ApplyActorForceLocal ApplyActorForceWorld

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@@ -8,3 +8,4 @@ Applies an impulse that directly affects the angular velocity of an actor, causi
#/list
#ref ApplyActorTorque ApplyActorTorqueImpulseWorld

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@@ -8,3 +8,4 @@ Applies an impulse that directly affects the angular velocity of an actor, causi
#/list
#ref ApplyActorTorque ApplyActorTorqueImpulseLocal

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#/list
#ref ApplyActorTorqueWorld ApplyActorTorqueImpulseLocal ApplyActorTorqueImpulseWorld

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#ref ApplyActorTorqueLocal ApplyActorTorqueImpulseLocal ApplyActorTorqueImpulseWorld

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#title applySpriteAngularImpulse [RCBasic Doc]
#header sub applySpriteAngularImpulse( spr_id, impulse)
#title ApplySpriteAngularImpulse [RCBasic Doc]
#header Sub ApplySpriteAngularImpulse( spr_id, impulse)
Apply an angular impulse to a body. This method affects the bodys rotational motion, changing its angular velocity based on the impulse applied.
#ref ApplySpriteLinearImpulse

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#title applySpriteCentralForce [RCBasic Doc]
#header sub applySpriteCentralForce( spr_id, x, y)
#title ApplySpriteCentralForce [RCBasic Doc]
#header Sub ApplySpriteCentralForce( spr_id, x, y)
Apply a continuous force to a body at its center of mass, regardless of the body's current orientation. This method affects the body's linear motion and is useful for simulating forces like gravity, wind, or any other directional force.

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#title applySpriteForce [RCBasic Doc]
#header sub applySpriteForce( spr_id, fX, fY, pX, pY)
#title ApplySpriteForce [RCBasic Doc]
#header Sub ApplySpriteForce( spr_id, fX, fY, pX, pY)
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body.

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#title applySpriteLinearImpulse [RCBasic Doc]
#header sub applySpriteLinearImpulse( spr_id, iX, iY, pX, pY)
#title ApplySpriteLinearImpulse [RCBasic Doc]
#header Sub ApplySpriteLinearImpulse( spr_id, iX, iY, pX, pY)
Apply an instantaneous linear impulse to a body. This method directly affects the bodys linear motion by changing its velocity based on the impulse applied.
#ref ApplySpriteAngularImpulse

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#title applySpriteTorque [RCBasic Doc]
#header sub applySpriteTorque( spr_id, torque)
#title ApplySpriteTorque [RCBasic Doc]
#header Sub ApplySpriteTorque( spr_id, torque)
Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass.

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#title ApplyWheelEngineForce [RCBasic Doc]
#header Sub ApplyWheelEngineForce( actor, wheel, force )
Apply force to a wheel.
NOTE: For movement, you can apply force to a vehicle the same way you apply it to any actor. Refer to the actor physics section for documentation on that.

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#title ArrayCopy [RCBasic Doc]
#header sub ArrayCopy(ByRef src, ByRef dst)
#header Sub ArrayCopy(ByRef src, ByRef dst)
Copies the contents of src array to dst array
Note: This function is a special case in that it can take any type for src or dst
#ref ArrayDim ArraySize ArrayFill

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#title ArrayDim [RCBasic Doc]
#header function ArrayDim(Byref id)
#header Function ArrayDim(ByRef id)
Returns the number of dimensions in an array
#ref ArrayCopy ArrayFill ArraySize

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Fills all the elements in an array with the value in fdata
#ref ArrayCopy ArrayDim ArraySize

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#title ArraySize [RCBasic Doc]
#header Function ArraySize(Byref id, array_dim)
#header Function ArraySize(ByRef id, array_dim)
Returns the number of elements in the given dimension of an array
#ref ArrayDim ArrayCopy ArrayFill

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#header Function Asc(c$)
Returns the ASCII value of a character.

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#header Function Asin(n)
Returns the ArcSine of a number.

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#header Function Atan(n)
Returns the ArcTangent of a number.

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#header Function ATan2(y, x)
Returns the ArcTangent of x and y

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#title AugmentMatrix [RCBasic Doc]
#header function AugmentMatrix(mA, mB, mC)
#header Function AugmentMatrix(mA, mB, mC)
Appends the columns of matrix mB onto matrix mA and stores the result in mC.
NOTE: Must mA and mB must be the same number of rows.

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#title Bin$ [RCBasic Doc]
#header function Bin$(n)
#header Function Bin$(n)
Returns the binary representation of a number.

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#title Box3D [RCBasic Doc]
#header sub Box3D(min_x, min_y, min_z, max_x, max_y, max_z)
#header Sub Box3D(min_x, min_y, min_z, max_x, max_y, max_z)
Draws a box in 3D space

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#title BufferFromImage [RCBasic Doc]
#header sub BufferFromImage(slot, byref buffer)
#header Sub BufferFromImage(slot, ByRef buffer)

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#title BufferFromMatrix [RCBasic Doc]
#header sub BufferFromMatrix(ByRef buffer, mA)
#header Sub BufferFromMatrix(ByRef buffer, mA)
Saves the matrix mA in an array
NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.
#ref MatrixFromBuffer

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#title BufferFromString [RCBasic Doc]
#header function BufferFromString(s$, ByRef buffer)
#header Function BufferFromString(s$, ByRef buffer)
Stores the byte value of a string into a number buffer
#ref StringFromBuffer$

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#title CalculateCompositePrincipalTransform [RCBasic Doc]
#header Sub CalculateCompositePrincipalTransform(actor, ByRef masses, principal_matrix, ByRef x, ByRef y, ByRef z)
Calculates the center of mass and principal intertia axes for a composite actor.
Parameters:
#list ul
#li masses - An array with masses for each child in the compound shape
#li principal_matrix - This will be set to principal axis transform
#li (x, y, z) - Inertia
#/list
#ref CreateCompositeActor

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#title Canvas [RCBasic Doc]
#header sub Canvas(c_num)
#header Sub Canvas(c_num)
Sets the active canvas for drawing commands to use
#ref ActiveCanvas

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#title CanvasClip [RCBasic Doc]
#header function CanvasClip(x, y, w, h)
#header Function CanvasClip(x, y, w, h)
Returns an image id with a selected portion of the active drawing canvas saved
#ref WindowClip

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#title CanvasIsVisible [RCBasic Doc]
#header function CanvasIsVisible(c_num)
#header Function CanvasIsVisible(c_num)
Returns true if a canvas is shown in the Window
#ref SetCanvasVisible

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#title CanvasZ [RCBasic Doc]
#header function CanvasZ(c_num)
#header Function CanvasZ(c_num)
Returns the Canvas Z Order.
Note: Canvases with a higher Z order are drawn first and those with lower values will be drawn on top
#ref SetCanvasZ

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#title CastRay2D [RCBasic Doc]
#header function CastRay2D( from_x, from_y, to_x, to_y )
#header Function CastRay2D( from_x, from_y, to_x, to_y )
Cast a ray and get the closest hit on the ray
@@ -8,3 +8,4 @@ Returns 1 if there is a hit and 0 if not
NOTE: GetRayHit2D is used to read each hit
#ref GetRayHit3D CastRay3D CastRay3D_All CastRay2D_All GetRayHit2D

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#title CastRay2D_All [RCBasic Doc]
#header function CastRay2D_All( from_x, from_y, to_x, to_y )
#header Function CastRay2D_All( from_x, from_y, to_x, to_y )
Cast a ray and gets all hits on the ray
@@ -8,3 +8,4 @@ Returns the number of hits from the ray cast
NOTE: GetRayHit2D is used to read each hit
#ref GetRayHit3D CastRay3D CastRay3D_All CastRay2D GetRayHit2D

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#title CastRay3D [RCBasic Doc]
#header function CastRay3D( from_x, from_y, from_z, to_x, to_y, to_z )
#header Function CastRay3D( from_x, from_y, from_z, to_x, to_y, to_z )
Cast a ray and get the closest hit on the ray
@@ -8,3 +8,4 @@ Returns 1 if there is a hit and 0 if not
NOTE: GetRayHit3D is used to read each hit
#ref GetRayHit3D CastRay3D_All CastRay2D CastRay2D_All GetRayHit2D

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#title CastRay3D_All [RCBasic Doc]
#header function CastRay3D_All( from_x, from_y, from_z, to_x, to_y, to_z )
#header Function CastRay3D_All( from_x, from_y, from_z, to_x, to_y, to_z )
Cast a ray and gets all hits on the ray
@@ -8,3 +8,4 @@ Returns the number of hits from the ray cast
NOTE: GetRayHit3D is used to read each hit
#ref GetRayHit3D CastRay3D CastRay2D CastRay2D_All GetRayHit2D

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#title ChangeDir [RCBasic Doc]
#header sub ChangeDir(p$)
#header Sub ChangeDir(p$)
Sets the working directory that the directory commands use

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#title ChannelIsPaused [RCBasic Doc]
#header function ChannelIsPaused(channel)
#header Function ChannelIsPaused(channel)
Returns true if an audio channel is currently paused
#ref PauseSound

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#title ChannelIsPlaying [RCBasic Doc]
#header function ChannelIsPlaying(channel)
#header Function ChannelIsPlaying(channel)
Returns true if an audio channel is playing
#ref ChannelIsPaused PlaySound PlaySoundTimed

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#title CheckSockets [RCBasic Doc]
#header function CheckSockets(timeout_ms)
#header Function CheckSockets(timeout_ms)
Checks all connected sockets for activity. If timeout_ms is greater than 0 than it will wait that many milliseconds. If less than 0
it will wait for over 49 days (hint: there is no reason what so ever to set this less than 0).
Returns the number of sockets that have activity (ie. a connection was made or data was sent)

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#title Chr$ [RCBasic Doc]
#header function Chr$(n)
#header Function Chr$(n)
Returns the character with the matching ASCII value n.

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#title CInt32 [RCBasic Doc]
#header function CInt32(i)
#header Function CInt32(i)
Returns a 32-bit signed integer.

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#title CInt64 [RCBasic Doc]
#header function CInt64(i)
#header Function CInt64(i)
Returns a 64-bit signed integer.

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#title Circle [RCBasic Doc]
#header sub Circle(x,y,radius)
#header Sub Circle(x,y,radius)
Draws a circle on the current canvas.

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#title CircleFill [RCBasic Doc]
#header sub CircleFill(x,y,radius)
#header Sub CircleFill(x,y,radius)
Draws a filled circle on the current canvas.

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#title clearActorForces [RCBasic Doc]
#header sub clearActorForces( actor)
#title ClearActorForces [RCBasic Doc]
#header Sub ClearActorForces( actor)
Resets or clears all the forces and torques that have been applied to a rigid body in the current simulation step. This ensures that any forces, including linear forces and torques, do not accumulate from one simulation step to the next.
@@ -9,3 +9,4 @@ Resets or clears all the forces and torques that have been applied to a rigid bo
#li <b>Does Not Affect Velocity:</b> It clears only the applied forces and torques, but the current velocity (linear and angular) of the actor remains unchanged.
#li <b>Typically Used in Each Simulation Step:</b> Used to reset forces after each step, so that only new forces applied in the next step will affect the body.
#/list

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#title ClearCanvas [RCBasic Doc]
#header sub ClearCanvas()
#header Sub ClearCanvas()
Clears the active drawing canvas
NOTE: This is only for drawing canvases (ie. Those opened with OpenCanvas())

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#title ClearMatrix [RCBasic Doc]
#header sub ClearMatrix(mA)
#header Sub ClearMatrix(mA)
Sets all elements in a matrix to zero

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#title ClearMatrixColumns [RCBasic Doc]
#header function ClearMatrixColumns(mA, c, num_cols)
#header Function ClearMatrixColumns(mA, c, num_cols)
Sets all elements in the matrix columns specified to zero.
#ref ClearMatrix ClearMatrixRows

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#title ClearMatrixRows [RCBasic Doc]
#header function ClearMatrixRows(mA, r, num_rows)
#header Function ClearMatrixRows(mA, r, num_rows)
Sets all elements in the matrix rows specified to zero.
#ref ClearMatrix ClearMatrixColumns

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#title ClearMouseZone [RCBasic Doc]
#header sub ClearMouseZone()
#header Sub ClearMouseZone()
Removes the previously set mouse zone from the window

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#title ClearPostEffect [RCBasic Doc]
#header Sub ClearPostEffect( c_num )
Removes the current post effect from the canvas.

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#header Sub ClearScene()

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#title ClearStack_N [RCBasic Doc]
#header sub ClearStack_N( num_stack )
#header Sub ClearStack_N( num_stack )
Removes all elements from the stack
#ref ClearStack_S

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#title ClearStack_S [RCBasic Doc]
#header sub ClearStack_S( str_stack )
#header Sub ClearStack_S( str_stack )
Removes all elements from the stack
#ref ClearStack_N

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#title ClipMatrix [RCBasic Doc]
#header sub ClipMatrix(mA, r, c, num_rows, num_cols, mB)
#header Sub ClipMatrix(mA, r, c, num_rows, num_cols, mB)
Copies the specified portion of matrix mA into matrix mB

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#title CloneCanvas [RCBasic Doc]
#header function CloneCanvas(c_num, mode)
#header Function CloneCanvas(c_num, mode)
Returns a clone of a canvas. Clone canvases are mirrors of the original canvas so when you draw to one it will also be on the other. This is useful for a splitscreen 2d game.
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#ref OpenCanvas

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Closes a canvas
#ref OpenCanvas

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#title CloseFile [RCBasic Doc]
#header sub CloseFile( stream )
#header Sub CloseFile( stream )
Closes a file
#ref OpenFile

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#title CloseWindow [RCBasic Doc]
#header sub CloseWindow( )
#header Sub CloseWindow( )
Closes the graphics window
#ref OpenWindow

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#title Cls [RCBasic Doc]
#header sub Cls()
#header Sub Cls()
Clears the back buffer on the window

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#title CofactorMatrix [RCBasic Doc]
#header sub CofactorMatrix(mA, r, c)
#header Sub CofactorMatrix(mA, r, c)
Sets matrix mA to a cofactor. This will change the original matrix so it is recommended to copy the matrix if you still need the original matrix.
#ref CopyMatrix

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#title ColorKey [RCBasic Doc]
#header sub ColorKey(img_id, c)
#header Sub ColorKey(img_id, c)
Sets the color key for an image

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#title Command$ [RCBasic Doc]
#header function Command$(arg)
#header Function Command$(arg)
Returns command line arguments passed to a program.
Note: Command$(0) will always be the program being executed ( your_program.cbc )
#ref NumCommands

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#title ComputeActorAngularImpulseDenominator [RCBasic Doc]
#header function ComputeActorAngularImpulseDenominator( actor, x, y, z)
#header Function ComputeActorAngularImpulseDenominator( actor, x, y, z)
Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation.
#ref ComputeActorImpulseDenominator

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#title ComputeActorGyroImpulseLocal [RCBasic Doc]
#header sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z)
#header Sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z)
Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change.
#ref ComputeActorGyroImpulseWorld

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#title ComputeActorGyroImpulseWorld [RCBasic Doc]
#header sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z)
#header Sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z)
Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the actors local frame. This function is used to handle the gyroscopic effects (i.e., gyroscopic precession) of a rotating object when a torque is applied, affecting its axis of rotation.
#ref ComputeActorGyroImpulseLocal

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