Organized core functions.
This commit is contained in:
752
ReiLua_API.lua
752
ReiLua_API.lua
@@ -1208,7 +1208,7 @@ RL.EVENT_MOUSE_CURSOR_POS=8
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RL.EVENT_MOUSE_SCROLL=9
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---GLFW event cursor enter/leave
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RL.EVENT_CURSOR_ENTER=10
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-- Core - Window
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-- Core - Window-related functions
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---Check if window has been initialized successfully
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---- Success return bool
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@@ -1376,72 +1376,7 @@ function RL.SetClipboardText( text ) end
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---@return any text
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function RL.GetClipboardText() end
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-- Core - Timing
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---Set target FPS (maximum)
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---@param fps integer
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---@return any RL.SetTargetFPS
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function RL.SetTargetFPS( fps ) end
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---Get current FPS
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---- Success return int
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---@return any FPS
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function RL.GetFPS() end
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---Get time in seconds for last frame drawn (Delta time)
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---- Success return float
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---@return any delta
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function RL.GetFrameTime() end
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---Get elapsed time in seconds since InitWindow()
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---- Success return float
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---@return any time
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function RL.GetTime() end
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-- Core - Misc
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---Takes a screenshot of current screen (filename extension defines format)
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---@param fileName string
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---@return any RL.TakeScreenshot
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function RL.TakeScreenshot( fileName ) end
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---Setup init configuration flags (view FLAGS)
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---@param flags integer
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---@return any RL.SetConfigFlags
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function RL.SetConfigFlags( flags ) end
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---Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
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---@param logLevel integer
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---@param text string
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---@return any RL.TraceLog
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function RL.TraceLog( logLevel, text ) end
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---Set the current threshold (minimum) log level
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---@param logLevel integer
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---@return any RL.SetTraceLogLevel
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function RL.SetTraceLogLevel( logLevel ) end
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---Set the log level for bad function calls and invalid data formats.
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---@param logLevel integer
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---@return any RL.SetLogLevelInvalid
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function RL.SetLogLevelInvalid( logLevel ) end
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---Get the log level for bad function calls and invalid data formats.
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---- Success return int
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---@return any logLevel
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function RL.GetLogLevelInvalid() end
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---Open URL with default system browser (If available)
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---@param url string
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---@return any RL.OpenURL
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function RL.OpenURL( url ) end
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---Check if Lua garbage collection is set to unload object data
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---- Success return bool
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---@return any enabled
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function RL.IsGCUnloadEnabled() end
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-- Core - Cursor
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-- Core - Cursor-related functions
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---Shows cursor
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---@return any RL.ShowCursor
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@@ -1469,7 +1404,7 @@ function RL.DisableCursor() end
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---@return any onSreen
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function RL.IsCursorOnScreen() end
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-- Core - Drawing
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-- Core - Drawing-related functions
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---Set background color (framebuffer clear color)
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---@param color table
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@@ -1484,6 +1419,42 @@ function RL.BeginDrawing() end
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---@return any RL.EndDrawing
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function RL.EndDrawing() end
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---Begin 2D mode with custom camera (2D)
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---@param camera any
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---@return any RL.BeginMode2D
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function RL.BeginMode2D( camera ) end
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---Ends 2D mode with custom camera
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---@return any RL.EndMode2D
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function RL.EndMode2D() end
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---Begin 3D mode with custom camera (3D)
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---@param camera any
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---@return any RL.BeginMode3D
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function RL.BeginMode3D( camera ) end
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---Ends 3D mode and returns to default 2D orthographic mode
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---@return any RL.EndMode3D
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function RL.EndMode3D() end
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---Begin drawing to render texture
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---@param target any
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---@return any RL.BeginTextureMode
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function RL.BeginTextureMode( target ) end
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---Ends drawing to render texture
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---@return any RL.EndTextureMode
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function RL.EndTextureMode() end
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---Begin custom shader drawing
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---@param shader any
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---@return any RL.BeginShaderMode
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function RL.BeginShaderMode( shader ) end
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---End custom shader drawing (use default shader)
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---@return any RL.EndShaderMode
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function RL.EndShaderMode() end
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---Begin blending mode (BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLIED...)
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---@param mode integer
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---@return any RL.BeginBlendMode
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@@ -1502,7 +1473,7 @@ function RL.BeginScissorMode( rectange ) end
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---@return any RL.EndScissorMode
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function RL.EndScissorMode() end
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-- Core - Shader
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-- Core - Shader management functions
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---Load shader from files and bind default locations.
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---NOTE: Set nil if no shader
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@@ -1528,15 +1499,6 @@ function RL.LoadShaderFromMemory( vsCode, fsCode ) end
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---@return any isReady
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function RL.IsShaderReady( shader ) end
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---Begin custom shader drawing
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---@param shader any
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---@return any RL.BeginShaderMode
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function RL.BeginShaderMode( shader ) end
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---End custom shader drawing (use default shader)
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---@return any RL.EndShaderMode
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function RL.EndShaderMode() end
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---Get shader uniform location
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---- Success return int
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---@param shader any
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@@ -1603,242 +1565,122 @@ function RL.SetShaderValueV( shader, locIndex, values, uniformType, count ) end
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---@return any RL.UnloadShader
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function RL.UnloadShader( shader ) end
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-- Core - Input-related Keyboard
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-- Core - Screen-space-related functions
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---Detect if a key has been pressed once
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---- Success return bool
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---@param key integer
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---@return any pressed
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function RL.IsKeyPressed( key ) end
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---Get a ray trace from mouse position
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---- Success return Ray
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---@param mousePosition table
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---@param camera any
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---@return any ray
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function RL.GetMouseRay( mousePosition, camera ) end
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---Detect if a key is being pressed
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---- Success return bool
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---@param key integer
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---@return any pressed
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function RL.IsKeyDown( key ) end
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---Get camera transform matrix (view matrix)
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---- Success return Matrix
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---@param camera any
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---@return any matrix
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function RL.GetCameraMatrix( camera ) end
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---Detect if a key has been released once
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---- Success return bool
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---@param key integer
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---@return any released
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function RL.IsKeyReleased( key ) end
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---Get camera 2d transform matrix
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---- Success return Matrix
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---@param camera any
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---@return any matrix
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function RL.GetCameraMatrix2D( camera ) end
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---Check if a key is NOT being pressed
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---- Success return bool
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---@param key integer
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---@return any released
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function RL.IsKeyUp( key ) end
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---Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
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---- Success return int
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---@return any keycode
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function RL.GetKeyPressed() end
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---Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
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---- Success return int
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---@return any unicode
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function RL.GetCharPressed() end
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---Set a custom key to exit program (default is ESC)
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---@param key integer
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---@return any RL.SetExitKey
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function RL.SetExitKey( key ) end
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---This function returns the name of the specified printable key, encoded as UTF-8.
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---This is typically the character that key would produce without any modifier keys,
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---intended for displaying key bindings to the user. For dead keys, it is typically
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---the diacritic it would add to a character.
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---Do not use this function for text input. You will break text input for many
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---languages even if it happens to work for yours.
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---If the key is KEY_UNKNOWN, the scancode is used to identify the key,
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---otherwise the scancode is ignored. If you specify a non-printable key,
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---or KEY_UNKNOWN and a scancode that maps to a non-printable key,
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---this function returns nil but does not emit an error.
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---- Success return string or nil
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---@param key integer
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---@param scancode integer
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---@return any keyName
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function RL.GetKeyName( key, scancode ) end
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---This function returns the platform-specific scancode of the specified key.
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---If the key is KEY_UNKNOWN or does not exist on the keyboard this method will return -1.
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---- Success return int
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---@param key integer
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---@return any scancode
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function RL.GetKeyScancode( key ) end
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-- Core - Input-related Gamepad
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---Detect if a gamepad is available
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---- Success return bool
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---@param gamepad integer
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---@return any available
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function RL.IsGamepadAvailable( gamepad ) end
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---Detect if a gamepad button has been pressed once
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---- Success return bool
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---@param gamepad integer
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---@param button integer
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---@return any pressed
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function RL.IsGamepadButtonPressed( gamepad, button ) end
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---Detect if a gamepad button is being pressed
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---- Success return bool
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---@param gamepad integer
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---@param button integer
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---@return any pressed
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function RL.IsGamepadButtonDown( gamepad, button ) end
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---Detect if a gamepad button has been released once
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---- Success return bool
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---@param gamepad integer
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---@param button integer
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---@return any released
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function RL.IsGamepadButtonReleased( gamepad, button ) end
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---Return gamepad axis count for a gamepad
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---- Success return int
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---@param gamepad integer
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---@return any count
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function RL.GetGamepadAxisCount( gamepad ) end
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---Return axis movement value for a gamepad axis
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---- Success return float
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---@param gamepad integer
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---@param axis integer
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---@return any value
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function RL.GetGamepadAxisMovement( gamepad, axis ) end
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---Return gamepad internal name id
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---- Success return string
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---@param gamepad integer
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---@return any name
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function RL.GetGamepadName( gamepad ) end
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-- Core - Input-related Mouse
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---Detect if a mouse button has been pressed once
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---- Success return bool
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---@param button integer
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---@return any pressed
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function RL.IsMouseButtonPressed( button ) end
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---Detect if a mouse button is being pressed
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---- Success return bool
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---@param button integer
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---@return any pressed
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function RL.IsMouseButtonDown( button ) end
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---Detect if a mouse button has been released once
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---- Success return bool
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---@param button integer
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---@return any released
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function RL.IsMouseButtonReleased( button ) end
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---Check if a mouse button is NOT being pressed
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---- Success return bool
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---@param button integer
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---@return any released
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function RL.IsMouseButtonUp( button ) end
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---Returns mouse position
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---Get the screen space position for a 3d world space position
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---- Success return Vector2
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---@return any position
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function RL.GetMousePosition() end
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---Get mouse delta between frames
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---- Success return Vector2
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---@return any position
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function RL.GetMouseDelta() end
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---Set mouse position XY
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---@param position table
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---@return any RL.SetMousePosition
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function RL.SetMousePosition( position ) end
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---Set mouse offset
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---@param offset table
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---@return any RL.SetMouseOffset
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function RL.SetMouseOffset( offset ) end
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---Set mouse scaling
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---@param scale table
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---@return any RL.SetMouseScale
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function RL.SetMouseScale( scale ) end
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---Returns mouse wheel movement Y
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---- Success return float
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---@return any movement
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function RL.GetMouseWheelMove() end
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---Set mouse cursor
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---@param cursor integer
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---@return any RL.SetMouseCursor
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function RL.SetMouseCursor( cursor ) end
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-- Core - Input-related Touch
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---Get touch position XY for a touch point index (relative to screen size)
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---- Success return Vector2
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---@param index integer
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---@param camera any
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---@return any position
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function RL.GetTouchPosition( index ) end
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function RL.GetWorldToScreen( position, camera ) end
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---Get touch point identifier for given index
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---Get size position for a 3d world space position
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---- Success return Vector2
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---@param position table
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---@param camera any
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---@param size table
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---@return any position
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function RL.GetWorldToScreenEx( position, camera, size ) end
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---Get the screen space position for a 2d camera world space position
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---- Success return Vector2
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---@param position table
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---@param camera any
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---@return any position
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function RL.GetWorldToScreen2D( position, camera ) end
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---Get the world space position for a 2d camera screen space position
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---- Success return Vector2
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---@param position table
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---@param camera any
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---@return any position
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function RL.GetScreenToWorld2D( position, camera ) end
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-- Core - Timing-related functions
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---Set target FPS (maximum)
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---@param fps integer
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---@return any RL.SetTargetFPS
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function RL.SetTargetFPS( fps ) end
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---Get current FPS
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---- Success return int
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---@param index integer
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---@return any id
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function RL.GetTouchPointId( index ) end
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---@return any FPS
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function RL.GetFPS() end
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---Get touch point identifier for given index
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---- Success return int
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---@return any count
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function RL.GetTouchPointCount() end
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---Get time in seconds for last frame drawn (Delta time)
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---- Success return float
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---@return any delta
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function RL.GetFrameTime() end
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-- Core - Input-related Gestures
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---Enable a set of gestures using flags
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---@param int any
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---@return any RL.SetGesturesEnabled
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function RL.SetGesturesEnabled( int ) end
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---Check if a gesture have been detected
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---- Success return bool
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---@param gesture integer
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---@return any detected
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function RL.IsGestureDetected( gesture ) end
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---Get latest detected gesture
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---- Success return int
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---@return any gesture
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function RL.GetGestureDetected() end
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---Get gesture hold time in milliseconds
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---Get elapsed time in seconds since InitWindow()
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---- Success return float
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---@return any time
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function RL.GetGestureHoldDuration() end
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function RL.GetTime() end
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---Get gesture drag vector
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---- Success return Vector2
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---@return any vector
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function RL.GetGestureDragVector() end
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-- Core - Misc
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---Get gesture drag angle
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---- Success return float
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---@return any angle
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function RL.GetGestureDragAngle() end
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---Takes a screenshot of current screen (filename extension defines format)
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---@param fileName string
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---@return any RL.TakeScreenshot
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function RL.TakeScreenshot( fileName ) end
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---Get gesture pinch delta
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---- Success return Vector2
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---@return any vector
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function RL.GetGesturePinchVector() end
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---Setup init configuration flags (view FLAGS)
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---@param flags integer
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---@return any RL.SetConfigFlags
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function RL.SetConfigFlags( flags ) end
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---Get gesture pinch angle
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---- Success return float
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---@return any angle
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function RL.GetGesturePinchAngle() end
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---Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
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---@param logLevel integer
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---@param text string
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---@return any RL.TraceLog
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function RL.TraceLog( logLevel, text ) end
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-- Core - File
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---Set the current threshold (minimum) log level
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---@param logLevel integer
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---@return any RL.SetTraceLogLevel
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function RL.SetTraceLogLevel( logLevel ) end
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||||
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---Set the log level for bad function calls and invalid data formats.
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---@param logLevel integer
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---@return any RL.SetLogLevelInvalid
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function RL.SetLogLevelInvalid( logLevel ) end
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---Get the log level for bad function calls and invalid data formats.
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---- Success return int
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---@return any logLevel
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function RL.GetLogLevelInvalid() end
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---Open URL with default system browser (If available)
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---@param url string
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---@return any RL.OpenURL
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function RL.OpenURL( url ) end
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---Check if Lua garbage collection is set to unload object data
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---- Success return bool
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---@return any enabled
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function RL.IsGCUnloadEnabled() end
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-- Core - Files management functions
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---Return game directory (where main.lua is located)
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---- Success return string
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@@ -1975,22 +1817,248 @@ function RL.EncodeDataBase64( data ) end
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---@return any outputSize
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function RL.DecodeDataBase64( data ) end
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-- Core - Camera2D
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-- Core - Input-related functions: keyboard
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---Detect if a key has been pressed once
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---- Success return bool
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---@param key integer
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---@return any pressed
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function RL.IsKeyPressed( key ) end
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---Detect if a key is being pressed
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---- Success return bool
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---@param key integer
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---@return any pressed
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function RL.IsKeyDown( key ) end
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---Detect if a key has been released once
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||||
---- Success return bool
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---@param key integer
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||||
---@return any released
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function RL.IsKeyReleased( key ) end
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||||
|
||||
---Check if a key is NOT being pressed
|
||||
---- Success return bool
|
||||
---@param key integer
|
||||
---@return any released
|
||||
function RL.IsKeyUp( key ) end
|
||||
|
||||
---Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
|
||||
---- Success return int
|
||||
---@return any keycode
|
||||
function RL.GetKeyPressed() end
|
||||
|
||||
---Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
|
||||
---- Success return int
|
||||
---@return any unicode
|
||||
function RL.GetCharPressed() end
|
||||
|
||||
---Set a custom key to exit program (default is ESC)
|
||||
---@param key integer
|
||||
---@return any RL.SetExitKey
|
||||
function RL.SetExitKey( key ) end
|
||||
|
||||
---This function returns the name of the specified printable key, encoded as UTF-8.
|
||||
---This is typically the character that key would produce without any modifier keys,
|
||||
---intended for displaying key bindings to the user. For dead keys, it is typically
|
||||
---the diacritic it would add to a character.
|
||||
---Do not use this function for text input. You will break text input for many
|
||||
---languages even if it happens to work for yours.
|
||||
---If the key is KEY_UNKNOWN, the scancode is used to identify the key,
|
||||
---otherwise the scancode is ignored. If you specify a non-printable key,
|
||||
---or KEY_UNKNOWN and a scancode that maps to a non-printable key,
|
||||
---this function returns nil but does not emit an error.
|
||||
---- Success return string or nil
|
||||
---@param key integer
|
||||
---@param scancode integer
|
||||
---@return any keyName
|
||||
function RL.GetKeyName( key, scancode ) end
|
||||
|
||||
---This function returns the platform-specific scancode of the specified key.
|
||||
---If the key is KEY_UNKNOWN or does not exist on the keyboard this method will return -1.
|
||||
---- Success return int
|
||||
---@param key integer
|
||||
---@return any scancode
|
||||
function RL.GetKeyScancode( key ) end
|
||||
|
||||
-- Core - Input-related functions: gamepads
|
||||
|
||||
---Detect if a gamepad is available
|
||||
---- Success return bool
|
||||
---@param gamepad integer
|
||||
---@return any available
|
||||
function RL.IsGamepadAvailable( gamepad ) end
|
||||
|
||||
---Detect if a gamepad button has been pressed once
|
||||
---- Success return bool
|
||||
---@param gamepad integer
|
||||
---@param button integer
|
||||
---@return any pressed
|
||||
function RL.IsGamepadButtonPressed( gamepad, button ) end
|
||||
|
||||
---Detect if a gamepad button is being pressed
|
||||
---- Success return bool
|
||||
---@param gamepad integer
|
||||
---@param button integer
|
||||
---@return any pressed
|
||||
function RL.IsGamepadButtonDown( gamepad, button ) end
|
||||
|
||||
---Detect if a gamepad button has been released once
|
||||
---- Success return bool
|
||||
---@param gamepad integer
|
||||
---@param button integer
|
||||
---@return any released
|
||||
function RL.IsGamepadButtonReleased( gamepad, button ) end
|
||||
|
||||
---Return gamepad axis count for a gamepad
|
||||
---- Success return int
|
||||
---@param gamepad integer
|
||||
---@return any count
|
||||
function RL.GetGamepadAxisCount( gamepad ) end
|
||||
|
||||
---Return axis movement value for a gamepad axis
|
||||
---- Success return float
|
||||
---@param gamepad integer
|
||||
---@param axis integer
|
||||
---@return any value
|
||||
function RL.GetGamepadAxisMovement( gamepad, axis ) end
|
||||
|
||||
---Return gamepad internal name id
|
||||
---- Success return string
|
||||
---@param gamepad integer
|
||||
---@return any name
|
||||
function RL.GetGamepadName( gamepad ) end
|
||||
|
||||
-- Core - Input-related functions: mouse
|
||||
|
||||
---Detect if a mouse button has been pressed once
|
||||
---- Success return bool
|
||||
---@param button integer
|
||||
---@return any pressed
|
||||
function RL.IsMouseButtonPressed( button ) end
|
||||
|
||||
---Detect if a mouse button is being pressed
|
||||
---- Success return bool
|
||||
---@param button integer
|
||||
---@return any pressed
|
||||
function RL.IsMouseButtonDown( button ) end
|
||||
|
||||
---Detect if a mouse button has been released once
|
||||
---- Success return bool
|
||||
---@param button integer
|
||||
---@return any released
|
||||
function RL.IsMouseButtonReleased( button ) end
|
||||
|
||||
---Check if a mouse button is NOT being pressed
|
||||
---- Success return bool
|
||||
---@param button integer
|
||||
---@return any released
|
||||
function RL.IsMouseButtonUp( button ) end
|
||||
|
||||
---Returns mouse position
|
||||
---- Success return Vector2
|
||||
---@return any position
|
||||
function RL.GetMousePosition() end
|
||||
|
||||
---Get mouse delta between frames
|
||||
---- Success return Vector2
|
||||
---@return any position
|
||||
function RL.GetMouseDelta() end
|
||||
|
||||
---Set mouse position XY
|
||||
---@param position table
|
||||
---@return any RL.SetMousePosition
|
||||
function RL.SetMousePosition( position ) end
|
||||
|
||||
---Set mouse offset
|
||||
---@param offset table
|
||||
---@return any RL.SetMouseOffset
|
||||
function RL.SetMouseOffset( offset ) end
|
||||
|
||||
---Set mouse scaling
|
||||
---@param scale table
|
||||
---@return any RL.SetMouseScale
|
||||
function RL.SetMouseScale( scale ) end
|
||||
|
||||
---Returns mouse wheel movement Y
|
||||
---- Success return float
|
||||
---@return any movement
|
||||
function RL.GetMouseWheelMove() end
|
||||
|
||||
---Set mouse cursor
|
||||
---@param cursor integer
|
||||
---@return any RL.SetMouseCursor
|
||||
function RL.SetMouseCursor( cursor ) end
|
||||
|
||||
-- Core - Input-related functions: touch
|
||||
|
||||
---Get touch position XY for a touch point index (relative to screen size)
|
||||
---- Success return Vector2
|
||||
---@param index integer
|
||||
---@return any position
|
||||
function RL.GetTouchPosition( index ) end
|
||||
|
||||
---Get touch point identifier for given index
|
||||
---- Success return int
|
||||
---@param index integer
|
||||
---@return any id
|
||||
function RL.GetTouchPointId( index ) end
|
||||
|
||||
---Get touch point identifier for given index
|
||||
---- Success return int
|
||||
---@return any count
|
||||
function RL.GetTouchPointCount() end
|
||||
|
||||
-- Core - Input-related functions: gestures
|
||||
|
||||
---Enable a set of gestures using flags
|
||||
---@param int any
|
||||
---@return any RL.SetGesturesEnabled
|
||||
function RL.SetGesturesEnabled( int ) end
|
||||
|
||||
---Check if a gesture have been detected
|
||||
---- Success return bool
|
||||
---@param gesture integer
|
||||
---@return any detected
|
||||
function RL.IsGestureDetected( gesture ) end
|
||||
|
||||
---Get latest detected gesture
|
||||
---- Success return int
|
||||
---@return any gesture
|
||||
function RL.GetGestureDetected() end
|
||||
|
||||
---Get gesture hold time in milliseconds
|
||||
---- Success return float
|
||||
---@return any time
|
||||
function RL.GetGestureHoldDuration() end
|
||||
|
||||
---Get gesture drag vector
|
||||
---- Success return Vector2
|
||||
---@return any vector
|
||||
function RL.GetGestureDragVector() end
|
||||
|
||||
---Get gesture drag angle
|
||||
---- Success return float
|
||||
---@return any angle
|
||||
function RL.GetGestureDragAngle() end
|
||||
|
||||
---Get gesture pinch delta
|
||||
---- Success return Vector2
|
||||
---@return any vector
|
||||
function RL.GetGesturePinchVector() end
|
||||
|
||||
---Get gesture pinch angle
|
||||
---- Success return float
|
||||
---@return any angle
|
||||
function RL.GetGesturePinchAngle() end
|
||||
|
||||
-- Core - Camera2D System functions
|
||||
|
||||
---Return camera2D set to default configuration
|
||||
---- Success return Camera2D
|
||||
---@return any camera2D
|
||||
function RL.CreateCamera2D() end
|
||||
|
||||
---Begin 2D mode with custom camera (2D)
|
||||
---@param camera any
|
||||
---@return any RL.BeginMode2D
|
||||
function RL.BeginMode2D( camera ) end
|
||||
|
||||
---Ends 2D mode with custom camera
|
||||
---@return any RL.EndMode2D
|
||||
function RL.EndMode2D() end
|
||||
|
||||
---Set camera target (rotation and zoom origin)
|
||||
---@param camera any
|
||||
---@param target table
|
||||
@@ -2039,22 +2107,13 @@ function RL.GetCamera2DRotation( camera ) end
|
||||
---@return any zoom
|
||||
function RL.GetCamera2DZoom( camera ) end
|
||||
|
||||
-- Core - Camera3D
|
||||
-- Core - Camera3D System functions
|
||||
|
||||
---Return camera3D id set to default configuration
|
||||
---- Success return int
|
||||
---@return any camera
|
||||
function RL.CreateCamera3D() end
|
||||
|
||||
---Begin 3D mode with custom camera (3D)
|
||||
---@param camera any
|
||||
---@return any RL.BeginMode3D
|
||||
function RL.BeginMode3D( camera ) end
|
||||
|
||||
---Ends 3D mode and returns to default 2D orthographic mode
|
||||
---@return any RL.EndMode3D
|
||||
function RL.EndMode3D() end
|
||||
|
||||
---Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes)
|
||||
---@param camera any
|
||||
---@param position table
|
||||
@@ -2218,57 +2277,7 @@ function RL.UpdateCamera3D( camera, mode ) end
|
||||
---@return any RL.UpdateCamera3DPro
|
||||
function RL.UpdateCamera3DPro( camera, movement, rotation, zoom ) end
|
||||
|
||||
-- Core - Screen-space
|
||||
|
||||
---Get a ray trace from mouse position
|
||||
---- Success return Ray
|
||||
---@param mousePosition table
|
||||
---@param camera any
|
||||
---@return any ray
|
||||
function RL.GetMouseRay( mousePosition, camera ) end
|
||||
|
||||
---Get camera transform matrix (view matrix)
|
||||
---- Success return Matrix
|
||||
---@param camera any
|
||||
---@return any matrix
|
||||
function RL.GetCameraMatrix( camera ) end
|
||||
|
||||
---Get camera 2d transform matrix
|
||||
---- Success return Matrix
|
||||
---@param camera any
|
||||
---@return any matrix
|
||||
function RL.GetCameraMatrix2D( camera ) end
|
||||
|
||||
---Get the screen space position for a 3d world space position
|
||||
---- Success return Vector2
|
||||
---@param position table
|
||||
---@param camera any
|
||||
---@return any position
|
||||
function RL.GetWorldToScreen( position, camera ) end
|
||||
|
||||
---Get size position for a 3d world space position
|
||||
---- Success return Vector2
|
||||
---@param position table
|
||||
---@param camera any
|
||||
---@param size table
|
||||
---@return any position
|
||||
function RL.GetWorldToScreenEx( position, camera, size ) end
|
||||
|
||||
---Get the screen space position for a 2d camera world space position
|
||||
---- Success return Vector2
|
||||
---@param position table
|
||||
---@param camera any
|
||||
---@return any position
|
||||
function RL.GetWorldToScreen2D( position, camera ) end
|
||||
|
||||
---Get the world space position for a 2d camera screen space position
|
||||
---- Success return Vector2
|
||||
---@param position table
|
||||
---@param camera any
|
||||
---@return any position
|
||||
function RL.GetScreenToWorld2D( position, camera ) end
|
||||
|
||||
-- Core - Buffer
|
||||
-- Core - Buffer management functions
|
||||
|
||||
---Load Buffer. Type should be one of the Buffer types
|
||||
---- Success return Buffer
|
||||
@@ -3167,15 +3176,6 @@ function RL.DrawTexturePro( texture, source, dest, origin, rotation, tint ) end
|
||||
---@return any RL.DrawTextureNPatch
|
||||
function RL.DrawTextureNPatch( texture, nPatchInfo, dest, origin, rotation, tint ) end
|
||||
|
||||
---Begin drawing to render texture
|
||||
---@param target any
|
||||
---@return any RL.BeginTextureMode
|
||||
function RL.BeginTextureMode( target ) end
|
||||
|
||||
---Ends drawing to render texture
|
||||
---@return any RL.EndTextureMode
|
||||
function RL.EndTextureMode() end
|
||||
|
||||
-- Textures - Texture Configuration
|
||||
|
||||
---Generate GPU mipmaps for a texture
|
||||
|
||||
Reference in New Issue
Block a user