Organized core functions.

This commit is contained in:
jussi
2023-11-09 21:24:58 +02:00
parent ef75e2530d
commit e056446750
8 changed files with 2021 additions and 2020 deletions

View File

@@ -1208,7 +1208,7 @@ RL.EVENT_MOUSE_CURSOR_POS=8
RL.EVENT_MOUSE_SCROLL=9
---GLFW event cursor enter/leave
RL.EVENT_CURSOR_ENTER=10
-- Core - Window
-- Core - Window-related functions
---Check if window has been initialized successfully
---- Success return bool
@@ -1376,72 +1376,7 @@ function RL.SetClipboardText( text ) end
---@return any text
function RL.GetClipboardText() end
-- Core - Timing
---Set target FPS (maximum)
---@param fps integer
---@return any RL.SetTargetFPS
function RL.SetTargetFPS( fps ) end
---Get current FPS
---- Success return int
---@return any FPS
function RL.GetFPS() end
---Get time in seconds for last frame drawn (Delta time)
---- Success return float
---@return any delta
function RL.GetFrameTime() end
---Get elapsed time in seconds since InitWindow()
---- Success return float
---@return any time
function RL.GetTime() end
-- Core - Misc
---Takes a screenshot of current screen (filename extension defines format)
---@param fileName string
---@return any RL.TakeScreenshot
function RL.TakeScreenshot( fileName ) end
---Setup init configuration flags (view FLAGS)
---@param flags integer
---@return any RL.SetConfigFlags
function RL.SetConfigFlags( flags ) end
---Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
---@param logLevel integer
---@param text string
---@return any RL.TraceLog
function RL.TraceLog( logLevel, text ) end
---Set the current threshold (minimum) log level
---@param logLevel integer
---@return any RL.SetTraceLogLevel
function RL.SetTraceLogLevel( logLevel ) end
---Set the log level for bad function calls and invalid data formats.
---@param logLevel integer
---@return any RL.SetLogLevelInvalid
function RL.SetLogLevelInvalid( logLevel ) end
---Get the log level for bad function calls and invalid data formats.
---- Success return int
---@return any logLevel
function RL.GetLogLevelInvalid() end
---Open URL with default system browser (If available)
---@param url string
---@return any RL.OpenURL
function RL.OpenURL( url ) end
---Check if Lua garbage collection is set to unload object data
---- Success return bool
---@return any enabled
function RL.IsGCUnloadEnabled() end
-- Core - Cursor
-- Core - Cursor-related functions
---Shows cursor
---@return any RL.ShowCursor
@@ -1469,7 +1404,7 @@ function RL.DisableCursor() end
---@return any onSreen
function RL.IsCursorOnScreen() end
-- Core - Drawing
-- Core - Drawing-related functions
---Set background color (framebuffer clear color)
---@param color table
@@ -1484,6 +1419,42 @@ function RL.BeginDrawing() end
---@return any RL.EndDrawing
function RL.EndDrawing() 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
---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
---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
---Begin custom shader drawing
---@param shader any
---@return any RL.BeginShaderMode
function RL.BeginShaderMode( shader ) end
---End custom shader drawing (use default shader)
---@return any RL.EndShaderMode
function RL.EndShaderMode() end
---Begin blending mode (BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLIED...)
---@param mode integer
---@return any RL.BeginBlendMode
@@ -1502,7 +1473,7 @@ function RL.BeginScissorMode( rectange ) end
---@return any RL.EndScissorMode
function RL.EndScissorMode() end
-- Core - Shader
-- Core - Shader management functions
---Load shader from files and bind default locations.
---NOTE: Set nil if no shader
@@ -1528,15 +1499,6 @@ function RL.LoadShaderFromMemory( vsCode, fsCode ) end
---@return any isReady
function RL.IsShaderReady( shader ) end
---Begin custom shader drawing
---@param shader any
---@return any RL.BeginShaderMode
function RL.BeginShaderMode( shader ) end
---End custom shader drawing (use default shader)
---@return any RL.EndShaderMode
function RL.EndShaderMode() end
---Get shader uniform location
---- Success return int
---@param shader any
@@ -1603,242 +1565,122 @@ function RL.SetShaderValueV( shader, locIndex, values, uniformType, count ) end
---@return any RL.UnloadShader
function RL.UnloadShader( shader ) end
-- Core - Input-related Keyboard
-- Core - Screen-space-related functions
---Detect if a key has been pressed once
---- Success return bool
---@param key integer
---@return any pressed
function RL.IsKeyPressed( key ) end
---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
---Detect if a key is being pressed
---- Success return bool
---@param key integer
---@return any pressed
function RL.IsKeyDown( key ) end
---Get camera transform matrix (view matrix)
---- Success return Matrix
---@param camera any
---@return any matrix
function RL.GetCameraMatrix( camera ) end
---Detect if a key has been released once
---- Success return bool
---@param key integer
---@return any released
function RL.IsKeyReleased( key ) end
---Get camera 2d transform matrix
---- Success return Matrix
---@param camera any
---@return any matrix
function RL.GetCameraMatrix2D( camera ) end
---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 Gamepad
---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 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
---Get the screen space position for a 3d world space 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 Touch
---Get touch position XY for a touch point index (relative to screen size)
---- Success return Vector2
---@param index integer
---@param camera any
---@return any position
function RL.GetTouchPosition( index ) end
function RL.GetWorldToScreen( position, camera ) end
---Get touch point identifier for given index
---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 - Timing-related functions
---Set target FPS (maximum)
---@param fps integer
---@return any RL.SetTargetFPS
function RL.SetTargetFPS( fps ) end
---Get current FPS
---- Success return int
---@param index integer
---@return any id
function RL.GetTouchPointId( index ) end
---@return any FPS
function RL.GetFPS() end
---Get touch point identifier for given index
---- Success return int
---@return any count
function RL.GetTouchPointCount() end
---Get time in seconds for last frame drawn (Delta time)
---- Success return float
---@return any delta
function RL.GetFrameTime() end
-- Core - Input-related 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
---Get elapsed time in seconds since InitWindow()
---- Success return float
---@return any time
function RL.GetGestureHoldDuration() end
function RL.GetTime() end
---Get gesture drag vector
---- Success return Vector2
---@return any vector
function RL.GetGestureDragVector() end
-- Core - Misc
---Get gesture drag angle
---- Success return float
---@return any angle
function RL.GetGestureDragAngle() end
---Takes a screenshot of current screen (filename extension defines format)
---@param fileName string
---@return any RL.TakeScreenshot
function RL.TakeScreenshot( fileName ) end
---Get gesture pinch delta
---- Success return Vector2
---@return any vector
function RL.GetGesturePinchVector() end
---Setup init configuration flags (view FLAGS)
---@param flags integer
---@return any RL.SetConfigFlags
function RL.SetConfigFlags( flags ) end
---Get gesture pinch angle
---- Success return float
---@return any angle
function RL.GetGesturePinchAngle() end
---Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
---@param logLevel integer
---@param text string
---@return any RL.TraceLog
function RL.TraceLog( logLevel, text ) end
-- Core - File
---Set the current threshold (minimum) log level
---@param logLevel integer
---@return any RL.SetTraceLogLevel
function RL.SetTraceLogLevel( logLevel ) end
---Set the log level for bad function calls and invalid data formats.
---@param logLevel integer
---@return any RL.SetLogLevelInvalid
function RL.SetLogLevelInvalid( logLevel ) end
---Get the log level for bad function calls and invalid data formats.
---- Success return int
---@return any logLevel
function RL.GetLogLevelInvalid() end
---Open URL with default system browser (If available)
---@param url string
---@return any RL.OpenURL
function RL.OpenURL( url ) end
---Check if Lua garbage collection is set to unload object data
---- Success return bool
---@return any enabled
function RL.IsGCUnloadEnabled() end
-- Core - Files management functions
---Return game directory (where main.lua is located)
---- Success return string
@@ -1975,22 +1817,248 @@ function RL.EncodeDataBase64( data ) end
---@return any outputSize
function RL.DecodeDataBase64( data ) end
-- Core - Camera2D
-- Core - Input-related functions: keyboard
---Detect if a key has been pressed once
---- Success return bool
---@param key integer
---@return any pressed
function RL.IsKeyPressed( key ) end
---Detect if a key is being pressed
---- Success return bool
---@param key integer
---@return any pressed
function RL.IsKeyDown( key ) end
---Detect if a key has been released once
---- Success return bool
---@param key integer
---@return any released
function RL.IsKeyReleased( key ) end
---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