2956 lines
47 KiB
Markdown
2956 lines
47 KiB
Markdown
# ReiLua API
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## Usage
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Application needs 'main.lua' file as entry point. ReiLua executable will first look it from same directory
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or it's path can be given by argument. There are three global functions that the engine will call, 'init', 'process' and 'draw'.
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---
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> function init()
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This function will be called first when 'main.lua' is found
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---
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> function process( delta )
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This function will be called every frame during execution. It will get time duration from last frame on argument 'delta'
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---
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> function draw()
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This function will be called every frame after process and it should have all rendering related functions.
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Note: Engine will call Raylib functions 'BeginDrawing()' before this function call and 'EndDrawing()' after it
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---
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## Globals - Keys
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KEY_ENTER
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KEY_SPACE
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KEY_ESCAPE
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KEY_ENTER
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KEY_TAB
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KEY_BACKSPACE
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KEY_INSERT
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KEY_DELETE
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KEY_RIGHT
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KEY_LEFT
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KEY_DOWN
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KEY_UP
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## Globals - WindowFlags
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FLAG_VSYNC_HINT
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FLAG_FULLSCREEN_MODE
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FLAG_WINDOW_RESIZABLE
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FLAG_WINDOW_UNDECORATED
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FLAG_WINDOW_HIDDEN
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FLAG_WINDOW_MINIMIZED
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FLAG_WINDOW_MAXIMIZED
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FLAG_WINDOW_UNFOCUSED
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FLAG_WINDOW_TOPMOST
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FLAG_WINDOW_ALWAYS_RUN
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FLAG_WINDOW_TRANSPARENT
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FLAG_WINDOW_HIGHDPI
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FLAG_MSAA_4X_HINT
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FLAG_INTERLACED_HINT
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## Globals - BlendModes
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BLEND_ALPHA
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BLEND_ADDITIVE
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BLEND_MULTIPLIED
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BLEND_ADD_COLORS
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BLEND_SUBTRACT_COLORS
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BLEND_CUSTOM
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## Globals - TextureModes
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TEXTURE_SOURCE_TEXTURE
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TEXTURE_SOURCE_RENDER_TEXTURE
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## Globals - CameraProjections
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CAMERA_PERSPECTIVE
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CAMERA_ORTHOGRAPHIC
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## Globals - CameraMode
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CAMERA_CUSTOM
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CAMERA_FREE
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CAMERA_ORBITAL
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CAMERA_FIRST_PERSON
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CAMERA_THIRD_PERSON
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## Globals - MapTypes
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MATERIAL_MAP_ALBEDO
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MATERIAL_MAP_METALNESS
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MATERIAL_MAP_NORMAL
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MATERIAL_MAP_ROUGHNESS
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MATERIAL_MAP_OCCLUSION
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MATERIAL_MAP_EMISSION
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MATERIAL_MAP_HEIGHT
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MATERIAL_MAP_CUBEMAP
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MATERIAL_MAP_IRRADIANCE
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MATERIAL_MAP_PREFILTER
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MATERIAL_MAP_BRDF
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## Globals - TextureFilters
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TEXTURE_FILTER_POINT
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TEXTURE_FILTER_BILINEAR
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TEXTURE_FILTER_TRILINEAR
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TEXTURE_FILTER_ANISOTROPIC_4X
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TEXTURE_FILTER_ANISOTROPIC_8X
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TEXTURE_FILTER_ANISOTROPIC_16X
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## Globals - TextureWrapModes
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TEXTURE_WRAP_REPEAT
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TEXTURE_WRAP_CLAMP
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TEXTURE_WRAP_MIRROR_REPEAT
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TEXTURE_WRAP_MIRROR_CLAMP
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## Globals - TraceLogLevel
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LOG_ALL
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LOG_TRACE
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LOG_DEBUG
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LOG_INFO
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LOG_WARNING
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LOG_ERROR
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LOG_FATAL
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LOG_NONE
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## Globals - N-patchLayout
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NPATCH_NINE_PATCH
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NPATCH_THREE_PATCH_VERTICAL
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NPATCH_THREE_PATCH_HORIZONTAL
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## Globals - Shader
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SHADER_LOC_VERTEX_POSITION
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SHADER_LOC_VERTEX_TEXCOORD01
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SHADER_LOC_VERTEX_TEXCOORD02
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SHADER_LOC_VERTEX_NORMAL
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SHADER_LOC_VERTEX_TANGENT
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SHADER_LOC_VERTEX_COLOR
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SHADER_LOC_MATRIX_MVP
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SHADER_LOC_MATRIX_VIEW
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SHADER_LOC_MATRIX_PROJECTION
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SHADER_LOC_MATRIX_MODEL
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SHADER_LOC_MATRIX_NORMAL
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SHADER_LOC_VECTOR_VIEW
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SHADER_LOC_COLOR_DIFFUSE
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SHADER_LOC_COLOR_SPECULAR
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SHADER_LOC_COLOR_AMBIENT
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SHADER_LOC_MAP_ALBEDO
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SHADER_LOC_MAP_METALNESS
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SHADER_LOC_MAP_NORMAL
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SHADER_LOC_MAP_ROUGHNESS
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SHADER_LOC_MAP_OCCLUSION
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SHADER_LOC_MAP_EMISSION
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SHADER_LOC_MAP_HEIGHT
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SHADER_LOC_MAP_CUBEMAP
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SHADER_LOC_MAP_IRRADIANCE
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SHADER_LOC_MAP_PREFILTER
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SHADER_LOC_MAP_BRDF
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## Globals - Shader
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SHADER_UNIFORM_FLOAT
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SHADER_UNIFORM_VEC2
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SHADER_UNIFORM_VEC3
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SHADER_UNIFORM_VEC4
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SHADER_UNIFORM_INT
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SHADER_UNIFORM_IVEC2
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SHADER_UNIFORM_IVEC3
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SHADER_UNIFORM_IVEC4
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SHADER_UNIFORM_SAMPLER2D
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## Globals - Shader
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SHADER_ATTRIB_FLOAT
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SHADER_ATTRIB_VEC2
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SHADER_ATTRIB_VEC3
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SHADER_ATTRIB_VEC4
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## Globals - Colors
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WHITE
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BLACK
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BLANK
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MAGENTA
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RAYWHITE
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RED
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GREEN
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BLUE
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## Globals - Math
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PI
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## Types
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Raylib structs in Lua
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---
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> Vector2 = { 1.0, 1.0 }
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Vector2 type
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---
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> Vector3 = { 1.0, 1.0, 1.0 }
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Vector3 type
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---
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> Vector4 = { 1.0, 1.0, 1.0, 1.0 }
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Vector4 type
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---
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> Quaternion = { 1.0, 1.0, 1.0, 1.0 }
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Quaternion type
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---
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> Matrix = { { 1.0, 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0, 0.0 }, { 0.0, 0.0, 1.0, 0.0 }, { 0.0, 0.0, 0.0, 1.0 } }
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OpenGL style 4x4. Identity matrix example
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---
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> Color = { 255, 255, 255, 255 }
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{ r, g, b ,a }. Color type, RGBA (32bit)
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---
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> Rectangle = { 0.0, 0.0, 1.0, 1.0 }
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{ x, y, w ,h }. Rectangle type
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---
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> Image = ImageId
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int id. Image type (multiple pixel formats supported). NOTE: Data stored in CPU memory (RAM)
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---
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> Texture = TextureId
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int id. Texture type (multiple internal formats supported). NOTE: Data stored in GPU memory (VRAM)
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---
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> RenderTexture = RenderTextureId
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int id. RenderTexture type, for texture rendering
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---
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> Font = FontId
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int id. Font type, includes texture and chars data
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---
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> Camera = CameraId
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int id. Defines 3d camera position/orientation
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---
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> Mesh = MeshId
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int id. Vertex data defining a mesh
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---
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> Material = MaterialId
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int id. Material type
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```
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table = {
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shader = Shader,
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maps = {
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{
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MATERIAL_MAP_ALBEDO,
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{
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texture = Texture,
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color = WHITE,
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value = 1.0,
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},
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},
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...
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},
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params = { 1.0, 2.0, 3.0, 4.0 },
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}
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```
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---
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> Model = ModelId
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int id. Basic 3d Model type
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---
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> Ray = { { 0.0, 0.0, 0.0 }, { 1.0, 0.0, 0.0 } }
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{ position, direction }. Ray type (useful for raycast)
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---
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> RayCollision = { hit = true, distance = 1.0, point = { 0.0, 0.0 }, normal = { 0.0, 0.0, 1.0 } }
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Raycast hit information. NOTE: Data in named keys
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---
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> BoundingBox = { { 0.0, 0.0, 0.0 }, { 1.0, 1.0, 1.0 } }
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{ min, max }. Bounding box type for 3d mesh
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---
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> Sound = SoundId
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int id. Basic Sound source and buffer
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---
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> NPatchInfo = { { 0, 0, 24, 24 }, 0, 0, 0, 0, NPATCH_NINE_PATCH }
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{ Rectangle source, int left, int top, int right, int bottom, int layout }.
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{ Texture source rectangle, Left border offset, Top border offset, Right border offset, Bottom border offset, Layout of the n-patch: 3x3, 1x3 or 3x1 }
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---
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> ModelAnimations = ModelAnimationsId
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int id. ModelAnimations
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---
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## Core - Window
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---
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> success = RL_SetWindowMonitor( int monitor )
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Set monitor for the current window (fullscreen mode)
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- Failure return false
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- Success return true
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---
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> success = RL_SetWindowPosition( Vector2 pos )
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Set window position on screen
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- Failure return false
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- Success return true
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---
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> success = RL_SetWindowSize( Vector2 size )
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Set window dimensions
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- Failure return false
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- Success return true
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---
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> position = RL_GetMonitorPosition( int monitor )
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Get specified monitor position
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- Failure return nil
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- Success return Vector2
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---
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> size = RL_GetMonitorSize( int monitor )
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Get specified monitor size
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- Failure return nil
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- Success return Vector2
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---
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> position = RL_GetWindowPosition()
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Get window position on monitor
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- Success return Vector2
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---
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> size = RL_GetWindowPosition()
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Get window size
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- Success return Vector2
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---
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> success = RL_SetWindowState( int flag )
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Set window configuration state using flags ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... )
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- Failure return false
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- Success return true
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---
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> state = RL_IsWindowState( int flag ) )
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Check if one specific window flag is enabled ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... )
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- Failure return nil
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- Success return bool
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---
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> resized = RL_ClearWindowState( int flag )
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Clear window configuration state flags ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... )
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- Success return bool
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---
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> resized = RL_IsWindowResized()
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Check if window has been resized from last frame
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- Success return bool
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---
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> success = RL_SetWindowIcon( Image image )
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Set icon for window ( Only PLATFORM_DESKTOP )
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- Failure return false
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- Success return true
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---
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> success = RL_SetWindowTitle( string title )
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Set title for window ( Only PLATFORM_DESKTOP )
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- Failure return false
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- Success return true
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---
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## Core - Timing
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---
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> success = RL_SetTargetFPS( int fps )
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Set target FPS ( maximum )
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- Failure return false
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- Success return true
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---
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> RL_GetFrameTime()
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Get time in seconds for last frame drawn ( Delta time )
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---
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> RL_GetTime()
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Get elapsed time in seconds since InitWindow()
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---
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## Core - Misc
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---
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> success = RL_TraceLog( int logLevel, string text )
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Show trace log messages ( LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR... )
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- Failure return false
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- Success return true
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---
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> success = RL_OpenURL( string url )
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Open URL with default system browser ( If available )
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- Failure return false
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- Success return true
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---
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## Core - Cursor
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---
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> RL_ShowCursor()
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Shows cursor
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---
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> RL_HideCursor()
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Hides cursor
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---
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> hidden = RL_IsCursorHidden()
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Check if cursor is not visible
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- Success return bool
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---
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> RL_EnableCursor()
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Enables cursor (unlock cursor)
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---
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> RL_DisableCursor()
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Disables cursor (lock cursor)
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---
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> onSreen = RL_IsCursorOnScreen()
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Check if cursor is on the screen
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- Success return bool
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---
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## Core - Drawing
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---
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> success = RL_ClearBackground( Color color )
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Set background color ( framebuffer clear color )
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- Failure return false
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- Success return true
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---
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> success = RL_BeginBlendMode( int mode )
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Begin blending mode ( BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLIED... )
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- Failure return false
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- Success return true
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---
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> RL_EndBlendMode()
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End blending mode ( reset to default: BLEND_ALPHA )
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---
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> success = RL_BeginScissorMode( Rectangle rectange )
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Begin scissor mode ( define screen area for following drawing )
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- Failure return false
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- Success return true
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---
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> RL_EndScissorMode()
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End scissor mode
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---
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## Core - Shader
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---
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> shader = RL_LoadShader( string vsFileName, string fsFileName )
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Load shader from files and bind default locations
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- Failure return -1
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- Success return int
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---
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> shader = RL_LoadShaderFromMemory( string vsCode, string fsCode )
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Load shader from code strings and bind default locations
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- Failure return -1
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- Success return int
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---
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> success = RL_BeginShaderMode( Shader shader )
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Begin custom shader drawing
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- Failure return false
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- Success return true
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---
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> EndShaderMode()
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End custom shader drawing ( use default shader )
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---
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> location = RL_GetShaderLocation( Shader shader, string uniformName )
|
|
|
|
Get shader uniform location
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> location = RL_GetShaderLocationAttrib( Shader shader, string attribName )
|
|
|
|
Get shader attribute location
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> success = RL_SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat )
|
|
|
|
Set shader uniform value ( matrix 4x4 )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetShaderValueTexture( Shader shader, int locIndex, Texture2D texture )
|
|
|
|
Set shader uniform value for texture ( sampler2d )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetShaderValue( Shader shader, int locIndex, number{} values, int uniformType )
|
|
|
|
Set shader uniform value
|
|
NOTE: Even one value should be in table
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetShaderValueV( Shader shader, int locIndex, number{} values, int uniformType, int count )
|
|
|
|
Set shader uniform value vector
|
|
NOTE: Even one value should be in table
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_UnloadShader( Shader shader )
|
|
|
|
Unload shader from GPU memory ( VRAM )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Core - Input
|
|
|
|
---
|
|
|
|
> pressed = RL_IsKeyPressed( int key )
|
|
|
|
Detect if a key has been pressed once
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> pressed = RL_IsKeyDown( int key )
|
|
|
|
Detect if a key is being pressed
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> released = RL_IsKeyReleased( int key )
|
|
|
|
Detect if a key has been released once
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> keycode = RL_GetKeyPressed()
|
|
|
|
Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
|
|
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> unicode = RL_GetCharPressed()
|
|
|
|
Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
|
|
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> RL_SetExitKey( int key )
|
|
|
|
Set a custom key to exit program ( default is ESC )
|
|
|
|
---
|
|
|
|
> available = RL_IsGamepadAvailable( int gamepad )
|
|
|
|
Detect if a gamepad is available
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> pressed = RL_IsGamepadButtonPressed( int gamepad, int button )
|
|
|
|
Detect if a gamepad button has been pressed once
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> pressed = RL_IsGamepadButtonDown( int gamepad, int button )
|
|
|
|
Detect if a gamepad button is being pressed
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> released = RL_IsGamepadButtonReleased( int gamepad, int button )
|
|
|
|
Detect if a gamepad button has been released once
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> count = RL_GetGamepadAxisCount( int gamepad )
|
|
|
|
Return gamepad axis count for a gamepad
|
|
|
|
- Failure return false
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> value = RL_GetGamepadAxisMovement( int gamepad, int axis )
|
|
|
|
Return axis movement value for a gamepad axis
|
|
|
|
- Failure return false
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> name = RL_GetGamepadName( int gamepad )
|
|
|
|
Return gamepad internal name id
|
|
|
|
- Failure return false
|
|
- Success return string
|
|
|
|
---
|
|
|
|
> pressed = RL_IsMouseButtonPressed( int button )
|
|
|
|
Detect if a mouse button has been pressed once
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> pressed = RL_IsMouseButtonDown( int button )
|
|
|
|
Detect if a mouse button is being pressed
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> released = RL_IsMouseButtonReleased( int button )
|
|
|
|
Detect if a mouse button has been released once
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> position = RL_GetMousePosition()
|
|
|
|
Returns mouse position
|
|
|
|
- Success return Vector2
|
|
|
|
---
|
|
|
|
> position = RL_GetMouseDelta()
|
|
|
|
Get mouse delta between frames
|
|
|
|
- Success return Vector2
|
|
|
|
---
|
|
|
|
> movement = RL_GetMouseWheelMove()
|
|
|
|
Returns mouse wheel movement Y
|
|
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> success = RL_SetMousePosition( Vector2 position )
|
|
|
|
Set mouse position XY
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Core - File
|
|
|
|
---
|
|
|
|
> path = RL_GetBasePath()
|
|
|
|
Return game directory ( where main.lua is located )
|
|
|
|
- Success return string
|
|
|
|
---
|
|
|
|
> fileExists = RL_FileExists( string fileName )
|
|
|
|
Check if file exists
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> dirExists = RL_DirectoryExists( string dirPath )
|
|
|
|
Check if a directory path exists
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> hasFileExtension = RL_IsFileExtension( string fileName, string ext )
|
|
|
|
Check file extension ( Including point: .png, .wav )
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> extension = RL_GetFileExtension( string fileName )
|
|
|
|
Get pointer to extension for a filename string ( Includes dot: '.png' )
|
|
|
|
- Failure return false
|
|
- Success return string
|
|
|
|
---
|
|
|
|
> filePath = RL_GetFileName( string filePath )
|
|
|
|
Get pointer to filename for a path string
|
|
|
|
- Failure return false
|
|
- Success return string
|
|
|
|
---
|
|
|
|
> filePath = RL_GetFileNameWithoutExt( string filePath )
|
|
|
|
Get filename string without extension ( Uses static string )
|
|
|
|
- Failure return false
|
|
- Success return string
|
|
|
|
---
|
|
|
|
> filePath = RL_GetDirectoryPath( string filePath )
|
|
|
|
Get full path for a given fileName with path ( Uses static string )
|
|
|
|
- Failure return false
|
|
- Success return string
|
|
|
|
---
|
|
|
|
> filePath = RL_GetPrevDirectoryPath( string dirPath )
|
|
|
|
Get previous directory path for a given path ( Uses static string )
|
|
|
|
- Failure return false
|
|
- Success return string
|
|
|
|
---
|
|
|
|
> filePath = RL_GetWorkingDirectory()
|
|
|
|
Get current working directory ( Uses static string )
|
|
|
|
- Failure return false
|
|
- Success return string
|
|
|
|
---
|
|
|
|
> fileNames = RL_GetDirectoryFiles( string dirPath )
|
|
|
|
Get filenames in a directory path
|
|
|
|
- Failure return false
|
|
- Success return string{}
|
|
|
|
---
|
|
|
|
> time = RL_GetFileModTime( string fileName )
|
|
|
|
Get file modification time ( Last write time )
|
|
|
|
- Failure return false
|
|
- Success return int
|
|
|
|
---
|
|
|
|
## Core - Camera
|
|
|
|
---
|
|
|
|
> camera = RL_CreateCamera3D()
|
|
|
|
Return camera3D id set to default configuration
|
|
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> success = RL_UnloadCamera3D( int Camera3D )
|
|
|
|
Unload Camera3D
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_BeginMode3D( camera3D camera )
|
|
|
|
Initializes 3D mode with custom camera ( 3D )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> RL_EndMode3D()
|
|
|
|
Ends 3D mode and returns to default 2D orthographic mode
|
|
|
|
---
|
|
|
|
> success = RL_SetCamera3DPosition( camera3D camera, Vector3 position )
|
|
|
|
Set camera position ( Remember to call "RL_UpdateCamera3D()" to apply changes )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetCamera3DTarget( camera3D camera, Vector3 target )
|
|
|
|
Set camera target it looks-at
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetCamera3DUp( camera3D camera, Vector3 up )
|
|
|
|
Set camera up vector ( Rotation over it's axis )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetCamera3DFovy( camera3D camera, Vector3 fovy )
|
|
|
|
Set camera field-of-view apperture in Y ( degrees ) in perspective, used as near plane width in orthographic
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetCamera3DProjection( camera3D camera, int projection )
|
|
|
|
Set camera projection mode ( CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetCamera3DMode( camera3D camera, int mode )
|
|
|
|
Set camera mode ( CAMERA_CUSTOM, CAMERA_FREE, CAMERA_ORBITAL... )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> position = RL_GetCamera3DPosition( camera3D camera )
|
|
|
|
Get camera position
|
|
|
|
- Failure return nil
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
> target = RL_GetCamera3DTarget( camera3D camera )
|
|
|
|
Get camera target it looks-at
|
|
|
|
- Failure return nil
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
> up = RL_GetCamera3DUp( camera3D camera )
|
|
|
|
Get camera up vector ( Rotation over it's axis )
|
|
|
|
- Failure return nil
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
> fovy = RL_GetCamera3DFovy( camera3D camera )
|
|
|
|
Get camera field-of-view apperture in Y ( degrees ) in perspective, used as near plane width in orthographic
|
|
|
|
- Failure return nil
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> projection = RL_GetCamera3DProjection( camera3D camera )
|
|
|
|
Get camera projection mode
|
|
|
|
- Failure return nil
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> success = RL_UpdateCamera3D( camera3D camera )
|
|
|
|
Update camera position for selected mode
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Shapes - Drawing
|
|
|
|
---
|
|
|
|
> success = RL_DrawPixel( Vector2 pos, Color color )
|
|
|
|
Draw a pixel
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawLine( Vector2 startPos, Vector2 endPos, float thickness, Color color )
|
|
|
|
Draw a line defining thickness
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawCircle( Vector2 center, float radius, Color color )
|
|
|
|
Draw a color-filled circle
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawCircleLines( Vector2 center, float radius, Color color )
|
|
|
|
Draw circle outline
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawRectangle( Rectangle rec, Color color )
|
|
|
|
Draw a color-filled rectangle
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawRectanglePro( Rectangle rec, Vector2 origin, float rotation, Color color )
|
|
|
|
Draw a color-filled rectangle with pro parameters
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawTriangle( Vector2 v1, Vector2 v2, Vector2 v3, Color color )
|
|
|
|
Draw a color-filled triangle ( Vertex in counter-clockwise order! )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawTriangleLines( Vector2 v1, Vector2 v2, Vector2 v3, Color color )
|
|
|
|
Draw triangle outline ( Vertex in counter-clockwise order! )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Shapes - Collision
|
|
|
|
---
|
|
|
|
> collision = RL_CheckCollisionRecs( Rectangle rec1, Rectangle rec2 )
|
|
|
|
Check collision between two rectangles
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> collision = RL_CheckCollisionCircles( Vector2 center1, float radius1, Vector2 center2, float radius2 )
|
|
|
|
Check collision between two circles
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> collision = RL_CheckCollisionCircleRec( Vector2 center, float radius, Rectangle rec )
|
|
|
|
Check collision between circle and rectangle
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> collision = RL_CheckCollisionPointRec( Vector2 point, Rectangle rec )
|
|
|
|
Check if point is inside rectangle
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> collision = RL_CheckCollisionPointCircle( Vector2 point, Vector2 center, float radius )
|
|
|
|
Check if point is inside circle
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> collision = RL_CheckCollisionPointTriangle( Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3 )
|
|
|
|
Check if point is inside a triangle
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> collision, position = RL_CheckCollisionLines( Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2 )
|
|
|
|
Check the collision between two lines defined by two points each, returns collision point by reference
|
|
|
|
- Failure return nil
|
|
- Success return bool, Vector2
|
|
|
|
---
|
|
|
|
> collision = RL_CheckCollisionPointLine( Vector2 point, Vector2 p1, Vector2 p2, int threshold )
|
|
|
|
Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> rectangle = RL_GetCollisionRec( Rectangle rec1, Rectangle rec2 )
|
|
|
|
Get collision rectangle for two rectangles collision
|
|
|
|
- Failure return nil
|
|
- Success return Rectangle
|
|
|
|
---
|
|
|
|
## Textures - Load
|
|
|
|
---
|
|
|
|
> image = RL_LoadImage( string fileName )
|
|
|
|
Load image from file into CPU memory ( RAM )
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> image = RL_GenImageColor( int width, int height, Color color )
|
|
|
|
Generate image: plain color
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> success = RL_UnloadImage( Image image )
|
|
|
|
Unload image from CPU memory ( RAM )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> texture = RL_LoadTexture( string fileName )
|
|
|
|
Load texture from file into GPU memory ( VRAM )
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> texture = RL_LoadTextureFromImage( Image image )
|
|
|
|
Load texture from image data
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> success = RL_UnloadTexture( Texture2D texture )
|
|
|
|
Unload texture from GPU memory ( VRAM )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> renderTexture = RL_LoadRenderTexture( Vector2 size )
|
|
|
|
Load texture for rendering ( framebuffer )
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> success = RL_UnloadRenderTexture( RenderTexture2D target )
|
|
|
|
Unload render texture from GPU memory ( VRAM )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Textures - Image Drawing
|
|
|
|
---
|
|
|
|
> success = RL_ImageClearBackground( Image dst, Color color )
|
|
|
|
Clear image background with given color
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_ImageDrawPixel( Image dst, Vector2 position, Color color )
|
|
|
|
Draw pixel within an image
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_ImageDrawLine( Image dst, Vector2 start, Vector2 end, Color color )
|
|
|
|
Draw line within an image
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_ImageDrawCircle( Image dst, Vector2 center, int radius, Color color )
|
|
|
|
Draw circle within an image
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_ImageDrawRectangle( Image dst, Rectangle rec, Color color )
|
|
|
|
Draw rectangle within an image
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawRectangleLines( Image dst, Rectangle rec, int thick, Color color )
|
|
|
|
Draw rectangle lines within an image
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_ImageDraw( Image dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint )
|
|
|
|
Draw a source image within a destination image ( Tint applied to source )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
|
|
|
|
Draw text ( Custom sprite font ) within an image ( Destination )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Textures - Texture Drawing
|
|
|
|
---
|
|
|
|
> success = RL_DrawTexture( Texture2D texture, Vector2 position, Color tint )
|
|
|
|
Draw a Texture2D
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawTextureRec( Texture2D texture, Rectangle source, Vector2 position, Color tint )
|
|
|
|
Draw a part of a texture defined by a rectangle
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawTextureTiled( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint )
|
|
|
|
Draw part of a texture ( defined by a rectangle ) with rotation and scale tiled into dest
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawTexturePro( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint )
|
|
|
|
Draw a part of a texture defined by a rectangle with "pro" parameters
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawTextureNPatch( Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint )
|
|
|
|
Draws a texture ( or part of it ) that stretches or shrinks nicely
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawTexturePoly( Texture2D texture, Vector2 center, Vector2{} points, Vector2{} texcoords, int pointsCount, Color tint )
|
|
|
|
Draw a textured polygon ( Convex )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_BeginTextureMode( RenderTexture2D target )
|
|
|
|
Begin drawing to render texture
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> RL_EndTextureMode()
|
|
|
|
Ends drawing to render texture
|
|
|
|
---
|
|
|
|
> success = RL_SetTextureSource( int textureSource )
|
|
|
|
Set what texture source to use ( TEXTURE_SOURCE_TEXTURE or TEXTURE_SOURCE_RENDER_TEXTURE )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> textureSource = RL_GetTextureSource()
|
|
|
|
Get current texture source type ( TEXTURE_SOURCE_TEXTURE or TEXTURE_SOURCE_RENDER_TEXTURE )
|
|
|
|
- Success return int
|
|
|
|
---
|
|
|
|
## Textures - Configure
|
|
|
|
---
|
|
|
|
> success = RL_GenTextureMipmaps( Texture2D texture )
|
|
|
|
Generate GPU mipmaps for a texture
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetTextureFilter( Texture2D texture, int filter )
|
|
|
|
Set texture scaling filter mode ( TEXTURE_FILTER_POINT, TEXTURE_FILTER_BILINEAR... )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetTextureWrap( Texture2D texture, int wrap )
|
|
|
|
Set texture wrapping mode ( TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP... )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> size = RL_GetTextureSize( Texture2D texture )
|
|
|
|
Get texture size
|
|
|
|
- Failure return nil
|
|
- Success return Vector2
|
|
|
|
---
|
|
|
|
## Text - Loading
|
|
|
|
---
|
|
|
|
> font = RL_LoadFont( string fileName )
|
|
|
|
Load font from file into GPU memory ( VRAM )
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
## Text - Draw
|
|
|
|
---
|
|
|
|
> success = RL_DrawText( Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
|
|
|
|
Draw text using font and additional parameters
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Models - Basic
|
|
|
|
---
|
|
|
|
> success = RL_DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )
|
|
|
|
Draw a line in 3D world space
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawPoint3D( Vector3 position, Color color )
|
|
|
|
Draw a point in 3D space, actually a small line
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )
|
|
|
|
Draw a circle in 3D world space
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )
|
|
|
|
Draw a color-filled triangle ( Vertex in counter-clockwise order! )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawCube( Vector3 position, Vector3 size, Color color )
|
|
|
|
Draw cube
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawCubeWires( Vector3 position, Vector3 size, Color color )
|
|
|
|
Draw cube wires
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawCubeTexture( Texture2D texture, Vector3 position, Vector3 size, Color color )
|
|
|
|
Draw cube textured
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawSphere( Vector3 centerPos, float radius, Color color )
|
|
|
|
Draw sphere
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )
|
|
|
|
Draw sphere with extended parameters
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )
|
|
|
|
Draw sphere wires
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
|
|
|
|
Draw a cylinder/cone
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
|
|
|
|
Draw a cylinder with base at startPos and top at endPos
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
|
|
|
|
Draw a cylinder/cone wires
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
|
|
|
|
Draw a cylinder wires with base at startPos and top at endPos
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawPlane( Vector3 centerPos, Vector2 size, Color color )
|
|
|
|
Draw a plane XZ
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawQuad3DTexture( texture, Vector3{} vertices, Vector2{} texCoords, Color color )
|
|
|
|
Draw 3D quad texture using vertices and texture coordinates. Texture coordinates opengl style 0.0 - 1.0.
|
|
Note! Could be replaced something like "DrawPlaneTextureRec"
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawRay( Ray ray, Color color )
|
|
|
|
Draw a ray line
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawGrid( int slices, float spacing )
|
|
|
|
Draw a grid ( Centered at ( 0, 0, 0 ) )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Models - Mesh
|
|
|
|
---
|
|
|
|
> mesh = RL_GenMeshPoly( int sides, float radius )
|
|
|
|
Generate polygonal mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> mesh = RL_GenMeshPlane( float width, float length, int resX, int resZ )
|
|
|
|
Generate plane mesh ( With subdivisions )
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> mesh = RL_GenMeshCube( Vector3 size )
|
|
|
|
Generate cuboid mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> mesh = RL_GenMeshSphere( float radius, int rings, int slices )
|
|
|
|
Generate sphere mesh ( Standard sphere )
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> mesh = RL_GenMeshCylinder( float radius, float height, int slices )
|
|
|
|
Generate cylinder mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> mesh = RL_GenMeshCone( float radius, float height, int slices )
|
|
|
|
Generate cone/pyramid mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> mesh = RL_GenMeshTorus( float radius, float size, int radSeg, int sides )
|
|
|
|
Generate torus mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> mesh = RL_GenMeshKnot( float radius, float size, int radSeg, int sides )
|
|
|
|
Generate torus mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> mesh = RL_GenMeshHeightmap( Image heightmap, Vector3 size )
|
|
|
|
Generate heightmap mesh from image data
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> mesh = RL_GenMeshCustom( Vector3{} vertices, Vector2{} texCoords, Vector3{} normals )
|
|
|
|
Generate custom mesh
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> success = RL_UnloadMesh( Mesh mesh )
|
|
|
|
Unload mesh data from CPU and GPU
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawMesh( Mesh mesh, Material material, Matrix transform )
|
|
|
|
Draw a 3d mesh with material and transform
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
|
|
|
|
Draw multiple mesh instances with material and different transforms
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetMeshColor( Mesh mesh, Color color )
|
|
|
|
Updades mesh color vertex attribute buffer
|
|
NOTE: Currently only works on custom mesh
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Models - Material
|
|
|
|
---
|
|
|
|
> material = RL_LoadMaterialDefault()
|
|
|
|
Load default material
|
|
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> material = RL_CreateMaterial( material{} )
|
|
|
|
Load material from table. See material table definition
|
|
|
|
- Failure return false
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> success = RL_UnloadMaterial( Material material )
|
|
|
|
Unload material from GPU memory ( VRAM )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetMaterialTexture( Material material, int mapType, Texture2D texture )
|
|
|
|
Set texture for a material map type ( MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS... )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetMaterialColor( Material material, int mapType, Color color )
|
|
|
|
Set color for a material map type
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetMaterialValue( Material material, int mapType, float value )
|
|
|
|
Set value for a material map type
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Models - Model
|
|
|
|
---
|
|
|
|
> model = RL_LoadModel( string fileName )
|
|
|
|
Load model from files ( Meshes and materials )
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> model = RL_LoadModelFromMesh( Mesh mesh )
|
|
|
|
Load model from generated mesh ( Default material )
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> success = RL_UnloadModel( Model model )
|
|
|
|
Unload model ( Including meshes ) from memory ( RAM and/or VRAM )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawModel( Model model, Vector3 position, float scale, Color tint )
|
|
|
|
Draw a model ( With texture if set )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
|
|
|
|
Draw a model with extended parameters
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetModelMaterial( Model model, Material modelMaterial, Material material )
|
|
|
|
Copies material to model material. ( Model material is the material id in models. Material can be deleted if not used elsewhere )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetModelMaterial( Model model, Material modelMaterial, Material material )
|
|
|
|
Set material for a mesh ( Mesh and material on this model )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawBillboard( Camera camera, Texture2D texture, Vector3 position, float size, Color tint )
|
|
|
|
Draw a billboard texture
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_DrawBillboardRec( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint )
|
|
|
|
Draw a billboard texture defined by source
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Model - Animations
|
|
|
|
---
|
|
|
|
> animations, animationCount = RL_LoadModelAnimations( string fileName )
|
|
|
|
Load model animations from file
|
|
|
|
- Failure return -1
|
|
- Success return int, int
|
|
|
|
---
|
|
|
|
> success = RL_UpdateModelAnimation( Model model, ModelAnimations animations, int animation, int frame )
|
|
|
|
Update model animation pose
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> boneCount = RL_GetModelAnimationBoneCount( ModelAnimations animations, int animation )
|
|
|
|
Return modelAnimation bone count
|
|
|
|
- Failure return false
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> frameCount = RL_GetModelAnimationFrameCount( ModelAnimations animations, int animation )
|
|
|
|
Return modelAnimation frame count
|
|
|
|
- Failure return false
|
|
- Success return int
|
|
|
|
---
|
|
|
|
## Model - Collision
|
|
|
|
---
|
|
|
|
> collision = RL_CheckCollisionSpheres( Vector3 center1, float radius1, Vector3 center2, float radius2 )
|
|
|
|
Check collision between two spheres
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> collision = RL_CheckCollisionBoxes( BoundingBox box1, BoundingBox box2 )
|
|
|
|
Check collision between two bounding boxes
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> collision = RL_CheckCollisionBoxSphere( BoundingBox box, Vector3 center, float radius )
|
|
|
|
Check collision between box and sphere
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> rayCollision = RL_GetRayCollisionSphere( Ray ray, Vector3 center, float radius )
|
|
|
|
Get collision info between ray and sphere. ( RayCollision is Lua table of { hit, distance, point, normal } )
|
|
|
|
- Failure return nil
|
|
- Success return RayCollision
|
|
|
|
---
|
|
|
|
> rayCollision = RL_GetRayCollisionBox( Ray ray, BoundingBox box )
|
|
|
|
Get collision info between ray and box
|
|
|
|
- Failure return nil
|
|
- Success return RayCollision
|
|
|
|
---
|
|
|
|
> rayCollision = RL_GetRayCollisionModel( Ray ray, Model model )
|
|
|
|
Get collision info between ray and model
|
|
|
|
- Failure return nil
|
|
- Success return RayCollision
|
|
|
|
---
|
|
|
|
> rayCollision = RL_GetRayCollisionMesh( Ray ray, Mesh mesh, Matrix transform )
|
|
|
|
Get collision info between ray and mesh
|
|
|
|
- Failure return nil
|
|
- Success return RayCollision
|
|
|
|
---
|
|
|
|
> rayCollision = RL_GetRayCollisionTriangle( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 )
|
|
|
|
Get collision info between ray and triangle
|
|
|
|
- Failure return nil
|
|
- Success return RayCollision
|
|
|
|
---
|
|
|
|
> rayCollision = RL_GetRayCollisionQuad( Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4 )
|
|
|
|
Get collision info between ray and quad
|
|
|
|
- Failure return nil
|
|
- Success return RayCollision
|
|
|
|
---
|
|
|
|
## Audio - Sounds
|
|
|
|
---
|
|
|
|
> sound = RL_LoadSound( string fileName )
|
|
|
|
Load sound from file
|
|
|
|
- Failure return -1
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> success = RL_PlaySoundMulti( Sound sound )
|
|
|
|
Play a sound ( Using multichannel buffer pool )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetSoundVolume( Sound sound, float volume )
|
|
|
|
Set volume for a sound ( 1.0 is max level )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_SetSoundPitch( Sound sound, float pitch )
|
|
|
|
Set pitch for a sound ( 1.0 is base level )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> success = RL_UnloadSound( Sound sound )
|
|
|
|
Unload sound
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Audio - Music
|
|
|
|
---
|
|
|
|
> success = RL_LoadMusicStream( string fileName )
|
|
|
|
Load music stream from file
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> PlayMusicStream()
|
|
|
|
Start music playing
|
|
|
|
---
|
|
|
|
> StopMusicStream()
|
|
|
|
Stop music playing
|
|
|
|
---
|
|
|
|
> PauseMusicStream()
|
|
|
|
Pause music playing
|
|
|
|
---
|
|
|
|
> ResumeMusicStream()
|
|
|
|
Resume playing paused music
|
|
|
|
---
|
|
|
|
> playing = PlayMusicStream()
|
|
|
|
Check if music is playing
|
|
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> success = RL_SetMusicVolume( float volume )
|
|
|
|
Set volume for music ( 1.0 is max level )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Math - Vector2
|
|
|
|
---
|
|
|
|
> result = RL_Vector2Add( Vector2 v1, Vector2 v2 )
|
|
|
|
Add two vectors (v1 + v2)
|
|
|
|
- Failure return false
|
|
- Success return Vector2
|
|
|
|
---
|
|
|
|
> result = RL_Vector2Subtract( Vector2 v1, Vector2 v2 )
|
|
|
|
Subtract two vectors (v1 - v2)
|
|
|
|
- Failure return false
|
|
- Success return Vector2
|
|
|
|
---
|
|
|
|
> result = RL_Vector2Multiply( Vector2 v1, Vector2 v2 )
|
|
|
|
Multiply vector by vector
|
|
|
|
- Failure return false
|
|
- Success return Vector2
|
|
|
|
---
|
|
|
|
> result = RL_Vector2Length( vector2 vector )
|
|
|
|
Calculate vector length
|
|
|
|
- Failure return false
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> result = RL_Vector2DotProduct( Vector2 v1, Vector2 v2 )
|
|
|
|
Calculate two vectors dot product
|
|
|
|
- Failure return false
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> result = RL_Vector2Distance( Vector2 v1, Vector2 v2 )
|
|
|
|
Calculate distance between two vectors
|
|
|
|
- Failure return false
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> result = RL_Vector2Angle( Vector2 v1, Vector2 v2 )
|
|
|
|
Calculate angle from two vectors
|
|
|
|
- Failure return false
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> result = RL_Vector2Normalize( Vector2 v )
|
|
|
|
Normalize provided vector
|
|
|
|
- Failure return false
|
|
- Success return Vector2
|
|
|
|
---
|
|
|
|
> result = RL_Vector2Lerp( Vector2 v1, Vector2 v2, float amount )
|
|
|
|
Calculate linear interpolation between two vectors
|
|
|
|
- Failure return false
|
|
- Success return Vector2
|
|
|
|
---
|
|
|
|
> result = RL_Vector2Reflect( Vector2 v, Vector2 normal )
|
|
|
|
Calculate reflected vector to normal
|
|
|
|
- Failure return false
|
|
- Success return Vector2
|
|
|
|
---
|
|
|
|
> result = RL_Vector2Rotate( Vector2 v, float angle )
|
|
|
|
Rotate vector by angle
|
|
|
|
- Failure return false
|
|
- Success return Vector2
|
|
|
|
---
|
|
|
|
> result = RL_Vector2MoveTowards( Vector2 v, Vector2 target, float maxDistance )
|
|
|
|
Move Vector towards target
|
|
|
|
- Failure return false
|
|
- Success return Vector2
|
|
|
|
---
|
|
|
|
## Math - Vector 3
|
|
|
|
---
|
|
|
|
> result = RL_Vector3CrossProduct( Vector3 v1, Vector3 v2 )
|
|
|
|
Add two vectors
|
|
|
|
- Failure return false
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
> result = RL_Vector3Subtract( Vector3 v1, Vector3 v2 )
|
|
|
|
Subtract two vectors
|
|
|
|
- Failure return false
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
> result = RL_Vector3Subtract( Vector3 v1, Vector3 v2 )
|
|
|
|
Multiply vector by vector
|
|
|
|
- Failure return false
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
> result = RL_Vector3CrossProduct( Vector3 v1, Vector3 v2 )
|
|
|
|
Calculate two vectors cross product
|
|
|
|
- Failure return false
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
> result = RL_Vector3Perpendicular( Vector3 v )
|
|
|
|
Calculate one vector perpendicular vector
|
|
|
|
- Failure return false
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
> result = RL_Vector3Length( Vector3 v )
|
|
|
|
Calculate one vector perpendicular vector
|
|
|
|
- Failure return false
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> result = RL_Vector3LengthSqr( Vector3 v )
|
|
|
|
Calculate vector square length
|
|
|
|
- Failure return false
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> result = RL_Vector3DotProduct( Vector3 v1, Vector3 v2 )
|
|
|
|
Calculate two vectors dot product
|
|
|
|
- Failure return false
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> result = RL_Vector3Distance( Vector3 v1, Vector3 v2 )
|
|
|
|
Calculate distance between two vectors
|
|
|
|
- Failure return false
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> result = RL_Vector3Normalize( Vector3 v )
|
|
|
|
Normalize provided vector
|
|
|
|
- Failure return false
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
> v1, v2 = RL_Vector3OrthoNormalize( Vector3 v1, Vector3 v2 )
|
|
|
|
Orthonormalize provided vectors. Makes vectors normalized and orthogonal to each other.
|
|
Gram-Schmidt function implementation
|
|
|
|
- Failure return false
|
|
- Success return Vector3, Vector3
|
|
|
|
---
|
|
|
|
> result = RL_Vector3Transform( Vector3 v, Matrix mat )
|
|
|
|
Transforms a Vector3 by a given Matrix
|
|
|
|
- Failure return false
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
> result = RL_Vector3RotateByQuaternion( Vector3 v, Quaternion q )
|
|
|
|
Transform a vector by quaternion rotation
|
|
|
|
- Failure return false
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
> result = RL_Vector3Lerp( Vector3 v1, Vector3 v2, float amount )
|
|
|
|
Calculate linear interpolation between two vectors
|
|
|
|
- Failure return false
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
> result = RL_Vector3Reflect( Vector3 v, Vector3 normal )
|
|
|
|
Calculate reflected vector to normal
|
|
|
|
- Failure return false
|
|
- Success return Vector3
|
|
|
|
---
|
|
|
|
## Math - Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixDeterminant( Matrix mat )
|
|
|
|
Compute matrix determinant
|
|
|
|
- Failure return false
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> result = RL_MatrixTranspose( Matrix mat )
|
|
|
|
Transposes provided matrix
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixInvert( Matrix mat )
|
|
|
|
Invert provided matrix
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixNormalize( Matrix mat )
|
|
|
|
Normalize provided matrix
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = MatrixIdentity()
|
|
|
|
Get identity matrix
|
|
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixAdd( Matrix left, Matrix right )
|
|
|
|
Add two matrices
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixAdd( Matrix left, Matrix right )
|
|
|
|
Subtract two matrices (left - right)
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixMultiply( Matrix left, Matrix right )
|
|
|
|
Get two matrix multiplication
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixTranslate( Vector3 translate )
|
|
|
|
Get translation matrix
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixRotate( Vector3 axis, float angle )
|
|
|
|
Create rotation matrix from axis and angle. NOTE: Angle should be provided in radians
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixScale( Vector3 scale )
|
|
|
|
Get scaling matrix
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixFrustum( double left, double right, double bottom, double top, double near, double far )
|
|
|
|
Get perspective projection matrix
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixPerspective( double fovy, double aspect, double near, double far )
|
|
|
|
Get perspective projection matrix
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixOrtho( double left, double right, double bottom, double top, double near, double far )
|
|
|
|
Get orthographic projection matrix
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
> result = RL_MatrixLookAt( Vector3 eye, Vector3 target, Vector3 up )
|
|
|
|
Get camera look-at matrix ( View matrix )
|
|
|
|
- Failure return false
|
|
- Success return Matrix
|
|
|
|
---
|
|
|
|
## Gui - Global
|
|
|
|
---
|
|
|
|
> RL_GuiEnable()
|
|
|
|
Enable gui controls ( Global state )
|
|
|
|
---
|
|
|
|
> RL_GuiDisable()
|
|
|
|
Disable gui controls ( Global state )
|
|
|
|
---
|
|
|
|
> RL_GuiLock()
|
|
|
|
Lock gui controls ( Global state )
|
|
|
|
---
|
|
|
|
> RL_GuiUnlock()
|
|
|
|
Unlock gui controls ( Global state )
|
|
|
|
---
|
|
|
|
## Gui - Font
|
|
|
|
---
|
|
|
|
> success = RL_GuiSetFont( Font font )
|
|
|
|
Set gui custom font ( Global state )
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
## Gui - Container
|
|
|
|
---
|
|
|
|
> state = RL_GuiWindowBox( Rectangle bounds, string title )
|
|
|
|
Window Box control, shows a window that can be closed
|
|
|
|
- Failure return nil
|
|
- Success return bool
|
|
|
|
---
|
|
|
|
> success = RL_GuiPanel( Rectangle bounds )
|
|
|
|
Panel control, useful to group controls
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> view, scroll = RL_GuiScrollPanel( Rectangle bounds, Rectangle content, Vector2 scroll )
|
|
|
|
Scroll Panel control
|
|
|
|
- Failure return false
|
|
- Success return Rectangle, Vector2
|
|
|
|
---
|
|
|
|
## Gui - Basic
|
|
|
|
---
|
|
|
|
> success = RL_GuiLabel( Rectangle bounds, string text )
|
|
|
|
Label control, shows text
|
|
|
|
- Failure return false
|
|
- Success return true
|
|
|
|
---
|
|
|
|
> clicked = RL_GuiButton( Rectangle bounds, string text )
|
|
|
|
Button control, returns true when clicked
|
|
|
|
- Failure return nil
|
|
- Success return boolean
|
|
|
|
---
|
|
|
|
> active = RL_GuiToggle( Rectangle bounds, string text, bool active )
|
|
|
|
Toggle Button control, returns true when active
|
|
|
|
- Failure return nil
|
|
- Success return boolean
|
|
|
|
---
|
|
|
|
> active = RL_GuiCheckBox( Rectangle bounds, string text, bool checked )
|
|
|
|
Check Box control, returns true when active
|
|
|
|
- Failure return nil
|
|
- Success return boolean
|
|
|
|
---
|
|
|
|
> pressed, text = RL_GuiTextBox( Rectangle bounds, string text, int textSize, bool editMode )
|
|
|
|
Text Box control, updates input text
|
|
|
|
- Failure return nil
|
|
- Success return boolean, string
|
|
|
|
---
|
|
|
|
> pressed, text = RL_GuiTextBoxMulti( Rectangle bounds, string text, int textSize, bool editMode )
|
|
|
|
Text Box control with multiple lines
|
|
|
|
- Failure return nil
|
|
- Success return boolean, string
|
|
|
|
---
|
|
|
|
> pressed, value = RL_GuiSpinner( Rectangle bounds, string text, int value, int minValue, int maxValue, bool editMode )
|
|
|
|
Spinner control, returns selected value
|
|
|
|
- Failure return nil
|
|
- Success return boolean, int
|
|
|
|
---
|
|
|
|
> pressed, value = RL_GuiValueBox( Rectangle bounds, string text, int value, int minValue, int maxValue, bool editMode )
|
|
|
|
Value Box control, updates input text with numbers
|
|
|
|
- Failure return nil
|
|
- Success return boolean, int
|
|
|
|
---
|
|
|
|
> value = RL_GuiSlider( Rectangle bounds, string textLeft, string textRight, float value, float minValue, float maxValue )
|
|
|
|
Slider control, returns selected value
|
|
|
|
- Failure return nil
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> value = RL_GuiSliderBar( Rectangle bounds, string textLeft, string textRight, float value, float minValue, float maxValue )
|
|
|
|
Slider Bar control, returns selected value
|
|
|
|
- Failure return nil
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> value = RL_GuiProgressBar( Rectangle bounds, string textLeft, string textRight, float value, float minValue, float maxValue )
|
|
|
|
Progress Bar control, shows current progress value
|
|
|
|
- Failure return nil
|
|
- Success return float
|
|
|
|
---
|
|
|
|
> value = RL_GuiScrollBar( Rectangle bounds, int value, int minValue, int maxValue )
|
|
|
|
Scroll Bar control
|
|
|
|
- Failure return nil
|
|
- Success return int
|
|
|
|
---
|
|
|
|
> pressed, item = RL_GuiDropdownBox( Rectangle bounds, string text, int active, bool editMode )
|
|
|
|
Dropdown Box control, returns selected item
|
|
|
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- Failure return nil
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- Success return bool, int
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---
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