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| author | jussi | 2024-11-21 00:11:31 +0200 |
|---|---|---|
| committer | jussi | 2024-11-21 00:11:31 +0200 |
| commit | 4c0eb17a9c234bfee73af408faa38e38f2e450d9 (patch) | |
| tree | 4aea4fe804a63ed13a1d092aada0ba5925dcf05f /API.md | |
| parent | 479726a5e468a2f4d0f9337f082889082e535bfb (diff) | |
| download | reilua-enhanced-4c0eb17a9c234bfee73af408faa38e38f2e450d9.tar.gz reilua-enhanced-4c0eb17a9c234bfee73af408faa38e38f2e450d9.tar.bz2 reilua-enhanced-4c0eb17a9c234bfee73af408faa38e38f2e450d9.zip | |
New raylib 5.5 functions.
Diffstat (limited to 'API.md')
| -rw-r--r-- | API.md | 325 |
1 files changed, 261 insertions, 64 deletions
@@ -1076,7 +1076,7 @@ Key: Android back button --- -> KEY_MENU = 82 +> KEY_MENU = 5 Key: Android menu button @@ -1910,12 +1910,6 @@ Layout is defined by a 4x3 cross with cubemap faces --- -> CUBEMAP_LAYOUT_PANORAMA = 5 - -Layout is defined by a panorama image (equirrectangular map) - ---- - ## Defines - Font type, defines generation method > FONT_DEFAULT = 0 @@ -2782,7 +2776,7 @@ Default projection matrix near cull distance --- -> RL_CULL_DISTANCE_FAR = 1000 +> RL_CULL_DISTANCE_FAR = 1000.0 Default projection matrix far cull distance @@ -4054,6 +4048,14 @@ Get clipboard text content --- +> image = RL.GetClipboardImage() + +Get clipboard image content + +- Success return Image + +--- + > RL.EnableEventWaiting() Enable waiting for events on EndDrawing(), no automatic event polling @@ -4228,9 +4230,9 @@ NOTE: Set nil if no shader --- -> isReady = RL.IsShaderReady( Shader shader ) +> isReady = RL.IsShaderValid( Shader shader ) -Check if a shader is ready +Check if a shader is valid (loaded on GPU) - Success return bool @@ -4310,27 +4312,19 @@ Unload shader from GPU memory (VRAM) --- -> ray = RL.GetMouseRay( Vector2 mousePosition, Camera3D camera ) +> ray = RL.GetScreenToWorldRay( Vector2 mousePosition, Camera3D camera ) -Get a ray trace from mouse position +Get a ray trace from screen position (i.e mouse) - Success return Ray --- -> matrix = RL.GetCameraMatrix( Camera3D camera ) +> ray = RL.GetScreenToWorldRayEx( Vector2 mousePosition, Camera3D camera, Vector2 size ) -Get camera transform matrix (view matrix) +Get a ray trace from screen position (i.e mouse) in a viewport -- Success return Matrix - ---- - -> matrix = RL.GetCameraMatrix2D( Camera2D camera ) - -Get camera 2d transform matrix - -- Success return Matrix +- Success return Ray --- @@ -4366,6 +4360,22 @@ Get the world space position for a 2d camera screen space position --- +> matrix = RL.GetCameraMatrix( Camera3D camera ) + +Get camera transform matrix (view matrix) + +- Success return Matrix + +--- + +> matrix = RL.GetCameraMatrix2D( Camera2D camera ) + +Get camera 2d transform matrix + +- Success return Matrix + +--- + ## Core - Timing-related functions --- @@ -4662,38 +4672,54 @@ Get the directory of the running application (uses static string) --- -> fileNames = RL.LoadDirectoryFiles( string dirPath ) +> success = RL.MakeDirectory( string dirPath ) -Load directory filepaths +Create directories (including full path requested), returns 0 on success -- Success return string{} +- Success return int --- -> fileNames = RL.LoadDirectoryFilesEx( string basePath, string|nil filter, bool scanSubdirs ) +> success = RL.ChangeDirectory( string directory ) -Load directory filepaths with extension filtering and recursive directory scan +Change working directory, return true on success -- Success return string{} +- Success return bool --- -> success = RL.ChangeDirectory( string directory ) +> isFile = RL.IsPathFile( string path ) -Change working directory, return true on success +Check if a given path is a file or a directory - Success return bool --- -> isFile = RL.IsPathFile( string path ) +> isValid = RL.IsFileNameValid( string fileName ) -Check if a given path is a file or a directory +Check if fileName is valid for the platform/OS - Success return bool --- +> fileNames = RL.LoadDirectoryFiles( string dirPath ) + +Load directory filepaths + +- Success return string{} + +--- + +> fileNames = RL.LoadDirectoryFilesEx( string basePath, string|nil filter, bool scanSubdirs ) + +Load directory filepaths with extension filtering and recursive directory scan + +- Success return string{} + +--- + > iSFileDropped = RL.IsFileDropped() Check if a file has been dropped into window @@ -4754,6 +4780,33 @@ Decode Base64 string data --- +> code = RL.ComputeCRC32( Buffer data ) + +Compute CRC32 hash code. Note! Buffer should be type BUFFER_UNSIGNED_CHAR + +- Failure return false +- Success return int + +--- + +> code = RL.ComputeMD5( Buffer data ) + +Compute MD5 hash code, returns static int[4] (16 bytes). Note! Buffer should be type BUFFER_UNSIGNED_CHAR + +- Failure return false +- Success return int{4} + +--- + +> code = RL.ComputeSHA1( Buffer data ) + +Compute SHA1 hash code, returns static int[5] (20 bytes). Note! Buffer should be type BUFFER_UNSIGNED_CHAR + +- Failure return false +- Success return int{5} + +--- + ## Core - Automation events functionality --- @@ -5010,6 +5063,12 @@ Set internal gamepad mappings (SDL_GameControllerDB) --- +> RL.SetGamepadVibration( int gamepad, float leftMotor, float rightMotor, float duration ) + +Set gamepad vibration for both motors (duration in seconds) + +--- + ## Core - Input-related functions: mouse --- @@ -5588,6 +5647,22 @@ defining a font char white rectangle would allow drawing everything in a single --- +> texture = RL.GetShapesTexture() + +Get texture that is used for shapes drawing. Return as lightuserdata + +- Success return Texture + +--- + +> source = RL.GetShapesTextureRectangle() + +Get texture source rectangle that is used for shapes drawing + +- Success return Rectangle + +--- + > RL.DrawPixel( Vector2 pos, Color color ) Draw a pixel @@ -5714,7 +5789,13 @@ Draw rectangle with rounded edges --- -> RL.DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, int lineThick, Color color ) +> RL.DrawRectangleRoundedLines( Rectangle rec, float roundness, int segments, Color color ) + +Draw rectangle lines with rounded edges + +--- + +> RL.DrawRectangleRoundedLinesEx( Rectangle rec, float roundness, int segments, float lineThick, Color color ) Draw rectangle with rounded edges outline @@ -5898,6 +5979,14 @@ Check collision between circle and rectangle --- +> collision = RL.CheckCollisionCircleLine( Vector2 center, float radius, Vector2 p1, Vector2 p2 ) + +Check if circle collides with a line created betweeen two points [p1] and [p2] + +- Success return bool + +--- + > collision = RL.CheckCollisionPointRec( Vector2 point, Rectangle rec ) Check if point is inside rectangle @@ -5976,19 +6065,19 @@ Load image from RAW file data --- -> image = RL.LoadImageSvg( string fileNameOrString, Vector2 size ) +> image, frameCount = RL.LoadImageAnim( string fileName ) -Load image from SVG file data or string with specified size +Load image sequence from file (frames appended to image.data). All frames are returned in RGBA format -- Success return Image +- Failure return nil +- Success return Image, int --- -> image, frameCount = RL.LoadImageAnim( string fileName ) +> image, frameCount = RL.LoadImageAnimFromMemory( string fileType, Buffer fileData ) -Load image sequence from file (frames appended to image.data). All frames are returned in RGBA format +Load image sequence from memory buffer. All frames are returned in RGBA format -- Failure return nil - Success return Image, int --- @@ -6025,9 +6114,9 @@ Load image from screen buffer and (screenshot) --- -> isReady = RL.IsImageReady( Image image ) +> isReady = RL.IsImageValid( Image image ) -Check if an image is ready +Check if an image is valid (data and parameters) - Success return bool @@ -6159,6 +6248,14 @@ Create an image from another image piece --- +> image = RL.ImageFromChannel( Image image, int selectedChannel ) + +Create an image from a selected channel of another image (GRAYSCALE) + +- Success return Image + +--- + > image = RL.ImageText( string text, int fontSize, Color tint ) Create an image from text (default font) @@ -6223,6 +6320,12 @@ Apply Gaussian blur using a box blur approximation --- +> RL.ImageKernelConvolution( Image image, float{} kernel ) + +Apply custom square convolution kernel to image + +--- + > RL.ImageResize( Image image, Vector2 size ) Resize image (Bicubic scaling algorithm) @@ -6403,12 +6506,18 @@ Draw pixel within an image --- -> RL.ImageDrawLine( Image dst, Vector2 a, Vector2 b, Color color ) +> RL.ImageDrawLine( Image dst, Vector2 start, Vector2 end, Color color ) Draw line within an image --- +> RL.ImageDrawLineEx( Image dst, Vector2 start, Vector2 end, int thick, Color color ) + +Draw a line defining thickness within an image + +--- + > RL.ImageDrawCircle( Image dst, Vector2 center, int radius, Color color ) Draw circle within an image @@ -6433,6 +6542,36 @@ Draw rectangle lines within an image --- +> RL.ImageDrawTriangle( Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color ) + +Draw triangle within an image + +--- + +> RL.ImageDrawTriangleEx( Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3 ) + +Draw triangle with interpolated colors within an image + +--- + +> RL.ImageDrawTriangleLines( Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color color ) + +Draw triangle outline within an image + +--- + +> RL.ImageDrawTriangleFan( Image *dst, Vector2{} points, Color color ) + +Draw a triangle fan defined by points within an image (first vertex is the center) + +--- + +> RL.ImageDrawTriangleStrip( Image *dst, Vector2{} points, Color color ) + +Draw a triangle strip defined by points within an image + +--- + > RL.ImageDraw( Image dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint ) Draw a source image within a destination image (Tint applied to source) @@ -6512,9 +6651,9 @@ Load RenderTexture from data (framebuffer) --- -> isReady = RL.IsTextureReady( Texture texture ) +> isReady = RL.IsTextureValid( Texture texture ) -Check if a texture is ready +Check if a texture is valid (loaded in GPU) - Success return bool @@ -6526,9 +6665,9 @@ Unload texture from GPU memory (VRAM) --- -> isReady = RL.IsRenderTextureReady( RenderTexture target ) +> isReady = RL.IsRenderTextureValid( RenderTexture target ) -Check if a render texture is ready +Check if a render texture is valid (loaded in GPU) - Success return bool @@ -6680,6 +6819,14 @@ Get depth buffer attachment texture. Returns as lightuserdata --- +> isEqual = RL.ColorIsEqual( Color col1, Color col2 ) + +Check if two colors are equal + +- Success return bool + +--- + > color = RL.Fade( Color color, float alpha ) Returns color with alpha applied, alpha goes from 0.0f to 1.0f @@ -6768,6 +6915,14 @@ Returns src alpha-blended into dst color with tint --- +> color = RL.ColorLerp( Color color1, Color color2, float factor ) + +Get color lerp interpolation between two colors, factor [0.0f..1.0f] + +- Success return Color + +--- + > color = RL.GetColor( int hexValue ) Get Color structure from hexadecimal value @@ -6846,9 +7001,9 @@ Load font copy as new userdata --- -> isReady = RL.IsFontReady( Font font ) +> isReady = RL.IsFontValid( Font font ) -Check if a font is ready +Check if a font is valid (font data loaded, WARNING: GPU texture not checked) - Success return bool @@ -7236,6 +7391,22 @@ Get Pascal case notation version of provided string --- +> text = RL.TextToSnake( string text ) + +Get Snake case notation version of provided string + +- Success return string + +--- + +> text = RL.TextToCamel( string text ) + +Get Camel case notation version of provided string + +- Success return string + +--- + ## Models - Basic geometric 3D shapes drawing functions --- @@ -7387,9 +7558,9 @@ Load model from generated mesh (Default material) --- -> isReady = RL.IsModelReady( Model model ) +> isReady = RL.IsModelValid( Model model ) -Check if a model is ready +Check if a model is valid (loaded in GPU, VAO/VBOs) - Success return bool @@ -7553,6 +7724,18 @@ Draw a model wires (with texture if set) with extended parameters --- +> RL.DrawModelPoints( Model model, Vector3 position, float scale, Color tint ) + +Draw a model as points + +--- + +> RL.DrawModelPointsEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint ) + +Draw a model as points with extended parameters + +--- + > RL.DrawBoundingBox( BoundingBox box, Color color ) Draw bounding box (wires) @@ -7624,6 +7807,14 @@ Export mesh data to file, returns true on success --- +> success = RL.ExportMeshAsCode( Mesh mesh, string fileName ) + +Export mesh as code file (.h) defining multiple arrays of vertex attributes + +- Success return bool + +--- + > boundingBox = RL.GetMeshBoundingBox( Mesh mesh ) Compute mesh bounding box limits @@ -7782,9 +7973,9 @@ Load material from table. See material table definition --- -> isReady = RL.IsMaterialReady( Material material ) +> isReady = RL.IsMaterialValid( Material material ) -Check if a material is ready +Check if a material is valid (shader assigned, map textures loaded in GPU) - Success return bool @@ -7885,6 +8076,12 @@ Update model animation pose --- +> RL.UpdateModelAnimationBones( Model model, ModelAnimation animation, int frame ) + +Update model animation mesh bone matrices (GPU skinning) + +--- + > RL.UnloadModelAnimation( ModelAnimation animation ) Unload animation data @@ -8115,9 +8312,9 @@ Load wave from memory buffer, fileType refers to extension: i.e. '.wav' --- -> isReady = RL.IsWaveReady( Wave wave ) +> isReady = RL.IsWaveValid( Wave wave ) -Checks if wave data is ready +Checks if wave data is valid (data loaded and parameters) - Success return bool @@ -8139,9 +8336,9 @@ Create a new sound that shares the same sample data as the source sound, does no --- -> isReady = RL.IsSoundReady( Sound sound ) +> isReady = RL.IsSoundValid( Sound sound ) -Checks if a sound is ready +Checks if a sound is valid (data loaded and buffers initialized) - Success return bool @@ -8289,9 +8486,9 @@ Load music stream from data --- -> isReady = RL.IsMusicReady( Music music ) +> isReady = RL.IsMusicValid( Music music ) -Checks if a music stream is ready +Checks if a music stream is valid (context and buffers initialized) - Success return bool @@ -10564,9 +10761,9 @@ Unload vertex buffer (VBO) --- -> RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, buffer pointer ) +> RL.rlSetVertexAttribute( int index, int compSize, int type, bool normalized, int stride, int offset ) -Set vertex attribute. +Set vertex attribute data configuration --- @@ -10626,9 +10823,9 @@ Load depth texture/renderbuffer (to be attached to fbo) --- -> id = RL.rlLoadTextureCubemap( Buffer data, int size, int format ) +> id = RL.rlLoadTextureCubemap( Buffer data, int size, int format, int mipmapCount ) -Load texture cubemap +Load texture cubemap data - Success return int @@ -10690,7 +10887,7 @@ Read screen pixel data (color buffer) --- -> fboId = RL.rlLoadFramebuffer( Vector2 size ) +> fboId = RL.rlLoadFramebuffer() Load an empty framebuffer |
