summaryrefslogtreecommitdiff
path: root/API.md
diff options
context:
space:
mode:
authorjussi2023-11-09 21:24:58 +0200
committerjussi2023-11-09 21:24:58 +0200
commite056446750bff6db15842aea662f18a322052d8c (patch)
treee63e0c19f45408c9366d617509f7208102e94884 /API.md
parentef75e2530dd92c55ba6b2462fe71fa888e1883df (diff)
downloadreilua-enhanced-e056446750bff6db15842aea662f18a322052d8c.tar.gz
reilua-enhanced-e056446750bff6db15842aea662f18a322052d8c.tar.bz2
reilua-enhanced-e056446750bff6db15842aea662f18a322052d8c.zip
Organized core functions.
Diffstat (limited to 'API.md')
-rw-r--r--API.md730
1 files changed, 365 insertions, 365 deletions
diff --git a/API.md b/API.md
index 7c5ba1b..e6dceb8 100644
--- a/API.md
+++ b/API.md
@@ -3508,7 +3508,7 @@ GLFW event cursor enter/leave
---
-## Core - Window
+## Core - Window-related functions
---
@@ -3746,159 +3746,117 @@ Get clipboard text content
---
-## Core - Timing
+## Core - Cursor-related functions
---
-> RL.SetTargetFPS( int fps )
-
-Set target FPS (maximum)
-
----
-
-> FPS = RL.GetFPS()
-
-Get current FPS
-
-- Success return int
-
----
-
-> delta = RL.GetFrameTime()
-
-Get time in seconds for last frame drawn (Delta time)
+> RL.ShowCursor()
-- Success return float
+Shows cursor
---
-> time = RL.GetTime()
-
-Get elapsed time in seconds since InitWindow()
+> RL.HideCursor()
-- Success return float
+Hides cursor
---
-## Core - Misc
-
----
+> hidden = RL.IsCursorHidden()
-> RL.TakeScreenshot( string fileName )
+Check if cursor is not visible
-Takes a screenshot of current screen (filename extension defines format)
+- Success return bool
---
-> RL.SetConfigFlags( int flags )
+> RL.EnableCursor()
-Setup init configuration flags (view FLAGS)
+Enables cursor (unlock cursor)
---
-> RL.TraceLog( int logLevel, string text )
+> RL.DisableCursor()
-Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
+Disables cursor (lock cursor)
---
-> RL.SetTraceLogLevel( int logLevel )
-
-Set the current threshold (minimum) log level
-
----
+> onSreen = RL.IsCursorOnScreen()
-> RL.SetLogLevelInvalid( int logLevel )
+Check if cursor is on the screen
-Set the log level for bad function calls and invalid data formats.
+- Success return bool
---
-> logLevel = RL.GetLogLevelInvalid()
-
-Get the log level for bad function calls and invalid data formats.
-
-- Success return int
+## Core - Drawing-related functions
---
-> RL.OpenURL( string url )
+> RL.ClearBackground( Color color )
-Open URL with default system browser (If available)
+Set background color (framebuffer clear color)
---
-> enabled = RL.IsGCUnloadEnabled()
-
-Check if Lua garbage collection is set to unload object data
-
-- Success return bool
-
----
+> RL.BeginDrawing()
-## Core - Cursor
+Setup canvas (framebuffer) to start drawing
---
-> RL.ShowCursor()
+> RL.EndDrawing()
-Shows cursor
+End canvas drawing and swap buffers (double buffering)
---
-> RL.HideCursor()
+> RL.BeginMode2D( camera2D camera )
-Hides cursor
+Begin 2D mode with custom camera (2D)
---
-> hidden = RL.IsCursorHidden()
-
-Check if cursor is not visible
+> RL.EndMode2D()
-- Success return bool
+Ends 2D mode with custom camera
---
-> RL.EnableCursor()
+> RL.BeginMode3D( camera3D camera )
-Enables cursor (unlock cursor)
+Begin 3D mode with custom camera (3D)
---
-> RL.DisableCursor()
+> RL.EndMode3D()
-Disables cursor (lock cursor)
+Ends 3D mode and returns to default 2D orthographic mode
---
-> onSreen = RL.IsCursorOnScreen()
-
-Check if cursor is on the screen
-
-- Success return bool
-
----
+> RL.BeginTextureMode( RenderTexture target )
-## Core - Drawing
+Begin drawing to render texture
---
-> RL.ClearBackground( Color color )
+> RL.EndTextureMode()
-Set background color (framebuffer clear color)
+Ends drawing to render texture
---
-> RL.BeginDrawing()
+> RL.BeginShaderMode( Shader shader )
-Setup canvas (framebuffer) to start drawing
+Begin custom shader drawing
---
-> RL.EndDrawing()
+> RL.EndShaderMode()
-End canvas drawing and swap buffers (double buffering)
+End custom shader drawing (use default shader)
---
@@ -3926,7 +3884,7 @@ End scissor mode
---
-## Core - Shader
+## Core - Shader management functions
---
@@ -3958,18 +3916,6 @@ Check if a shader is ready
---
-> RL.BeginShaderMode( Shader shader )
-
-Begin custom shader drawing
-
----
-
-> RL.EndShaderMode()
-
-End custom shader drawing (use default shader)
-
----
-
> location = RL.GetShaderLocation( Shader shader, string uniformName )
Get shader uniform location
@@ -4032,535 +3978,673 @@ Unload shader from GPU memory (VRAM)
---
-## Core - Input-related Keyboard
+## Core - Screen-space-related functions
---
-> pressed = RL.IsKeyPressed( int key )
+> ray = RL.GetMouseRay( Vector2 mousePosition, Camera3D camera )
-Detect if a key has been pressed once
+Get a ray trace from mouse position
-- Success return bool
+- Success return Ray
---
-> pressed = RL.IsKeyDown( int key )
+> matrix = RL.GetCameraMatrix( Camera3D camera )
-Detect if a key is being pressed
+Get camera transform matrix (view matrix)
-- Success return bool
+- Success return Matrix
---
-> released = RL.IsKeyReleased( int key )
+> matrix = RL.GetCameraMatrix2D( Camera2D camera )
-Detect if a key has been released once
+Get camera 2d transform matrix
-- Success return bool
+- Success return Matrix
---
-> released = RL.IsKeyUp( int key )
+> position = RL.GetWorldToScreen( Vector3 position, Camera3D camera )
-Check if a key is NOT being pressed
+Get the screen space position for a 3d world space position
-- Success return bool
+- Success return Vector2
---
-> keycode = RL.GetKeyPressed()
+> position = RL.GetWorldToScreenEx( Vector3 position, Camera3D camera, Vector2 size )
-Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
+Get size position for a 3d world space position
-- Success return int
+- Success return Vector2
---
-> unicode = RL.GetCharPressed()
+> position = RL.GetWorldToScreen2D( Vector2 position, Camera2D camera )
-Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
+Get the screen space position for a 2d camera world space position
+
+- Success return Vector2
+
+---
+
+> position = RL.GetScreenToWorld2D( Vector2 position, Camera2D camera )
+
+Get the world space position for a 2d camera screen space position
+
+- Success return Vector2
+
+---
+
+## Core - Timing-related functions
+
+---
+
+> RL.SetTargetFPS( int fps )
+
+Set target FPS (maximum)
+
+---
+
+> FPS = RL.GetFPS()
+
+Get current FPS
- Success return int
---
-> RL.SetExitKey( int key )
+> delta = RL.GetFrameTime()
-Set a custom key to exit program (default is ESC)
+Get time in seconds for last frame drawn (Delta time)
+
+- Success return float
---
-> keyName = RL.GetKeyName( int key, int scancode )
+> time = RL.GetTime()
-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.
+Get elapsed time in seconds since InitWindow()
-Do not use this function for text input. You will break text input for many
-languages even if it happens to work for yours.
+- Success return float
-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
+## Core - Misc
---
-> scancode = RL.GetKeyScancode( int key )
+> RL.TakeScreenshot( string fileName )
-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.
+Takes a screenshot of current screen (filename extension defines format)
+
+---
+
+> RL.SetConfigFlags( int flags )
+
+Setup init configuration flags (view FLAGS)
+
+---
+
+> RL.TraceLog( int logLevel, string text )
+
+Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
+
+---
+
+> RL.SetTraceLogLevel( int logLevel )
+
+Set the current threshold (minimum) log level
+
+---
+
+> RL.SetLogLevelInvalid( int logLevel )
+
+Set the log level for bad function calls and invalid data formats.
+
+---
+
+> logLevel = RL.GetLogLevelInvalid()
+
+Get the log level for bad function calls and invalid data formats.
- Success return int
---
-## Core - Input-related Gamepad
+> RL.OpenURL( string url )
+
+Open URL with default system browser (If available)
---
-> available = RL.IsGamepadAvailable( int gamepad )
+> enabled = RL.IsGCUnloadEnabled()
-Detect if a gamepad is available
+Check if Lua garbage collection is set to unload object data
- Success return bool
---
-> pressed = RL.IsGamepadButtonPressed( int gamepad, int button )
+## Core - Files management functions
-Detect if a gamepad button has been pressed once
+---
+
+> path = RL.GetBasePath()
+
+Return game directory (where main.lua is located)
+
+- Success return string
+
+---
+
+> fileExists = RL.FileExists( string fileName )
+
+Check if file exists
- Success return bool
---
-> pressed = RL.IsGamepadButtonDown( int gamepad, int button )
+> dirExists = RL.DirectoryExists( string dirPath )
-Detect if a gamepad button is being pressed
+Check if a directory path exists
- Success return bool
---
-> released = RL.IsGamepadButtonReleased( int gamepad, int button )
+> hasFileExtension = RL.IsFileExtension( string fileName, string ext )
-Detect if a gamepad button has been released once
+Check file extension (Including point: .png, .wav)
- Success return bool
---
-> count = RL.GetGamepadAxisCount( int gamepad )
+> length = RL.GetFileLength( string fileName )
-Return gamepad axis count for a gamepad
+Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
- Success return int
---
-> value = RL.GetGamepadAxisMovement( int gamepad, int axis )
+> extension = RL.GetFileExtension( string fileName )
-Return axis movement value for a gamepad axis
+Get pointer to extension for a filename string (Includes dot: '.png')
-- Success return float
+- Success return string
---
-> name = RL.GetGamepadName( int gamepad )
+> fileName = RL.GetFileName( string filePath )
-Return gamepad internal name id
+Get pointer to filename for a path string
- Success return string
---
-## Core - Input-related Mouse
+> fileName = RL.GetFileNameWithoutExt( string filePath )
+
+Get filename string without extension (Uses static string)
+
+- Success return string
---
-> pressed = RL.IsMouseButtonPressed( int button )
+> filePath = RL.GetDirectoryPath( string filePath )
-Detect if a mouse button has been pressed once
+Get full path for a given fileName with path (Uses static string)
-- Success return bool
+- Success return string
---
-> pressed = RL.IsMouseButtonDown( int button )
+> directory = RL.GetPrevDirectoryPath( string dirPath )
-Detect if a mouse button is being pressed
+Get previous directory path for a given path (Uses static string)
-- Success return bool
+- Success return string
---
-> released = RL.IsMouseButtonReleased( int button )
+> directory = RL.GetWorkingDirectory()
-Detect if a mouse button has been released once
+Get current working directory (Uses static string)
-- Success return bool
+- Success return string
---
-> released = RL.IsMouseButtonUp( int button )
+> fileNames = RL.LoadDirectoryFiles( string dirPath )
-Check if a mouse button is NOT being pressed
+Load directory filepaths
-- Success return bool
+- Success return string{}
---
-> position = RL.GetMousePosition()
+> fileNames = RL.LoadDirectoryFilesEx( string basePath, string filter, bool scanSubdirs )
-Returns mouse position
+Load directory filepaths with extension filtering and recursive directory scan
-- Success return Vector2
+- Success return string{}
---
-> position = RL.GetMouseDelta()
+> success = RL.ChangeDirectory( string directory )
-Get mouse delta between frames
+Change working directory, return true on success
-- Success return Vector2
+- Success return bool
---
-> RL.SetMousePosition( Vector2 position )
+> isFile = RL.IsPathFile( string path )
-Set mouse position XY
+Check if a given path is a file or a directory
+
+- Success return bool
---
-> RL.SetMouseOffset( Vector2 offset )
+> iSFileDropped = RL.IsFileDropped()
-Set mouse offset
+Check if a file has been dropped into window
+
+- Success return bool
---
-> RL.SetMouseScale( Vector2 scale )
+> files = RL.LoadDroppedFiles()
-Set mouse scaling
+Load dropped filepaths
+
+- Success return string{}
---
-> movement = RL.GetMouseWheelMove()
+> time = RL.GetFileModTime( string fileName )
-Returns mouse wheel movement Y
+Get file modification time (Last write time)
-- Success return float
+- Success return int
---
-> RL.SetMouseCursor( int cursor )
-
-Set mouse cursor
+## Core - Compression/Encoding functionality
---
-## Core - Input-related Touch
+> compData = RL.CompressData( Buffer buffer )
+
+Compress data (DEFLATE algorithm)
+
+- Success return Buffer
---
-> position = RL.GetTouchPosition( int index )
+> decompData = RL.DecompressData( Buffer compData )
-Get touch position XY for a touch point index (relative to screen size)
+Decompress data (DEFLATE algorithm).
-- Success return Vector2
+- Success Buffer
---
-> id = RL.GetTouchPointId( int index )
+> encodedData, outputSize = RL.EncodeDataBase64( string data )
-Get touch point identifier for given index
+Encode data to Base64 string
-- Success return int
+- Success return string, int
---
-> count = RL.GetTouchPointCount()
+> decodedData, outputSize = RL.DecodeDataBase64( string data )
-Get touch point identifier for given index
+Decode Base64 string data
-- Success return int
+- Success return string, int
---
-## Core - Input-related Gestures
+## Core - Input-related functions: keyboard
---
-> RL.SetGesturesEnabled( unsigned int flags )
+> pressed = RL.IsKeyPressed( int key )
-Enable a set of gestures using flags
+Detect if a key has been pressed once
+
+- Success return bool
---
-> detected = RL.IsGestureDetected( int gesture )
+> pressed = RL.IsKeyDown( int key )
-Check if a gesture have been detected
+Detect if a key is being pressed
- Success return bool
---
-> gesture = RL.GetGestureDetected()
+> released = RL.IsKeyReleased( int key )
-Get latest detected gesture
+Detect if a key has been released once
-- Success return int
+- Success return bool
---
-> time = RL.GetGestureHoldDuration()
+> released = RL.IsKeyUp( int key )
-Get gesture hold time in milliseconds
+Check if a key is NOT being pressed
-- Success return float
+- Success return bool
---
-> vector = RL.GetGestureDragVector()
+> keycode = RL.GetKeyPressed()
-Get gesture drag vector
+Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
-- Success return Vector2
+- Success return int
---
-> angle = RL.GetGestureDragAngle()
+> unicode = RL.GetCharPressed()
-Get gesture drag angle
+Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
-- Success return float
+- Success return int
---
-> vector = RL.GetGesturePinchVector()
+> RL.SetExitKey( int key )
-Get gesture pinch delta
+Set a custom key to exit program (default is ESC)
-- Success return Vector2
+---
+
+> keyName = RL.GetKeyName( int key, int scancode )
+
+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
---
-> angle = RL.GetGesturePinchAngle()
+> scancode = RL.GetKeyScancode( int key )
-Get gesture pinch angle
+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 float
+- Success return int
---
-## Core - File
+## Core - Input-related functions: gamepads
---
-> path = RL.GetBasePath()
+> available = RL.IsGamepadAvailable( int gamepad )
-Return game directory (where main.lua is located)
+Detect if a gamepad is available
-- Success return string
+- Success return bool
---
-> fileExists = RL.FileExists( string fileName )
+> pressed = RL.IsGamepadButtonPressed( int gamepad, int button )
-Check if file exists
+Detect if a gamepad button has been pressed once
- Success return bool
---
-> dirExists = RL.DirectoryExists( string dirPath )
+> pressed = RL.IsGamepadButtonDown( int gamepad, int button )
-Check if a directory path exists
+Detect if a gamepad button is being pressed
- Success return bool
---
-> hasFileExtension = RL.IsFileExtension( string fileName, string ext )
+> released = RL.IsGamepadButtonReleased( int gamepad, int button )
-Check file extension (Including point: .png, .wav)
+Detect if a gamepad button has been released once
- Success return bool
---
-> length = RL.GetFileLength( string fileName )
+> count = RL.GetGamepadAxisCount( int gamepad )
-Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
+Return gamepad axis count for a gamepad
- Success return int
---
-> extension = RL.GetFileExtension( string fileName )
+> value = RL.GetGamepadAxisMovement( int gamepad, int axis )
-Get pointer to extension for a filename string (Includes dot: '.png')
+Return axis movement value for a gamepad axis
-- Success return string
+- Success return float
---
-> fileName = RL.GetFileName( string filePath )
+> name = RL.GetGamepadName( int gamepad )
-Get pointer to filename for a path string
+Return gamepad internal name id
- Success return string
---
-> fileName = RL.GetFileNameWithoutExt( string filePath )
+## Core - Input-related functions: mouse
-Get filename string without extension (Uses static string)
+---
-- Success return string
+> pressed = RL.IsMouseButtonPressed( int button )
+
+Detect if a mouse button has been pressed once
+
+- Success return bool
---
-> filePath = RL.GetDirectoryPath( string filePath )
+> pressed = RL.IsMouseButtonDown( int button )
-Get full path for a given fileName with path (Uses static string)
+Detect if a mouse button is being pressed
-- Success return string
+- Success return bool
---
-> directory = RL.GetPrevDirectoryPath( string dirPath )
+> released = RL.IsMouseButtonReleased( int button )
-Get previous directory path for a given path (Uses static string)
+Detect if a mouse button has been released once
-- Success return string
+- Success return bool
---
-> directory = RL.GetWorkingDirectory()
+> released = RL.IsMouseButtonUp( int button )
-Get current working directory (Uses static string)
+Check if a mouse button is NOT being pressed
-- Success return string
+- Success return bool
---
-> fileNames = RL.LoadDirectoryFiles( string dirPath )
+> position = RL.GetMousePosition()
-Load directory filepaths
+Returns mouse position
-- Success return string{}
+- Success return Vector2
---
-> fileNames = RL.LoadDirectoryFilesEx( string basePath, string filter, bool scanSubdirs )
+> position = RL.GetMouseDelta()
-Load directory filepaths with extension filtering and recursive directory scan
+Get mouse delta between frames
-- Success return string{}
+- Success return Vector2
---
-> success = RL.ChangeDirectory( string directory )
+> RL.SetMousePosition( Vector2 position )
-Change working directory, return true on success
+Set mouse position XY
-- Success return bool
+---
+
+> RL.SetMouseOffset( Vector2 offset )
+
+Set mouse offset
---
-> isFile = RL.IsPathFile( string path )
+> RL.SetMouseScale( Vector2 scale )
-Check if a given path is a file or a directory
+Set mouse scaling
-- Success return bool
+---
+
+> movement = RL.GetMouseWheelMove()
+
+Returns mouse wheel movement Y
+
+- Success return float
---
-> iSFileDropped = RL.IsFileDropped()
+> RL.SetMouseCursor( int cursor )
-Check if a file has been dropped into window
+Set mouse cursor
-- Success return bool
+---
+
+## Core - Input-related functions: touch
---
-> files = RL.LoadDroppedFiles()
+> position = RL.GetTouchPosition( int index )
-Load dropped filepaths
+Get touch position XY for a touch point index (relative to screen size)
-- Success return string{}
+- Success return Vector2
---
-> time = RL.GetFileModTime( string fileName )
+> id = RL.GetTouchPointId( int index )
-Get file modification time (Last write time)
+Get touch point identifier for given index
- Success return int
---
-## Core - Compression/Encoding functionality
+> count = RL.GetTouchPointCount()
+
+Get touch point identifier for given index
+
+- Success return int
---
-> compData = RL.CompressData( Buffer buffer )
+## Core - Input-related functions: gestures
-Compress data (DEFLATE algorithm)
+---
-- Success return Buffer
+> RL.SetGesturesEnabled( unsigned int flags )
+
+Enable a set of gestures using flags
---
-> decompData = RL.DecompressData( Buffer compData )
+> detected = RL.IsGestureDetected( int gesture )
-Decompress data (DEFLATE algorithm).
+Check if a gesture have been detected
-- Success Buffer
+- Success return bool
---
-> encodedData, outputSize = RL.EncodeDataBase64( string data )
+> gesture = RL.GetGestureDetected()
-Encode data to Base64 string
+Get latest detected gesture
-- Success return string, int
+- Success return int
---
-> decodedData, outputSize = RL.DecodeDataBase64( string data )
+> time = RL.GetGestureHoldDuration()
-Decode Base64 string data
+Get gesture hold time in milliseconds
-- Success return string, int
+- Success return float
---
-## Core - Camera2D
+> vector = RL.GetGestureDragVector()
+
+Get gesture drag vector
+
+- Success return Vector2
---
-> camera2D = RL.CreateCamera2D()
+> angle = RL.GetGestureDragAngle()
-Return camera2D set to default configuration
+Get gesture drag angle
-- Success return Camera2D
+- Success return float
---
-> RL.BeginMode2D( camera2D camera )
+> vector = RL.GetGesturePinchVector()
-Begin 2D mode with custom camera (2D)
+Get gesture pinch delta
+
+- Success return Vector2
---
-> RL.EndMode2D()
+> angle = RL.GetGesturePinchAngle()
-Ends 2D mode with custom camera
+Get gesture pinch angle
+
+- Success return float
+
+---
+
+## Core - Camera2D System functions
+
+---
+
+> camera2D = RL.CreateCamera2D()
+
+Return camera2D set to default configuration
+
+- Success return Camera2D
---
@@ -4620,7 +4704,7 @@ Get camera2D zoom
---
-## Core - Camera3D
+## Core - Camera3D System functions
---
@@ -4632,18 +4716,6 @@ Return camera3D id set to default configuration
---
-> RL.BeginMode3D( camera3D camera )
-
-Begin 3D mode with custom camera (3D)
-
----
-
-> RL.EndMode3D()
-
-Ends 3D mode and returns to default 2D orthographic mode
-
----
-
> RL.SetCamera3DPosition( camera3D camera, Vector3 position )
Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes)
@@ -4818,67 +4890,7 @@ Update camera movement, movement/rotation values should be provided by user
---
-## Core - Screen-space
-
----
-
-> ray = RL.GetMouseRay( Vector2 mousePosition, Camera3D camera )
-
-Get a ray trace from mouse position
-
-- Success return Ray
-
----
-
-> 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
-
----
-
-> position = RL.GetWorldToScreen( Vector3 position, Camera3D camera )
-
-Get the screen space position for a 3d world space position
-
-- Success return Vector2
-
----
-
-> position = RL.GetWorldToScreenEx( Vector3 position, Camera3D camera, Vector2 size )
-
-Get size position for a 3d world space position
-
-- Success return Vector2
-
----
-
-> position = RL.GetWorldToScreen2D( Vector2 position, Camera2D camera )
-
-Get the screen space position for a 2d camera world space position
-
-- Success return Vector2
-
----
-
-> position = RL.GetScreenToWorld2D( Vector2 position, Camera2D camera )
-
-Get the world space position for a 2d camera screen space position
-
-- Success return Vector2
-
----
-
-## Core - Buffer
+## Core - Buffer management functions
---
@@ -5758,18 +5770,6 @@ Draws a texture (or part of it) that stretches or shrinks nicely
---
-> RL.BeginTextureMode( RenderTexture target )
-
-Begin drawing to render texture
-
----
-
-> RL.EndTextureMode()
-
-Ends drawing to render texture
-
----
-
## Textures - Texture Configuration
---