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| author | jussi | 2023-10-27 23:31:18 +0300 |
|---|---|---|
| committer | jussi | 2023-10-27 23:31:18 +0300 |
| commit | 23935aefca3212c989199cd7e195c02b01ef14ae (patch) | |
| tree | d55539aa3e7092c6425370504048dc549a86c005 /ReiLua_API.lua | |
| parent | 7ef87c8e2f7824a8abfe715aef23b4a6d2e4db78 (diff) | |
| download | reilua-enhanced-23935aefca3212c989199cd7e195c02b01ef14ae.tar.gz reilua-enhanced-23935aefca3212c989199cd7e195c02b01ef14ae.tar.bz2 reilua-enhanced-23935aefca3212c989199cd7e195c02b01ef14ae.zip | |
Core in new style.
Diffstat (limited to 'ReiLua_API.lua')
| -rw-r--r-- | ReiLua_API.lua | 1005 |
1 files changed, 335 insertions, 670 deletions
diff --git a/ReiLua_API.lua b/ReiLua_API.lua index a5d5633..e6edfc7 100644 --- a/ReiLua_API.lua +++ b/ReiLua_API.lua @@ -384,11 +384,6 @@ RL.NPATCH_NINE_PATCH=0 RL.NPATCH_THREE_PATCH_VERTICAL=1 RL.NPATCH_THREE_PATCH_HORIZONTAL=2 --- Globals - TextureTypes - -RL.TEXTURE_TYPE_TEXTURE=0 -RL.TEXTURE_TYPE_RENDER_TEXTURE=1 - -- Globals - Colors RL.LIGHTGRAY={200,200,200,255} @@ -742,63 +737,53 @@ function RL.IsWindowReady() end ---@return any state function RL.IsWindowFullscreen() end ----Check if window is currently hidden ( only PLATFORM_DESKTOP ) +---Check if window is currently hidden (only PLATFORM_DESKTOP) ---- Success return bool ---@return any state function RL.IsWindowHidden() end ----Check if window is currently minimized ( only PLATFORM_DESKTOP ) +---Check if window is currently minimized (only PLATFORM_DESKTOP) ---- Success return bool ---@return any state function RL.IsWindowMinimized() end ----Check if window is currently maximized ( only PLATFORM_DESKTOP ) +---Check if window is currently maximized (only PLATFORM_DESKTOP) ---- Success return bool ---@return any state function RL.IsWindowMaximized() end ----Check if window is currently focused ( only PLATFORM_DESKTOP ) +---Check if window is currently focused (only PLATFORM_DESKTOP) ---- Success return bool ---@return any state function RL.IsWindowFocused() end ---Set monitor for the current window (fullscreen mode) ----- Failure return false ----- Success return true ---@param monitor integer ----@return any success -function RL.SetWindowMonitor( monitor ) end +---@return any RL.SetWindowMonitor +function RL.SetWindowMonitor( monitor ) end ---Set window position on screen ----- Failure return false ----- Success return true ---@param pos table ----@return any success -function RL.SetWindowPosition( pos ) end +---@return any RL.SetWindowPosition +function RL.SetWindowPosition( pos ) end ---Set window dimensions ----- Failure return false ----- Success return true ---@param size table ----@return any success -function RL.SetWindowSize( size ) end +---@return any RL.SetWindowSize +function RL.SetWindowSize( size ) end ----Set window minimum dimensions ( for FLAG_WINDOW_RESIZABLE ) ----- Failure return false ----- Success return true +---Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) ---@param size table ----@return any success -function RL.SetWindowMinSize( size ) end +---@return any RL.SetWindowMinSize +function RL.SetWindowMinSize( size ) end ---Get specified monitor position ----- Failure return nil ---- Success return Vector2 ---@param monitor integer ---@return any position function RL.GetMonitorPosition( monitor ) end ---Get specified monitor size ----- Failure return nil ---- Success return Vector2 ---@param monitor integer ---@return any size @@ -814,21 +799,18 @@ function RL.GetWindowPosition() end ---@return any size function RL.GetScreenSize() end ----Set window configuration state using flags ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... ) ----- Failure return false ----- Success return true +---Set window configuration state using flags (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE...) ---@param flag integer ----@return any success -function RL.SetWindowState( flag ) end +---@return any RL.SetWindowState +function RL.SetWindowState( flag ) end ----Check if one specific window flag is enabled ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... ) ----- Failure return nil +---Check if one specific window flag is enabled (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE...) ---- Success return bool ---@param flag integer ---@return any state function RL.IsWindowState( flag ) end ----Clear window configuration state flags ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... ) +---Clear window configuration state flags (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE...) ---- Success return bool ---@param flag integer ---@return any resized @@ -839,19 +821,15 @@ function RL.ClearWindowState( flag ) end ---@return any resized function RL.IsWindowResized() end ----Set icon for window ( Only PLATFORM_DESKTOP ) ----- Failure return false ----- Success return true +---Set icon for window (Only PLATFORM_DESKTOP) ---@param image any ----@return any success -function RL.SetWindowIcon( image ) end +---@return any RL.SetWindowIcon +function RL.SetWindowIcon( image ) end ----Set title for window ( Only PLATFORM_DESKTOP ) ----- Failure return false ----- Success return true +---Set title for window (Only PLATFORM_DESKTOP) ---@param title string ----@return any success -function RL.SetWindowTitle( title ) end +---@return any RL.SetWindowTitle +function RL.SetWindowTitle( title ) end ---Get number of connected monitors ---- Success return int @@ -864,26 +842,23 @@ function RL.GetMonitorCount() end function RL.GetCurrentMonitor() end ---Get specified monitor physical size in millimetres ----- Failure return false ---- Success return Vector2 ---@param monitor integer ---@return any size function RL.GetMonitorPhysicalSize( monitor ) end ---Get specified monitor refresh rate ----- Failure return false ---- Success return int ---@param monitor integer ----@return any size +---@return any refreshRate function RL.GetMonitorRefreshRate( monitor ) end ---Get window scale DPI factor ---- Success return Vector2 ----@return any scale +---@return any dpi function RL.GetWindowScaleDPI() end ---Get the human-readable, UTF-8 encoded name of the monitor ----- Failure return false ---- Success return string ---@param monitor integer ---@return any name @@ -894,11 +869,9 @@ function RL.GetMonitorName( monitor ) end function RL.CloseWindow() end ---Set clipboard text content ----- Failure return false ----- Success return true ---@param text string ----@return any success -function RL.SetClipboardText( text ) end +---@return any RL.SetClipboardText +function RL.SetClipboardText( text ) end ---Get clipboard text content ---- Success return string @@ -907,19 +880,17 @@ function RL.GetClipboardText() end -- Core - Timing ----Set target FPS ( maximum ) ----- Failure return false ----- Success return true +---Set target FPS (maximum) ---@param fps integer ----@return any success -function RL.SetTargetFPS( fps ) end +---@return any RL.SetTargetFPS +function RL.SetTargetFPS( fps ) end ---Get current FPS ---- Success return int ---@return any FPS function RL.GetFPS() end ----Get time in seconds for last frame drawn ( Delta time ) +---Get time in seconds for last frame drawn (Delta time) ---- Success return float ---@return any delta function RL.GetFrameTime() end @@ -931,53 +902,48 @@ function RL.GetTime() end -- Core - Misc ----Takes a screenshot of current screen ( filename extension defines format ) ----- Failure return false ----- Success return true +---Takes a screenshot of current screen (filename extension defines format) ---@param fileName string ----@return any success -function RL.TakeScreenshot( fileName ) end +---@return any RL.TakeScreenshot +function RL.TakeScreenshot( fileName ) end ----Setup init configuration flags ( view FLAGS ) ----- Failure return false ----- Success return true +---Setup init configuration flags (view FLAGS) ---@param flags integer ----@return any success -function RL.SetConfigFlags( flags ) end +---@return any RL.SetConfigFlags +function RL.SetConfigFlags( flags ) end ----Show trace log messages ( LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR... ) ----- Failure return false ----- Success return true +---Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) ---@param logLevel integer ---@param text string ----@return any success -function RL.TraceLog( logLevel, text ) end +---@return any RL.TraceLog +function RL.TraceLog( logLevel, text ) end ----Set the current threshold ( minimum ) log level ----- Failure return false ----- Success return true +---Set the current threshold (minimum) log level ---@param logLevel integer ----@return any success -function RL.SetTraceLogLevel( logLevel ) end +---@return any RL.SetTraceLogLevel +function RL.SetTraceLogLevel( logLevel ) end ---Set the log level for bad function calls and invalid data formats. ----- Failure return false ----- Success return true ---@param logLevel integer ----@return any success -function RL.SetLogLevelInvalid( logLevel ) end +---@return any RL.SetLogLevelInvalid +function RL.SetLogLevelInvalid( logLevel ) end ---Get the log level for bad function calls and invalid data formats. ---- Success return int ---@return any logLevel function RL.GetLogLevelInvalid() end ----Open URL with default system browser ( If available ) ----- Failure return false ----- Success return true +---Open URL with default system browser (If available) ---@param url string ----@return any success -function RL.OpenURL( url ) end +---@return any RL.OpenURL +function RL.OpenURL( url ) end + +---Creates buffer as userdata. Type should be one of the Buffer types +---- Success return Buffer +---@param buffer any +---@param type integer +---@return any buffer +function RL.LoadBuffer( buffer, type ) end -- Core - Cursor @@ -1009,38 +975,32 @@ function RL.IsCursorOnScreen() end -- Core - Drawing ----Set background color ( framebuffer clear color ) ----- Failure return false ----- Success return true +---Set background color (framebuffer clear color) ---@param color table ----@return any success -function RL.ClearBackground( color ) end +---@return any RL.ClearBackground +function RL.ClearBackground( color ) end ----Setup canvas ( framebuffer ) to start drawing +---Setup canvas (framebuffer) to start drawing ---@return any RL.BeginDrawing function RL.BeginDrawing() end ----End canvas drawing and swap buffers ( double buffering ) +---End canvas drawing and swap buffers (double buffering) ---@return any RL.EndDrawing function RL.EndDrawing() end ----Begin blending mode ( BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLIED... ) ----- Failure return false ----- Success return true +---Begin blending mode (BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLIED...) ---@param mode integer ----@return any success -function RL.BeginBlendMode( mode ) end +---@return any RL.BeginBlendMode +function RL.BeginBlendMode( mode ) end ----End blending mode ( reset to default: BLEND_ALPHA ) +---End blending mode (reset to default: BLEND_ALPHA) ---@return any RL.EndBlendMode function RL.EndBlendMode() end ----Begin scissor mode ( define screen area for following drawing ) ----- Failure return false ----- Success return true +---Begin scissor mode (define screen area for following drawing) ---@param rectange table ----@return any success -function RL.BeginScissorMode( rectange ) end +---@return any RL.BeginScissorMode +function RL.BeginScissorMode( rectange ) end ---End scissor mode ---@return any RL.EndScissorMode @@ -1050,8 +1010,8 @@ function RL.EndScissorMode() end ---Load shader from files and bind default locations. ---NOTE: Set nil if no shader ----- Failure return -1 ----- Success return int +---- Failure return nil +---- Success return Shader ---@param vsFileName string ---@param fsFileName string ---@return any shader @@ -1059,26 +1019,23 @@ function RL.LoadShader( vsFileName, fsFileName ) end ---Load shader from code strings and bind default locations ---NOTE: Set nil if no shader ----- Failure return -1 ----- Success return int +---- Failure return nil +---- Success return Shader ---@param vsCode string ---@param fsCode string ---@return any shader function RL.LoadShaderFromMemory( vsCode, fsCode ) end ---Begin custom shader drawing ----- Failure return false ----- Success return true ---@param shader any ----@return any success -function RL.BeginShaderMode( shader ) end +---@return any RL.BeginShaderMode +function RL.BeginShaderMode( shader ) end ----End custom shader drawing ( use default shader ) +---End custom shader drawing (use default shader) ---@return any RL.EndShaderMode function RL.EndShaderMode() end ---Get shader uniform location ----- Failure return -1 ---- Success return int ---@param shader any ---@param uniformName string @@ -1086,7 +1043,6 @@ function RL.EndShaderMode() end function RL.GetShaderLocation( shader, uniformName ) end ---Get shader attribute location ----- Failure return -1 ---- Success return int ---@param shader any ---@param attribName string @@ -1094,95 +1050,73 @@ function RL.GetShaderLocation( shader, uniformName ) end function RL.GetShaderLocationAttrib( shader, attribName ) end ---Set shader location index ----- Failure return false ----- Success return true ---@param shader any ---@param shaderLocationIndex integer ---@param location integer ----@return any success -function RL.SetShaderLocationIndex( shader, shaderLocationIndex, location ) end +---@return any RL.SetShaderLocationIndex +function RL.SetShaderLocationIndex( shader, shaderLocationIndex, location ) end ---Get shader location index ----- Failure return false ---- Success return int ---@param shader any ---@param shaderLocationIndex integer ---@return any location function RL.GetShaderLocationIndex( shader, shaderLocationIndex ) end ----Set shader uniform value ( matrix 4x4 ) ----- Failure return false ----- Success return true +---Set shader uniform value (matrix 4x4) ---@param shader any ---@param locIndex integer ---@param mat table ----@return any success -function RL.SetShaderValueMatrix( shader, locIndex, mat ) end +---@return any RL.SetShaderValueMatrix +function RL.SetShaderValueMatrix( shader, locIndex, mat ) end ----Set shader uniform value for texture ( sampler2d ) ----- Failure return false ----- Success return true +---Set shader uniform value for texture (sampler2d) ---@param shader any ---@param locIndex integer ---@param texture any ----@return any success -function RL.SetShaderValueTexture( shader, locIndex, texture ) end +---@return any RL.SetShaderValueTexture +function RL.SetShaderValueTexture( shader, locIndex, texture ) end ---Set shader uniform value ---NOTE: Even one value should be in table ----- Failure return false ----- Success return true ---@param shader any ---@param locIndex integer ---@param values any ---@param uniformType integer ----@return any success -function RL.SetShaderValue( shader, locIndex, values, uniformType ) end +---@return any RL.SetShaderValue +function RL.SetShaderValue( shader, locIndex, values, uniformType ) end ---Set shader uniform value vector ---NOTE: Even one value should be in table ----- Failure return false ----- Success return true ---@param shader any ---@param locIndex integer ---@param values any ---@param uniformType integer ---@param count integer ----@return any success -function RL.SetShaderValueV( shader, locIndex, values, uniformType, count ) end - ----Unload shader from GPU memory ( VRAM ) ----- Failure return false ----- Success return true ----@param shader any ----@return any success -function RL.UnloadShader( shader ) end +---@return any RL.SetShaderValueV +function RL.SetShaderValueV( shader, locIndex, values, uniformType, count ) end -- Core - Input-related Keyboard ---Detect if a key has been pressed once ----- Failure return nil ---- Success return bool ---@param key integer ---@return any pressed function RL.IsKeyPressed( key ) end ---Detect if a key is being pressed ----- Failure return nil ---- Success return bool ---@param key integer ---@return any pressed function RL.IsKeyDown( key ) end ---Detect if a key has been released once ----- Failure return nil ---- Success return bool ---@param key integer ---@return any released function RL.IsKeyReleased( key ) end ---Check if a key is NOT being pressed ----- Failure return nil ---- Success return bool ---@param key integer ---@return any released @@ -1198,7 +1132,7 @@ function RL.GetKeyPressed() end ---@return any unicode function RL.GetCharPressed() end ----Set a custom key to exit program ( default is ESC ) +---Set a custom key to exit program (default is ESC) ---@param key integer ---@return any RL.SetExitKey function RL.SetExitKey( key ) end @@ -1213,7 +1147,6 @@ function RL.SetExitKey( key ) end ---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. ----- Failure return -1 ---- Success return string or nil ---@param key integer ---@param scancode integer @@ -1222,7 +1155,6 @@ function RL.GetKeyName( key, scancode ) end ---This function returns the platform-specific scancode of the specified key. ---If the key is KEY_UNKNOWN or does not exist on the keyboard this method will return -1. ----- Failure return nil ---- Success return int ---@param key integer ---@return any scancode @@ -1231,14 +1163,12 @@ function RL.GetKeyScancode( key ) end -- Core - Input-related Gamepad ---Detect if a gamepad is available ----- Failure return nil ---- Success return bool ---@param gamepad integer ---@return any available function RL.IsGamepadAvailable( gamepad ) end ---Detect if a gamepad button has been pressed once ----- Failure return nil ---- Success return bool ---@param gamepad integer ---@param button integer @@ -1246,7 +1176,6 @@ function RL.IsGamepadAvailable( gamepad ) end function RL.IsGamepadButtonPressed( gamepad, button ) end ---Detect if a gamepad button is being pressed ----- Failure return nil ---- Success return bool ---@param gamepad integer ---@param button integer @@ -1254,7 +1183,6 @@ function RL.IsGamepadButtonPressed( gamepad, button ) end function RL.IsGamepadButtonDown( gamepad, button ) end ---Detect if a gamepad button has been released once ----- Failure return nil ---- Success return bool ---@param gamepad integer ---@param button integer @@ -1262,14 +1190,12 @@ function RL.IsGamepadButtonDown( gamepad, button ) end function RL.IsGamepadButtonReleased( gamepad, button ) end ---Return gamepad axis count for a gamepad ----- Failure return false ---- Success return int ---@param gamepad integer ---@return any count function RL.GetGamepadAxisCount( gamepad ) end ---Return axis movement value for a gamepad axis ----- Failure return false ---- Success return float ---@param gamepad integer ---@param axis integer @@ -1277,7 +1203,6 @@ function RL.GetGamepadAxisCount( gamepad ) end function RL.GetGamepadAxisMovement( gamepad, axis ) end ---Return gamepad internal name id ----- Failure return false ---- Success return string ---@param gamepad integer ---@return any name @@ -1286,28 +1211,24 @@ function RL.GetGamepadName( gamepad ) end -- Core - Input-related Mouse ---Detect if a mouse button has been pressed once ----- Failure return nil ---- Success return bool ---@param button integer ---@return any pressed function RL.IsMouseButtonPressed( button ) end ---Detect if a mouse button is being pressed ----- Failure return nil ---- Success return bool ---@param button integer ---@return any pressed function RL.IsMouseButtonDown( button ) end ---Detect if a mouse button has been released once ----- Failure return nil ---- Success return bool ---@param button integer ---@return any released function RL.IsMouseButtonReleased( button ) end ---Check if a mouse button is NOT being pressed ----- Failure return nil ---- Success return bool ---@param button integer ---@return any released @@ -1324,25 +1245,19 @@ function RL.GetMousePosition() end function RL.GetMouseDelta() end ---Set mouse position XY ----- Failure return false ----- Success return true ---@param position table ----@return any success -function RL.SetMousePosition( position ) end +---@return any RL.SetMousePosition +function RL.SetMousePosition( position ) end ---Set mouse offset ----- Failure return false ----- Success return true ---@param offset table ----@return any success -function RL.SetMouseOffset( offset ) end +---@return any RL.SetMouseOffset +function RL.SetMouseOffset( offset ) end ---Set mouse scaling ----- Failure return false ----- Success return true ---@param scale table ----@return any success -function RL.SetMouseScale( scale ) end +---@return any RL.SetMouseScale +function RL.SetMouseScale( scale ) end ---Returns mouse wheel movement Y ---- Success return float @@ -1350,23 +1265,19 @@ function RL.SetMouseScale( scale ) end function RL.GetMouseWheelMove() end ---Set mouse cursor ----- Failure return false ----- Success return true ---@param cursor integer ----@return any success -function RL.SetMouseCursor( cursor ) end +---@return any RL.SetMouseCursor +function RL.SetMouseCursor( cursor ) end -- Core - Input-related Touch ----Get touch position XY for a touch point index ( relative to screen size ) ----- Failure return false +---Get touch position XY for a touch point index (relative to screen size) ---- Success return Vector2 ---@param index integer ---@return any position function RL.GetTouchPosition( index ) end ---Get touch point identifier for given index ----- Failure return false ---- Success return int ---@param index integer ---@return any id @@ -1380,14 +1291,11 @@ function RL.GetTouchPointCount() end -- Core - Input-related Gestures ---Enable a set of gestures using flags ----- Failure return false ----- Success return true ---@param int any ----@return any success -function RL.SetGesturesEnabled( int ) end +---@return any RL.SetGesturesEnabled +function RL.SetGesturesEnabled( int ) end ---Check if a gesture have been detected ----- Failure return nil ---- Success return bool ---@param gesture integer ---@return any detected @@ -1425,89 +1333,78 @@ function RL.GetGesturePinchAngle() end -- Core - File ----Return game directory ( where main.lua is located ) +---Return game directory (where main.lua is located) ---- Success return string ---@return any path function RL.GetBasePath() end ---Check if file exists ----- Failure return nil ---- Success return bool ---@param fileName string ---@return any fileExists function RL.FileExists( fileName ) end ---Check if a directory path exists ----- Failure return nil ---- Success return bool ---@param dirPath string ---@return any dirExists function RL.DirectoryExists( dirPath ) end ----Check file extension ( Including point: .png, .wav ) ----- Failure return nil +---Check file extension (Including point: .png, .wav) ---- Success return bool ---@param fileName string ---@param ext string ---@return any hasFileExtension function RL.IsFileExtension( fileName, ext ) end ----Get file length in bytes ( NOTE: GetFileSize() conflicts with windows.h ) ----- Failure return false +---Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) ---- Success return int ---@param fileName string ---@return any length function RL.GetFileLength( fileName ) end ----Get pointer to extension for a filename string ( Includes dot: '.png' ) ----- Failure return false +---Get pointer to extension for a filename string (Includes dot: '.png') ---- Success return string ---@param fileName string ---@return any extension function RL.GetFileExtension( fileName ) end ---Get pointer to filename for a path string ----- Failure return false ---- Success return string ---@param filePath string ----@return any filePath +---@return any fileName function RL.GetFileName( filePath ) end ----Get filename string without extension ( Uses static string ) ----- Failure return false +---Get filename string without extension (Uses static string) ---- Success return string ---@param filePath string ----@return any filePath +---@return any fileName function RL.GetFileNameWithoutExt( filePath ) end ----Get full path for a given fileName with path ( Uses static string ) ----- Failure return false +---Get full path for a given fileName with path (Uses static string) ---- Success return string ---@param filePath string ---@return any filePath function RL.GetDirectoryPath( filePath ) end ----Get previous directory path for a given path ( Uses static string ) ----- Failure return false +---Get previous directory path for a given path (Uses static string) ---- Success return string ---@param dirPath string ---@return any directory function RL.GetPrevDirectoryPath( dirPath ) end ----Get current working directory ( Uses static string ) +---Get current working directory (Uses static string) ---- Success return string ---@return any directory function RL.GetWorkingDirectory() end ---Load directory filepaths ----- Failure return false ---- Success return string{} ---@param dirPath string ---@return any fileNames function RL.LoadDirectoryFiles( dirPath ) end ---Load directory filepaths with extension filtering and recursive directory scan ----- Failure return false ---- Success return string{} ---@param basePath string ---@param filter string @@ -1516,14 +1413,12 @@ function RL.LoadDirectoryFiles( dirPath ) end function RL.LoadDirectoryFilesEx( basePath, filter, scanSubdirs ) end ---Change working directory, return true on success ----- Failure return false ----- Success return true +---- Success return bool ---@param directory string ---@return any success function RL.ChangeDirectory( directory ) end ---Check if a given path is a file or a directory ----- Failure return nil ---- Success return bool ---@param path string ---@return any isFile @@ -1531,7 +1426,7 @@ function RL.IsPathFile( path ) end ---Check if a file has been dropped into window ---- Success return bool ----@return any fileDropped +---@return any iSFileDropped function RL.IsFileDropped() end ---Load dropped filepaths @@ -1539,8 +1434,7 @@ function RL.IsFileDropped() end ---@return any files function RL.LoadDroppedFiles() end ----Get file modification time ( Last write time ) ----- Failure return false +---Get file modification time (Last write time) ---- Success return int ---@param fileName string ---@return any time @@ -1548,84 +1442,63 @@ function RL.GetFileModTime( fileName ) end -- Core - Camera2D ----Return camera2D id set to default configuration ----- Success return int +---Return camera2D set to default configuration +---- Success return Camera2D ---@return any camera2D function RL.CreateCamera2D() end ----Unload Camera2D ----- Failure return false ----- Success return true ----@param camera any ----@return any success -function RL.UnloadCamera2D( camera ) end - ----Begin 2D mode with custom camera ( 2D ) ----- Failure return false ----- Success return true +---Begin 2D mode with custom camera (2D) ---@param camera any ----@return any success -function RL.BeginMode2D( camera ) end +---@return any RL.BeginMode2D +function RL.BeginMode2D( camera ) end ---Ends 2D mode with custom camera ---@return any RL.EndMode2D function RL.EndMode2D() end ----Set camera target ( rotation and zoom origin ) ----- Failure return false ----- Success return true +---Set camera target (rotation and zoom origin) ---@param camera any ---@param target table ----@return any success -function RL.SetCamera2DTarget( camera, target ) end +---@return any RL.SetCamera2DTarget +function RL.SetCamera2DTarget( camera, target ) end ----Set camera offset ( displacement from target ) ----- Failure return false ----- Success return true +---Set camera offset (displacement from target) ---@param camera any ---@param offset table ----@return any success -function RL.SetCamera2DOffset( camera, offset ) end +---@return any RL.SetCamera2DOffset +function RL.SetCamera2DOffset( camera, offset ) end ---Set camera rotation in degrees ----- Failure return false ----- Success return true ---@param camera any ---@param rotation number ----@return any success -function RL.SetCamera2DRotation( camera, rotation ) end +---@return any RL.SetCamera2DRotation +function RL.SetCamera2DRotation( camera, rotation ) end ----Set camera zoom ( scaling ), should be 1.0f by default ----- Failure return false ----- Success return true +---Set camera zoom (scaling), should be 1.0f by default ---@param camera any ---@param zoom number ----@return any success -function RL.SetCamera2DZoom( camera, zoom ) end +---@return any RL.SetCamera2DZoom +function RL.SetCamera2DZoom( camera, zoom ) end ---Get camera2D target ----- Failure return nil ---- Success return Vector2 ---@param camera any ---@return any target function RL.GetCamera2DTarget( camera ) end ---Get camera2D offset ----- Failure return nil ---- Success return Vector2 ---@param camera any ---@return any offset function RL.GetCamera2DOffset( camera ) end ---Get camera2D rotation ----- Failure return nil ---- Success return float ---@param camera any ---@return any rotation function RL.GetCamera2DRotation( camera ) end ---Get camera2D zoom ----- Failure return nil ---- Success return float ---@param camera any ---@return any zoom @@ -1638,201 +1511,158 @@ function RL.GetCamera2DZoom( camera ) end ---@return any camera function RL.CreateCamera3D() end ----Unload Camera3D ----- Failure return false ----- Success return true ----@param Camera3D integer ----@return any success -function RL.UnloadCamera3D( Camera3D ) end - ----Begin 3D mode with custom camera ( 3D ) ----- Failure return false ----- Success return true +---Begin 3D mode with custom camera (3D) ---@param camera any ----@return any success -function RL.BeginMode3D( camera ) end +---@return any RL.BeginMode3D +function RL.BeginMode3D( camera ) end ---Ends 3D mode and returns to default 2D orthographic mode ---@return any RL.EndMode3D function RL.EndMode3D() end ----Set camera position ( Remember to call "RL.UpdateCamera3D()" to apply changes ) ----- Failure return false ----- Success return true +---Set camera position (Remember to call "RL.UpdateCamera3D()" to apply changes) ---@param camera any ---@param position table ----@return any success -function RL.SetCamera3DPosition( camera, position ) end +---@return any RL.SetCamera3DPosition +function RL.SetCamera3DPosition( camera, position ) end ---Set camera target it looks-at ----- Failure return false ----- Success return true ---@param camera any ---@param target table ----@return any success -function RL.SetCamera3DTarget( camera, target ) end +---@return any RL.SetCamera3DTarget +function RL.SetCamera3DTarget( camera, target ) end ----Set camera up vector ( Rotation over it's axis ) ----- Failure return false ----- Success return true +---Set camera up vector (Rotation over it's axis) ---@param camera any ---@param up table ----@return any success -function RL.SetCamera3DUp( camera, up ) end +---@return any RL.SetCamera3DUp +function RL.SetCamera3DUp( camera, up ) end ----Set camera field-of-view apperture in Y ( degrees ) in perspective, used as near plane width in orthographic ----- Failure return false ----- Success return true +---Set camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic ---@param camera any ---@param fovy number ----@return any success -function RL.SetCamera3DFovy( camera, fovy ) end +---@return any RL.SetCamera3DFovy +function RL.SetCamera3DFovy( camera, fovy ) end ----Set camera projection mode ( CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC ) ----- Failure return false ----- Success return true +---Set camera projection mode (CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC) ---@param camera any ---@param projection integer ----@return any success -function RL.SetCamera3DProjection( camera, projection ) end +---@return any RL.SetCamera3DProjection +function RL.SetCamera3DProjection( camera, projection ) end ---Get camera position ----- Failure return nil ---- Success return Vector3 ---@param camera any ---@return any position function RL.GetCamera3DPosition( camera ) end ---Get camera target it looks-at ----- Failure return nil ---- Success return Vector3 ---@param camera any ---@return any target function RL.GetCamera3DTarget( camera ) end ----Get camera up vector ( Rotation over it's axis ) ----- Failure return nil +---Get camera up vector (Rotation over it's axis) ---- Success return Vector3 ---@param camera any ---@return any up function RL.GetCamera3DUp( camera ) end ----Get camera field-of-view apperture in Y ( degrees ) in perspective, used as near plane width in orthographic ----- Failure return nil +---Get camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic ---- Success return float ---@param camera any ---@return any fovy function RL.GetCamera3DFovy( camera ) end ---Get camera projection mode ----- Failure return nil ---- Success return int ---@param camera any ---@return any projection function RL.GetCamera3DProjection( camera ) end ----Returns the cameras forward vector ( normalized ) ----- Failure return nil +---Returns the cameras forward vector (normalized) ---- Success return Vector3 ---@param camera any ---@return any forward function RL.GetCamera3DForward( camera ) end ----Returns the cameras up vector ( normalized ) +---Returns the cameras up vector (normalized) ---Note: The up vector might not be perpendicular to the forward vector ----- Failure return nil ---- Success return Vector3 ---@param camera any ---@return any up function RL.GetCamera3DUpNormalized( camera ) end ----Returns the cameras right vector ( normalized ) ----- Failure return nil +---Returns the cameras right vector (normalized) ---- Success return Vector3 ---@param camera any ---@return any right function RL.GetCamera3DRight( camera ) end ---Moves the camera in it's forward direction ----- Failure return false ----- Success return true ---@param camera any ---@param distance number ---@param moveInWorldPlane boolean ----@return any success -function RL.Camera3DMoveForward( camera, distance, moveInWorldPlane ) end +---@return any RL.Camera3DMoveForward +function RL.Camera3DMoveForward( camera, distance, moveInWorldPlane ) end ---Moves the camera in it's up direction ----- Failure return false ----- Success return true ---@param camera any ---@param distance number ----@return any success -function RL.Camera3DMoveUp( camera, distance ) end +---@return any RL.Camera3DMoveUp +function RL.Camera3DMoveUp( camera, distance ) end ---Moves the camera target in it's current right direction ----- Failure return false ----- Success return true ---@param camera any ---@param distance number ---@param moveInWorldPlane boolean ----@return any success -function RL.Camera3DMoveRight( camera, distance, moveInWorldPlane ) end +---@return any RL.Camera3DMoveRight +function RL.Camera3DMoveRight( camera, distance, moveInWorldPlane ) end ---Moves the camera position closer/farther to/from the camera target ----- Failure return false ----- Success return true ---@param camera any ---@param delta number ----@return any success -function RL.Camera3DMoveToTarget( camera, delta ) end +---@return any RL.Camera3DMoveToTarget +function RL.Camera3DMoveToTarget( camera, delta ) end ---Rotates the camera around it's up vector ---Yaw is "looking left and right" ---If rotateAroundTarget is false, the camera rotates around it's position ---Note: angle must be provided in radians ----- Failure return false ----- Success return true ---@param camera any ---@param angle number ---@param rotateAroundTarget boolean ----@return any success -function RL.Camera3DYaw( camera, angle, rotateAroundTarget ) end +---@return any RL.Camera3DYaw +function RL.Camera3DYaw( camera, angle, rotateAroundTarget ) end ---Rotates the camera around it's right vector, pitch is "looking up and down" --- - lockView prevents camera overrotation (aka "somersaults") --- - rotateAroundTarget defines if rotation is around target or around it's position --- - rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE) ---NOTE: angle must be provided in radians ----- Failure return false ----- Success return true ---@param camera any ---@param angle number ---@param lockView boolean ---@param rotateAroundTarget boolean ---@param rotateUp boolean ----@return any success -function RL.Camera3DPitch( camera, angle, lockView, rotateAroundTarget, rotateUp ) end +---@return any RL.Camera3DPitch +function RL.Camera3DPitch( camera, angle, lockView, rotateAroundTarget, rotateUp ) end ---Rotates the camera around it's forward vector ---Roll is "turning your head sideways to the left or right" ---Note: angle must be provided in radians ----- Failure return false ----- Success return true ---@param camera any ---@param angle number ----@return any success -function RL.Camera3DRoll( camera, angle ) end +---@return any RL.Camera3DRoll +function RL.Camera3DRoll( camera, angle ) end ---Returns the camera view matrix ----- Failure return false ---- Success return Matrix ---@param camera any ---@return any view function RL.GetCamera3DViewMatrix( camera ) end ---Returns the camera projection matrix ----- Failure return false ---- Success return Matrix ---@param camera any ---@param aspect number @@ -1840,49 +1670,41 @@ function RL.GetCamera3DViewMatrix( camera ) end function RL.GetCamera3DProjectionMatrix( camera, aspect ) end ---Update camera position for selected mode ----- Failure return false ----- Success return true ---@param camera any ---@param mode integer ----@return any success -function RL.UpdateCamera3D( camera, mode ) end +---@return any RL.UpdateCamera3D +function RL.UpdateCamera3D( camera, mode ) end ---Update camera movement, movement/rotation values should be provided by user ----- Failure return false ----- Success return true ---@param camera any ---@param movement table ---@param rotation table ---@param zoom number ----@return any success -function RL.UpdateCamera3DPro( camera, movement, rotation, zoom ) end +---@return any RL.UpdateCamera3DPro +function RL.UpdateCamera3DPro( camera, movement, rotation, zoom ) end -- Core - Screen-space ---Get a ray trace from mouse position ----- Failure return false ---- Success return Ray ---@param mousePosition table ---@param camera any ---@return any ray function RL.GetMouseRay( mousePosition, camera ) end ----Get camera transform matrix ( view matrix ) ----- Failure return false +---Get camera transform matrix (view matrix) ---- Success return Matrix ---@param camera any ---@return any matrix function RL.GetCameraMatrix( camera ) end ---Get camera 2d transform matrix ----- Failure return false ---- Success return Matrix ---@param camera any ---@return any matrix function RL.GetCameraMatrix2D( camera ) end ---Get the screen space position for a 3d world space position ----- Failure return false ---- Success return Vector2 ---@param position table ---@param camera any @@ -1890,7 +1712,6 @@ function RL.GetCameraMatrix2D( camera ) end function RL.GetWorldToScreen( position, camera ) end ---Get size position for a 3d world space position ----- Failure return false ---- Success return Vector2 ---@param position table ---@param camera any @@ -1899,7 +1720,6 @@ function RL.GetWorldToScreen( position, camera ) end function RL.GetWorldToScreenEx( position, camera, size ) end ---Get the screen space position for a 2d camera world space position ----- Failure return false ---- Success return Vector2 ---@param position table ---@param camera any @@ -1907,32 +1727,21 @@ function RL.GetWorldToScreenEx( position, camera, size ) end function RL.GetWorldToScreen2D( position, camera ) end ---Get the world space position for a 2d camera screen space position ----- Failure return false ---- Success return Vector2 ---@param position table ---@param camera any ---@return any position function RL.GetScreenToWorld2D( position, camera ) end ----Creates buffer as userdata. Type should be one of the Buffer types ----- Failure return false ----- Success return Buffer ----@param buffer any ----@param type integer ----@return any buffer -function RL.LoadBuffer( buffer, type ) end - -- Shapes - Drawing ---Set texture and rectangle to be used on shapes drawing ---NOTE: It can be useful when using basic shapes and one single font, ---defining a font char white rectangle would allow drawing everything in a single draw call ----- Failure return false ----- Success return true ---@param texture any ---@param source table ----@return any success -function RL.SetShapesTexture( texture, source ) end +---@return any RL.SetShapesTexture +function RL.SetShapesTexture( texture, source ) end ---Draw a pixel ---- Failure return false @@ -2341,34 +2150,24 @@ function RL.GetCollisionRec( rec1, rec2 ) end -- Textures - Image Loading ----Load image from file into CPU memory ( RAM ) ----- Failure return -1 ----- Success return int +---Load image from file into CPU memory (RAM) +---- Success return Image ---@param fileName string ---@return any image function RL.LoadImage( fileName ) end ---Load image from GPU texture data ----- Failure return -1 ----- Success return int +---- Success return Image ---@param texture any ---@return any image function RL.LoadImageFromTexture( texture ) end ----Load image from screen buffer and ( screenshot ) ----- Success return int +---Load image from screen buffer and (screenshot) +---- Success return Image ---@return any image function RL.LoadImageFromScreen() end ----Unload image from CPU memory ( RAM ) ----- Failure return false ----- Success return true ----@param image any ----@return any success -function RL.UnloadImage( image ) end - ---Export image data to file, returns true on success ----- Failure return nil ---- Success return bool ---@param image any ---@param fileName string @@ -2376,7 +2175,6 @@ function RL.UnloadImage( image ) end function RL.ExportImage( image, fileName ) end ---Export image as code file defining an array of bytes, returns true on success ----- Failure return nil ---- Success return bool ---@param image any ---@param fileName string @@ -2386,17 +2184,14 @@ function RL.ExportImageAsCode( image, fileName ) end -- Textures - Image Generation ---Generate image: plain color ----- Failure return -1 ----- Success return int ----@param width integer ----@param height integer +---- Success return Image +---@param size table ---@param color table ---@return any image -function RL.GenImageColor( width, height, color ) end +function RL.GenImageColor( size, color ) end ---Generate image: vertical gradient ----- Failure return -1 ----- Success return int +---- Success return Image ---@param size table ---@param top table ---@param bottom table @@ -2404,8 +2199,7 @@ function RL.GenImageColor( width, height, color ) end function RL.GenImageGradientV( size, top, bottom ) end ---Generate image: horizontal gradient ----- Failure return -1 ----- Success return int +---- Success return Image ---@param size table ---@param left table ---@param right table @@ -2413,8 +2207,7 @@ function RL.GenImageGradientV( size, top, bottom ) end function RL.GenImageGradientH( size, left, right ) end ---Generate image: radial gradient ----- Failure return -1 ----- Success return int +---- Success return Image ---@param size table ---@param density number ---@param inner table @@ -2423,8 +2216,7 @@ function RL.GenImageGradientH( size, left, right ) end function RL.GenImageGradientRadial( size, density, inner, outer ) end ---Generate image: checked ----- Failure return -1 ----- Success return int +---- Success return Image ---@param size table ---@param checks table ---@param col1 table @@ -2433,16 +2225,14 @@ function RL.GenImageGradientRadial( size, density, inner, outer ) end function RL.GenImageChecked( size, checks, col1, col2 ) end ---Generate image: white noise ----- Failure return -1 ----- Success return int +---- Success return Image ---@param size table ---@param factor number ---@return any image function RL.GenImageWhiteNoise( size, factor ) end ---Generate image: perlin noise ----- Failure return -1 ----- Success return int +---- Success return Image ---@param size table ---@param offset table ---@param factor number @@ -2450,16 +2240,14 @@ function RL.GenImageWhiteNoise( size, factor ) end function RL.GenImagePerlinNoise( size, offset, factor ) end ---Generate image: cellular algorithm. Bigger tileSize means bigger cells ----- Failure return -1 ----- Success return int +---- Success return Image ---@param size table ---@param tileSize integer ---@return any image function RL.GenImageCellular( size, tileSize ) end ---Generate image: grayscale image from text data ----- Failure return -1 ----- Success return int +---- Success return Image ---@param size table ---@param text string ---@return any image @@ -2467,22 +2255,20 @@ function RL.GenImageText( size, text ) end -- Textures - Image Manipulation Functions ----Create an image duplicate ( useful for transformations ) ----- Failure return -1 ----- Success return int +---Create an image duplicate (useful for transformations) +---- Success return Image ---@param image any ---@return any image function RL.ImageCopy( image ) end ---Create an image from another image piece ----- Failure return -1 ----- Success return int +---- Success return Image ---@param image any ---@param rec table ---@return any image function RL.ImageFromImage( image, rec ) end ----Create an image from text ( custom sprite font ) +---Create an image from text (custom sprite font) ---- Failure return -1 ---- Success return int ---@param font any @@ -2494,194 +2280,146 @@ function RL.ImageFromImage( image, rec ) end function RL.ImageText( font, text, fontSize, spacing, tint ) end ---Convert image data to desired format ----- Failure return false ----- Success return true ---@param image any ---@param newFormat integer ----@return any success -function RL.ImageFormat( image, newFormat ) end +---@return any RL.ImageFormat +function RL.ImageFormat( image, newFormat ) end ----Convert image to POT ( power-of-two ) ----- Failure return false ----- Success return true +---Convert image to POT (power-of-two) ---@param image any ---@param fill table ----@return any success -function RL.ImageToPOT( image, fill ) end +---@return any RL.ImageToPOT +function RL.ImageToPOT( image, fill ) end ---Crop an image to a defined rectangle ----- Failure return false ----- Success return true ---@param image any ---@param crop table ----@return any success -function RL.ImageCrop( image, crop ) end +---@return any RL.ImageCrop +function RL.ImageCrop( image, crop ) end ---Crop image depending on alpha value ----- Failure return false ----- Success return true ---@param image any ---@param threshold number ----@return any success -function RL.ImageAlphaCrop( image, threshold ) end +---@return any RL.ImageAlphaCrop +function RL.ImageAlphaCrop( image, threshold ) end ---Clear alpha channel to desired color ----- Failure return false ----- Success return true ---@param image any ---@param color table ---@param threshold number ----@return any success -function RL.ImageAlphaClear( image, color, threshold ) end +---@return any RL.ImageAlphaClear +function RL.ImageAlphaClear( image, color, threshold ) end ---Apply alpha mask to image ----- Failure return false ----- Success return true ---@param image any ---@param alphaMask any ----@return any success -function RL.ImageAlphaMask( image, alphaMask ) end +---@return any RL.ImageAlphaMask +function RL.ImageAlphaMask( image, alphaMask ) end ---Premultiply alpha channel ----- Failure return false ----- Success return true ---@param image any ----@return any success -function RL.ImageAlphaPremultiply( image ) end +---@return any RL.ImageAlphaPremultiply +function RL.ImageAlphaPremultiply( image ) end ---Apply Gaussian blur using a box blur approximation ----- Failure return false ----- Success return true ---@param image any ---@param blurSize integer ----@return any success -function RL.ImageBlurGaussian( image, blurSize ) end +---@return any RL.ImageBlurGaussian +function RL.ImageBlurGaussian( image, blurSize ) end ----Resize image ( Bicubic scaling algorithm ) ----- Failure return false ----- Success return true +---Resize image (Bicubic scaling algorithm) ---@param image any ---@param size table ----@return any success -function RL.ImageResize( image, size ) end +---@return any RL.ImageResize +function RL.ImageResize( image, size ) end ----Resize image ( Nearest-Neighbor scaling algorithm ) ----- Failure return false ----- Success return true +---Resize image (Nearest-Neighbor scaling algorithm) ---@param image any ---@param size table ----@return any success -function RL.ImageResizeNN( image, size ) end +---@return any RL.ImageResizeNN +function RL.ImageResizeNN( image, size ) end ---Resize canvas and fill with color ----- Failure return false ----- Success return true ---@param image any ---@param size table ---@param offset table ---@param fill table ----@return any success -function RL.ImageResizeCanvas( image, size, offset, fill ) end +---@return any RL.ImageResizeCanvas +function RL.ImageResizeCanvas( image, size, offset, fill ) end ---Generate all mipmap levels for a provided image ----- Failure return false ----- Success return true ---@param image any ----@return any success -function RL.ImageMipmaps( image ) end +---@return any RL.ImageMipmaps +function RL.ImageMipmaps( image ) end ----Dither image data to 16bpp or lower ( Floyd-Steinberg dithering ) ----- Failure return false ----- Success return true +---Dither image data to 16bpp or lower (Floyd-Steinberg dithering) ---@param image any ---@param bpp table ----@return any success -function RL.ImageDither( image, bpp ) end +---@return any RL.ImageDither +function RL.ImageDither( image, bpp ) end ---Flip image vertically ----- Failure return false ----- Success return true ---@param image any ----@return any success -function RL.ImageFlipVertical( image ) end +---@return any RL.ImageFlipVertical +function RL.ImageFlipVertical( image ) end ---Flip image horizontally ----- Failure return false ----- Success return true ---@param image any ----@return any success -function RL.ImageFlipHorizontal( image ) end +---@return any RL.ImageFlipHorizontal +function RL.ImageFlipHorizontal( image ) end ---Rotate image clockwise 90deg ----- Failure return false ----- Success return true ---@param image any ----@return any success -function RL.ImageRotateCW( image ) end +---@return any RL.ImageRotateCW +function RL.ImageRotateCW( image ) end ---Rotate image counter-clockwise 90deg ----- Failure return false ----- Success return true ---@param image any ----@return any success -function RL.ImageRotateCCW( image ) end +---@return any RL.ImageRotateCCW +function RL.ImageRotateCCW( image ) end ---Modify image color: tint ----- Failure return false ----- Success return true ---@param image any ---@param color table ----@return any success -function RL.ImageColorTint( image, color ) end +---@return any RL.ImageColorTint +function RL.ImageColorTint( image, color ) end ---Modify image color: invert ----- Failure return false ----- Success return true ---@param image any ----@return any success -function RL.ImageColorInvert( image ) end +---@return any RL.ImageColorInvert +function RL.ImageColorInvert( image ) end ---Modify image color: grayscale ----- Failure return false ----- Success return true ---@param image any ----@return any success -function RL.ImageColorGrayscale( image ) end +---@return any RL.ImageColorGrayscale +function RL.ImageColorGrayscale( image ) end ----Modify image color: contrast ( -100 to 100 ) ----- Failure return false ----- Success return true +---Modify image color: contrast (-100 to 100) ---@param image any ---@param contrast number ----@return any success -function RL.ImageColorContrast( image, contrast ) end +---@return any RL.ImageColorContrast +function RL.ImageColorContrast( image, contrast ) end ----Modify image color: brightness ( -255 to 255 ) ----- Failure return false ----- Success return true +---Modify image color: brightness (-255 to 255) ---@param image any ---@param brightness integer ----@return any success -function RL.ImageColorBrightness( image, brightness ) end +---@return any RL.ImageColorBrightness +function RL.ImageColorBrightness( image, brightness ) end ---Modify image color: replace color ----- Failure return false ----- Success return true ---@param image any ---@param color table ---@param replace table ----@return any success -function RL.ImageColorReplace( image, color, replace ) end +---@return any RL.ImageColorReplace +function RL.ImageColorReplace( image, color, replace ) end ----Load color data from image as a Color array ( RGBA - 32bit ) ----- Failure return false +---Load color data from image as a Color array (RGBA - 32bit) ---- Success return Color{} ---@param image any ---@return any colors function RL.LoadImageColors( image ) end ----Load colors palette from image as a Color array ( RGBA - 32bit ) ----- Failure return false +---Load colors palette from image as a Color array (RGBA - 32bit) ---- Success return Color{} ---@param image any ---@param maxPaletteSize integer @@ -2689,15 +2427,13 @@ function RL.LoadImageColors( image ) end function RL.LoadImagePalette( image, maxPaletteSize ) end ---Get image alpha border rectangle ----- Failure return false ---- Success return Rectangle ---@param image any ---@param threshold number ---@return any rectangle function RL.GetImageAlphaBorder( image, threshold ) end ----Get image pixel color at ( x, y ) position ----- Failure return false +---Get image pixel color at (x, y) position ---- Success return Color ---@param image any ---@param pixelPos table @@ -2707,81 +2443,65 @@ function RL.GetImageColor( image, pixelPos ) end -- Textures - Image Drawing ---Clear image background with given color ----- Failure return false ----- Success return true ---@param dst any ---@param color table ----@return any success -function RL.ImageClearBackground( dst, color ) end +---@return any RL.ImageClearBackground +function RL.ImageClearBackground( dst, color ) end ---Draw pixel within an image ----- Failure return false ----- Success return true ---@param dst any ---@param position table ---@param color table ----@return any success -function RL.ImageDrawPixel( dst, position, color ) end +---@return any RL.ImageDrawPixel +function RL.ImageDrawPixel( dst, position, color ) end ---Draw line within an image ----- Failure return false ----- Success return true ---@param dst any ---@param a table ---@param b table ---@param color table ----@return any success -function RL.ImageDrawLine( dst, a, b, color ) end +---@return any RL.ImageDrawLine +function RL.ImageDrawLine( dst, a, b, color ) end ---Draw circle within an image ----- Failure return false ----- Success return true ---@param dst any ---@param center table ---@param radius integer ---@param color table ----@return any success -function RL.ImageDrawCircle( dst, center, radius, color ) end +---@return any RL.ImageDrawCircle +function RL.ImageDrawCircle( dst, center, radius, color ) end ---Draw circle outline within an image ----- Failure return false ----- Success return true ---@param dst any ---@param center table ---@param radius integer ---@param color table ----@return any success -function RL.ImageDrawCircleLines( dst, center, radius, color ) end +---@return any RL.ImageDrawCircleLines +function RL.ImageDrawCircleLines( dst, center, radius, color ) end ---Draw rectangle within an image ----- Failure return false ----- Success return true ---@param dst any ---@param rec table ---@param color table ----@return any success -function RL.ImageDrawRectangle( dst, rec, color ) end +---@return any RL.ImageDrawRectangle +function RL.ImageDrawRectangle( dst, rec, color ) end ---Draw rectangle lines within an image ----- Failure return false ----- Success return true ---@param dst any ---@param rec table ---@param thick integer ---@param color table ----@return any success -function RL.ImageDrawRectangleLines( dst, rec, thick, color ) end +---@return any RL.ImageDrawRectangleLines +function RL.ImageDrawRectangleLines( dst, rec, thick, color ) end ----Draw a source image within a destination image ( Tint applied to source ) ----- Failure return false ----- Success return true +---Draw a source image within a destination image (Tint applied to source) ---@param dst any ---@param src any ---@param srcRec table ---@param dstRec table ---@param tint table ----@return any success -function RL.ImageDraw( dst, src, srcRec, dstRec, tint ) end +---@return any RL.ImageDraw +function RL.ImageDraw( dst, src, srcRec, dstRec, tint ) end ---Draw text ( Custom sprite font ) within an image ( Destination ) ---- Failure return false @@ -2799,21 +2519,18 @@ function RL.ImageDrawTextEx( dst, font, text, position, fontSize, spacing, tint -- Textures - Image Configuration ---Get image size ----- Failure return nil ---- Success return Vector2 ---@param image any ---@return any size function RL.GetImageSize( image ) end ---Get image mipmaps. Mipmap levels, 1 by default ----- Failure return false ---- Success return int ---@param image any ---@return any mipmaps function RL.GetImageMipmaps( image ) end ----Get image data format ( PixelFormat type ) ----- Failure return false +---Get image data format (PixelFormat type) ---- Success return int ---@param image any ---@return any format @@ -2822,187 +2539,164 @@ function RL.GetImageFormat( image ) end -- Textures - Texture Loading ---Load texture from file into GPU memory ( VRAM ) ----- Failure return -1 ----- Success return int +---- Failure return nil +---- Success return Texture ---@param fileName string ---@return any texture function RL.LoadTexture( fileName ) end ---Load texture from image data ----- Failure return -1 ----- Success return int +---- Success return Texture ---@param image any ---@return any texture function RL.LoadTextureFromImage( image ) end ---Load cubemap from image, multiple image cubemap layouts supported ----- Failure return -1 ----- Success return int +---- Success return Texture ---@param image any ---@param layout integer ---@return any texture function RL.LoadTextureCubemap( image, layout ) end ----Load texture for rendering ( framebuffer ) ----- Failure return -1 ----- Success return int +---Load texture for rendering (framebuffer) +---- Success return RenderTexture ---@param size table ---@return any renderTexture function RL.LoadRenderTexture( size ) end ----Unload texture from GPU memory ( VRAM ). NOTE! Must be texture id. ----- Failure return false ----- Success return true ----@param texture any ----@return any success -function RL.UnloadTexture( texture ) end - ---Check if a texture is ready ----- Failure return nil ----- Success return true +---- Success return bool ---@param texture any ---@return any isReady function RL.IsTextureReady( texture ) end ---Update GPU texture with new data ---NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format ----- Failure return false ----- Success return true ---@param texture any ---@param pixels any ----@return any success -function RL.UpdateTexture( texture, pixels ) end +---@return any RL.UpdateTexture +function RL.UpdateTexture( texture, pixels ) end ---Update GPU texture rectangle with new data ---NOTE! Should be TEXTURE_TYPE_TEXTURE. Pixel should be in format { { 255, 255, 255, 255 }... } depending on the pixel format ----- Failure return false ----- Success return true ---@param texture any ---@param rec table ---@param pixels any ----@return any success -function RL.UpdateTextureRec( texture, rec, pixels ) end +---@return any RL.UpdateTextureRec +function RL.UpdateTextureRec( texture, rec, pixels ) end -- Textures - Texture Drawing ---Draw a Texture2D ----- Failure return false ----- Success return true ---@param texture any ---@param position table ---@param tint table ----@return any success -function RL.DrawTexture( texture, position, tint ) end +---@return any RL.DrawTexture +function RL.DrawTexture( texture, position, tint ) end ---Draw a part of a texture defined by a rectangle ----- Failure return false ----- Success return true ---@param texture any ---@param source table ---@param position table ---@param tint table ----@return any success -function RL.DrawTextureRec( texture, source, position, tint ) end +---@return any RL.DrawTextureRec +function RL.DrawTextureRec( texture, source, position, tint ) end ---Draw a part of a texture defined by a rectangle with "pro" parameters ----- Failure return false ----- Success return true ---@param texture any ---@param source table ---@param dest table ---@param origin table ---@param rotation number ---@param tint table ----@return any success -function RL.DrawTexturePro( texture, source, dest, origin, rotation, tint ) end +---@return any RL.DrawTexturePro +function RL.DrawTexturePro( texture, source, dest, origin, rotation, tint ) end ----Draws a texture ( or part of it ) that stretches or shrinks nicely ----- Failure return false ----- Success return true +---Draws a texture (or part of it) that stretches or shrinks nicely ---@param texture any ---@param nPatchInfo any ---@param dest table ---@param origin table ---@param rotation number ---@param tint table ----@return any success -function RL.DrawTextureNPatch( texture, nPatchInfo, dest, origin, rotation, tint ) end +---@return any RL.DrawTextureNPatch +function RL.DrawTextureNPatch( texture, nPatchInfo, dest, origin, rotation, tint ) end ---Begin drawing to render texture ----- Failure return false ----- Success return true ---@param target any ----@return any success -function RL.BeginTextureMode( target ) end +---@return any RL.BeginTextureMode +function RL.BeginTextureMode( target ) end ---Ends drawing to render texture ---@return any RL.EndTextureMode function RL.EndTextureMode() end ----Get texture type ( TEXTURE_TYPE_TEXTURE or TEXTURE_TYPE_RENDER_TEXTURE ) ----- Failure return false ----- Success return int ----@param texture any ----@return any type -function RL.GetTextureType( texture ) end - -- Textures - Texture Configuration ---Generate GPU mipmaps for a texture ----- Failure return false ----- Success return true ---@param texture any ----@return any success -function RL.GenTextureMipmaps( texture ) end +---@return any RL.GenTextureMipmaps +function RL.GenTextureMipmaps( texture ) end ----Set texture scaling filter mode ( TEXTURE_FILTER_POINT, TEXTURE_FILTER_BILINEAR... ) ----- Failure return false ----- Success return true +---Set texture scaling filter mode (TEXTURE_FILTER_POINT, TEXTURE_FILTER_BILINEAR...) ---@param texture any ---@param filter integer ----@return any success -function RL.SetTextureFilter( texture, filter ) end +---@return any RL.SetTextureFilter +function RL.SetTextureFilter( texture, filter ) end ----Set texture wrapping mode ( TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP... ) ----- Failure return false ----- Success return true +---Set texture wrapping mode (TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP...) ---@param texture any ---@param wrap integer ----@return any success -function RL.SetTextureWrap( texture, wrap ) end +---@return any RL.SetTextureWrap +function RL.SetTextureWrap( texture, wrap ) end ----Get texture OpenGL id ----- Failure return false +---Get OpenGL texture id ---- Success return int ---@param texture any ---@return any id function RL.GetTextureId( texture ) end ---Get texture size ----- Failure return false ---- Success return Vector2 ---@param texture any ---@return any size function RL.GetTextureSize( texture ) end ---Get texture mipmaps. Mipmap levels, 1 by default ----- Failure return false ---- Success return int ---@param texture any ---@return any mipmaps function RL.GetTextureMipmaps( texture ) end ----Get texture data format ( PixelFormat type ) ----- Failure return false +---Get texture data format (PixelFormat type) ---- Success return int ---@param texture any ---@return any format function RL.GetTextureFormat( texture ) end +-- Textures - RenderTexture Configuration + +---Get OpenGL framebuffer object id +---- Success return int +---@param renderTexture any +---@return any id +function RL.GetRenderTextureId( renderTexture ) end + +---Get color buffer attachment texture +---- Success return Texture +---@param renderTexture any +---@return any texture +function RL.GetRenderTextureTexture( renderTexture ) end + +---Get depth buffer attachment texture +---- Success return Texture +---@param renderTexture any +---@return any texture +function RL.GetRenderTextureDepthTexture( renderTexture ) end + -- Textures - Color/pixel ---Returns color with alpha applied, alpha goes from 0.0f to 1.0f ----- Failure return false ---- Success return Color ---@param color table ---@param alpha number @@ -3010,35 +2704,30 @@ function RL.GetTextureFormat( texture ) end function RL.Fade( color, alpha ) end ---Returns hexadecimal value for a Color ----- Failure return false ---- Success return int ---@param color table ---@return any value function RL.ColorToInt( color ) end ---Returns Color normalized as float [0..1] ----- Failure return false ---- Success return Vector4 ---@param color table ---@return any color function RL.ColorNormalize( color ) end ---Color from normalized values [0..1] ----- Failure return false ---- Success return Color ---@param normalized table ---@return any color function RL.ColorFromNormalized( normalized ) end ---Returns HSV values for a Color, hue [0..360], saturation/value [0..1] ----- Failure return false ---- Success return Vector3 ---@param color table ---@return any HSV function RL.ColorToHSV( color ) end ---Returns a Color from HSV values, hue [0..360], saturation/value [0..1] ----- Failure return false ---- Success return Color ---@param hue number ---@param saturation number @@ -3047,7 +2736,6 @@ function RL.ColorToHSV( color ) end function RL.ColorFromHSV( hue, saturation, value ) end ---Get color multiplied with another color ----- Failure return false ---- Success return Color ---@param color table ---@param tint table @@ -3055,7 +2743,6 @@ function RL.ColorFromHSV( hue, saturation, value ) end function RL.ColorTint( color, tint ) end ---Get color with brightness correction, brightness factor goes from -1.0f to 1.0f ----- Failure return false ---- Success return Color ---@param color table ---@param factor number @@ -3063,7 +2750,6 @@ function RL.ColorTint( color, tint ) end function RL.ColorBrightness( color, factor ) end ---Get color with contrast correction, contrast values between -1.0f and 1.0f ----- Failure return false ---- Success return Color ---@param color table ---@param contrast number @@ -3071,7 +2757,6 @@ function RL.ColorBrightness( color, factor ) end function RL.ColorContrast( color, contrast ) end ---Returns color with alpha applied, alpha goes from 0.0f to 1.0f ----- Failure return false ---- Success return Color ---@param color table ---@param alpha number @@ -3079,7 +2764,6 @@ function RL.ColorContrast( color, contrast ) end function RL.ColorAlpha( color, alpha ) end ---Returns src alpha-blended into dst color with tint ----- Failure return false ---- Success return Color ---@param dst table ---@param src table @@ -3088,14 +2772,12 @@ function RL.ColorAlpha( color, alpha ) end function RL.ColorAlphaBlend( dst, src, tint ) end ---Get Color structure from hexadecimal value ----- Failure return false ---- Success return Color ----@param int any +---@param hexValue integer ---@return any color -function RL.GetColor( int ) end +function RL.GetColor( hexValue ) end ---Get pixel color from source texture ----- Failure return false ---- Success return Color ---@param texture any ---@param position table @@ -3103,7 +2785,6 @@ function RL.GetColor( int ) end function RL.GetPixelColor( texture, position ) end ---Get pixel data size in bytes for certain format ----- Failure return false ---- Success return int ---@param width integer ---@param height integer @@ -3390,14 +3071,12 @@ function RL.DrawCapsuleWires( startPos, endPos, radius, slices, rings, color ) e function RL.DrawPlane( centerPos, size, color ) end ---Draw 3D textured quad. ( Texture coordinates opengl style 0.0 - 1.0 ). ----- Failure return false ----- Success return true ---@param texture any ---@param vertices any ---@param texCoords any ---@param colors any ----@return any success -function RL.DrawQuad3DTexture( texture, vertices, texCoords, colors ) end +---@return any RL.DrawQuad3DTexture +function RL.DrawQuad3DTexture( texture, vertices, texCoords, colors ) end ---Draw a ray line ---- Failure return false @@ -3593,13 +3272,11 @@ function RL.CreateMaterial( material ) end function RL.UnloadMaterial( material ) end ---Set texture for a material map type ( MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS... ) ----- Failure return false ----- Success return true ---@param material any ---@param mapType integer ---@param texture any ----@return any success -function RL.SetMaterialTexture( material, mapType, texture ) end +---@return any RL.SetMaterialTexture +function RL.SetMaterialTexture( material, mapType, texture ) end ---Set color for a material map type ---- Failure return false @@ -3620,12 +3297,10 @@ function RL.SetMaterialColor( material, mapType, color ) end function RL.SetMaterialValue( material, mapType, value ) end ---Set shader for material ----- Failure return false ----- Success return true ---@param material any ---@param shader any ----@return any success -function RL.SetMaterialShader( material, shader ) end +---@return any RL.SetMaterialShader +function RL.SetMaterialShader( material, shader ) end ---Set material generic parameters ( if required ) ---- Failure return false @@ -3661,7 +3336,7 @@ function RL.GetMaterialValue( material, mapType ) end ---Get material shader. Returns -1 if no shader. ---- Failure return false ----- Success return int +---- Success return Shader ---@param material any ---@return any shader function RL.GetMaterialShader( material ) end @@ -3737,31 +3412,25 @@ function RL.SetModelMaterial( model, modelMaterial, material ) end function RL.SetModelMeshMaterial( model, meshId, materialId ) end ---Draw a billboard texture ----- Failure return false ----- Success return true ---@param camera any ---@param texture any ---@param position table ---@param size number ---@param tint table ----@return any success -function RL.DrawBillboard( camera, texture, position, size, tint ) end +---@return any RL.DrawBillboard +function RL.DrawBillboard( camera, texture, position, size, tint ) end ---Draw a billboard texture defined by source ----- Failure return false ----- Success return true ---@param camera any ---@param texture any ---@param source table ---@param position table ---@param size table ---@param tint table ----@return any success -function RL.DrawBillboardRec( camera, texture, source, position, size, tint ) end +---@return any RL.DrawBillboardRec +function RL.DrawBillboardRec( camera, texture, source, position, size, tint ) end ---Draw a billboard texture defined by source and rotation ----- Failure return false ----- Success return true ---@param camera any ---@param texture any ---@param source table @@ -3771,8 +3440,8 @@ function RL.DrawBillboardRec( camera, texture, source, position, size, tint ) en ---@param origin table ---@param rotation number ---@param tint table ----@return any success -function RL.DrawBillboardPro( camera, texture, source, position, up, size, origin, rotation, tint ) end +---@return any RL.DrawBillboardPro +function RL.DrawBillboardPro( camera, texture, source, position, up, size, origin, rotation, tint ) end ---Set model transform matrix ---- Failure return false @@ -5547,12 +5216,10 @@ function RL.GuiCheckIconPixel( iconId, pos ) end function RL.CreateLight( type, position, target, color, shader ) end ---Send light properties to shader ----- Failure return false ----- Success return true ---@param shader any ---@param light any ----@return any success -function RL.UpdateLightValues( shader, light ) end +---@return any RL.UpdateLightValues +function RL.UpdateLightValues( shader, light ) end ---Set light type ---- Failure return false @@ -6326,16 +5993,14 @@ function RL.rlSetMatrixViewOffsetStereo( right, left ) end ---Copy a block of pixels from one framebuffer object to another. ---Use -1 RenderTexture for window framebuffer. ----- Failure return false ----- Success return true ---@param srcTex any ---@param dstTex any ---@param srcRect table ---@param dstRect table ---@param mask integer ---@param filter integer ----@return any success -function RL.glBlitFramebuffer( srcTex, dstTex, srcRect, dstRect, mask, filter ) end +---@return any RL.glBlitFramebuffer +function RL.glBlitFramebuffer( srcTex, dstTex, srcRect, dstRect, mask, filter ) end -- Easings - Linear Easing functions |
