diff options
Diffstat (limited to 'API.md')
| -rw-r--r-- | API.md | 932 |
1 files changed, 247 insertions, 685 deletions
@@ -684,12 +684,6 @@ NPATCH_THREE_PATCH_VERTICAL = 1 NPATCH_THREE_PATCH_HORIZONTAL = 2 -## Globals - TextureTypes -TEXTURE_TYPE_TEXTURE = 0 - -TEXTURE_TYPE_RENDER_TEXTURE = 1 - - ## Globals - Colors LIGHTGRAY = { 200, 200, 200, 255 } @@ -1487,7 +1481,7 @@ Check if window is currently fullscreen > state = RL.IsWindowHidden() -Check if window is currently hidden ( only PLATFORM_DESKTOP ) +Check if window is currently hidden (only PLATFORM_DESKTOP) - Success return bool @@ -1495,7 +1489,7 @@ Check if window is currently hidden ( only PLATFORM_DESKTOP ) > state = RL.IsWindowMinimized() -Check if window is currently minimized ( only PLATFORM_DESKTOP ) +Check if window is currently minimized (only PLATFORM_DESKTOP) - Success return bool @@ -1503,7 +1497,7 @@ Check if window is currently minimized ( only PLATFORM_DESKTOP ) > state = RL.IsWindowMaximized() -Check if window is currently maximized ( only PLATFORM_DESKTOP ) +Check if window is currently maximized (only PLATFORM_DESKTOP) - Success return bool @@ -1511,45 +1505,33 @@ Check if window is currently maximized ( only PLATFORM_DESKTOP ) > state = RL.IsWindowFocused() -Check if window is currently focused ( only PLATFORM_DESKTOP ) +Check if window is currently focused (only PLATFORM_DESKTOP) - Success return bool --- -> success = RL.SetWindowMonitor( int monitor ) +> RL.SetWindowMonitor( int monitor ) Set monitor for the current window (fullscreen mode) -- Failure return false -- Success return true - --- -> success = RL.SetWindowPosition( Vector2 pos ) +> RL.SetWindowPosition( Vector2 pos ) Set window position on screen -- Failure return false -- Success return true - --- -> success = RL.SetWindowSize( Vector2 size ) +> RL.SetWindowSize( Vector2 size ) Set window dimensions -- Failure return false -- Success return true - --- -> success = RL.SetWindowMinSize( Vector2 size ) - -Set window minimum dimensions ( for FLAG_WINDOW_RESIZABLE ) +> RL.SetWindowMinSize( Vector2 size ) -- Failure return false -- Success return true +Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) --- @@ -1557,7 +1539,6 @@ Set window minimum dimensions ( for FLAG_WINDOW_RESIZABLE ) Get specified monitor position -- Failure return nil - Success return Vector2 --- @@ -1566,7 +1547,6 @@ Get specified monitor position Get specified monitor size -- Failure return nil - Success return Vector2 --- @@ -1587,27 +1567,23 @@ Get screen size --- -> success = RL.SetWindowState( int flag ) +> RL.SetWindowState( int flag ) -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...) --- > state = RL.IsWindowState( int flag ) -Check if one specific window flag is enabled ( FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE... ) +Check if one specific window flag is enabled (FLAG_FULLSCREEN_MODE, FLAG_WINDOW_RESIZABLE...) -- Failure return nil - Success return bool --- > resized = RL.ClearWindowState( int flag ) -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 @@ -1621,21 +1597,15 @@ Check if window has been resized from last frame --- -> success = RL.SetWindowIcon( Image image ) +> RL.SetWindowIcon( Image image ) -Set icon for window ( Only PLATFORM_DESKTOP ) - -- Failure return false -- Success return true +Set icon for window (Only PLATFORM_DESKTOP) --- -> success = RL.SetWindowTitle( string title ) - -Set title for window ( Only PLATFORM_DESKTOP ) +> RL.SetWindowTitle( string title ) -- Failure return false -- Success return true +Set title for window (Only PLATFORM_DESKTOP) --- @@ -1659,21 +1629,19 @@ Get current connected monitor Get specified monitor physical size in millimetres -- Failure return false - Success return Vector2 --- -> size = RL.GetMonitorRefreshRate( int monitor ) +> refreshRate = RL.GetMonitorRefreshRate( int monitor ) Get specified monitor refresh rate -- Failure return false - Success return int --- -> scale = RL.GetWindowScaleDPI() +> dpi = RL.GetWindowScaleDPI() Get window scale DPI factor @@ -1685,7 +1653,6 @@ Get window scale DPI factor Get the human-readable, UTF-8 encoded name of the monitor -- Failure return false - Success return string --- @@ -1696,13 +1663,10 @@ Close window and unload OpenGL context and free all resources --- -> success = RL.SetClipboardText( string text ) +> RL.SetClipboardText( string text ) Set clipboard text content -- Failure return false -- Success return true - --- > text = RL.GetClipboardText() @@ -1717,12 +1681,9 @@ Get clipboard text content --- -> success = RL.SetTargetFPS( int fps ) +> RL.SetTargetFPS( int fps ) -Set target FPS ( maximum ) - -- Failure return false -- Success return true +Set target FPS (maximum) --- @@ -1736,7 +1697,7 @@ Get current FPS > delta = RL.GetFrameTime() -Get time in seconds for last frame drawn ( Delta time ) +Get time in seconds for last frame drawn (Delta time) - Success return float @@ -1754,49 +1715,34 @@ Get elapsed time in seconds since InitWindow() --- -> success = RL.TakeScreenshot( string fileName ) - -Takes a screenshot of current screen ( filename extension defines format ) +> RL.TakeScreenshot( string fileName ) -- Failure return false -- Success return true +Takes a screenshot of current screen (filename extension defines format) --- -> success = RL.SetConfigFlags( int flags ) +> RL.SetConfigFlags( int flags ) -Setup init configuration flags ( view FLAGS ) - -- Failure return false -- Success return true +Setup init configuration flags (view FLAGS) --- -> success = RL.TraceLog( int logLevel, string text ) - -Show trace log messages ( LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR... ) +> RL.TraceLog( int logLevel, string text ) -- Failure return false -- Success return true +Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) --- -> success = RL.SetTraceLogLevel( int logLevel ) +> RL.SetTraceLogLevel( int logLevel ) -Set the current threshold ( minimum ) log level - -- Failure return false -- Success return true +Set the current threshold (minimum) log level --- -> success = RL.SetLogLevelInvalid( int logLevel ) +> RL.SetLogLevelInvalid( int logLevel ) Set the log level for bad function calls and invalid data formats. -- Failure return false -- Success return true - --- > logLevel = RL.GetLogLevelInvalid() @@ -1807,12 +1753,17 @@ Get the log level for bad function calls and invalid data formats. --- -> success = RL.OpenURL( string url ) +> RL.OpenURL( string url ) -Open URL with default system browser ( If available ) +Open URL with default system browser (If available) -- Failure return false -- Success return true +--- + +> buffer = RL.LoadBuffer( data{} buffer, int type ) + +Creates buffer as userdata. Type should be one of the Buffer types + +- Success return Buffer --- @@ -1864,48 +1815,39 @@ Check if cursor is on the screen --- -> success = RL.ClearBackground( Color color ) - -Set background color ( framebuffer clear color ) +> RL.ClearBackground( Color color ) -- Failure return false -- Success return true +Set background color (framebuffer clear color) --- > RL.BeginDrawing() -Setup canvas ( framebuffer ) to start drawing +Setup canvas (framebuffer) to start drawing --- > RL.EndDrawing() -End canvas drawing and swap buffers ( double buffering ) +End canvas drawing and swap buffers (double buffering) --- -> success = RL.BeginBlendMode( int mode ) +> RL.BeginBlendMode( int mode ) -Begin blending mode ( BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLIED... ) - -- Failure return false -- Success return true +Begin blending mode (BLEND_ALPHA, BLEND_ADDITIVE, BLEND_MULTIPLIED...) --- > RL.EndBlendMode() -End blending mode ( reset to default: BLEND_ALPHA ) +End blending mode (reset to default: BLEND_ALPHA) --- -> success = RL.BeginScissorMode( Rectangle rectange ) - -Begin scissor mode ( define screen area for following drawing ) +> RL.BeginScissorMode( Rectangle rectange ) -- Failure return false -- Success return true +Begin scissor mode (define screen area for following drawing) --- @@ -1924,8 +1866,8 @@ End scissor mode 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 --- @@ -1934,23 +1876,20 @@ NOTE: Set nil if no shader 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 --- -> success = RL.BeginShaderMode( Shader shader ) +> RL.BeginShaderMode( Shader shader ) Begin custom shader drawing -- Failure return false -- Success return true - --- > RL.EndShaderMode() -End custom shader drawing ( use default shader ) +End custom shader drawing (use default shader) --- @@ -1958,7 +1897,6 @@ End custom shader drawing ( use default shader ) Get shader uniform location -- Failure return -1 - Success return int --- @@ -1967,74 +1905,48 @@ Get shader uniform location Get shader attribute location -- Failure return -1 - Success return int --- -> success = RL.SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location ) +> RL.SetShaderLocationIndex( Shader shader, int shaderLocationIndex, int location ) Set shader location index -- Failure return false -- Success return true - --- > location = RL.GetShaderLocationIndex( Shader shader, int shaderLocationIndex ) Get shader location index -- Failure return false - Success return int --- -> success = RL.SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat ) - -Set shader uniform value ( matrix 4x4 ) +> RL.SetShaderValueMatrix( Shader shader, int locIndex, Matrix mat ) -- Failure return false -- Success return true +Set shader uniform value (matrix 4x4) --- -> success = RL.SetShaderValueTexture( Shader shader, int locIndex, Texture2D texture ) +> RL.SetShaderValueTexture( Shader shader, int locIndex, Texture texture ) -Set shader uniform value for texture ( sampler2d ) - -- Failure return false -- Success return true +Set shader uniform value for texture (sampler2d) --- -> success = RL.SetShaderValue( Shader shader, int locIndex, number{} values, int uniformType ) +> RL.SetShaderValue( Shader shader, int locIndex, number{} values, int uniformType ) Set shader uniform value NOTE: Even one value should be in table -- Failure return false -- Success return true - --- -> success = RL.SetShaderValueV( Shader shader, int locIndex, number{} values, int uniformType, int count ) +> RL.SetShaderValueV( Shader shader, int locIndex, number{} values, int uniformType, int count ) Set shader uniform value vector NOTE: Even one value should be in table -- Failure return false -- Success return true - ---- - -> success = RL.UnloadShader( Shader shader ) - -Unload shader from GPU memory ( VRAM ) - -- Failure return false -- Success return true - --- ## Core - Input-related Keyboard @@ -2045,7 +1957,6 @@ Unload shader from GPU memory ( VRAM ) Detect if a key has been pressed once -- Failure return nil - Success return bool --- @@ -2054,7 +1965,6 @@ Detect if a key has been pressed once Detect if a key is being pressed -- Failure return nil - Success return bool --- @@ -2063,7 +1973,6 @@ Detect if a key is being pressed Detect if a key has been released once -- Failure return nil - Success return bool --- @@ -2072,7 +1981,6 @@ Detect if a key has been released once Check if a key is NOT being pressed -- Failure return nil - Success return bool --- @@ -2095,7 +2003,7 @@ Get char pressed (unicode), call it multiple times for chars queued, returns 0 w > RL.SetExitKey( int key ) -Set a custom key to exit program ( default is ESC ) +Set a custom key to exit program (default is ESC) --- @@ -2114,7 +2022,6 @@ 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 --- @@ -2124,7 +2031,6 @@ this function returns nil but does not emit an error. 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 --- @@ -2137,7 +2043,6 @@ If the key is KEY_UNKNOWN or does not exist on the keyboard this method will ret Detect if a gamepad is available -- Failure return nil - Success return bool --- @@ -2146,7 +2051,6 @@ Detect if a gamepad is available Detect if a gamepad button has been pressed once -- Failure return nil - Success return bool --- @@ -2155,7 +2059,6 @@ Detect if a gamepad button has been pressed once Detect if a gamepad button is being pressed -- Failure return nil - Success return bool --- @@ -2164,7 +2067,6 @@ Detect if a gamepad button is being pressed Detect if a gamepad button has been released once -- Failure return nil - Success return bool --- @@ -2173,7 +2075,6 @@ Detect if a gamepad button has been released once Return gamepad axis count for a gamepad -- Failure return false - Success return int --- @@ -2182,7 +2083,6 @@ Return gamepad axis count for a gamepad Return axis movement value for a gamepad axis -- Failure return false - Success return float --- @@ -2191,7 +2091,6 @@ Return axis movement value for a gamepad axis Return gamepad internal name id -- Failure return false - Success return string --- @@ -2204,7 +2103,6 @@ Return gamepad internal name id Detect if a mouse button has been pressed once -- Failure return nil - Success return bool --- @@ -2213,7 +2111,6 @@ Detect if a mouse button has been pressed once Detect if a mouse button is being pressed -- Failure return nil - Success return bool --- @@ -2222,7 +2119,6 @@ Detect if a mouse button is being pressed Detect if a mouse button has been released once -- Failure return nil - Success return bool --- @@ -2231,7 +2127,6 @@ Detect if a mouse button has been released once Check if a mouse button is NOT being pressed -- Failure return nil - Success return bool --- @@ -2252,31 +2147,22 @@ Get mouse delta between frames --- -> success = RL.SetMousePosition( Vector2 position ) +> RL.SetMousePosition( Vector2 position ) Set mouse position XY -- Failure return false -- Success return true - --- -> success = RL.SetMouseOffset( Vector2 offset ) +> RL.SetMouseOffset( Vector2 offset ) Set mouse offset -- Failure return false -- Success return true - --- -> success = RL.SetMouseScale( Vector2 scale ) +> RL.SetMouseScale( Vector2 scale ) Set mouse scaling -- Failure return false -- Success return true - --- > movement = RL.GetMouseWheelMove() @@ -2287,13 +2173,10 @@ Returns mouse wheel movement Y --- -> success = RL.SetMouseCursor( int cursor ) +> RL.SetMouseCursor( int cursor ) Set mouse cursor -- Failure return false -- Success return true - --- ## Core - Input-related Touch @@ -2302,9 +2185,8 @@ Set mouse cursor > position = RL.GetTouchPosition( int index ) -Get touch position XY for a touch point index ( relative to screen size ) +Get touch position XY for a touch point index (relative to screen size) -- Failure return false - Success return Vector2 --- @@ -2313,7 +2195,6 @@ Get touch position XY for a touch point index ( relative to screen size ) Get touch point identifier for given index -- Failure return false - Success return int --- @@ -2330,20 +2211,16 @@ Get touch point identifier for given index --- -> success = RL.SetGesturesEnabled( unsigned int flags ) +> RL.SetGesturesEnabled( unsigned int flags ) Enable a set of gestures using flags -- Failure return false -- Success return true - --- > detected = RL.IsGestureDetected( int gesture ) Check if a gesture have been detected -- Failure return nil - Success return bool --- @@ -2402,7 +2279,7 @@ Get gesture pinch angle > path = RL.GetBasePath() -Return game directory ( where main.lua is located ) +Return game directory (where main.lua is located) - Success return string @@ -2412,7 +2289,6 @@ Return game directory ( where main.lua is located ) Check if file exists -- Failure return nil - Success return bool --- @@ -2421,77 +2297,69 @@ Check if file exists Check if a directory path exists -- Failure return nil - Success return bool --- > hasFileExtension = RL.IsFileExtension( string fileName, string ext ) -Check file extension ( Including point: .png, .wav ) +Check file extension (Including point: .png, .wav) -- Failure return nil - Success return bool --- > length = RL.GetFileLength( string fileName ) -Get file length in bytes ( NOTE: GetFileSize() conflicts with windows.h ) +Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) -- Failure return false - Success return int --- > extension = RL.GetFileExtension( string fileName ) -Get pointer to extension for a filename string ( Includes dot: '.png' ) +Get pointer to extension for a filename string (Includes dot: '.png') -- Failure return false - Success return string --- -> filePath = RL.GetFileName( string filePath ) +> fileName = RL.GetFileName( string filePath ) Get pointer to filename for a path string -- Failure return false - Success return string --- -> filePath = RL.GetFileNameWithoutExt( string filePath ) +> fileName = RL.GetFileNameWithoutExt( string filePath ) -Get filename string without extension ( Uses static string ) +Get filename string without extension (Uses static string) -- Failure return false - Success return string --- > filePath = RL.GetDirectoryPath( string filePath ) -Get full path for a given fileName with path ( Uses static string ) +Get full path for a given fileName with path (Uses static string) -- Failure return false - Success return string --- > directory = RL.GetPrevDirectoryPath( string dirPath ) -Get previous directory path for a given path ( Uses static string ) +Get previous directory path for a given path (Uses static string) -- Failure return false - Success return string --- > directory = RL.GetWorkingDirectory() -Get current working directory ( Uses static string ) +Get current working directory (Uses static string) - Success return string @@ -2501,7 +2369,6 @@ Get current working directory ( Uses static string ) Load directory filepaths -- Failure return false - Success return string{} --- @@ -2510,7 +2377,6 @@ Load directory filepaths Load directory filepaths with extension filtering and recursive directory scan -- Failure return false - Success return string{} --- @@ -2519,8 +2385,7 @@ Load directory filepaths with extension filtering and recursive directory scan Change working directory, return true on success -- Failure return false -- Success return true +- Success return bool --- @@ -2528,12 +2393,11 @@ Change working directory, return true on success Check if a given path is a file or a directory -- Failure return nil - Success return bool --- -> fileDropped = RL.IsFileDropped() +> iSFileDropped = RL.IsFileDropped() Check if a file has been dropped into window @@ -2551,9 +2415,8 @@ Load dropped filepaths > time = RL.GetFileModTime( string fileName ) -Get file modification time ( Last write time ) +Get file modification time (Last write time) -- Failure return false - Success return int --- @@ -2564,27 +2427,15 @@ Get file modification time ( Last write time ) > camera2D = RL.CreateCamera2D() -Return camera2D id set to default configuration - -- Success return int - ---- - -> success = RL.UnloadCamera2D( camera2D camera ) +Return camera2D set to default configuration -Unload Camera2D - -- Failure return false -- Success return true +- Success return Camera2D --- -> success = RL.BeginMode2D( camera2D camera ) - -Begin 2D mode with custom camera ( 2D ) +> RL.BeginMode2D( camera2D camera ) -- Failure return false -- Success return true +Begin 2D mode with custom camera (2D) --- @@ -2594,39 +2445,27 @@ Ends 2D mode with custom camera --- -> success = RL.SetCamera2DTarget( camera2D camera, Vector2 target ) +> RL.SetCamera2DTarget( camera2D camera, Vector2 target ) -Set camera target ( rotation and zoom origin ) - -- Failure return false -- Success return true +Set camera target (rotation and zoom origin) --- -> success = RL.SetCamera2DOffset( camera2D camera, Vector2 offset ) - -Set camera offset ( displacement from target ) +> RL.SetCamera2DOffset( camera2D camera, Vector2 offset ) -- Failure return false -- Success return true +Set camera offset (displacement from target) --- -> success = RL.SetCamera2DRotation( camera2D camera, float rotation ) +> RL.SetCamera2DRotation( camera2D camera, float rotation ) Set camera rotation in degrees -- Failure return false -- Success return true - --- -> success = RL.SetCamera2DZoom( camera2D camera, float zoom ) - -Set camera zoom ( scaling ), should be 1.0f by default +> RL.SetCamera2DZoom( camera2D camera, float zoom ) -- Failure return false -- Success return true +Set camera zoom (scaling), should be 1.0f by default --- @@ -2634,7 +2473,6 @@ Set camera zoom ( scaling ), should be 1.0f by default Get camera2D target -- Failure return nil - Success return Vector2 --- @@ -2643,7 +2481,6 @@ Get camera2D target Get camera2D offset -- Failure return nil - Success return Vector2 --- @@ -2652,7 +2489,6 @@ Get camera2D offset Get camera2D rotation -- Failure return nil - Success return float --- @@ -2661,7 +2497,6 @@ Get camera2D rotation Get camera2D zoom -- Failure return nil - Success return float --- @@ -2678,21 +2513,9 @@ Return camera3D id set to default configuration --- -> success = RL.UnloadCamera3D( int Camera3D ) - -Unload Camera3D - -- Failure return false -- Success return true - ---- - -> success = RL.BeginMode3D( camera3D camera ) - -Begin 3D mode with custom camera ( 3D ) +> RL.BeginMode3D( camera3D camera ) -- Failure return false -- Success return true +Begin 3D mode with custom camera (3D) --- @@ -2702,48 +2525,33 @@ Ends 3D mode and returns to default 2D orthographic mode --- -> success = RL.SetCamera3DPosition( camera3D camera, Vector3 position ) +> RL.SetCamera3DPosition( camera3D camera, Vector3 position ) -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) --- -> success = RL.SetCamera3DTarget( camera3D camera, Vector3 target ) +> RL.SetCamera3DTarget( camera3D camera, Vector3 target ) Set camera target it looks-at -- Failure return false -- Success return true - --- -> success = RL.SetCamera3DUp( camera3D camera, Vector3 up ) +> RL.SetCamera3DUp( camera3D camera, Vector3 up ) -Set camera up vector ( Rotation over it's axis ) - -- Failure return false -- Success return true +Set camera up vector (Rotation over it's axis) --- -> success = RL.SetCamera3DFovy( camera3D camera, float fovy ) - -Set camera field-of-view apperture in Y ( degrees ) in perspective, used as near plane width in orthographic +> RL.SetCamera3DFovy( camera3D camera, float fovy ) -- Failure return false -- Success return true +Set camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic --- -> success = RL.SetCamera3DProjection( camera3D camera, int projection ) +> RL.SetCamera3DProjection( camera3D camera, int projection ) -Set camera projection mode ( CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC ) - -- Failure return false -- Success return true +Set camera projection mode (CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC) --- @@ -2751,7 +2559,6 @@ Set camera projection mode ( CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC ) Get camera position -- Failure return nil - Success return Vector3 --- @@ -2760,25 +2567,22 @@ Get camera position Get camera target it looks-at -- Failure return nil - Success return Vector3 --- > up = RL.GetCamera3DUp( camera3D camera ) -Get camera up vector ( Rotation over it's axis ) +Get camera up vector (Rotation over it's axis) -- Failure return nil - Success return Vector3 --- > fovy = RL.GetCamera3DFovy( camera3D camera ) -Get camera field-of-view apperture in Y ( degrees ) in perspective, used as near plane width in orthographic +Get camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic -- Failure return nil - Success return float --- @@ -2787,88 +2591,69 @@ Get camera field-of-view apperture in Y ( degrees ) in perspective, used as near Get camera projection mode -- Failure return nil - Success return int --- > forward = RL.GetCamera3DForward( camera3D camera ) -Returns the cameras forward vector ( normalized ) +Returns the cameras forward vector (normalized) -- Failure return nil - Success return Vector3 --- > up = RL.GetCamera3DUpNormalized( camera3D camera ) -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 --- > right = RL.GetCamera3DRight( camera3D camera ) -Returns the cameras right vector ( normalized ) +Returns the cameras right vector (normalized) -- Failure return nil - Success return Vector3 --- -> success = RL.Camera3DMoveForward( camera3D camera, float distance, bool moveInWorldPlane ) +> RL.Camera3DMoveForward( camera3D camera, float distance, bool moveInWorldPlane ) Moves the camera in it's forward direction -- Failure return false -- Success return true - --- -> success = RL.Camera3DMoveUp( camera3D camera, float distance ) +> RL.Camera3DMoveUp( camera3D camera, float distance ) Moves the camera in it's up direction -- Failure return false -- Success return true - --- -> success = RL.Camera3DMoveRight( camera3D camera, float distance, bool moveInWorldPlane ) +> RL.Camera3DMoveRight( camera3D camera, float distance, bool moveInWorldPlane ) Moves the camera target in it's current right direction -- Failure return false -- Success return true - --- -> success = RL.Camera3DMoveToTarget( camera3D camera, float delta ) +> RL.Camera3DMoveToTarget( camera3D camera, float delta ) Moves the camera position closer/farther to/from the camera target -- Failure return false -- Success return true - --- -> success = RL.Camera3DYaw( camera3D camera, float angle, bool rotateAroundTarget ) +> RL.Camera3DYaw( camera3D camera, float angle, bool rotateAroundTarget ) 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 - --- -> success = RL.Camera3DPitch( camera3D camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp ) +> RL.Camera3DPitch( camera3D camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp ) Rotates the camera around it's right vector, pitch is "looking up and down" - lockView prevents camera overrotation (aka "somersaults") @@ -2876,27 +2661,20 @@ Rotates the camera around it's right vector, pitch is "looking up and down" - 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 - --- -> success = RL.Camera3DRoll( camera3D camera, float angle ) +> RL.Camera3DRoll( camera3D camera, float angle ) 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 - --- > view = RL.GetCamera3DViewMatrix( camera3D camera ) Returns the camera view matrix -- Failure return false - Success return Matrix --- @@ -2905,27 +2683,20 @@ Returns the camera view matrix Returns the camera projection matrix -- Failure return false - Success return Matrix --- -> success = RL.UpdateCamera3D( camera3D camera, int mode ) +> RL.UpdateCamera3D( camera3D camera, int mode ) Update camera position for selected mode -- Failure return false -- Success return true - --- -> success = RL.UpdateCamera3DPro( camera3D camera, Vector3 movement, Vector3 rotation, float zoom ) +> RL.UpdateCamera3DPro( camera3D camera, Vector3 movement, Vector3 rotation, float zoom ) Update camera movement, movement/rotation values should be provided by user -- Failure return false -- Success return true - --- ## Core - Screen-space @@ -2936,16 +2707,14 @@ Update camera movement, movement/rotation values should be provided by user Get a ray trace from mouse position -- Failure return false - Success return Ray --- > matrix = RL.GetCameraMatrix( Camera3D camera ) -Get camera transform matrix ( view matrix ) +Get camera transform matrix (view matrix) -- Failure return false - Success return Matrix --- @@ -2954,7 +2723,6 @@ Get camera transform matrix ( view matrix ) Get camera 2d transform matrix -- Failure return false - Success return Matrix --- @@ -2963,7 +2731,6 @@ Get camera 2d transform matrix Get the screen space position for a 3d world space position -- Failure return false - Success return Vector2 --- @@ -2972,7 +2739,6 @@ Get the screen space position for a 3d world space position Get size position for a 3d world space position -- Failure return false - Success return Vector2 --- @@ -2981,7 +2747,6 @@ Get size position for a 3d world space position Get the screen space position for a 2d camera world space position -- Failure return false - Success return Vector2 --- @@ -2990,33 +2755,20 @@ Get the screen space position for a 2d camera world space position Get the world space position for a 2d camera screen space position -- Failure return false - Success return Vector2 --- -> buffer = RL.LoadBuffer( data{} buffer, int type ) - -Creates buffer as userdata. Type should be one of the Buffer types - -- Failure return false -- Success return Buffer - ---- - ## Shapes - Drawing --- -> success = RL.SetShapesTexture( Texture2D texture, Rectangle source ) +> RL.SetShapesTexture( Texture texture, Rectangle source ) 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 - --- > success = RL.DrawPixel( Vector2 pos, Color color ) @@ -3398,10 +3150,9 @@ Get collision rectangle for two rectangles collision > image = RL.LoadImage( string fileName ) -Load image from file into CPU memory ( RAM ) +Load image from file into CPU memory (RAM) -- Failure return -1 -- Success return int +- Success return Image --- @@ -3409,25 +3160,15 @@ Load image from file into CPU memory ( RAM ) Load image from GPU texture data -- Failure return -1 -- Success return int +- Success return Image --- > image = RL.LoadImageFromScreen() -Load image from screen buffer and ( screenshot ) +Load image from screen buffer and (screenshot) -- Success return int - ---- - -> success = RL.UnloadImage( Image image ) - -Unload image from CPU memory ( RAM ) - -- Failure return false -- Success return true +- Success return Image --- @@ -3435,7 +3176,6 @@ Unload image from CPU memory ( RAM ) Export image data to file, returns true on success -- Failure return nil - Success return bool --- @@ -3444,7 +3184,6 @@ Export image data to file, returns true on success Export image as code file defining an array of bytes, returns true on success -- Failure return nil - Success return bool --- @@ -3453,12 +3192,11 @@ Export image as code file defining an array of bytes, returns true on success --- -> image = RL.GenImageColor( int width, int height, Color color ) +> image = RL.GenImageColor( Vector2 size, Color color ) Generate image: plain color -- Failure return -1 -- Success return int +- Success return Image --- @@ -3466,8 +3204,7 @@ Generate image: plain color Generate image: vertical gradient -- Failure return -1 -- Success return int +- Success return Image --- @@ -3475,8 +3212,7 @@ Generate image: vertical gradient Generate image: horizontal gradient -- Failure return -1 -- Success return int +- Success return Image --- @@ -3484,8 +3220,7 @@ Generate image: horizontal gradient Generate image: radial gradient -- Failure return -1 -- Success return int +- Success return Image --- @@ -3493,8 +3228,7 @@ Generate image: radial gradient Generate image: checked -- Failure return -1 -- Success return int +- Success return Image --- @@ -3502,8 +3236,7 @@ Generate image: checked Generate image: white noise -- Failure return -1 -- Success return int +- Success return Image --- @@ -3511,8 +3244,7 @@ Generate image: white noise Generate image: perlin noise -- Failure return -1 -- Success return int +- Success return Image --- @@ -3520,8 +3252,7 @@ Generate image: perlin noise Generate image: cellular algorithm. Bigger tileSize means bigger cells -- Failure return -1 -- Success return int +- Success return Image --- @@ -3529,8 +3260,7 @@ Generate image: cellular algorithm. Bigger tileSize means bigger cells Generate image: grayscale image from text data -- Failure return -1 -- Success return int +- Success return Image --- @@ -3540,10 +3270,9 @@ Generate image: grayscale image from text data > image = RL.ImageCopy( Image image ) -Create an image duplicate ( useful for transformations ) +Create an image duplicate (useful for transformations) -- Failure return -1 -- Success return int +- Success return Image --- @@ -3551,241 +3280,169 @@ Create an image duplicate ( useful for transformations ) Create an image from another image piece -- Failure return -1 -- Success return int +- Success return Image --- > image = RL.ImageText( Font font, string text, float fontSize, float spacing, Color tint ) -Create an image from text ( custom sprite font ) +Create an image from text (custom sprite font) - Failure return -1 - Success return int --- -> success = RL.ImageFormat( Image image, int newFormat ) +> RL.ImageFormat( Image image, int newFormat ) Convert image data to desired format -- Failure return false -- Success return true - --- -> success = RL.ImageToPOT( Image image, Color fill ) - -Convert image to POT ( power-of-two ) +> RL.ImageToPOT( Image image, Color fill ) -- Failure return false -- Success return true +Convert image to POT (power-of-two) --- -> success = RL.ImageCrop( Image image, Rectangle crop ) +> RL.ImageCrop( Image image, Rectangle crop ) Crop an image to a defined rectangle -- Failure return false -- Success return true - --- -> success = RL.ImageAlphaCrop( Image image, float threshold ) +> RL.ImageAlphaCrop( Image image, float threshold ) Crop image depending on alpha value -- Failure return false -- Success return true - --- -> success = RL.ImageAlphaClear( Image image, Color color, float threshold ) +> RL.ImageAlphaClear( Image image, Color color, float threshold ) Clear alpha channel to desired color -- Failure return false -- Success return true - --- -> success = RL.ImageAlphaMask( Image image, Image alphaMask ) +> RL.ImageAlphaMask( Image image, Image alphaMask ) Apply alpha mask to image -- Failure return false -- Success return true - --- -> success = RL.ImageAlphaPremultiply( Image image ) +> RL.ImageAlphaPremultiply( Image image ) Premultiply alpha channel -- Failure return false -- Success return true - --- -> success = RL.ImageBlurGaussian( Image image, int blurSize ) +> RL.ImageBlurGaussian( Image image, int blurSize ) Apply Gaussian blur using a box blur approximation -- Failure return false -- Success return true - --- -> success = RL.ImageResize( Image image, Vector2 size ) +> RL.ImageResize( Image image, Vector2 size ) -Resize image ( Bicubic scaling algorithm ) - -- Failure return false -- Success return true +Resize image (Bicubic scaling algorithm) --- -> success = RL.ImageResizeNN( Image image, Vector2 size ) - -Resize image ( Nearest-Neighbor scaling algorithm ) +> RL.ImageResizeNN( Image image, Vector2 size ) -- Failure return false -- Success return true +Resize image (Nearest-Neighbor scaling algorithm) --- -> success = RL.ImageResizeCanvas( Image image, Vector2 size, Vector2 offset, Color fill ) +> RL.ImageResizeCanvas( Image image, Vector2 size, Vector2 offset, Color fill ) Resize canvas and fill with color -- Failure return false -- Success return true - --- -> success = RL.ImageMipmaps( Image image ) +> RL.ImageMipmaps( Image image ) Generate all mipmap levels for a provided image -- Failure return false -- Success return true - --- -> success = RL.ImageDither( Image image, Color bpp ) +> RL.ImageDither( Image image, Color bpp ) -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) --- -> success = RL.ImageFlipVertical( Image image ) +> RL.ImageFlipVertical( Image image ) Flip image vertically -- Failure return false -- Success return true - --- -> success = RL.ImageFlipHorizontal( Image image ) +> RL.ImageFlipHorizontal( Image image ) Flip image horizontally -- Failure return false -- Success return true - --- -> success = RL.ImageRotateCW( Image image ) +> RL.ImageRotateCW( Image image ) Rotate image clockwise 90deg -- Failure return false -- Success return true - --- -> success = RL.ImageRotateCCW( Image image ) +> RL.ImageRotateCCW( Image image ) Rotate image counter-clockwise 90deg -- Failure return false -- Success return true - --- -> success = RL.ImageColorTint( Image image, Color color ) +> RL.ImageColorTint( Image image, Color color ) Modify image color: tint -- Failure return false -- Success return true - --- -> success = RL.ImageColorInvert( Image image ) +> RL.ImageColorInvert( Image image ) Modify image color: invert -- Failure return false -- Success return true - --- -> success = RL.ImageColorGrayscale( Image image ) +> RL.ImageColorGrayscale( Image image ) Modify image color: grayscale -- Failure return false -- Success return true - --- -> success = RL.ImageColorContrast( Image image, float contrast ) +> RL.ImageColorContrast( Image image, float contrast ) -Modify image color: contrast ( -100 to 100 ) - -- Failure return false -- Success return true +Modify image color: contrast (-100 to 100) --- -> success = RL.ImageColorBrightness( Image image, int brightness ) - -Modify image color: brightness ( -255 to 255 ) +> RL.ImageColorBrightness( Image image, int brightness ) -- Failure return false -- Success return true +Modify image color: brightness (-255 to 255) --- -> success = RL.ImageColorReplace( Image image, Color color, Color replace ) +> RL.ImageColorReplace( Image image, Color color, Color replace ) Modify image color: replace color -- Failure return false -- Success return true - --- > colors = RL.LoadImageColors( Image image ) -Load color data from image as a Color array ( RGBA - 32bit ) +Load color data from image as a Color array (RGBA - 32bit) -- Failure return false - Success return Color{} --- > colors = RL.LoadImagePalette( Image image, int maxPaletteSize ) -Load colors palette from image as a Color array ( RGBA - 32bit ) +Load colors palette from image as a Color array (RGBA - 32bit) -- Failure return false - Success return Color{} --- @@ -3794,16 +3451,14 @@ Load colors palette from image as a Color array ( RGBA - 32bit ) Get image alpha border rectangle -- Failure return false - Success return Rectangle --- > color = RL.GetImageColor( Image image, Vector2 pixelPos ) -Get image pixel color at ( x, y ) position +Get image pixel color at (x, y) position -- Failure return false - Success return Color --- @@ -3812,75 +3467,51 @@ Get image pixel color at ( x, y ) position --- -> success = RL.ImageClearBackground( Image dst, Color color ) +> RL.ImageClearBackground( Image dst, Color color ) Clear image background with given color -- Failure return false -- Success return true - --- -> success = RL.ImageDrawPixel( Image dst, Vector2 position, Color color ) +> RL.ImageDrawPixel( Image dst, Vector2 position, Color color ) Draw pixel within an image -- Failure return false -- Success return true - --- -> success = RL.ImageDrawLine( Image dst, Vector2 a, Vector2 b, Color color ) +> RL.ImageDrawLine( Image dst, Vector2 a, Vector2 b, Color color ) Draw line within an image -- Failure return false -- Success return true - --- -> success = RL.ImageDrawCircle( Image dst, Vector2 center, int radius, Color color ) +> RL.ImageDrawCircle( Image dst, Vector2 center, int radius, Color color ) Draw circle within an image -- Failure return false -- Success return true - --- -> success = RL.ImageDrawCircleLines( Image dst, Vector2 center, int radius, Color color ) +> RL.ImageDrawCircleLines( Image dst, Vector2 center, int radius, Color color ) Draw circle outline within an image -- Failure return false -- Success return true - --- -> success = RL.ImageDrawRectangle( Image dst, Rectangle rec, Color color ) +> RL.ImageDrawRectangle( Image dst, Rectangle rec, Color color ) Draw rectangle within an image -- Failure return false -- Success return true - --- -> success = RL.ImageDrawRectangleLines( Image dst, Rectangle rec, int thick, Color color ) +> RL.ImageDrawRectangleLines( Image dst, Rectangle rec, int thick, Color color ) Draw rectangle lines within an image -- Failure return false -- Success return true - --- -> success = RL.ImageDraw( Image dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint ) +> RL.ImageDraw( Image dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint ) -Draw a source image within a destination image ( Tint applied to source ) - -- Failure return false -- Success return true +Draw a source image within a destination image (Tint applied to source) --- @@ -3901,7 +3532,6 @@ Draw text ( Custom sprite font ) within an image ( Destination ) Get image size -- Failure return nil - Success return Vector2 --- @@ -3910,16 +3540,14 @@ Get image size Get image mipmaps. Mipmap levels, 1 by default -- Failure return false - Success return int --- > format = RL.GetImageFormat( Image image ) -Get image data format ( PixelFormat type ) +Get image data format (PixelFormat type) -- Failure return false - Success return int --- @@ -3932,8 +3560,8 @@ Get image data format ( PixelFormat type ) Load texture from file into GPU memory ( VRAM ) -- Failure return -1 -- Success return int +- Failure return nil +- Success return Texture --- @@ -3941,8 +3569,7 @@ Load texture from file into GPU memory ( VRAM ) Load texture from image data -- Failure return -1 -- Success return int +- Success return Texture --- @@ -3950,105 +3577,72 @@ Load texture from image data Load cubemap from image, multiple image cubemap layouts supported -- Failure return -1 -- Success return int +- Success return Texture --- > renderTexture = RL.LoadRenderTexture( Vector2 size ) -Load texture for rendering ( framebuffer ) - -- Failure return -1 -- Success return int - ---- - -> success = RL.UnloadTexture( Texture2D texture ) - -Unload texture from GPU memory ( VRAM ). NOTE! Must be texture id. +Load texture for rendering (framebuffer) -- Failure return false -- Success return true +- Success return RenderTexture --- -> isReady = RL.IsTextureReady( Texture2D texture ) +> isReady = RL.IsTextureReady( Texture texture ) Check if a texture is ready -- Failure return nil -- Success return true +- Success return bool --- -> success = RL.UpdateTexture( Texture2D texture, int{} pixels ) +> RL.UpdateTexture( Texture texture, int{} pixels ) 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 - --- -> success = RL.UpdateTextureRec( Texture2D texture, Rectangle rec, int{} pixels ) +> RL.UpdateTextureRec( Texture texture, Rectangle rec, int{} pixels ) 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 - --- ## Textures - Texture Drawing --- -> success = RL.DrawTexture( Texture2D texture, Vector2 position, Color tint ) +> RL.DrawTexture( Texture texture, Vector2 position, Color tint ) Draw a Texture2D -- Failure return false -- Success return true - --- -> success = RL.DrawTextureRec( Texture2D texture, Rectangle source, Vector2 position, Color tint ) +> RL.DrawTextureRec( Texture texture, Rectangle source, Vector2 position, Color tint ) Draw a part of a texture defined by a rectangle -- Failure return false -- Success return true - --- -> success = RL.DrawTexturePro( Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint ) +> RL.DrawTexturePro( Texture texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint ) Draw a part of a texture defined by a rectangle with "pro" parameters -- Failure return false -- Success return true - --- -> success = RL.DrawTextureNPatch( Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint ) +> RL.DrawTextureNPatch( Texture texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint ) -Draws a texture ( or part of it ) that stretches or shrinks nicely - -- Failure return false -- Success return true +Draws a texture (or part of it) that stretches or shrinks nicely --- -> success = RL.BeginTextureMode( RenderTexture2D target ) +> RL.BeginTextureMode( RenderTexture target ) Begin drawing to render texture -- Failure return false -- Success return true - --- > RL.EndTextureMode() @@ -4057,79 +3651,85 @@ Ends drawing to render texture --- -> type = RL.GetTextureType( Texture2D texture ) +## Textures - Texture Configuration -Get texture type ( TEXTURE_TYPE_TEXTURE or TEXTURE_TYPE_RENDER_TEXTURE ) +--- -- Failure return false -- Success return int +> RL.GenTextureMipmaps( Texture texture ) + +Generate GPU mipmaps for a texture --- -## Textures - Texture Configuration +> RL.SetTextureFilter( Texture texture, int filter ) ---- +Set texture scaling filter mode (TEXTURE_FILTER_POINT, TEXTURE_FILTER_BILINEAR...) -> success = RL.GenTextureMipmaps( Texture2D texture ) +--- -Generate GPU mipmaps for a texture +> RL.SetTextureWrap( Texture texture, int wrap ) -- Failure return false -- Success return true +Set texture wrapping mode (TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP...) --- -> success = RL.SetTextureFilter( Texture2D texture, int filter ) +> id = RL.GetTextureId( Texture texture ) -Set texture scaling filter mode ( TEXTURE_FILTER_POINT, TEXTURE_FILTER_BILINEAR... ) +Get OpenGL texture id -- Failure return false -- Success return true +- Success return int --- -> success = RL.SetTextureWrap( Texture2D texture, int wrap ) +> size = RL.GetTextureSize( Texture texture ) -Set texture wrapping mode ( TEXTURE_WRAP_REPEAT, TEXTURE_WRAP_CLAMP... ) +Get texture size -- Failure return false -- Success return true +- Success return Vector2 --- -> id = RL.GetTextureId( Texture2D texture ) +> mipmaps = RL.GetTextureMipmaps( Texture texture ) -Get texture OpenGL id +Get texture mipmaps. Mipmap levels, 1 by default -- Failure return false - Success return int --- -> size = RL.GetTextureSize( Texture2D texture ) +> format = RL.GetTextureFormat( Texture texture ) -Get texture size +Get texture data format (PixelFormat type) -- Failure return false -- Success return Vector2 +- Success return int --- -> mipmaps = RL.GetTextureMipmaps( Texture2D texture ) +## Textures - RenderTexture Configuration -Get texture mipmaps. Mipmap levels, 1 by default +--- + +> id = RL.GetRenderTextureId( RenderTexture renderTexture ) + +Get OpenGL framebuffer object id -- Failure return false - Success return int --- -> format = RL.GetTextureFormat( Texture2D texture ) +> texture = RL.GetRenderTextureTexture( RenderTexture renderTexture ) -Get texture data format ( PixelFormat type ) +Get color buffer attachment texture -- Failure return false -- Success return int +- Success return Texture + +--- + +> texture = RL.GetRenderTextureDepthTexture( RenderTexture renderTexture ) + +Get depth buffer attachment texture + +- Success return Texture --- @@ -4141,7 +3741,6 @@ Get texture data format ( PixelFormat type ) Returns color with alpha applied, alpha goes from 0.0f to 1.0f -- Failure return false - Success return Color --- @@ -4150,7 +3749,6 @@ Returns color with alpha applied, alpha goes from 0.0f to 1.0f Returns hexadecimal value for a Color -- Failure return false - Success return int --- @@ -4159,7 +3757,6 @@ Returns hexadecimal value for a Color Returns Color normalized as float [0..1] -- Failure return false - Success return Vector4 --- @@ -4168,7 +3765,6 @@ Returns Color normalized as float [0..1] Color from normalized values [0..1] -- Failure return false - Success return Color --- @@ -4177,7 +3773,6 @@ Color from normalized values [0..1] Returns HSV values for a Color, hue [0..360], saturation/value [0..1] -- Failure return false - Success return Vector3 --- @@ -4186,7 +3781,6 @@ Returns HSV values for a Color, hue [0..360], saturation/value [0..1] Returns a Color from HSV values, hue [0..360], saturation/value [0..1] -- Failure return false - Success return Color --- @@ -4195,7 +3789,6 @@ Returns a Color from HSV values, hue [0..360], saturation/value [0..1] Get color multiplied with another color -- Failure return false - Success return Color --- @@ -4204,7 +3797,6 @@ Get color multiplied with another color Get color with brightness correction, brightness factor goes from -1.0f to 1.0f -- Failure return false - Success return Color --- @@ -4213,7 +3805,6 @@ Get color with brightness correction, brightness factor goes from -1.0f to 1.0f Get color with contrast correction, contrast values between -1.0f and 1.0f -- Failure return false - Success return Color --- @@ -4222,7 +3813,6 @@ Get color with contrast correction, contrast values between -1.0f and 1.0f Returns color with alpha applied, alpha goes from 0.0f to 1.0f -- Failure return false - Success return Color --- @@ -4231,25 +3821,22 @@ Returns color with alpha applied, alpha goes from 0.0f to 1.0f Returns src alpha-blended into dst color with tint -- Failure return false - Success return Color --- -> color = RL.GetColor( unsigned int hexValue ) +> color = RL.GetColor( int hexValue ) Get Color structure from hexadecimal value -- Failure return false - Success return Color --- -> color = RL.GetPixelColor( Texture2D texture, Vector2 position ) +> color = RL.GetPixelColor( Texture texture, Vector2 position ) Get pixel color from source texture -- Failure return false - Success return Color --- @@ -4258,7 +3845,6 @@ Get pixel color from source texture Get pixel data size in bytes for certain format -- Failure return false - Success return int --- @@ -4531,13 +4117,10 @@ Draw a plane XZ --- -> success = RL.DrawQuad3DTexture( Texture2D texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors ) +> RL.DrawQuad3DTexture( Texture texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors ) Draw 3D textured quad. ( Texture coordinates opengl style 0.0 - 1.0 ). -- Failure return false -- Success return true - --- > success = RL.DrawRay( Ray ray, Color color ) @@ -4756,13 +4339,10 @@ Unload material from GPU memory ( VRAM ) --- -> success = RL.SetMaterialTexture( Material material, int mapType, Texture2D texture ) +> RL.SetMaterialTexture( Material material, int mapType, Texture2D texture ) Set texture for a material map type ( MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS... ) -- Failure return false -- Success return true - --- > success = RL.SetMaterialColor( Material material, int mapType, Color color ) @@ -4783,13 +4363,10 @@ Set value for a material map type --- -> success = RL.SetMaterialShader( Material material, Shader shader ) +> RL.SetMaterialShader( Material material, Shader shader ) Set shader for material -- Failure return false -- Success return true - --- > success = RL.SetMaterialParams( Material material, float{} params ) @@ -4833,7 +4410,7 @@ Get color from material map type. Get material shader. Returns -1 if no shader. - Failure return false -- Success return int +- Success return Shader --- @@ -4913,31 +4490,22 @@ Set material for a mesh ( Mesh and material on this model ) --- -> success = RL.DrawBillboard( Camera3D camera, Texture2D texture, Vector3 position, float size, Color tint ) +> RL.DrawBillboard( Camera3D camera, Texture texture, Vector3 position, float size, Color tint ) Draw a billboard texture -- Failure return false -- Success return true - --- -> success = RL.DrawBillboardRec( Camera3D camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint ) +> RL.DrawBillboardRec( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint ) Draw a billboard texture defined by source -- Failure return false -- Success return true - --- -> success = RL.DrawBillboardPro( Camera3D camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint ) +> RL.DrawBillboardPro( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint ) Draw a billboard texture defined by source and rotation -- Failure return false -- Success return true - --- > success = RL.SetModelTransform( Model model, Matrix transform ) @@ -6924,13 +6492,10 @@ Create a light and get shader locations --- -> success = RL.UpdateLightValues( Shader shader, Light light ) +> RL.UpdateLightValues( Shader shader, Light light ) Send light properties to shader -- Failure return false -- Success return true - --- > success = RL.SetLightType( Light light, int type ) @@ -7905,14 +7470,11 @@ Set eyes view offsets matrices for stereo rendering --- -> success = RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter ) +> RL.glBlitFramebuffer( RenderTexture srcTex, RenderTexture dstTex, Rectangle srcRect, Rectangle dstRect, int mask, int filter ) Copy a block of pixels from one framebuffer object to another. Use -1 RenderTexture for window framebuffer. -- Failure return false -- Success return true - --- ## Easings - Linear Easing functions |
