mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-11-04 01:34:19 +00:00 
			
		
		
		
	Reviewed functions description
Replaced: Returns -> Get
This commit is contained in:
		
							
								
								
									
										32
									
								
								src/core.c
									
									
									
									
									
								
							
							
						
						
									
										32
									
								
								src/core.c
									
									
									
									
									
								
							@@ -2320,7 +2320,7 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
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    //rlDisableShader();
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}
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// Returns a ray trace from mouse position
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// Get a ray trace from mouse position
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Ray GetMouseRay(Vector2 mouse, Camera camera)
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{
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    Ray ray = { 0 };
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@@ -2381,7 +2381,7 @@ Matrix GetCameraMatrix(Camera camera)
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    return MatrixLookAt(camera.position, camera.target, camera.up);
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}
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// Returns camera 2d transform matrix
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// Get camera 2d transform matrix
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Matrix GetCameraMatrix2D(Camera2D camera)
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{
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    Matrix matTransform = { 0 };
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@@ -2409,7 +2409,7 @@ Matrix GetCameraMatrix2D(Camera2D camera)
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    return matTransform;
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}
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// Returns the screen space position from a 3d world space position
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// Get the screen space position from a 3d world space position
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Vector2 GetWorldToScreen(Vector3 position, Camera camera)
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{
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    Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
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@@ -2417,7 +2417,7 @@ Vector2 GetWorldToScreen(Vector3 position, Camera camera)
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    return screenPosition;
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}
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// Returns size position for a 3d world space position (useful for texture drawing)
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// Get size position for a 3d world space position (useful for texture drawing)
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Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
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{
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    // Calculate projection matrix (from perspective instead of frustum
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@@ -2459,7 +2459,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
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    return screenPosition;
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}
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// Returns the screen space position for a 2d camera world space position
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// Get the screen space position for a 2d camera world space position
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Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
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{
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    Matrix matCamera = GetCameraMatrix2D(camera);
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@@ -2468,7 +2468,7 @@ Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
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    return (Vector2){ transform.x, transform.y };
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}
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// Returns the world space position for a 2d camera screen space position
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// Get the world space position for a 2d camera screen space position
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Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
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{
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    Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
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@@ -2486,7 +2486,7 @@ void SetTargetFPS(int fps)
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    TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000);
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}
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// Returns current FPS
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// Get current FPS
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// NOTE: We calculate an average framerate
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int GetFPS(void)
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{
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@@ -2513,7 +2513,7 @@ int GetFPS(void)
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    return (int)roundf(1.0f/average);
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}
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// Returns time in seconds for last frame drawn (delta time)
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// Get time in seconds for last frame drawn (delta time)
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float GetFrameTime(void)
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{
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    return (float)CORE.Time.frame;
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@@ -2588,7 +2588,7 @@ void TakeScreenshot(const char *fileName)
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    TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
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}
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// Returns a random value between min and max (both included)
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// Get a random value between min and max (both included)
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int GetRandomValue(int min, int max)
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{
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    if (min > max)
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@@ -3357,7 +3357,7 @@ bool IsMouseButtonUp(int button)
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    return !IsMouseButtonDown(button);
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}
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// Returns mouse position X
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// Get mouse position X
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int GetMouseX(void)
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{
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#if defined(PLATFORM_ANDROID)
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@@ -3367,7 +3367,7 @@ int GetMouseX(void)
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#endif
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}
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// Returns mouse position Y
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// Get mouse position Y
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int GetMouseY(void)
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{
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#if defined(PLATFORM_ANDROID)
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@@ -3377,7 +3377,7 @@ int GetMouseY(void)
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#endif
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}
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// Returns mouse position XY
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// Get mouse position XY
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Vector2 GetMousePosition(void)
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{
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    Vector2 position = { 0 };
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@@ -3419,7 +3419,7 @@ void SetMouseScale(float scaleX, float scaleY)
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    CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
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}
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// Returns mouse wheel movement Y
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// Get mouse wheel movement Y
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float GetMouseWheelMove(void)
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{
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#if defined(PLATFORM_ANDROID)
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@@ -3447,7 +3447,7 @@ void SetMouseCursor(int cursor)
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#endif
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}
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// Returns touch position X for touch point 0 (relative to screen size)
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// Get touch position X for touch point 0 (relative to screen size)
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int GetTouchX(void)
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{
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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@@ -3457,7 +3457,7 @@ int GetTouchX(void)
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#endif
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}
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// Returns touch position Y for touch point 0 (relative to screen size)
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// Get touch position Y for touch point 0 (relative to screen size)
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int GetTouchY(void)
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{
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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@@ -3467,7 +3467,7 @@ int GetTouchY(void)
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#endif
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}
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// Returns touch position XY for a touch point index (relative to screen size)
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// Get touch position XY for a touch point index (relative to screen size)
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// TODO: Touch position should be scaled depending on display size and render size
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Vector2 GetTouchPosition(int index)
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{
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@@ -490,7 +490,7 @@ float GetGesturePinchAngle(void)
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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#if defined(GESTURES_STANDALONE)
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// Returns angle from two-points vector with X-axis
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// Get angle from two-points vector with X-axis
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static float Vector2Angle(Vector2 v1, Vector2 v2)
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{
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    float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI);
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										54
									
								
								src/raylib.h
									
									
									
									
									
								
							
							
						
						
									
										54
									
								
								src/raylib.h
									
									
									
									
									
								
							@@ -1004,22 +1004,22 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
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RLAPI void UnloadShader(Shader shader);                                    // Unload shader from GPU memory (VRAM)
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// Screen-space-related functions
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Returns a ray trace from mouse position
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RLAPI Matrix GetCameraMatrix(Camera camera);                      // Returns camera transform matrix (view matrix)
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RLAPI Matrix GetCameraMatrix2D(Camera2D camera);                  // Returns camera 2d transform matrix
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Returns the screen space position for a 3d world space position
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RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
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RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
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RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera);      // Get a ray trace from mouse position
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RLAPI Matrix GetCameraMatrix(Camera camera);                      // Get camera transform matrix (view matrix)
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RLAPI Matrix GetCameraMatrix2D(Camera2D camera);                  // Get camera 2d transform matrix
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);  // Get the screen space position for a 3d world space position
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RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
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RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
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RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
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// Timing-related functions
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RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)
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RLAPI int GetFPS(void);                                           // Returns current FPS
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RLAPI float GetFrameTime(void);                                   // Returns time in seconds for last frame drawn (delta time)
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RLAPI double GetTime(void);                                       // Returns elapsed time in seconds since InitWindow()
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RLAPI int GetFPS(void);                                           // Get current FPS
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RLAPI float GetFrameTime(void);                                   // Get time in seconds for last frame drawn (delta time)
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RLAPI double GetTime(void);                                       // Get elapsed time in seconds since InitWindow()
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// Misc. functions
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RLAPI int GetRandomValue(int min, int max);                       // Returns a random value between min and max (both included)
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RLAPI int GetRandomValue(int min, int max);                       // Get a random value between min and max (both included)
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RLAPI void TakeScreenshot(const char *fileName);                  // Takes a screenshot of current screen (filename extension defines format)
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RLAPI void SetConfigFlags(unsigned int flags);                    // Setup init configuration flags (view FLAGS)
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@@ -1101,19 +1101,19 @@ RLAPI bool IsMouseButtonPressed(int button);                  // Detect if a mou
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RLAPI bool IsMouseButtonDown(int button);                     // Detect if a mouse button is being pressed
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RLAPI bool IsMouseButtonReleased(int button);                 // Detect if a mouse button has been released once
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RLAPI bool IsMouseButtonUp(int button);                       // Detect if a mouse button is NOT being pressed
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RLAPI int GetMouseX(void);                                    // Returns mouse position X
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RLAPI int GetMouseY(void);                                    // Returns mouse position Y
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RLAPI Vector2 GetMousePosition(void);                         // Returns mouse position XY
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RLAPI int GetMouseX(void);                                    // Get mouse position X
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RLAPI int GetMouseY(void);                                    // Get mouse position Y
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RLAPI Vector2 GetMousePosition(void);                         // Get mouse position XY
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RLAPI void SetMousePosition(int x, int y);                    // Set mouse position XY
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RLAPI void SetMouseOffset(int offsetX, int offsetY);          // Set mouse offset
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RLAPI void SetMouseScale(float scaleX, float scaleY);         // Set mouse scaling
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RLAPI float GetMouseWheelMove(void);                          // Returns mouse wheel movement Y
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RLAPI float GetMouseWheelMove(void);                          // Get mouse wheel movement Y
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RLAPI void SetMouseCursor(int cursor);                        // Set mouse cursor
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// Input-related functions: touch
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RLAPI int GetTouchX(void);                                    // Returns touch position X for touch point 0 (relative to screen size)
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RLAPI int GetTouchY(void);                                    // Returns touch position Y for touch point 0 (relative to screen size)
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RLAPI Vector2 GetTouchPosition(int index);                    // Returns touch position XY for a touch point index (relative to screen size)
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RLAPI int GetTouchX(void);                                    // Get touch position X for touch point 0 (relative to screen size)
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RLAPI int GetTouchY(void);                                    // Get touch position Y for touch point 0 (relative to screen size)
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RLAPI Vector2 GetTouchPosition(int index);                    // Get touch position XY for a touch point index (relative to screen size)
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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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@@ -1299,14 +1299,14 @@ RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle
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RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint);      // Draw a textured polygon
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// Color/pixel related functions
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RLAPI Color Fade(Color color, float alpha);                                 // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI int ColorToInt(Color color);                                          // Returns hexadecimal value for a Color
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RLAPI Vector4 ColorNormalize(Color color);                                  // Returns Color normalized as float [0..1]
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RLAPI Color ColorFromNormalized(Vector4 normalized);                        // Returns Color from normalized values [0..1]
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RLAPI Vector3 ColorToHSV(Color color);                                      // Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorFromHSV(float hue, float saturation, float value);         // Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorAlpha(Color color, float alpha);                           // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Returns src alpha-blended into dst color with tint
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RLAPI Color Fade(Color color, float alpha);                                 // Get color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI int ColorToInt(Color color);                                          // Get hexadecimal value for a Color
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RLAPI Vector4 ColorNormalize(Color color);                                  // Get Color normalized as float [0..1]
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RLAPI Color ColorFromNormalized(Vector4 normalized);                        // Get Color from normalized values [0..1]
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RLAPI Vector3 ColorToHSV(Color color);                                      // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorFromHSV(float hue, float saturation, float value);         // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorAlpha(Color color, float alpha);                           // Get color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint);              // Get src alpha-blended into dst color with tint
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RLAPI Color GetColor(int hexValue);                                         // Get Color structure from hexadecimal value
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RLAPI Color GetPixelColor(void *srcPtr, int format);                        // Get Color from a source pixel pointer of certain format
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RLAPI void SetPixelColor(void *dstPtr, Color color, int format);            // Set color formatted into destination pixel pointer
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		||||
@@ -1362,7 +1362,7 @@ RLAPI char *TextToUtf8(int *codepoints, int length);                  // Encode
 | 
			
		||||
// UTF8 text strings management functions
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RLAPI int *GetCodepoints(const char *text, int *count);               // Get all codepoints in a string, codepoints count returned by parameters
 | 
			
		||||
RLAPI int GetCodepointsCount(const char *text);                       // Get total number of characters (codepoints) in a UTF8 encoded string
 | 
			
		||||
RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed);    // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
 | 
			
		||||
RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed);    // Get next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
 | 
			
		||||
RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength);    // Encode codepoint into utf8 text (char array length returned as parameter)
 | 
			
		||||
 | 
			
		||||
//------------------------------------------------------------------------------------
 | 
			
		||||
 
 | 
			
		||||
@@ -609,7 +609,7 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns Vector3 as float array
 | 
			
		||||
// Get Vector3 as float array
 | 
			
		||||
RMDEF float3 Vector3ToFloatV(Vector3 v)
 | 
			
		||||
{
 | 
			
		||||
    float3 buffer = { 0 };
 | 
			
		||||
@@ -644,7 +644,7 @@ RMDEF float MatrixDeterminant(Matrix mat)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns the trace of the matrix (sum of the values along the diagonal)
 | 
			
		||||
// Get the trace of the matrix (sum of the values along the diagonal)
 | 
			
		||||
RMDEF float MatrixTrace(Matrix mat)
 | 
			
		||||
{
 | 
			
		||||
    float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
 | 
			
		||||
@@ -750,7 +750,7 @@ RMDEF Matrix MatrixNormalize(Matrix mat)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns identity matrix
 | 
			
		||||
// Get identity matrix
 | 
			
		||||
RMDEF Matrix MatrixIdentity(void)
 | 
			
		||||
{
 | 
			
		||||
    Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
 | 
			
		||||
@@ -811,7 +811,7 @@ RMDEF Matrix MatrixSubtract(Matrix left, Matrix right)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns two matrix multiplication
 | 
			
		||||
// Get two matrix multiplication
 | 
			
		||||
// NOTE: When multiplying matrices... the order matters!
 | 
			
		||||
RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
 | 
			
		||||
{
 | 
			
		||||
@@ -837,7 +837,7 @@ RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns translation matrix
 | 
			
		||||
// Get translation matrix
 | 
			
		||||
RMDEF Matrix MatrixTranslate(float x, float y, float z)
 | 
			
		||||
{
 | 
			
		||||
    Matrix result = { 1.0f, 0.0f, 0.0f, x,
 | 
			
		||||
@@ -893,7 +893,7 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns x-rotation matrix (angle in radians)
 | 
			
		||||
// Get x-rotation matrix (angle in radians)
 | 
			
		||||
RMDEF Matrix MatrixRotateX(float angle)
 | 
			
		||||
{
 | 
			
		||||
    Matrix result = MatrixIdentity();
 | 
			
		||||
@@ -909,7 +909,7 @@ RMDEF Matrix MatrixRotateX(float angle)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns y-rotation matrix (angle in radians)
 | 
			
		||||
// Get y-rotation matrix (angle in radians)
 | 
			
		||||
RMDEF Matrix MatrixRotateY(float angle)
 | 
			
		||||
{
 | 
			
		||||
    Matrix result = MatrixIdentity();
 | 
			
		||||
@@ -925,7 +925,7 @@ RMDEF Matrix MatrixRotateY(float angle)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns z-rotation matrix (angle in radians)
 | 
			
		||||
// Get z-rotation matrix (angle in radians)
 | 
			
		||||
RMDEF Matrix MatrixRotateZ(float angle)
 | 
			
		||||
{
 | 
			
		||||
    Matrix result = MatrixIdentity();
 | 
			
		||||
@@ -942,7 +942,7 @@ RMDEF Matrix MatrixRotateZ(float angle)
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
// Returns xyz-rotation matrix (angles in radians)
 | 
			
		||||
// Get xyz-rotation matrix (angles in radians)
 | 
			
		||||
RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
 | 
			
		||||
{
 | 
			
		||||
    Matrix result = MatrixIdentity();
 | 
			
		||||
@@ -969,7 +969,7 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns zyx-rotation matrix (angles in radians)
 | 
			
		||||
// Get zyx-rotation matrix (angles in radians)
 | 
			
		||||
RMDEF Matrix MatrixRotateZYX(Vector3 ang)
 | 
			
		||||
{
 | 
			
		||||
    Matrix result = { 0 };
 | 
			
		||||
@@ -1004,7 +1004,7 @@ RMDEF Matrix MatrixRotateZYX(Vector3 ang)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns scaling matrix
 | 
			
		||||
// Get scaling matrix
 | 
			
		||||
RMDEF Matrix MatrixScale(float x, float y, float z)
 | 
			
		||||
{
 | 
			
		||||
    Matrix result = { x, 0.0f, 0.0f, 0.0f,
 | 
			
		||||
@@ -1015,7 +1015,7 @@ RMDEF Matrix MatrixScale(float x, float y, float z)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns perspective projection matrix
 | 
			
		||||
// Get perspective projection matrix
 | 
			
		||||
RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
 | 
			
		||||
{
 | 
			
		||||
    Matrix result = { 0 };
 | 
			
		||||
@@ -1047,7 +1047,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns perspective projection matrix
 | 
			
		||||
// Get perspective projection matrix
 | 
			
		||||
// NOTE: Angle should be provided in radians
 | 
			
		||||
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
 | 
			
		||||
{
 | 
			
		||||
@@ -1058,7 +1058,7 @@ RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double f
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns orthographic projection matrix
 | 
			
		||||
// Get orthographic projection matrix
 | 
			
		||||
RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
 | 
			
		||||
{
 | 
			
		||||
    Matrix result = { 0 };
 | 
			
		||||
@@ -1087,7 +1087,7 @@ RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, d
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns camera look-at matrix (view matrix)
 | 
			
		||||
// Get camera look-at matrix (view matrix)
 | 
			
		||||
RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
 | 
			
		||||
{
 | 
			
		||||
    Matrix result = { 0 };
 | 
			
		||||
@@ -1118,7 +1118,7 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns float array of matrix data
 | 
			
		||||
// Get float array of matrix data
 | 
			
		||||
RMDEF float16 MatrixToFloatV(Matrix mat)
 | 
			
		||||
{
 | 
			
		||||
    float16 buffer = { 0 };
 | 
			
		||||
@@ -1175,7 +1175,7 @@ RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns identity quaternion
 | 
			
		||||
// Get identity quaternion
 | 
			
		||||
RMDEF Quaternion QuaternionIdentity(void)
 | 
			
		||||
{
 | 
			
		||||
    Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
 | 
			
		||||
@@ -1351,7 +1351,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns a quaternion for a given rotation matrix
 | 
			
		||||
// Get a quaternion for a given rotation matrix
 | 
			
		||||
RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
 | 
			
		||||
{
 | 
			
		||||
    Quaternion result = { 0 };
 | 
			
		||||
@@ -1385,7 +1385,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns a matrix for a given quaternion
 | 
			
		||||
// Get a matrix for a given quaternion
 | 
			
		||||
RMDEF Matrix QuaternionToMatrix(Quaternion q)
 | 
			
		||||
{
 | 
			
		||||
    Matrix result = MatrixIdentity();
 | 
			
		||||
@@ -1415,7 +1415,7 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns rotation quaternion for an angle and axis
 | 
			
		||||
// Get rotation quaternion for an angle and axis
 | 
			
		||||
// NOTE: angle must be provided in radians
 | 
			
		||||
RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
 | 
			
		||||
{
 | 
			
		||||
@@ -1440,7 +1440,7 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns the rotation angle and axis for a given quaternion
 | 
			
		||||
// Get the rotation angle and axis for a given quaternion
 | 
			
		||||
RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
 | 
			
		||||
{
 | 
			
		||||
    if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q);
 | 
			
		||||
@@ -1466,7 +1466,7 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
 | 
			
		||||
    *outAngle = resAngle;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns the quaternion equivalent to Euler angles
 | 
			
		||||
// Get the quaternion equivalent to Euler angles
 | 
			
		||||
// NOTE: Rotation order is ZYX
 | 
			
		||||
RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
 | 
			
		||||
{
 | 
			
		||||
 
 | 
			
		||||
@@ -546,7 +546,7 @@ RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation);
 | 
			
		||||
RLAPI void rlglInit(int width, int height);           // Initialize rlgl (buffers, shaders, textures, states)
 | 
			
		||||
RLAPI void rlglClose(void);                           // De-inititialize rlgl (buffers, shaders, textures)
 | 
			
		||||
RLAPI void rlLoadExtensions(void *loader);            // Load OpenGL extensions (loader function required)
 | 
			
		||||
RLAPI int rlGetVersion(void);                         // Returns current OpenGL version
 | 
			
		||||
RLAPI int rlGetVersion(void);                         // Get current OpenGL version
 | 
			
		||||
RLAPI int rlGetFramebufferWidth(void);                // Get default framebuffer width
 | 
			
		||||
RLAPI int rlGetFramebufferHeight(void);               // Get default framebuffer height
 | 
			
		||||
 | 
			
		||||
@@ -1892,7 +1892,7 @@ void rlLoadExtensions(void *loader)
 | 
			
		||||
#endif  // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns current OpenGL version
 | 
			
		||||
// Get current OpenGL version
 | 
			
		||||
int rlGetVersion(void)
 | 
			
		||||
{
 | 
			
		||||
#if defined(GRAPHICS_API_OPENGL_11)
 | 
			
		||||
 
 | 
			
		||||
@@ -1123,7 +1123,7 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing
 | 
			
		||||
    return vec;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns index position for a unicode character on spritefont
 | 
			
		||||
// Get index position for a unicode character on spritefont
 | 
			
		||||
int GetGlyphIndex(Font font, int codepoint)
 | 
			
		||||
{
 | 
			
		||||
#ifndef GLYPH_NOTFOUND_CHAR_FALLBACK
 | 
			
		||||
@@ -1586,7 +1586,7 @@ int *GetCodepoints(const char *text, int *count)
 | 
			
		||||
    return codepoints;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns total number of characters(codepoints) in a UTF8 encoded text, until '\0' is found
 | 
			
		||||
// Get total number of characters(codepoints) in a UTF8 encoded text, until '\0' is found
 | 
			
		||||
// NOTE: If an invalid UTF8 sequence is encountered a '?'(0x3f) codepoint is counted instead
 | 
			
		||||
int GetCodepointsCount(const char *text)
 | 
			
		||||
{
 | 
			
		||||
@@ -1608,7 +1608,7 @@ int GetCodepointsCount(const char *text)
 | 
			
		||||
}
 | 
			
		||||
#endif      // SUPPORT_TEXT_MANIPULATION
 | 
			
		||||
 | 
			
		||||
// Returns next codepoint in a UTF8 encoded text, scanning until '\0' is found
 | 
			
		||||
// Get next codepoint in a UTF8 encoded text, scanning until '\0' is found
 | 
			
		||||
// When a invalid UTF8 byte is encountered we exit as soon as possible and a '?'(0x3f) codepoint is returned
 | 
			
		||||
// Total number of bytes processed are returned as a parameter
 | 
			
		||||
// NOTE: the standard says U+FFFD should be returned in case of errors
 | 
			
		||||
 
 | 
			
		||||
@@ -3553,7 +3553,7 @@ void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2
 | 
			
		||||
    rlSetTexture(0);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
 | 
			
		||||
// Get color with alpha applied, alpha goes from 0.0f to 1.0f
 | 
			
		||||
Color Fade(Color color, float alpha)
 | 
			
		||||
{
 | 
			
		||||
    if (alpha < 0.0f) alpha = 0.0f;
 | 
			
		||||
@@ -3562,13 +3562,13 @@ Color Fade(Color color, float alpha)
 | 
			
		||||
    return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns hexadecimal value for a Color
 | 
			
		||||
// Get hexadecimal value for a Color
 | 
			
		||||
int ColorToInt(Color color)
 | 
			
		||||
{
 | 
			
		||||
    return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns color normalized as float [0..1]
 | 
			
		||||
// Get color normalized as float [0..1]
 | 
			
		||||
Vector4 ColorNormalize(Color color)
 | 
			
		||||
{
 | 
			
		||||
    Vector4 result;
 | 
			
		||||
@@ -3581,7 +3581,7 @@ Vector4 ColorNormalize(Color color)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns color from normalized values [0..1]
 | 
			
		||||
// Get color from normalized values [0..1]
 | 
			
		||||
Color ColorFromNormalized(Vector4 normalized)
 | 
			
		||||
{
 | 
			
		||||
    Color result;
 | 
			
		||||
@@ -3594,7 +3594,7 @@ Color ColorFromNormalized(Vector4 normalized)
 | 
			
		||||
    return result;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns HSV values for a Color
 | 
			
		||||
// Get HSV values for a Color
 | 
			
		||||
// NOTE: Hue is returned as degrees [0..360]
 | 
			
		||||
Vector3 ColorToHSV(Color color)
 | 
			
		||||
{
 | 
			
		||||
@@ -3646,7 +3646,7 @@ Vector3 ColorToHSV(Color color)
 | 
			
		||||
    return hsv;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns a Color from HSV values
 | 
			
		||||
// Get a Color from HSV values
 | 
			
		||||
// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
 | 
			
		||||
// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
 | 
			
		||||
// Hue is provided in degrees: [0..360]
 | 
			
		||||
@@ -3682,7 +3682,7 @@ Color ColorFromHSV(float hue, float saturation, float value)
 | 
			
		||||
    return color;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
 | 
			
		||||
// Get color with alpha applied, alpha goes from 0.0f to 1.0f
 | 
			
		||||
Color ColorAlpha(Color color, float alpha)
 | 
			
		||||
{
 | 
			
		||||
    if (alpha < 0.0f) alpha = 0.0f;
 | 
			
		||||
@@ -3691,7 +3691,7 @@ Color ColorAlpha(Color color, float alpha)
 | 
			
		||||
    return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns src alpha-blended into dst color with tint
 | 
			
		||||
// Get src alpha-blended into dst color with tint
 | 
			
		||||
Color ColorAlphaBlend(Color dst, Color src, Color tint)
 | 
			
		||||
{
 | 
			
		||||
    Color out = WHITE;
 | 
			
		||||
@@ -3746,7 +3746,7 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
 | 
			
		||||
    return out;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Returns a Color struct from hexadecimal value
 | 
			
		||||
// Get a Color struct from hexadecimal value
 | 
			
		||||
Color GetColor(int hexValue)
 | 
			
		||||
{
 | 
			
		||||
    Color color;
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user