mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-10-26 12:27:01 +00:00 
			
		
		
		
	 1f6eb1fc61
			
		
	
	1f6eb1fc61
	
	
	
		
			
			raylib webpage has been completely reorganized and moved from gh-pages (a pain to work with) to docs folder. Useless libs have been removed, webs have been renamed, etc. Now it would be easier (hopefully) to update webpage. :)
		
			
				
	
	
		
			118 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			118 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| 
 | |
|     // Window-related functions
 | |
|     void InitWindow(int width, int height, char* title);                    // Initialize Window and Graphics Context (OpenGL)
 | |
|     void CloseWindow(void);                                                 // Close Window and Terminate Context
 | |
|     bool WindowShouldClose(void);                                           // Detect if KEY_ESCAPE pressed or Close icon pressed
 | |
|     bool IsWindowMinimized(void);                                           // Detect if window has been minimized (or lost focus)
 | |
|     void ToggleFullscreen(void);                                            // Fullscreen toggle (by default F11)
 | |
|     int GetScreenWidth(void);                                               // Get current screen width
 | |
|     int GetScreenHeight(void);                                              // Get current screen height
 | |
|     
 | |
|     // Cursor-related functions
 | |
|     void ShowCursor(void);                                                  // Shows cursor
 | |
|     void HideCursor(void);                                                  // Hides cursor
 | |
|     bool IsCursorHidden(void);                                              // Returns true if cursor is not visible
 | |
|     void EnableCursor(void);                                                // Enables cursor
 | |
|     void DisableCursor(void);                                               // Disables cursor
 | |
| 
 | |
|     // Drawing-related functions
 | |
|     void ClearBackground(Color color);                                      // Sets Background Color
 | |
|     void BeginDrawing(void);                                                // Setup drawing canvas to start drawing
 | |
|     void EndDrawing(void);                                                  // End canvas drawing and Swap Buffers (Double Buffering)
 | |
| 
 | |
|     void Begin2dMode(Camera2D camera);                                      // Initialize 2D mode with custom camera
 | |
|     void End2dMode(void);                                                   // Ends 2D mode custom camera usage
 | |
|     void Begin3dMode(Camera camera);                                        // Initializes 3D mode for drawing (Camera setup)
 | |
|     void End3dMode(void);                                                   // Ends 3D mode and returns to default 2D orthographic mode
 | |
|     void BeginTextureMode(RenderTexture2D target);                          // Initializes render texture for drawing
 | |
|     void EndTextureMode(void);                                              // Ends drawing to render texture
 | |
|     
 | |
|     Ray GetMouseRay(Vector2 mousePosition, Camera camera);                  // Returns a ray trace from mouse position
 | |
|     Vector2 GetWorldToScreen(Vector3 position, Camera camera);              // Returns the screen space position from a 3d world space position
 | |
|     Matrix GetCameraMatrix(Camera camera);                                  // Returns camera transform matrix (view matrix)
 | |
| 
 | |
|     // Timming-related functions
 | |
|     void SetTargetFPS(int fps);                                             // Set target FPS (maximum)
 | |
|     float GetFPS(void);                                                     // Returns current FPS
 | |
|     float GetFrameTime(void);                                               // Returns time in seconds for one frame
 | |
| 
 | |
|     // Color-related functions
 | |
|     Color GetColor(int hexValue);                                           // Returns a Color struct from hexadecimal value
 | |
|     int GetHexValue(Color color);                                           // Returns hexadecimal value for a Color
 | |
|     float *ColorToFloat(Color color);                                       // Converts Color to float array and normalizes
 | |
|     float *VectorToFloat(Vector3 vec);                                      // Converts Vector3 to float array
 | |
|     float *MatrixToFloat(Matrix mat);                                       // Converts Matrix to float array
 | |
| 
 | |
|     // Misc. functions
 | |
|     int GetRandomValue(int min, int max);                                   // Returns a random value between min and max (both included)
 | |
|     Color Fade(Color color, float alpha);                                   // Color fade-in or fade-out, alpha goes from 0.0 to 1.0
 | |
|     void SetConfigFlags(char flags);                                        // Setup some window configuration flags
 | |
|     void ShowLogo(void);                                                    // Activates raylib logo at startup (can be done with flags)
 | |
| 
 | |
|     // Drag-and-drop files functions
 | |
|     bool IsFileDropped(void);                                               // Check if a file have been dropped into window
 | |
|     char **GetDroppedFiles(int *count);                                     // Retrieve dropped files into window
 | |
|     void ClearDroppedFiles(void);                                           // Clear dropped files paths buffer
 | |
| 
 | |
|     // Persistent storage management
 | |
|     void StorageSaveValue(int position, int value);                         // Storage save integer value (to defined position)
 | |
|     int StorageLoadValue(int position);                                     // Storage load integer value (from defined position)
 | |
|     
 | |
|     // Input-related functions: keyboard
 | |
|     bool IsKeyPressed(int key);                                             // Detect if a key has been pressed once
 | |
|     bool IsKeyDown(int key);                                                // Detect if a key is being pressed
 | |
|     bool IsKeyReleased(int key);                                            // Detect if a key has been released once
 | |
|     bool IsKeyUp(int key);                                                  // Detect if a key is NOT being pressed
 | |
|     int GetKeyPressed(void);                                                // Get latest key pressed
 | |
|     void SetExitKey(int key);                                               // Set a custom key to exit program (default is ESC)
 | |
| 
 | |
|     // Input-related functions: gamepads
 | |
|     bool IsGamepadAvailable(int gamepad);                                   // Detect if a gamepad is available
 | |
|     bool IsGamepadName(int gamepad, const char *name);                      // Check gamepad name (if available)
 | |
|     const char *GetGamepadName(int gamepad);                                // Return gamepad internal name id
 | |
|     bool IsGamepadButtonPressed(int gamepad, int button);                   // Detect if a gamepad button has been pressed once
 | |
|     bool IsGamepadButtonDown(int gamepad, int button);                      // Detect if a gamepad button is being pressed
 | |
|     bool IsGamepadButtonReleased(int gamepad, int button);                  // Detect if a gamepad button has been released once
 | |
|     bool IsGamepadButtonUp(int gamepad, int button);                        // Detect if a gamepad button is NOT being pressed
 | |
|     int GetGamepadButtonPressed(void);                                      // Get the last gamepad button pressed
 | |
|     int GetGamepadAxisCount(int gamepad);                                   // Return gamepad axis count for a gamepad
 | |
|     float GetGamepadAxisMovement(int gamepad, int axis);                    // Return axis movement value for a gamepad axis
 | |
| 
 | |
|     // Input-related functions: mouse
 | |
|     bool IsMouseButtonPressed(int button);                                  // Detect if a mouse button has been pressed once
 | |
|     bool IsMouseButtonDown(int button);                                     // Detect if a mouse button is being pressed
 | |
|     bool IsMouseButtonReleased(int button);                                 // Detect if a mouse button has been released once
 | |
|     bool IsMouseButtonUp(int button);                                       // Detect if a mouse button is NOT being pressed
 | |
|     int GetMouseX(void);                                                    // Returns mouse position X
 | |
|     int GetMouseY(void);                                                    // Returns mouse position Y
 | |
|     Vector2 GetMousePosition(void);                                         // Returns mouse position XY
 | |
|     void SetMousePosition(Vector2 position);                                // Set mouse position XY
 | |
|     int GetMouseWheelMove(void);                                            // Returns mouse wheel movement Y
 | |
| 
 | |
|     // Input-related functions: touch
 | |
|     int GetTouchX(void);                                                    // Get touch position X for touch point 0 (relative to screen size)
 | |
|     int GetTouchY(void);                                                    // Get touch position Y for touch point 0 (relative to screen size)
 | |
|     Vector2 GetTouchPosition(int index);                                    // Get touch position XY for a touch point index (relative to screen size)
 | |
| 
 | |
|     // Gestures-related functions
 | |
|     void SetGesturesEnabled(unsigned int gestureFlags);                     // Enable a set of gestures using flags
 | |
|     bool IsGestureDetected(int gesture);                                    // Check if a gesture have been detected
 | |
|     int GetGestureDetected(void);                                           // Get latest detected gesture
 | |
|     int GetTouchPointsCount(void);                                          // Get touch points count
 | |
|     float GetGestureHoldDuration(void);                                     // Get gesture hold time in milliseconds
 | |
|     Vector2 GetGestureDragVector(void);                                     // Get gesture drag vector
 | |
|     float GetGestureDragAngle(void);                                        // Get gesture drag angle
 | |
|     Vector2 GetGesturePinchVector(void);                                    // Get gesture pinch delta
 | |
|     float GetGesturePinchAngle(void);                                       // Get gesture pinch angle
 | |
|     
 | |
|     // Camera-related functions
 | |
|     SetCameraMode(Camera camera, int mode);                                 // Set camera mode (multiple camera modes available)
 | |
|     void UpdateCamera(Camera *camera);                                      // Update camera position for selected mode
 | |
|     void SetCameraPanControl(int panKey);                                   // Set camera pan key to combine with mouse movement (free camera)
 | |
|     void SetCameraAltControl(int altKey);                                   // Set camera alt key to combine with mouse movement (free camera)
 | |
|     void SetCameraSmoothZoomControl(int szKey);                             // Set camera smooth zoom key to combine with mouse (free camera)
 | |
|     void SetCameraMoveControls(int frontKey, int backKey,
 | |
|                                int rightKey, int leftKey,
 | |
|                                int upKey, int downKey);                     // Set camera move controls (1st person and 3rd person cameras)
 | |
| 
 | |
|                                
 |