Raylib-FFI

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docs/raylib.h  view on Meta::CPAN

typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileIO: Save text data

//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// It's lonely here...

//------------------------------------------------------------------------------------
// Window and Graphics Device Functions (Module: core)
//------------------------------------------------------------------------------------

#if defined(__cplusplus)
extern "C" {            // Prevents name mangling of functions
#endif

// Window-related functions
RLAPI void InitWindow(int width, int height, const char *title);  // Initialize window and OpenGL context
RLAPI void CloseWindow(void);                                     // Close window and unload OpenGL context
RLAPI bool WindowShouldClose(void);                               // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked)
RLAPI bool IsWindowReady(void);                                   // Check if window has been initialized successfully
RLAPI bool IsWindowFullscreen(void);                              // Check if window is currently fullscreen
RLAPI bool IsWindowHidden(void);                                  // Check if window is currently hidden
RLAPI bool IsWindowMinimized(void);                               // Check if window is currently minimized
RLAPI bool IsWindowMaximized(void);                               // Check if window is currently maximized
RLAPI bool IsWindowFocused(void);                                 // Check if window is currently focused
RLAPI bool IsWindowResized(void);                                 // Check if window has been resized last frame
RLAPI bool IsWindowState(unsigned int flag);                      // Check if one specific window flag is enabled
RLAPI void SetWindowState(unsigned int flags);                    // Set window configuration state using flags
RLAPI void ClearWindowState(unsigned int flags);                  // Clear window configuration state flags
RLAPI void ToggleFullscreen(void);                                // Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
RLAPI void ToggleBorderlessWindowed(void);                        // Toggle window state: borderless windowed, resizes window to match monitor resolution
RLAPI void MaximizeWindow(void);                                  // Set window state: maximized, if resizable
RLAPI void MinimizeWindow(void);                                  // Set window state: minimized, if resizable
RLAPI void RestoreWindow(void);                                   // Set window state: not minimized/maximized
RLAPI void SetWindowIcon(Image image);                            // Set icon for window (single image, RGBA 32bit)
RLAPI void SetWindowIcons(Image *images, int count);              // Set icon for window (multiple images, RGBA 32bit)
RLAPI void SetWindowTitle(const char *title);                     // Set title for window
RLAPI void SetWindowPosition(int x, int y);                       // Set window position on screen
RLAPI void SetWindowMonitor(int monitor);                         // Set monitor for the current window
RLAPI void SetWindowMinSize(int width, int height);               // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowMaxSize(int width, int height);               // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE)
RLAPI void SetWindowSize(int width, int height);                  // Set window dimensions
RLAPI void SetWindowOpacity(float opacity);                       // Set window opacity [0.0f..1.0f]
RLAPI void SetWindowFocused(void);                                // Set window focused
RLAPI void *GetWindowHandle(void);                                // Get native window handle
RLAPI int GetScreenWidth(void);                                   // Get current screen width
RLAPI int GetScreenHeight(void);                                  // Get current screen height
RLAPI int GetRenderWidth(void);                                   // Get current render width (it considers HiDPI)
RLAPI int GetRenderHeight(void);                                  // Get current render height (it considers HiDPI)
RLAPI int GetMonitorCount(void);                                  // Get number of connected monitors
RLAPI int GetCurrentMonitor(void);                                // Get current monitor where window is placed
RLAPI Vector2 GetMonitorPosition(int monitor);                    // Get specified monitor position
RLAPI int GetMonitorWidth(int monitor);                           // Get specified monitor width (current video mode used by monitor)
RLAPI int GetMonitorHeight(int monitor);                          // Get specified monitor height (current video mode used by monitor)
RLAPI int GetMonitorPhysicalWidth(int monitor);                   // Get specified monitor physical width in millimetres
RLAPI int GetMonitorPhysicalHeight(int monitor);                  // Get specified monitor physical height in millimetres
RLAPI int GetMonitorRefreshRate(int monitor);                     // Get specified monitor refresh rate
RLAPI Vector2 GetWindowPosition(void);                            // Get window position XY on monitor
RLAPI Vector2 GetWindowScaleDPI(void);                            // Get window scale DPI factor
RLAPI const char *GetMonitorName(int monitor);                    // Get the human-readable, UTF-8 encoded name of the specified monitor
RLAPI void SetClipboardText(const char *text);                    // Set clipboard text content
RLAPI const char *GetClipboardText(void);                         // Get clipboard text content
RLAPI Image GetClipboardImage(void);                              // Get clipboard image content
RLAPI void EnableEventWaiting(void);                              // Enable waiting for events on EndDrawing(), no automatic event polling
RLAPI void DisableEventWaiting(void);                             // Disable waiting for events on EndDrawing(), automatic events polling

// Cursor-related functions
RLAPI void ShowCursor(void);                                      // Shows cursor
RLAPI void HideCursor(void);                                      // Hides cursor
RLAPI bool IsCursorHidden(void);                                  // Check if cursor is not visible
RLAPI void EnableCursor(void);                                    // Enables cursor (unlock cursor)
RLAPI void DisableCursor(void);                                   // Disables cursor (lock cursor)
RLAPI bool IsCursorOnScreen(void);                                // Check if cursor is on the screen

// Drawing-related functions
RLAPI void ClearBackground(Color color);                          // Set background color (framebuffer clear color)
RLAPI void BeginDrawing(void);                                    // Setup canvas (framebuffer) to start drawing
RLAPI void EndDrawing(void);                                      // End canvas drawing and swap buffers (double buffering)
RLAPI void BeginMode2D(Camera2D camera);                          // Begin 2D mode with custom camera (2D)
RLAPI void EndMode2D(void);                                       // Ends 2D mode with custom camera
RLAPI void BeginMode3D(Camera3D camera);                          // Begin 3D mode with custom camera (3D)
RLAPI void EndMode3D(void);                                       // Ends 3D mode and returns to default 2D orthographic mode
RLAPI void BeginTextureMode(RenderTexture2D target);              // Begin drawing to render texture
RLAPI void EndTextureMode(void);                                  // Ends drawing to render texture
RLAPI void BeginShaderMode(Shader shader);                        // Begin custom shader drawing
RLAPI void EndShaderMode(void);                                   // End custom shader drawing (use default shader)
RLAPI void BeginBlendMode(int mode);                              // Begin blending mode (alpha, additive, multiplied, subtract, custom)
RLAPI void EndBlendMode(void);                                    // End blending mode (reset to default: alpha blending)
RLAPI void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
RLAPI void EndScissorMode(void);                                  // End scissor mode
RLAPI void BeginVrStereoMode(VrStereoConfig config);              // Begin stereo rendering (requires VR simulator)
RLAPI void EndVrStereoMode(void);                                 // End stereo rendering (requires VR simulator)

// VR stereo config functions for VR simulator
RLAPI VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device);     // Load VR stereo config for VR simulator device parameters
RLAPI void UnloadVrStereoConfig(VrStereoConfig config);           // Unload VR stereo config

// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
RLAPI Shader LoadShader(const char *vsFileName, const char *fsFileName);   // Load shader from files and bind default locations
RLAPI Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
RLAPI bool IsShaderValid(Shader shader);                                   // Check if a shader is valid (loaded on GPU)
RLAPI int GetShaderLocation(Shader shader, const char *uniformName);       // Get shader uniform location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName);  // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType);               // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count);   // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat);         // Set shader uniform value (matrix 4x4)
RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
RLAPI void UnloadShader(Shader shader);                                    // Unload shader from GPU memory (VRAM)

// Screen-space-related functions
#define GetMouseRay GetScreenToWorldRay     // Compatibility hack for previous raylib versions
RLAPI Ray GetScreenToWorldRay(Vector2 position, Camera camera);         // Get a ray trace from screen position (i.e mouse)
RLAPI Ray GetScreenToWorldRayEx(Vector2 position, Camera camera, int width, int height); // Get a ray trace from screen position (i.e mouse) in a viewport
RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera);        // Get the screen space position for a 3d world space position
RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera);    // Get the screen space position for a 2d camera world space position
RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera);    // Get the world space position for a 2d camera screen space position
RLAPI Matrix GetCameraMatrix(Camera camera);                            // Get camera transform matrix (view matrix)
RLAPI Matrix GetCameraMatrix2D(Camera2D camera);                        // Get camera 2d transform matrix

// Timing-related functions
RLAPI void SetTargetFPS(int fps);                                 // Set target FPS (maximum)



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