diff options
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 35 |
1 files changed, 16 insertions, 19 deletions
diff --git a/src/raylib.h b/src/raylib.h index 52a5e73c..2fe29cc8 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -557,13 +557,15 @@ void CloseWindow(void); // Close Window and 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 (only PLATFORM_DESKTOP) -#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) -void SetCustomCursor(const char *cursorImage); // Set a custom cursor icon/image -void SetExitKey(int key); // Set a custom key to exit program (default is ESC) -#endif int GetScreenWidth(void); // Get current screen width int GetScreenHeight(void); // Get current screen height +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 + void ClearBackground(Color color); // Sets Background Color void BeginDrawing(void); // Setup drawing canvas to start drawing void BeginDrawingEx(Camera2D camera); // Setup drawing canvas with 2d camera @@ -610,6 +612,15 @@ bool IsKeyDown(int key); // Detect if a key is be 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) + +bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available +float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis +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 +#endif 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 @@ -621,20 +632,6 @@ Vector2 GetMousePosition(void); // Returns mouse positio void SetMousePosition(Vector2 position); // Set mouse position XY int GetMouseWheelMove(void); // Returns mouse wheel movement Y -void ShowCursor(void); // Shows cursor -void HideCursor(void); // Hides cursor -void EnableCursor(void); // Enables cursor -void DisableCursor(void); // Disables cursor -bool IsCursorHidden(void); // Returns true if cursor is not visible - -bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available -float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis -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 -#endif - int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size) int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size) Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size) @@ -649,7 +646,7 @@ bool IsButtonReleased(int button); // Detect if an android // Gestures and Touch Handling Functions (Module: gestures) //------------------------------------------------------------------------------------ void ProcessGestureEvent(GestureEvent event); // Process gesture event and translate it into gestures -void UpdateGestures(void); // Update gestures detected (must be called every frame) +void UpdateGestures(void); // Update gestures detected (called automatically in PollInputEvents()) bool IsGestureDetected(void); // Check if a gesture have been detected int GetGestureType(void); // Get latest detected gesture void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags |
