[−][src]Struct raylib::core::RaylibHandle
The main interface into the Raylib API.
This is the way in which you will use the vast majority of Raylib's functionality. A RaylibHandle
can be constructed using the init_window
function or through a RaylibBuilder
obtained with the init
function.
Methods
impl RaylibHandle
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pub fn set_camera_mode(&mut self, camera: impl Into<Camera3D>, mode: CameraMode)
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Sets camera mode.
pub fn update_camera(&self, camera: &mut Camera3D)
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Updates camera position for selected mode.
pub fn set_camera_pan_control(&mut self, pan_key: KeyboardKey)
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Sets camera pan key to combine with mouse movement (free camera).
pub fn set_camera_alt_control(&mut self, alt_key: KeyboardKey)
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Sets camera alt key to combine with mouse movement (free camera).
pub fn set_camera_smooth_zoom_control(&mut self, sz_key: KeyboardKey)
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Sets camera smooth zoom key to combine with mouse (free camera).
pub fn set_camera_move_controls(
&mut self,
front_key: KeyboardKey,
back_key: KeyboardKey,
right_key: KeyboardKey,
left_key: KeyboardKey,
up_key: KeyboardKey,
down_key: KeyboardKey
)
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&mut self,
front_key: KeyboardKey,
back_key: KeyboardKey,
right_key: KeyboardKey,
left_key: KeyboardKey,
up_key: KeyboardKey,
down_key: KeyboardKey
)
Sets camera move controls (1st person and 3rd person cameras).
impl RaylibHandle
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Seems like all draw commands must be issued from the main thread
pub fn begin_drawing(&mut self, _: &RaylibThread) -> RaylibDrawHandle
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Setup canvas (framebuffer) to start drawing
impl RaylibHandle
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pub fn is_key_pressed(&self, key: KeyboardKey) -> bool
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Detect if a key has been pressed once.
pub fn is_key_down(&self, key: KeyboardKey) -> bool
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Detect if a key is being pressed.
pub fn is_key_released(&self, key: KeyboardKey) -> bool
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Detect if a key has been released once.
pub fn is_key_up(&self, key: KeyboardKey) -> bool
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Detect if a key is NOT being pressed.
pub fn get_key_pressed(&self) -> Option<KeyboardKey>
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Gets latest key pressed.
pub fn get_key_pressed_number(&self) -> Option<u32>
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Gets latest key pressed.
pub fn set_exit_key(&mut self, key: Option<KeyboardKey>)
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Sets a custom key to exit program (default is ESC).
pub fn is_gamepad_available(&self, gamepad: u32) -> bool
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Detect if a gamepad is available.
pub fn is_gamepad_name(&self, gamepad: u32, name: &str) -> bool
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Checks gamepad name (if available).
pub fn get_gamepad_name(&self, gamepad: u32) -> Option<String>
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Returns gamepad internal name id.
pub fn is_gamepad_button_pressed(
&self,
gamepad: u32,
button: GamepadButton
) -> bool
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&self,
gamepad: u32,
button: GamepadButton
) -> bool
Detect if a gamepad button has been pressed once.
pub fn is_gamepad_button_down(
&self,
gamepad: u32,
button: GamepadButton
) -> bool
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&self,
gamepad: u32,
button: GamepadButton
) -> bool
Detect if a gamepad button is being pressed.
pub fn is_gamepad_button_released(
&self,
gamepad: u32,
button: GamepadButton
) -> bool
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&self,
gamepad: u32,
button: GamepadButton
) -> bool
Detect if a gamepad button has been released once.
pub fn is_gamepad_button_up(&self, gamepad: u32, button: GamepadButton) -> bool
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Detect if a gamepad button is NOT being pressed.
pub fn get_gamepad_button_pressed(&self) -> Option<GamepadButton>
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Gets the last gamepad button pressed.
pub fn get_gamepad_axis_count(&self, gamepad: u32) -> i32
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Returns gamepad axis count for a gamepad.
pub fn get_gamepad_axis_movement(&self, gamepad: u32, axis: u32) -> f32
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Returns axis movement value for a gamepad axis.
pub fn is_mouse_button_pressed(&self, button: MouseButton) -> bool
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Detect if a mouse button has been pressed once.
pub fn is_mouse_button_down(&self, button: MouseButton) -> bool
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Detect if a mouse button is being pressed.
pub fn is_mouse_button_released(&self, button: MouseButton) -> bool
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Detect if a mouse button has been released once.
pub fn is_mouse_button_up(&self, button: MouseButton) -> bool
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Detect if a mouse button is NOT being pressed.
pub fn get_mouse_x(&self) -> i32
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Returns mouse position X.
pub fn get_mouse_y(&self) -> i32
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Returns mouse position Y.
pub fn get_mouse_position(&self) -> Vector2
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Returns mouse position.
pub fn set_mouse_position(&mut self, position: impl Into<Vector2>)
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Sets mouse position.
pub fn set_mouse_scale(&mut self, scale_x: f32, scale_y: f32)
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Sets mouse scaling.
pub fn get_mouse_wheel_move(&self) -> i32
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Returns mouse wheel movement Y.
pub fn get_touch_x(&self) -> i32
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Returns touch position X for touch point 0 (relative to screen size).
pub fn get_touch_y(&self) -> i32
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Returns touch position Y for touch point 0 (relative to screen size).
pub fn get_touch_position(&self, index: u32) -> Vector2
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Returns touch position XY for a touch point index (relative to screen size).
pub fn set_gestures_enabled(&self, gesture_flags: u32)
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Enables a set of gestures using flags.
pub fn is_gesture_detected(&self, gesture: GestureType) -> bool
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Checks if a gesture have been detected.
pub fn get_gesture_detected(&self) -> u32
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Gets latest detected gesture.
pub fn get_touch_points_count(&self) -> u32
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Gets touch points count.
pub fn get_gesture_hold_duration(&self) -> f32
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Gets gesture hold time in milliseconds.
pub fn get_gesture_drag_vector(&self) -> Vector2
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Gets gesture drag vector.
pub fn get_gesture_drag_angle(&self) -> f32
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Gets gesture drag angle.
pub fn get_gesture_pinch_vector(&self) -> Vector2
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Gets gesture pinch delta.
pub fn get_gesture_pinch_angle(&self) -> f32
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Gets gesture pinch angle.
impl RaylibHandle
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pub fn get_screen_data(&mut self, _: &RaylibThread) -> Image
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pub fn take_screenshot(&mut self, _: &RaylibThread, filename: &str)
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Takes a screenshot of current screen (saved a .png)
impl RaylibHandle
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pub fn load_model(
&mut self,
_: &RaylibThread,
filename: &str
) -> Result<Model, String>
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&mut self,
_: &RaylibThread,
filename: &str
) -> Result<Model, String>
Loads model from files (mesh and material).
impl RaylibHandle
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pub fn load_meshes(
&mut self,
_: &RaylibThread,
filename: &str
) -> Result<Vec<Mesh>, String>
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&mut self,
_: &RaylibThread,
filename: &str
) -> Result<Vec<Mesh>, String>
Load meshes from model file
impl RaylibHandle
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pub fn load_shader(
&mut self,
_: &RaylibThread,
vs_filename: Option<&str>,
fs_filename: Option<&str>
) -> Result<Shader, String>
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&mut self,
_: &RaylibThread,
vs_filename: Option<&str>,
fs_filename: Option<&str>
) -> Result<Shader, String>
Loads a custom shader and binds default locations.
pub fn load_shader_code(
&mut self,
_: &RaylibThread,
vs_code: Option<&str>,
fs_code: Option<&str>
) -> Shader
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&mut self,
_: &RaylibThread,
vs_code: Option<&str>,
fs_code: Option<&str>
) -> Shader
Loads shader from code strings and binds default locations.
impl RaylibHandle
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pub fn set_matrix_projection(&mut self, _: &RaylibThread, proj: Matrix)
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Sets a custom projection matrix (replaces internal projection matrix).
pub fn set_matrix_modelview(&mut self, _: &RaylibThread, view: Matrix)
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Sets a custom modelview matrix (replaces internal modelview matrix).
pub fn get_matrix_modelview(&self) -> Matrix
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Gets internal modelview matrix.
impl RaylibHandle
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pub fn storage_save_value(&mut self, position: i32, value: i32)
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Saves integer value to storage file (to defined position
).
pub fn storage_load_value(&self, position: i32) -> i32
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Loads integer value from storage file (from defined position
).
impl RaylibHandle
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pub fn unload_font(&mut self, font: WeakFont)
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pub fn load_font(
&mut self,
_: &RaylibThread,
filename: &str
) -> Result<Font, String>
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&mut self,
_: &RaylibThread,
filename: &str
) -> Result<Font, String>
Loads font from file into GPU memory (VRAM).
pub fn load_font_ex(
&mut self,
_: &RaylibThread,
filename: &str,
font_size: i32,
chars: FontLoadEx
) -> Result<Font, String>
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&mut self,
_: &RaylibThread,
filename: &str,
font_size: i32,
chars: FontLoadEx
) -> Result<Font, String>
Loads font from file with extended parameters.
pub fn load_font_from_image(
&mut self,
_: &RaylibThread,
image: &Image,
key: impl Into<Color>,
first_char: i32
) -> Result<Font, String>
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&mut self,
_: &RaylibThread,
image: &Image,
key: impl Into<Color>,
first_char: i32
) -> Result<Font, String>
Load font from Image (XNA style)
pub fn load_font_data(
&mut self,
filename: &str,
font_size: i32,
chars: Option<&[i32]>,
sdf: i32
) -> Vec<CharInfo>
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&mut self,
filename: &str,
font_size: i32,
chars: Option<&[i32]>,
sdf: i32
) -> Vec<CharInfo>
Loads font data for further use (see also Font::from_data
).
impl RaylibHandle
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pub fn get_font_default(&self) -> WeakFont
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Gets the default font.
impl RaylibHandle
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pub fn load_texture(
&mut self,
_: &RaylibThread,
filename: &str
) -> Result<Texture2D, String>
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&mut self,
_: &RaylibThread,
filename: &str
) -> Result<Texture2D, String>
Loads texture from file into GPU memory (VRAM).
pub fn load_texture_from_image(
&mut self,
_: &RaylibThread,
image: &Image
) -> Result<Texture2D, String>
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&mut self,
_: &RaylibThread,
image: &Image
) -> Result<Texture2D, String>
Loads texture from image data.
pub fn load_render_texture(
&mut self,
_: &RaylibThread,
width: u32,
height: u32
) -> Result<RenderTexture2D, String>
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&mut self,
_: &RaylibThread,
width: u32,
height: u32
) -> Result<RenderTexture2D, String>
Loads texture for rendering (framebuffer).
impl RaylibHandle
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pub fn get_clipboard_text(&self) -> Result<String, Utf8Error>
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Get clipboard text content
pub fn set_clipboard_text(&mut self, text: &str) -> Result<(), NulError>
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Set clipboard text content
impl RaylibHandle
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pub fn get_mouse_ray(
&self,
mouse_position: impl Into<Vector2>,
camera: impl Into<Camera>
) -> Ray
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&self,
mouse_position: impl Into<Vector2>,
camera: impl Into<Camera>
) -> Ray
Returns a ray trace from mouse position
pub fn get_world_to_screen(
&self,
position: impl Into<Vector3>,
camera: impl Into<Camera>
) -> Vector2
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&self,
position: impl Into<Vector3>,
camera: impl Into<Camera>
) -> Vector2
Returns the screen space position for a 3d world space position
impl RaylibHandle
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pub fn set_target_fps(&mut self, fps: u32)
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Set target FPS (maximum)
pub fn get_fps(&self) -> u32
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Returns current FPS
pub fn get_frame_time(&self) -> f32
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Returns time in seconds for last frame drawn
pub fn get_time(&self) -> f64
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Returns elapsed time in seconds since InitWindow()
impl RaylibHandle
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pub fn window_should_close(&self) -> bool
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Checks if KEY_ESCAPE
or Close icon was pressed.
pub fn is_window_ready(&self) -> bool
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Checks if window has been initialized successfully.
pub fn is_window_minimized(&self) -> bool
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Checks if window has been minimized (or lost focus).
pub fn is_window_resized(&self) -> bool
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Checks if window has been resized.
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Checks if window has been hidden.
pub fn toggle_fullscreen(&mut self)
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Toggles fullscreen mode (only on desktop platforms).
pub fn unhide_window(&mut self)
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Show the window.
pub fn hide_window(&mut self)
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Hide the window.
pub fn set_window_title(&self, _: &RaylibThread, title: &str)
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TODO uncomment this when imaging is up Sets title for window (only on desktop platforms).
pub fn set_window_position(&mut self, x: i32, y: i32)
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Sets window position on screen (only on desktop platforms).
pub fn set_window_monitor(&mut self, monitor: i32)
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Sets monitor for the current window (fullscreen mode).
pub fn set_window_min_size(&mut self, width: i32, height: i32)
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Sets minimum window dimensions (for FLAG_WINDOW_RESIZABLE
).
pub fn set_window_size(&mut self, width: i32, height: i32)
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Sets window dimensions.
pub fn get_screen_width(&self) -> i32
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Gets current screen width.
pub fn get_screen_height(&self) -> i32
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Gets current screen height.
impl RaylibHandle
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pub fn show_cursor(&mut self)
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Shows mouse cursor.
pub fn hide_cursor(&mut self)
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Hides mouse cursor.
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Checks if mouse cursor is not visible.
pub fn enable_cursor(&mut self)
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Enables mouse cursor (unlock cursor).
pub fn disable_cursor(&mut self)
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Disables mouse cursor (lock cursor).
pub unsafe fn get_window_handle(&mut self) -> *mut c_void
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Get the raw window Handle
Trait Implementations
impl Debug for RaylibHandle
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impl Drop for RaylibHandle
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Auto Trait Implementations
impl RefUnwindSafe for RaylibHandle
impl Send for RaylibHandle
impl Sync for RaylibHandle
impl Unpin for RaylibHandle
impl UnwindSafe for RaylibHandle
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,