Top Level Namespace
Defined Under Namespace
Modules: MTest Classes: Camera2D, Colour, Font, Image, LocalStorage, Music, Rectangle, RenderTexture, Shader, Sound, Texture2D, Vector2
Constant Summary collapse
- FLAG_VSYNC_HINT =
Set to try enabling V-Sync on GPU
0x00000040
- FLAG_FULLSCREEN_MODE =
Set to run program in fullscreen
0x00000002
- FLAG_WINDOW_RESIZABLE =
Set to allow resizable window
0x00000004
- FLAG_WINDOW_UNDECORATED =
Set to disable window decoration (frame and buttons)
0x00000008
- FLAG_WINDOW_HIDDEN =
Set to hide window
0x00000080
- FLAG_WINDOW_MINIMISED =
Set to minimize window (iconify)
0x00000200
- FLAG_WINDOW_MAXIMISED =
Set to maximize window (expanded to monitor)
0x00000400
- FLAG_WINDOW_UNFOCUSED =
Set to window non focused
0x00000800
- FLAG_WINDOW_TOPMOST =
Set to window always on top
0x00001000
- FLAG_WINDOW_ALWAYS_RUN =
Set to allow windows running while minimized
0x00000100
- FLAG_WINDOW_TRANSPARENT =
Set to allow transparent framebuffer
0x00000010
- FLAG_WINDOW_HIGHDPI =
Set to support HighDPI
0x00002000
- FLAG_MSAA_4X_HINT =
Set to try enabling MSAA 4X
0x00000020
- FLAG_INTERLACED_HINT =
Set to try enabling interlaced video format (for V3D)
0x00010000
- GESTURE_NONE =
When no gesture has happened
0
- GESTURE_TAP =
When the tap gesture was triggered
1
- GESTURE_DOUBLETAP =
When the doubletap was triggered
2
- GESTURE_HOLD =
When the hold was triggered
4
- GESTURE_DRAG =
When the drag was triggered
8
- GESTURE_SWIPE_RIGHT =
When the swipe_right was triggered
16
- GESTURE_SWIPE_LEFT =
When the swipe_left was triggered
32
- GESTURE_SWIPE_UP =
When the swipe_up was triggered
64
- GESTURE_SWIPE_DOWN =
When the swipe_down was triggered
128
- GESTURE_PINCH_IN =
When the pinch_in was triggered
256
- GESTURE_PINCH_OUT =
When the pinch_out was triggered
512
- LIGHTGRAY =
A nice lightgray colour
Colour.new(200, 200, 200, 255)
- GRAY =
A nice gray colour
Colour.new(130, 130, 130, 255)
- DARKGRAY =
A nice darkgray colour
Colour.new( 80, 80, 80, 255)
- YELLOW =
A nice yellow colour
Colour.new(253, 249, 0, 255)
- GOLD =
A nice gold colour
Colour.new(255, 203, 0, 255)
- ORANGE =
A nice orange colour
Colour.new(255, 161, 0, 255)
- PINK =
A nice pink colour
Colour.new(255, 109, 194, 255)
- RED =
A nice red colour
Colour.new(230, 41, 55, 255)
- MAROON =
A nice maroon colour
Colour.new(190, 33, 55, 255)
- GREEN =
A nice green colour
Colour.new( 0, 228, 48, 255)
- LIME =
A nice lime colour
Colour.new( 0, 158, 47, 255)
- DARKGREEN =
A nice darkgreen colour
Colour.new( 0, 117, 44, 255)
- SKYBLUE =
A nice skyblue colour
Colour.new(102, 191, 255, 255)
- BLUE =
A nice blue colour
Colour.new( 0, 121, 241, 255)
- DARKBLUE =
A nice darkblue colour
Colour.new( 0, 82, 172, 255)
- PURPLE =
A nice purple colour
Colour.new(200, 122, 255, 255)
- VIOLET =
A nice violet colour
Colour.new(135, 60, 190, 255)
- DARKPURPLE =
A nice darkpurple colour
Colour.new(112, 31, 126, 255)
- BEIGE =
A nice beige colour
Colour.new(211, 176, 131, 255)
- BROWN =
A nice brown colour
Colour.new(127, 106, 79, 255)
- DARKBROWN =
A nice darkbrown colour
Colour.new( 76, 63, 47, 255)
- WHITE =
A nice white colour
Colour.new(255, 255, 255, 255)
- BLACK =
A nice black colour
Colour.new( 0, 0, 0, 255)
- BLANK =
A nice blank colour
Colour.new( 0, 0, 0, 0)
- MAGENTA =
A nice magenta colour
Colour.new(255, 0, 255, 255)
- RAYWHITE =
The official Raylib white
Colour.new(245, 245, 245, 255)
- MOUSE_LEFT_BUTTON =
Left mouse button
0
- MOUSE_RIGHT_BUTTON =
Right mouse button
1
- MOUSE_MIDDLE_BUTTON =
Middle mouse button (scrollwheel)
2
- MOUSE_CURSOR_DEFAULT =
Mouse cursor default
0
- MOUSE_CURSOR_ARROW =
Mouse cursor arrow
1
- MOUSE_CURSOR_IBEAM =
Mouse cursor ibeam
2
- MOUSE_CURSOR_CROSSHAIR =
Mouse cursor crosshair
3
- MOUSE_CURSOR_POINTING_HAND =
Mouse cursor pointing_hand
4
- MOUSE_CURSOR_RESIZE_EW =
Mouse cursor horizontal resize/move
5
- MOUSE_CURSOR_RESIZE_NS =
Mouse cursor vertical resize/move
6
- MOUSE_CURSOR_RESIZE_NWSE =
Mouse cursor top-left to bottom-right diagonal resize/move
7
- MOUSE_CURSOR_RESIZE_NESW =
Mouse cursor top-right to bottom-left diagonal resize/move
8
- MOUSE_CURSOR_RESIZE_ALL =
Mouse cursor omni-directional resize/move
9
- MOUSE_CURSOR_NOT_ALLOWED =
Mouse cursor not allowed
10
- TEXTURE_FILTER_POINT =
No filter, just pixel approximation
0
- TEXTURE_FILTER_BILINEAR =
Linear filtering
1
- TEXTURE_FILTER_TRILINEAR =
Trilinear filtering (linear with mipmaps)
2
- TEXTURE_FILTER_ANISOTROPIC_4X =
Anisotropic filtering 4x
3
- TEXTURE_FILTER_ANISOTROPIC_8X =
Anisotropic filtering 8x
4
- TEXTURE_FILTER_ANISOTROPIC_16X =
Anisotropic filtering 16x
5
- GAMEPAD_BUTTON_UNKNOWN =
Unknown gamepad button
0
- GAMEPAD_BUTTON_LEFT_FACE_UP =
Dpad up
1
- GAMEPAD_BUTTON_LEFT_FACE_RIGHT =
Dpad right
2
- GAMEPAD_BUTTON_LEFT_FACE_DOWN =
Dpad down
3
- GAMEPAD_BUTTON_LEFT_FACE_LEFT =
Dpad left
4
- GAMEPAD_BUTTON_RIGHT_FACE_UP =
XBOX: Y PS3: Triangle
5
- GAMEPAD_BUTTON_RIGHT_FACE_RIGHT =
PS3: Square
6
- GAMEPAD_BUTTON_RIGHT_FACE_DOWN =
PS3: Cross
7
- GAMEPAD_BUTTON_RIGHT_FACE_LEFT =
PS3: Circle
8
- GAMEPAD_BUTTON_LEFT_TRIGGER_1 =
Left trigger 1
9
- GAMEPAD_BUTTON_LEFT_TRIGGER_2 =
Left trigger 2
10
- GAMEPAD_BUTTON_RIGHT_TRIGGER_1 =
Right trigger 1
11
- GAMEPAD_BUTTON_RIGHT_TRIGGER_2 =
Right trigger 2
12
- GAMEPAD_BUTTON_MIDDLE_LEFT =
PS3: Select
13
- GAMEPAD_BUTTON_MIDDLE =
Ps Button/XBOX Button
14
- GAMEPAD_BUTTON_MIDDLE_RIGHT =
PS3: Start
15
- GAMEPAD_BUTTON_LEFT_THUMB =
Left thumbstick pressed
16
- GAMEPAD_BUTTON_RIGHT_THUM =
Right thumbstick pressed
17
- GAMEPAD_AXIS_LEFT_X =
Left thumbstick axis X
0
- GAMEPAD_AXIS_LEFT_Y =
Left thumbstick axis Y
1
- GAMEPAD_AXIS_RIGHT_X =
Right thumbstick axis X
2
- GAMEPAD_AXIS_RIGHT_Y =
Right thumbstick axis Y
3
- GAMEPAD_AXIS_LEFT_TRIGGER =
Pressure level for left trigger [1..-1] (pressure-level)
4
- GAMEPAD_AXIS_RIGHT_TRIGGER =
Pressure level for right trigger [1..-1] (pressure-level)
5
- KEY_APOSTROPHE =
key apostrophe
39
- KEY_COMMA =
key comma
44
- KEY_MINUS =
key minus
45
- KEY_PERIOD =
key period
46
- KEY_SLASH =
key slash
47
- KEY_ZERO =
key zero
48
- KEY_ONE =
key one
49
- KEY_TWO =
key two
50
- KEY_THREE =
key three
51
- KEY_FOUR =
key four
52
- KEY_FIVE =
key five
53
- KEY_SIX =
key six
54
- KEY_SEVEN =
key seven
55
- KEY_EIGHT =
key eight
56
- KEY_NINE =
key nine
57
- KEY_SEMICOLON =
key semicolon
59
- KEY_EQUAL =
key equal
61
- KEY_A =
key a
65
- KEY_B =
key b
66
- KEY_C =
key c
67
- KEY_D =
key d
68
- KEY_E =
key e
69
- KEY_F =
key f
70
- KEY_G =
key g
71
- KEY_H =
key h
72
- KEY_I =
key i
73
- KEY_J =
key j
74
- KEY_K =
key k
75
- KEY_L =
key l
76
- KEY_M =
key m
77
- KEY_N =
key n
78
- KEY_O =
key o
79
- KEY_P =
key p
80
- KEY_Q =
key q
81
- KEY_R =
key r
82
- KEY_S =
key s
83
- KEY_T =
key t
84
- KEY_U =
key u
85
- KEY_V =
key v
86
- KEY_W =
key w
87
- KEY_X =
key x
88
- KEY_Y =
key y
89
- KEY_Z =
key z
90
- KEY_SPACE =
Function keys key space
32
- KEY_ESCAPE =
key escape
256
- KEY_ENTER =
key enter
257
- KEY_TAB =
key tab
258
- KEY_BACKSPACE =
key backspace
259
- KEY_INSERT =
key insert
260
- KEY_DELETE =
key delete
261
- KEY_RIGHT =
key right
262
- KEY_LEFT =
key left
263
- KEY_DOWN =
key down
264
- KEY_UP =
key up
265
- KEY_PAGE_UP =
key page_up
266
- KEY_PAGE_DOWN =
key page_down
267
- KEY_HOME =
key home
268
- KEY_END =
key end
269
- KEY_CAPS_LOCK =
key caps_lock
280
- KEY_SCROLL_LOCK =
key scroll_lock
281
- KEY_NUM_LOCK =
key num_lock
282
- KEY_PRINT_SCREEN =
key print_screen
283
- KEY_PAUSE =
key pause
284
- KEY_F1 =
key f1
290
- KEY_F2 =
key f2
291
- KEY_F3 =
key f3
292
- KEY_F4 =
key f4
293
- KEY_F5 =
key f5
294
- KEY_F6 =
key f6
295
- KEY_F7 =
key f7
296
- KEY_F8 =
key f8
297
- KEY_F9 =
key f9
298
- KEY_F10 =
key f10
299
- KEY_F11 =
key f11
300
- KEY_F12 =
key f12
301
- KEY_LEFT_SHIFT =
key left_shift
340
- KEY_LEFT_CONTROL =
key left_control
341
- KEY_LEFT_ALT =
key left_alt
342
- KEY_LEFT_SUPER =
key left_super
343
- KEY_RIGHT_SHIFT =
key right_shift
344
- KEY_RIGHT_CONTROL =
key right_control
345
- KEY_RIGHT_ALT =
key right_alt
346
- KEY_RIGHT_SUPER =
key right_super
347
- KEY_KB_MENU =
key kb_menu
348
- KEY_LEFT_BRACKET =
key left_bracket
91
- KEY_BACKSLASH =
key backslash
92
- KEY_RIGHT_BRACKET =
key right_bracket
93
- KEY_GRAVE =
key grave
96
- KEY_KP_0 =
Keypad 0
320
- KEY_KP_1 =
Keypad 1
321
- KEY_KP_2 =
Keypad 2
322
- KEY_KP_3 =
Keypad 3
323
- KEY_KP_4 =
Keypad 4
324
- KEY_KP_5 =
Keypad 5
325
- KEY_KP_6 =
Keypad 6
326
- KEY_KP_7 =
Keypad 7
327
- KEY_KP_8 =
Keypad 8
328
- KEY_KP_9 =
Keypad 9
329
- KEY_KP_DECIMAL =
Keypad decimal
330
- KEY_KP_DIVIDE =
Keypad divide
331
- KEY_KP_MULTIPLY =
Keypad multiply
332
- KEY_KP_SUBTRACT =
Keypad subtract
333
- KEY_KP_ADD =
Keypad add
334
- KEY_KP_ENTER =
Keypad enter
335
- KEY_KP_EQUAL =
Keypad equal
336
- KEY_BACK =
Android back
4
- KEY_MENU =
Android menu
82
- KEY_VOLUME_UP =
Android volume_up
24
- KEY_VOLUME_DOWN =
Android volume_down
25
Instance Method Summary collapse
-
#android? ⇒ Boolean
Is the current platform Android?.
-
#audio_device_ready? ⇒ Boolean
Returns if the audio device has been setup.
-
#begin_drawing ⇒ nil
Starts drawing to the screen.
-
#begin_mode2D(camera) ⇒ nil
Starts drawing from the perspective of the camera.
-
#begin_scissor_mode(x, y, width, height) ⇒ nil
In scissor mode only draw calls within the defined area will actually be drawn.
-
#begin_shader_mode(shader) ⇒ nil
All draw calls within will be drawn through the Shader.
-
#begin_texture_mode(texture) ⇒ nil
Starts drawing to the RenderTexture.
-
#browser? ⇒ Boolean
Is the current platform a web browser?.
-
#check_collision_point_rec(point, rectangle) ⇒ Boolean
Checks if a Vector2 is inside a Rectangle.
-
#clear(colour: RAYWHITE) ⇒ nil
Clear the screen with the specified colour.
-
#clear_background(colour) ⇒ nil
Clears the screen with the specified colour.
-
#clear_window_state(flags) ⇒ nil
Clears the specified states on the window, to pass in multiple you can do so like:
clear_window_state(FLAG_WINDOW_ALWAYS_RUN | FLAG_WINDOW_HIDDEN)
. -
#close_audio_device ⇒ nil
Closes the audio device.
-
#close_window ⇒ nil
Close the open window.
-
#cursor_hidden? ⇒ Boolean
Checks if the cursor is hidden.
-
#cursor_on_screen? ⇒ Boolean
Checks if the cursor is in the window.
-
#disable_cursor ⇒ nil
Disables the cursor and hides it.
-
#draw_circle(x, y, radius, colour) ⇒ nil
Draw a circle.
-
#draw_circle_gradient(x, y, radius, colour1, colour2) ⇒ nil
Draw a circle filled with a gradient.
-
#draw_circle_lines(x, y, radius, colour) ⇒ nil
Draw the outline of a circle.
-
#draw_circle_sector(vector, radius, start_angle, end_angle, segments, colour) ⇒ nil
Draw a circle sector.
-
#draw_circle_sector_lines(vector, radius, start_angle, end_angle, segments, colour) ⇒ nil
Draw a circle sector outline.
-
#draw_circle_v(vector, radius, colour) ⇒ nil
Draw a circle.
-
#draw_ellipse(x, y, radius_h, radius_v, colour) ⇒ nil
Draw an ellipse.
-
#draw_ellipse_lines(x, y, radius_h, radius_v, colour) ⇒ nil
Draw the outline of an ellipse.
-
#draw_fps(x, y) ⇒ nil
Draws the current frame rate at the passed in x and y coordinates.
-
#draw_line(start_x, start_y, end_x, end_y, colour) ⇒ nil
Draw a line between the start and end points.
-
#draw_line_bezier(start, stop, thickness, colour) ⇒ nil
Draw a bezier curve between the start and end points using Vector2s and specified thickness.
-
#draw_line_bezier_quad(start, stop, control, thickness, colour) ⇒ nil
Draw a bezier curve between the start and end points passing through the control using Vector2s and specified thickness.
-
#draw_line_ex(start, stop, thickness, colour) ⇒ nil
Draw a line between the start and end points using Vector2s and specified thickness.
-
#draw_line_strip(vectors, colour) ⇒ nil
I honestly don’t know how this method is supposed to work, I thought I had bugs in my code but reproducing it in plain C++ causes it to do the same things.
-
#draw_line_v(start, stop, colour) ⇒ nil
Draw a line between the start and end points using Vector2s.
-
#draw_pixel(x, y, colour) ⇒ nil
Draw a pixel.
-
#draw_pixel_v(position, colour) ⇒ nil
Draw a pixel using a Vector2.
-
#draw_rectangle(x, y, width, height, colour) ⇒ nil
Draw a rectangle.
-
#draw_rectangle_gradient_ex(rectangle, colour1, colour2, colour3, colour4) ⇒ nil
Draw a rectangle with a gradient from each vertex.
-
#draw_rectangle_gradient_h(x, y, width, height, colour1, colour2) ⇒ nil
Draw a rectangle with a gradient horizontally.
-
#draw_rectangle_gradient_v(x, y, width, height, colour1, colour2) ⇒ nil
Draw a rectangle with a gradient vertically.
-
#draw_rectangle_lines(x, y, width, height, colour) ⇒ nil
Draw a rectangle outline.
-
#draw_rectangle_lines_ex(rectangle, thickness, colour) ⇒ nil
Draw a rectangle outline with the specific thickness.
-
#draw_rectangle_pro(rectangle, origin, rotation, colour) ⇒ nil
Draw a rectangle with rotation.
-
#draw_rectangle_rec(rectangle, colour) ⇒ nil
Draw a rectangle.
-
#draw_rectangle_rounded(rectangle, radius, segments, colour) ⇒ nil
Draw a rectangle with rounded corners.
-
#draw_rectangle_rounded_lines(rectangle, radius, segments, thickness, colour) ⇒ nil
Draw the outline of a rectangle with rounded corners.
-
#draw_ring(vector, inner_radius, outer_radius, start_angle, end_angle, segments, colour) ⇒ nil
Draw a ring.
-
#draw_ring_lines(vector, inner_radius, outer_radius, start_angle, end_angle, segments, colour) ⇒ nil
Draw the outline of a ring.
-
#draw_text(text, x, y, font_size, colour) ⇒ nil
Draws the current frame rate at the passed in x and y coordinates.
-
#draw_text_ex(font, text, position, font_size, font_padding, colour) ⇒ nil
Draws the text at the given position, size, padding, and colour with the specified font.
-
#draw_texture(texture, x, y, colour) ⇒ nil
Draws a texture, the colour will apply a tint and alpha levels.
-
#draw_texture_pro(texture, source, destination, origin, rotation, colour) ⇒ nil
Draws a section of texture with the specified rotation to the scaled to the destination rectangle, the colour will apply a tint and alpha levels.
-
#draw_triangle(left, right, top, colour) ⇒ nil
Draw a triangle.
-
#draw_triangle_lines(left, right, top, colour) ⇒ nil
Draw the outline of a triangle.
-
#drawing { ... } ⇒ nil
Allows you to call rendering functions within the block.
-
#enable_cursor ⇒ nil
Enables and shows the cursor.
-
#end_drawing ⇒ nil
Ends drawing to the screen.
-
#end_mode2D ⇒ nil
Stops drawing from the perspective of the camera.
-
#end_scissor_mode ⇒ nil
End scissor mode.
-
#end_shader_mode ⇒ nil
Stops drawing through the Shader.
-
#end_texture_mode ⇒ nil
Stops drawing to the RenderTexture.
-
#export_image(image, path) ⇒ nil
Exports an image to a file.
-
#fade(colour) ⇒ Colour
Returns a new colour which is a faded version of the original.
-
#files_dropped? ⇒ nil
Have their been files dropped that haven’t been dealt with?.
-
#gamepad_available?(index) ⇒ Bool
Return whether or not the specified gamepad is available.
-
#gamepad_button_down?(index, button) ⇒ Boolean
Is the specified button down on the specific gamepad?.
-
#gamepad_button_pressed?(index, button) ⇒ Boolean
Has the specified button been pressed on the specific gamepad?.
-
#gamepad_button_released?(index, button) ⇒ Boolean
Has the specified button been released on the specific gamepad?.
-
#gamepad_button_up?(index, button) ⇒ Boolean
Is the specified button not being pressed on the specific gamepad?.
-
#generate_image_colour(width, height, colour) ⇒ Image
Generates a new image of width by height in the specified colour.
-
#generate_texture_mipmaps(texture) ⇒ nil
Generates mipmaps for the Texture2D.
-
#get_attribute_from_element(selector, attribute) ⇒ String
Gets the attribute from the specified element.
-
#get_char_pressed ⇒ Integer
Returns the charcode for the pressed key, call it multiple times for queued keys.
-
#get_clipboard_text ⇒ String
Gets the clipboard value.
-
#get_current_monitor ⇒ Integer
Gets the id of the current monitor.
-
#get_dropped_files ⇒ Array<String>
Return an array of the files that were last dropped on the window, will return an empty array if no files have been dropped since the program started or this method was last called.
-
#get_fps ⇒ Integer
Returns the current framerate as an integer.
-
#get_frame_time ⇒ Float
Returns the amount of time the last frame took in seconds.
-
#get_gamepad_axis_count(index) ⇒ Integer
Returns the count of axis for the specified gamepad.
-
#get_gamepad_axis_movement(index, axis) ⇒ Float
Returns the movement of the specified axis for the specified gamepad.
-
#get_gamepad_button_pressed ⇒ Integer
Returns the last pressed gamepad button.
-
#get_gamepad_name(index) ⇒ String
Returns the specified gamepads name.
-
#get_gesture_detected ⇒ Integer
Returns the detected gestures based on their constant.
-
#get_key_pressed ⇒ Integer
Returns the keycode for the pressed key, call it multiple times for queued keys.
-
#get_monitor_count ⇒ Integer
Gets the total number of monitors the user has.
-
#get_monitor_height(monitor) ⇒ Integer
Gets the height of the specified monitor.
-
#get_monitor_position(monitor) ⇒ Vector2
Gets the position of the specified monitor.
-
#get_monitor_refresh_rate(monitor) ⇒ Integer
Gets the refresh rate of the specified monitor.
-
#get_monitor_width(monitor) ⇒ Integer
Gets the width of the specified monitor.
-
#get_mouse_position ⇒ Vector2
Returns the current mouse position in the window.
-
#get_mouse_wheel_move ⇒ Float
Returns the movement of the mouse wheel since last frame.
-
#get_mouse_x ⇒ Integer
Returns the current mouse x position in the window.
-
#get_mouse_y ⇒ Integer
Returns the current mouse y position in the window.
-
#get_music_time_length(music) ⇒ Float
Gets the length of a music object in seconds.
-
#get_music_time_played(music) ⇒ Float
Gets the time played of a music object in seconds.
-
#get_screen_data ⇒ Image
Returns an Image object with the screen data.
-
#get_screen_height ⇒ Integer
Gets the height of the window.
-
#get_screen_to_world2D(vector, camera) ⇒ Vector2
Translates the vector to where it is in the world based on it the camera.
-
#get_screen_width ⇒ Integer
Gets the width of the window.
-
#get_shader_location(shader, variable) ⇒ Integer
Returns the location of uniform variable, will return -1 if not found.
-
#get_time ⇒ Float
Returns the amount of time the has passed since init_window was called.
-
#get_touch_position(index) ⇒ Vector2
Get the position within the window of the specified touch.
-
#get_window_position ⇒ Vector2
Gets the position of the window.
-
#get_window_scale_dpi ⇒ Vector2
Gets the scale of the window.
-
#get_world_to_screen2D(vector, camera) ⇒ Vector2
Translates the vector to where it is on the screen according to the camera.
-
#hide_cursor ⇒ nil
Hides the cursor.
-
#image_alpha_mask!(image, alpha_mask) ⇒ nil
Applies the alpha of the mask to the image.
-
#image_alpha_premultiply!(image) ⇒ nil
Pre-multiplies the alpha for the image.
-
#image_colour_brightness!(image, brightness) ⇒ nil
Change the brightness of the image.
-
#image_colour_contrast!(image, contrast) ⇒ nil
Change the contrast of the image.
-
#image_colour_grayscale!(image) ⇒ nil
Converts the image to grayscale.
-
#image_colour_invert!(image) ⇒ nil
Inverts the colours of the image.
-
#image_colour_replace!(image, old_colour, new_colour) ⇒ nil
Replace the old Colour with the new Colour.
-
#image_colour_tint!(image, colour) ⇒ nil
Tints the image with the specified colour.
-
#image_copy(image) ⇒ Image
Copies an image to a new object.
-
#image_crop!(image, rectangle) ⇒ nil
Crops the image to the section in the rectangle.
-
#image_draw!(destination, source, source_rectangle, destination_rectangle, colour) ⇒ nil
Draws the specified portion of the source image into the specified region of the destination image.
-
#image_flip_horizontal!(image) ⇒ nil
Flips the image horizontally.
-
#image_flip_vertical!(image) ⇒ nil
Flips the image vertically.
-
#image_from_image(image, source) ⇒ Image
Returns a subsection of an image.
-
#image_mipmaps!(image) ⇒ nil
Generates mipmaps for the specified image.
-
#image_resize!(image, width, height) ⇒ nil
Resizes the image using a bicubic scaling algorithm.
-
#image_resize_nearest_neighbour!(image, width, height) ⇒ nil
Resizes the image using a nearest-neighbour scaling algorithm.
-
#image_rotate_ccw!(image) ⇒ nil
Rotates the image counter-clockwise 90 degrees.
-
#image_rotate_cw!(image) ⇒ nil
Rotates the image clockwise 90 degrees.
-
#image_text_ex(font, text, font_size, font_padding, colour) ⇒ Image
Creates an image from the font.
-
#init_audio_device ⇒ nil
Initialises the audio device for playback.
-
#init_window(width, height, title) ⇒ nil
Initialises a window for rendering.
-
#key_down?(key) ⇒ Boolean
Is the specified key down?.
-
#key_pressed?(key) ⇒ Boolean
Has the specified key been pressed since last frame?.
-
#key_released?(key) ⇒ Boolean
Has the specified key been released since last frame?.
-
#key_up?(key) ⇒ Boolean
Is the specified key not down?.
-
#linux? ⇒ Boolean
Is the current platform Linux?.
-
#load_font(path) ⇒ Font
Loads a font from a file.
-
#load_font_ex(path, font_size, char_count) ⇒ Font
Loads a font from a file with extended options.
-
#load_image(path) ⇒ Image
Loads an image from a file.
-
#load_music_stream(path) ⇒ Music
Loads a music object from a file.
-
#load_shader(vertex_shader_path, fragment_shader_path) ⇒ Shader
Loads a shader from a file.
-
#load_shader_from_string(vertex_shader_code, fragment_shader_code) ⇒ Shader
Loads a shader from in memory strings.
-
#load_sound(path) ⇒ Sound
Loads a sound object from a file.
-
#load_texture(path) ⇒ Texture2D
Loads a texture from a file.
-
#load_texture_from_image(image) ⇒ Texture2D
Loads a texture from an image object.
-
#maximise_window ⇒ nil
Maximises the window.
-
#measure_text_ex(font, text, font_size, font_padding) ⇒ Vector2
Returns the size of the text for the given font.
-
#minimise_window ⇒ nil
Minimises the window.
-
#mouse_button_down?(button) ⇒ Boolean
Is the specified mouse button down?.
-
#mouse_button_pressed?(button) ⇒ Boolean
Is the specified mouse button pressed?.
-
#mouse_button_released?(button) ⇒ Boolean
Has the specified mouse button been released?.
-
#mouse_button_up?(button) ⇒ Boolean
Is the specified mouse button not down?.
-
#music_playing?(music) ⇒ Boolean
Checks whether or not a music object is currently playing.
-
#open_url(url) ⇒ nil
Opens the URL in the users browser.
-
#osx? ⇒ Boolean
Is the current platform OSX?.
-
#pause_music_stream(music) ⇒ nil
Pauses a music object so it can be resumed.
-
#pause_sound(sound) ⇒ nil
Pauses a sound object so it can be resumed.
- #persist_buildkite_test_analytics ⇒ Object
-
#play_music_stream(music) ⇒ nil
Starts playback of a music object from the beginning.
-
#play_sound(sound) ⇒ nil
Plays a sound object.
-
#released? ⇒ Boolean
Is this a release build?.
-
#restore_window ⇒ nil
Restores the window from being maximised or minimised.
-
#resume_music_stream(music) ⇒ nil
Resumes a paused music object.
-
#resume_sound(sound) ⇒ nil
Resumes a paused sound object.
-
#scissor_mode(section) { ... } ⇒ nil
Allows you to call rendering functions within the block but limits the output to within the bounds of
section
. -
#set_clipboard_text(text) ⇒ nil
Sets the clipboard value.
-
#set_config_flags(flags) ⇒ nil
Enable specific config flags, to pass in multiple you can do so like:
set_config_flags(FLAG_WINDOW_TOPMOST | FLAG_WINDOW_RESIZABLE)
. -
#set_exit_key(key) ⇒ nil
Sets the key for should_window_close? to listen for.
-
#set_gamepad_mappings(mappings) ⇒ Integer
Setup gamepad mappings using the SDL_GameControllerDB format.
-
#set_gestures_enabled(flags) ⇒ nil
Enable only specific gestures, to pass in multiple you can do so like:
set_gestures_enabled(GESTURE_TAP | GESTURE_SWIPE_UP)
. -
#set_main_loop(method) ⇒ nil
Sets the main loop for web exports.
-
#set_master_volume(volume) ⇒ nil
Sets the master volume.
-
#set_mouse_cursor(cursor) ⇒ nil
Sets the mouse cursor.
-
#set_mouse_offset(x, y) ⇒ nil
Sets the offset for all mouse position functions.
-
#set_mouse_position(x, y) ⇒ nil
Sets the position of the muose.
-
#set_mouse_scale(x, y) ⇒ nil
Sets the scaling for all mouse position functions.
-
#set_music_pitch(music, pitch) ⇒ nil
Sets pitch for a music object.
-
#set_music_volume(music, volume) ⇒ nil
Sets volume for a music object.
-
#set_shader_values(shader, variable_location, variables, variable_type) ⇒ Integer
Returns the location of uniform variable, will return -1 if not found.
-
#set_sound_pitch(sound, pitch) ⇒ nil
Sets the pitch of the sound object.
-
#set_sound_volume(sound, volume) ⇒ nil
Sets the volume of the sound object.
-
#set_target_fps(target) ⇒ nil
Set the framerate you wish to target (usually 60, 120, or 144).
-
#set_texture_filter(texture, filter) ⇒ nil
Sets the filtering for the Texture2D.
-
#set_trace_log_level(level) ⇒ nil
Sets the logging level.
-
#set_window_icon(image) ⇒ nil
Sets the icon for the current window.
-
#set_window_min_size(width, height) ⇒ nil
Sets the minimum allowed size for the current window.
-
#set_window_monitor(monitor) ⇒ nil
Sets the monitor for the current window.
-
#set_window_position(x, y) ⇒ nil
Sets the position for the current window.
-
#set_window_size(width, height) ⇒ nil
Sets the size for the current window.
-
#set_window_state(flags) ⇒ nil
Sets the specified states on the window, to pass in multiple you can do so like:
set_window_state(FLAG_WINDOW_ALWAYS_RUN | FLAG_WINDOW_HIDDEN)
. -
#set_window_title(title) ⇒ nil
Sets the title for the current window.
-
#shader_ready?(shader) ⇒ Boolean
Checks if the shader is ready.
-
#show_cursor ⇒ nil
Shows the cursor.
-
#sound_playing?(sound) ⇒ Boolean
Checks whether or not a sound object is currently playing.
-
#stop_music_stream(music) ⇒ nil
Stops a music object from playing.
-
#stop_sound(sound) ⇒ nil
Stops a sound object.
-
#take_screenshot(filename) ⇒ nil
You’ll want to call this function after you’ve called
end_drawing
or you’ll find that you don’t get everything that you think you’ve drawn. -
#toggle_fullscreen ⇒ nil
Toggles the fullscreen state.
-
#unload_font(font) ⇒ nil
Unloads a font from memory.
-
#unload_image(image) ⇒ nil
Unloads an image.
-
#unload_music_stream(music) ⇒ nil
Unloads a music object.
-
#unload_shader(shader) ⇒ nil
Unloads a shader.
-
#unload_sound(sound) ⇒ nil
Unloads a sound object.
-
#unload_texture(texture) ⇒ nil
Unloads a texture.
-
#update_music_stream(music) ⇒ nil
Updates the buffer for the specified music, you should call this every frame.
- #upload_buildkite_test_analytics ⇒ Object
-
#window_focused? ⇒ Boolean
Checks if the window has focus.
-
#window_fullscreen? ⇒ Boolean
Checks if the window has the FLAG_FULLSCREEN_MODE state set.
-
#window_hidden? ⇒ Boolean
Checks if the window has the FLAG_WINDOW_HIDDEN state set.
-
#window_maximised? ⇒ Boolean
Checks if the window has the FLAG_WINDOW_MAXIMISED state set.
-
#window_minimised? ⇒ Boolean
Checks if the window has the FLAG_WINDOW_MINIMISED state set.
-
#window_ready? ⇒ Boolean
Has the window been initialised and ready for rendering?.
-
#window_resized? ⇒ Boolean
Checks if the window was resized since the last frame.
-
#window_should_close? ⇒ Boolean
Has the user pressed ESC or the close button?.
-
#window_state?(flags) ⇒ Boolean
Checks if the window has the state set, to pass in multiple you can do so like:
window_state?(FLAG_WINDOW_ALWAYS_RUN | FLAG_WINDOW_HIDDEN)
. -
#windows? ⇒ Boolean
Is the current platform Windows?.
Instance Method Details
#android? ⇒ Boolean
Is the current platform Android?
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# File 'mrb_doc/platform.rb', line 3 def android? # mrb_android # src/platform.cpp false end |
#audio_device_ready? ⇒ Boolean
Returns if the audio device has been setup
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# File 'mrb_doc/audio/device.rb', line 19 def audio_device_ready?() # mrb_audio_device_ready # src/mruby_integration/audio/device.cpp true end |
#begin_drawing ⇒ nil
Starts drawing to the screen
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# File 'mrb_doc/core/drawing.rb', line 12 def begin_drawing() # mrb_begin_drawing # src/mruby_integration/core/drawing.cpp nil end |
#begin_mode2D(camera) ⇒ nil
Starts drawing from the perspective of the camera
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# File 'mrb_doc/core/drawing.rb', line 29 def begin_mode2D(camera) # mrb_begin_mode2D # src/mruby_integration/core/drawing.cpp nil end |
#begin_scissor_mode(x, y, width, height) ⇒ nil
In scissor mode only draw calls within the defined area will actually be drawn
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# File 'mrb_doc/core/drawing.rb', line 83 def begin_scissor_mode(x, y, width, height) # mrb_begin_scissor_mode # src/mruby_integration/core/drawing.cpp nil end |
#begin_shader_mode(shader) ⇒ nil
All draw calls within will be drawn through the Shader
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# File 'mrb_doc/core/drawing.rb', line 63 def begin_shader_mode(shader) # mrb_begin_shader_mode # src/mruby_integration/core/drawing.cpp nil end |
#begin_texture_mode(texture) ⇒ nil
Starts drawing to the RenderTexture
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# File 'mrb_doc/core/drawing.rb', line 46 def begin_texture_mode(texture) # mrb_begin_texture_mode # src/mruby_integration/core/drawing.cpp nil end |
#browser? ⇒ Boolean
Is the current platform a web browser?
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# File 'mrb_doc/platform.rb', line 35 def browser? # mrb_browser # src/platform.cpp false end |
#check_collision_point_rec(point, rectangle) ⇒ Boolean
Checks if a Vector2 is inside a Rectangle
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# File 'mrb_doc/shapes/collision.rb', line 5 def check_collision_point_rec(point, rectangle) # mrb_check_collision_point_rec # src/mruby_integration/shapes/collision.cpp true end |
#clear(colour: RAYWHITE) ⇒ nil
Clear the screen with the specified colour
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# File 'src/ruby/core/drawing.rb', line 4 def clear(colour: RAYWHITE) clear_background(colour) end |
#clear_background(colour) ⇒ nil
Clears the screen with the specified colour
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# File 'mrb_doc/core/drawing.rb', line 4 def clear_background(colour) # mrb_clear_background # src/mruby_integration/core/drawing.cpp nil end |
#clear_window_state(flags) ⇒ nil
Clears the specified states on the window, to pass in multiple you can do so like: clear_window_state(FLAG_WINDOW_ALWAYS_RUN | FLAG_WINDOW_HIDDEN)
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# File 'mrb_doc/core/window.rb', line 108 def clear_window_state(flags) # mrb_clear_window_state # src/mruby_integration/core/window.cpp nil end |
#close_audio_device ⇒ nil
Closes the audio device
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# File 'mrb_doc/audio/device.rb', line 11 def close_audio_device() # mrb_close_audio_device # src/mruby_integration/audio/device.cpp nil end |
#close_window ⇒ nil
Close the open window
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# File 'mrb_doc/core/window.rb', line 22 def close_window() # mrb_close_window # src/mruby_integration/core/window.cpp nil end |
#cursor_hidden? ⇒ Boolean
Checks if the cursor is hidden
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# File 'mrb_doc/core/cursor.rb', line 19 def cursor_hidden?() # mrb_cursor_hidden # src/mruby_integration/core/cursor.cpp true end |
#cursor_on_screen? ⇒ Boolean
Checks if the cursor is in the window
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# File 'mrb_doc/core/cursor.rb', line 43 def cursor_on_screen? # mrb_cursor_on_screen # src/mruby_integration/core/cursor.cpp true end |
#disable_cursor ⇒ nil
Disables the cursor and hides it
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# File 'mrb_doc/core/cursor.rb', line 35 def disable_cursor # mrb_disable_cursor # src/mruby_integration/core/cursor.cpp nil end |
#draw_circle(x, y, radius, colour) ⇒ nil
Draw a circle
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# File 'mrb_doc/shapes/circle.rb', line 7 def draw_circle(x, y, radius, colour) # mrb_draw_circle # src/mruby_integration/shapes/circle.cpp nil end |
#draw_circle_gradient(x, y, radius, colour1, colour2) ⇒ nil
Draw a circle filled with a gradient
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# File 'mrb_doc/shapes/circle.rb', line 59 def draw_circle_gradient(x, y, radius, colour1, colour2) # mrb_draw_circle_gradient # src/mruby_integration/shapes/circle.cpp nil end |
#draw_circle_lines(x, y, radius, colour) ⇒ nil
Draw the outline of a circle
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# File 'mrb_doc/shapes/circle.rb', line 71 def draw_circle_lines(x, y, radius, colour) # mrb_draw_circle_lines # src/mruby_integration/shapes/circle.cpp nil end |
#draw_circle_sector(vector, radius, start_angle, end_angle, segments, colour) ⇒ nil
Draw a circle sector
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# File 'mrb_doc/shapes/circle.rb', line 32 def draw_circle_sector(vector, radius, start_angle, end_angle, segments, colour) # mrb_draw_circle_sector # src/mruby_integration/shapes/circle.cpp nil end |
#draw_circle_sector_lines(vector, radius, start_angle, end_angle, segments, colour) ⇒ nil
Draw a circle sector outline
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# File 'mrb_doc/shapes/circle.rb', line 46 def draw_circle_sector_lines(vector, radius, start_angle, end_angle, segments, colour) # mrb_draw_circle_sector_lines # src/mruby_integration/shapes/circle.cpp nil end |
#draw_circle_v(vector, radius, colour) ⇒ nil
Draw a circle
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# File 'mrb_doc/shapes/circle.rb', line 18 def draw_circle_v(vector, radius, colour) # mrb_draw_circle_v # src/mruby_integration/shapes/circle.cpp nil end |
#draw_ellipse(x, y, radius_h, radius_v, colour) ⇒ nil
Draw an ellipse
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# File 'mrb_doc/shapes/ellipse.rb', line 8 def draw_ellipse(x, y, radius_h, radius_v, colour) # mrb_draw_ellipse # src/mruby_integration/shapes/ellipse.cpp nil end |
#draw_ellipse_lines(x, y, radius_h, radius_v, colour) ⇒ nil
Draw the outline of an ellipse
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# File 'mrb_doc/shapes/ellipse.rb', line 21 def draw_ellipse_lines(x, y, radius_h, radius_v, colour) # mrb_draw_ellipse_lines # src/mruby_integration/shapes/ellipse.cpp nil end |
#draw_fps(x, y) ⇒ nil
Draws the current frame rate at the passed in x and y coordinates.
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# File 'mrb_doc/text.rb', line 34 def draw_fps(x, y) # mrb_draw_fps # src/mruby_integration/text.cpp nil end |
#draw_line(start_x, start_y, end_x, end_y, colour) ⇒ nil
Draw a line between the start and end points
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# File 'mrb_doc/shapes/line.rb', line 8 def draw_line(start_x, start_y, end_x, end_y, colour) # mrb_draw_line # src/mruby_integration/shapes/line.cpp nil end |
#draw_line_bezier(start, stop, thickness, colour) ⇒ nil
Draw a bezier curve between the start and end points using Vector2s and specified thickness
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# File 'mrb_doc/shapes/line.rb', line 43 def draw_line_bezier(start, stop, thickness, colour) # mrb_draw_line_bezier # src/mruby_integration/shapes/line.cpp nil end |
#draw_line_bezier_quad(start, stop, control, thickness, colour) ⇒ nil
Draw a bezier curve between the start and end points passing through the control using Vector2s and specified thickness
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# File 'mrb_doc/shapes/line.rb', line 56 def draw_line_bezier_quad(start, stop, control, thickness, colour) # mrb_draw_line_bezier_quad # src/mruby_integration/shapes/line.cpp nil end |
#draw_line_ex(start, stop, thickness, colour) ⇒ nil
Draw a line between the start and end points using Vector2s and specified thickness
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# File 'mrb_doc/shapes/line.rb', line 31 def draw_line_ex(start, stop, thickness, colour) # mrb_draw_line_ex # src/mruby_integration/shapes/line.cpp nil end |
#draw_line_strip(vectors, colour) ⇒ nil
I honestly don’t know how this method is supposed to work, I thought I had bugs in my code but reproducing it in plain C++ causes it to do the same things. As far as I can tell it just draws a line from 0, 0 to the first vector and nothing else.
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# File 'mrb_doc/shapes/line.rb', line 69 def draw_line_strip(vectors, colour) # mrb_draw_line_strips # src/mruby_integration/shapes/line.cpp nil end |
#draw_line_v(start, stop, colour) ⇒ nil
Draw a line between the start and end points using Vector2s
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# File 'mrb_doc/shapes/line.rb', line 19 def draw_line_v(start, stop, colour) # mrb_draw_line_v # src/mruby_integration/shapes/line.cpp nil end |
#draw_pixel(x, y, colour) ⇒ nil
Draw a pixel
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# File 'mrb_doc/shapes/pixel.rb', line 6 def draw_pixel(x, y, colour) # mrb_draw_pixel # src/mruby_integration/shapes/pixel.cpp nil end |
#draw_pixel_v(position, colour) ⇒ nil
Draw a pixel using a Vector2
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# File 'mrb_doc/shapes/pixel.rb', line 16 def draw_pixel_v(position, colour) # mrb_draw_pixel_v # src/mruby_integration/shapes/pixel.cpp nil end |
#draw_rectangle(x, y, width, height, colour) ⇒ nil
Draw a rectangle
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# File 'mrb_doc/shapes/rectangle.rb', line 8 def draw_rectangle(x, y, width, height, colour) # mrb_draw_rectangle # src/mruby_integration/shapes/rectangle.cpp nil end |
#draw_rectangle_gradient_ex(rectangle, colour1, colour2, colour3, colour4) ⇒ nil
Draw a rectangle with a gradient from each vertex
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# File 'mrb_doc/shapes/rectangle.rb', line 71 def draw_rectangle_gradient_ex(rectangle, colour1, colour2, colour3, colour4) # mrb_draw_rectangle_gradient_ex # src/mruby_integration/shapes/rectangle.cpp nil end |
#draw_rectangle_gradient_h(x, y, width, height, colour1, colour2) ⇒ nil
Draw a rectangle with a gradient horizontally
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# File 'mrb_doc/shapes/rectangle.rb', line 58 def draw_rectangle_gradient_h(x, y, width, height, colour1, colour2) # mrb_draw_rectangle_gradient_h # src/mruby_integration/shapes/rectangle.cpp nil end |
#draw_rectangle_gradient_v(x, y, width, height, colour1, colour2) ⇒ nil
Draw a rectangle with a gradient vertically
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# File 'mrb_doc/shapes/rectangle.rb', line 44 def draw_rectangle_gradient_v(x, y, width, height, colour1, colour2) # mrb_draw_rectangle_gradient_v # src/mruby_integration/shapes/rectangle.cpp nil end |
#draw_rectangle_lines(x, y, width, height, colour) ⇒ nil
Draw a rectangle outline
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# File 'mrb_doc/shapes/rectangle.rb', line 84 def draw_rectangle_lines(x, y, width, height, colour) # mrb_draw_rectangle_lines # src/mruby_integration/shapes/rectangle.cpp nil end |
#draw_rectangle_lines_ex(rectangle, thickness, colour) ⇒ nil
Draw a rectangle outline with the specific thickness
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# File 'mrb_doc/shapes/rectangle.rb', line 95 def draw_rectangle_lines_ex(rectangle, thickness, colour) # mrb_draw_rectangle_lines_ex # src/mruby_integration/shapes/rectangle.cpp nil end |
#draw_rectangle_pro(rectangle, origin, rotation, colour) ⇒ nil
Draw a rectangle with rotation
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# File 'mrb_doc/shapes/rectangle.rb', line 30 def draw_rectangle_pro(rectangle, origin, rotation, colour) # mrb_draw_rectangle_pro # src/mruby_integration/shapes/rectangle.cpp nil end |
#draw_rectangle_rec(rectangle, colour) ⇒ nil
Draw a rectangle
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# File 'mrb_doc/shapes/rectangle.rb', line 18 def draw_rectangle_rec(rectangle, colour) # mrb_draw_rectangle_rec # src/mruby_integration/shapes/rectangle.cpp nil end |
#draw_rectangle_rounded(rectangle, radius, segments, colour) ⇒ nil
Draw a rectangle with rounded corners
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# File 'mrb_doc/shapes/rectangle.rb', line 107 def draw_rectangle_rounded(rectangle, radius, segments, colour) # mrb_draw_rectangle_rounded # src/mruby_integration/shapes/rectangle.cpp nil end |
#draw_rectangle_rounded_lines(rectangle, radius, segments, thickness, colour) ⇒ nil
Draw the outline of a rectangle with rounded corners
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# File 'mrb_doc/shapes/rectangle.rb', line 120 def draw_rectangle_rounded_lines(rectangle, radius, segments, thickness, colour) # mrb_draw_rectangle_rounded_lines # src/mruby_integration/shapes/rectangle.cpp nil end |
#draw_ring(vector, inner_radius, outer_radius, start_angle, end_angle, segments, colour) ⇒ nil
Draw a ring
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# File 'mrb_doc/shapes/ring.rb', line 10 def draw_ring(vector, inner_radius, outer_radius, start_angle, end_angle, segments, colour) # mrb_draw_ring # src/mruby_integration/shapes/ring.cpp nil end |
#draw_ring_lines(vector, inner_radius, outer_radius, start_angle, end_angle, segments, colour) ⇒ nil
Draw the outline of a ring
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# File 'mrb_doc/shapes/ring.rb', line 25 def draw_ring_lines(vector, inner_radius, outer_radius, start_angle, end_angle, segments, colour) # mrb_draw_ring_lines # src/mruby_integration/shapes/ring.cpp nil end |
#draw_text(text, x, y, font_size, colour) ⇒ nil
Draws the current frame rate at the passed in x and y coordinates.
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# File 'mrb_doc/text.rb', line 47 def draw_text(text, x, y, font_size, colour) # mrb_draw_text # src/mruby_integration/text.cpp nil end |
#draw_text_ex(font, text, position, font_size, font_padding, colour) ⇒ nil
Draws the text at the given position, size, padding, and colour with the specified font
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# File 'mrb_doc/text.rb', line 61 def draw_text_ex(font, text, position, font_size, font_padding, colour) # mrb_draw_text_ex # src/mruby_integration/text.cpp nil end |
#draw_texture(texture, x, y, colour) ⇒ nil
Draws a texture, the colour will apply a tint and alpha levels
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# File 'mrb_doc/textures.rb', line 34 def draw_texture(texture, x, y, colour) # mrb_draw_texture # src/mruby_integration/textures.cpp nil end |
#draw_texture_pro(texture, source, destination, origin, rotation, colour) ⇒ nil
Draws a section of texture with the specified rotation to the scaled to the destination rectangle, the colour will apply a tint and alpha levels
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# File 'mrb_doc/textures.rb', line 49 def draw_texture_pro(texture, source, destination, origin, rotation, colour) # mrb_draw_texture_pro # src/mruby_integration/textures.cpp nil end |
#draw_triangle(left, right, top, colour) ⇒ nil
Draw a triangle
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# File 'mrb_doc/shapes/triangle.rb', line 7 def draw_triangle(left, right, top, colour) # mrb_draw_triangle # src/mruby_integration/shapes/triangle.cpp nil end |
#draw_triangle_lines(left, right, top, colour) ⇒ nil
Draw the outline of a triangle
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# File 'mrb_doc/shapes/triangle.rb', line 19 def draw_triangle_lines(left, right, top, colour) # mrb_draw_triangle_lines # src/mruby_integration/shapes/triangle.cpp nil end |
#drawing { ... } ⇒ nil
Allows you to call rendering functions within the block
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# File 'src/ruby/core/drawing.rb', line 11 def drawing(&block) begin_drawing block.call ensure end_drawing end |
#enable_cursor ⇒ nil
Enables and shows the cursor
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# File 'mrb_doc/core/cursor.rb', line 27 def enable_cursor # mrb_enable_cursor # src/mruby_integration/core/cursor.cpp nil end |
#end_drawing ⇒ nil
Ends drawing to the screen
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# File 'mrb_doc/core/drawing.rb', line 20 def end_drawing() # mrb_end_drawing # src/mruby_integration/core/drawing.cpp nil end |
#end_mode2D ⇒ nil
Stops drawing from the perspective of the camera
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# File 'mrb_doc/core/drawing.rb', line 37 def end_mode2D() # mrb_end_mode2D # src/mruby_integration/core/drawing.cpp nil end |
#end_scissor_mode ⇒ nil
End scissor mode
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# File 'mrb_doc/core/drawing.rb', line 91 def end_scissor_mode() # mrb_end_scissor_mode # src/mruby_integration/core/drawing.cpp nil end |
#end_shader_mode ⇒ nil
Stops drawing through the Shader
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# File 'mrb_doc/core/drawing.rb', line 71 def end_shader_mode() # mrb_end_shader_mode # src/mruby_integration/core/drawing.cpp nil end |
#end_texture_mode ⇒ nil
Stops drawing to the RenderTexture
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# File 'mrb_doc/core/drawing.rb', line 54 def end_texture_mode() # mrb_end_texture_mode # src/mruby_integration/core/drawing.cpp nil end |
#export_image(image, path) ⇒ nil
Exports an image to a file
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# File 'mrb_doc/image.rb', line 23 def export_image(image, path) # mrb_export_image # src/mruby_integration/image.cpp nil end |
#fade(colour) ⇒ Colour
Returns a new colour which is a faded version of the original
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# File 'mrb_doc/textures.rb', line 58 def fade(colour) # mrb_fade # src/mruby_integration/textures.cpp Colour.new end |
#files_dropped? ⇒ nil
Have their been files dropped that haven’t been dealt with?
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# File 'mrb_doc/core/files.rb', line 3 def files_dropped?() # mrb_files_dropped # src/mruby_integration/core/files.cpp true end |
#gamepad_available?(index) ⇒ Bool
Return whether or not the specified gamepad is available
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# File 'mrb_doc/core/input/gamepad.rb', line 4 def gamepad_available?(index) # mrb_gamepad_available # src/mruby_integration/core/input/gamepad.cpp true end |
#gamepad_button_down?(index, button) ⇒ Boolean
Is the specified button down on the specific gamepad?
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# File 'mrb_doc/core/input/gamepad.rb', line 33 def (index, ) # mrb_gamepad_button_down # src/mruby_integration/core/input/gamepad.cpp true end |
#gamepad_button_pressed?(index, button) ⇒ Boolean
Has the specified button been pressed on the specific gamepad?
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# File 'mrb_doc/core/input/gamepad.rb', line 23 def (index, ) # mrb_gamepad_button_pressed # src/mruby_integration/core/input/gamepad.cpp true end |
#gamepad_button_released?(index, button) ⇒ Boolean
Has the specified button been released on the specific gamepad?
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# File 'mrb_doc/core/input/gamepad.rb', line 43 def (index, ) # mrb_gamepad_button_released # src/mruby_integration/core/input/gamepad.cpp false end |
#gamepad_button_up?(index, button) ⇒ Boolean
Is the specified button not being pressed on the specific gamepad?
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# File 'mrb_doc/core/input/gamepad.rb', line 53 def (index, ) # mrb_gamepad_button_up # src/mruby_integration/core/input/gamepad.cpp true end |
#generate_image_colour(width, height, colour) ⇒ Image
Generates a new image of width by height in the specified colour.
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# File 'mrb_doc/image.rb', line 34 def generate_image_colour(width, height, colour) # mrb_generate_image_colour # src/mruby_integration/image.cpp Image.new end |
#generate_texture_mipmaps(texture) ⇒ nil
Generates mipmaps for the Texture2D
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# File 'mrb_doc/textures.rb', line 67 def generate_texture_mipmaps(texture) # mrb_gen_texture_mipmaps # src/mruby_integration/textures.cpp nil end |
#get_attribute_from_element(selector, attribute) ⇒ String
Gets the attribute from the specified element. If it’s a data attribute you can just pass ‘data-blah’
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# File 'src/ruby/platform_specific/web.rb', line 7 def get_attribute_from_element(selector, attribute) raise PlatformSpecificMethodCalledOnWrongPlatformError, 'get_attribute_from_element is only available for Web exports' end |
#get_char_pressed ⇒ Integer
Returns the charcode for the pressed key, call it multiple times for queued keys
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# File 'mrb_doc/core/input/keyboard.rb', line 56 def get_char_pressed # mrb_getchar_pressed # src/mruby_integration/core/input/keyboard.cpp 64 end |
#get_clipboard_text ⇒ String
Gets the clipboard value
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# File 'mrb_doc/core/misc.rb', line 52 def get_clipboard_text() # mrb_get_clipboard_text # src/mruby_integration/core/misc.cpp 'Clipboard Text' end |
#get_current_monitor ⇒ Integer
Gets the id of the current monitor
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# File 'mrb_doc/core/window.rb', line 230 def get_current_monitor() # mrb_get_current_monitor # src/mruby_integration/core/window.cpp 0 end |
#get_dropped_files ⇒ Array<String>
Return an array of the files that were last dropped on the window, will return an empty array if no files have been dropped since the program started or this method was last called.
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# File 'mrb_doc/core/files.rb', line 13 def get_dropped_files() # mrb_get_dropped_files # src/mruby_integration/core/files.cpp [ '/home/taylor/Gemfile', '/home/taylor/src/main.cpp', '/home/taylor/README.md', ] end |
#get_fps ⇒ Integer
Returns the current framerate as an integer
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# File 'mrb_doc/core/timing.rb', line 12 def get_fps() # mrb_get_fps # src/mruby_integration/core/timing.cpp 60 end |
#get_frame_time ⇒ Float
Returns the amount of time the last frame took in seconds
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# File 'mrb_doc/core/timing.rb', line 20 def get_frame_time() # mrb_frame_time # src/mruby_integration/core/timing.cpp 0.01633 end |
#get_gamepad_axis_count(index) ⇒ Integer
Returns the count of axis for the specified gamepad
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# File 'mrb_doc/core/input/gamepad.rb', line 70 def get_gamepad_axis_count(index) # mrb_get_gamepad_axis_count # src/mruby_integration/core/input/gamepad.cpp 2 end |
#get_gamepad_axis_movement(index, axis) ⇒ Float
Returns the movement of the specified axis for the specified gamepad
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# File 'mrb_doc/core/input/gamepad.rb', line 80 def get_gamepad_axis_movement(index, axis) # mrb_get_gamepad_axis_movement # src/mruby_integration/core/input/gamepad.cpp 0.5 end |
#get_gamepad_button_pressed ⇒ Integer
Returns the last pressed gamepad button
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# File 'mrb_doc/core/input/gamepad.rb', line 61 def () # mrb_get_gamepad_button_pressed # src/mruby_integration/core/input/gamepad.cpp 0 end |
#get_gamepad_name(index) ⇒ String
Returns the specified gamepads name
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# File 'mrb_doc/core/input/gamepad.rb', line 13 def get_gamepad_name(index) # mrb_get_gamepad_name # src/mruby_integration/core/input/gamepad.cpp 'Xbox Controller' end |
#get_gesture_detected ⇒ Integer
Returns the detected gestures based on their constant
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# File 'mrb_doc/core/gestures.rb', line 13 def get_gesture_detected() # mrb_get_gesture_detected # src/mruby_integration/core/gestures.cpp GESTURE_TAP end |
#get_key_pressed ⇒ Integer
Returns the keycode for the pressed key, call it multiple times for queued keys
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# File 'mrb_doc/core/input/keyboard.rb', line 48 def get_key_pressed # mrb_get_key_pressed # src/mruby_integration/core/input/keyboard.cpp 64 end |
#get_monitor_count ⇒ Integer
Gets the total number of monitors the user has
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# File 'mrb_doc/core/window.rb', line 222 def get_monitor_count() # mrb_get_monitor_count # src/mruby_integration/core/window.cpp 2 end |
#get_monitor_height(monitor) ⇒ Integer
Gets the height of the specified monitor
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# File 'mrb_doc/core/window.rb', line 257 def get_monitor_height(monitor) # mrb_get_monitor_height # src/mruby_integration/core/window.cpp 1080 end |
#get_monitor_position(monitor) ⇒ Vector2
Gets the position of the specified monitor
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# File 'mrb_doc/core/window.rb', line 239 def get_monitor_position(monitor) # mrb_get_monitor_position # src/mruby_integration/core/window.cpp Vector2.new(0, 0,) end |
#get_monitor_refresh_rate(monitor) ⇒ Integer
Gets the refresh rate of the specified monitor
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# File 'mrb_doc/core/window.rb', line 266 def get_monitor_refresh_rate(monitor) # mrb_get_monitor_refresh_rate # src/mruby_integration/core/window.cpp 60 end |
#get_monitor_width(monitor) ⇒ Integer
Gets the width of the specified monitor
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# File 'mrb_doc/core/window.rb', line 248 def get_monitor_width(monitor) # mrb_get_monitor_width # src/mruby_integration/core/window.cpp 1920 end |
#get_mouse_position ⇒ Vector2
Returns the current mouse position in the window
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# File 'mrb_doc/core/input/mouse.rb', line 55 def get_mouse_position() # mrb_get_mouse_position # src/mruby_integration/core/input/mouse.cpp Vector2.new end |
#get_mouse_wheel_move ⇒ Float
Returns the movement of the mouse wheel since last frame
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# File 'mrb_doc/core/input/mouse.rb', line 93 def get_mouse_wheel_move() # mrb_get_mouse_wheel_move # src/mruby_integration/core/input/mouse.cpp 0.5 end |
#get_mouse_x ⇒ Integer
Returns the current mouse x position in the window
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# File 'mrb_doc/core/input/mouse.rb', line 39 def get_mouse_x() # mrb_get_mouse_x # src/mruby_integration/core/input/mouse.cpp 64 end |
#get_mouse_y ⇒ Integer
Returns the current mouse y position in the window
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# File 'mrb_doc/core/input/mouse.rb', line 47 def get_mouse_y() # mrb_get_mouse_y # src/mruby_integration/core/input/mouse.cpp 64 end |
#get_music_time_length(music) ⇒ Float
Gets the length of a music object in seconds
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# File 'mrb_doc/audio/music.rb', line 96 def get_music_time_length(music) # mrb_get_music_time_length # src/mruby_integration/audio/music.cpp nil end |
#get_music_time_played(music) ⇒ Float
Gets the time played of a music object in seconds
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# File 'mrb_doc/audio/music.rb', line 105 def get_music_time_played(music) # mrb_get_music_time_played # src/mruby_integration/audio/music.cpp nil end |
#get_screen_data ⇒ Image
Returns an Image object with the screen data
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# File 'mrb_doc/image.rb', line 245 def get_screen_data() # mrb_get_screen_data # src/mruby_integration/image.cpp Image.new end |
#get_screen_height ⇒ Integer
Gets the height of the window
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# File 'mrb_doc/core/window.rb', line 214 def get_screen_height() # mrb_get_screen_height # src/mruby_integration/core/window.cpp 480 end |
#get_screen_to_world2D(vector, camera) ⇒ Vector2
Translates the vector to where it is in the world based on it the camera
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# File 'mrb_doc/core/screen_space.rb', line 15 def get_screen_to_world2D(vector, camera) # mrb_get_screen_to_world2D # src/mruby_integration/core/screen_space.cpp Vector2.new end |
#get_screen_width ⇒ Integer
Gets the width of the window
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# File 'mrb_doc/core/window.rb', line 206 def get_screen_width() # mrb_get_screen_width # src/mruby_integration/core/window.cpp 640 end |
#get_shader_location(shader, variable) ⇒ Integer
Returns the location of uniform variable, will return -1 if not found.
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# File 'mrb_doc/shaders.rb', line 43 def get_shader_location(shader, variable) # mrb_get_shader_location # src/mruby_integration/shaders.cpp 1 end |
#get_time ⇒ Float
Returns the amount of time the has passed since init_window was called
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# File 'mrb_doc/core/timing.rb', line 28 def get_time() # mrb_time # src/mruby_integration/core/timing.cpp 36.345 end |
#get_touch_position(index) ⇒ Vector2
Get the position within the window of the specified touch
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# File 'mrb_doc/core/input/touch.rb', line 4 def get_touch_position(index) # mrb_get_touch_position # src/mruby_integration/core/input/touch.cpp Vector2.new end |
#get_window_position ⇒ Vector2
Gets the position of the window
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# File 'mrb_doc/core/window.rb', line 274 def get_window_position() # mrb_get_window_position # src/mruby_integration/core/window.cpp Vector2.new(10, 10) end |
#get_window_scale_dpi ⇒ Vector2
Gets the scale of the window
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# File 'mrb_doc/core/window.rb', line 282 def get_window_scale_dpi() # mrb_get_window_scale_dpi # src/mruby_integration/core/window.cpp Vector2.new(1, 1) end |
#get_world_to_screen2D(vector, camera) ⇒ Vector2
Translates the vector to where it is on the screen according to the camera
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# File 'mrb_doc/core/screen_space.rb', line 5 def get_world_to_screen2D(vector, camera) # mrb_get_world_to_screen2D # src/mruby_integration/core/screen_space.cpp Vector2.new end |
#hide_cursor ⇒ nil
Hides the cursor
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# File 'mrb_doc/core/cursor.rb', line 11 def hide_cursor() # mrb_hide_cursor # src/mruby_integration/core/cursor.cpp nil end |
#image_alpha_mask!(image, alpha_mask) ⇒ nil
Applies the alpha of the mask to the image
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# File 'mrb_doc/image.rb', line 110 def image_alpha_mask!(image, alpha_mask) # mrb_image_alpha_mask # src/mruby_integration/image.cpp nil end |
#image_alpha_premultiply!(image) ⇒ nil
Pre-multiplies the alpha for the image
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# File 'mrb_doc/image.rb', line 119 def image_alpha_premultiply!(image) # mrb_image_alpha_premultiply # src/mruby_integration/image.cpp nil end |
#image_colour_brightness!(image, brightness) ⇒ nil
Change the brightness of the image
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# File 'mrb_doc/image.rb', line 212 def image_colour_brightness!(image, brightness) # mrb_image_colour_brightness # src/mruby_integration/image.cpp nil end |
#image_colour_contrast!(image, contrast) ⇒ nil
Change the contrast of the image
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# File 'mrb_doc/image.rb', line 202 def image_colour_contrast!(image, contrast) # mrb_image_colour_contrast # src/mruby_integration/image.cpp nil end |
#image_colour_grayscale!(image) ⇒ nil
Converts the image to grayscale
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# File 'mrb_doc/image.rb', line 192 def image_colour_grayscale!(image) # mrb_image_colour_grayscale # src/mruby_integration/image.cpp nil end |
#image_colour_invert!(image) ⇒ nil
Inverts the colours of the image
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# File 'mrb_doc/image.rb', line 183 def image_colour_invert!(image) # mrb_image_colour_invert # src/mruby_integration/image.cpp nil end |
#image_colour_replace!(image, old_colour, new_colour) ⇒ nil
Replace the old Colour with the new Colour
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# File 'mrb_doc/image.rb', line 223 def image_colour_replace!(image, old_colour, new_colour) # mrb_image_colour_replace # src/mruby_integration/image.cpp nil end |
#image_colour_tint!(image, colour) ⇒ nil
Tints the image with the specified colour
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# File 'mrb_doc/image.rb', line 174 def image_colour_tint!(image, colour) # mrb_image_colour_tint # src/mruby_integration/image.cpp nil end |
#image_copy(image) ⇒ Image
Copies an image to a new object
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# File 'mrb_doc/image.rb', line 43 def image_copy(image) # mrb_image_copy # src/mruby_integration/image.cpp Image.new end |
#image_crop!(image, rectangle) ⇒ nil
Crops the image to the section in the rectangle
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# File 'mrb_doc/image.rb', line 100 def image_crop!(image, rectangle) # mrb_image_crop # src/mruby_integration/image.cpp nil end |
#image_draw!(destination, source, source_rectangle, destination_rectangle, colour) ⇒ nil
Draws the specified portion of the source image into the specified region of the destination image.
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# File 'mrb_doc/image.rb', line 237 def image_draw!(destination, source, source_rectangle, destination_rectangle, colour) # mrb_image_draw # src/mruby_integration/image.cpp nil end |
#image_flip_horizontal!(image) ⇒ nil
Flips the image horizontally
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# File 'mrb_doc/image.rb', line 146 def image_flip_horizontal!(image) # mrb_image_flip_horizontal # src/mruby_integration/image.cpp nil end |
#image_flip_vertical!(image) ⇒ nil
Flips the image vertically
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# File 'mrb_doc/image.rb', line 128 def image_flip_vertical!(image) # mrb_image_flip_vertical # src/mruby_integration/image.cpp nil end |
#image_from_image(image, source) ⇒ Image
Returns a subsection of an image
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# File 'mrb_doc/image.rb', line 53 def image_from_image(image, source) # mrb_image_from_image # src/mruby_integration/image.cpp Image.new end |
#image_mipmaps!(image) ⇒ nil
Generates mipmaps for the specified image
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# File 'mrb_doc/image.rb', line 137 def image_mipmaps!(image) # mrb_image_mipmaps # src/mruby_integration/image.cpp nil end |
#image_resize!(image, width, height) ⇒ nil
Resizes the image using a bicubic scaling algorithm. Useful for things like photos, not great for pixel art.
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# File 'mrb_doc/image.rb', line 78 def image_resize!(image, width, height) # mrb_image_resize # src/mruby_integration/image.cpp nil end |
#image_resize_nearest_neighbour!(image, width, height) ⇒ nil
Resizes the image using a nearest-neighbour scaling algorithm. Useful for things like pixel art, not great for photos.
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# File 'mrb_doc/image.rb', line 90 def image_resize_nearest_neighbour!(image, width, height) # mrb_image_resize_nearest_neighbour # src/mruby_integration/image.cpp nil end |
#image_rotate_ccw!(image) ⇒ nil
Rotates the image counter-clockwise 90 degrees
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# File 'mrb_doc/image.rb', line 164 def image_rotate_ccw!(image) # mrb_image_rotate_ccw # src/mruby_integration/image.cpp nil end |
#image_rotate_cw!(image) ⇒ nil
Rotates the image clockwise 90 degrees
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# File 'mrb_doc/image.rb', line 155 def image_rotate_cw!(image) # mrb_image_rotate_cw # src/mruby_integration/image.cpp nil end |
#image_text_ex(font, text, font_size, font_padding, colour) ⇒ Image
Creates an image from the font
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# File 'mrb_doc/image.rb', line 66 def image_text_ex(font, text, font_size, font_padding, colour) # mrb_image_text_ex # src/mruby_integration/image.cpp Image.new end |
#init_audio_device ⇒ nil
Initialises the audio device for playback
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# File 'mrb_doc/audio/device.rb', line 3 def init_audio_device() # mrb_init_audio_device # src/mruby_integration/audio/device.cpp nil end |
#init_window(width, height, title) ⇒ nil
Initialises a window for rendering
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# File 'mrb_doc/core/window.rb', line 6 def init_window(width, height, title) # mrb_init_window # src/mruby_integration/core/window.cpp nil end |
#key_down?(key) ⇒ Boolean
Is the specified key down?
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# File 'mrb_doc/core/input/keyboard.rb', line 13 def key_down?(key) # mrb_key_down # src/mruby_integration/core/input/keyboard.cpp True end |
#key_pressed?(key) ⇒ Boolean
Has the specified key been pressed since last frame?
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# File 'mrb_doc/core/input/keyboard.rb', line 4 def key_pressed?(key) # mrb_key_pressed # src/mruby_integration/core/input/keyboard.cpp True end |
#key_released?(key) ⇒ Boolean
Has the specified key been released since last frame?
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# File 'mrb_doc/core/input/keyboard.rb', line 22 def key_released?(key) # mrb_key_released # src/mruby_integration/core/input/keyboard.cpp False end |
#key_up?(key) ⇒ Boolean
Is the specified key not down?
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# File 'mrb_doc/core/input/keyboard.rb', line 31 def key_up?(key) # mrb_key_up # src/mruby_integration/core/input/keyboard.cpp False end |
#linux? ⇒ Boolean
Is the current platform Linux?
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# File 'mrb_doc/platform.rb', line 11 def linux? # mrb_linux # src/platform.cpp true end |
#load_font(path) ⇒ Font
Loads a font from a file
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# File 'mrb_doc/text.rb', line 4 def load_font(path) # mrb_load_font # src/mruby_integration/text.cpp Font.new end |
#load_font_ex(path, font_size, char_count) ⇒ Font
Loads a font from a file with extended options
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# File 'mrb_doc/text.rb', line 15 def load_font_ex(path, font_size, char_count) # mrb_load_font_ex # src/mruby_integration/text.cpp Font.new end |
#load_image(path) ⇒ Image
Loads an image from a file
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# File 'mrb_doc/image.rb', line 4 def load_image(path) # mrb_load_image # src/mruby_integration/image.cpp Image.new end |
#load_music_stream(path) ⇒ Music
Loads a music object from a file
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# File 'mrb_doc/audio/music.rb', line 4 def load_music_stream(path) # mrb_load_music_stream # src/mruby_integration/audio/music.cpp Music.new end |
#load_shader(vertex_shader_path, fragment_shader_path) ⇒ Shader
Loads a shader from a file
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# File 'mrb_doc/shaders.rb', line 15 def load_shader(vertex_shader_path, fragment_shader_path) # mrb_load_shader # src/mruby_integration/shaders.cpp Shader.new end |
#load_shader_from_string(vertex_shader_code, fragment_shader_code) ⇒ Shader
Loads a shader from in memory strings
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# File 'mrb_doc/shaders.rb', line 5 def load_shader_from_string(vertex_shader_code, fragment_shader_code) # mrb_load_shader # src/mruby_integration/shaders.cpp Shader.new end |
#load_sound(path) ⇒ Sound
Loads a sound object from a file
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# File 'mrb_doc/audio/sound.rb', line 4 def load_sound(path) # mrb_load_sound # src/mruby_integration/audio/sound.cpp Sound.new end |
#load_texture(path) ⇒ Texture2D
Loads a texture from a file
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# File 'mrb_doc/textures.rb', line 4 def load_texture(path) # mrb_load_texture # src/mruby_integration/textures.cpp Texture2D.new end |
#load_texture_from_image(image) ⇒ Texture2D
Loads a texture from an image object
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# File 'mrb_doc/textures.rb', line 13 def load_texture_from_image(image) # mrb_load_texture_from_image # src/mruby_integration/textures.cpp Texture2D.new end |
#maximise_window ⇒ nil
Maximises the window
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# File 'mrb_doc/core/window.rb', line 124 def maximise_window() # mrb_maximise_window # src/mruby_integration/core/window.cpp nil end |
#measure_text_ex(font, text, font_size, font_padding) ⇒ Vector2
Returns the size of the text for the given font
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# File 'mrb_doc/text.rb', line 73 def measure_text_ex(font, text, font_size, font_padding) # mrb_measure_text_ex # src/mruby_integration/text.cpp Vector2.new(32, 12) end |
#minimise_window ⇒ nil
Minimises the window
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# File 'mrb_doc/core/window.rb', line 132 def minimise_window() # mrb_minimise_window # src/mruby_integration/core/window.cpp nil end |
#mouse_button_down?(button) ⇒ Boolean
Is the specified mouse button down?
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# File 'mrb_doc/core/input/mouse.rb', line 13 def () # mrb_mouse_button_down # src/mruby_integration/core/input/mouse.cpp true end |
#mouse_button_pressed?(button) ⇒ Boolean
Is the specified mouse button pressed?
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# File 'mrb_doc/core/input/mouse.rb', line 4 def () # mrb_mouse_button_pressed # src/mruby_integration/core/input/mouse.cpp true end |
#mouse_button_released?(button) ⇒ Boolean
Has the specified mouse button been released?
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# File 'mrb_doc/core/input/mouse.rb', line 22 def () # mrb_mouse_button_released # src/mruby_integration/core/input/mouse.cpp false end |
#mouse_button_up?(button) ⇒ Boolean
Is the specified mouse button not down?
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# File 'mrb_doc/core/input/mouse.rb', line 31 def () # mrb_mouse_button_up # src/mruby_integration/core/input/mouse.cpp false end |
#music_playing?(music) ⇒ Boolean
Checks whether or not a music object is currently playing
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# File 'mrb_doc/audio/music.rb', line 31 def (music) # mrb_music_playing # src/mruby_integration/audio/music.cpp true end |
#open_url(url) ⇒ nil
Opens the URL in the users browser
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# File 'mrb_doc/core/misc.rb', line 35 def open_url(url) # mrb_open_url # src/mruby_integration/core/misc.cpp nil end |
#osx? ⇒ Boolean
Is the current platform OSX?
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# File 'mrb_doc/platform.rb', line 27 def osx? # mrb_osx # src/platform.cpp false end |
#pause_music_stream(music) ⇒ nil
Pauses a music object so it can be resumed
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# File 'mrb_doc/audio/music.rb', line 58 def pause_music_stream(music) # mrb_pause_music_stream # src/mruby_integration/audio/music.cpp nil end |
#pause_sound(sound) ⇒ nil
Pauses a sound object so it can be resumed
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# File 'mrb_doc/audio/sound.rb', line 40 def pause_sound(sound) # mrb_pause_sound # src/mruby_integration/audio/sound.cpp nil end |
#persist_buildkite_test_analytics ⇒ Object
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# File 'src/ruby/core/buildkite_analytics.rb', line 111 def persist_buildkite_test_analytics output = File.open('test-analytics.json', 'w') output.write($buildkite_test_analytics.to_json) output.close end |
#play_music_stream(music) ⇒ nil
Starts playback of a music object from the beginning
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# File 'mrb_doc/audio/music.rb', line 22 def play_music_stream(music) # mrb_play_music_stream # src/mruby_integration/audio/music.cpp nil end |
#play_sound(sound) ⇒ nil
Plays a sound object
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# File 'mrb_doc/audio/sound.rb', line 22 def play_sound(sound) # mrb_play_sound # src/mruby_integration/audio/sound.cpp nil end |
#released? ⇒ Boolean
Is this a release build?
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# File 'mrb_doc/platform.rb', line 43 def released? # mrb_released # src/platform.cpp true end |
#restore_window ⇒ nil
I don’t think it currently works for restoring from minimised
Restores the window from being maximised or minimised
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# File 'mrb_doc/core/window.rb', line 141 def restore_window() # mrb_restore_window # src/mruby_integration/core/window.cpp nil end |
#resume_music_stream(music) ⇒ nil
Resumes a paused music object
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# File 'mrb_doc/audio/music.rb', line 67 def resume_music_stream(music) # mrb_resume_music_stream # src/mruby_integration/audio/music.cpp nil end |
#resume_sound(sound) ⇒ nil
Resumes a paused sound object
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# File 'mrb_doc/audio/sound.rb', line 49 def resume_sound(sound) # mrb_resume_sound # src/mruby_integration/audio/sound.cpp nil end |
#scissor_mode(section) { ... } ⇒ nil
Allows you to call rendering functions within the block but limits the output to within the bounds of section
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# File 'src/ruby/core/drawing.rb', line 23 def scissor_mode(section, &block) begin_scissor_mode(section.x, section.y, section.width, section.height) block.call ensure end_scissor_mode end |
#set_clipboard_text(text) ⇒ nil
Sets the clipboard value
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# File 'mrb_doc/core/misc.rb', line 44 def set_clipboard_text(text) # mrb_set_clipboard_text # src/mruby_integration/core/misc.cpp nil end |
#set_config_flags(flags) ⇒ nil
Enable specific config flags, to pass in multiple you can do so like: set_config_flags(FLAG_WINDOW_TOPMOST | FLAG_WINDOW_RESIZABLE)
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# File 'mrb_doc/core/misc.rb', line 17 def set_config_flags(flags) # mrb_set_config_flags # src/mruby_integration/core/misc.cpp nil end |
#set_exit_key(key) ⇒ nil
Sets the key for should_window_close? to listen for
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# File 'mrb_doc/core/input/keyboard.rb', line 40 def set_exit_key(key) # mrb_set_exit_key # src/mruby_integration/core/input/keyboard.cpp nil end |
#set_gamepad_mappings(mappings) ⇒ Integer
Setup gamepad mappings using the SDL_GameControllerDB format
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# File 'mrb_doc/core/input/gamepad.rb', line 90 def set_gamepad_mappings(mappings) # mrb_set_gamepad_mappings # src/mruby_integration/core/input/gamepad.cpp 1 end |
#set_gestures_enabled(flags) ⇒ nil
Enable only specific gestures, to pass in multiple you can do so like: set_gestures_enabled(GESTURE_TAP | GESTURE_SWIPE_UP)
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# File 'mrb_doc/core/gestures.rb', line 5 def set_gestures_enabled(flags) # mrb_set_gestures_enabled # src/mruby_integration/core/gestures.cpp nil end |
#set_main_loop(method) ⇒ nil
Sets the main loop for web exports
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# File 'mrb_doc/web.rb', line 5 def set_main_loop(method) # mrb_set_main_loop # src/web.cpp nil end |
#set_master_volume(volume) ⇒ nil
Sets the master volume
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# File 'mrb_doc/audio/device.rb', line 28 def set_master_volume(volume) # mrb_set_master_volume # src/mruby_integration/audio/device.cpp nil end |
#set_mouse_cursor(cursor) ⇒ nil
Sets the mouse cursor
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# File 'mrb_doc/core/input/mouse.rb', line 102 def set_mouse_cursor(cursor) # mrb_set_mouse_cursor # src/mruby_integration/core/input/mouse.cpp nil end |
#set_mouse_offset(x, y) ⇒ nil
Sets the offset for all mouse position functions
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# File 'mrb_doc/core/input/mouse.rb', line 75 def set_mouse_offset(x, y) # mrb_set_mouse_offset # src/mruby_integration/core/input/mouse.cpp nil end |
#set_mouse_position(x, y) ⇒ nil
Sets the position of the muose
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# File 'mrb_doc/core/input/mouse.rb', line 65 def set_mouse_position(x, y) # mrb_set_mouse_position # src/mruby_integration/core/input/mouse.cpp nil end |
#set_mouse_scale(x, y) ⇒ nil
Sets the scaling for all mouse position functions
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# File 'mrb_doc/core/input/mouse.rb', line 85 def set_mouse_scale(x, y) # mrb_set_mouse_scale # src/mruby_integration/core/input/mouse.cpp nil end |
#set_music_pitch(music, pitch) ⇒ nil
Sets pitch for a music object
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# File 'mrb_doc/audio/music.rb', line 87 def set_music_pitch(music, pitch) # mrb_set_music_pitch # src/mruby_integration/audio/music.cpp nil end |
#set_music_volume(music, volume) ⇒ nil
Sets volume for a music object
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# File 'mrb_doc/audio/music.rb', line 77 def set_music_volume(music, volume) # mrb_set_music_volume # src/mruby_integration/audio/music.cpp nil end |
#set_shader_values(shader, variable_location, variables, variable_type) ⇒ Integer
Returns the location of uniform variable, will return -1 if not found.
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# File 'mrb_doc/shaders.rb', line 55 def set_shader_values(shader, variable_location, variables, variable_type) # mrb_set_shader_values # src/mruby_integration/shaders.cpp 1 end |
#set_sound_pitch(sound, pitch) ⇒ nil
Sets the pitch of the sound object
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# File 'mrb_doc/audio/sound.rb', line 79 def set_sound_pitch(sound, pitch) # mrb_set_sound_pitch # src/mruby_integration/audio/sound.cpp 1 end |
#set_sound_volume(sound, volume) ⇒ nil
Sets the volume of the sound object
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# File 'mrb_doc/audio/sound.rb', line 69 def set_sound_volume(sound, volume) # mrb_set_sound_volume # src/mruby_integration/audio/sound.cpp 1 end |
#set_target_fps(target) ⇒ nil
Set the framerate you wish to target (usually 60, 120, or 144)
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# File 'mrb_doc/core/timing.rb', line 4 def set_target_fps(target) # mrb_set_target_fps # src/mruby_integration/core/timing.cpp nil end |
#set_texture_filter(texture, filter) ⇒ nil
Sets the filtering for the Texture2D
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# File 'mrb_doc/textures.rb', line 77 def set_texture_filter(texture, filter) # mrb_set_texture_filter # src/mruby_integration/textures.cpp nil end |
#set_trace_log_level(level) ⇒ nil
Sets the logging level
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# File 'mrb_doc/core/misc.rb', line 26 def set_trace_log_level(level) # mrb_set_trace_log_level # src/mruby_integration/core/misc.cpp nil end |
#set_window_icon(image) ⇒ nil
Sets the icon for the current window
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# File 'mrb_doc/core/window.rb', line 150 def set_window_icon(image) # mrb_set_window_icon # src/mruby_integration/core/window.cpp nil end |
#set_window_min_size(width, height) ⇒ nil
Sets the minimum allowed size for the current window
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# File 'mrb_doc/core/window.rb', line 188 def set_window_min_size(width, height) # mrb_set_window_min_size # src/mruby_integration/core/window.cpp nil end |
#set_window_monitor(monitor) ⇒ nil
Sets the monitor for the current window
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# File 'mrb_doc/core/window.rb', line 178 def set_window_monitor(monitor) # mrb_set_window_monitor # src/mruby_integration/core/window.cpp nil end |
#set_window_position(x, y) ⇒ nil
Sets the position for the current window
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# File 'mrb_doc/core/window.rb', line 169 def set_window_position(x, y) # mrb_set_window_position # src/mruby_integration/core/window.cpp nil end |
#set_window_size(width, height) ⇒ nil
Sets the size for the current window
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# File 'mrb_doc/core/window.rb', line 198 def set_window_size(width, height) # mrb_set_window_size # src/mruby_integration/core/window.cpp nil end |
#set_window_state(flags) ⇒ nil
Sets the specified states on the window, to pass in multiple you can do so like: set_window_state(FLAG_WINDOW_ALWAYS_RUN | FLAG_WINDOW_HIDDEN)
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# File 'mrb_doc/core/window.rb', line 50 def set_window_state(flags) # mrb_clear_window_state # src/mruby_integration/core/window.cpp nil end |
#set_window_title(title) ⇒ nil
Sets the title for the current window
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# File 'mrb_doc/core/window.rb', line 159 def set_window_title(title) # mrb_set_window_title # src/mruby_integration/core/window.cpp nil end |
#shader_ready?(shader) ⇒ Boolean
Checks if the shader is ready
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# File 'mrb_doc/shaders.rb', line 33 def shader_ready?(shader) # mrb_shader_ready # src/mruby_integration/shaders.cpp True end |
#show_cursor ⇒ nil
Shows the cursor
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# File 'mrb_doc/core/cursor.rb', line 3 def show_cursor() # mrb_show_cursor # src/mruby_integration/core/cursor.cpp nil end |
#sound_playing?(sound) ⇒ Boolean
Checks whether or not a sound object is currently playing
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# File 'mrb_doc/audio/sound.rb', line 58 def (sound) # mrb_sound_playing # src/mruby_integration/audio/sound.cpp true end |
#stop_music_stream(music) ⇒ nil
Stops a music object from playing
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# File 'mrb_doc/audio/music.rb', line 49 def stop_music_stream(music) # mrb_stop_music_stream # src/mruby_integration/audio/music.cpp nil end |
#stop_sound(sound) ⇒ nil
Stops a sound object
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# File 'mrb_doc/audio/sound.rb', line 31 def stop_sound(sound) # mrb_stop_sound # src/mruby_integration/audio/sound.cpp nil end |
#take_screenshot(filename) ⇒ nil
You’ll want to call this function after you’ve called end_drawing
or you’ll find that you don’t get everything that you think you’ve drawn.
The extension of filename
will dictate how the screenshot is saved.
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# File 'mrb_doc/core/misc.rb', line 7 def take_screenshot(filename) # mrb_take_screenshot # src/mruby_integration/core/misc.cpp nil end |
#toggle_fullscreen ⇒ nil
Toggles the fullscreen state
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# File 'mrb_doc/core/window.rb', line 116 def toggle_fullscreen() # mrb_toggle_fullscreen # src/mruby_integration/core/window.cpp nil end |
#unload_font(font) ⇒ nil
Unloads a font from memory
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# File 'mrb_doc/text.rb', line 24 def unload_font(font) # mrb_unload_font # src/mruby_integration/text.cpp nil end |
#unload_image(image) ⇒ nil
Unloads an image
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# File 'mrb_doc/image.rb', line 13 def unload_image(image) # mrb_unload_image # src/mruby_integration/image.cpp nil end |
#unload_music_stream(music) ⇒ nil
Unloads a music object
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# File 'mrb_doc/audio/music.rb', line 13 def unload_music_stream(music) # mrb_unload_music_stream # src/mruby_integration/audio/music.cpp nil end |
#unload_shader(shader) ⇒ nil
Unloads a shader
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# File 'mrb_doc/shaders.rb', line 24 def unload_shader(shader) # mrb_unload_shader # src/mruby_integration/shaders.cpp nil end |
#unload_sound(sound) ⇒ nil
Unloads a sound object
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# File 'mrb_doc/audio/sound.rb', line 13 def unload_sound(sound) # mrb_load_sound # src/mruby_integration/audio/sound.cpp nil end |
#unload_texture(texture) ⇒ nil
Unloads a texture
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# File 'mrb_doc/textures.rb', line 22 def unload_texture(texture) # mrb_unload_texture # src/mruby_integration/textures.cpp nil end |
#update_music_stream(music) ⇒ nil
Updates the buffer for the specified music, you should call this every frame
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# File 'mrb_doc/audio/music.rb', line 40 def update_music_stream(music) # mrb_update_music_stream # src/mruby_integration/audio/music.cpp nil end |
#upload_buildkite_test_analytics ⇒ Object
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# File 'src/ruby/core/buildkite_analytics.rb', line 73 def upload_buildkite_test_analytics return unless ENV['BUILDKITE_TEST_ANALYTICS_KEY'] puts puts "Found a Buildkite test analytics key, let's upload our results!" puts "..." client = SimpleHttp.new('https', 'analytics-api.buildkite.com', 443) response = client.request( "POST", '/v1/uploads', { 'Authorization' => "Token token=\"#{ENV['BUILDKITE_TEST_ANALYTICS_KEY']}\"", 'Content-Type' => 'application/json', 'Body' => { format: 'json', run_env: { "CI" => "buildkite", "key" => ENV['BUILDKITE_BUILD_ID'], "number" => ENV['BUILDKITE_BUILD_NUMBER'], "job_id" => ENV['BUILDKITE_JOB_ID'], "branch" => ENV['BUILDKITE_BRANCH'], "commit_sha" => ENV['BUILDKITE_COMMIT'], "message" => ENV['BUILDKITE_MESSAGE'], "url" => ENV['BUILDKITE_BUILD_URL'] }, data: $buildkite_test_analytics }.to_json } ) response_data = JSON.parse(response.body) puts "ID: #{response_data['id']}" puts "Run ID: #{response_data['run_id']}" puts "Queued: #{response_data['queued']}" puts "Done!" end |
#window_focused? ⇒ Boolean
Checks if the window has focus
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# File 'mrb_doc/core/window.rb', line 90 def window_focused?() # mrb_window_focused # src/mruby_integration/core/window.cpp true end |
#window_fullscreen? ⇒ Boolean
Checks if the window has the FLAG_FULLSCREEN_MODE state set
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# File 'mrb_doc/core/window.rb', line 58 def window_fullscreen?() # mrb_window_fullscreen # src/mruby_integration/core/window.cpp true end |
#window_hidden? ⇒ Boolean
Checks if the window has the FLAG_WINDOW_HIDDEN state set
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# File 'mrb_doc/core/window.rb', line 66 def window_hidden?() # mrb_window_hidden # src/mruby_integration/core/window.cpp false end |
#window_maximised? ⇒ Boolean
Checks if the window has the FLAG_WINDOW_MAXIMISED state set
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# File 'mrb_doc/core/window.rb', line 82 def window_maximised?() # mrb_window_maximised # src/mruby_integration/core/window.cpp true end |
#window_minimised? ⇒ Boolean
Checks if the window has the FLAG_WINDOW_MINIMISED state set
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# File 'mrb_doc/core/window.rb', line 74 def window_minimised?() # mrb_window_minimised # src/mruby_integration/core/window.cpp false end |
#window_ready? ⇒ Boolean
Has the window been initialised and ready for rendering?
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# File 'mrb_doc/core/window.rb', line 30 def window_ready?() # mrb_window_ready # src/mruby_integration/core/window.cpp true end |
#window_resized? ⇒ Boolean
Checks if the window was resized since the last frame
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# File 'mrb_doc/core/window.rb', line 98 def window_resized?() # mrb_window_resized # src/mruby_integration/core/window.cpp false end |
#window_should_close? ⇒ Boolean
Has the user pressed ESC or the close button?
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# File 'mrb_doc/core/window.rb', line 14 def window_should_close?() # mrb_window_should_close # src/mruby_integration/core/window.cpp false end |
#window_state?(flags) ⇒ Boolean
Checks if the window has the state set, to pass in multiple you can do so like: window_state?(FLAG_WINDOW_ALWAYS_RUN | FLAG_WINDOW_HIDDEN)
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# File 'mrb_doc/core/window.rb', line 40 def window_state?(flags) # mrb_window_state # src/mruby_integration/core/window.cpp true end |
#windows? ⇒ Boolean
Is the current platform Windows?
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# File 'mrb_doc/platform.rb', line 19 def windows? # mrb_windows # src/platform.cpp false end |