mirror of
https://github.com/raysan5/raylib.git
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Work on timming functions...
It seems Sleep() behaves weird on my computer, disabled by default returning to the busy wait loop... also re-implemented DrawFPS() to avoid frame blitting...
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19
src/raylib.h
19
src/raylib.h
@ -98,14 +98,13 @@
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#define RAD2DEG (180.0f/PI)
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// raylib Config Flags
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#define FLAG_SHOW_LOGO 1
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#define FLAG_SHOW_MOUSE_CURSOR 2
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#define FLAG_FULLSCREEN_MODE 4
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#define FLAG_WINDOW_RESIZABLE 8
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#define FLAG_WINDOW_DECORATED 16
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#define FLAG_WINDOW_TRANSPARENT 32
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#define FLAG_MSAA_4X_HINT 64
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#define FLAG_VSYNC_HINT 128
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#define FLAG_SHOW_LOGO 1 // Set this flag to show raylib logo at startup
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#define FLAG_FULLSCREEN_MODE 2 // Set this flag to run program in fullscreen
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#define FLAG_WINDOW_RESIZABLE 4 // Set this flag to allow resizable window
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#define FLAG_WINDOW_DECORATED 8 // Set this flag to show window decoration (frame and buttons)
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#define FLAG_WINDOW_TRANSPARENT 16 // Set this flag to allow transparent window
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#define FLAG_MSAA_4X_HINT 32 // Set this flag to try enabling MSAA 4X
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#define FLAG_VSYNC_HINT 64 // Set this flag to try enabling V-Sync on GPU
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// Keyboard Function Keys
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#define KEY_SPACE 32
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@ -674,8 +673,8 @@ RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the
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RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
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RLAPI int GetFPS(void); // Returns current FPS (rounded value)
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RLAPI float GetFrameTime(void); // Returns time in seconds for one frame (rounded value)
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RLAPI int GetFPS(void); // Returns current FPS
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RLAPI float GetFrameTime(void); // Returns time in seconds for one frame
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RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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RLAPI int GetHexValue(Color color); // Returns hexadecimal value for a Color
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