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Created raylib syntax analysis (markdown)
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raylib is a simple and easy-to-use library to enjoy videogames programing... but, **what makes the library simple and easy-to-use?** Considering that for many users the first contact with the library is its API, here it is a small analysis of the API from a **syntactic point of view**. How are the functions structured? Which words are used? How many parameters are exposed? How intuitive is it to understand or even guess every function/structure/enum when required?
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Syntax is the set of rules, principles, and processes that govern the structure of sentences in a given language, usually including word order.
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To do this analysis a [`raylib.h` parser](https://github.com/raysan5/raylib/tree/master/parser) has been created. That parser dissects API into small pieces; in the future it can also be useful for automatic docs and binding generation!
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The analysis is organized in 3 parts, one for each API element analyzed:
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- Functions: Instructions called by the users to make things happen
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- Structures (`struct`): Data types to organize information packages
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- Enumerators (`enum`): Sequence of values for a specific type of data
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## Functions
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Latest raylib version in the moment of this writing (3.8-dev) exposes a total of **470 functions**, a relatively small API for a gamedev library.
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All raylib functions _try_ to follow this syntactic structure:
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```
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<Verb><Subject><Complement>();
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```
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More specifically, every syntactic element implies:
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```
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<Action><Object><Attribute/State>(); // Do an Action over some Object Attribute/State
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```
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Following this rule make the API comprehensive, intuitive, easy-to-remember and easy-to-use.
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Checking the available functions with more detail, they can be divided into 3 groups:
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1. Functions following a common pattern
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2. Functions operating over specific type of data
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3. Functions with unique pattern
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### 1. Functions following a common pattern
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Most of the functions of the library go into this first group **(~360)**, there are some common `<Action>` that prepend the name of most of the functions:
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pattern | function format | API count | examples
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:--: | :----- | :---: | :----------
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01 | void Init*() | 3 | InitWindow(), InitAudioDevice(), InitAudioStream()
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02 | void Close*() | 3 | CloseWindow(), CloseAudioDevice(), CloseAudioStream()
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03 | void Begin*() | 8 | BeginDrawing(), BeginBlendMode()
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04 | void End*() | 8 | EndDrawing(), EndBlendMode()
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05 | TYPE Get*() | **79** | GetKeyPressed(), GetMouseX(), GetRayCollision*()
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06 | void Set*() | **46** | SetWindowTitle(), SetTargetFPS(), SetMouseScale()
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07 | bool Is*() | **33** | IsKeyPressed(), IsGamepadAvailable(), IsSoundPlaying()
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08 | TYPE Gen<TYPE>*() | 20 | GenImage*(), GenMesh*()
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09 | TYPE Load<TYPE>*() | **33** | LoadImage*(), LoadTexture*(), LoadSound*()
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10 | void Unload<TYPE>*(<TYPE>) | 21 | UnloadImage(), UnloadTexture(), UnloadSound()
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11 | void Update<TYPE>*(<TYPE>, *) | 8 | UpdateTexture(), UpdateCamera()
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12 | bool Save*() | 3 | SaveFileData(), SaveFileText(), SaveStorageValue()
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13 | bool Export*() | 5 | ExportImage(), ExportImageAsCode(), ExportMesh(), ExportWave(), ExportWaveAsCode()
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14 | void Draw*() | **79** | DrawRectangle(), DrawTexture*(), DrawModel*()
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15 | bool CheckCollision*() | 10 | CheckCollisionRecs(), CheckCollisionCircles(), CheckCollisionBoxSphere()
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### 2. Functions operating over specific type of data
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Those functions operate over a specific data type, so, it was decided to prepend the `DataType` to the function name, they are an exception over the main syntax rule followed by the API:
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pattern | function format | API count | examples
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:--: | :----- | :---: | :----------
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01 | TYPE Color*() | 7 | ColorAlpha(), ColorFromHSV(), ColorToHSV()
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02 | Image/void Image*() | **40** | ImageFormat(), ImageCrop(), ImageResize(), ImageFlipVertical()
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03 | TYPE Text*() | **16** | TextFormat(), TextReplace(), TextSplit(), TextToLower()
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04 | Mesh*() | 2 | MeshTangents(), MeshBinormals()
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05 | Wave/void Wave*() | 3 | WaveFormat(), WaveCopy(), WaveCrop()
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_NOTE: Maybe some of them are renamed in the future for consistency._
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### 3. Functions with unique pattern
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Remaining functions **(43 in total)** follow a unique pattern, still, **most of them** follow the standard syntax pattern of `<Verb><Subject><Complement>`.
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```c
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// core.c
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WindowShouldClose(); // Not following pattern
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ClearWindowState();
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ToggleFullscreen();
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MaximizeWindow();
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MinimizeWindow();
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RestoreWindow();
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ShowCursor();
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HideCursor();
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EnableCursor();
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DisableCursor();
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ClearBackground();
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TakeScreenshot();
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TraceLog(); // Not following pattern
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MemAlloc(); // Data-type pattern?
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MemRealloc(); // Data-type pattern?
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MemFree(); // Data-type pattern?
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FileExists(); // Not following pattern -> IsFileAvailable()?
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DirectoryExists(); // Not following pattern -> IsDirectoryAvailable()?
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ClearDirectoryFiles();
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ChangeDirectory();
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ClearDroppedFiles();
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CompressData();
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DecompressData();
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OpenURL();
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// textures.c
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Fade(); // Left for backward compatibility, use ColorAlpha() instead
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// text.c
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MeasureText();
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MeasureTextEx();
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CodepointToUtf8(); // Not following pattern -> EncodeCodepointAsUtf8()?
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// models.c
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UploadMesh();
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// raudio.c
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PlaySound();
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StopSound();
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PauseSound();
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ResumeSound();
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PlaySoundMulti();
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StopSoundMulti();
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PlayMusicStream();
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StopMusicStream();
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PauseMusicStream();
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ResumeMusicStream();
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PlayAudioStream();
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StopAudioStream();
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PauseAudioStream();
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ResumeAudioStream();
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```
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### Functions naming
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Most functions in raylib use a maximum of 4 words
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## Structures
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raylib defines a total of **31 struct data types**, most of those structs use a single word to define the type and some of them use two words.
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num | struct name | fields count | comments
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:--:| :---------: | :-------: | :--------
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01 | Vector2 | 2 |
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02 | Vector3 | 3 |
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03 | Vector4 | 4 |
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04 | Matrix | 4 |
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05 | Color | 4 |
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06 | Rectangle | 4 |
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07 | Image | 5 |
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08 | Texture | 5 |
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09 | RenderTexture | 3 | _2 words name_
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10 | NPatchInfo | 6 | _2 words name_
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11 | CharInfo | 5 |
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12 | Font | 6 |
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13 | Camera3D | 5 |
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14 | Camera2D | 4 |
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15 | Mesh | **15** |
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16 | Shader | 2 |
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17 | MaterialMap | 3 | _2 words name_
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18 | Material | 3 |
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19 | Transform | 3 |
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20 | BoneInfo | 2 |
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21 | Model | **9** |
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22 | ModelAnimation| 4 | _2 words name_
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23 | Ray | 2 |
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24 | RayCollision | 4 | _2 words name_
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25 | BoundingBox | 2 | _2 words name_
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26 | Wave | 5 |
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27 | AudioStream | 4 | _2 words name_
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28 | Sound | 2 |
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29 | Music | 5 |
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30 | VrDeviceInfo | **10** | _3 words name_
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31 | VrStereoConfig | **8** | _3 words name_
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## Enumerations
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num | enum name | values count | comments
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:--:| :---------: | :-------: | :--------
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01 | ConfigFlags | 14 |
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02 | TraceLogLevel | 8 | _3 words name_
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03 | KeyboardKey | **110** |
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04 | MouseButton | 8 |
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05 | MouseCursor | 11 |
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06 | GamepadButton | **18** |
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07 | GamepadAxis | 6 |
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08 | MaterialMapIndex | 11 | _3 words name_
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09 | ShaderLocationIndex | **26** | _3 words name_
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10 | ShaderUniformDataType | 9 | **_4 words name_**
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11 | PixelFormat | **21** |
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12 | TextureFilter | 6 |
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13 | TextureWrap | 4 |
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14 | CubemapLayout | 6 |
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15 | FontType | 3 |
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16 | BlendMode | 6 |
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17 | Gestures | 11 |
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18 | CameraMode | 5 |
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19 | CameraProjection | 2 |
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20 | NPatchLayout | 3 | _3 words name_
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