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authorDavid Thompson <dthompson2@worcester.edu>2019-05-28 18:23:10 -0400
committerDavid Thompson <dthompson2@worcester.edu>2019-05-28 20:28:09 -0400
commitdb8d5d789220446eb24ff4aadc7650ae97a365ff (patch)
tree870a41014b72066f2616cf706254579837fc8321
parent12ac60e9caecb5e6ababdded9ba9f8e73c7cb742 (diff)
doc: Remove unnecessary @var markup in argument lists.
-rw-r--r--doc/api.texi603
1 files changed, 300 insertions, 303 deletions
diff --git a/doc/api.texi b/doc/api.texi
index ab2955d..9a7591d 100644
--- a/doc/api.texi
+++ b/doc/api.texi
@@ -384,7 +384,7 @@ approximation that is ``good enough.''
Half of @var{pi}.
@end defvar
-@deffn {Procedure} cotan @var{z}
+@deffn {Procedure} cotan z
Return the cotangent of @var{z}.
@end deffn
@@ -425,176 +425,176 @@ functions, they do not compose well and create more verbose code.
@subsubsection 2D Vectors
-@deffn {Procedure} vec2 @var{x} @var{y}
+@deffn {Procedure} vec2 x y
Return a new 2D vector with coordinates (@var{x}, @var{y}).
@end deffn
-@deffn {Procedure} vec2/polar @var{r} @var{theta}
+@deffn {Procedure} vec2/polar r theta
Return a new 2D vector containing the Cartesian representation of the
polar coordinate (@var{r}, @var{theta}). The angle @var{theta} is
measured in radians.
@end deffn
-@deffn {Procedure} vec2? @var{obj}
+@deffn {Procedure} vec2? obj
Return @code{#t} if @var{obj} is a 2D vector.
@end deffn
-@deffn {Procedure} vec2-x @var{v}
+@deffn {Procedure} vec2-x v
Return the X coordinate of the 2D vector @var{v}.
@end deffn
-@deffn {Procedure} vec2-y @var{v}
+@deffn {Procedure} vec2-y v
Return the Y coordinate of the 2D vector @var{v}.
@end deffn
-@deffn {Procedure} vec2-copy @var{v}
+@deffn {Procedure} vec2-copy v
Return a fresh copy of the 2D vector @var{v}.
@end deffn
-@deffn {Procedure} vec2-magnitude @var{v}
+@deffn {Procedure} vec2-magnitude v
Return the magnitude of the 2D vector @var{v}.
@end deffn
-@deffn {Procedure} vec2-dot-product @var{v1} @var{v2}
+@deffn {Procedure} vec2-dot-product v1 v2
Return the dot product of the 2D vectors @var{v1} and @var{v2}.
@end deffn
-@deffn {Procedure} vec2-normalize @var{v}
+@deffn {Procedure} vec2-normalize v
Return the normalized form of the 2D vector @var{v}.
@end deffn
-@deffn {Procedure} vec2+ @var{v} @var{x}
+@deffn {Procedure} vec2+ v x
Add @var{x}, either a 2D vector or a scalar (i.e. a real number), to
the 2D vector @var{v} and return a new vector containing the sum.
@end deffn
-@deffn {Procedure} vec2- @var{v} @var{x}
+@deffn {Procedure} vec2- v x
Subtract @var{x}, either a 2D vector or a scalar, from the 2D vector
@var{v} and return a new vector containing the difference.
@end deffn
-@deffn {Procedure} vec2* @var{v} @var{x}
+@deffn {Procedure} vec2* v x
Multiply the 2D vector @var{v} by @var{x}, a 2D vector or a scalar,
and return a new vector containing the product.
@end deffn
-@deffn {Procedure} set-vec2-x! @var{v} @var{x}
+@deffn {Procedure} set-vec2-x! v x
Set the X coordinate of the 2D vector @var{v} to @var{x}.
@end deffn
-@deffn {Procedure} set-vec2-y! @var{v} @var{y}
+@deffn {Procedure} set-vec2-y! v y
Set the Y coordinate of the 2D vector @var{v} to @var{y}.
@end deffn
-@deffn {Procedure} set-vec2! @var{v} @var{x} @var{y}
+@deffn {Procedure} set-vec2! v x y
Set the X and Y coordinates of the 2D vector @var{v} to @var{x} and
@var{y}, respectively.
@end deffn
-@deffn {Procedure} vec2-copy! @var{source} @var{target}
+@deffn {Procedure} vec2-copy! source target
Copy the 2D vector @var{source} into the 2D vector @var{target}.
@end deffn
-@deffn {Procedure} vec2-add! @var{v} @var{x}
+@deffn {Procedure} vec2-add! v x
Perform an in-place modification of the 2D vector @var{v} by adding
@var{x}, a 2D vector or a scalar.
@end deffn
-@deffn {Procedure} vec2-sub! @var{v} @var{x}
+@deffn {Procedure} vec2-sub! v x
Perform an in-place modification of the 2D vector @var{v} by
subtracting @var{x}, a 2D vector or a scalar.
@end deffn
-@deffn {Procedure} vec2-mult! @var{v} @var{x}
+@deffn {Procedure} vec2-mult! v x
Perform an in-place modification of the 2D vector @var{v} by
multiplying it by @var{x}, a 2D vector or a scalar.
@end deffn
@subsubsection 3D Vectors
-@deffn {Procedure} vec3 @var{x} @var{y}
+@deffn {Procedure} vec3 x y
Return a new 2D vector with coordinates (@var{x}, @var{y}).
@end deffn
-@deffn {Procedure} vec3? @var{obj}
+@deffn {Procedure} vec3? obj
Return @code{#t} if @var{obj} is a 3D vector.
@end deffn
-@deffn {Procedure} vec3-x @var{v}
+@deffn {Procedure} vec3-x v
Return the X coordinate of the 3D vector @var{v}.
@end deffn
-@deffn {Procedure} vec3-y @var{v}
+@deffn {Procedure} vec3-y v
Return the Y coordinate of the 3D vector @var{v}.
@end deffn
-@deffn {Procedure} vec3-z @var{v}
+@deffn {Procedure} vec3-z v
Return the Z coordinate of the 3D vector @var{v}.
@end deffn
-@deffn {Procedure} vec3-copy @var{v}
+@deffn {Procedure} vec3-copy v
Return a fresh copy of the 3D vector @var{v}.
@end deffn
-@deffn {Procedure} vec3-magnitude @var{v}
+@deffn {Procedure} vec3-magnitude v
Return the magnitude of the 3D vector @var{v}.
@end deffn
-@deffn {Procedure} vec3-dot-product @var{v1} @var{v2}
+@deffn {Procedure} vec3-dot-product v1 v2
Return the dot product of the 3D vectors @var{v1} and @var{v2}.
@end deffn
-@deffn {Procedure} vec3-normalize @var{v}
+@deffn {Procedure} vec3-normalize v
Return the normalized form of the 3D vector @var{v}.
@end deffn
-@deffn {Procedure} vec3+ @var{v} @var{x}
+@deffn {Procedure} vec3+ v x
Add @var{x}, either a 3D vector or a scalar (i.e. a real number), to
the 3D vector @var{v} and return a new vector containing the sum.
@end deffn
-@deffn {Procedure} vec3- @var{v} @var{x}
+@deffn {Procedure} vec3- v x
Subtract @var{x}, either a 3D vector or a scalar, from the 3D vector
@var{v} and return a new vector containing the difference.
@end deffn
-@deffn {Procedure} vec3* @var{v} @var{x}
+@deffn {Procedure} vec3* v x
Multiply the 3D vector @var{v} by @var{x}, a 3D vector or a scalar,
and return a new vector containing the product.
@end deffn
-@deffn {Procedure} set-vec3-x! @var{v} @var{x}
+@deffn {Procedure} set-vec3-x! v x
Set the X coordinate of the 3D vector @var{v} to @var{x}.
@end deffn
-@deffn {Procedure} set-vec3-y! @var{v} @var{y}
+@deffn {Procedure} set-vec3-y! v y
Set the Y coordinate of the 3D vector @var{v} to @var{y}.
@end deffn
-@deffn {Procedure} set-vec3-z! @var{v} @var{z}
+@deffn {Procedure} set-vec3-z! v z
Set the Z coordinate of the 3D vector @var{v} to @var{z}.
@end deffn
-@deffn {Procedure} set-vec3! @var{v} @var{x} @var{y} @var{z}
+@deffn {Procedure} set-vec3! v x y z
Set the X, Y, and Z coordinates of the 3D vector @var{v} to @var{x},
@var{y}, and @var{z}, respectively.
@end deffn
-@deffn {Procedure} vec3-copy! @var{source} @var{target}
+@deffn {Procedure} vec3-copy! source target
Copy the 3D vector @var{source} into the 3D vector @var{target}.
@end deffn
-@deffn {Procedure} vec3-add! @var{v} @var{x}
+@deffn {Procedure} vec3-add! v x
Perform an in-place modification of the 3D vector @var{v} by adding
@var{x}, a 3D vector or a scalar.
@end deffn
-@deffn {Procedure} vec3-sub! @var{v} @var{x}
+@deffn {Procedure} vec3-sub! v x
Perform an in-place modification of the 3D vector @var{v} by
subtracting @var{x}, a 3D vector or a scalar.
@end deffn
-@deffn {Procedure} vec3-mult! @var{v} @var{x}
+@deffn {Procedure} vec3-mult! v x
Perform an in-place modification of the 3D vector @var{v} by
multiplying it by @var{x}, a 3D vector or a scalar.
@end deffn
@@ -613,182 +613,182 @@ Like some of the other math modules, there exists a collection of
functions that do in-place modification of rectangles for use in
performance critical code paths.
-@deffn {Procedure} rect @var{x} @var{y} @var{width} @var{height}
+@deffn {Procedure} rect x y width height
@deffnx {Procedure} make-rect @var{x} @var{y} @var{width} @var{height}
Create a new rectangle that is @var{width} by @var{height} in size and
whose bottom-left corner is located at (@var{x}, @var{y}).
@end deffn
-@deffn {Procedure} rect? @var{obj}
+@deffn {Procedure} rect? obj
Return @code{#t} if @var{obj} is a rectangle.
@end deffn
-@deffn {Procedure} rect-within? @var{rect1} @var{rect2}
+@deffn {Procedure} rect-within? rect1 rect2
Return @code{#t} if @var{rect2} is completely within @var{rect1}.
@end deffn
-@deffn {Procedure} rect-intersects? @var{rect1} @var{rect2}
+@deffn {Procedure} rect-intersects? rect1 rect2
Return @code{#t} if @var{rect2} overlaps @var{rect1}.
@end deffn
-@deffn {Procedure} rect-contains? @var{rect} @var{x} @var{y}
+@deffn {Procedure} rect-contains? rect x y
Return @code{#t} if the coordinates (@var{x}, @var{y}) are within
@var{rect}.
@end deffn
-@deffn {Procedure} rect-contains-vec2? @var{rect} @var{v}
+@deffn {Procedure} rect-contains-vec2? rect v
Return @code{#t} if the 2D vector @var{v} is within the bounds of
@var{rect}.
@end deffn
-@deffn {Procedure} rect-x @var{rect}
+@deffn {Procedure} rect-x rect
Return the X coordinate of the lower-left corner of @var{rect}.
@end deffn
-@deffn {Procedure} rect-y @var{rect}
+@deffn {Procedure} rect-y rect
Return the Y coordinate of the lower-left corner of @var{rect}.
@end deffn
-@deffn {Procedure} rect-left @var{rect}
+@deffn {Procedure} rect-left rect
Return the left-most X coordinate of @var{rect}.
@end deffn
-@deffn {Procedure} rect-right @var{rect}
+@deffn {Procedure} rect-right rect
Return the right-most X coordinate of @var{rect}.
@end deffn
-@deffn {Procedure} rect-bottom @var{rect}
+@deffn {Procedure} rect-bottom rect
Return the bottom-most Y coordinate of @var{rect}.
@end deffn
-@deffn {Procedure} rect-top @var{rect}
+@deffn {Procedure} rect-top rect
Return the top-most Y coordinate of @var{rect}.
@end deffn
-@deffn {Procedure} rect-center-x @var{rect}
+@deffn {Procedure} rect-center-x rect
Return the X coordinate of the center of @var{rect}.
@end deffn
-@deffn {Procedure} rect-center-y @var{rect}
+@deffn {Procedure} rect-center-y rect
Return the Y coordinate of the center of @var{rect}.
@end deffn
-@deffn {Procedure} rect-width @var{rect}
+@deffn {Procedure} rect-width rect
Return the width of @var{rect}.
@end deffn
-@deffn {Procedure} rect-height @var{rect}
+@deffn {Procedure} rect-height rect
Return the height of @var{rect}.
@end deffn
-@deffn {Procedure} rect-area @var{rect}
+@deffn {Procedure} rect-area rect
Return the surface area covered by @var{rect}.
@end deffn
-@deffn {Procedure} rect-clamp-x @var{rect} @var{x}
+@deffn {Procedure} rect-clamp-x rect x
Restrict @var{x} to the portion of the X axis covered by @var{rect}.
@end deffn
-@deffn {Procedure} rect-clamp-y @var{rect} @var{y}
+@deffn {Procedure} rect-clamp-y rect y
Restrict @var{y} to the portion of the Y axis covered by @var{rect}.
@end deffn
-@deffn {Procedure} rect-clamp @var{rect1} @var{rect2}
+@deffn {Procedure} rect-clamp rect1 rect2
Return a new rect that adjusts the location of @var{rect1} so that it
is completely within @var{rect2}. An exception is thrown in the case
that @var{rect1} cannot fit completely within @var{rect2}.
@end deffn
-@deffn {Procedure} rect-move @var{rect} @var{x} @var{y}
+@deffn {Procedure} rect-move rect x y
Return a new rectangle based on @var{rect} but moved to the
coordinates (@var{x}, @var{y}).
@end deffn
-@deffn {Procedure} rect-move-vec2 @var{rect} @var{v}
+@deffn {Procedure} rect-move-vec2 rect v
Return a new rectangle based on @var{rect} but moved to the
coordinates in the 2D vector @var{v}.
@end deffn
-@deffn {Procedure} rect-move-by @var{rect} @var{x} @var{y}
+@deffn {Procedure} rect-move-by rect x y
Return a new rectangle based on @var{rect} but moved by (@var{x},
@var{y}) units relative to its current location.
@end deffn
-@deffn {Procedure} rect-move-by-vec2 @var{rect} @var{v}
+@deffn {Procedure} rect-move-by-vec2 rect v
Return a new rectangle based on @var{rect} but moved by the 2D vector
@var{v} relative to its current location.
@end deffn
-@deffn {Procedure} rect-inflate @var{rect} @var{width} @var{height}
+@deffn {Procedure} rect-inflate rect width height
Return a new rectangle based on @var{rect}, but expanded by
@var{width} units on the X axis and @var{height} units on the Y axis,
while keeping the rectangle centered on the same point.
@end deffn
-@deffn {Procedure} rect-union @var{rect1} @var{rect2}
+@deffn {Procedure} rect-union rect1 rect2
Return a new rectangle that completely covers the area of @var{rect1}
and @var{rect2}.
@end deffn
-@deffn {Procedure} rect-clip @var{rect1} @var{rect2}
+@deffn {Procedure} rect-clip rect1 rect2
Return a new rectangle that is the overlapping region of @var{rect1}
and @var{rect2}. If the two rectangles do not overlap, a rectangle of
0 width and 0 height is returned.
@end deffn
-@deffn {Procedure} set-rect-x! @var{rect} @var{x}
+@deffn {Procedure} set-rect-x! rect x
Set the left X coordinate of @var{rect} to @var{x}.
@end deffn
-@deffn {Procedure} set-rect-y! @var{rect} @var{y}
+@deffn {Procedure} set-rect-y! rect y
Set the bottom Y coordinate of @var{rect} to @var{y}.
@end deffn
-@deffn {Procedure} set-rect-width! @var{rect} @var{width}
+@deffn {Procedure} set-rect-width! rect width
Set the width of @var{rect} to @var{width}.
@end deffn
-@deffn {Procedure} set-rect-height! @var{rect} @var{height}
+@deffn {Procedure} set-rect-height! rect height
Set the height of @var{rect} to @var{height}.
@end deffn
-@deffn {Procedure} rect-move! @var{rect} @var{x} @var{y}
+@deffn {Procedure} rect-move! rect x y
Move @var{rect} to (@var{x}, @var{y}) in-place.
@end deffn
-@deffn {Procedure} rect-move-vec2! @var{rect} @var{v}
+@deffn {Procedure} rect-move-vec2! rect v
Move @var{rect} to the 2D vector @var{v} in-place.
@end deffn
-@deffn {Procedure} rect-move-by! @var{rect} @var{x} @var{y}
+@deffn {Procedure} rect-move-by! rect x y
Move @var{rect} by (@var{x}, @var{y}) in-place.
@end deffn
-@deffn {Procedure} rect-move-by-vec2! @var{rect} @var{v}
+@deffn {Procedure} rect-move-by-vec2! rect v
Move @var{rect} by the 2D vector @var{v} in-place.
@end deffn
-@deffn {Procedure} rect-inflate! @var{rect} @var{width} @var{height}
+@deffn {Procedure} rect-inflate! rect width height
Expand @var{rect} by @var{width} and @var{height} in-place.
@end deffn
-@deffn {Procedure} rect-union! @var{rect1} @var{rect2}
+@deffn {Procedure} rect-union! rect1 rect2
Modify @var{rect1} in-place to completely cover the area of both
@var{rect1} and @var{rect2}.
@end deffn
-@deffn {Procedure} rect-clip! @var{rect1} @var{rect2}
+@deffn {Procedure} rect-clip! rect1 rect2
Modify @var{rect1} in-place to be the overlapping region of
@var{rect1} and @var{rect2}.
@end deffn
-@deffn {Procedure} rect-clamp! @var{rect1} @var{rect2}
+@deffn {Procedure} rect-clamp! rect1 rect2
Adjust the location of @var{rect1} in-place so that its bounds are
completely within @var{rect2}. An exception is thrown in the case
that @var{rect1} cannot fit completely within @var{rect2}.
@end deffn
-@deffn {Procedure} vec2-clamp-to-rect! @var{v} @var{rect}
+@deffn {Procedure} vec2-clamp-to-rect! v rect
Restrict the coordinates of the 2D vector @var{v} so that they are
within the bounds of @var{rect}. @var{v} is modified in-place.
@end deffn
@@ -829,51 +829,51 @@ by the smallest amount so that it no longer overlaps with B. By using
this filtering technique, a game can resolve collisions between
different objects in different ways.
-@deffn {Procedure} make-grid [@var{cell-size} 64]
+@deffn {Procedure} make-grid [cell-size 64]
Return a new grid partitioned into @var{cell-size} tiles.
@end deffn
-@deffn {Procedure} grid? @var{obj}
+@deffn {Procedure} grid? obj
Return @code{#t} if @var{obj} is a grid.
@end deffn
-@deffn {Procedure} cell? @var{obj}
+@deffn {Procedure} cell? obj
Return @code{#t} if @var{obj} is a grid cell.
@end deffn
-@deffn {Procedure} cell-count @var{cell}
+@deffn {Procedure} cell-count cell
Return the number of items in @var{cell}.
@end deffn
-@deffn {Procedure} grid-cell-size @var{grid}
+@deffn {Procedure} grid-cell-size grid
Return the cell size of @var{grid}.
@end deffn
-@deffn {Procedure} grid-cell-count @var{grid}
+@deffn {Procedure} grid-cell-count grid
Return the number of cells currently in @var{grid}.
@end deffn
-@deffn {Procedure} grid-item-count @var{grid}
+@deffn {Procedure} grid-item-count grid
Return the number of items in @var{grid}.
@end deffn
-@deffn {Procedure} grid-add @var{grid} @var{item} @var{x} @var{y} @
- @var{width} @var{height}
+@deffn {Procedure} grid-add grid item x y @
+ width height
Add @var{item} to @var{grid} represented by the axis-aligned bounding
box whose lower-left corner is at (@var{x}, @var{y}) and is
@var{width} x @var{height} in size.
@end deffn
-@deffn {Procedure} grid-remove @var{grid} @var{item}
+@deffn {Procedure} grid-remove grid item
Return @var{item} from @var{grid}.
@end deffn
-@deffn {Procedure} grid-clear @var{grid}
+@deffn {Procedure} grid-clear grid
Remove all items from @var{grid}.
@end deffn
-@deffn {Procedure} grid-move @var{grid} @var{item} @var{position} @var{filter}
+@deffn {Procedure} grid-move grid item position filter
Attempt to move @var{item} in @var{grid} to @var{position} (a 2D
vector) and check for collisions. For each collision, @var{filter}
will be called with two arguments: @var{item} and the item it collided
@@ -881,17 +881,16 @@ with. If a collision occurs, @var{position} may be modified to
resolve the colliding objects.
@end deffn
-@deffn {Procedure} for-each-cell @var{proc} @var{grid} [@var{rect}]
+@deffn {Procedure} for-each-cell proc grid [rect]
Call @var{proc} with each cell in @var{grid} that intersects
@var{rect}, or every cell if @var{rect} is @code{#f}.
@end deffn
-@deffn {Procedure} for-each-item @var{proc} @var{grid}
+@deffn {Procedure} for-each-item proc grid
Call @var{proc} for each item in @var{grid}.
@end deffn
-@deffn {Procedure} slide @var{item} @var{item-rect} @
- @var{other} @var{other-rect} @var{goal}
+@deffn {Procedure} slide item item-rect other other-rect goal
Resolve the collision that occurs between @var{item} and @var{other}
when moving @var{item-rect} to @var{goal} by sliding @var{item-rect}
@@ -916,10 +915,10 @@ objects.
@subsubsection Matrix Operations
-@deffn {Procedure} make-matrix4 @var{aa} @var{ab} @var{ac} @var{ad} @
- @var{ba} @var{bb} @var{bc} @var{bd} @
- @var{ca} @var{cb} @var{cc} @var{cd} @
- @var{da} @var{db} @var{dc} @var{dd}
+@deffn {Procedure} make-matrix4 aa ab ac ad @
+ ba bb bc bd @
+ ca cb cc cd @
+ da db dc dd
Return a new 4x4 matrix initialized with the given 16 values in
column-major format.
@@ -943,20 +942,18 @@ equivalent to the following code:
@end deffn
-@deffn {Procedure} matrix4? @var{obj}
+@deffn {Procedure} matrix4? obj
Return @code{#t} if @var{obj} is a 4x4 matrix.
@end deffn
-@deffn {Procedure} matrix4* . @var{matrices}
+@deffn {Procedure} matrix4* . matrices
Return a new 4x4 matrix containing the product of multiplying all of
the given @var{matrices}.
Note: Remember that matrix multiplication is @strong{not} commutative!
@end deffn
-@deffn {Procedure} orthographic-projection @var{left} @var{right} @
- @var{top} @var{bottom} @
- @var{near} @var{far}
+@deffn {Procedure} orthographic-projection left right top bottom near far
Return a new 4x4 matrix that represents an orthographic (2D)
projection for the horizontal clipping plane @var{top} and
@@ -964,9 +961,7 @@ projection for the horizontal clipping plane @var{top} and
and the depth clipping plane @var{near} and @var{far}.
@end deffn
-@deffn {Procedure} perspective-projection @var{fov} @
- @var{aspect-ratio} @
- @var{near} @var{far}
+@deffn {Procedure} perspective-projection fov aspect-ratio near far
Return a new 4x4 matrix that represents a perspective (3D) projection
with a field of vision of @var{fov} radians, an aspect ratio of
@@ -974,58 +969,58 @@ with a field of vision of @var{fov} radians, an aspect ratio of
and @var{far}.
@end deffn
-@deffn {Procedure} matrix4-translate @var{x}
+@deffn {Procedure} matrix4-translate x
Return a new 4x4 matrix that represents a translation by @var{x}, a 2D
vector, a 3D vector, or a rectangle (in which case the bottom-left
corner of the rectangle is used).
@end deffn
-@deffn {Procedure} matrix4-scale @var{s}
+@deffn {Procedure} matrix4-scale s
Return a new 4x4 matrix that represents a scaling along the X, Y, and
Z axes by the scaling factor @var{s}, a real number.
@end deffn
-@deffn {Procedure} matrix4-rotate @var{q}
+@deffn {Procedure} matrix4-rotate q
Return a new 4x4 matrix that represents a rotation about an arbitrary
axis defined by the quaternion @var{q}.
@end deffn
-@deffn {Procedure} matrix4-rotate-z @var{theta}
+@deffn {Procedure} matrix4-rotate-z theta
Return a new 4x4 matrix that represents a rotation about the Z axis by
@var{theta} radians.
@end deffn
-@deffn {Procedure} matrix4-identity! @var{matrix}
+@deffn {Procedure} matrix4-identity! matrix
Modify @var{matrix} in-place to contain the identity matrix.
@end deffn
-@deffn {Procedure} matrix4-mult! @var{dest} @var{a} @var{b}
+@deffn {Procedure} matrix4-mult! dest a b
Multiply the 4x4 matrix @var{a} by the 4x4 matrix @var{b} and store
the result in the 4x4 matrix @var{dest}.
@end deffn
-@deffn {Procedure} matrix4-translate! @var{matrix} @var{x}
+@deffn {Procedure} matrix4-translate! matrix x
Modify @var{matrix} in-place to contain a translation by @var{x}, a 2D
vector, a 3D vector, or a rectangle (in which case the bottom-left
corner of the rectangle is used).
@end deffn
-@deffn {Procedure} matrix4-scale! @var{matrix} @var{s}
+@deffn {Procedure} matrix4-scale! matrix s
Modify @var{matrix} in-place to contain a scaling along the X, Y, and
Z axes by the scaling factor @var{s}, a real number.
@end deffn
-@deffn {Procedure} matrix4-rotate! @var{matrix} @var{q}
+@deffn {Procedure} matrix4-rotate! matrix q
Modify @var{matrix} in-place to contain a rotation about an arbitrary
axis defined by the quaternion @var{q}.
@end deffn
-@deffn {Procedure} matrix4-rotate-z! @var{matrix} @var{theta}
+@deffn {Procedure} matrix4-rotate-z! matrix theta
Modify @var{matrix} in-place to contain a rotation about the Z axis by
@var{theta} radians.
@end deffn
-@deffn {Procedure} matrix4-2d-transform! @var{matrix} [#:origin] @
+@deffn {Procedure} matrix4-2d-transform! matrix [#:origin] @
[#:position] [#:rotation] @
[#:scale] [#:skew]
@@ -1037,7 +1032,7 @@ to @var{origin}, a 2D vector. If an argument is not provided, that
particular transformation will not be included in the result.
@end deffn
-@deffn {Procedure} transform! @var{matrix} @var{v}
+@deffn {Procedure} transform! matrix v
Modify the 2D vector @var{v} in-place by multiplying it by the 4x4
matrix @var{matrix}.
@end deffn
@@ -1052,28 +1047,28 @@ meaningful result. When interpolating two quaternions, there is a
smooth transition from one rotation to another, whereas interpolating
two matrices would yield garbage.
-@deffn {Procedure} quaternion @var{x} @var{y} @var{z} @var{w}
+@deffn {Procedure} quaternion x y z w
Return a new quaternion with values @var{x}, @var{y}, @var{z}, and
@var{w}.
@end deffn
-@deffn {Procedure} quaternion? @var{obj}
+@deffn {Procedure} quaternion? obj
Return @code{#t} if @var{obj} is a quaternion.
@end deffn
-@deffn {Procedure} quaternion-w @var{q}
+@deffn {Procedure} quaternion-w q
Return the W component of the quaternion @var{q}.
@end deffn
-@deffn {Procedure} quaternion-x @var{q}
+@deffn {Procedure} quaternion-x q
Return the X component of the quaternion @var{q}.
@end deffn
-@deffn {Procedure} quaternion-y @var{q}
+@deffn {Procedure} quaternion-y q
Return the Y component of the quaternion @var{q}.
@end deffn
-@deffn {Procedure} quaternion-z @var{q}
+@deffn {Procedure} quaternion-z q
Return the Z component of the quaternion @var{q}.
@end deffn
@@ -1093,55 +1088,55 @@ figure out which function makes an animation look the best.
Pro tip: @code{smoothstep} provides nice results most of the time and
creates smoother animation than using @code{linear}.
-@deffn {Procedure} linear @var{t}
+@deffn {Procedure} linear t
@end deffn
-@deffn {Procedure} smoothstep @var{t}
+@deffn {Procedure} smoothstep t
@end deffn
-@deffn {Procedure} ease-in-quad @var{t}
+@deffn {Procedure} ease-in-quad t
@end deffn
-@deffn {Procedure} ease-out-quad @var{t}
+@deffn {Procedure} ease-out-quad t
@end deffn
-@deffn {Procedure} ease-in-out-quad @var{t}
+@deffn {Procedure} ease-in-out-quad t
@end deffn
-@deffn {Procedure} ease-in-cubic @var{t}
+@deffn {Procedure} ease-in-cubic t
@end deffn
-@deffn {Procedure} ease-out-cubic @var{t}
+@deffn {Procedure} ease-out-cubic t
@end deffn
-@deffn {Procedure} ease-in-out-cubic @var{t}
+@deffn {Procedure} ease-in-out-cubic t
@end deffn
-@deffn {Procedure} ease-in-quart @var{t}
+@deffn {Procedure} ease-in-quart t
@end deffn
-@deffn {Procedure} ease-out-quart @var{t}
+@deffn {Procedure} ease-out-quart t
@end deffn
-@deffn {Procedure} ease-in-out-quart @var{t}
+@deffn {Procedure} ease-in-out-quart t
@end deffn
-@deffn {Procedure} ease-in-quint @var{t}
+@deffn {Procedure} ease-in-quint t
@end deffn
-@deffn {Procedure} ease-out-quint @var{t}
+@deffn {Procedure} ease-out-quint t
@end deffn
-@deffn {Procedure} ease-in-out-quint @var{t}
+@deffn {Procedure} ease-in-out-quint t
@end deffn
-@deffn {Procedure} ease-in-sine @var{t}
+@deffn {Procedure} ease-in-sine t
@end deffn
-@deffn {Procedure} ease-out-sine @var{t}
+@deffn {Procedure} ease-out-sine t
@end deffn
-@deffn {Procedure} ease-in-out-sine @var{t}
+@deffn {Procedure} ease-in-out-sine t
@end deffn
@node Bezier Curves
@@ -1160,46 +1155,46 @@ Currently, the rendering of Bezier curves is rather crude and provided
mostly for visualizing and debugging curves that would be unseen in
the final game. See @xref{Lines and Shapes} for more information.
-@deffn {Procedure} make-bezier-curve @var{p0} @var{p1} @var{p2} @var{p3}
+@deffn {Procedure} make-bezier-curve p0 p1 p2 p3
Return a new Bezier curve object whose starting point is @var{p0},
ending point is @var{p3}, and control points are @var{p1} and
@var{p2}. All points are 2D vectors.
@end deffn
-@deffn {Procedure} bezier-curve? @var{obj}
+@deffn {Procedure} bezier-curve? obj
Return @code{#t} if @var{obj} is a Bezier curve.
@end deffn
-@deffn {Procedure} bezier-curve-p0 @var{bezier}
+@deffn {Procedure} bezier-curve-p0 bezier
Return the starting point of @var{bezier}.
@end deffn
-@deffn {Procedure} bezier-curve-p1 @var{bezier}
+@deffn {Procedure} bezier-curve-p1 bezier
Return the first control point of @var{bezier}.
@end deffn
-@deffn {Procedure} bezier-curve-p2 @var{bezier}
+@deffn {Procedure} bezier-curve-p2 bezier
Return the second control point of @var{bezier}.
@end deffn
-@deffn {Procedure} bezier-curve-p3 @var{bezier}
+@deffn {Procedure} bezier-curve-p3 bezier
Return the end point of @var{bezier}.
@end deffn
-@deffn {Procedure} bezier-path . @var{control-points}
+@deffn {Procedure} bezier-path . control-points
Return a list of connected bezier curves defined by
@var{control-points}. The first curve is defined by the first 4
arguments and every additional curve thereafter requires 3 additional
arguments.
@end deffn
-@deffn {Procedure} bezier-curve-point-at @var{bezier} @var{t}
+@deffn {Procedure} bezier-curve-point-at bezier t
Return the coordinates for @var{bezier} at @var{t} (a value in the
range [0, 1] representing how far from the start of the curve to
check) as a 2D vector.
@end deffn
-@deffn {Procedure} bezier-curve-point-at! @var{dest} @var{bezier} @var{t}
+@deffn {Procedure} bezier-curve-point-at! dest bezier t
Modify the 2D vector @var{dest} in-place to contain the coordinates
for @var{bezier} at @var{t}.
@end deffn
@@ -1261,12 +1256,11 @@ for optimal path finding!
Return a new path finder object.
@end deffn
-@deffn {Procedure} path-finder? @var{obj}
+@deffn {Procedure} path-finder? obj
Return @code{#t} if @var{obj} is a path finder.
@end deffn
-@deffn {Procedure} a* @var{path-finder} @var{start} @var{goal} @
- @var{neighbors} @var{cost} @var{distance}
+@deffn {Procedure} a* path-finder start goal neighbors cost distance
Return a list of nodes forming a path from @var{start} to @var{goal}
using @var{path-finder} to hold state. @var{neighbors} is a procedure
@@ -1307,7 +1301,7 @@ blocks to implement additional rendering techniques.
@node Textures
@subsection Textures
-@deffn {Procedure} load-image @var{file} [#:min-filter nearest] @
+@deffn {Procedure} load-image file [#:min-filter nearest] @
[#:mag-filter nearest] [#:wrap-s repeat] [#:wrap-t repeat]
Load the image data from @var{file} and return a new texture object.
@@ -1323,30 +1317,30 @@ coordinates that are greater than @code{1.0}. Possible values are
@end deffn
-@deffn {Procedure} texture? @var{obj}
+@deffn {Procedure} texture? obj
Return @code{#t} if @var{obj} is a texture.
@end deffn
-@deffn {Procedure} texture-region? @var{obj}
+@deffn {Procedure} texture-region? obj
Return @code{#t} if @var{obj} is a texture region.
@end deffn
-@deffn {Procedure} texture-parent @var{texture}
+@deffn {Procedure} texture-parent texture
If @var{texture} is a texture region, return the full texture that it
is based upon. Otherwise, return @code{#f}.
@end deffn
-@deffn {Procedure} texture-min-filter @var{texture}
+@deffn {Procedure} texture-min-filter texture
Return the minification filter for @var{texture}, either
@code{nearest} or @code{linear}.
@end deffn
-@deffn {Procedure} texture-mag-filter @var{texture}
+@deffn {Procedure} texture-mag-filter texture
Return the magnification filter for @var{texture}, either
@code{nearest} or @code{linear}.
@end deffn
-@deffn {Procedure} texture-wrap-s @var{texture}
+@deffn {Procedure} texture-wrap-s texture
Return the method used for wrapping texture coordinates along the X
axis for @var{texture}.
@@ -1360,16 +1354,16 @@ Possible wrapping methods:
@end deffn
-@deffn {Procedure} texture-wrap-t @var{texture}
+@deffn {Procedure} texture-wrap-t texture
Return the method used for wrapping texture coordinates along the Y
axis for @var{texture}.
@end deffn
-@deffn {Procedure} texture-width @var{texture}
+@deffn {Procedure} texture-width texture
Return the width of @var{texture} in pixels.
@end deffn
-@deffn {Procedure} texture-height @var{texture}
+@deffn {Procedure} texture-height texture
Return the height of @var{texture} in pixels.
@end deffn
@@ -1379,7 +1373,7 @@ efficient to render many regions of a large texture than it is to
render a bunch of small textures. Chickadee provides a tile atlas
data type for collecting texture regions into a single vector.
-@deffn {Procedure} split-texture @var{texture} @var{tile-width} @var{tile-height} @
+@deffn {Procedure} split-texture texture tile-width tile-height @
[#:margin 0] [#:spacing 0]
Return a new texture atlas that splits @var{texture} into a grid of
@@ -1392,15 +1386,15 @@ This type of texture atlas layout is very common for 2D tile maps.
@xref{Tile Maps} for more information.
@end deffn
-@deffn {Procedure} texture-atlas? @var{obj}
+@deffn {Procedure} texture-atlas? obj
Return @code{#t} if @var{obj} is a texture atlas.
@end deffn
-@deffn {Procedure} texture-atlas-texture @var{atlas}
+@deffn {Procedure} texture-atlas-texture atlas
Return the texture that all texture regions in @var{atlas} have been created from.
@end deffn
-@deffn {Procedure} texture-atlas-ref @var{atlas} @var{index}
+@deffn {Procedure} texture-atlas-ref atlas index
Return the texture region in @var{atlas} at @var{index}.
@end deffn
@@ -1414,7 +1408,7 @@ players, NPCs, items, particles, text, etc. In Chickadee, bitmaps are
stored in textures (@pxref{Textures}) and can be used to draw sprites
via the @code{draw-sprite} procedure.
-@deffn {Procedure} draw-sprite @var{texture} @var{position} @
+@deffn {Procedure} draw-sprite texture position @
[#:tint white] [#:origin] [#:scale] [#:rotation] [#:blend-mode alpha] @
[#:rect]
@@ -1452,25 +1446,25 @@ reducing the number of different textures is to stuff many bitmaps
into a single image file and create a ``texture atlas''
(@pxref{Textures}) to access the sub-images within.
-@deffn {Procedure} make-sprite-batch @var{texture} [#:capacity 256]
+@deffn {Procedure} make-sprite-batch texture [#:capacity 256]
Create a new sprite batch for @var{texture} with initial space for
@var{capacity} sprites. Sprite batches automatically resize when they
are full to accomodate as many sprites as necessary.
@end deffn
-@deffn {Procedure} sprite-batch? @var{obj}
+@deffn {Procedure} sprite-batch? obj
Return @code{#t} if @var{obj} is a sprite batch.
@end deffn
-@deffn {Procedure} sprite-batch-texture @var{batch}
+@deffn {Procedure} sprite-batch-texture batch
Return the texture for @var{batch}.
@end deffn
-@deffn {Procedure} set-sprite-batch-texture! @var{batch} @var{texture}
+@deffn {Procedure} set-sprite-batch-texture! batch texture
Set texture for @var{batch} to @var{texture}.
@end deffn
-@deffn {Procedure} sprite-batch-add! @var{batch} @var{position} @
+@deffn {Procedure} sprite-batch-add! batch position @
[#:origin] [#:scale] [:rotation] @
[#:tint @code{white}] [#:texture-region]
@@ -1482,11 +1476,11 @@ parent is the batch texture may be specified as @var{texture-region}.
See @code{draw-sprite} for information about the other arguments.
@end deffn
-@deffn {Procedure} sprite-batch-clear! @var{batch}
+@deffn {Procedure} sprite-batch-clear! batch
Reset size of @var{batch} to 0.
@end deffn
-@deffn {Procedure} draw-sprite-batch @var{batch} [#:blend-mode @code{alpha}]
+@deffn {Procedure} draw-sprite-batch batch [#:blend-mode @code{alpha}]
Render @var{batch} using @var{blend-mode}. Alpha blending is used by
default.
@end deffn
@@ -1518,7 +1512,7 @@ interface widgets like buttons and dialog boxes. By using a nine
patch, they can be rendered at any size without unappealing scaling
artifacts.
-@deffn {Procedure} draw-nine-patch @var{texture} @var{rect} @
+@deffn {Procedure} draw-nine-patch texture rect @
[#:margin 0] [#:top-margin margin] [#:bottom-margin margin] @
[#:left-margin margin] [#:right-margin margin] @
[#:origin] [#:scale] [#:rotation] [#:blend-mode alpha] @
@@ -1544,12 +1538,12 @@ maps is called @url{http://mapeditor.org,Tiled}. Chickadee has native
support for loading and rendering Tiled maps in the @code{(chickadee
render tiled)} module.
-@deffn {Procedure} load-tile-map @var{file-name}
+@deffn {Procedure} load-tile-map file-name
Load the Tiled formatted map in @var{file-name} and return a new tile
map object.
@end deffn
-@deffn {Procedure} draw-tile-map @var{tile-map} [#:layers] [#:region] @
+@deffn {Procedure} draw-tile-map tile-map [#:layers] [#:region] @
[#:origin] [#:position] [#:scale] [#:rotation]
Draw the layers of @var{tile-map}. By default, all layers are drawn.
@@ -1567,7 +1561,7 @@ Sprites are fun, but sometimes simple, untextured lines and polygons
are desired. That's where the @code{(chickadee render shapes)} module
comes in!
-@deffn {Procedure} draw-line @var{start} @var{end} @
+@deffn {Procedure} draw-line start end @
[#:thickness 0.5] [#:feather 1.0] [#:cap round] [#:color] @
[#:shader]
@@ -1581,7 +1575,7 @@ the @var{shader} argument to override the built-in line segment
shader.
@end deffn
-@deffn {Procedure} draw-bezier-curve @var{bezier} [#:segments 32] @
+@deffn {Procedure} draw-bezier-curve bezier [#:segments 32] @
[#:control-points?] [#:tangents?] @
[#:control-point-size 8] @
[#:control-point-color yellow] @
@@ -1604,7 +1598,7 @@ A custom @var{matrix} may be passed for applications that require more
control over the final output.
@end deffn
-@deffn {Procedure} draw-bezier-path @var{path} [#:segments 32] @
+@deffn {Procedure} draw-bezier-path path [#:segments 32] @
[#:control-points?] [#:tangents?] @
[#:control-point-size 8] @
[#:control-point-color yellow] @
@@ -1635,36 +1629,36 @@ where a font is not specified, as is the case in the above example.
The following procedures can be found in the @code{(chickadee render
font)} module:
-@deffn {Procedure} load-font @var{file}
+@deffn {Procedure} load-font file
Load the Angel Code font (in either XML or FNT format) in @var{file}
and return a new font object.
@end deffn
-@deffn {Procedure} font? @var{obj}
+@deffn {Procedure} font? obj
Return @code{#t} if @var{obj} is a font object.
@end deffn
-@deffn {Procedure} font-face @var{font}
+@deffn {Procedure} font-face font
Return the name of @var{font}.
@end deffn
-@deffn {Procedure} font-line-height @var{font}
+@deffn {Procedure} font-line-height font
Return the line height of @var{font}.
@end deffn
-@deffn {Procedure} font-line-height @var{font}
+@deffn {Procedure} font-line-height font
Return the line height of @var{font}.
@end deffn
-@deffn {Procedure} font-bold? @var{font}
+@deffn {Procedure} font-bold? font
Return @code{#t} if @var{font} is a bold font.
@end deffn
-@deffn {Procedure} font-italic? @var{font}
+@deffn {Procedure} font-italic? font
Return @code{#t} if @var{font} is an italicized font.
@end deffn
-@deffn {Procedure} draw-text @var{text} @var{position}
+@deffn {Procedure} draw-text text position
[#:font] [#:origin] [#:scale] [#:rotation] [#:blend-mode]
[#:start 0] [#:end @code{(string-length text)}]
@@ -1719,7 +1713,7 @@ at the coordinates @code{(320, 240)}:
To see all of the tweakable knobs and switches, read on!
-@deffn {Procedure} make-particles @var{capacity} [#:blend-mode @code{alpha}] @
+@deffn {Procedure} make-particles capacity [#:blend-mode @code{alpha}] @
[#:color white] [#:end-color transparent] [#:texture] @
[#:animation-rows 1] [#:animation-columns 1] [#:width] [#:height] @
[#:speed-range (vec2 0.1 1.0)] [#:acceleration-range (vec2 0.0 0.1)] @
@@ -1777,24 +1771,23 @@ last or @code{oldest} for the reverse. By default, no sorting is
applied at all.
@end deffn
-@deffn {Procedure} particles? @var{obj}
+@deffn {Procedure} particles? obj
Return @code{#t} if @var{obj} is a particle system.
@end deffn
-@deffn {Procedure} update-particles @var{particles}
+@deffn {Procedure} update-particles particles
Advance the simulation of @var{particles}.
@end deffn
-@deffn {Procedure} draw-particles @var{particles}
+@deffn {Procedure} draw-particles particles
Render @var{particles}.
@end deffn
-@deffn {Procedure} draw-particles* @var{particles} @var{matrix}
+@deffn {Procedure} draw-particles* particles matrix
Render @var{particles} with @var{matrix} applied.
@end deffn
-@deffn {Procedure} make-particle-emitter @var{spawn-area} @
- @var{rate} [@var{duration}]
+@deffn {Procedure} make-particle-emitter spawn-area rate [duration]
Return a new particle emitter that spawns @var{rate} particles per
frame within @var{spawn-area} (a rectangle or 2D vector) for
@@ -1802,32 +1795,32 @@ frame within @var{spawn-area} (a rectangle or 2D vector) for
emitter will spawn particles indefinitely.
@end deffn
-@deffn {Procedure} particle-emitter? @var{obj}
+@deffn {Procedure} particle-emitter? obj
Return @code{#t} if @var{obj} is a particle emitter.
@end deffn
-@deffn {Procedure} particle-emitter-spawn-area @var{emitter}
+@deffn {Procedure} particle-emitter-spawn-area emitter
Return the spawn area for @var{emitter}.
@end deffn
-@deffn {Procedure} particle-emitter-rate @var{emitter}
+@deffn {Procedure} particle-emitter-rate emitter
Return the number of particles that @var{emitter} will spawn per
frame.
@end deffn
-@deffn {Procedure} particle-emitter-life @var{emitter}
+@deffn {Procedure} particle-emitter-life emitter
Return the number of frames remaining in @var{emitter}'s lifespan.
@end deffn
-@deffn {Procedure} particle-emitter-done? @var{emitter}
+@deffn {Procedure} particle-emitter-done? emitter
Return @code{#t} if @var{emitter} has finished spawning particlces.
@end deffn
-@deffn {Procedure} add-particle-emitter @var{particles} @var{emitter}
+@deffn {Procedure} add-particle-emitter particles emitter
Add @var{emitter} to @var{particles}.
@end deffn
-@deffn {Procedure} remove-particle-emitter @var{particles} @var{emitter}
+@deffn {Procedure} remove-particle-emitter particles emitter
Remove @var{emitter} to @var{particles}
@end deffn
@@ -1880,7 +1873,11 @@ a post-processing shader and rendered to the game window. The
post-processing shader could do any number of things: scaling,
antialiasing, motion blur, etc.
-@deffn {Procedure} make-framebuffer @var{width} @var{height} [#:min-filter 'linear] [#:mag-filter 'linear] [#:wrap-s 'repeat] [#:wrap-t 'repeat]
+@deffn {Procedure} make-framebuffer width height @
+ [#:min-filter @code{linear}] @
+ [#:mag-filter @code{linear}] @
+ [#:wrap-s @code{repeat}] @
+ [#:wrap-t @code{repeat}]
Create a new framebuffer that is @var{width} pixels wide and @var{height} pixels high.
@@ -1891,15 +1888,15 @@ is used in both cases. To perform no smoothing at all, use
the best choice for pixel art games.
@end deffn
-@deffn {Procedure} framebuffer? @var{obj}
+@deffn {Procedure} framebuffer? obj
Return @code{#t} if @var{obj} is a framebuffer.
@end deffn
-@deffn {Procedure} framebuffer-texture @var{fb}
+@deffn {Procedure} framebuffer-texture fb
Return the texture backing the framebuffer @var{fb}.
@end deffn
-@deffn {Procedure} framebuffer-viewport @var{fb}
+@deffn {Procedure} framebuffer-viewport fb
Return the default viewport (@pxref{Viewports}) used by the
framebuffer @var{fb}.
@end deffn
@@ -1923,8 +1920,8 @@ see @code{with-viewport} in @ref{Rendering Engine}.
The @code{(chickadee render viewport)} module provides the following
API:
-@deffn {Procedure} make-viewport @var{x} @var{y} @var{width} @var{height} @
- [#:clear-color] [#:clear-flags]
+@deffn {Procedure} make-viewport x y width height @
+ [#:clear-color] [#:clear-flags]
Create a viewport that covers an area of the window starting from
coordinates (@var{x}, @var{y}) and spanning @var{width} @code{x}
@@ -1936,31 +1933,31 @@ Possible values for @var{clear-flags} are @var{color-buffer},
@var{depth-buffer}, @var{accum-buffer}, and @var{stencil-buffer}.
@end deffn
-@deffn {Procedure} viewport? @var{obj}
+@deffn {Procedure} viewport? obj
Return @code{#t} if @var{obj} is a viewport.
@end deffn
-@deffn {Procedure} viewport-x @var{viewport}
+@deffn {Procedure} viewport-x viewport
Return the left edge of @var{viewport}.
@end deffn
-@deffn {Procedure} viewport-y @var{viewport}
+@deffn {Procedure} viewport-y viewport
Return the bottom edge of @var{viewport}.
@end deffn
-@deffn {Procedure} viewport-width @var{viewport}
+@deffn {Procedure} viewport-width viewport
Return the width of @var{viewport}.
@end deffn
-@deffn {Procedure} viewport-height @var{viewport}
+@deffn {Procedure} viewport-height viewport
Return the height of @var{viewport}.
@end deffn
-@deffn {Procedure} viewport-clear-color @var{viewport}
+@deffn {Procedure} viewport-clear-color viewport
Return the clear color for @var{viewport}.
@end deffn
-@deffn {Procedure} viewport-clear-flags @var{viewport}
+@deffn {Procedure} viewport-clear-flags viewport
Return the list of clear flags for @var{viewport}.
@end deffn
@@ -1984,10 +1981,10 @@ would be tedious to have to have to specify them each time
The following procedures and syntax can be found in the
@code{(chickadee render)} module.
-@deffn {Syntax} gpu-apply @var{shader} @var{vertex-array} @
- [#:uniform-key @var{uniform-value} ...]
-@deffnx {Syntax} gpu-apply* @var{shader} @var{vertex-array} @
- @var{count} [#:uniform-key @var{uniform-value} ...]
+@deffn {Syntax} gpu-apply shader vertex-array @
+ [#:uniform-key uniform-value @dots{}]
+@deffnx {Syntax} gpu-apply* shader vertex-array count @
+ [#:uniform-key uniform-value @dots{}]
Render @var{vertex-array} using @var{shader} with the uniform values
specified in the following keyword arguments.
@@ -1996,10 +1993,10 @@ While @code{gpu-apply} will draw every vertex in @var{vertex-array},
@code{gpu-apply*} will only draw @var{count} vertices.
@end deffn
-@deffn {Syntax} gpu-apply/instanced @var{shader} @var{vertex-array} @
- @var{n} [#:uniform-key @var{uniform-value} ...]
-@deffnx {Syntax} gpu-apply/instanced @var{shader} @var{vertex-array} @
- @var{count} @var{n} [#:uniform-key @var{uniform-value} ...]
+@deffn {Syntax} gpu-apply/instanced shader vertex-array @
+ n [#:uniform-key uniform-value @dots{}]
+@deffnx {Syntax} gpu-apply/instanced shader vertex-array @
+ count n [#:uniform-key uniform-value @dots{}]
Render @var{vertex-array} @var{n} times using @var{shader} with the
uniform values specified in the following keyword arguments.
@@ -2037,31 +2034,31 @@ Return the currently bound texture (@pxref{Textures}).
Return the currently bound projection matrix (@pxref{Matrices}).
@end deffn
-@deffn {Syntax} with-viewport @var{viewport} @var{body} ...
+@deffn {Syntax} with-viewport viewport body @dots{}
Evaluate @var{body} with the current viewport bound to @var{viewport} (@pxref{Viewports}).
@end deffn
-@deffn {Syntax} with-framebuffer @var{framebuffer} @var{body} ...
+@deffn {Syntax} with-framebuffer framebuffer body @dots{}
Evaluate @var{body} with the current framebuffer bound to
@var{framebuffer} (@pxref{Framebuffers}).
@end deffn
-@deffn {Syntax} with-blend-mode @var{blend-mode} @var{body} ...
+@deffn {Syntax} with-blend-mode blend-mode body @dots{}
Evaluate @var{body} with the current blend mode bound to
@var{blend-mode} (@pxref{Blending}).
@end deffn
-@deffn {Syntax} with-depth-test @var{depth-test?} @var{body} ...
+@deffn {Syntax} with-depth-test depth-test? body @dots{}
Evaluate @var{body} with the depth-test disabled if @var{depth-test?}
is @code{#f}, or enabled otherwise (@pxref{Blending}).
@end deffn
-@deffn {Syntax} with-texture @var{texture} @var{body} ...
+@deffn {Syntax} with-texture texture body @dots{}
Evaluate @var{body} with the current texture bound to @var{texture}
(@pxref{Textures}).
@end deffn
-@deffn {Syntax} with-projection @var{projection} @var{body} ...
+@deffn {Syntax} with-projection projection body @dots{}
Evaluate @var{body} with the current projection matrix bound to
@var{projection} (@pxref{Matrices}).
@end deffn
@@ -2172,7 +2169,7 @@ shapes, or particles to see GPU buffers in action.
Without further ado, the API reference:
-@deffn {Procedure} make-buffer @var{data} [#:name "anonymous"] @
+@deffn {Procedure} make-buffer data [#:name "anonymous"] @
[#:length] [#:offset 0] [#:stride 0] [#:target @code{vertex}] @
[#:usage @code{static}]
@@ -2213,11 +2210,11 @@ The buffer data will be modified frequently.
is never sent to the GPU.
@end deffn
-@deffn {Procedure} buffer? @var{obj}
+@deffn {Procedure} buffer? obj
Return @code{#t} if @var{obj} is a GPU buffer.
@end deffn
-@deffn {Procedure} index-buffer? @var{buffer}
+@deffn {Procedure} index-buffer? buffer
Return @code{#t} if @var{buffer} is an index buffer.
@end deffn
@@ -2225,38 +2222,38 @@ Return @code{#t} if @var{buffer} is an index buffer.
Represents the absence of a buffer.
@end defvar
-@deffn {Procedure} buffer-name @var{buffer}
+@deffn {Procedure} buffer-name buffer
Return the name of @var{buffer}.
@end deffn
-@deffn {Procedure} buffer-length @var{buffer}
+@deffn {Procedure} buffer-length buffer
Return the length of @var{buffer}.
@end deffn
-@deffn {Procedure} buffer-stride @var{buffer}
+@deffn {Procedure} buffer-stride buffer
Return the amount of space, in bytes, between each element in
@var{buffer}.
@end deffn
-@deffn {Procedure} buffer-target @var{buffer}
+@deffn {Procedure} buffer-target buffer
Return the the intended usage of @var{buffer}, either @code{vertex} or
@code{index}.
@end deffn
-@deffn {Procedure} buffer-usage @var{buffer}
+@deffn {Procedure} buffer-usage buffer
Return the intended usage of @var{buffer}, either @code{static} for
buffer data that will not change once sent to the GPU, or
@code{stream} for buffer data that will be frequently updated from the
client-side.
@end deffn
-@deffn {Procedure} buffer-data @var{buffer}
+@deffn {Procedure} buffer-data buffer
Return a bytevector containing all the data within @var{buffer}. If
@var{buffer} has not been mapped (see @code{with-mapped-buffer}) then
this procedure will return @code{#f}.
@end deffn
-@deffn {Syntax} with-mapped-buffer @var{buffer} @var{body} @dots{}
+@deffn {Syntax} with-mapped-buffer buffer body @dots{}
Evaluate @var{body} in the context of @var{buffer} having its data
synced from GPU memory to RAM. In this context, @code{buffer-data}
will return a bytevector of all the data stored in @var{buffer}. When
@@ -2268,8 +2265,8 @@ contents dynamically, such as a sprite batch.
@end deffn
@deffn {Procedure} make-buffer-view #:buffer #:type @
- #:component-type #:length [#:offset 0] [#:divisor] @
- [#:name "anonymous"]
+ #:component-type #:length [#:offset @code{0}] [#:divisor @code{1}] @
+ [#:name @code{"anonymous"}]
Return a new buffer view for @var{buffer} starting at byte index
@var{offset} of @var{length} elements, where each element is of
@@ -2324,35 +2321,35 @@ used for 1 instance. A divisor of 2 means that each element is used
for 2 instances, and so on.
@end deffn
-@deffn {Procedure} buffer-view? @var{obj}
+@deffn {Procedure} buffer-view? obj
Return @code{#t} if @var{obj} is a buffer view.
@end deffn
-@deffn {Procedure} buffer-view->buffer @var{buffer-view}
+@deffn {Procedure} buffer-view->buffer buffer-view
Return the buffer that @var{buffer-view} is using.
@end deffn
-@deffn {Procedure} buffer-view-name @var{buffer-view}
+@deffn {Procedure} buffer-view-name buffer-view
Return the name of @var{buffer-view}.
@end deffn
-@deffn {Procedure} buffer-view-offset @var{buffer-view}
+@deffn {Procedure} buffer-view-offset buffer-view
Return the byte offset of @var{buffer-view}.
@end deffn
-@deffn {Procedure} buffer-view-type @var{buffer-view}
+@deffn {Procedure} buffer-view-type buffer-view
Return the data type of @var{buffer-view}.
@end deffn
-@deffn {Procedure} buffer-view-component-type @var{buffer-view}
+@deffn {Procedure} buffer-view-component-type buffer-view
Return the component data type of @var{buffer-view}
@end deffn
-@deffn {Procedure} buffer-view-divisor @var{buffer-view}
+@deffn {Procedure} buffer-view-divisor buffer-view
Return the instance divisor for @var{buffer-view}.
@end deffn
-@deffn {Syntax} with-mapped-buffer-view @var{buffer-view} @var{body} @dots{}
+@deffn {Syntax} with-mapped-buffer-view buffer-view body @dots{}
Evaluate @var{body} in the context of @var{buffer-view} having its
data synced from GPU memory to RAM. See @code{with-mapped-buffer} for
@@ -2371,7 +2368,7 @@ buffers containing vertex data:
@example
`((1 . ,buffer-view-a)
(2 . ,buffer-view-b)
- ...)
+ @dots{})
@end example
By default, the vertex array is interpreted as containing a series of
@@ -2395,20 +2392,20 @@ supported:
Represents the absence of a vertex array.
@end defvar
-@deffn {Procedure} vertex-array? @var{obj}
+@deffn {Procedure} vertex-array? obj
Return @code{#t} if @var{obj} is a vertex array.
@end deffn
-@deffn {Procedure} vertex-array-indices @var{vertex-array}
+@deffn {Procedure} vertex-array-indices vertex-array
Return the buffer view containing index data for @var{vertex-array}.
@end deffn
-@deffn {Procedure} vertex-array-attributes @var{vertex-array}
+@deffn {Procedure} vertex-array-attributes vertex-array
Return the attribute index -> buffer view mapping of vertex attribute
data for @var{vertex-array}.
@end deffn
-@deffn {Procedure} vertex-array-mode @var{vertex-array}
+@deffn {Procedure} vertex-array-mode vertex-array
Return the primitive rendering mode for @var{vertex-array}.
@end deffn
@@ -2473,7 +2470,7 @@ arguments), and some ``uniforms'' (keyword arguments).
@example
(define my-shader (load-shader "vert.glsl" "frag.glsl"))
-(define vertices (make-vertex-array ...))
+(define vertices (make-vertex-array @dots{}))
(gpu-apply my-shader vertices #:color red)
@end example
@@ -2485,25 +2482,23 @@ about them than we could ever fit into this manual, so we highly
recommend searching the web for more information and examples. What
we can say, though, is how to use our API:
-@deffn {Procedure} strings->shader @var{vertex-source} @var{fragment-source}
+@deffn {Procedure} strings->shader vertex-source fragment-source
Compile @var{vertex-source}, the GLSL code for the vertex shader, and
@var{fragment-source}, the GLSL code for the fragment shader, into a
GPU shader program.
@end deffn
-@deffn {Procedure} load-shader @var{vertex-source-file} @
- @var{fragment-source-file}
-
+@deffn {Procedure} load-shader vertex-source-file fragment-source-file
Compile the GLSL source code within @var{vertex-source-file} and
@var{fragment-source-file} into a GPU shader program.
@end deffn
-@deffn {Procedure} make-shader @var{vertex-port} @var{fragment-port}
+@deffn {Procedure} make-shader vertex-port fragment-port
Read GLSL source from @var{vertex-port} and @var{fragment-port} and
compile them into a GPU shader program.
@end deffn
-@deffn {Procedure} shader? @var{obj}
+@deffn {Procedure} shader? obj
Return @code{#t} if @var{obj} is a shader.
@end deffn
@@ -2511,51 +2506,51 @@ Return @code{#t} if @var{obj} is a shader.
Represents the absence shader program.
@end defvar
-@deffn {Procedure} shader-uniform @var{shader} @var{name}
+@deffn {Procedure} shader-uniform shader name
Return the metadata for the uniform @var{name} in @var{shader}.
@end deffn
-@deffn {Procedure} shader-uniforms @var{shader}
+@deffn {Procedure} shader-uniforms shader
Return a hash table of uniforms for @var{shader}.
@end deffn
-@deffn {Procedure} shader-attributes @var{shader}
+@deffn {Procedure} shader-attributes shader
Return a hash table of attributes for @var{shader}.
@end deffn
-@deffn {Procedure} uniform? @var{obj}
+@deffn {Procedure} uniform? obj
Return @code{#t} if @var{obj} is a uniform.
@end deffn
-@deffn {Procedure} uniform-name @var{uniform}
+@deffn {Procedure} uniform-name uniform
Return the variable name of @var{uniform}.
@end deffn
-@deffn {Procedure} uniform-type @var{uniform}
+@deffn {Procedure} uniform-type uniform
Return the data type of @var{uniform}.
@end deffn
-@deffn {Procedure} uniform-value @var{uniform}
+@deffn {Procedure} uniform-value uniform
Return the current value of @var{uniform}.
@end deffn
-@deffn {Procedure} uniform-default-value @var{uniform}
+@deffn {Procedure} uniform-default-value uniform
Return the default value of @var{uniform}.
@end deffn
-@deffn {Procedure} attribute? @var{obj}
+@deffn {Procedure} attribute? obj
Return @code{#t} if @var{obj} is an attribute.
@end deffn
-@deffn {Procedure} attribute-name @var{attribute}
+@deffn {Procedure} attribute-name attribute
Return the variable name of @var{attribute}.
@end deffn
-@deffn {Procedure} attribute-location @var{attribute}
+@deffn {Procedure} attribute-location attribute
Return the binding location of @var{attribute}.
@end deffn
-@deffn {Procedure} attribute-type @var{attribute}
+@deffn {Procedure} attribute-type attribute
Return the data type of @var{attribute}.
@end deffn
@@ -2635,17 +2630,17 @@ scoped and can be changed using the @code{with-agenda} special form:
Return a new task scheduler.
@end deffn
-@deffn {Procedure} agenda? @var{obj}
+@deffn {Procedure} agenda? obj
Return @code{#t} if @var{obj} is an agenda.
@end deffn
@deffn {Procedure} current-agenda
-@deffnx {Procedure} current-agenda @var{agenda}
+@deffnx {Procedure} current-agenda agenda
When called with no arguments, return the current agenda. When called
with one argument, set the current agenda to @var{agenda}.
@end deffn
-@deffn {Syntax} with-agenda @var{agenda} @var{body} @dots{}
+@deffn {Syntax} with-agenda agenda body @dots{}
Evaluate @var{body} with the current agenda set to @var{agenda}.
@end deffn
@@ -2653,36 +2648,36 @@ Evaluate @var{body} with the current agenda set to @var{agenda}.
Return the current agenda time.
@end deffn
-@deffn {Procedure} update-agenda @var{dt}
+@deffn {Procedure} update-agenda dt
Advance the current agenda by @var{dt}.
@end deffn
-@deffn {Procedure} schedule-at @var{time} @var{thunk}
+@deffn {Procedure} schedule-at time thunk
Schedule @var{thunk}, a procedure of zero arguments, to be run at
@var{time}.
@end deffn
-@deffn {Procedure} schedule-after @var{delay} @var{thunk}
+@deffn {Procedure} schedule-after delay thunk
Schedule @var{thunk}, a procedure of zero arguments, to be run after
@var{delay}.
@end deffn
-@deffn {Procedure} schedule-every @var{interval} @var{thunk} [@var{n}]
+@deffn {Procedure} schedule-every interval thunk [n]
Schedule @var{thunk}, a procedure of zero arguments, to be run every
@var{interval} amount of time. Repeat this @var{n} times, or
indefinitely if not specified.
@end deffn
-@deffn {Syntax} at @var{time} @var{body} @dots{}
+@deffn {Syntax} at time body @dots{}
Schedule @var{body} to be evaluated at @var{time}.
@end deffn
-@deffn {Syntax} after @var{delay} @var{body} @dots{}
+@deffn {Syntax} after delay body @dots{}
Schedule @var{body} to be evaluated after @var{delay}.
@end deffn
-@deffn {Syntax} every @var{interval} @var{body} @dots{}
-@deffnx {Syntax} every (@var{interval} @var{n}) @var{body} @dots{}
+@deffn {Syntax} every interval body @dots{}
+@deffnx {Syntax} every (interval n) body @dots{}
Schedule @var{body} to be evaluated every @var{interval} amount of
time. Repeat this @var{n} times, or indefinitely if not specified.
@end deffn
@@ -2734,45 +2729,45 @@ script is returned that can be used to cancel it when desired.
(cancel-script script)
@end example
-@deffn {Procedure} spawn-script @var{thunk}
+@deffn {Procedure} spawn-script thunk
Apply @var{thunk} as a script and return a handle to it.
@end deffn
-@deffn {Syntax} script @var{body} @dots{}
+@deffn {Syntax} script body @dots{}
Evaluate @var{body} as a script and return a handle to it.
@end deffn
-@deffn {Procedure} script? @var{obj}
+@deffn {Procedure} script? obj
Return @code{#t} if @var{obj} is a script handle.
@end deffn
-@deffn {Procedure} script-cancelled? @var{obj}
+@deffn {Procedure} script-cancelled? obj
Return @code{#t} if @var{obj} has been cancelled.
@end deffn
-@deffn {Procedure} script-running? @var{obj}
+@deffn {Procedure} script-running? obj
Return @code{#t} if @var{obj} has not yet terminated or been
cancelled.
@end deffn
-@deffn {Procedure} script-complete? @var{obj}
+@deffn {Procedure} script-complete? obj
Return @code{#t} if @var{obj} has terminated.
@end deffn
-@deffn {Procedure} cancel-script @var{co}
+@deffn {Procedure} cancel-script co
Prevent further execution of the script @var{co}.
@end deffn
-@deffn {Procedure} yield @var{handler}
+@deffn {Procedure} yield handler
Suspend the current script and pass its continuation to the
procedure @var{handler}.
@end deffn
-@deffn {Procedure} sleep @var{duration}
+@deffn {Procedure} sleep duration
Wait @var{duration} before resuming the current script.
@end deffn
-@deffn {Syntax} forever @var{body} @dots{}
+@deffn {Syntax} forever body @dots{}
Evaluate @var{body} in an endless loop.
@end deffn
@@ -2791,7 +2786,9 @@ procedure can be used within any script like so:
(tween 60 0 100 (lambda (y) (set! x y))))
@end example
-@deffn {Procedure} tween @var{duration} @var{start} @var{end} @var{proc} [#:step 1 #:ease @code{smoothstep} #:interpolate @code{lerp}]
+@deffn {Procedure} tween duration start end proc @
+ [#:step @code{1}] [#:ease @code{smoothstep}] @
+ #:interpolate @code{lerp}]
Transition a value from @var{start} to @var{end} over @var{duration},
sending each succesive value to @var{proc}. @var{step} controls the
amount of time between each update of the animation.
@@ -2835,16 +2832,16 @@ Here's a simplistic example:
Return a new channel
@end deffn
-@deffn {Procedure} channel? @var{obj}
+@deffn {Procedure} channel? obj
Return @code{#t} if @var{obj} is a channel.
@end deffn
-@deffn {Procedure} channel-get @var{channel}
+@deffn {Procedure} channel-get channel
Retrieve a value from @var{channel}. The current script suspends
until a value is available.
@end deffn
-@deffn {Procedure} channel-put @var{channel} @var{data}
+@deffn {Procedure} channel-put channel data
Send @var{data} to @var{channel}. The current script suspends until
another script is available to retrieve the value.
@end deffn
@@ -2852,12 +2849,12 @@ another script is available to retrieve the value.
A low-level API also exists for using channels outside of a script via
callback procedures:
-@deffn {Procedure} channel-get! @var{channel} @var{proc}
+@deffn {Procedure} channel-get! channel proc
Asynchronously retrieve a value from @var{channel} and call @var{proc}
with that value.
@end deffn
-@deffn {Procedure} channel-put! @var{channel} @var{data} [@var{thunk}]
+@deffn {Procedure} channel-put! channel data [thunk]
Asynchronously send @var{data} to @var{channel} and call @var{thunk}
after it has been received.
@end deffn