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authorDavid Thompson <dthompson2@worcester.edu>2020-12-05 20:32:34 -0500
committerDavid Thompson <dthompson2@worcester.edu>2020-12-05 20:32:54 -0500
commit3d0d6d981ba65fb1cb93e67c40cbbac329d3fb9c (patch)
tree2b5e60ae770c8a2ccb4c96146de8cb46d324205e /doc/api.texi
parent7d86b92efb9fd4481f490d2296e2b68b4d7029aa (diff)
doc: Reorganize graphics section.
Diffstat (limited to 'doc/api.texi')
-rw-r--r--doc/api.texi500
1 files changed, 250 insertions, 250 deletions
diff --git a/doc/api.texi b/doc/api.texi
index aed1b00..e9aa72f 100644
--- a/doc/api.texi
+++ b/doc/api.texi
@@ -1584,10 +1584,10 @@ blocks to implement additional rendering techniques.
* Colors:: Such pretty colors...
* Textures:: 2D images.
* Sprites:: Draw 2D images.
-* Tile Maps:: Draw 2D tile maps.
-* Vector Paths:: Draw filled and stroked paths.
* Fonts:: Drawing text.
+* Vector Paths:: Draw filled and stroked paths.
* Particles:: Pretty little flying pieces!
+* Tile Maps:: Draw 2D tile maps.
* 3D Models:: Spinning teapots everywhere.
* Blending:: Control how pixels are combined.
* Framebuffers:: Render to texture.
@@ -2083,204 +2083,79 @@ Refer to @code{draw-sprite} (@pxref{Sprites}) for information about
the other arguments.
@end deffn
-@node Tile Maps
-@subsection Tile Maps
-
-A tile map is a scene created by composing lots of small sprites,
-called ``tiles'', into a larger image. One program for editing such
-maps is called @url{http://mapeditor.org,Tiled}. Chickadee has native
-support for loading and rendering Tiled maps in the @code{(chickadee
-graphics tiled)} module.
-
-@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} tile-map? obj
-Return @code{#t} if @var{obj} is a tile map.
-@end deffn
-
-@deffn {Procedure} tile-map-orientation tile-map
-Return the orientation of @var{tile-map}.
-@end deffn
-
-@deffn {Procedure} tile-map-width tile-map
-Return the width of @var{tile-map} in tiles.
-@end deffn
-
-@deffn {Procedure} tile-map-height tile-map
-Return the height of @var{tile-map} in tiles.
-@end deffn
-
-@deffn {Procedure} tile-map-tile-width tile-map
-Return the width of tiles in @var{tile-map}.
-@end deffn
-
-@deffn {Procedure} tile-map-tile-height tile-map
-Return the height of tiles in @var{tile-map}.
-@end deffn
-
-@deffn {Procedure} tile-map-tilesets tile-map
-Return the tilesets for @var{tile-map}.
-@end deffn
-
-@deffn {Procedure} tile-map-layers tile-map
-Return the layers of @var{tile-map}.
-@end deffn
-
-@deffn {Procedure} tile-map-properties tile-map
-Return the custom properties of @var{tile-map}.
-@end deffn
-
-@deffn {Procedure} point->tile tile-map x y
-Translate the pixel coordinates (@var{x}, @var{y}) into tile
-coordinates.
-@end deffn
-
-@deffn {Procedure} draw-tile-map tile-map [#:layers] [#:camera] @
- [#:origin] [#:position] [#:scale] [#:rotation]
-
-Draw the layers of @var{tile-map} as viewed from @var{camera}, a 2D
-vector offset. By default, all layers are drawn. To draw a subset of
-the available layers, pass a list of layer ids using the @var{layers}
-keyword argument.
-@end deffn
-
-@deffn {Procedure} tileset? obj
-Return @code{#t} if @var{obj} is a tileset.
-@end deffn
-
-@deffn {Procedure} tileset-name tileset
-Return the name of @var{tileset}.
-@end deffn
-
-@deffn {Procedure} tileset-first-gid tileset
-Return the starting GID of @var{tileset}.
-@end deffn
-
-@deffn {Procedure} tileset-size tileset
-Return the number of tiles in @var{tileset}.
-@end deffn
-
-@deffn {Procedure} tileset-tile-width tileset
-Return the width of tiles in @var{tileset}.
-@end deffn
-
-@deffn {Procedure} tileset-tile-height tileset
-Return the height of tiles in @var{tileset}.
-@end deffn
-
-@deffn {Procedure} tileset-atlas tileset
-Return the texture atlas for @var{tileset}.
-@end deffn
-
-@deffn {Procedure} tileset-tiles tileset
-Return the tiles in @var{tileset}.
-@end deffn
-
-@deffn {Procedure} tileset-properties tileset
-Return the custom properties of @var{tileset}.
-@end deffn
-
-@deffn {Procedure} tile? obj
-Return @code{#t} if @var{obj} is a tile.
-@end deffn
-
-@deffn {Procedure} tile-id tile
-Return the ID of @var{tile}.
-@end deffn
-
-@deffn {Procedure} tile-animation tile
-Return the animation for @var{tile}.
-@end deffn
-
-@deffn {Procedure} tile-properties tile
-Return the custom properties of @var{tile}.
-@end deffn
-
-@deffn {Procedure} animation-frame? obj
-Return @code{#t} if @var{obj} is an animation frame.
-@end deffn
-
-@deffn {Procedure} animation-frame-tile frame
-Return the tile for @var{frame}.
-@end deffn
-
-@deffn {Procedure} animation-frame-duration frame
-Return the duration of @var{frame}.
-@end deffn
-
-@deffn {Procedure} tile-layer? obj
-Return @code{#t} if @var{obj} is a tile layer.
-@end deffn
+@node Fonts
+@subsection Fonts
-@deffn {Procedure} tile-layer-name layer
-Return the name of @var{layer}.
-@end deffn
+Printing text to the screen is quite easy:
-@deffn {Procedure} tile-layer-width layer
-Return the width in tiles of @var{layer}.
-@end deffn
+@example
+(draw-text "Hello, world" (vec2 100.0 100.0))
+@end example
-@deffn {Procedure} tile-layer-height layer
-Return the height in tiles of @var{layer}.
-@end deffn
+Chickadee supports OpenType/TrueType fonts (via the FreeType library),
+bitmap fonts in Angel Code bmfont format, and simple sprite sheet
+bitmap fonts. A default font named Inconsolata is used for all text
+rendering operations where a font is not specified, as is the case in
+the above example.
-@deffn {Procedure} tile-layer-tiles layer
-Return the tile data for @var{layer}.
-@end deffn
+The following procedures can be found in the @code{(chickadee graphics
+font)} module:
-@deffn {Procedure} tile-layer-properties layer
-Return the custom properties of @var{layer}.
+@deffn {Procedure} load-font file-name point-size [#:char-set]
+Load the scalable (OpenType, TrueType, etc.) font in the file
+@var{file-name} and display it at the given @var{point-size}. By
+default, all the characters in the ASCII character set are loaded.
+This can be changed by passing a different character set
+(@pxref{Character Sets,,, guile, GNU Guile Reference Manual}) using
+the @var{char-set} keyword argument.
@end deffn
-@deffn {Procedure} object-layer? obj
-Return @code{#t} if @var{obj} is an object layer.
+@deffn {Procedure} load-bitmap-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} object-layer-name layer
-Return the name of @var{layer}.
+@deffn {Procedure} font? obj
+Return @code{#t} if @var{obj} is a font object.
@end deffn
-@deffn {Procedure} object-layer-objects layer
-Return the objects for @var{layer}.
+@deffn {Procedure} font-face font
+Return the name of @var{font}.
@end deffn
-@deffn {Procedure} object-layer-properties layer
-Return the custom properties of @var{layer}.
+@deffn {Procedure} font-line-height font
+Return the line height of @var{font}.
@end deffn
-@deffn {Procedure} map-object? obj
-Return @code{#t} if @var{obj} is a map object.
+@deffn {Procedure} font-line-height font
+Return the line height of @var{font}.
@end deffn
-@deffn {Procedure} map-object-id obj
-Return the ID of @var{obj}.
+@deffn {Procedure} font-bold? font
+Return @code{#t} if @var{font} is a bold font.
@end deffn
-@deffn {Procedure} map-object-name obj
-Return the name of @var{obj}.
+@deffn {Procedure} font-italic? font
+Return @code{#t} if @var{font} is an italicized font.
@end deffn
-@deffn {Procedure} map-object-type obj
-Return the type of @var{obj}.
-@end deffn
+@deffn {Procedure} draw-text text position
+ [#:font] [#:color] [#:origin] [#:scale] [#:rotation] [#:blend-mode]
+ [#:start 0] [#:end @code{(string-length text)}]
-@deffn {Procedure} map-object-shape obj
-Return the shape of @var{obj}.
-@end deffn
+Draw the string @var{text} with the first character starting at
+@var{position} using @var{font}. If @var{font} is not specified, a
+built-in font is used.
-@deffn {Procedure} map-object-properties obj
-Return the custom properties of @var{obj}.
-@end deffn
+@example
+(draw-text "Hello, world!" (vec2 128.0 128.0))
+@end example
-@deffn {Procedure} polygon? obj
-Return @code{#t} if @var{obj} is a polygon.
-@end deffn
+To render a substring of @var{text}, use the @var{start} and @var{end}
+arguments.
-@deffn {Procedure} polygon-points polygon
-Return the list of points that form @var{polygon}.
+Refer to @code{draw-sprite} (@pxref{Sprites}) for information about
+the other arguments.
@end deffn
@node Vector Paths
@@ -2497,81 +2372,6 @@ Set the 3x3 transformation matrix of @var{canvas} to @var{matrix}.
Render @var{canvas} to the screen.
@end deffn
-@node Fonts
-@subsection Fonts
-
-Printing text to the screen is quite easy:
-
-@example
-(draw-text "Hello, world" (vec2 100.0 100.0))
-@end example
-
-Chickadee supports OpenType/TrueType fonts (via the FreeType library),
-bitmap fonts in Angel Code bmfont format, and simple sprite sheet
-bitmap fonts. A default font named Inconsolata is used for all text
-rendering operations where a font is not specified, as is the case in
-the above example.
-
-The following procedures can be found in the @code{(chickadee graphics
-font)} module:
-
-@deffn {Procedure} load-font file-name point-size [#:char-set]
-Load the scalable (OpenType, TrueType, etc.) font in the file
-@var{file-name} and display it at the given @var{point-size}. By
-default, all the characters in the ASCII character set are loaded.
-This can be changed by passing a different character set
-(@pxref{Character Sets,,, guile, GNU Guile Reference Manual}) using
-the @var{char-set} keyword argument.
-@end deffn
-
-@deffn {Procedure} load-bitmap-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? obj
-Return @code{#t} if @var{obj} is a font object.
-@end deffn
-
-@deffn {Procedure} font-face font
-Return the name of @var{font}.
-@end deffn
-
-@deffn {Procedure} font-line-height font
-Return the line height of @var{font}.
-@end deffn
-
-@deffn {Procedure} font-line-height font
-Return the line height of @var{font}.
-@end deffn
-
-@deffn {Procedure} font-bold? font
-Return @code{#t} if @var{font} is a bold font.
-@end deffn
-
-@deffn {Procedure} font-italic? font
-Return @code{#t} if @var{font} is an italicized font.
-@end deffn
-
-@deffn {Procedure} draw-text text position
- [#:font] [#:color] [#:origin] [#:scale] [#:rotation] [#:blend-mode]
- [#:start 0] [#:end @code{(string-length text)}]
-
-Draw the string @var{text} with the first character starting at
-@var{position} using @var{font}. If @var{font} is not specified, a
-built-in font is used.
-
-@example
-(draw-text "Hello, world!" (vec2 128.0 128.0))
-@end example
-
-To render a substring of @var{text}, use the @var{start} and @var{end}
-arguments.
-
-Refer to @code{draw-sprite} (@pxref{Sprites}) for information about
-the other arguments.
-@end deffn
-
@node Particles
@subsection Particles
@@ -2719,6 +2519,206 @@ Add @var{emitter} to @var{particles}.
Remove @var{emitter} to @var{particles}
@end deffn
+@node Tile Maps
+@subsection Tile Maps
+
+A tile map is a scene created by composing lots of small sprites,
+called ``tiles'', into a larger image. One program for editing such
+maps is called @url{http://mapeditor.org,Tiled}. Chickadee has native
+support for loading and rendering Tiled maps in the @code{(chickadee
+graphics tiled)} module.
+
+@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} tile-map? obj
+Return @code{#t} if @var{obj} is a tile map.
+@end deffn
+
+@deffn {Procedure} tile-map-orientation tile-map
+Return the orientation of @var{tile-map}.
+@end deffn
+
+@deffn {Procedure} tile-map-width tile-map
+Return the width of @var{tile-map} in tiles.
+@end deffn
+
+@deffn {Procedure} tile-map-height tile-map
+Return the height of @var{tile-map} in tiles.
+@end deffn
+
+@deffn {Procedure} tile-map-tile-width tile-map
+Return the width of tiles in @var{tile-map}.
+@end deffn
+
+@deffn {Procedure} tile-map-tile-height tile-map
+Return the height of tiles in @var{tile-map}.
+@end deffn
+
+@deffn {Procedure} tile-map-tilesets tile-map
+Return the tilesets for @var{tile-map}.
+@end deffn
+
+@deffn {Procedure} tile-map-layers tile-map
+Return the layers of @var{tile-map}.
+@end deffn
+
+@deffn {Procedure} tile-map-properties tile-map
+Return the custom properties of @var{tile-map}.
+@end deffn
+
+@deffn {Procedure} point->tile tile-map x y
+Translate the pixel coordinates (@var{x}, @var{y}) into tile
+coordinates.
+@end deffn
+
+@deffn {Procedure} draw-tile-map tile-map [#:layers] [#:camera] @
+ [#:origin] [#:position] [#:scale] [#:rotation]
+
+Draw the layers of @var{tile-map} as viewed from @var{camera}, a 2D
+vector offset. By default, all layers are drawn. To draw a subset of
+the available layers, pass a list of layer ids using the @var{layers}
+keyword argument.
+@end deffn
+
+@deffn {Procedure} tileset? obj
+Return @code{#t} if @var{obj} is a tileset.
+@end deffn
+
+@deffn {Procedure} tileset-name tileset
+Return the name of @var{tileset}.
+@end deffn
+
+@deffn {Procedure} tileset-first-gid tileset
+Return the starting GID of @var{tileset}.
+@end deffn
+
+@deffn {Procedure} tileset-size tileset
+Return the number of tiles in @var{tileset}.
+@end deffn
+
+@deffn {Procedure} tileset-tile-width tileset
+Return the width of tiles in @var{tileset}.
+@end deffn
+
+@deffn {Procedure} tileset-tile-height tileset
+Return the height of tiles in @var{tileset}.
+@end deffn
+
+@deffn {Procedure} tileset-atlas tileset
+Return the texture atlas for @var{tileset}.
+@end deffn
+
+@deffn {Procedure} tileset-tiles tileset
+Return the tiles in @var{tileset}.
+@end deffn
+
+@deffn {Procedure} tileset-properties tileset
+Return the custom properties of @var{tileset}.
+@end deffn
+
+@deffn {Procedure} tile? obj
+Return @code{#t} if @var{obj} is a tile.
+@end deffn
+
+@deffn {Procedure} tile-id tile
+Return the ID of @var{tile}.
+@end deffn
+
+@deffn {Procedure} tile-animation tile
+Return the animation for @var{tile}.
+@end deffn
+
+@deffn {Procedure} tile-properties tile
+Return the custom properties of @var{tile}.
+@end deffn
+
+@deffn {Procedure} animation-frame? obj
+Return @code{#t} if @var{obj} is an animation frame.
+@end deffn
+
+@deffn {Procedure} animation-frame-tile frame
+Return the tile for @var{frame}.
+@end deffn
+
+@deffn {Procedure} animation-frame-duration frame
+Return the duration of @var{frame}.
+@end deffn
+
+@deffn {Procedure} tile-layer? obj
+Return @code{#t} if @var{obj} is a tile layer.
+@end deffn
+
+@deffn {Procedure} tile-layer-name layer
+Return the name of @var{layer}.
+@end deffn
+
+@deffn {Procedure} tile-layer-width layer
+Return the width in tiles of @var{layer}.
+@end deffn
+
+@deffn {Procedure} tile-layer-height layer
+Return the height in tiles of @var{layer}.
+@end deffn
+
+@deffn {Procedure} tile-layer-tiles layer
+Return the tile data for @var{layer}.
+@end deffn
+
+@deffn {Procedure} tile-layer-properties layer
+Return the custom properties of @var{layer}.
+@end deffn
+
+@deffn {Procedure} object-layer? obj
+Return @code{#t} if @var{obj} is an object layer.
+@end deffn
+
+@deffn {Procedure} object-layer-name layer
+Return the name of @var{layer}.
+@end deffn
+
+@deffn {Procedure} object-layer-objects layer
+Return the objects for @var{layer}.
+@end deffn
+
+@deffn {Procedure} object-layer-properties layer
+Return the custom properties of @var{layer}.
+@end deffn
+
+@deffn {Procedure} map-object? obj
+Return @code{#t} if @var{obj} is a map object.
+@end deffn
+
+@deffn {Procedure} map-object-id obj
+Return the ID of @var{obj}.
+@end deffn
+
+@deffn {Procedure} map-object-name obj
+Return the name of @var{obj}.
+@end deffn
+
+@deffn {Procedure} map-object-type obj
+Return the type of @var{obj}.
+@end deffn
+
+@deffn {Procedure} map-object-shape obj
+Return the shape of @var{obj}.
+@end deffn
+
+@deffn {Procedure} map-object-properties obj
+Return the custom properties of @var{obj}.
+@end deffn
+
+@deffn {Procedure} polygon? obj
+Return @code{#t} if @var{obj} is a polygon.
+@end deffn
+
+@deffn {Procedure} polygon-points polygon
+Return the list of points that form @var{polygon}.
+@end deffn
+
@node 3D Models
@subsection 3D Models