diff options
| author | Ray San <[email protected]> | 2017-10-17 13:26:12 +0200 |
|---|---|---|
| committer | Ray San <[email protected]> | 2017-10-17 13:26:12 +0200 |
| commit | 1cd56fd2f4cc9e7e3b64142ec9e4ff9f5184f791 (patch) | |
| tree | 47722df655e4b20112a146278c2ef80256e26e6e | |
| parent | 5e8730f8da5e780741e624269865119da3cb0665 (diff) | |
| download | raylib.com-1cd56fd2f4cc9e7e3b64142ec9e4ff9f5184f791.tar.gz raylib.com-1cd56fd2f4cc9e7e3b64142ec9e4ff9f5184f791.zip | |
Updated cheatsheet to raylib v1.8
| -rw-r--r-- | cheatsheet/cheatsheet.html | 2 | ||||
| -rw-r--r-- | cheatsheet/raylib_core.c | 11 | ||||
| -rw-r--r-- | cheatsheet/raylib_models.c | 28 | ||||
| -rw-r--r-- | cheatsheet/raylib_shaders.c | 3 | ||||
| -rw-r--r-- | cheatsheet/raylib_shapes.c | 5 | ||||
| -rw-r--r-- | cheatsheet/raylib_structs.c | 3 | ||||
| -rw-r--r-- | cheatsheet/raylib_textures.c | 14 |
7 files changed, 49 insertions, 17 deletions
diff --git a/cheatsheet/cheatsheet.html b/cheatsheet/cheatsheet.html index b540461..c3161fe 100644 --- a/cheatsheet/cheatsheet.html +++ b/cheatsheet/cheatsheet.html @@ -127,7 +127,7 @@ <a id="logo" href="http://www.raylib.com/index.html"></a> <p id="title">[simple and easy-to-use library to learn videogames programming]</p> <p id="plinks">[<a href="http://www.facebook.com/raylibgames" target="_blank">www.facebook.com/raylibgames</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>]</p> - <p id="version">v1.7.0 quick reference card</p> + <p id="version">v1.8.0 quick reference card</p> </div> <br> <div id="fulldata"> diff --git a/cheatsheet/raylib_core.c b/cheatsheet/raylib_core.c index b2827c4..efb4063 100644 --- a/cheatsheet/raylib_core.c +++ b/cheatsheet/raylib_core.c @@ -6,6 +6,7 @@ bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP) + void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode) void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) @@ -45,9 +46,14 @@ Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f float *ColorToFloat(Color color); // Converts Color to float array and normalizes - float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array - float *MatrixToFloat(Matrix mat); // Converts Matrix to float array + // Math useful functions (available from raymath.h) + float *VectorToFloat(Vector3 vec); // Returns Vector3 as float array + float *MatrixToFloat(Matrix mat); // Returns Matrix as float array + Vector3 Vector3Zero(void); // Vector with components value 0.0f + Vector3 Vector3One(void); // Vector with components value 1.0f + Matrix MatrixIdentity(void); // Returns identity matrix + // Misc. functions void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) @@ -57,6 +63,7 @@ // Files management functions bool IsFileExtension(const char *fileName, const char *ext); // Check file extension + const char *GetExtension(const char *fileName); // Get file extension const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) const char *GetWorkingDirectory(void); // Get current working directory bool ChangeDirectory(const char *dir); // Change working directory, returns true if success diff --git a/cheatsheet/raylib_models.c b/cheatsheet/raylib_models.c index d754013..494b893 100644 --- a/cheatsheet/raylib_models.c +++ b/cheatsheet/raylib_models.c @@ -21,19 +21,29 @@ void DrawGizmo(Vector3 position); // Draw simple gizmo // Model loading/unloading functions + Model LoadModel(const char *fileName); // Load model from files (mesh and material) + Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh + void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) + + // Mesh loading/unloading functions Mesh LoadMesh(const char *fileName); // Load mesh from file - Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data - Model LoadModel(const char *fileName); // Load model from file - Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data - Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data - Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) - void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) + + // Mesh generation functions + Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) + Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh + Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) + Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) + Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh + Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh + Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh + Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data + Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data // Material loading/unloading functions - Material LoadMaterial(const char *fileName); // Load material data (from file) - Material LoadDefaultMaterial(void); // Load default material (uses default models shader) - void UnloadMaterial(Material material); // Unload material textures from VRAM + Material LoadMaterial(const char *fileName); // Load material from file + Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) + void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) // Model drawing functions void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) diff --git a/cheatsheet/raylib_shaders.c b/cheatsheet/raylib_shaders.c index c321a50..7df2cb3 100644 --- a/cheatsheet/raylib_shaders.c +++ b/cheatsheet/raylib_shaders.c @@ -22,7 +22,8 @@ void EndBlendMode(void); // End blending mode (reset to default: alpha blending) // VR control functions - void InitVrSimulator(int vrDevice); // Init VR simulator for selected device + VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices + void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters void CloseVrSimulator(void); // Close VR simulator for current device bool IsVrSimulatorReady(void); // Detect if VR simulator is ready void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera diff --git a/cheatsheet/raylib_shapes.c b/cheatsheet/raylib_shapes.c index 7bf4eaa..da17744 100644 --- a/cheatsheet/raylib_shapes.c +++ b/cheatsheet/raylib_shapes.c @@ -13,9 +13,12 @@ void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters - void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle + void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle + void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle + void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline + void DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) diff --git a/cheatsheet/raylib_structs.c b/cheatsheet/raylib_structs.c index 9644147..0929215 100644 --- a/cheatsheet/raylib_structs.c +++ b/cheatsheet/raylib_structs.c @@ -10,14 +10,15 @@ struct Texture2D; // Texture2D type (multiple internal formats supported) // NOTE: Data stored in GPU memory (VRAM) struct RenderTexture2D; // RenderTexture2D type, for texture rendering + struct CharInfo; // SpriteFont character info struct SpriteFont; // SpriteFont type, includes texture and chars data struct Camera; // Camera type, defines 3d camera position/orientation struct Camera2D; // Camera2D type, defines a 2d camera struct Mesh; // Vertex data definning a mesh struct Shader; // Shader type (generic shader) + struct MaterialMap; // Material texture map struct Material; // Material type - struct Light; // Light type, defines light properties struct Model; // Basic 3d Model type struct Ray; // Ray type (useful for raycast) struct RayHitInfo; // Raycast hit information diff --git a/cheatsheet/raylib_textures.c b/cheatsheet/raylib_textures.c index d776c56..3ccfd9d 100644 --- a/cheatsheet/raylib_textures.c +++ b/cheatsheet/raylib_textures.c @@ -13,7 +13,8 @@ Color *GetImageData(Image image); // Get pixel data from image as a Color struct array Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data - + void SaveImageAs(const char *fileName, Image image); // Save image to a PNG file + // Image manipulation functions void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) void ImageFormat(Image *image, int newFormat); // Convert image data to desired format @@ -36,7 +37,16 @@ void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) - + + // Image generation functions + Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient + Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient + Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient + Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked + Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise + Image GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise + Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells + // Texture2D configuration functions void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode |
