diff options
| author | Ray <[email protected]> | 2022-08-05 20:45:08 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2022-08-05 20:45:08 +0200 |
| commit | 724747091d62840804f8c61641c38a38e6feb899 (patch) | |
| tree | b90108ebd32b7cd20233c5ad553aa3e8b9421440 | |
| parent | 3007c48021505d0c9e120ea15acb67cc65dbc0ca (diff) | |
| download | raylib.com-724747091d62840804f8c61641c38a38e6feb899.tar.gz raylib.com-724747091d62840804f8c61641c38a38e6feb899.zip | |
Update cheatsheet for raylib 4.2
| -rw-r--r-- | cheatsheet/cheatsheet.html | 16 | ||||
| -rw-r--r-- | cheatsheet/raylib_audio.c | 115 | ||||
| -rw-r--r-- | cheatsheet/raylib_core.c | 408 | ||||
| -rw-r--r-- | cheatsheet/raylib_models.c | 144 | ||||
| -rw-r--r-- | cheatsheet/raylib_shapes.c | 80 | ||||
| -rw-r--r-- | cheatsheet/raylib_structs.c | 2 | ||||
| -rw-r--r-- | cheatsheet/raylib_text.c | 94 | ||||
| -rw-r--r-- | cheatsheet/raylib_textures.c | 39 |
8 files changed, 466 insertions, 432 deletions
diff --git a/cheatsheet/cheatsheet.html b/cheatsheet/cheatsheet.html index f2febe3..b24d415 100644 --- a/cheatsheet/cheatsheet.html +++ b/cheatsheet/cheatsheet.html @@ -129,21 +129,21 @@ <p id="title">A simple and easy-to-use library to enjoy videogames programming</p> <p id="plinks">[<a href="https://discord.gg/raylib">raylib Discord server</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>][<a href="https://github.com/raysan5/raylib/blob/master/src/raylib.h">raylib.h</a>]</p> <p></p> - <p id="version">v4.0 quick reference card [<a id="downpdf" href="https://www.raylib.com/cheatsheet/raylib_cheatsheet_v4.0.pdf">download as PDF</a>]</p> + <p id="version">v4.2 quick reference card [<a id="downpdf" href="https://www.raylib.com/cheatsheet/raylib_cheatsheet_v4.2.pdf">download as PDF</a>]</p> </div> <br> <div id="fulldata"> - <p id="pcore">module: core</p> + <p id="pcore">module: rcore</p> <div id="core"><pre><code class="cpp"></code></pre></div> - <p id="pshapes">module: shapes</p> + <p id="pshapes">module: rshapes</p> <div id="shapes"><pre><code class="cpp"></code></pre></div> - <p id="ptextures">module: textures</p> + <p id="ptextures">module: rtextures</p> <div id="textures"><pre><code class="cpp"></code></pre></div> - <p id="ptext">module: text</p> + <p id="ptext">module: rtext</p> <div id="text"><pre><code class="cpp"></code></pre></div> - <p id="pmodels">module: models</p> + <p id="pmodels">module: rmodels</p> <div id="models"><pre><code class="cpp"></code></pre></div> - <p id="paudio">module: audio</p> + <p id="paudio">module: raudio</p> <div id="audio"><pre><code class="cpp"></code></pre></div> <div id="fullgroup"> @@ -157,7 +157,7 @@ </div> </div> <div id="copyright"> - <p>raylib quick reference card - Copyright (c) 2013-2021 Ramon Santamaria (<a href="https://www.twitter.com/raysan5">@raysan5</a>)</p> + <p>raylib quick reference card - Copyright (c) 2013-2022 Ramon Santamaria (<a href="https://www.twitter.com/raysan5">@raysan5</a>)</p> </div> </div> diff --git a/cheatsheet/raylib_audio.c b/cheatsheet/raylib_audio.c index b7a1450..04cd084 100644 --- a/cheatsheet/raylib_audio.c +++ b/cheatsheet/raylib_audio.c @@ -1,65 +1,72 @@ // Audio device management functions - void InitAudioDevice(void); // Initialize audio device and context - void CloseAudioDevice(void); // Close the audio device and context - bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully - void SetMasterVolume(float volume); // Set master volume (listener) + void InitAudioDevice(void); // Initialize audio device and context + void CloseAudioDevice(void); // Close the audio device and context + bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully + void SetMasterVolume(float volume); // Set master volume (listener) // Wave/Sound loading/unloading functions - Wave LoadWave(const char *fileName); // Load wave data from file - Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer - Sound LoadSound(const char *fileName); // Load sound from file - Sound LoadSoundFromWave(Wave wave); // Load sound from wave data - void UpdateSound(Sound sound, const void *data, int samplesCount); // Update sound buffer with new data - void UnloadWave(Wave wave); // Unload wave data - void UnloadSound(Sound sound); // Unload sound - bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success - bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success + Wave LoadWave(const char *fileName); // Load wave data from file + Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' + Sound LoadSound(const char *fileName); // Load sound from file + Sound LoadSoundFromWave(Wave wave); // Load sound from wave data + void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data + void UnloadWave(Wave wave); // Unload wave data + void UnloadSound(Sound sound); // Unload sound + bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success + bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success // Wave/Sound management functions - void PlaySound(Sound sound); // Play a sound - void StopSound(Sound sound); // Stop playing a sound - void PauseSound(Sound sound); // Pause a sound - void ResumeSound(Sound sound); // Resume a paused sound - void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool) - void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool) - int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel - bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing - void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) - void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) - void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format - Wave WaveCopy(Wave wave); // Copy a wave to a new wave - void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range - float *LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array - void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() + void PlaySound(Sound sound); // Play a sound + void StopSound(Sound sound); // Stop playing a sound + void PauseSound(Sound sound); // Pause a sound + void ResumeSound(Sound sound); // Resume a paused sound + void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool) + void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool) + int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel + bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing + void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level) + void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level) + void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) + Wave WaveCopy(Wave wave); // Copy a wave to a new wave + void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range + void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format + float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array + void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() // Music management functions - Music LoadMusicStream(const char *fileName); // Load music stream from file - Music LoadMusicStreamFromMemory(const char *fileType, unsigned char *data, int dataSize); // Load music stream from data - void UnloadMusicStream(Music music); // Unload music stream - void PlayMusicStream(Music music); // Start music playing - bool IsMusicStreamPlaying(Music music); // Check if music is playing - void UpdateMusicStream(Music music); // Updates buffers for music streaming - void StopMusicStream(Music music); // Stop music playing - void PauseMusicStream(Music music); // Pause music playing - void ResumeMusicStream(Music music); // Resume playing paused music - void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) - void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) - void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) - float GetMusicTimeLength(Music music); // Get music time length (in seconds) - float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) + Music LoadMusicStream(const char *fileName); // Load music stream from file + Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data + void UnloadMusicStream(Music music); // Unload music stream + void PlayMusicStream(Music music); // Start music playing + bool IsMusicStreamPlaying(Music music); // Check if music is playing + void UpdateMusicStream(Music music); // Updates buffers for music streaming + void StopMusicStream(Music music); // Stop music playing + void PauseMusicStream(Music music); // Pause music playing + void ResumeMusicStream(Music music); // Resume playing paused music + void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) + void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) + void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) + void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) + float GetMusicTimeLength(Music music); // Get music time length (in seconds) + float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) // AudioStream management functions - AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data) - void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data - void CloseAudioStream(AudioStream stream); // Close audio stream and free memory - bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill - void PlayAudioStream(AudioStream stream); // Play audio stream - void PauseAudioStream(AudioStream stream); // Pause audio stream - void ResumeAudioStream(AudioStream stream); // Resume audio stream - bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing - void StopAudioStream(AudioStream stream); // Stop audio stream - void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) - void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) - void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams + AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) + void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory + void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data + bool IsAudioStreamProcessed(AudioStream stream); // Check if any audio stream buffers requires refill + void PlayAudioStream(AudioStream stream); // Play audio stream + void PauseAudioStream(AudioStream stream); // Pause audio stream + void ResumeAudioStream(AudioStream stream); // Resume audio stream + bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing + void StopAudioStream(AudioStream stream); // Stop audio stream + void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) + void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) + void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) + void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams + void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data + + void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream + void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream diff --git a/cheatsheet/raylib_core.c b/cheatsheet/raylib_core.c index 2f5650f..486d7b4 100644 --- a/cheatsheet/raylib_core.c +++ b/cheatsheet/raylib_core.c @@ -1,219 +1,241 @@ // Window-related functions - void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context - bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed - void CloseWindow(void); // Close window and unload OpenGL context - bool IsWindowReady(void); // Check if window has been initialized successfully - bool IsWindowFullscreen(void); // Check if window is currently fullscreen - bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) - bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) - bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) - bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) - bool IsWindowResized(void); // Check if window has been resized last frame - bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled - void SetWindowState(unsigned int flags); // Set window configuration state using flags - void ClearWindowState(unsigned int flags); // Clear window configuration state flags - void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) - void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) - void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) - void RestoreWindow(void); // Set window state: not minimized/maximized (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) - void SetWindowSize(int width, int height); // Set window dimensions - void *GetWindowHandle(void); // Get native window handle - int GetScreenWidth(void); // Get current screen width - int GetScreenHeight(void); // Get current screen height - int GetMonitorCount(void); // Get number of connected monitors - int GetCurrentMonitor(void); // Get current connected monitor - Vector2 GetMonitorPosition(int monitor); // Get specified monitor position - int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor) - int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor) - int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres - int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres - int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate - Vector2 GetWindowPosition(void); // Get window position XY on monitor - Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor - const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor - void SetClipboardText(const char *text); // Set clipboard text content - const char *GetClipboardText(void); // Get clipboard text content - + void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context + bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed + void CloseWindow(void); // Close window and unload OpenGL context + bool IsWindowReady(void); // Check if window has been initialized successfully + bool IsWindowFullscreen(void); // Check if window is currently fullscreen + bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) + bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) + bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) + bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) + bool IsWindowResized(void); // Check if window has been resized last frame + bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled + void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) + void ClearWindowState(unsigned int flags); // Clear window configuration state flags + void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) + void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) + void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) + void RestoreWindow(void); // Set window state: not minimized/maximized (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) + void SetWindowSize(int width, int height); // Set window dimensions + void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) + void *GetWindowHandle(void); // Get native window handle + int GetScreenWidth(void); // Get current screen width + int GetScreenHeight(void); // Get current screen height + int GetRenderWidth(void); // Get current render width (it considers HiDPI) + int GetRenderHeight(void); // Get current render height (it considers HiDPI) + int GetMonitorCount(void); // Get number of connected monitors + int GetCurrentMonitor(void); // Get current connected monitor + Vector2 GetMonitorPosition(int monitor); // Get specified monitor position + int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) + int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) + int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres + int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres + int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate + Vector2 GetWindowPosition(void); // Get window position XY on monitor + Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor + const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor + void SetClipboardText(const char *text); // Set clipboard text content + const char *GetClipboardText(void); // Get clipboard text content + void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling + void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling + + // Custom frame control functions + // NOTE: Those functions are intended for advance users that want full control over the frame processing + // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents() + // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL + void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) + void PollInputEvents(void); // Register all input events + void WaitTime(double seconds); // Wait for some time (halt program execution) + // Cursor-related functions - void ShowCursor(void); // Shows cursor - void HideCursor(void); // Hides cursor - bool IsCursorHidden(void); // Check if cursor is not visible - void EnableCursor(void); // Enables cursor (unlock cursor) - void DisableCursor(void); // Disables cursor (lock cursor) - bool IsCursorOnScreen(void); // Check if cursor is on the screen - + void ShowCursor(void); // Shows cursor + void HideCursor(void); // Hides cursor + bool IsCursorHidden(void); // Check if cursor is not visible + void EnableCursor(void); // Enables cursor (unlock cursor) + void DisableCursor(void); // Disables cursor (lock cursor) + bool IsCursorOnScreen(void); // Check if cursor is on the screen + // Drawing-related functions - void ClearBackground(Color color); // Set background color (framebuffer clear color) - void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing - void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) - void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) - void EndMode2D(void); // Ends 2D mode with custom camera - void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) - void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode - void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture - void EndTextureMode(void); // Ends drawing to render texture - void BeginShaderMode(Shader shader); // Begin custom shader drawing - void EndShaderMode(void); // End custom shader drawing (use default shader) - void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) - void EndBlendMode(void); // End blending mode (reset to default: alpha blending) - void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) - void EndScissorMode(void); // End scissor mode - void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) - void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) - + void ClearBackground(Color color); // Set background color (framebuffer clear color) + void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing + void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) + void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) + void EndMode2D(void); // Ends 2D mode with custom camera + void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) + void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode + void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture + void EndTextureMode(void); // Ends drawing to render texture + void BeginShaderMode(Shader shader); // Begin custom shader drawing + void EndShaderMode(void); // End custom shader drawing (use default shader) + void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom) + void EndBlendMode(void); // End blending mode (reset to default: alpha blending) + void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) + void EndScissorMode(void); // End scissor mode + void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) + void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) + // VR stereo config functions for VR simulator - VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters - void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config - + VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters + void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config + // Shader management functions // NOTE: Shader functionality is not available on OpenGL 1.1 - Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations - Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations - int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location - int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location + Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations + Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations + int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location + int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) - void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) - + void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) + // Screen-space-related functions - Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position - Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) - Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix - Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position + Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position + Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) + Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix + Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position + Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position - Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position - Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position - + Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position + // Timing-related functions - void SetTargetFPS(int fps); // Set target FPS (maximum) - int GetFPS(void); // Get current FPS - float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) - double GetTime(void); // Get elapsed time in seconds since InitWindow() - + void SetTargetFPS(int fps); // Set target FPS (maximum) + int GetFPS(void); // Get current FPS + float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) + double GetTime(void); // Get elapsed time in seconds since InitWindow() + // Misc. functions - int GetRandomValue(int min, int max); // Get a random value between min and max (both included) - void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator - void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) - void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) - - void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) - void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level - void *MemAlloc(int size); // Internal memory allocator - void *MemRealloc(void *ptr, int size); // Internal memory reallocator - void MemFree(void *ptr); // Internal memory free - + int GetRandomValue(int min, int max); // Get a random value between min and max (both included) + void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator + void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) + void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) + + void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) + void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level + void *MemAlloc(int size); // Internal memory allocator + void *MemRealloc(void *ptr, int size); // Internal memory reallocator + void MemFree(void *ptr); // Internal memory free + + void OpenURL(const char *url); // Open URL with default system browser (if available) + // Set custom callbacks // WARNING: Callbacks setup is intended for advance users - void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log - void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader - void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver - void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader - void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver - + void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log + void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader + void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver + void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader + void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver + // Files management functions - unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read) - void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() - bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success - char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string - void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() - bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success - bool FileExists(const char *fileName); // Check if file exists - bool DirectoryExists(const char *dirPath); // Check if a directory path exists - bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) - const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') - const char *GetFileName(const char *filePath); // Get pointer to filename for a path string - const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) - const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) - const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) - const char *GetWorkingDirectory(void); // Get current working directory (uses static string) - char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed) - void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory) - bool ChangeDirectory(const char *dir); // Change working directory, return true on success - bool IsFileDropped(void); // Check if a file has been dropped into window - char **LoadDroppedFiles(int *count); // Get dropped files names (memory should be freed) - void UnloadDroppedFiles(void); // Clear dropped files paths buffer (free memory) - long GetFileModTime(const char *fileName); // Get file modification time (last write time) - + unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read) + void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() + bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success + bool ExportDataAsCode(const char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success + char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string + void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() + bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success + bool FileExists(const char *fileName); // Check if file exists + bool DirectoryExists(const char *dirPath); // Check if a directory path exists + bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) + int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) + const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') + const char *GetFileName(const char *filePath); // Get pointer to filename for a path string + const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) + const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) + const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) + const char *GetWorkingDirectory(void); // Get current working directory (uses static string) + const char *GetApplicationDirectory(void); // Get the directory if the running application (uses static string) + bool ChangeDirectory(const char *dir); // Change working directory, return true on success + bool IsPathFile(const char *path); // Check if a given path is a file or a directory + FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths + FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan + void UnloadDirectoryFiles(FilePathList files); // Unload filepaths + bool IsFileDropped(void); // Check if a file has been dropped into window + FilePathList LoadDroppedFiles(void); // Load dropped filepaths + void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths + long GetFileModTime(const char *fileName); // Get file modification time (last write time) + // Compression/Encoding functionality - unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm) - unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm) - char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLength); // Encode data to Base64 string - unsigned char *DecodeDataBase64(unsigned char *data, int *outputLength); // Decode Base64 string data - - // Persistent storage management - bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success - int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position) - - // Misc. - void OpenURL(const char *url); // Open URL with default system browser (if available) - + unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() + unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() + char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() + unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() + + //------------------------------------------------------------------------------------ + // Input Handling Functions (Module: core) + //------------------------------------------------------------------------------------ + // Input-related functions: keyboard - bool IsKeyPressed(int key); // Check if a key has been pressed once - bool IsKeyDown(int key); // Check if a key is being pressed - bool IsKeyReleased(int key); // Check if a key has been released once - bool IsKeyUp(int key); // Check if a key is NOT being pressed - void SetExitKey(int key); // Set a custom key to exit program (default is ESC) - int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty - int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty - + bool IsKeyPressed(int key); // Check if a key has been pressed once + bool IsKeyDown(int key); // Check if a key is being pressed + bool IsKeyReleased(int key); // Check if a key has been released once + bool IsKeyUp(int key); // Check if a key is NOT being pressed + void SetExitKey(int key); // Set a custom key to exit program (default is ESC) + int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty + int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty + // Input-related functions: gamepads - bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available - const char *GetGamepadName(int gamepad); // Get gamepad internal name id - bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once - bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed - bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once - bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed - int GetGamepadButtonPressed(void); // Get the last gamepad button pressed - int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad - float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis - int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) - + bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available + const char *GetGamepadName(int gamepad); // Get gamepad internal name id + bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once + bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed + bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once + bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed + int GetGamepadButtonPressed(void); // Get the last gamepad button pressed + int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad + float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis + int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) + // Input-related functions: mouse - bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once - bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed - bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once - bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed - int GetMouseX(void); // Get mouse position X - int GetMouseY(void); // Get mouse position Y - Vector2 GetMousePosition(void); // Get mouse position XY - Vector2 GetMouseDelta(void); // Get mouse delta between frames - void SetMousePosition(int x, int y); // Set mouse position XY - void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset - void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling - float GetMouseWheelMove(void); // Get mouse wheel movement Y - void SetMouseCursor(int cursor); // Set mouse cursor - - // Input-related functions: touch - int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) - int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) - Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) - int GetTouchPointId(int index); // Get touch point identifier for given index - int GetTouchPointCount(void); // Get number of touch points - + bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once + bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed + bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once + bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed + int GetMouseX(void); // Get mouse position X + int GetMouseY(void); // Get mouse position Y + Vector2 GetMousePosition(void); // Get mouse position XY + Vector2 GetMouseDelta(void); // Get mouse delta between frames + void SetMousePosition(int x, int y); // Set mouse position XY + void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset + void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling + float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger + Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y + void SetMouseCursor(int cursor); // Set mouse cursor + + // Input-related functions: touch + int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) + int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) + Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) + int GetTouchPointId(int index); // Get touch point identifier for given index + int GetTouchPointCount(void); // Get number of touch points + + //------------------------------------------------------------------------------------ // Gestures and Touch Handling Functions (Module: rgestures) - void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags - bool IsGestureDetected(int gesture); // Check if a gesture have been detected - int GetGestureDetected(void); // Get latest detected gesture - float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds - Vector2 GetGestureDragVector(void); // Get gesture drag vector - float GetGestureDragAngle(void); // Get gesture drag angle - Vector2 GetGesturePinchVector(void); // Get gesture pinch delta - float GetGesturePinchAngle(void); // Get gesture pinch angle - + //------------------------------------------------------------------------------------ + void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags + bool IsGestureDetected(int gesture); // Check if a gesture have been detected + int GetGestureDetected(void); // Get latest detected gesture + float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds + Vector2 GetGestureDragVector(void); // Get gesture drag vector + float GetGestureDragAngle(void); // Get gesture drag angle + Vector2 GetGesturePinchVector(void); // Get gesture pinch delta + float GetGesturePinchAngle(void); // Get gesture pinch angle + + //------------------------------------------------------------------------------------ // Camera System Functions (Module: rcamera) - void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) - void UpdateCamera(Camera *camera); // Update camera position for selected mode - - void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) - void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera) - void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera) + //------------------------------------------------------------------------------------ + void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) + void UpdateCamera(Camera *camera); // Update camera position for selected mode + + void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera) + void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera) + void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera) void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras) diff --git a/cheatsheet/raylib_models.c b/cheatsheet/raylib_models.c index 8d61eba..dcb11d8 100644 --- a/cheatsheet/raylib_models.c +++ b/cheatsheet/raylib_models.c @@ -1,90 +1,92 @@ // Basic geometric 3D shapes drawing functions - void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space - void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line + void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space + void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space - void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) - void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color); // Draw a triangle strip defined by points - void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube - void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) - void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires - void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) + void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) + void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points + void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube + void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) + void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires + void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture - void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere - void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters - void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires - void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone - void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos - void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires + void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere + void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters + void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires + void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone + void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos + void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos - void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ - void DrawRay(Ray ray, Color color); // Draw a ray line - void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) + void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ + void DrawRay(Ray ray, Color color); // Draw a ray line + void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) - // Model loading/unloading functions - Model LoadModel(const char *fileName); // Load model from files (meshes and materials) - Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) - void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) - void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) - BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) + //------------------------------------------------------------------------------------ + // Model 3d Loading and Drawing Functions (Module: models) + //------------------------------------------------------------------------------------ + + // Model management functions + Model LoadModel(const char *fileName); // Load model from files (meshes and materials) + Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) + void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) + void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) + BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) // Model drawing functions - void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) + void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters - void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) + void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters - void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) - void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture + void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) + void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation // Mesh management functions - void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids - void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index - void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU - void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform - void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms - bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success - BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits - void GenMeshTangents(Mesh *mesh); // Compute mesh tangents - void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals - - // Mesh generation functions - Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh - 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 GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid 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 *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file - Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) - void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) - void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) - void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh + void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids + void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index + void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU + void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform + void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms + bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success + BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits + void GenMeshTangents(Mesh *mesh); // Compute mesh tangents - // Model animations loading/unloading functions - ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file - void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose - void UnloadModelAnimation(ModelAnimation anim); // Unload animation data - void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data - bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match + // Mesh generation functions + Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh + 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 GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid 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 *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file + Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) + void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) + void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) + void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh + + // Model animations loading/unloading functions + ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file + void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose + void UnloadModelAnimation(ModelAnimation anim); // Unload animation data + void UnloadModelAnimations(ModelAnimation *animations, unsigned int count); // Unload animation array data + bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Collision detection functions - bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres - bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes - bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere - RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere - RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box - RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model - RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh - RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle - RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad + bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres + bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes + bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere + RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere + RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box + RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh + RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle + RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad diff --git a/cheatsheet/raylib_shapes.c b/cheatsheet/raylib_shapes.c index a9ae21b..094503d 100644 --- a/cheatsheet/raylib_shapes.c +++ b/cheatsheet/raylib_shapes.c @@ -2,55 +2,55 @@ // Set texture and rectangle to be used on shapes drawing // NOTE: It can be useful when using basic shapes and one single font, // defining a font char white rectangle would allow drawing everything in a single draw call - void SetShapesTexture(Texture2D texture, Rectangle source); + void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing // Basic shapes drawing functions - void DrawPixel(int posX, int posY, Color color); // Draw a pixel - void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) - void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line - void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) - void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness - void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out - void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point + void DrawPixel(int posX, int posY, Color color); // Draw a pixel + void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) + void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line + void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) + void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness + void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out + void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points - void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence - void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle + void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence + void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline - void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle - void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) - void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline - void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse - void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline + void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle + void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version) + void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline + void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse + void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline - void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle - void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) - 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 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 DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline - void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters - void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges - void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline - void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) - void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) - void DrawTriangleFan(Vector2 *points, int pointsCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) - void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points - void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) - void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides + void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle + void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) + 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 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 DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline + void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters + void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges + void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline + void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) + void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) + void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) + void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points + void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) + void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters // Basic shapes collision detection functions - bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles - bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles - bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle - bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle - bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle - bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle + bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles + bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles + bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle + bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle + bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle + bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference - bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] - Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision + bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] + Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision diff --git a/cheatsheet/raylib_structs.c b/cheatsheet/raylib_structs.c index 2e9ff08..9e642a1 100644 --- a/cheatsheet/raylib_structs.c +++ b/cheatsheet/raylib_structs.c @@ -38,3 +38,5 @@ struct VrDeviceInfo; // VR device parameters struct VrStereoConfig; // VR Stereo rendering configuration for simulator + struct FilePathList; // File path list + diff --git a/cheatsheet/raylib_text.c b/cheatsheet/raylib_text.c index d9d32fe..4814407 100644 --- a/cheatsheet/raylib_text.c +++ b/cheatsheet/raylib_text.c @@ -1,52 +1,54 @@ - // Font loading/unloading functions - Font GetFontDefault(void); // Get the default Font - Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) - Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters - Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) - Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' - GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use - Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info - void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM) - void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) +// Font loading/unloading functions +Font GetFontDefault(void); // Get the default Font +Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) +Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set +Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) +Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' +GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use +Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info +void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM) +void UnloadFont(Font font); // Unload font from GPU memory (VRAM) +bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success - // Text drawing functions - void DrawFPS(int posX, int posY); // Draw current FPS - void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) - void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters - void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) - void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) +// Text drawing functions +void DrawFPS(int posX, int posY); // Draw current FPS +void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) +void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters +void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) +void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) +void DrawTextCodepoints(Font font, const int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) - // Text misc. functions - int MeasureText(const char *text, int fontSize); // Measure string width for default font - Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font - int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found - GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found - Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found +// Text font info functions +int MeasureText(const char *text, int fontSize); // Measure string width for default font +Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font +int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found +GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found +Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found - // Text codepoints management functions (unicode characters) - int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter - void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory - int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string - int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure - const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) - char *TextCodepointsToUTF8(int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!) +// Text codepoints management functions (unicode characters) +int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter +void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory +int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string +int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure +const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) +char *TextCodepointsToUTF8(const int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!) - // Text strings management functions (no utf8 strings, only byte chars) - // NOTE: Some strings allocate memory internally for returned strings, just be careful! - int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied - bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal - unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending - const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf style) - const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string - char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory must be freed!) - char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory must be freed!) - const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter - const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings - void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! - int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string - const char *TextToUpper(const char *text); // Get upper case version of provided string - const char *TextToLower(const char *text); // Get lower case version of provided string - const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string - int TextToInteger(const char *text); // Get integer value from text (negative values not supported) +// Text strings management functions (no UTF-8 strings, only byte chars) +// NOTE: Some strings allocate memory internally for returned strings, just be careful! +int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied +bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal +unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending +const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) +const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string +char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) +char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) +const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter +const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings +void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! +int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string +const char *TextToUpper(const char *text); // Get upper case version of provided string +const char *TextToLower(const char *text); // Get lower case version of provided string +const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string +int TextToInteger(const char *text); // Get integer value from text (negative values not supported) diff --git a/cheatsheet/raylib_textures.c b/cheatsheet/raylib_textures.c index 3da356f..86560ee 100644 --- a/cheatsheet/raylib_textures.c +++ b/cheatsheet/raylib_textures.c @@ -1,10 +1,10 @@ // Image loading functions - // NOTE: These functions do not require GPU access + // NOTE: This functions do not require GPU access Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) - Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer + Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) void UnloadImage(Image image); // Unload image from CPU memory (RAM) @@ -18,7 +18,7 @@ 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 GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells + Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells // Image manipulation functions Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) @@ -35,7 +35,7 @@ void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color - void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image + void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) void ImageFlipVertical(Image *image); // Flip image vertically void ImageFlipHorizontal(Image *image); // Flip image horizontally @@ -48,7 +48,7 @@ void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) - Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount); // Load colors palette from image as a Color array (RGBA - 32bit) + Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle @@ -93,23 +93,22 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters - void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. + void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest. void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely - void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon + void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint); // Draw a textured polygon // Color/pixel related functions - Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f - int ColorToInt(Color color); // Returns hexadecimal value for a Color - Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1] - Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1] - Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1] - Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1] - Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f - Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint - Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value - Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format - void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer - int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format + Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f + int ColorToInt(Color color); // Get hexadecimal value for a Color + Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] + Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] + Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] + Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] + Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f + Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint + Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value + Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format + void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer + int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format - |
