diff options
| author | Ray <[email protected]> | 2023-11-10 13:16:21 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2023-11-10 13:16:21 +0100 |
| commit | 7e85a2255c3fcf4f2811110eb492135ac6da0344 (patch) | |
| tree | 604f8f28bf689e1c0315cc66797c96c5ce15901e | |
| parent | c20df08ebdb4684fb1a572efe1b1ea395aa0fb22 (diff) | |
| download | raylib.com-7e85a2255c3fcf4f2811110eb492135ac6da0344.tar.gz raylib.com-7e85a2255c3fcf4f2811110eb492135ac6da0344.zip | |
Update cheatsheet for raylib 5.0
| -rw-r--r-- | cheatsheet/cheatsheet.html | 2 | ||||
| -rw-r--r-- | cheatsheet/raylib_audio.c | 9 | ||||
| -rw-r--r-- | cheatsheet/raylib_core.c | 67 | ||||
| -rw-r--r-- | cheatsheet/raylib_models.c | 5 | ||||
| -rw-r--r-- | cheatsheet/raylib_shapes.c | 31 | ||||
| -rw-r--r-- | cheatsheet/raylib_structs.c | 3 | ||||
| -rw-r--r-- | cheatsheet/raylib_text.c | 14 | ||||
| -rw-r--r-- | cheatsheet/raylib_textures.c | 7 |
8 files changed, 91 insertions, 47 deletions
diff --git a/cheatsheet/cheatsheet.html b/cheatsheet/cheatsheet.html index 94f1809..3aa3426 100644 --- a/cheatsheet/cheatsheet.html +++ b/cheatsheet/cheatsheet.html @@ -130,7 +130,7 @@ <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">v4.5 quick reference card [<a id="downpdf" href="https://www.raylib.com/cheatsheet/raylib_cheatsheet_v4.5.pdf">download as PDF</a>]</p> + <p id="version">v5.0 quick reference card [<a id="downpdf" href="https://www.raylib.com/cheatsheet/raylib_cheatsheet_v5.0.pdf">download as PDF</a>]</p> </div> <br> <p>Chinese Translation: <a href="cheatsheet_zh.html">以下为raylib所有API接口中文释义</a></p> diff --git a/cheatsheet/raylib_audio.c b/cheatsheet/raylib_audio.c index 1cbb545..7b1b95f 100644 --- a/cheatsheet/raylib_audio.c +++ b/cheatsheet/raylib_audio.c @@ -3,6 +3,7 @@ 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) + float GetMasterVolume(void); // Get master volume (listener) // Wave/Sound loading/unloading functions Wave LoadWave(const char *fileName); // Load wave data from file @@ -10,10 +11,12 @@ bool IsWaveReady(Wave wave); // Checks if wave data is ready Sound LoadSound(const char *fileName); // Load sound from file Sound LoadSoundFromWave(Wave wave); // Load sound from wave data + Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data bool IsSoundReady(Sound sound); // Checks if a sound is ready 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 + void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data) 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 @@ -65,11 +68,11 @@ 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 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 AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as <float>s void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream - void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline + void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as <float>s void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline diff --git a/cheatsheet/raylib_core.c b/cheatsheet/raylib_core.c index 1297387..5f5b5e5 100644 --- a/cheatsheet/raylib_core.c +++ b/cheatsheet/raylib_core.c @@ -1,9 +1,8 @@ - // 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 WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) 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) @@ -15,17 +14,20 @@ 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 ToggleBorderlessWindowed(void); // Toggle window state: borderless 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 (single image, RGBA 32bit, only PLATFORM_DESKTOP) void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) - void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP) + void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) 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 SetWindowMonitor(int monitor); // Set monitor for the current window void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) + void SetWindowMaxSize(int width, int height); // Set window maximum 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 SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP) void *GetWindowHandle(void); // Get native window handle int GetScreenWidth(void); // Get current screen width int GetScreenHeight(void); // Get current screen height @@ -47,14 +49,6 @@ 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 timing + 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 @@ -110,24 +104,37 @@ // 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() + int GetFPS(void); // Get current FPS - // Misc. functions - int GetRandomValue(int min, int max); // Get a random value between min and max (both included) + // 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 timing + 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) + + // Random values generation functions void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator + int GetRandomValue(int min, int max); // Get a random value between min and max (both included) + int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated + void UnloadRandomSequence(int *sequence); // Unload random values sequence + + // Misc. functions 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 OpenURL(const char *url); // Open URL with default system browser (if available) + // NOTE: Following functions implemented in module [utils] + //------------------------------------------------------------------ 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(unsigned int size); // Internal memory allocator void *MemRealloc(void *ptr, unsigned 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 @@ -137,13 +144,16 @@ 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) + unsigned char *LoadFileData(const char *fileName, int *dataSize); // 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 unsigned char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success + bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success + bool ExportDataAsCode(const unsigned char *data, int dataSize, 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 + //------------------------------------------------------------------ + + // File system functions 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) @@ -154,7 +164,7 @@ 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) + const char *GetApplicationDirectory(void); // Get the directory of 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 @@ -171,18 +181,29 @@ 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() + // Automation events functionality + AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS + void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file + bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file + void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to + void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording + void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set) + void StopAutomationEventRecording(void); // Stop recording automation events + void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event + //------------------------------------------------------------------------------------ // Input Handling Functions (Module: core) //------------------------------------------------------------------------------------ // Input-related functions: keyboard bool IsKeyPressed(int key); // Check if a key has been pressed once + bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP) 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 + void SetExitKey(int key); // Set a custom key to exit program (default is ESC) // Input-related functions: gamepads bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available @@ -223,7 +244,7 @@ // 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 + bool IsGestureDetected(unsigned 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 diff --git a/cheatsheet/raylib_models.c b/cheatsheet/raylib_models.c index 33332f3..015ffbe 100644 --- a/cheatsheet/raylib_models.c +++ b/cheatsheet/raylib_models.c @@ -1,4 +1,3 @@ - // 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 @@ -75,10 +74,10 @@ 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 + ModelAnimation *LoadModelAnimations(const char *fileName, 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 + void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Collision detection functions diff --git a/cheatsheet/raylib_shapes.c b/cheatsheet/raylib_shapes.c index 465b240..acdc468 100644 --- a/cheatsheet/raylib_shapes.c +++ b/cheatsheet/raylib_shapes.c @@ -1,4 +1,3 @@ - // 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); // Set texture and rectangle to be used on shapes drawing @@ -7,18 +6,17 @@ 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 pointCount, Color color); // Draw lines sequence + void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines) + void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) + void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) + void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation 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 DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) 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 @@ -42,6 +40,25 @@ 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 + // Splines drawing functions + void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points + void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points + void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points + void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] + void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] + void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points + void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points + void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points + void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point + void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points + + // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] + Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear + Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline + Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom + Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier + Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier + // 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 diff --git a/cheatsheet/raylib_structs.c b/cheatsheet/raylib_structs.c index e271600..38101a4 100644 --- a/cheatsheet/raylib_structs.c +++ b/cheatsheet/raylib_structs.c @@ -36,3 +36,6 @@ struct VrStereoConfig; // VrStereoConfig, VR stereo rendering configuration for simulator struct FilePathList; // File path list + + struct AutomationEvent; // Automation event + struct AutomationEventList; // Automation event list diff --git a/cheatsheet/raylib_text.c b/cheatsheet/raylib_text.c index 8c41fe4..4dcd4c8 100644 --- a/cheatsheet/raylib_text.c +++ b/cheatsheet/raylib_text.c @@ -1,14 +1,13 @@ - // 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 LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount 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' + Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' bool IsFontReady(Font font); // Check if a font is ready - 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) + GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use + Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info + void UnloadFontData(GlyphInfo *glyphs, 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 @@ -18,9 +17,10 @@ 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) + void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) // Text font info functions + void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks 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 diff --git a/cheatsheet/raylib_textures.c b/cheatsheet/raylib_textures.c index f47c97c..5199964 100644 --- a/cheatsheet/raylib_textures.c +++ b/cheatsheet/raylib_textures.c @@ -1,8 +1,8 @@ - // Image loading functions // NOTE: These 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 LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size 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, fileType refers to extension: i.e. '.png' Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data @@ -10,6 +10,7 @@ bool IsImageReady(Image image); // Check if an image is ready void UnloadImage(Image image); // Unload image from CPU memory (RAM) bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success + unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success // Image generation functions @@ -43,7 +44,7 @@ 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 - void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359) + void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359) void ImageRotateCW(Image *image); // Rotate image clockwise 90deg void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg void ImageColorTint(Image *image, Color color); // Modify image color: tint @@ -86,7 +87,7 @@ RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) bool IsTextureReady(Texture2D texture); // Check if a texture is ready void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) - bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready + bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data |
