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authorRay <[email protected]>2021-10-18 00:06:41 +0200
committerRay <[email protected]>2021-10-18 00:06:41 +0200
commit7f0e6dee5c99b14a104ee55fd7699723771d2a9b (patch)
tree3119b56d8c8bc7c9e27879163397d7f66cb8e0e9
parentbe0adede500a565bbdd4976e361549f6fdc7ef85 (diff)
downloadraylib.com-7f0e6dee5c99b14a104ee55fd7699723771d2a9b.tar.gz
raylib.com-7f0e6dee5c99b14a104ee55fd7699723771d2a9b.zip
Update cheatsheet
-rw-r--r--cheatsheet/cheatsheet.html2
-rw-r--r--cheatsheet/raylib_audio.c5
-rw-r--r--cheatsheet/raylib_core.c113
-rw-r--r--cheatsheet/raylib_defines.c82
-rw-r--r--cheatsheet/raylib_models.c87
-rw-r--r--cheatsheet/raylib_shapes.c3
-rw-r--r--cheatsheet/raylib_structs.c4
-rw-r--r--cheatsheet/raylib_text.c37
-rw-r--r--cheatsheet/raylib_textures.c8
9 files changed, 134 insertions, 207 deletions
diff --git a/cheatsheet/cheatsheet.html b/cheatsheet/cheatsheet.html
index 68d80fb..a218b26 100644
--- a/cheatsheet/cheatsheet.html
+++ b/cheatsheet/cheatsheet.html
@@ -129,7 +129,7 @@
<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>]</p>
<p></p>
- <p id="version">v3.7 quick reference card [<a id="downpdf" href="raylib_cheatsheet.pdf">download as PDF</a>]</p>
+ <p id="version">v4.0 quick reference card [<a id="downpdf" href="raylib_cheatsheet.pdf">download as PDF</a>]</p>
</div>
<br>
<div id="fulldata">
diff --git a/cheatsheet/raylib_audio.c b/cheatsheet/raylib_audio.c
index 4e39638..8204649 100644
--- a/cheatsheet/raylib_audio.c
+++ b/cheatsheet/raylib_audio.c
@@ -35,14 +35,15 @@
// 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
+ 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 IsMusicPlaying(Music music); // Check if music is 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)
diff --git a/cheatsheet/raylib_core.c b/cheatsheet/raylib_core.c
index 8f95a7a..17f1a57 100644
--- a/cheatsheet/raylib_core.c
+++ b/cheatsheet/raylib_core.c
@@ -46,26 +46,26 @@
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 current screen.
+ 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); // Initialize 2D mode with custom camera (2D)
+ void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
void EndMode2D(void); // Ends 2D mode with custom camera
- void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
+ 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); // Initializes render texture for drawing
+ 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)
+ 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
- void EndVrStereoMode(void); // End stereo rendering
+ 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
@@ -79,31 +79,32 @@
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 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)
// Screen-space-related functions
- Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
- Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
- Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
- Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
- Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
- Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
- Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen 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 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
// Timing-related functions
void SetTargetFPS(int fps); // Set target FPS (maximum)
- int GetFPS(void); // Returns current FPS
- float GetFrameTime(void); // Returns time in seconds for last frame drawn (delta time)
- double GetTime(void); // Returns elapsed time in seconds since InitWindow()
-
- // Misc. functions
- int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
+ 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 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
@@ -122,12 +123,12 @@
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(unsigned char *text); // Unload file text data allocated by LoadFileText()
+ 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 *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)
@@ -151,65 +152,65 @@
void OpenURL(const char *url); // Open URL with default system browser (if available)
// Input-related functions: keyboard
- bool IsKeyPressed(int key); // Detect if a key has been pressed once
- bool IsKeyDown(int key); // Detect if a key is being pressed
- bool IsKeyReleased(int key); // Detect if a key has been released once
- bool IsKeyUp(int key); // Detect if a key is NOT being pressed
+ 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
- int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued
+ 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); // Detect if a gamepad is available
+ bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
- const char *GetGamepadName(int gamepad); // Return gamepad internal name id
- bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
- bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
- bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
- bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
+ 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); // Return gamepad axis count for a gamepad
- float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
+ 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); // Detect if a mouse button has been pressed once
- bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
- bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
- bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
- int GetMouseX(void); // Returns mouse position X
- int GetMouseY(void); // Returns mouse position Y
- Vector2 GetMousePosition(void); // Returns mouse position XY
+ 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); // Returns mouse wheel movement Y
+ float GetMouseWheelMove(void); // Get mouse wheel movement Y
void SetMouseCursor(int cursor); // Set mouse cursor
// Input-related functions: touch
- int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
- int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
- Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
+ 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: gestures)
+ // 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
- int GetTouchPointsCount(void); // Get touch points count
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: camera)
+ // 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 SetCameraMoveControls(int frontKey, int backKey,
- int rightKey, int leftKey,
- int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
+ 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_defines.c b/cheatsheet/raylib_defines.c
deleted file mode 100644
index db538e5..0000000
--- a/cheatsheet/raylib_defines.c
+++ /dev/null
@@ -1,82 +0,0 @@
-
-
- // Keyboard Function Keys
- #define KEY_SPACE 32
- #define KEY_ESCAPE 256
- #define KEY_ENTER 257
- #define KEY_BACKSPACE 259
- #define KEY_RIGHT 262
- #define KEY_LEFT 263
- #define KEY_DOWN 264
- #define KEY_UP 265
- #define KEY_F1 290
- #define KEY_F2 291
- #define KEY_F3 292
- #define KEY_F4 293
- #define KEY_F5 294
- #define KEY_F6 295
- #define KEY_F7 296
- #define KEY_F8 297
- #define KEY_F9 298
- #define KEY_F10 299
- #define KEY_LEFT_SHIFT 340
- #define KEY_LEFT_CONTROL 341
- #define KEY_LEFT_ALT 342
- #define KEY_RIGHT_SHIFT 344
- #define KEY_RIGHT_CONTROL 345
- #define KEY_RIGHT_ALT 346
-
- // Mouse Buttons
- #define MOUSE_LEFT_BUTTON 0
- #define MOUSE_RIGHT_BUTTON 1
- #define MOUSE_MIDDLE_BUTTON 2
-
- // Gamepad Number
- #define GAMEPAD_PLAYER1 0
- #define GAMEPAD_PLAYER2 1
- #define GAMEPAD_PLAYER3 2
- #define GAMEPAD_PLAYER4 3
-
- // Gamepad Buttons
- // NOTE: Adjusted for a PS3 USB Controller
- #define GAMEPAD_BUTTON_A 2
- #define GAMEPAD_BUTTON_B 1
- #define GAMEPAD_BUTTON_X 3
- #define GAMEPAD_BUTTON_Y 4
- #define GAMEPAD_BUTTON_R1 7
- #define GAMEPAD_BUTTON_R2 5
- #define GAMEPAD_BUTTON_L1 6
- #define GAMEPAD_BUTTON_L2 8
- #define GAMEPAD_BUTTON_SELECT 9
- #define GAMEPAD_BUTTON_START 10
-
-
- // Some Basic Colors
- // NOTE: Custom raylib color palette for amazing visuals
- #define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
- #define GRAY (Color){ 130, 130, 130, 255 } // Gray
- #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
- #define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
- #define GOLD (Color){ 255, 203, 0, 255 } // Gold
- #define ORANGE (Color){ 255, 161, 0, 255 } // Orange
- #define PINK (Color){ 255, 109, 194, 255 } // Pink
- #define RED (Color){ 230, 41, 55, 255 } // Red
- #define MAROON (Color){ 190, 33, 55, 255 } // Maroon
- #define GREEN (Color){ 0, 228, 48, 255 } // Green
- #define LIME (Color){ 0, 158, 47, 255 } // Lime
- #define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
- #define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
- #define BLUE (Color){ 0, 121, 241, 255 } // Blue
- #define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
- #define PURPLE (Color){ 200, 122, 255, 255 } // Purple
- #define VIOLET (Color){ 135, 60, 190, 255 } // Violet
- #define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
- #define BEIGE (Color){ 211, 176, 131, 255 } // Beige
- #define BROWN (Color){ 127, 106, 79, 255 } // Brown
- #define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
-
- #define WHITE (Color){ 255, 255, 255, 255 } // White
- #define BLACK (Color){ 0, 0, 0, 255 } // Black
- #define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent)
- #define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
- #define RAYWHITE (Color){ 245, 245, 245, 255 } // Ray White (raylib logo) \ No newline at end of file
diff --git a/cheatsheet/raylib_models.c b/cheatsheet/raylib_models.c
index 6e3c4bb..8d61eba 100644
--- a/cheatsheet/raylib_models.c
+++ b/cheatsheet/raylib_models.c
@@ -10,11 +10,14 @@
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 DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone 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))
@@ -24,28 +27,28 @@
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)
- // Mesh loading/unloading functions
- void UploadMesh(Mesh *mesh, bool dynamic); // Upload vertex data into GPU and provided 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
+ // Model drawing functions
+ 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 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 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
- void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
-
- // 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, int *animsCount); // 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
+ 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
@@ -54,34 +57,34 @@
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
- // Mesh manipulation functions
- BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
- void MeshTangents(Mesh *mesh); // Compute mesh tangents
- void MeshBinormals(Mesh *mesh); // Compute mesh binormals
+ // 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 drawing functions
- 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 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 center, float size, Color tint); // Draw a billboard texture
- void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 center, float size, Color tint); // Draw a billboard texture defined by source
+ // 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); // Detect collision between two spheres
- bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
- bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Detect collision between box and sphere
- bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius); // Detect collision between ray and sphere
- bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
- bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
- RayHitInfo GetCollisionRayMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
- RayHitInfo GetCollisionRayModel(Ray ray, Model model); // Get collision info between ray and model
- RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
- RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
+ 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
diff --git a/cheatsheet/raylib_shapes.c b/cheatsheet/raylib_shapes.c
index 079a078..a9ae21b 100644
--- a/cheatsheet/raylib_shapes.c
+++ b/cheatsheet/raylib_shapes.c
@@ -12,6 +12,7 @@
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 DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
@@ -40,6 +41,7 @@
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 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
@@ -49,5 +51,6 @@
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
diff --git a/cheatsheet/raylib_structs.c b/cheatsheet/raylib_structs.c
index 7f7e7a2..2e9ff08 100644
--- a/cheatsheet/raylib_structs.c
+++ b/cheatsheet/raylib_structs.c
@@ -13,7 +13,7 @@
// NOTE: Data stored in GPU memory (VRAM)
struct RenderTexture; // RenderTexture type, for texture rendering
struct NPatchInfo; // N-Patch layout info
- struct CharInfo; // Font character info
+ struct GlyphInfo; // Font character glyph info
struct Font; // Font type, includes texture and chars data
struct Camera; // Camera type, defines 3d camera position/orientation
@@ -27,7 +27,7 @@
struct BoneInfo; // Bone information
struct ModelAnimation; // Model animation data (bones and frames)
struct Ray; // Ray type (useful for raycast)
- struct RayHitInfo; // Raycast hit information
+ struct RayCollision; // Raycast hit information
struct BoundingBox; // Bounding box type for 3d mesh
struct Wave; // Wave type, defines audio wave data
diff --git a/cheatsheet/raylib_text.c b/cheatsheet/raylib_text.c
index 172e9de..d9d32fe 100644
--- a/cheatsheet/raylib_text.c
+++ b/cheatsheet/raylib_text.c
@@ -2,28 +2,36 @@
// 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 charsCount); // Load font from file with extended parameters
+ 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 charsCount); // Load font from memory buffer
- CharInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use
- Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
- void UnloadFontData(CharInfo *chars, int charsCount); // Unload font chars info data (RAM)
+ 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)
// 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 DrawTextRec(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint); // Draw text using font inside rectangle limits
- void DrawTextRecEx(Font font, const char *text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint,
- int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection
+ 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 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 index position for a unicode character on 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 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
@@ -41,11 +49,4 @@
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)
- char *TextToUtf8(int *codepoints, int length); // Encode text codepoint into utf8 text (memory must be freed!)
-
- // UTF8 text strings management functions
- int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters
- int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string
- int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
- const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
diff --git a/cheatsheet/raylib_textures.c b/cheatsheet/raylib_textures.c
index 98c4c6a..211bd22 100644
--- a/cheatsheet/raylib_textures.c
+++ b/cheatsheet/raylib_textures.c
@@ -5,6 +5,8 @@
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 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)
bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success
bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success
@@ -16,7 +18,6 @@
Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
- Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
// Image manipulation functions
@@ -51,6 +52,7 @@
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
+ Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position
// Image drawing functions
// NOTE: Image software-rendering functions (CPU)
@@ -79,8 +81,6 @@
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
- Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
- Image GetScreenData(void); // Get pixel data from screen buffer and return an Image (screenshot)
// Texture configuration functions
void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
@@ -107,7 +107,7 @@
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(int hexValue); // Get Color structure from hexadecimal value
+ 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