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authorraysan5 <[email protected]>2017-07-24 19:45:46 +0200
committerraysan5 <[email protected]>2017-07-24 19:45:46 +0200
commit46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936 (patch)
treefae44589bea3de03639b0ce88d0adc29044ed062 /cheatsheet/raylib_core.c
downloadraylib.com-46ad8ae6eefc76a2e1f0ce88cdef2b919bb2d936.tar.gz
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Added webpage
Moved from @raysan5/raylib/docs
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+
+ // Window-related functions
+ void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL)
+ void CloseWindow(void); // Close window and unload OpenGL context
+ bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
+ bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
+ void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
+ void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
+ void 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)
+ int GetScreenWidth(void); // Get current screen width
+ int GetScreenHeight(void); // Get current screen height
+
+ // 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)
+
+ // 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 Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
+ void End2dMode(void); // Ends 2D mode with custom camera
+ void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
+ void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
+ void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
+ void EndTextureMode(void); // Ends drawing to render texture
+
+ // Screen-space-related functions
+ Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
+ Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
+ Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
+
+ // Timming-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
+
+ // Color-related functions
+ int GetHexValue(Color color); // Returns hexadecimal value for a Color
+ Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
+ Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
+ float *ColorToFloat(Color color); // Converts Color to float array and normalizes
+ float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
+ float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
+
+ // Misc. functions
+ void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
+ void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
+ void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
+ void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
+ int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
+
+ // Files management functions
+ bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
+ const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
+ const char *GetWorkingDirectory(void); // Get current working directory
+ bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
+ bool IsFileDropped(void); // Check if a file has been dropped into window
+ char **GetDroppedFiles(int *count); // Get dropped files names
+ void ClearDroppedFiles(void); // Clear dropped files paths buffer
+
+ // Persistent storage management
+ void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
+ int StorageLoadValue(int position); // Load integer value from storage file (from defined position)
+
+ // 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
+ int GetKeyPressed(void); // Get latest key pressed
+ void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+
+ // Input-related functions: gamepads
+ bool IsGamepadAvailable(int gamepad); // Detect 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
+ 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
+
+ // 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
+ void SetMousePosition(Vector2 position); // Set mouse position XY
+ int GetMouseWheelMove(void); // Returns mouse wheel movement Y
+
+ // 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)
+
+ // Gestures-related functions
+ void SetGesturesEnabled(unsigned int gestureFlags); // 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-related functions
+ 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 panKey); // Set camera pan key to combine with mouse movement (free camera)
+ void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
+ void SetCameraSmoothZoomControl(int szKey); // 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)
+
+ \ No newline at end of file