diff options
| author | Ray <[email protected]> | 2020-01-30 18:21:19 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-01-30 18:21:19 +0100 |
| commit | a10421b42ab818e1d1d4115e01e2d49fe61374c1 (patch) | |
| tree | aaa998e8c7515aba334d9354047a5f4ca73fccfe /cheatsheet | |
| parent | c4e5184fb9788128d66f8f8a36885cd36dbf74f4 (diff) | |
| download | raylib.com-a10421b42ab818e1d1d4115e01e2d49fe61374c1.tar.gz raylib.com-a10421b42ab818e1d1d4115e01e2d49fe61374c1.zip | |
Updated raylib cheatsheet
Diffstat (limited to 'cheatsheet')
| -rw-r--r-- | cheatsheet/cheatsheet.html | 2 | ||||
| -rw-r--r-- | cheatsheet/raylib_audio.c | 5 | ||||
| -rw-r--r-- | cheatsheet/raylib_core.c | 43 | ||||
| -rw-r--r-- | cheatsheet/raylib_models.c | 125 | ||||
| -rw-r--r-- | cheatsheet/raylib_shaders.c | 3 | ||||
| -rw-r--r-- | cheatsheet/raylib_shapes.c | 18 | ||||
| -rw-r--r-- | cheatsheet/raylib_text.c | 27 | ||||
| -rw-r--r-- | cheatsheet/raylib_textures.c | 11 |
8 files changed, 135 insertions, 99 deletions
diff --git a/cheatsheet/cheatsheet.html b/cheatsheet/cheatsheet.html index da12099..1fb0966 100644 --- a/cheatsheet/cheatsheet.html +++ b/cheatsheet/cheatsheet.html @@ -135,7 +135,7 @@ <p id="title">A simple and easy-to-use library to enjoy videogames programming</p> <p id="plinks">[<a href="https://discordapp.com/invite/VkzNHUE">raylib Discord server</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>]</p> <p></p> - <p id="version">v2.5 quick reference card [<a id="downpdf" href="raylib_cheatsheet.pdf">download as PDF</a>]</p> + <p id="version">v2.6 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 5ba1324..eaa3585 100644 --- a/cheatsheet/raylib_audio.c +++ b/cheatsheet/raylib_audio.c @@ -18,9 +18,12 @@ // 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 StopSound(Sound sound); // Stop playing a 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) diff --git a/cheatsheet/raylib_core.c b/cheatsheet/raylib_core.c index c1ac75b..b23acff 100644 --- a/cheatsheet/raylib_core.c +++ b/cheatsheet/raylib_core.c @@ -24,17 +24,18 @@ int GetMonitorHeight(int monitor); // Get primary monitor height int GetMonitorPhysicalWidth(int monitor); // Get primary monitor physical width in millimetres int GetMonitorPhysicalHeight(int monitor); // Get primary monitor physical height in millimetres + Vector2 GetWindowPosition(void); // Get window position XY on monitor const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor const char *GetClipboardText(void); // Get clipboard text content void SetClipboardText(const char *text); // Set clipboard text content - - // Cursor-related functions + + // 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 @@ -45,42 +46,51 @@ void EndMode3D(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 - + 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 + // 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) - + 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 + // 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 double GetTime(void); // Returns elapsed time in seconds since InitWindow() - + // Color-related functions 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 Color ColorFromHSV(Vector3 hsv); // Returns a Color from HSV values 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 - + // Misc. functions - void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS) + void SetConfigFlags(unsigned int flags); // Setup window configuration flags (view FLAGS) void SetTraceLogLevel(int logType); // Set the current threshold (minimum) log level void SetTraceLogExit(int logType); // Set the exit threshold (minimum) log level void SetTraceLogCallback(TraceLogCallback callback); // Set a trace log callback to enable custom logging void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR) 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 FileExists(const char *fileName); // Check if file exists bool IsFileExtension(const char *fileName, const char *ext); // Check file extension + bool DirectoryExists(const char *dirPath); // Check if a directory path exists const char *GetExtension(const char *fileName); // Get pointer to extension for a filename string 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 (memory should be freed) - const char *GetDirectoryPath(const char *fileName); // Get full path for a given fileName (uses static 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) @@ -89,11 +99,14 @@ char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed) void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory) long GetFileModTime(const char *fileName); // Get file modification time (last write time) - - // Persistent storage management + + unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorythm) + unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorythm) + + // 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) - + void OpenURL(const char *url); // Open URL with default system browser (if available) //------------------------------------------------------------------------------------ diff --git a/cheatsheet/raylib_models.c b/cheatsheet/raylib_models.c index 0ac0f8f..070394e 100644 --- a/cheatsheet/raylib_models.c +++ b/cheatsheet/raylib_models.c @@ -1,79 +1,80 @@ - // Basic geometric 3D shapes drawing functions - void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space + // 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 DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space - 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 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 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 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 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 DrawGizmo(Vector3 position); // Draw simple gizmo - + 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 DrawGizmo(Vector3 position); // Draw simple gizmo + // 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 from memory (RAM and/or VRAM) - + 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 from memory (RAM and/or VRAM) + // Mesh loading/unloading functions - Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file - void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file - void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) - + Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file + void ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file + void UnloadMesh(Mesh mesh); // Unload mesh from memory (RAM and/or VRAM) + // 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 (MAP_DIFFUSE, MAP_SPECULAR...) - void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh - + 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 (MAP_DIFFUSE, 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 - bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match - + 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 + 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 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 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 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 MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits - void MeshTangents(Mesh *mesh); // Compute mesh tangents - void MeshBinormals(Mesh *mesh); // Compute mesh binormals - + BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits + void MeshTangents(Mesh *mesh); // Compute mesh tangents + void MeshBinormals(Mesh *mesh); // Compute mesh binormals + // 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 center, 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 center, float size, Color tint); // Draw a billboard texture void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec - + // Collision detection functions - bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres - bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes - bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere - bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere - bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point - bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box - 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 centerA, float radiusA, Vector3 centerB, float radiusB); // 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 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) diff --git a/cheatsheet/raylib_shaders.c b/cheatsheet/raylib_shaders.c index 814548c..d7dccf0 100644 --- a/cheatsheet/raylib_shaders.c +++ b/cheatsheet/raylib_shaders.c @@ -17,14 +17,13 @@ void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) Matrix GetMatrixModelview(); // Get internal modelview matrix + Matrix GetMatrixProjection(void); // Get internal projection matrix // Shading begin/end functions 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 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 // VR control functions void InitVrSimulator(void); // Init VR simulator for selected device parameters diff --git a/cheatsheet/raylib_shapes.c b/cheatsheet/raylib_shapes.c index 9d5fc88..170a8a4 100644 --- a/cheatsheet/raylib_shapes.c +++ b/cheatsheet/raylib_shapes.c @@ -8,13 +8,15 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out void DrawLineStrip(Vector2 *points, int numPoints, 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, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle - void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline + void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle + void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int 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 DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring - void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring 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, int startAngle, int endAngle, int segments, Color color); // Draw ring + void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int 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 @@ -26,10 +28,12 @@ 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 - void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline - void DrawTriangleFan(Vector2 *points, int numPoints, Color color); // Draw a triangle fan defined by points + 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 numPoints, 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 SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes diff --git a/cheatsheet/raylib_text.c b/cheatsheet/raylib_text.c index b50ee53..79a5fec 100644 --- a/cheatsheet/raylib_text.c +++ b/cheatsheet/raylib_text.c @@ -5,30 +5,32 @@ Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int charsCount); // Load font from file with extended parameters Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, int type); // Load font data for further use - Image GenImageFontAtlas(CharInfo *chars, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info + Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info void UnloadFont(Font font); // Unload Font from GPU memory (VRAM) - + // Text drawing functions void DrawFPS(int posX, int posY); // Shows 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 selectText, Color selectBack); // Draw text using font inside rectangle limits with support for text selection - + int selectStart, int selectLength, Color selectTint, Color selectBackTint); // Draw text using font inside rectangle limits with support for text selection + void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float scale, 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 character); // Get index position for a unicode character on font - - // Text strings management functions + int GetGlyphIndex(Font font, int codepoint); // Get index position for a unicode character on font + + // 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 - const char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory should be freed!) - const char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory should be freed!) + 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! @@ -37,4 +39,11 @@ 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 c86ebf5..1bdecee 100644 --- a/cheatsheet/raylib_textures.c +++ b/cheatsheet/raylib_textures.c @@ -1,5 +1,5 @@ - // Image/Texture2D data loading/unloading/saving functions + // Image/Texture2D data loading/unloading/saving functions Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit) Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters @@ -15,6 +15,7 @@ void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) Color *GetImageData(Image image); // Get pixel data from image as a Color struct array Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized) + Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture) 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) @@ -22,6 +23,7 @@ // Image manipulation functions Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) + Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) void ImageFormat(Image *image, int newFormat); // Convert image data to desired format void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image @@ -37,7 +39,7 @@ Color *ImageExtractPalette(Image image, int maxPaletteSize, int *extractCount); // Extract color palette from image to maximum size (memory should be freed) Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) - void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image + void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) void ImageDrawRectangle(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) @@ -68,6 +70,11 @@ void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode + // Texture2D configuration functions + void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture + void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode + void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode + // Texture2D drawing functions void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 |
