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authorRay <[email protected]>2019-04-12 12:25:44 +0200
committerRay <[email protected]>2019-04-12 12:25:44 +0200
commitbf95bc1162e070d1b74940f353fa5bd444543871 (patch)
treef733e13041161c552794fdd82de6c37d1456afb9 /cheatsheet
parenta3b4e55e88fe1650c9daf3753ceace0292e8a66c (diff)
downloadraylib.com-bf95bc1162e070d1b74940f353fa5bd444543871.tar.gz
raylib.com-bf95bc1162e070d1b74940f353fa5bd444543871.zip
Update cheatsheet to raylib v2.5
Diffstat (limited to 'cheatsheet')
-rw-r--r--cheatsheet/cheatsheet.html8
-rw-r--r--cheatsheet/raylib_audio.c33
-rw-r--r--cheatsheet/raylib_core.c106
-rw-r--r--cheatsheet/raylib_models.c69
-rw-r--r--cheatsheet/raylib_shaders.c27
-rw-r--r--cheatsheet/raylib_shapes.c8
-rw-r--r--cheatsheet/raylib_structs.c13
-rw-r--r--cheatsheet/raylib_text.c31
-rw-r--r--cheatsheet/raylib_textures.c38
9 files changed, 209 insertions, 124 deletions
diff --git a/cheatsheet/cheatsheet.html b/cheatsheet/cheatsheet.html
index 4ec905d..e9b187d 100644
--- a/cheatsheet/cheatsheet.html
+++ b/cheatsheet/cheatsheet.html
@@ -61,7 +61,7 @@
#plinks{color: gray;}
#plinks a, #copyright a{color: gray; text-decoration:none;}
#plinks a:hover{color: black;}
- #version {margin-top: 23px;}
+ #version {margin-top: 23px; width:300px;}
#pcore{margin-bottom:-12px; margin-left:12px; color:#5c5a5a;}
#pshapes{margin-bottom:-12px; margin-left:12px; color:#c55757;}
#ptextures{margin-bottom:-12px; margin-left:12px; color:#60815a;}
@@ -125,10 +125,10 @@
<body>
<div id="header">
<a id="logo" href="https://www.raylib.com/index.html"></a>
- <p id="title">[simple and easy-to-use library to enjoy videogames programming]</p>
+ <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">v2.0.0 quick reference card</p>
+ <p id="version">v2.5 quick reference card </p>
</div>
<br>
<div id="fulldata">
@@ -155,7 +155,7 @@
<p id="pcolors">colors</p>
<div id="colors"><pre><code class="cpp"></code></pre></div>
</div>
- <p id="copyright">raylib quick reference card - Copyright (c) 2013-2018 Ramon Santamaria (<a href="https://www.twitter.com/raysan5">@raysan5</a>)</p>
+ <p id="copyright">raylib quick reference card - Copyright (c) 2013-2019 Ramon Santamaria (<a href="https://www.twitter.com/raysan5">@raysan5</a>)</p>
</div>
diff --git a/cheatsheet/raylib_audio.c b/cheatsheet/raylib_audio.c
index 3d0447b..6341cde 100644
--- a/cheatsheet/raylib_audio.c
+++ b/cheatsheet/raylib_audio.c
@@ -5,16 +5,23 @@
bool IsAudioDeviceReady(void); // Check if audio device is ready
void SetMasterVolume(float volume); // Set master volume (listener)
+ // Audio device management functions
+ void InitAudioDevice(void); // Initialize audio device and context
+ void CloseAudioDevice(void); // Close the audio device and context
+ bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully
+ void SetMasterVolume(float volume); // Set master volume (listener)
+
// Wave/Sound loading/unloading functions
- Wave LoadWave(const char *fileName); // Load wave data from file into RAM
- Wave LoadWaveEx(float *data, int sampleCount, int sampleRate,
- int sampleSize, int channels); // Load wave data from float array data (32bit)
- Sound LoadSound(const char *fileName); // Load sound to memory
- Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
- void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
+ Wave LoadWave(const char *fileName); // Load wave data from file
+ Wave LoadWaveEx(void *data, int sampleCount, int sampleRate, int sampleSize, int channels); // Load wave data from raw array data
+ Sound LoadSound(const char *fileName); // Load sound from file
+ Sound LoadSoundFromWave(Wave wave); // Load sound from wave data
+ void UpdateSound(Sound sound, const void *data, int samplesCount); // Update sound buffer with new data
void UnloadWave(Wave wave); // Unload wave data
void UnloadSound(Sound sound); // Unload sound
-
+ void ExportWave(Wave wave, const char *fileName); // Export wave data to file
+ void ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h)
+
// Wave/Sound management functions
void PlaySound(Sound sound); // Play a sound
void PauseSound(Sound sound); // Pause a sound
@@ -27,7 +34,7 @@
Wave WaveCopy(Wave wave); // Copy a wave to a new wave
void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
-
+
// Music management functions
Music LoadMusicStream(const char *fileName); // Load music stream from file
void UnloadMusicStream(Music music); // Unload music stream
@@ -39,18 +46,20 @@
bool IsMusicPlaying(Music music); // Check if music is playing
void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
- void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats)
+ void SetMusicLoopCount(Music music, int count); // Set music loop count (loop repeats)
float GetMusicTimeLength(Music music); // Get music time length (in seconds)
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
// AudioStream management functions
- AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
- unsigned int channels); // Init audio stream (to stream raw audio pcm data)
- void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
+ AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
+ void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
void PlayAudioStream(AudioStream stream); // Play audio stream
void PauseAudioStream(AudioStream stream); // Pause audio stream
void ResumeAudioStream(AudioStream stream); // Resume audio stream
+ bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing
void StopAudioStream(AudioStream stream); // Stop audio stream
+ void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
+ void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
diff --git a/cheatsheet/raylib_core.c b/cheatsheet/raylib_core.c
index ccff7cc..c1ac75b 100644
--- a/cheatsheet/raylib_core.c
+++ b/cheatsheet/raylib_core.c
@@ -1,19 +1,32 @@
// Window-related functions
void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
+ bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
void CloseWindow(void); // Close window and unload OpenGL context
bool IsWindowReady(void); // Check if window has been initialized successfully
- bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
+ bool IsWindowResized(void); // Check if window has been resized
+ bool IsWindowHidden(void); // Check if window is currently hidden
void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
+ void UnhideWindow(void); // Show the window
+ void HideWindow(void); // Hide the window
void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP)
void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
void SetWindowSize(int width, int height); // Set window dimensions
+ void *GetWindowHandle(void); // Get native window handle
int GetScreenWidth(void); // Get current screen width
int GetScreenHeight(void); // Get current screen height
+ int GetMonitorCount(void); // Get number of connected monitors
+ int GetMonitorWidth(int monitor); // Get primary monitor width
+ 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
+ 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
void ShowCursor(void); // Shows cursor
@@ -21,8 +34,8 @@
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
+
+ // 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)
@@ -32,57 +45,70 @@
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
-
- // Screen-space-related functions
+
+ // 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)
-
- // Timing-related functions
+
+ // 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
+
+ // Color-related functions
int ColorToInt(Color color); // Returns hexadecimal value for a Color
Vector4 ColorNormalize(Color color); // Returns color normalized as float [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 ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
+
+ // Misc. functions
void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS)
- void SetTraceLog(unsigned char types); // Enable trace log message types (bit flags based)
- void TraceLog(int logType, const char *text, ...); // Show trace log messages (LOG_INFO, LOG_WARNING, LOG_ERROR, LOG_DEBUG)
+ 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
+
+ // Files management functions
+ bool FileExists(const char *fileName); // Check if file exists
bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
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 *GetWorkingDirectory(void); // Get current working directory (uses static string)
+ char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
+ void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
bool ChangeDirectory(const char *dir); // Change working directory, 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
+ 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
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
+
+ void OpenURL(const char *url); // Open URL with default system browser (if available)
+
+ //------------------------------------------------------------------------------------
+ // Input Handling Functions
+ //------------------------------------------------------------------------------------
+
+ // Input-related functions: keyb
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
+
+ // 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
@@ -93,8 +119,8 @@
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
+
+ // 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
@@ -102,15 +128,19 @@
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
+ 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
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)
+ // 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)
- // Gestures-related functions
+ //------------------------------------------------------------------------------------
+ // Gestures and Touch Handling Functions (Module: gestures)
+ //------------------------------------------------------------------------------------
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
@@ -120,15 +150,17 @@
float GetGestureDragAngle(void); // Get gesture drag angle
Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
float GetGesturePinchAngle(void); // Get gesture pinch angle
-
- // Camera-related functions
+
+ //------------------------------------------------------------------------------------
+ // Camera System Functions (Module: camera)
+ //------------------------------------------------------------------------------------
void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
void UpdateCamera(Camera *camera); // Update camera position for selected mode
+
void SetCameraPanControl(int 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,
+ 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
diff --git a/cheatsheet/raylib_models.c b/cheatsheet/raylib_models.c
index ba188e0..0ac0f8f 100644
--- a/cheatsheet/raylib_models.c
+++ b/cheatsheet/raylib_models.c
@@ -1,41 +1,47 @@
// Basic geometric 3D shapes drawing functions
void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
- void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis,
- float rotationAngle, Color color); // Draw a circle in 3D world space
+ 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 DrawCubeTexture(Texture2D texture, Vector3 position, float width,
- float height, float length, Color color); // Draw cube textured
+ 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 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 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
// Model loading/unloading functions
- Model LoadModel(const char *fileName); // Load model from files (mesh and material)
- Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh
+ 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 LoadMesh(const char *fileName); // Load mesh from file
+ 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)
- void ExportMesh(const char *fileName, Mesh mesh); // Export mesh as an OBJ file
- // 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
-
+ // 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
+
+ // 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
+
// 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)
@@ -46,30 +52,27 @@
Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
- // Material loading/unloading functions
- Material LoadMaterial(const char *fileName); // Load material from file
- Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
- void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
+ // 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
// 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 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
+ 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 sourceRec,
- Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
+ 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(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes
- bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, 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 ex.
- bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
+ 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)
diff --git a/cheatsheet/raylib_shaders.c b/cheatsheet/raylib_shaders.c
index de952cf..814548c 100644
--- a/cheatsheet/raylib_shaders.c
+++ b/cheatsheet/raylib_shaders.c
@@ -1,34 +1,37 @@
// Shader loading/unloading functions
char *LoadText(const char *fileName); // Load chars array from text file
- Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
+ Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
Shader LoadShaderCode(char *vsCode, char *fsCode); // Load shader from code strings and bind default locations
- void UnloadShader(Shader shader); // Unload a custom shader from memory
-
+ void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
+
Shader GetShaderDefault(void); // Get default shader
Texture2D GetTextureDefault(void); // Get default texture
-
- // Shader access functions
+
+ // Shader configuration functions
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
- void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float)
- void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int)
+ void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
+ void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
+ void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
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
- // Shading beegin/end functions
+ // 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
- VrDeviceInfo GetVrDeviceInfo(int vrDeviceType); // Get VR device information for some standard devices
- void InitVrSimulator(VrDeviceInfo info); // Init VR simulator for selected device parameters
+ void InitVrSimulator(void); // Init VR simulator for selected device parameters
void CloseVrSimulator(void); // Close VR simulator for current device
- bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
+ void SetVrConfiguration(VrDeviceInfo info, Shader distortion); // Set stereo rendering configuration parameters
+ bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
void ToggleVrMode(void); // Enable/Disable VR experience
void BeginVrDrawing(void); // Begin VR simulator stereo rendering
void EndVrDrawing(void); // End VR simulator stereo rendering
diff --git a/cheatsheet/raylib_shapes.c b/cheatsheet/raylib_shapes.c
index d2d4e22..14b3cd7 100644
--- a/cheatsheet/raylib_shapes.c
+++ b/cheatsheet/raylib_shapes.c
@@ -7,9 +7,13 @@
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 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 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 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
@@ -19,12 +23,16 @@
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
+ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
+ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rectangle with rounded edges outline
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points
void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines
+ void SetShapesTexture(Texture2D texture, Rectangle source); // Define default texture used to draw shapes
+
// 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 79edc85..f22007e 100644
--- a/cheatsheet/raylib_structs.c
+++ b/cheatsheet/raylib_structs.c
@@ -1,17 +1,18 @@
- struct Color; // Color type, RGBA (32bit)
- struct Rectangle; // Rectangle type
struct Vector2; // Vector2 type
struct Vector3; // Vector3 type
struct Vector4; // Vector4 type
struct Quaternion; // Quaternion type
struct Matrix; // Matrix type (OpenGL style 4x4)
+ struct Color; // Color type, RGBA (32bit)
+ struct Rectangle; // Rectangle type
- struct Image; // Image type (multiple data formats supported)
+ struct Image; // Image type (multiple pixel formats supported)
// NOTE: Data stored in CPU memory (RAM)
struct Texture; // Texture type (multiple internal formats supported)
// 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 Font; // Font type, includes texture and chars data
@@ -22,11 +23,17 @@
struct MaterialMap; // Material texture map
struct Material; // Material type
struct Model; // Basic 3d Model type
+ struct Transform; // Transformation (used for bones)
+ 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 BoundingBox; // Bounding box type for 3d mesh
struct Wave; // Wave type, defines audio wave data
struct Sound; // Basic Sound source and buffer
struct Music; // Music type (file streaming from memory)
struct AudioStream; // Raw audio stream type
+ struct VrDeviceInfo; // VR device parameters
+
diff --git a/cheatsheet/raylib_text.c b/cheatsheet/raylib_text.c
index 60f89e4..b50ee53 100644
--- a/cheatsheet/raylib_text.c
+++ b/cheatsheet/raylib_text.c
@@ -2,20 +2,39 @@
// 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 charsCount, int *fontChars); // Load font from file with extended parameters
- CharInfo *LoadFontData(const char *fileName, int fontSize, int *fontChars, int charsCount, bool sdf); // Load font data for further use
- Image GenImageFontAtlas(CharInfo *chars, int fontSize, int charsCount, int padding, int packMethod); // Generate image font atlas using chars info
+ 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
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 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
// 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
- const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
- const char *SubText(const char *text, int position, int length); // Get a piece of a text string
int GetGlyphIndex(Font font, int character); // Get index position for a unicode character on font
+ // Text strings management functions
+ // NOTE: Some strings allocate memory internally for returned strings, just be careful!
+ 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!)
+ const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
+ const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
+ void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
+ int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string
+ const char *TextToUpper(const char *text); // Get upper case version of provided string
+ const char *TextToLower(const char *text); // Get lower case version of provided string
+ const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string
+ int TextToInteger(const char *text); // Get integer value from text (negative values not supported)
+
diff --git a/cheatsheet/raylib_textures.c b/cheatsheet/raylib_textures.c
index 58b9a0e..c86ebf5 100644
--- a/cheatsheet/raylib_textures.c
+++ b/cheatsheet/raylib_textures.c
@@ -4,9 +4,11 @@
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
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
- void ExportImage(const char *fileName, Image image); // Export image as a PNG file
+ void ExportImage(Image image, const char *fileName); // Export image data to file
+ void ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes
Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
Texture2D LoadTextureFromImage(Image image); // Load texture from image data
+ TextureCubemap LoadTextureCubemap(Image image, int layoutType); // Load cubemap from image, multiple image cubemap layouts supported
RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM)
@@ -15,9 +17,10 @@
Vector4 *GetImageDataNormalized(Image image); // Get pixel data from image as Vector4 array (float normalized)
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)
void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
-
- // Image manipulation functions
+
+ // Image manipulation functions
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
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
@@ -26,19 +29,19 @@
void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value
void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel
void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
- void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (bilinear filtering)
+ void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm)
void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm)
- void ImageResizeCanvas(Image *image, int newWidth, int newHeight,
- int offsetX, int offsetY, Color color); // Resize canvas and fill with color
+ void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color color); // Resize canvas and fill with color
void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
+ 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 ImageDrawRectangle(Image *dst, Vector2 position, Rectangle rec, Color color); // Draw rectangle within an image
+ 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)
- void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text,
- float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
+ void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
void ImageRotateCW(Image *image); // Rotate image clockwise 90deg
@@ -49,8 +52,8 @@
void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color
-
- // Image generation functions
+
+ // Image generation functions
Image GenImageColor(int width, int height, Color color); // Generate image: plain color
Image GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
Image GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
@@ -59,17 +62,18 @@
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
-
- // Texture2D configuration functions
+
+ // 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
+
+ // 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
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
- void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
- float rotation, Color tint);
+ void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
+ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
+ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely