diff options
| author | Ray <[email protected]> | 2019-04-12 12:25:44 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-04-12 12:25:44 +0200 |
| commit | bf95bc1162e070d1b74940f353fa5bd444543871 (patch) | |
| tree | f733e13041161c552794fdd82de6c37d1456afb9 /cheatsheet | |
| parent | a3b4e55e88fe1650c9daf3753ceace0292e8a66c (diff) | |
| download | raylib.com-bf95bc1162e070d1b74940f353fa5bd444543871.tar.gz raylib.com-bf95bc1162e070d1b74940f353fa5bd444543871.zip | |
Update cheatsheet to raylib v2.5
Diffstat (limited to 'cheatsheet')
| -rw-r--r-- | cheatsheet/cheatsheet.html | 8 | ||||
| -rw-r--r-- | cheatsheet/raylib_audio.c | 33 | ||||
| -rw-r--r-- | cheatsheet/raylib_core.c | 106 | ||||
| -rw-r--r-- | cheatsheet/raylib_models.c | 69 | ||||
| -rw-r--r-- | cheatsheet/raylib_shaders.c | 27 | ||||
| -rw-r--r-- | cheatsheet/raylib_shapes.c | 8 | ||||
| -rw-r--r-- | cheatsheet/raylib_structs.c | 13 | ||||
| -rw-r--r-- | cheatsheet/raylib_text.c | 31 | ||||
| -rw-r--r-- | cheatsheet/raylib_textures.c | 38 |
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 |
