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-rw-r--r--cheatsheet/cheatsheet.html16
-rw-r--r--cheatsheet/raylib_audio.c115
-rw-r--r--cheatsheet/raylib_core.c408
-rw-r--r--cheatsheet/raylib_models.c144
-rw-r--r--cheatsheet/raylib_shapes.c80
-rw-r--r--cheatsheet/raylib_structs.c2
-rw-r--r--cheatsheet/raylib_text.c94
-rw-r--r--cheatsheet/raylib_textures.c39
8 files changed, 466 insertions, 432 deletions
diff --git a/cheatsheet/cheatsheet.html b/cheatsheet/cheatsheet.html
index f2febe3..b24d415 100644
--- a/cheatsheet/cheatsheet.html
+++ b/cheatsheet/cheatsheet.html
@@ -129,21 +129,21 @@
<p id="title">A simple and easy-to-use library to enjoy videogames programming</p>
<p id="plinks">[<a href="https://discord.gg/raylib">raylib Discord server</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>][<a href="https://github.com/raysan5/raylib/blob/master/src/raylib.h">raylib.h</a>]</p>
<p></p>
- <p id="version">v4.0 quick reference card [<a id="downpdf" href="https://www.raylib.com/cheatsheet/raylib_cheatsheet_v4.0.pdf">download as PDF</a>]</p>
+ <p id="version">v4.2 quick reference card [<a id="downpdf" href="https://www.raylib.com/cheatsheet/raylib_cheatsheet_v4.2.pdf">download as PDF</a>]</p>
</div>
<br>
<div id="fulldata">
- <p id="pcore">module: core</p>
+ <p id="pcore">module: rcore</p>
<div id="core"><pre><code class="cpp"></code></pre></div>
- <p id="pshapes">module: shapes</p>
+ <p id="pshapes">module: rshapes</p>
<div id="shapes"><pre><code class="cpp"></code></pre></div>
- <p id="ptextures">module: textures</p>
+ <p id="ptextures">module: rtextures</p>
<div id="textures"><pre><code class="cpp"></code></pre></div>
- <p id="ptext">module: text</p>
+ <p id="ptext">module: rtext</p>
<div id="text"><pre><code class="cpp"></code></pre></div>
- <p id="pmodels">module: models</p>
+ <p id="pmodels">module: rmodels</p>
<div id="models"><pre><code class="cpp"></code></pre></div>
- <p id="paudio">module: audio</p>
+ <p id="paudio">module: raudio</p>
<div id="audio"><pre><code class="cpp"></code></pre></div>
<div id="fullgroup">
@@ -157,7 +157,7 @@
</div>
</div>
<div id="copyright">
- <p>raylib quick reference card - Copyright (c) 2013-2021 Ramon Santamaria (<a href="https://www.twitter.com/raysan5">@raysan5</a>)</p>
+ <p>raylib quick reference card - Copyright (c) 2013-2022 Ramon Santamaria (<a href="https://www.twitter.com/raysan5">@raysan5</a>)</p>
</div>
</div>
diff --git a/cheatsheet/raylib_audio.c b/cheatsheet/raylib_audio.c
index b7a1450..04cd084 100644
--- a/cheatsheet/raylib_audio.c
+++ b/cheatsheet/raylib_audio.c
@@ -1,65 +1,72 @@
// 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)
+ 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
- Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer
- 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
- bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
- bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
+ Wave LoadWave(const char *fileName); // Load wave data from file
+ Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
+ 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 sampleCount); // Update sound buffer with new data
+ void UnloadWave(Wave wave); // Unload wave data
+ void UnloadSound(Sound sound); // Unload sound
+ bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success
+ bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success
// Wave/Sound management functions
- void PlaySound(Sound sound); // Play a sound
- void StopSound(Sound sound); // Stop playing a sound
- void PauseSound(Sound sound); // Pause a sound
- void ResumeSound(Sound sound); // Resume a paused sound
- void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
- void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
- int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
- bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
- void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
- void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
- void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
- 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 *LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array
- void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
+ void PlaySound(Sound sound); // Play a sound
+ void StopSound(Sound sound); // Stop playing a sound
+ void PauseSound(Sound sound); // Pause a sound
+ void ResumeSound(Sound sound); // Resume a paused sound
+ void PlaySoundMulti(Sound sound); // Play a sound (using multichannel buffer pool)
+ void StopSoundMulti(void); // Stop any sound playing (using multichannel buffer pool)
+ int GetSoundsPlaying(void); // Get number of sounds playing in the multichannel
+ bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
+ void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
+ void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
+ void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
+ 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
+ void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
+ float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
+ void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
// Music management functions
- Music LoadMusicStream(const char *fileName); // Load music stream from file
- Music LoadMusicStreamFromMemory(const char *fileType, unsigned char *data, int dataSize); // Load music stream from data
- void UnloadMusicStream(Music music); // Unload music stream
- void PlayMusicStream(Music music); // Start music playing
- bool IsMusicStreamPlaying(Music music); // Check if music is playing
- void UpdateMusicStream(Music music); // Updates buffers for music streaming
- void StopMusicStream(Music music); // Stop music playing
- void PauseMusicStream(Music music); // Pause music playing
- void ResumeMusicStream(Music music); // Resume playing paused music
- void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
- void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
- void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
- float GetMusicTimeLength(Music music); // Get music time length (in seconds)
- float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
+ Music LoadMusicStream(const char *fileName); // Load music stream from file
+ Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
+ void UnloadMusicStream(Music music); // Unload music stream
+ void PlayMusicStream(Music music); // Start music playing
+ bool IsMusicStreamPlaying(Music music); // Check if music is playing
+ void UpdateMusicStream(Music music); // Updates buffers for music streaming
+ void StopMusicStream(Music music); // Stop music playing
+ void PauseMusicStream(Music music); // Pause music playing
+ void ResumeMusicStream(Music music); // Resume playing paused music
+ void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
+ void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
+ void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
+ void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
+ 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 LoadAudioStream(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 IsAudioStreamProcessed(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)
- void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
+ AudioStream LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data)
+ void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory
+ void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data
+ bool IsAudioStreamProcessed(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)
+ void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
+ void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
+ void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data
+
+ void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream
+ void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream
diff --git a/cheatsheet/raylib_core.c b/cheatsheet/raylib_core.c
index 2f5650f..486d7b4 100644
--- a/cheatsheet/raylib_core.c
+++ b/cheatsheet/raylib_core.c
@@ -1,219 +1,241 @@
// 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 IsWindowFullscreen(void); // Check if window is currently fullscreen
- bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
- bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
- bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
- bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
- bool IsWindowResized(void); // Check if window has been resized last frame
- bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
- void SetWindowState(unsigned int flags); // Set window configuration state using flags
- void ClearWindowState(unsigned int flags); // Clear window configuration state flags
- void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
- void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
- void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
- void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
- 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 GetCurrentMonitor(void); // Get current connected monitor
- Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
- int GetMonitorWidth(int monitor); // Get specified monitor width (max available by monitor)
- int GetMonitorHeight(int monitor); // Get specified monitor height (max available by monitor)
- int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
- int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
- int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
- Vector2 GetWindowPosition(void); // Get window position XY on monitor
- Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
- const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
- void SetClipboardText(const char *text); // Set clipboard text content
- const char *GetClipboardText(void); // Get clipboard text content
-
+ 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 IsWindowFullscreen(void); // Check if window is currently fullscreen
+ bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP)
+ bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP)
+ bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP)
+ bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP)
+ bool IsWindowResized(void); // Check if window has been resized last frame
+ bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled
+ void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP)
+ void ClearWindowState(unsigned int flags); // Clear window configuration state flags
+ void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
+ void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
+ void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
+ void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
+ 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 SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
+ void *GetWindowHandle(void); // Get native window handle
+ int GetScreenWidth(void); // Get current screen width
+ int GetScreenHeight(void); // Get current screen height
+ int GetRenderWidth(void); // Get current render width (it considers HiDPI)
+ int GetRenderHeight(void); // Get current render height (it considers HiDPI)
+ int GetMonitorCount(void); // Get number of connected monitors
+ int GetCurrentMonitor(void); // Get current connected monitor
+ Vector2 GetMonitorPosition(int monitor); // Get specified monitor position
+ int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor)
+ int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor)
+ int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres
+ int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres
+ int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate
+ Vector2 GetWindowPosition(void); // Get window position XY on monitor
+ Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor
+ const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the primary monitor
+ void SetClipboardText(const char *text); // Set clipboard text content
+ const char *GetClipboardText(void); // Get clipboard text content
+ void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling
+ void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling
+
+ // Custom frame control functions
+ // NOTE: Those functions are intended for advance users that want full control over the frame processing
+ // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timming + PollInputEvents()
+ // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
+ void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing)
+ void PollInputEvents(void); // Register all input events
+ void WaitTime(double seconds); // Wait for some time (halt program execution)
+
// Cursor-related functions
- void ShowCursor(void); // Shows cursor
- void HideCursor(void); // Hides cursor
- bool IsCursorHidden(void); // Check if cursor is not visible
- void EnableCursor(void); // Enables cursor (unlock cursor)
- void DisableCursor(void); // Disables cursor (lock cursor)
- bool IsCursorOnScreen(void); // Check if cursor is on the screen
-
+ void ShowCursor(void); // Shows cursor
+ void HideCursor(void); // Hides cursor
+ bool IsCursorHidden(void); // Check if cursor is not visible
+ void EnableCursor(void); // Enables cursor (unlock cursor)
+ void DisableCursor(void); // Disables cursor (lock cursor)
+ bool IsCursorOnScreen(void); // Check if cursor is on the screen
+
// Drawing-related functions
- void ClearBackground(Color color); // Set background color (framebuffer clear color)
- void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
- void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
- void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
- void EndMode2D(void); // Ends 2D mode with custom camera
- void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
- void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
- void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
- void EndTextureMode(void); // Ends drawing to render texture
- void BeginShaderMode(Shader shader); // Begin custom shader drawing
- void EndShaderMode(void); // End custom shader drawing (use default shader)
- void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
- void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
- void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
- void EndScissorMode(void); // End scissor mode
- void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
- void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
-
+ void ClearBackground(Color color); // Set background color (framebuffer clear color)
+ void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
+ void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
+ void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D)
+ void EndMode2D(void); // Ends 2D mode with custom camera
+ void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D)
+ void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
+ void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture
+ void EndTextureMode(void); // Ends drawing to render texture
+ void BeginShaderMode(Shader shader); // Begin custom shader drawing
+ void EndShaderMode(void); // End custom shader drawing (use default shader)
+ void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied, subtract, custom)
+ void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
+ void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing)
+ void EndScissorMode(void); // End scissor mode
+ void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator)
+ void EndVrStereoMode(void); // End stereo rendering (requires VR simulator)
+
// VR stereo config functions for VR simulator
- VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
- void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
-
+ VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters
+ void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config
+
// Shader management functions
// NOTE: Shader functionality is not available on OpenGL 1.1
- Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
- Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
- int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
- int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
+ Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations
+ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations
+ int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
+ int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value
void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector
void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4)
void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d)
- void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
-
+ void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
+
// Screen-space-related functions
- Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
- Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
- Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
- Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
+ Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
+ Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
+ Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
+ Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
+ Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
- Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
- Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
-
+ Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
+
// Timing-related functions
- void SetTargetFPS(int fps); // Set target FPS (maximum)
- int GetFPS(void); // Get current FPS
- float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
- double GetTime(void); // Get elapsed time in seconds since InitWindow()
-
+ void SetTargetFPS(int fps); // Set target FPS (maximum)
+ int GetFPS(void); // Get current FPS
+ float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
+ double GetTime(void); // Get elapsed time in seconds since InitWindow()
+
// Misc. functions
- int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
- void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
- void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
- void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
-
- void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
- void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
- void *MemAlloc(int size); // Internal memory allocator
- void *MemRealloc(void *ptr, int size); // Internal memory reallocator
- void MemFree(void *ptr); // Internal memory free
-
+ int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
+ void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator
+ void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
+ void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
+
+ void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...)
+ void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level
+ void *MemAlloc(int size); // Internal memory allocator
+ void *MemRealloc(void *ptr, int size); // Internal memory reallocator
+ void MemFree(void *ptr); // Internal memory free
+
+ void OpenURL(const char *url); // Open URL with default system browser (if available)
+
// Set custom callbacks
// WARNING: Callbacks setup is intended for advance users
- void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
- void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
- void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
- void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
- void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
-
+ void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log
+ void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader
+ void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver
+ void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader
+ void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver
+
// Files management functions
- unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
- void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
- bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
- char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
- void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
- bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
- bool FileExists(const char *fileName); // Check if file exists
- bool DirectoryExists(const char *dirPath); // Check if a directory path exists
- bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
- const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
- const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
- const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
- const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
- const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
- const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
- char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
- void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
- bool ChangeDirectory(const char *dir); // Change working directory, return true on success
- bool IsFileDropped(void); // Check if a file has been dropped into window
- char **LoadDroppedFiles(int *count); // Get dropped files names (memory should be freed)
- void UnloadDroppedFiles(void); // Clear dropped files paths buffer (free memory)
- long GetFileModTime(const char *fileName); // Get file modification time (last write time)
-
+ unsigned char *LoadFileData(const char *fileName, unsigned int *bytesRead); // Load file data as byte array (read)
+ void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData()
+ bool SaveFileData(const char *fileName, void *data, unsigned int bytesToWrite); // Save data to file from byte array (write), returns true on success
+ bool ExportDataAsCode(const char *data, unsigned int size, const char *fileName); // Export data to code (.h), returns true on success
+ char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string
+ void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText()
+ bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success
+ bool FileExists(const char *fileName); // Check if file exists
+ bool DirectoryExists(const char *dirPath); // Check if a directory path exists
+ bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
+ int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
+ const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
+ const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
+ const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
+ const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
+ const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
+ const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
+ const char *GetApplicationDirectory(void); // Get the directory if the running application (uses static string)
+ bool ChangeDirectory(const char *dir); // Change working directory, return true on success
+ bool IsPathFile(const char *path); // Check if a given path is a file or a directory
+ FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
+ FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
+ void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
+ bool IsFileDropped(void); // Check if a file has been dropped into window
+ FilePathList LoadDroppedFiles(void); // Load dropped filepaths
+ void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths
+ long GetFileModTime(const char *fileName); // Get file modification time (last write time)
+
// Compression/Encoding functionality
- unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm)
- unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm)
- char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLength); // Encode data to Base64 string
- unsigned char *DecodeDataBase64(unsigned char *data, int *outputLength); // Decode Base64 string data
-
- // Persistent storage management
- bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success
- int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position)
-
- // Misc.
- void OpenURL(const char *url); // Open URL with default system browser (if available)
-
+ unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree()
+ unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree()
+ char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree()
+ unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree()
+
+ //------------------------------------------------------------------------------------
+ // Input Handling Functions (Module: core)
+ //------------------------------------------------------------------------------------
+
// Input-related functions: keyboard
- bool IsKeyPressed(int key); // Check if a key has been pressed once
- bool IsKeyDown(int key); // Check if a key is being pressed
- bool IsKeyReleased(int key); // Check if a key has been released once
- bool IsKeyUp(int key); // Check if a key is NOT being pressed
- void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
- int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
- int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
-
+ bool IsKeyPressed(int key); // Check if a key has been pressed once
+ bool IsKeyDown(int key); // Check if a key is being pressed
+ bool IsKeyReleased(int key); // Check if a key has been released once
+ bool IsKeyUp(int key); // Check if a key is NOT being pressed
+ void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
+ int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty
+ int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty
+
// Input-related functions: gamepads
- bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
- const char *GetGamepadName(int gamepad); // Get gamepad internal name id
- bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
- bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
- bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
- bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
- int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
- int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
- float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
- int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
-
+ bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available
+ const char *GetGamepadName(int gamepad); // Get gamepad internal name id
+ bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once
+ bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed
+ bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
+ bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
+ int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
+ int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
+ float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
+ int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
+
// Input-related functions: mouse
- bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
- bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
- bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
- bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
- int GetMouseX(void); // Get mouse position X
- int GetMouseY(void); // Get mouse position Y
- Vector2 GetMousePosition(void); // Get mouse position XY
- Vector2 GetMouseDelta(void); // Get mouse delta between frames
- void SetMousePosition(int x, int y); // Set mouse position XY
- void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
- void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
- float GetMouseWheelMove(void); // Get mouse wheel movement Y
- void SetMouseCursor(int cursor); // Set mouse cursor
-
- // 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)
- int GetTouchPointId(int index); // Get touch point identifier for given index
- int GetTouchPointCount(void); // Get number of touch points
-
+ bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
+ bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed
+ bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once
+ bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed
+ int GetMouseX(void); // Get mouse position X
+ int GetMouseY(void); // Get mouse position Y
+ Vector2 GetMousePosition(void); // Get mouse position XY
+ Vector2 GetMouseDelta(void); // Get mouse delta between frames
+ void SetMousePosition(int x, int y); // Set mouse position XY
+ void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
+ void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
+ float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger
+ Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y
+ void SetMouseCursor(int cursor); // Set mouse cursor
+
+ // 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)
+ int GetTouchPointId(int index); // Get touch point identifier for given index
+ int GetTouchPointCount(void); // Get number of touch points
+
+ //------------------------------------------------------------------------------------
// Gestures and Touch Handling Functions (Module: rgestures)
- void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
- bool IsGestureDetected(int gesture); // Check if a gesture have been detected
- int GetGestureDetected(void); // Get latest detected gesture
- float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
- Vector2 GetGestureDragVector(void); // Get gesture drag vector
- float GetGestureDragAngle(void); // Get gesture drag angle
- Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
- float GetGesturePinchAngle(void); // Get gesture pinch angle
-
+ //------------------------------------------------------------------------------------
+ void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags
+ bool IsGestureDetected(int gesture); // Check if a gesture have been detected
+ int GetGestureDetected(void); // Get latest detected gesture
+ float GetGestureHoldDuration(void); // Get gesture hold time in milliseconds
+ Vector2 GetGestureDragVector(void); // Get gesture drag vector
+ float GetGestureDragAngle(void); // Get gesture drag angle
+ Vector2 GetGesturePinchVector(void); // Get gesture pinch delta
+ float GetGesturePinchAngle(void); // Get gesture pinch angle
+
+ //------------------------------------------------------------------------------------
// Camera System Functions (Module: rcamera)
- void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
- void UpdateCamera(Camera *camera); // Update camera position for selected mode
-
- void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
- void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
- void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
+ //------------------------------------------------------------------------------------
+ void SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available)
+ void UpdateCamera(Camera *camera); // Update camera position for selected mode
+
+ void SetCameraPanControl(int keyPan); // Set camera pan key to combine with mouse movement (free camera)
+ void SetCameraAltControl(int keyAlt); // Set camera alt key to combine with mouse movement (free camera)
+ void SetCameraSmoothZoomControl(int keySmoothZoom); // Set camera smooth zoom key to combine with mouse (free camera)
void SetCameraMoveControls(int keyFront, int keyBack, int keyRight, int keyLeft, int keyUp, int keyDown); // Set camera move controls (1st person and 3rd person cameras)
diff --git a/cheatsheet/raylib_models.c b/cheatsheet/raylib_models.c
index 8d61eba..dcb11d8 100644
--- a/cheatsheet/raylib_models.c
+++ b/cheatsheet/raylib_models.c
@@ -1,90 +1,92 @@
// Basic geometric 3D shapes drawing functions
- void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
- void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
+ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+ void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
- void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
- void DrawTriangleStrip3D(Vector3 *points, int pointsCount, Color color); // Draw a triangle strip defined by points
- void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
- void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
- void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
- void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
+ void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+ void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+ void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
+ void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
+ void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
+ void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
- void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
- void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
- void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
- void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
- void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
- void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
+ void 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 DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
+ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos
- void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
- void DrawRay(Ray ray, Color color); // Draw a ray line
- void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
+ 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))
- // Model loading/unloading functions
- Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
- Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
- void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
- void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
- BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
+ //------------------------------------------------------------------------------------
+ // Model 3d Loading and Drawing Functions (Module: models)
+ //------------------------------------------------------------------------------------
+
+ // Model management functions
+ Model LoadModel(const char *fileName); // Load model from files (meshes and materials)
+ Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material)
+ void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM)
+ void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM)
+ BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
// Model drawing functions
- void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
+ void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
- void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
+ void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
- void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
- void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
+ void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
+ void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
// Mesh management functions
- void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
- void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
- void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
- void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
- void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
- bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
- BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
- void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
- void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals
-
- // Mesh generation functions
- Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
- Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
- Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
- Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
- Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
- Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
- Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
- Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
- Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
- Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
- Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
-
- // Material loading/unloading functions
- Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
- Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
- void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
- void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
- void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
+ void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
+ void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
+ void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
+ void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
+ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
+ bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
+ BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+ void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
- // Model animations loading/unloading functions
- ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file
- void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
- void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
- void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data
- bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
+ // Mesh generation functions
+ Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
+ Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
+ Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
+ Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
+ Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
+ Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
+ Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
+ Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
+ Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
+ Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
+ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
+
+ // Material loading/unloading functions
+ Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
+ Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+ void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
+ void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
+ void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
+
+ // Model animations loading/unloading functions
+ ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file
+ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
+ void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
+ void UnloadModelAnimations(ModelAnimation *animations, unsigned int count); // Unload animation array data
+ bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
// Collision detection functions
- bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
- bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
- bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
- RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
- RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
- RayCollision GetRayCollisionModel(Ray ray, Model model); // Get collision info between ray and model
- RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
- RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
- RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
+ bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
+ bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes
+ bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere
+ RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere
+ RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box
+ RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh
+ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
+ RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad
diff --git a/cheatsheet/raylib_shapes.c b/cheatsheet/raylib_shapes.c
index a9ae21b..094503d 100644
--- a/cheatsheet/raylib_shapes.c
+++ b/cheatsheet/raylib_shapes.c
@@ -2,55 +2,55 @@
// Set texture and rectangle to be used on shapes drawing
// NOTE: It can be useful when using basic shapes and one single font,
// defining a font char white rectangle would allow drawing everything in a single draw call
- void SetShapesTexture(Texture2D texture, Rectangle source);
+ void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing
// Basic shapes drawing functions
- void DrawPixel(int posX, int posY, Color color); // Draw a pixel
- void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
- void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
- void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
- void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
- void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
- void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); //Draw line using quadratic bezier curves with a control point
+ void DrawPixel(int posX, int posY, Color color); // Draw a pixel
+ void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
+ void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
+ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
+ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
+ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
+ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point
void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points
- void DrawLineStrip(Vector2 *points, int pointsCount, Color color); // Draw lines sequence
- void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
+ void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence
+ void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float 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 DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
- void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
+ void 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 DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse
+ void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline
void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float 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
- void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
- void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a vertical-gradient-filled rectangle
- void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a horizontal-gradient-filled rectangle
- 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 (vertex in counter-clockwise order!)
- void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
- void DrawTriangleFan(Vector2 *points, int pointsCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
- void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points
- void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
- void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
+ void 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
+ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
+ void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle
+ void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle
+ 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, float 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, float lineThick, Color color); // Draw rectangle with rounded edges outline
+ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+ void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!)
+ void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
+ void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
+ void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
// Basic shapes collision detection functions
- bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
- bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
- bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
- bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
- bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
- bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
+ bool 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
+ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec); // Check collision between circle and rectangle
+ bool CheckCollisionPointRec(Vector2 point, Rectangle rec); // Check if point is inside rectangle
+ bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius); // Check if point is inside circle
+ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3); // Check if point is inside a triangle
bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference
- bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
- Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
+ bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
+ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision
diff --git a/cheatsheet/raylib_structs.c b/cheatsheet/raylib_structs.c
index 2e9ff08..9e642a1 100644
--- a/cheatsheet/raylib_structs.c
+++ b/cheatsheet/raylib_structs.c
@@ -38,3 +38,5 @@
struct VrDeviceInfo; // VR device parameters
struct VrStereoConfig; // VR Stereo rendering configuration for simulator
+ struct FilePathList; // File path list
+
diff --git a/cheatsheet/raylib_text.c b/cheatsheet/raylib_text.c
index d9d32fe..4814407 100644
--- a/cheatsheet/raylib_text.c
+++ b/cheatsheet/raylib_text.c
@@ -1,52 +1,54 @@
- // Font loading/unloading functions
- Font GetFontDefault(void); // Get the default Font
- Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
- Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters
- Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
- Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
- GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
- Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
- void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM)
- void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
+// Font loading/unloading functions
+Font GetFontDefault(void); // Get the default Font
+Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM)
+Font LoadFontEx(const char *fileName, int fontSize, int *fontChars, int glyphCount); // Load font from file with extended parameters, use NULL for fontChars and 0 for glyphCount to load the default character set
+Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style)
+Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf'
+GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *fontChars, int glyphCount, int type); // Load font data for further use
+Image GenImageFontAtlas(const GlyphInfo *chars, Rectangle **recs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
+void UnloadFontData(GlyphInfo *chars, int glyphCount); // Unload font chars info data (RAM)
+void UnloadFont(Font font); // Unload font from GPU memory (VRAM)
+bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success
- // Text drawing functions
- void DrawFPS(int posX, int posY); // Draw current FPS
- void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
- void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
- void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
- void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
+// Text drawing functions
+void DrawFPS(int posX, int posY); // Draw current FPS
+void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
+void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
+void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
+void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
+void DrawTextCodepoints(Font font, const int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
- // Text misc. functions
- int MeasureText(const char *text, int fontSize); // Measure string width for default font
- Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
- int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
- GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
- Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
+// Text font info functions
+int MeasureText(const char *text, int fontSize); // Measure string width for default font
+Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
+int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found
+GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found
+Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found
- // Text codepoints management functions (unicode characters)
- int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
- void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
- int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
- int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
- const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
- char *TextCodepointsToUTF8(int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
+// Text codepoints management functions (unicode characters)
+int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter
+void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory
+int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
+int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
+const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
+char *TextCodepointsToUTF8(const int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
- // Text strings management functions (no utf8 strings, only byte chars)
- // NOTE: Some strings allocate memory internally for returned strings, just be careful!
- int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
- 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
- char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (memory must be freed!)
- char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (memory must be freed!)
- const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
- const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
- void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
- 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)
+// Text strings management functions (no UTF-8 strings, only byte chars)
+// NOTE: Some strings allocate memory internally for returned strings, just be careful!
+int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
+bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal
+unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending
+const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style)
+const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string
+char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!)
+char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!)
+const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter
+const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
+void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor!
+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 3da356f..86560ee 100644
--- a/cheatsheet/raylib_textures.c
+++ b/cheatsheet/raylib_textures.c
@@ -1,10 +1,10 @@
// Image loading functions
- // NOTE: These functions do not require GPU access
+ // NOTE: This functions do not require GPU access
Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
- Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer
+ Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data
Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot)
void UnloadImage(Image image); // Unload image from CPU memory (RAM)
@@ -18,7 +18,7 @@
Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
- Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
+ Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells
// Image manipulation functions
Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
@@ -35,7 +35,7 @@
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 fill); // Resize canvas and fill with color
- void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
+ void ImageMipmaps(Image *image); // Compute 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)
void ImageFlipVertical(Image *image); // Flip image vertically
void ImageFlipHorizontal(Image *image); // Flip image horizontally
@@ -48,7 +48,7 @@
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
Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit)
- Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorsCount); // Load colors palette from image as a Color array (RGBA - 32bit)
+ Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit)
void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors()
void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette()
Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle
@@ -93,23 +93,22 @@
void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
- void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
+ void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, 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 dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
- void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon
+ void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint); // Draw a textured polygon
// Color/pixel related functions
- Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
- int ColorToInt(Color color); // Returns hexadecimal value for a Color
- Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1]
- Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1]
- Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
- Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
- Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
- Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint
- Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
- Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
- void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
- int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
+ Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+ int ColorToInt(Color color); // Get hexadecimal value for a Color
+ Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
+ Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
+ Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
+ Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
+ Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
+ Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
+ Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
+ Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
+ void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
+ int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format
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