summaryrefslogtreecommitdiffhomepage
path: root/cheatsheet/raylib_core.c
diff options
context:
space:
mode:
Diffstat (limited to 'cheatsheet/raylib_core.c')
-rw-r--r--cheatsheet/raylib_core.c142
1 files changed, 71 insertions, 71 deletions
diff --git a/cheatsheet/raylib_core.c b/cheatsheet/raylib_core.c
index 486d7b4..1a227ca 100644
--- a/cheatsheet/raylib_core.c
+++ b/cheatsheet/raylib_core.c
@@ -44,7 +44,7 @@
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()
@@ -52,7 +52,7 @@
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
@@ -60,7 +60,7 @@
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
@@ -79,11 +79,11 @@
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
-
+
// 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
@@ -95,7 +95,7 @@
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)
-
+
// 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)
@@ -104,27 +104,27 @@
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
-
+
// 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()
-
+
// 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
-
+
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
@@ -132,7 +132,7 @@
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()
@@ -161,81 +161,81 @@
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(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 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
-
+ 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)