diff options
| author | raysan5 <[email protected]> | 2017-07-24 20:04:54 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2017-07-24 20:04:54 +0200 |
| commit | 072684d276373b58ddf7203e34b66a14f6e0c848 (patch) | |
| tree | 64dd10af55f0602864ce79eb9c46a23531341059 /docs/cheatsheet | |
| parent | b2712b6db7c184aff47436f387f2012cf77f4f67 (diff) | |
| download | raylib-072684d276373b58ddf7203e34b66a14f6e0c848.tar.gz raylib-072684d276373b58ddf7203e34b66a14f6e0c848.zip | |
Removed webpage from raylib repo
Moved to own repo at @raysan5/raylib.com
Diffstat (limited to 'docs/cheatsheet')
| -rw-r--r-- | docs/cheatsheet/cheatsheet.html | 173 | ||||
| -rw-r--r-- | docs/cheatsheet/raylib_audio.c | 56 | ||||
| -rw-r--r-- | docs/cheatsheet/raylib_colors.c | 30 | ||||
| -rw-r--r-- | docs/cheatsheet/raylib_core.c | 128 | ||||
| -rw-r--r-- | docs/cheatsheet/raylib_defines.c | 82 | ||||
| -rw-r--r-- | docs/cheatsheet/raylib_models.c | 61 | ||||
| -rw-r--r-- | docs/cheatsheet/raylib_shaders.c | 32 | ||||
| -rw-r--r-- | docs/cheatsheet/raylib_shapes.c | 33 | ||||
| -rw-r--r-- | docs/cheatsheet/raylib_structs.c | 29 | ||||
| -rw-r--r-- | docs/cheatsheet/raylib_text.c | 19 | ||||
| -rw-r--r-- | docs/cheatsheet/raylib_textures.c | 52 |
11 files changed, 0 insertions, 695 deletions
diff --git a/docs/cheatsheet/cheatsheet.html b/docs/cheatsheet/cheatsheet.html deleted file mode 100644 index b5404614..00000000 --- a/docs/cheatsheet/cheatsheet.html +++ /dev/null @@ -1,173 +0,0 @@ -<!DOCTYPE html> -<html> - <head> - <meta charset="utf-8"> - <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1"> - - <title>raylib - cheatsheet</title> - <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /> - - <meta name="title" content="raylib - cheatsheet"> - <meta name="description" content="raylib is a simple and easy-to-use library to learn videogames programming. Don't miss latest functions added to raylib... check raylib cheatsheet"> - <meta name="keywords" content="raylib, videogames, programming, C, C++, library, learn, study, simple, easy, free, open source, raysan"> - <meta name="viewport" content="width=device-width"> - - <!-- Facebook metatags for sharing --> - <meta property="og:title" content="raylib - cheatsheet"/> - <meta property="og:image" content="http://www.raylib.com/common/img/fb_raylib_logo.png"/> - <meta property="og:url" content="http://www.raylib.com" /> - <meta property="og:site_name" content="raylib"/> - <meta property="og:description" content="don't miss latest functions added to raylib... check raylib cheatsheet"/> - - <!-- Add jQuery library --> - <script type="text/javascript" src="http://code.jquery.com/jquery-latest.min.js"></script> - - <!-- hightlight.js - Syntax highlighting for the Web --> - <link rel="stylesheet" href="http://cdnjs.cloudflare.com/ajax/libs/highlight.js/8.1/styles/docco.min.css"> - <script src="http://cdnjs.cloudflare.com/ajax/libs/highlight.js/8.1/highlight.min.js"></script> - - <style type="text/css"> - @font-face { - font-family: 'grixel_acme_7_wide_xtnd'; - src: url('../common/font/acme_7_wide_xtnd.eot'); - src: url('../common/font/acme_7_wide_xtnd.eot?#iefix') format('embedded-opentype'), - url('../common/font/acme_7_wide_xtnd.woff') format('woff'), - url('../common/font/acme_7_wide_xtnd.ttf') format('truetype'); - font-weight: normal; - font-style: normal; - font-size-adjust:0.49; - } - body{background-color:#f5f5f5;} - #fulldata{width: 1315px!important;} - .eximage img{ margin: 0 auto; border: 1px solid; border-color: black; width:770px; height:auto;} - pre code{ width: auto!important; border: 1px solid; border-color:#b0b0b0; width:758px; height:auto; } - .exdownbtn{width:250px; height:30px; float:left; position: relative; cursor:pointer; font-weight:bold; font-size:10px; - line-height:30px; text-align: center; border-width:5px; background-color:#e1e1e1; color:#5c5a5a; - border:4px solid #898888; font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial;} - .exdownbtn:hover{background-color:#f0d6d6; color:#c55757; border:4px solid #e66666;} - #core pre code{border:10px solid; border-color:#888888; background-color:#dbdbe1; } - #shapes pre code{border:10px solid; border-color:#e66666; background-color:#e9d0d6; } - #textures pre code{border:10px solid; border-color:#75a06d; background-color:#c3e4bf; } - #text pre code{border:10px solid; border-color:#52b296; background-color:#b9e9dd; } - #models pre code{border:10px solid; border-color:#5d9cbd; background-color:#b9d6e8; } - #shaders pre code{border:10px solid; border-color:#a864d2; background-color:#e0c6f1; } - #audio pre code{border:10px solid; border-color:#d3b157; background-color:#e5d7ae; } - #structs pre code{border:10px solid; border-color:#d2c9c6; background-color:#f8f8ff; height: 440px!important} - #colors pre code{border:10px solid; border-color:#c6d2c6; background-color:#e9f1f2; width:600px!important; } - #logo{width:128px; height:128px; float:left; position:relative; background-image:url(../common/img/raylib_logo.png);} - p{font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial; font-size:13px; line-height:24px;} - #header{position:relative; height:110px; width: 1000px;} - #title, #plinks, #version{position:relative; float:left; margin:0px; margin-left:10px; margin-top:10px;} - #plinks{color: gray;} - #plinks a, #copyright a{color: gray; text-decoration:none;} - #plinks a:hover{color: black;} - #version {margin-top: 23px;} - #pcore{margin-bottom:-12px; margin-left:12px; color:#5c5a5a;} - #pshapes{margin-bottom:-12px; margin-left:12px; color:#c55757;} - #ptextures{margin-bottom:-12px; margin-left:12px; color:#60815a;} - #ptext{margin-bottom:-12px; margin-left:12px; color:#377764;} - #pmodels{margin-bottom:-12px; margin-left:12px; color:#417794;} - #pshaders{margin-bottom:-12px; margin-left:12px; color:#a864d2;} - #paudio{margin-bottom:-12px; margin-left:12px; color:#8c7539;} - #pstructs{margin-bottom:-12px; margin-left:12px; color:#bcbccd;} - #pcolors{margin-bottom:-12px; margin-left:12px; color:#bcbccd;} - - #leftgroup{position:relative; float:left; width:680px; } - #structs{width:660px!important;} - #colors{position:relative; float:left; width: auto; } - - #copyright{color:#8b8b8b; font-size:10px; margin-left:590px; display:inline; } - #copyright a:hover{color:black;} - </style> - - <script type="text/javascript"> - $(document).ready(function() { - $.get('raylib_core.c', function(data) { - $('#core pre code').text(data); - $('#core pre code').each(function(i, e) {hljs.highlightBlock(e)}); - }, 'text'); - $.get('raylib_shapes.c', function(data) { - $('#shapes pre code').text(data); - $('#shapes pre code').each(function(i, e) {hljs.highlightBlock(e)}); - }, 'text'); - $.get('raylib_textures.c', function(data) { - $('#textures pre code').text(data); - $('#textures pre code').each(function(i, e) {hljs.highlightBlock(e)}); - }, 'text'); - $.get('raylib_text.c', function(data) { - $('#text pre code').text(data); - $('#text pre code').each(function(i, e) {hljs.highlightBlock(e)}); - }, 'text'); - $.get('raylib_models.c', function(data) { - $('#models pre code').text(data); - $('#models pre code').each(function(i, e) {hljs.highlightBlock(e)}); - }, 'text'); - $.get('raylib_shaders.c', function(data) { - $('#shaders pre code').text(data); - $('#shaders pre code').each(function(i, e) {hljs.highlightBlock(e)}); - }, 'text'); - $.get('raylib_audio.c', function(data) { - $('#audio pre code').text(data); - $('#audio pre code').each(function(i, e) {hljs.highlightBlock(e)}); - }, 'text'); - $.get('raylib_colors.c', function(data) { - $('#colors pre code').text(data); - $('#colors pre code').each(function(i, e) {hljs.highlightBlock(e)}); - }, 'text'); - $.get('raylib_structs.c', function(data) { - $('#structs pre code').text(data); - $('#structs pre code').each(function(i, e) {hljs.highlightBlock(e)}); - }, 'text'); - }); - </script> - </head> - - <body> - <div id="header"> - <a id="logo" href="http://www.raylib.com/index.html"></a> - <p id="title">[simple and easy-to-use library to learn videogames programming]</p> - <p id="plinks">[<a href="http://www.facebook.com/raylibgames" target="_blank">www.facebook.com/raylibgames</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>]</p> - <p id="version">v1.7.0 quick reference card</p> - </div> - <br> - <div id="fulldata"> - <p id="pcore">module: core</p> - <div id="core"><pre><code class="cpp"></code></pre></div> - <p id="pshapes">module: shapes</p> - <div id="shapes"><pre><code class="cpp"></code></pre></div> - <p id="ptextures">module: textures</p> - <div id="textures"><pre><code class="cpp"></code></pre></div> - <p id="ptext">module: text</p> - <div id="text"><pre><code class="cpp"></code></pre></div> - <p id="pmodels">module: models</p> - <div id="models"><pre><code class="cpp"></code></pre></div> - <p id="pshaders">module: shaders (rlgl)</p> - <div id="shaders"><pre><code class="cpp"></code></pre></div> - <p id="paudio">module: audio</p> - <div id="audio"><pre><code class="cpp"></code></pre></div> - - <div id="fullgroup"> - <div id="leftgroup"> - <p id="pstructs">structs</p> - <div id="structs"><pre><code class="cpp"></code></pre></div> - </div> - <p id="pcolors">colors</p> - <div id="colors"><pre><code class="cpp"></code></pre></div> - </div> - <p id="copyright">raylib quick reference card - Copyright (c) 2013-2017 Ramon Santamaria (<a href="http://www.twitter.com/raysan5">@raysan5</a>)</p> - </div> - - - <!-- Google Analytics tracking code --> - <script> - (function(i,s,o,g,r,a,m){i['GoogleAnalyticsObject']=r;i[r]=i[r]||function(){ - (i[r].q=i[r].q||[]).push(arguments)},i[r].l=1*new Date();a=s.createElement(o), - m=s.getElementsByTagName(o)[0];a.async=1;a.src=g;m.parentNode.insertBefore(a,m) - })(window,document,'script','http://www.google-analytics.com/analytics.js','ga'); - - ga('create', 'UA-45733555-1', 'raylib.com'); - ga('require', 'linkid', 'linkid.js'); - ga('send', 'pageview'); - </script> - </body> -</html>
\ No newline at end of file diff --git a/docs/cheatsheet/raylib_audio.c b/docs/cheatsheet/raylib_audio.c deleted file mode 100644 index 3d0447bf..00000000 --- a/docs/cheatsheet/raylib_audio.c +++ /dev/null @@ -1,56 +0,0 @@ - - // Audio device management functions - void InitAudioDevice(void); // Initialize audio device and context - void CloseAudioDevice(void); // Close the audio device and context (and music stream) - bool IsAudioDeviceReady(void); // Check if audio device is ready - void SetMasterVolume(float volume); // Set master volume (listener) - - // Wave/Sound loading/unloading functions - Wave LoadWave(const char *fileName); // Load wave data from file into RAM - Wave LoadWaveEx(float *data, int sampleCount, int sampleRate, - int sampleSize, int channels); // Load wave data from float array data (32bit) - Sound LoadSound(const char *fileName); // Load sound to memory - Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data - void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data - void UnloadWave(Wave wave); // Unload wave data - void UnloadSound(Sound sound); // Unload sound - - // Wave/Sound management functions - void PlaySound(Sound sound); // Play a sound - void PauseSound(Sound sound); // Pause a sound - void ResumeSound(Sound sound); // Resume a paused sound - void StopSound(Sound sound); // Stop playing a sound - 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 *GetWaveData(Wave wave); // Get samples data from wave as a floats array - - // Music management functions - Music LoadMusicStream(const char *fileName); // Load music stream from file - void UnloadMusicStream(Music music); // Unload music stream - void PlayMusicStream(Music music); // Start music 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 - bool IsMusicPlaying(Music music); // Check if music is playing - void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level) - void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level) - void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats) - float GetMusicTimeLength(Music music); // Get music time length (in seconds) - float GetMusicTimePlayed(Music music); // Get current music time played (in seconds) - - // AudioStream management functions - AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, - unsigned int channels); // Init audio stream (to stream raw audio pcm data) - void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data - void CloseAudioStream(AudioStream stream); // Close audio stream and free memory - bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill - void PlayAudioStream(AudioStream stream); // Play audio stream - void PauseAudioStream(AudioStream stream); // Pause audio stream - void ResumeAudioStream(AudioStream stream); // Resume audio stream - void StopAudioStream(AudioStream stream); // Stop audio stream - diff --git a/docs/cheatsheet/raylib_colors.c b/docs/cheatsheet/raylib_colors.c deleted file mode 100644 index 555a75e4..00000000 --- a/docs/cheatsheet/raylib_colors.c +++ /dev/null @@ -1,30 +0,0 @@ - - // Custom raylib color palette for amazing visuals - #define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray - #define GRAY (Color){ 130, 130, 130, 255 } // Gray - #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray - #define YELLOW (Color){ 253, 249, 0, 255 } // Yellow - #define GOLD (Color){ 255, 203, 0, 255 } // Gold - #define ORANGE (Color){ 255, 161, 0, 255 } // Orange - #define PINK (Color){ 255, 109, 194, 255 } // Pink - #define RED (Color){ 230, 41, 55, 255 } // Red - #define MAROON (Color){ 190, 33, 55, 255 } // Maroon - #define GREEN (Color){ 0, 228, 48, 255 } // Green - #define LIME (Color){ 0, 158, 47, 255 } // Lime - #define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green - #define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue - #define BLUE (Color){ 0, 121, 241, 255 } // Blue - #define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue - #define PURPLE (Color){ 200, 122, 255, 255 } // Purple - #define VIOLET (Color){ 135, 60, 190, 255 } // Violet - #define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple - #define BEIGE (Color){ 211, 176, 131, 255 } // Beige - #define BROWN (Color){ 127, 106, 79, 255 } // Brown - #define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown - - #define WHITE (Color){ 255, 255, 255, 255 } // White - #define BLACK (Color){ 0, 0, 0, 255 } // Black - #define BLANK (Color){ 0, 0, 0, 0 } // Transparent - #define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta - #define RAYWHITE (Color){ 245, 245, 245, 255 } // Ray White - diff --git a/docs/cheatsheet/raylib_core.c b/docs/cheatsheet/raylib_core.c deleted file mode 100644 index b2827c41..00000000 --- a/docs/cheatsheet/raylib_core.c +++ /dev/null @@ -1,128 +0,0 @@ - - // Window-related functions - void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL) - void CloseWindow(void); // Close window and unload OpenGL context - bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed - bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus) - void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP) - void SetWindowIcon(Image image); // Set icon 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) - int GetScreenWidth(void); // Get current screen width - int GetScreenHeight(void); // Get current screen height - - // Cursor-related functions - void ShowCursor(void); // Shows cursor - void HideCursor(void); // Hides cursor - bool IsCursorHidden(void); // Check if cursor is not visible - void EnableCursor(void); // Enables cursor (unlock cursor) - void DisableCursor(void); // Disables cursor (lock cursor) - - // Drawing-related functions - void ClearBackground(Color color); // Set background color (framebuffer clear color) - void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing - void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) - void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D) - void End2dMode(void); // Ends 2D mode with custom camera - void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D) - void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode - void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing - void EndTextureMode(void); // Ends drawing to render texture - - // Screen-space-related functions - Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position - Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position - Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) - - // Timming-related functions - void SetTargetFPS(int fps); // Set target FPS (maximum) - int GetFPS(void); // Returns current FPS - float GetFrameTime(void); // Returns time in seconds for last frame drawn - - // Color-related functions - int GetHexValue(Color color); // Returns hexadecimal value for a Color - Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value - Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f - float *ColorToFloat(Color color); // Converts Color to float array and normalizes - float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array - float *MatrixToFloat(Matrix mat); // Converts Matrix to float array - - // Misc. functions - void ShowLogo(void); // Activate raylib logo at startup (can be done with flags) - void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS) - void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG) - void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png) - int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) - - // Files management functions - bool IsFileExtension(const char *fileName, const char *ext); // Check file extension - const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path) - const char *GetWorkingDirectory(void); // Get current working directory - bool ChangeDirectory(const char *dir); // Change working directory, returns true if success - bool IsFileDropped(void); // Check if a file has been dropped into window - char **GetDroppedFiles(int *count); // Get dropped files names - void ClearDroppedFiles(void); // Clear dropped files paths buffer - - // Persistent storage management - void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position) - int StorageLoadValue(int position); // Load integer value from storage file (from defined position) - - // Input-related functions: keyboard - bool IsKeyPressed(int key); // Detect if a key has been pressed once - bool IsKeyDown(int key); // Detect if a key is being pressed - bool IsKeyReleased(int key); // Detect if a key has been released once - bool IsKeyUp(int key); // Detect if a key is NOT being pressed - int GetKeyPressed(void); // Get latest key pressed - void SetExitKey(int key); // Set a custom key to exit program (default is ESC) - - // Input-related functions: gamepads - bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available - bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available) - const char *GetGamepadName(int gamepad); // Return gamepad internal name id - bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once - bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed - bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once - bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed - int GetGamepadButtonPressed(void); // Get the last gamepad button pressed - int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad - float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis - - // Input-related functions: mouse - bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once - bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed - bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once - bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed - int GetMouseX(void); // Returns mouse position X - int GetMouseY(void); // Returns mouse position Y - Vector2 GetMousePosition(void); // Returns mouse position XY - void SetMousePosition(Vector2 position); // Set mouse position XY - int GetMouseWheelMove(void); // Returns mouse wheel movement Y - - // Input-related functions: touch - int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size) - int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size) - Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size) - - // Gestures-related functions - void SetGesturesEnabled(unsigned int gestureFlags); // Enable a set of gestures using flags - bool IsGestureDetected(int gesture); // Check if a gesture have been detected - int GetGestureDetected(void); // Get latest detected gesture - int GetTouchPointsCount(void); // Get touch points count - 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-related functions - SetCameraMode(Camera camera, int mode); // Set camera mode (multiple camera modes available) - void UpdateCamera(Camera *camera); // Update camera position for selected mode - void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera) - void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera) - void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera) - void SetCameraMoveControls(int frontKey, int backKey, - int rightKey, int leftKey, - int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras) - -
\ No newline at end of file diff --git a/docs/cheatsheet/raylib_defines.c b/docs/cheatsheet/raylib_defines.c deleted file mode 100644 index db538e54..00000000 --- a/docs/cheatsheet/raylib_defines.c +++ /dev/null @@ -1,82 +0,0 @@ - - - // Keyboard Function Keys - #define KEY_SPACE 32 - #define KEY_ESCAPE 256 - #define KEY_ENTER 257 - #define KEY_BACKSPACE 259 - #define KEY_RIGHT 262 - #define KEY_LEFT 263 - #define KEY_DOWN 264 - #define KEY_UP 265 - #define KEY_F1 290 - #define KEY_F2 291 - #define KEY_F3 292 - #define KEY_F4 293 - #define KEY_F5 294 - #define KEY_F6 295 - #define KEY_F7 296 - #define KEY_F8 297 - #define KEY_F9 298 - #define KEY_F10 299 - #define KEY_LEFT_SHIFT 340 - #define KEY_LEFT_CONTROL 341 - #define KEY_LEFT_ALT 342 - #define KEY_RIGHT_SHIFT 344 - #define KEY_RIGHT_CONTROL 345 - #define KEY_RIGHT_ALT 346 - - // Mouse Buttons - #define MOUSE_LEFT_BUTTON 0 - #define MOUSE_RIGHT_BUTTON 1 - #define MOUSE_MIDDLE_BUTTON 2 - - // Gamepad Number - #define GAMEPAD_PLAYER1 0 - #define GAMEPAD_PLAYER2 1 - #define GAMEPAD_PLAYER3 2 - #define GAMEPAD_PLAYER4 3 - - // Gamepad Buttons - // NOTE: Adjusted for a PS3 USB Controller - #define GAMEPAD_BUTTON_A 2 - #define GAMEPAD_BUTTON_B 1 - #define GAMEPAD_BUTTON_X 3 - #define GAMEPAD_BUTTON_Y 4 - #define GAMEPAD_BUTTON_R1 7 - #define GAMEPAD_BUTTON_R2 5 - #define GAMEPAD_BUTTON_L1 6 - #define GAMEPAD_BUTTON_L2 8 - #define GAMEPAD_BUTTON_SELECT 9 - #define GAMEPAD_BUTTON_START 10 - - - // Some Basic Colors - // NOTE: Custom raylib color palette for amazing visuals - #define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray - #define GRAY (Color){ 130, 130, 130, 255 } // Gray - #define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray - #define YELLOW (Color){ 253, 249, 0, 255 } // Yellow - #define GOLD (Color){ 255, 203, 0, 255 } // Gold - #define ORANGE (Color){ 255, 161, 0, 255 } // Orange - #define PINK (Color){ 255, 109, 194, 255 } // Pink - #define RED (Color){ 230, 41, 55, 255 } // Red - #define MAROON (Color){ 190, 33, 55, 255 } // Maroon - #define GREEN (Color){ 0, 228, 48, 255 } // Green - #define LIME (Color){ 0, 158, 47, 255 } // Lime - #define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green - #define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue - #define BLUE (Color){ 0, 121, 241, 255 } // Blue - #define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue - #define PURPLE (Color){ 200, 122, 255, 255 } // Purple - #define VIOLET (Color){ 135, 60, 190, 255 } // Violet - #define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple - #define BEIGE (Color){ 211, 176, 131, 255 } // Beige - #define BROWN (Color){ 127, 106, 79, 255 } // Brown - #define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown - - #define WHITE (Color){ 255, 255, 255, 255 } // White - #define BLACK (Color){ 0, 0, 0, 255 } // Black - #define BLANK (Color){ 0, 0, 0, 0 } // Blank (Transparent) - #define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta - #define RAYWHITE (Color){ 245, 245, 245, 255 } // Ray White (raylib logo)
\ No newline at end of file diff --git a/docs/cheatsheet/raylib_models.c b/docs/cheatsheet/raylib_models.c deleted file mode 100644 index d7540136..00000000 --- a/docs/cheatsheet/raylib_models.c +++ /dev/null @@ -1,61 +0,0 @@ - - // Basic geometric 3D shapes drawing functions - void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space - void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, - float rotationAngle, Color color); // Draw a circle in 3D world space - void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube - void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) - void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires - void DrawCubeTexture(Texture2D texture, Vector3 position, float width, - float height, float length, Color color); // Draw cube textured - void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere - void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters - void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires - void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, - float height, int slices, Color color); // Draw a cylinder/cone - void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, - float height, int slices, Color color); // Draw a cylinder/cone wires - void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ - void DrawRay(Ray ray, Color color); // Draw a ray line - void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0)) - void DrawGizmo(Vector3 position); // Draw simple gizmo - - // Model loading/unloading functions - Mesh LoadMesh(const char *fileName); // Load mesh from file - Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data - Model LoadModel(const char *fileName); // Load model from file - Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data - Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data - Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data - void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) - void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) - - // Material loading/unloading functions - Material LoadMaterial(const char *fileName); // Load material data (from file) - Material LoadDefaultMaterial(void); // Load default material (uses default models shader) - void UnloadMaterial(Material material); // Unload material textures from VRAM - - // Model drawing functions - void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) - void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters - void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) - void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, - float rotationAngle, Vector3 scale, Color tint); // Draw a model wires - void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) - void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture - void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, - Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec - - // Collision detection functions - bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres - bool CheckCollisionBoxes(Vector3 minBBox1, Vector3 maxBBox1, Vector3 minBBox2, Vector3 maxBBox2); // Detect collision between two boxes - bool CheckCollisionBoxSphere(Vector3 minBBox, Vector3 maxBBox, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere - bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere - bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere ex. - bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box - BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits - RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh - RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle - RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) - diff --git a/docs/cheatsheet/raylib_shaders.c b/docs/cheatsheet/raylib_shaders.c deleted file mode 100644 index c321a502..00000000 --- a/docs/cheatsheet/raylib_shaders.c +++ /dev/null @@ -1,32 +0,0 @@ - - // Shader loading/unloading functions - char *LoadText(const char *fileName); // Load chars array from text file - Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations - void UnloadShader(Shader shader); // Unload a custom shader from memory - - Shader GetDefaultShader(void); // Get default shader - Texture2D GetDefaultTexture(void); // Get default texture - - // Shader access functions - int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location - void SetShaderValue(Shader shader, int uniformLoc, float *value, int size); // Set shader uniform value (float) - void SetShaderValuei(Shader shader, int uniformLoc, int *value, int size); // Set shader uniform value (int) - void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4) - void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix) - void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix) - - // Shading beegin/end functions - void BeginShaderMode(Shader shader); // Begin custom shader drawing - void EndShaderMode(void); // End custom shader drawing (use default shader) - void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied) - void EndBlendMode(void); // End blending mode (reset to default: alpha blending) - - // VR control functions - void InitVrSimulator(int vrDevice); // Init VR simulator for selected device - void CloseVrSimulator(void); // Close VR simulator for current device - bool IsVrSimulatorReady(void); // Detect if VR simulator is ready - void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera - void ToggleVrMode(void); // Enable/Disable VR experience - void BeginVrDrawing(void); // Begin VR simulator stereo rendering - void EndVrDrawing(void); // End VR simulator stereo rendering - diff --git a/docs/cheatsheet/raylib_shapes.c b/docs/cheatsheet/raylib_shapes.c deleted file mode 100644 index 7bf4eaaa..00000000 --- a/docs/cheatsheet/raylib_shapes.c +++ /dev/null @@ -1,33 +0,0 @@ - - // 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 DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle - 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 DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle - 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 DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle - void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) - void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline - void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle - void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline - void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) - void DrawPolyEx(Vector2 *points, int numPoints, Color color); // Draw a closed polygon defined by points - void DrawPolyExLines(Vector2 *points, int numPoints, Color color); // Draw polygon lines - - // 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 - Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision - 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 - diff --git a/docs/cheatsheet/raylib_structs.c b/docs/cheatsheet/raylib_structs.c deleted file mode 100644 index 96441470..00000000 --- a/docs/cheatsheet/raylib_structs.c +++ /dev/null @@ -1,29 +0,0 @@ - - struct Color; // Color type, RGBA (32bit) - struct Rectangle; // Rectangle type - struct Vector2; // Vector2 type - struct Vector3; // Vector3 type - struct Matrix; // Matrix type (OpenGL style 4x4) - - struct Image; // Image type (multiple data formats supported) - // NOTE: Data stored in CPU memory (RAM) - struct Texture2D; // Texture2D type (multiple internal formats supported) - // NOTE: Data stored in GPU memory (VRAM) - struct RenderTexture2D; // RenderTexture2D type, for texture rendering - struct SpriteFont; // SpriteFont type, includes texture and chars data - - struct Camera; // Camera type, defines 3d camera position/orientation - struct Camera2D; // Camera2D type, defines a 2d camera - struct Mesh; // Vertex data definning a mesh - struct Shader; // Shader type (generic shader) - struct Material; // Material type - struct Light; // Light type, defines light properties - struct Model; // Basic 3d Model type - struct Ray; // Ray type (useful for raycast) - struct RayHitInfo; // Raycast hit information - - struct Wave; // Wave type, defines audio wave data - struct Sound; // Basic Sound source and buffer - struct Music; // Music type (file streaming from memory) - struct AudioStream; // Raw audio stream type - diff --git a/docs/cheatsheet/raylib_text.c b/docs/cheatsheet/raylib_text.c deleted file mode 100644 index 1c164e5b..00000000 --- a/docs/cheatsheet/raylib_text.c +++ /dev/null @@ -1,19 +0,0 @@ - - // SpriteFont loading/unloading functions - SpriteFont GetDefaultFont(void); // Get the default SpriteFont - SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory - SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters - void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory - - // Text drawing functions - void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner - void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) - void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters - int fontSize, int spacing, Color tint); - - // Text misc. functions - int MeasureText(const char *text, int fontSize); // Measure string width for default font - Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont - const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' - const char *SubText(const char *text, int position, int length); // Get a piece of a text string - diff --git a/docs/cheatsheet/raylib_textures.c b/docs/cheatsheet/raylib_textures.c deleted file mode 100644 index d776c567..00000000 --- a/docs/cheatsheet/raylib_textures.c +++ /dev/null @@ -1,52 +0,0 @@ - - // Image/Texture2D data loading/unloading functions - Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM) - Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit) - Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters - Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file - Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory - Texture2D LoadTextureFromImage(Image image); // Load a texture from image data - RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering - void UnloadImage(Image image); // Unload image from CPU memory (RAM) - void UnloadTexture(Texture2D texture); // Unload texture from GPU memory - void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory - Color *GetImageData(Image image); // Get pixel data from image as a Color struct array - Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image - void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data - - // Image manipulation functions - void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) - void ImageFormat(Image *image, int newFormat); // Convert image data to desired format - void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image - void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) - Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) - void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle - void ImageResize(Image *image, int newWidth, int newHeight); // Resize and image (bilinear filtering) - void ImageResizeNN(Image *image,int newWidth,int newHeight); // Resize and image (Nearest-Neighbor scaling algorithm) - Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) - Image ImageTextEx(SpriteFont font, const char *text, int fontSize, int spacing, Color tint); // Create an image from text (custom sprite font) - void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image - void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination) - void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text, - int fontSize, int spacing, Color color); // Draw text (custom sprite font) within image - void ImageFlipVertical(Image *image); // Flip image vertically - void ImageFlipHorizontal(Image *image); // Flip image horizontally - void ImageColorTint(Image *image, Color color); // Modify image color: tint - void ImageColorInvert(Image *image); // Modify image color: invert - void ImageColorGrayscale(Image *image); // Modify bimage color: grayscale - void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) - void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) - - // Texture2D configuration functions - void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture - void SetTextureFilter(Texture2D texture, int filterMode); // Set texture scaling filter mode - void SetTextureWrap(Texture2D texture, int wrapMode); // Set texture wrapping mode - - // Texture2D drawing functions - void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D - void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2 - void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters - void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle - void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters - float rotation, Color tint); 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