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authorraysan5 <[email protected]>2017-07-24 20:04:54 +0200
committerraysan5 <[email protected]>2017-07-24 20:04:54 +0200
commit072684d276373b58ddf7203e34b66a14f6e0c848 (patch)
tree64dd10af55f0602864ce79eb9c46a23531341059 /docs/cheatsheet
parentb2712b6db7c184aff47436f387f2012cf77f4f67 (diff)
downloadraylib-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.html173
-rw-r--r--docs/cheatsheet/raylib_audio.c56
-rw-r--r--docs/cheatsheet/raylib_colors.c30
-rw-r--r--docs/cheatsheet/raylib_core.c128
-rw-r--r--docs/cheatsheet/raylib_defines.c82
-rw-r--r--docs/cheatsheet/raylib_models.c61
-rw-r--r--docs/cheatsheet/raylib_shaders.c32
-rw-r--r--docs/cheatsheet/raylib_shapes.c33
-rw-r--r--docs/cheatsheet/raylib_structs.c29
-rw-r--r--docs/cheatsheet/raylib_text.c19
-rw-r--r--docs/cheatsheet/raylib_textures.c52
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');
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- 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);
-