Moved raylib webpage to docs folder
raylib webpage has been completely reorganized and moved from gh-pages (a pain to work with) to docs folder. Useless libs have been removed, webs have been renamed, etc. Now it would be easier (hopefully) to update webpage. :)
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docs/cheatsheet/cheatsheet.html
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docs/cheatsheet/cheatsheet.html
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
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<title>raylib - cheatsheet</title>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
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<meta name="title" content="raylib - cheatsheet">
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<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">
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<meta name="keywords" content="raylib, videogames, programming, C, C++, library, learn, study, simple, easy, free, open source, raysan">
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<meta property="og:title" content="raylib - cheatsheet"/>
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<meta property="og:image" content="http://www.raylib.com/common/img/fb_raylib_logo.png"/>
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<meta property="og:url" content="http://www.raylib.com" />
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<meta property="og:site_name" content="raylib"/>
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<meta property="og:description" content="don't miss latest functions added to raylib... check raylib cheatsheet"/>
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</head>
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<body>
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<div id="header">
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<a id="logo" href="http://www.raylib.com/index.html"></a>
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<p id="title">[simple and easy-to-use library to learn videogames programming]</p>
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<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>
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<p id="version">v1.6.0 quick reference card</p>
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</div>
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<br>
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<div id="fulldata">
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<p id="pcore">module: core</p>
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<div id="core"><pre><code class="cpp"></code></pre></div>
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<p id="pshapes">module: shapes</p>
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<div id="shapes"><pre><code class="cpp"></code></pre></div>
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<p id="ptextures">module: textures</p>
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<div id="textures"><pre><code class="cpp"></code></pre></div>
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<p id="ptext">module: text</p>
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<div id="text"><pre><code class="cpp"></code></pre></div>
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<p id="pmodels">module: models</p>
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<div id="models"><pre><code class="cpp"></code></pre></div>
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<p id="pshaders">module: shaders (rlgl)</p>
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<div id="shaders"><pre><code class="cpp"></code></pre></div>
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<p id="paudio">module: audio</p>
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<div id="audio"><pre><code class="cpp"></code></pre></div>
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<div id="fullgroup">
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<div id="leftgroup">
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<p id="pstructs">structs</p>
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<div id="structs"><pre><code class="cpp"></code></pre></div>
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</div>
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<p id="pcolors">colors</p>
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<div id="colors"><pre><code class="cpp"></code></pre></div>
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</div>
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<p id="copyright">raylib quick reference card - Copyright (c) 2013-2016 Ramon Santamaria (<a href="http://www.twitter.com/raysan5">@raysan5</a>)</p>
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</div>
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55
docs/cheatsheet/raylib_audio.c
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docs/cheatsheet/raylib_audio.c
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// Audio device management functions
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void InitAudioDevice(void); // Initialize audio device and context
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void CloseAudioDevice(void); // Close the audio device and context (and music stream)
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bool IsAudioDeviceReady(void); // Check if audio device is ready
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// Wave/Sound loading/unloading functions
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Wave LoadWave(const char *fileName); // Load wave data from file into RAM
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Wave LoadWaveEx(float *data, int sampleCount, int sampleRate,
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int sampleSize, int channels); // Load wave data from float array data (32bit)
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Sound LoadSound(const char *fileName); // Load sound to memory
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Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
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Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
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void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
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void UnloadWave(Wave wave); // Unload wave data
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void UnloadSound(Sound sound); // Unload sound
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// Wave/Sound management functions
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void PlaySound(Sound sound); // Play a sound
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void PauseSound(Sound sound); // Pause a sound
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void ResumeSound(Sound sound); // Resume a paused sound
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void StopSound(Sound sound); // Stop playing a sound
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bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
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void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
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void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
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void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
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Wave WaveCopy(Wave wave); // Copy a wave to a new wave
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void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
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float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
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// Music management functions
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Music LoadMusicStream(const char *fileName); // Load music stream from file
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void UnloadMusicStream(Music music); // Unload music stream
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void PlayMusicStream(Music music); // Start music playing
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void UpdateMusicStream(Music music); // Updates buffers for music streaming
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void StopMusicStream(Music music); // Stop music playing
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void PauseMusicStream(Music music); // Pause music playing
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void ResumeMusicStream(Music music); // Resume playing paused music
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bool IsMusicPlaying(Music music); // Check if music is playing
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void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
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void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
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float GetMusicTimeLength(Music music); // Get music time length (in seconds)
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float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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// AudioStream management functions
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AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
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unsigned int channels); // Init audio stream (to stream raw audio pcm data)
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void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
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void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
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bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
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void PlayAudioStream(AudioStream stream); // Play audio stream
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void PauseAudioStream(AudioStream stream); // Pause audio stream
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void ResumeAudioStream(AudioStream stream); // Resume audio stream
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void StopAudioStream(AudioStream stream); // Stop audio stream
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docs/cheatsheet/raylib_colors.c
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docs/cheatsheet/raylib_colors.c
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// Custom raylib color palette for amazing visuals
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#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
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#define GRAY (Color){ 130, 130, 130, 255 } // Gray
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#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
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#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
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#define GOLD (Color){ 255, 203, 0, 255 } // Gold
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#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
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#define PINK (Color){ 255, 109, 194, 255 } // Pink
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#define RED (Color){ 230, 41, 55, 255 } // Red
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#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
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#define GREEN (Color){ 0, 228, 48, 255 } // Green
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#define LIME (Color){ 0, 158, 47, 255 } // Lime
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#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
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#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
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#define BLUE (Color){ 0, 121, 241, 255 } // Blue
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#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
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#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
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#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
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#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
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#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
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#define BROWN (Color){ 127, 106, 79, 255 } // Brown
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#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
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#define WHITE (Color){ 255, 255, 255, 255 } // White
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#define BLACK (Color){ 0, 0, 0, 255 } // Black
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#define BLANK (Color){ 0, 0, 0, 0 } // Transparent
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#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
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#define RAYWHITE (Color){ 245, 245, 245, 255 } // Ray White
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docs/cheatsheet/raylib_core.c
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docs/cheatsheet/raylib_core.c
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// Window-related functions
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void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL)
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void CloseWindow(void); // Close Window and Terminate Context
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bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
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bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
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void ToggleFullscreen(void); // Fullscreen toggle (by default F11)
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int GetScreenWidth(void); // Get current screen width
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int GetScreenHeight(void); // Get current screen height
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// Cursor-related functions
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void ShowCursor(void); // Shows cursor
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void HideCursor(void); // Hides cursor
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bool IsCursorHidden(void); // Returns true if cursor is not visible
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void EnableCursor(void); // Enables cursor
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void DisableCursor(void); // Disables cursor
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// Drawing-related functions
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void ClearBackground(Color color); // Sets Background Color
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void BeginDrawing(void); // Setup drawing canvas to start drawing
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void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
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void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
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void End2dMode(void); // Ends 2D mode custom camera usage
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void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
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void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
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void EndTextureMode(void); // Ends drawing to render texture
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
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Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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// Timming-related functions
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(void); // Returns current FPS
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float GetFrameTime(void); // Returns time in seconds for one frame
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// Color-related functions
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Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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int GetHexValue(Color color); // Returns hexadecimal value for a Color
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float *ColorToFloat(Color color); // Converts Color to float array and normalizes
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float *VectorToFloat(Vector3 vec); // Converts Vector3 to float array
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float *MatrixToFloat(Matrix mat); // Converts Matrix to float array
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// Misc. functions
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int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
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Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0 to 1.0
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void SetConfigFlags(char flags); // Setup some window configuration flags
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void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
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// Drag-and-drop files functions
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bool IsFileDropped(void); // Check if a file have been dropped into window
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char **GetDroppedFiles(int *count); // Retrieve dropped files into window
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void ClearDroppedFiles(void); // Clear dropped files paths buffer
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// Persistent storage management
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void StorageSaveValue(int position, int value); // Storage save integer value (to defined position)
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int StorageLoadValue(int position); // Storage load integer value (from defined position)
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// Input-related functions: keyboard
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bool IsKeyPressed(int key); // Detect if a key has been pressed once
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bool IsKeyDown(int key); // Detect if a key is being pressed
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bool IsKeyReleased(int key); // Detect if a key has been released once
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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)
|
||||
|
||||
|
82
docs/cheatsheet/raylib_defines.c
Normal file
82
docs/cheatsheet/raylib_defines.c
Normal file
|
@ -0,0 +1,82 @@
|
|||
|
||||
|
||||
// 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)
|
58
docs/cheatsheet/raylib_models.c
Normal file
58
docs/cheatsheet/raylib_models.c
Normal file
|
@ -0,0 +1,58 @@
|
|||
|
||||
// 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 lenght, 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 lenght, Color color); // Draw cube wires
|
||||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width,
|
||||
float height, float lenght, 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
|
||||
void DrawLight(Light light); // Draw light in 3D world
|
||||
|
||||
// Model loading/unloading functions
|
||||
Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
|
||||
Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
|
||||
Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
|
||||
Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
|
||||
Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
|
||||
void UnloadModel(Model model); // Unload 3d model from memory
|
||||
|
||||
// Material loading/unloading functions
|
||||
Material LoadMaterial(const char *fileName); // Load material data (from file)
|
||||
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
||||
Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting 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
|
||||
|
34
docs/cheatsheet/raylib_shaders.c
Normal file
34
docs/cheatsheet/raylib_shaders.c
Normal file
|
@ -0,0 +1,34 @@
|
|||
|
||||
// Shader loading/unloading functions
|
||||
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
|
||||
Shader GetStandardShader(void); // Get standard 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)
|
||||
|
||||
// Light creation/destruction functions
|
||||
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
||||
void DestroyLight(Light light); // Destroy a light and take it out of the list
|
||||
|
||||
// VR control functions
|
||||
void InitVrDevice(int vrDevice); // Init VR device
|
||||
void CloseVrDevice(void); // Close VR device
|
||||
bool IsVrDeviceReady(void); // Detect if VR device is ready
|
||||
bool IsVrSimulator(void); // Detect if VR simulator is running
|
||||
void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
|
||||
void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
|
||||
|
30
docs/cheatsheet/raylib_shapes.c
Normal file
30
docs/cheatsheet/raylib_shapes.c
Normal file
|
@ -0,0 +1,30 @@
|
|||
|
||||
// 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 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 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
|
||||
|
28
docs/cheatsheet/raylib_structs.c
Normal file
28
docs/cheatsheet/raylib_structs.c
Normal file
|
@ -0,0 +1,28 @@
|
|||
|
||||
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 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
|
||||
|
19
docs/cheatsheet/raylib_text.c
Normal file
19
docs/cheatsheet/raylib_text.c
Normal file
|
@ -0,0 +1,19 @@
|
|||
|
||||
// SpriteFont loading/unloading functions
|
||||
SpriteFont GetDefaultFont(void); // Get the default SpriteFont
|
||||
SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
|
||||
SpriteFont LoadSpriteFontTTF(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 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);
|
||||
void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
|
||||
|
||||
// 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
|
||||
|
53
docs/cheatsheet/raylib_textures.c
Normal file
53
docs/cheatsheet/raylib_textures.c
Normal file
|
@ -0,0 +1,53 @@
|
|||
|
||||
// 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 LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
|
||||
Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
|
||||
Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
|
||||
Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount); // Load a texture from raw data into GPU memory
|
||||
Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
|
||||
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)
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void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
|
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void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
|
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Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
|
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void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle
|
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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);
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue