diff options
| author | raysan5 <raysan5@gmail.com> | 2016-02-21 17:50:24 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-02-21 17:50:24 +0100 |
| commit | 3281eb0bc0480c7c094e40ac2910d10e18f56801 (patch) | |
| tree | 8a935428fc53aa3e7e23ab3a7fc444ead902bb48 | |
| parent | 973da1ad79b18013f32934f91b0efa593b7fa2ce (diff) | |
| download | raylib-3281eb0bc0480c7c094e40ac2910d10e18f56801.tar.gz raylib-3281eb0bc0480c7c094e40ac2910d10e18f56801.zip | |
Updated cheatsheet
| -rw-r--r-- | cheatsheet/raylib_core.c | 9 | ||||
| -rw-r--r-- | cheatsheet/raylib_models.c | 15 | ||||
| -rw-r--r-- | cheatsheet/raylib_shaders.c | 1 | ||||
| -rw-r--r-- | cheatsheet/raylib_structs.c | 3 | ||||
| -rw-r--r-- | cheatsheet/raylib_text.c | 3 | ||||
| -rw-r--r-- | cheatsheet/raylib_textures.c | 25 | ||||
| -rw-r--r-- | index.htm | 2 |
7 files changed, 45 insertions, 13 deletions
diff --git a/cheatsheet/raylib_core.c b/cheatsheet/raylib_core.c index 1c1b0b5d..729b4253 100644 --- a/cheatsheet/raylib_core.c +++ b/cheatsheet/raylib_core.c @@ -11,12 +11,15 @@ void ClearBackground(Color color); // Sets Background Color void BeginDrawing(void); // Setup drawing canvas to start drawing + void BeginDrawingEx(int blendMode, Shader shader, Matrix transform); // Setup drawing canvas with extended parameters void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering) void Begin3dMode(Camera cam); // Initializes 3D mode for drawing (Camera setup) void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position + Vector2 WorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from 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) @@ -26,6 +29,9 @@ // Color-related functions Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value int GetHexValue(Color color); // Returns hexadecimal value for a Color + 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 int GetRandomValue(int min, int max); // Returns a random value between min and max (both included) @@ -37,6 +43,9 @@ bool IsFileDropped(void); // Check if a file have been dropped into window char **GetDroppedFiles(int *count); // Retrieve dropped files into window void ClearDroppedFiles(void); // Clear dropped files paths buffer + + void StorageSaveValue(int position, int value); // Storage save integer value (to defined position) + int StorageLoadValue(int position); // Storage load integer value (from defined position) // Input-related functions bool IsKeyPressed(int key); // Detect if a key has been pressed once diff --git a/cheatsheet/raylib_models.c b/cheatsheet/raylib_models.c index 4c4d704e..038723c7 100644 --- a/cheatsheet/raylib_models.c +++ b/cheatsheet/raylib_models.c @@ -17,7 +17,7 @@ Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) Model LoadModelEx(VertexData data); // Load a 3d model (from vertex data) Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) - Model LoadHeightmap(Image heightmap, float maxHeight); // Load a heightmap image as a 3d model + 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 void SetModelTexture(Model *model, Texture2D texture); // Link a texture to a model @@ -25,12 +25,17 @@ void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) void DrawModelEx(Model model, Vector3 position, float rotationAngle, Vector3 rotationAxis, Vector3 scale, Color tint); // Draw a model with extended parameters void DrawModelWires(Model model, Vector3 position, float scale, Color color); // 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 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 - 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 - Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap + BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits + 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 with extended parameters and collision point detection + bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box + Vector3 ResolveCollisionCubicmap(Image cubicmap, Vector3 mapPosition, Vector3 *playerPosition, float radius); // Detect collision of player radius with cubicmap diff --git a/cheatsheet/raylib_shaders.c b/cheatsheet/raylib_shaders.c index 484bed0d..5be297e5 100644 --- a/cheatsheet/raylib_shaders.c +++ b/cheatsheet/raylib_shaders.c @@ -11,6 +11,7 @@ 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 SetShaderMapDiffuse(Shader *shader, Texture2D texture); // Default diffuse shader map texture assignment void SetShaderMapNormal(Shader *shader, const char *uniformName, Texture2D texture); // Normal map texture shader assignment void SetShaderMapSpecular(Shader *shader, const char *uniformName, Texture2D texture); // Specular map texture shader assignment diff --git a/cheatsheet/raylib_structs.c b/cheatsheet/raylib_structs.c index 9dc159a8..970aa3a6 100644 --- a/cheatsheet/raylib_structs.c +++ b/cheatsheet/raylib_structs.c @@ -10,8 +10,9 @@ struct Vector3; // Vector3 type struct Matrix; // Matrix type (OpenGL style 4x4) struct Camera; // Camera type, defines camera position/orientation - struct VertexData; // Vertex data definning a mesh + struct Mesh; // Vertex data definning a mesh struct Shader; // Shader type (generic shader) + struct Material; // Material type struct Model; // Basic 3d Model type struct Ray; // Ray type (useful for raycast) struct Wave; // Wave type, defines audio wave data diff --git a/cheatsheet/raylib_text.c b/cheatsheet/raylib_text.c index 50f6ca53..0531c501 100644 --- a/cheatsheet/raylib_text.c +++ b/cheatsheet/raylib_text.c @@ -10,5 +10,6 @@ Vector2 MeasureTextEx(SpriteFont spriteFont, const char *text, int fontSize, int spacing); // Measure string size for SpriteFont void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner - const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed' + 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/cheatsheet/raylib_textures.c b/cheatsheet/raylib_textures.c index acf802b9..56b2fdfe 100644 --- a/cheatsheet/raylib_textures.c +++ b/cheatsheet/raylib_textures.c @@ -9,11 +9,26 @@ Texture2D LoadTextureFromImage(Image image); // Load a texture from image data void UnloadImage(Image image); // Unload image from CPU memory (RAM) void UnloadTexture(Texture2D texture); // Unload 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 ImageConvertToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two) - void ImageConvertFormat(Image *image, int newFormat); // Convert image data to desired format - void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture + 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 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 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 ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image + 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 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) + void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture + void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data 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 @@ -91,7 +91,7 @@ - Uses C# PascalCase/camelCase notation<br> - Hardware accelerated with OpenGL (<strong>1.1, 3.3 or ES2</strong>)<br> - Unique OpenGL abstraction layer (usable as standalone module): [<a class="simplelink" href="https://github.com/raysan5/raylib/blob/master/src/rlgl.h" target="_blank">rlgl</a>]<br> - - Powerful fonts module with SpriteFonts support<br> + - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)<br> - Outstanding texture formats support, including compressed formats<br> - Basic 3d support for Geometrics, Models, Heightmaps and Billboards<br> - Shaders support, including Model shaders and Postprocessing shaders<br> |
