raylib/docs/cheatsheet/raylib_core.c

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// Window-related functions
void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL)
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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
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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
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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
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// Screen-space-related functions
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 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)
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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
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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
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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)
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// 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
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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)