Web review
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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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<p id="version">v1.7.0 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="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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<p id="copyright">raylib quick reference card - Copyright (c) 2013-2017 Ramon Santamaria (<a href="http://www.twitter.com/raysan5">@raysan5</a>)</p>
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</div>
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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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void SetMasterVolume(float volume); // Set master volume (listener)
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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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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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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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void SetMusicLoopCount(Music music, float count); // Set music loop count (loop repeats)
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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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// 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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void CloseWindow(void); // Close window and unload OpenGL context
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bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
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bool IsWindowMinimized(void); // Check if window has been minimized (or lost focus)
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void ToggleFullscreen(void); // Toggle fullscreen mode (only PLATFORM_DESKTOP)
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void SetWindowIcon(Image image); // Set icon for window (only PLATFORM_DESKTOP)
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void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
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void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
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void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
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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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bool IsCursorHidden(void); // Check if cursor is not visible
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void EnableCursor(void); // Enables cursor (unlock cursor)
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void DisableCursor(void); // Disables cursor (lock 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 ClearBackground(Color color); // Set background color (framebuffer clear color)
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void BeginDrawing(void); // Setup canvas (framebuffer) 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 (2D)
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void End2dMode(void); // Ends 2D mode with custom camera
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void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
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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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// Screen-space-related functions
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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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Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for 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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int GetFPS(void); // Returns current FPS
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float GetFrameTime(void); // Returns time in seconds for last frame drawn
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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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Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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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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void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
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void SetConfigFlags(char flags); // Setup window configuration flags (view FLAGS)
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void TraceLog(int logType, const char *text, ...); // Show trace log messages (INFO, WARNING, ERROR, DEBUG)
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void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (saved a .png)
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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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// Files management functions
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bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
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const char *GetDirectoryPath(const char *fileName); // Get directory for a given fileName (with path)
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const char *GetWorkingDirectory(void); // Get current working directory
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bool ChangeDirectory(const char *dir); // Change working directory, returns true if success
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bool IsFileDropped(void); // Check if a file has been dropped into window
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char **GetDroppedFiles(int *count); // Get dropped files names
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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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void StorageSaveValue(int position, int value); // Save integer value to storage file (to defined position)
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int StorageLoadValue(int position); // Load integer value from storage file (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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void DrawRay(Ray ray, Color color); // Draw a ray line
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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void DrawGizmo(Vector3 position); // Draw simple gizmo
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void DrawLight(Light light); // Draw light in 3D world
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// Model loading/unloading functions
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
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Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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void UnloadModel(Model model); // Unload 3d model from memory
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Mesh LoadMesh(const char *fileName); // Load mesh from file
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Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data
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Model LoadModel(const char *fileName); // Load model from file
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Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data
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Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data
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Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data
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void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
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void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
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// Material loading/unloading functions
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Material LoadMaterial(const char *fileName); // Load material data (from file)
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Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
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void UnloadMaterial(Material material); // Unload material textures from VRAM
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// Model drawing functions
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere ex.
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bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
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BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
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RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
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RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
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// Shader loading/unloading functions
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char *LoadText(const char *fileName); // Load chars array from text file
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Shader LoadShader(char *vsFileName, char *fsFileName); // Load a custom shader and bind default locations
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void UnloadShader(Shader shader); // Unload a custom shader from memory
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Shader GetDefaultShader(void); // Get default shader
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Shader GetStandardShader(void); // Get standard shader
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Texture2D GetDefaultTexture(void); // Get default texture
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// Shader access functions
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void EndShaderMode(void); // End custom shader drawing (use default shader)
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void BeginBlendMode(int mode); // Begin blending mode (alpha, additive, multiplied)
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void EndBlendMode(void); // End blending mode (reset to default: alpha blending)
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// Light creation/destruction functions
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Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
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void DestroyLight(Light light); // Destroy a light and take it out of the list
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// VR control functions
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void InitVrDevice(int vrDevice); // Init VR device
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void CloseVrDevice(void); // Close VR device
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bool IsVrDeviceReady(void); // Detect if VR device is ready
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bool IsVrSimulator(void); // Detect if VR simulator is running
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void InitVrSimulator(int vrDevice); // Init VR simulator for selected device
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void CloseVrSimulator(void); // Close VR simulator for current device
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bool IsVrSimulatorReady(void); // Detect if VR simulator is ready
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void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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void ToggleVrMode(void); // Enable/Disable VR experience
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void BeginVrDrawing(void); // Begin VR simulator stereo rendering
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void EndVrDrawing(void); // End VR simulator stereo rendering
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void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
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void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
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void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
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void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
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void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
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void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
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void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
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void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
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void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle
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void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters
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void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2); // Draw a gradient-filled rectangle
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void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
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void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
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struct Light; // Light type, defines light properties
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struct Model; // Basic 3d Model type
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struct Ray; // Ray type (useful for raycast)
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struct RayHitInfo; // Raycast hit information
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struct Wave; // Wave type, defines audio wave data
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struct Sound; // Basic Sound source and buffer
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// SpriteFont loading/unloading functions
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SpriteFont GetDefaultFont(void); // Get the default SpriteFont
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SpriteFont LoadSpriteFont(const char *fileName); // Load a SpriteFont image into GPU memory
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SpriteFont LoadSpriteFontTTF(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
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SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int numChars, int *fontChars); // Load a SpriteFont from TTF font with parameters
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void UnloadSpriteFont(SpriteFont spriteFont); // Unload SpriteFont from GPU memory
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// Text drawing functions
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void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
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void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
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void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
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int fontSize, int spacing, Color tint);
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void DrawFPS(int posX, int posY); // Shows current FPS on top-left corner
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// Text misc. functions
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int MeasureText(const char *text, int fontSize); // Measure string width for default font
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// Image/Texture2D data loading/unloading functions
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Image LoadImage(const char *fileName); // Load an image into CPU memory (RAM)
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Image LoadImageEx(Color *pixels, int width, int height); // Load image data from Color array data (RGBA - 32bit)
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Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
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Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image data from RAW file
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Image LoadImageFromRES(const char *rresName, int resId); // Load an image from rRES file (raylib Resource)
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Texture2D LoadTexture(const char *fileName); // Load an image as texture into GPU memory
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Texture2D LoadTextureEx(void *data, int width, int height, int textureFormat, int mipmapCount); // Load a texture from raw data into GPU memory
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Texture2D LoadTextureFromRES(const char *rresName, int resId); // Load an image as texture from rRES file (raylib Resource)
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Texture2D LoadTextureFromImage(Image image); // Load a texture from image data
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RenderTexture2D LoadRenderTexture(int width, int height); // Load a texture to be used for rendering
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void UnloadImage(Image image); // Unload image from CPU memory (RAM)
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// Image manipulation functions
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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 ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
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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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Binary file not shown.
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<!--<a href="https://github.com/raysan5/raylib/releases/download/1.5.0/raylib_installer_v1.5.exe"><div class="downloadButtonInstaller" id="btnlib">Download raylib Windows Installer (v1.5.0)</div></a>-->
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<div id="itchioframe"><iframe frameborder="0" src="https://itch.io/embed/85331?bg_color=f5f5f5" width="640" height="170"></iframe></div>
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<br>
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<p>raylib is highly inspired by Borland BGI graphics lib and by XNA framework. Allegro and SDL have also been analyzed for reference.</p>
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<p>raylib is highly inspired by Borland BGI graphics lib and by XNA framework. Allegro and SDL have also been used as reference.</p>
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<br>
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<p><strong>NOTE for ADVENTURERS:</strong> raylib is a programming library to learn videogames programming; no fancy interface, no visual helpers, no auto-debugging... just coding in the most pure spartan-programmers way. Are you ready to learn? <a class="simplelink" href="examples.html" target="_self">Jump to code examples!</a>.</p>
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<br>
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- 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>
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- Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)<br>
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- Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)<br>
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- Basic 3d support for Geometrics, Models, Heightmaps and Billboards<br>
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- Materials (diffuse, normal, specular) and Lighting (point, directional, spot)<br>
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- Basic 3d support for Geometrics, Models, Billboards, Heightmaps ann Cubicmaps <br>
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- Flexible Materials system, supporting by default diffuse, normal and specular maps<br>
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- Shaders support, including Model shaders and Postprocessing shaders<br>
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- Powerful math module for Vector and Matrix operations: [<a class="simplelink" href="https://github.com/raysan5/raylib/blob/master/src/raymath.h" target="_blank">raymath</a>]<br>
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- Powerful math module for Vector, Matrix and Quaternion operations: [<a class="simplelink" href="https://github.com/raysan5/raylib/blob/master/src/raymath.h" target="_blank">raymath</a>]<br>
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- Audio loading and playing with streaming support (WAV, OGG, FLAC, XM, MOD)<br>
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- Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi and HTML5<br>
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- VR stereo rendering support with configurable HMD device parameters<br>
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- Multiplatform support: Android, Raspberry Pi, HTML5, Oculus Rift CV1<br>
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- Custom color palette for fancy visuals on raywhite background<br>
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- Minimal external dependencies (GLFW3, OpenGL, OpenAL)<br>
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- Complete binding to <a class="simplelink" href="https://github.com/raysan5/raylib-lua" target="_blank">Lua</a>, <a class="simplelink" href="https://github.com/gen2brain/raylib-go" target="_blank">Go</a> and Pascal.<br>
|
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- Complete bindings to Lua (<a class="simplelink" href="https://github.com/raysan5/raylib-lua" target="_blank">raylib-lua</a>) and Go (<a class="simplelink" href="https://github.com/gen2brain/raylib-go" target="_blank">raylib-go</a>).<br>
|
||||
</div>
|
||||
<br>
|
||||
<a href="images/raylib_architecture.png"><img src="images/raylib_architecture.png" alt="raylib architechture" width="800" height="450"/></a>
|
||||
@ -118,7 +118,7 @@
|
||||
<p>raylib is open-source and free to use. <a class="simplelink" href="license.html" target="_self">View license</a>.</p>
|
||||
<br>
|
||||
<strong>raylib supporters on patreon</strong>
|
||||
<p>The following people is supporting raylib project on <a class="simplelink" href="https://www.patreon.com/raysan5" target="_blank">patreon</a>. Many thanks to all of them for believing in the project and contributing to it.</p>
|
||||
<p>The following people have supported raylib project on <a class="simplelink" href="https://www.patreon.com/raysan5" target="_blank">patreon</a>. Many thanks to all of them for believing in the project and contributing to it.</p>
|
||||
<br>
|
||||
<p> - Jarrod - 2drealms (<a class="simplelink" href="https://twitter.com/2drealms" target="_blank">@2drealms</a>)</p>
|
||||
<p> - Kovay Hatfield</p>
|
||||
@ -134,7 +134,7 @@
|
||||
<p> - James W. Bohnke</p>
|
||||
<p> - Evan Sirchuk</p>
|
||||
<br>
|
||||
<p>And a very special thanks to <strong>Ilya Zarembsky</strong> (<a class="simplelink" href="https://twitter.com/wly_cdgr" target="_blank">@wly_cdgr</a>) for his generous contribution. Many thanks Ilya! Hope your students are enjoying raylib! :D</p>
|
||||
<p>And a very special thanks to <strong>Ilya Zarembsky</strong> (<a class="simplelink" href="https://twitter.com/wly_cdgr" target="_blank">@wly_cdgr</a>) for his generous contribution. Many thanks Ilya!</p>
|
||||
</div>
|
||||
|
||||
<div class="footer">
|
||||
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Block a user