Merge pull request #223 from raysan5/develop
Integrate develop branch into master
This commit is contained in:
commit
9492901133
599 changed files with 3140771 additions and 11848 deletions
14
.gitignore
vendored
14
.gitignore
vendored
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@ -51,6 +51,17 @@ ipch/
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*.exe
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*.exe
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||||||
!tools/rREM/rrem.exe
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!tools/rREM/rrem.exe
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||||||
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# Ignore all examples files
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||||||
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examples/*
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||||||
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# Unignore all examples dirs
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||||||
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!examples/*/
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||||||
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# Unignore all examples files with extension
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||||||
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!examples/*.c
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||||||
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!examples/*.lua
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||||||
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!examples/*.png
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||||||
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# Unignore examples Makefile
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!examples/Makefile
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||||||
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# Ignore files build by xcode
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# Ignore files build by xcode
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*.mode*v*
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*.mode*v*
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||||||
*.pbxuser
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*.pbxuser
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@ -68,9 +79,6 @@ DerivedData/
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src/libraylib.a
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src/libraylib.a
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src/libraylib.bc
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src/libraylib.bc
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# oculus example
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!examples/oculus_glfw_sample/
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# external libraries DLLs
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# external libraries DLLs
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!src/external/glfw3/lib/win32/glfw3.dll
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!src/external/glfw3/lib/win32/glfw3.dll
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!src/external/openal_soft/lib/win32/OpenAL32.dll
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!src/external/openal_soft/lib/win32/OpenAL32.dll
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@ -11,7 +11,7 @@ NOTE:
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It includes some interesting new features and is a stepping stone towards raylib future.
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It includes some interesting new features and is a stepping stone towards raylib future.
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HUGE changes:
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HUGE changes:
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[rlua] LUA BINDING: Complete raylib LUA binding, ALL raylib functions ported to LUA plus the +60 code examples.
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[rlua] Lua BINDING: Complete raylib Lua binding, ALL raylib functions ported to Lua plus the +60 code examples.
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[audio] COMPLETE REDESIGN: Improved music support and also raw audio data processing and playing, +20 new functions added.
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[audio] COMPLETE REDESIGN: Improved music support and also raw audio data processing and playing, +20 new functions added.
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[physac] COMPLETE REWRITE: Improved performance, functionality and simplified usage, moved to own repository and added multiple examples!
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[physac] COMPLETE REWRITE: Improved performance, functionality and simplified usage, moved to own repository and added multiple examples!
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@ -158,7 +158,7 @@ notes on raylib 1.6
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On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new version represents another big review of the library and includes some interesting additions. This version conmmemorates raylib 3rd anniversary (raylib 1.0 was published on November 2013) and it is a stepping stone for raylib future. raylib roadmap has been reviewed and redefined to focus on its primary objective: create a simple and easy-to-use library to learn videogames programming. Some of the new features:
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On November 2016, only 4 months after raylib 1.5, arrives raylib 1.6. This new version represents another big review of the library and includes some interesting additions. This version conmmemorates raylib 3rd anniversary (raylib 1.0 was published on November 2013) and it is a stepping stone for raylib future. raylib roadmap has been reviewed and redefined to focus on its primary objective: create a simple and easy-to-use library to learn videogames programming. Some of the new features:
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Complete raylib LUA binding. All raylib functions plus the +60 code examples have been ported to LUA, now LUA users can enjoy coding videogames in LUA while using all the internal power of raylib. This addition also open the doors to LUA scripting support for a future raylib-based engine, being able to move game logic (Init, Update, Draw, De-Init) to LUA scripts while keep using raylib functionality.
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Complete raylib Lua binding. All raylib functions plus the +60 code examples have been ported to Lua, now Lua users can enjoy coding videogames in Lua while using all the internal power of raylib. This addition also open the doors to Lua scripting support for a future raylib-based engine, being able to move game logic (Init, Update, Draw, De-Init) to Lua scripts while keep using raylib functionality.
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Completely redesigned audio module. Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. FLAC file format support has also been added. In the same line, OpenAL Soft backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more!
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Completely redesigned audio module. Based on the new direction taken in raylib 1.5, it has been further improved and more functionality added (+20 new functions) to allow raw audio processing and streaming. FLAC file format support has also been added. In the same line, OpenAL Soft backend is now provided as a static library in Windows to allow static linking and get ride of OpenAL32.dll. Now raylib Windows games are completey self-contained, no external libraries required any more!
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@ -273,6 +273,9 @@ contributing (in some way or another) to make raylib project better. Huge thanks
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- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
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- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
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- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
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- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
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- Marcelo Paez (paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo!
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- Marcelo Paez (paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo!
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- [Ghassan Al-Mashareqa](https://github.com/ghassanpl) for his amazing contribution with raylib Lua module, I just work over his code to implement [rlua](https://github.com/raysan5/raylib/blob/master/src/rlua.h)
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- [Teodor Stoenescu](https://github.com/teodor-stoenescu) for his improvements on OBJ object loading.
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Please, if I forget someone in this list, excuse me and write me an email to remind me to add you!
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[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
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[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
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@ -17,7 +17,7 @@ raylib 1.x
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raylib 1.6
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raylib 1.6
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[DONE] LUA scripting support (raylib lua wrapper)
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[DONE] Lua scripting support (raylib Lua wrapper)
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[DONE] Redesigned audio module
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[DONE] Redesigned audio module
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raylib 1.5
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raylib 1.5
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156
docs/404.html
Normal file
156
docs/404.html
Normal file
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@ -0,0 +1,156 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>page not found... :(</title>
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<style>
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::-moz-selection {
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background: #b3d4fc;
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text-shadow: none;
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}
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::selection {
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background: #b3d4fc;
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text-shadow: none;
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}
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html {
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padding: 30px 10px;
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font-size: 20px;
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line-height: 1.4;
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color: #737373;
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background: #f0f0f0;
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-webkit-text-size-adjust: 100%;
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-ms-text-size-adjust: 100%;
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}
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html,
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input {
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font-family: "Helvetica Neue", Helvetica, Arial, sans-serif;
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}
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body {
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max-width: 500px;
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_width: 500px;
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padding: 30px 20px 50px;
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border: 1px solid #b3b3b3;
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margin: 0 auto;
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box-shadow: 0 1px 10px #a7a7a7, inset 0 1px 0 #fff;
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background: #fcfcfc;
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}
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h1 {
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margin: 0 10px;
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font-size: 50px;
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text-align: center;
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}
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h1 span {
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color: #bbb;
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}
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h3 {
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margin: 1.5em 0 0.5em;
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}
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p {
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margin: 1em 0;
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}
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ul {
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padding: 0 0 0 40px;
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margin: 1em 0;
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}
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.container {
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max-width: 380px;
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_width: 380px;
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margin: 0 auto;
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}
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||||||
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/* google search */
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#goog-fixurl ul {
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list-style: none;
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padding: 0;
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margin: 0;
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}
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#goog-fixurl form {
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margin: 0;
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}
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#goog-wm-qt,
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#goog-wm-sb {
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border: 1px solid #bbb;
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font-size: 16px;
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line-height: normal;
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vertical-align: top;
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color: #444;
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border-radius: 2px;
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}
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#goog-wm-qt {
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width: 220px;
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height: 20px;
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padding: 5px;
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margin: 5px 10px 0 0;
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box-shadow: inset 0 1px 1px #ccc;
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}
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#goog-wm-sb {
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display: inline-block;
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height: 32px;
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padding: 0 10px;
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margin: 5px 0 0;
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white-space: nowrap;
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cursor: pointer;
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background-color: #f5f5f5;
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background-image: -webkit-linear-gradient(rgba(255,255,255,0), #f1f1f1);
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background-image: -moz-linear-gradient(rgba(255,255,255,0), #f1f1f1);
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background-image: -ms-linear-gradient(rgba(255,255,255,0), #f1f1f1);
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background-image: -o-linear-gradient(rgba(255,255,255,0), #f1f1f1);
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-webkit-appearance: none;
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-moz-appearance: none;
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appearance: none;
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*overflow: visible;
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*display: inline;
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*zoom: 1;
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}
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#goog-wm-sb:hover,
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#goog-wm-sb:focus {
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border-color: #aaa;
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box-shadow: 0 1px 1px rgba(0, 0, 0, 0.1);
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background-color: #f8f8f8;
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}
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#goog-wm-qt:hover,
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#goog-wm-qt:focus {
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border-color: #105cb6;
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outline: 0;
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color: #222;
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}
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input::-moz-focus-inner {
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padding: 0;
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border: 0;
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}
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||||||
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</style>
|
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</head>
|
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<body>
|
||||||
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<div class="container">
|
||||||
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<h1>not found <span>:(</span></h1>
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||||||
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<p>Sorry, but the page you were trying to view does not exist.</p>
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||||||
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<p>It looks like this was the result of either:</p>
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<ul>
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||||||
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<li>a mistyped address</li>
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<li>an out-of-date link</li>
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</ul>
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<script>
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var GOOG_FIXURL_LANG = (navigator.language || '').slice(0,2),GOOG_FIXURL_SITE = location.host;
|
||||||
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</script>
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||||||
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<script src="//linkhelp.clients.google.com/tbproxy/lh/wm/fixurl.js"></script>
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||||||
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</div>
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||||||
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</body>
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||||||
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</html>
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1
docs/CNAME
Normal file
1
docs/CNAME
Normal file
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||||||
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www.raylib.com
|
||||||
173
docs/cheatsheet/cheatsheet.html
Normal file
173
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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||||||
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<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
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||||||
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||||||
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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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|
||||||
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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 name="viewport" content="width=device-width">
|
||||||
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||||||
|
<!-- Facebook metatags for sharing -->
|
||||||
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<meta property="og:title" content="raylib - cheatsheet"/>
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||||||
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<meta property="og:image" content="http://www.raylib.com/common/img/fb_raylib_logo.png"/>
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||||||
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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"/>
|
||||||
|
|
||||||
|
<!-- Add jQuery library -->
|
||||||
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<script type="text/javascript" src="http://code.jquery.com/jquery-latest.min.js"></script>
|
||||||
|
|
||||||
|
<!-- hightlight.js - Syntax highlighting for the Web -->
|
||||||
|
<link rel="stylesheet" href="http://cdnjs.cloudflare.com/ajax/libs/highlight.js/8.1/styles/docco.min.css">
|
||||||
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<script src="http://cdnjs.cloudflare.com/ajax/libs/highlight.js/8.1/highlight.min.js"></script>
|
||||||
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|
||||||
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<style type="text/css">
|
||||||
|
@font-face {
|
||||||
|
font-family: 'grixel_acme_7_wide_xtnd';
|
||||||
|
src: url('../common/font/acme_7_wide_xtnd.eot');
|
||||||
|
src: url('../common/font/acme_7_wide_xtnd.eot?#iefix') format('embedded-opentype'),
|
||||||
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url('../common/font/acme_7_wide_xtnd.woff') format('woff'),
|
||||||
|
url('../common/font/acme_7_wide_xtnd.ttf') format('truetype');
|
||||||
|
font-weight: normal;
|
||||||
|
font-style: normal;
|
||||||
|
font-size-adjust:0.49;
|
||||||
|
}
|
||||||
|
body{background-color:#f5f5f5;}
|
||||||
|
#fulldata{width: 1315px!important;}
|
||||||
|
.eximage img{ margin: 0 auto; border: 1px solid; border-color: black; width:770px; height:auto;}
|
||||||
|
pre code{ width: auto!important; border: 1px solid; border-color:#b0b0b0; width:758px; height:auto; }
|
||||||
|
.exdownbtn{width:250px; height:30px; float:left; position: relative; cursor:pointer; font-weight:bold; font-size:10px;
|
||||||
|
line-height:30px; text-align: center; border-width:5px; background-color:#e1e1e1; color:#5c5a5a;
|
||||||
|
border:4px solid #898888; font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial;}
|
||||||
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.exdownbtn:hover{background-color:#f0d6d6; color:#c55757; border:4px solid #e66666;}
|
||||||
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#core pre code{border:10px solid; border-color:#888888; background-color:#dbdbe1; }
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||||||
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#shapes pre code{border:10px solid; border-color:#e66666; background-color:#e9d0d6; }
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||||||
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#textures pre code{border:10px solid; border-color:#75a06d; background-color:#c3e4bf; }
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||||||
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#text pre code{border:10px solid; border-color:#52b296; background-color:#b9e9dd; }
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||||||
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#models pre code{border:10px solid; border-color:#5d9cbd; background-color:#b9d6e8; }
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||||||
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#shaders pre code{border:10px solid; border-color:#a864d2; background-color:#e0c6f1; }
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||||||
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#audio pre code{border:10px solid; border-color:#d3b157; background-color:#e5d7ae; }
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||||||
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#structs pre code{border:10px solid; border-color:#d2c9c6; background-color:#f8f8ff; height: 440px!important}
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#colors pre code{border:10px solid; border-color:#c6d2c6; background-color:#e9f1f2; width:600px!important; }
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#logo{width:128px; height:128px; float:left; position:relative; background-image:url(../common/img/raylib_logo.png);}
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||||||
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p{font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial; font-size:13px; line-height:24px;}
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#header{position:relative; height:110px; width: 1000px;}
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||||||
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#title, #plinks, #version{position:relative; float:left; margin:0px; margin-left:10px; margin-top:10px;}
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#plinks{color: gray;}
|
||||||
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#plinks a, #copyright a{color: gray; text-decoration:none;}
|
||||||
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#plinks a:hover{color: black;}
|
||||||
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#version {margin-top: 23px;}
|
||||||
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#pcore{margin-bottom:-12px; margin-left:12px; color:#5c5a5a;}
|
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#pshapes{margin-bottom:-12px; margin-left:12px; color:#c55757;}
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#ptextures{margin-bottom:-12px; margin-left:12px; color:#60815a;}
|
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#ptext{margin-bottom:-12px; margin-left:12px; color:#377764;}
|
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#pmodels{margin-bottom:-12px; margin-left:12px; color:#417794;}
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||||||
|
#pshaders{margin-bottom:-12px; margin-left:12px; color:#a864d2;}
|
||||||
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|
||||||
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|
||||||
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|
||||||
|
|
||||||
|
#leftgroup{position:relative; float:left; width:680px; }
|
||||||
|
#structs{width:660px!important;}
|
||||||
|
#colors{position:relative; float:left; width: auto; }
|
||||||
|
|
||||||
|
#copyright{color:#8b8b8b; font-size:10px; margin-left:590px; display:inline; }
|
||||||
|
#copyright a:hover{color:black;}
|
||||||
|
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|
||||||
|
|
||||||
|
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|
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||||||
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||||||
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||||||
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|
||||||
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||||||
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|
||||||
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|
||||||
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$.get('raylib_models.c', function(data) {
|
||||||
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$('#models pre code').text(data);
|
||||||
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$('#models pre code').each(function(i, e) {hljs.highlightBlock(e)});
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||||||
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||||||
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||||||
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}, 'text');
|
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});
|
||||||
|
</script>
|
||||||
|
</head>
|
||||||
|
|
||||||
|
<body>
|
||||||
|
<div id="header">
|
||||||
|
<a id="logo" href="http://www.raylib.com/index.html"></a>
|
||||||
|
<p id="title">[simple and easy-to-use library to learn videogames programming]</p>
|
||||||
|
<p id="plinks">[<a href="http://www.facebook.com/raylibgames" target="_blank">www.facebook.com/raylibgames</a>][<a href="https://github.com/raysan5/raylib">github.com/raysan5/raylib</a>]</p>
|
||||||
|
<p id="version">v1.6.0 quick reference card</p>
|
||||||
|
</div>
|
||||||
|
<br>
|
||||||
|
<div id="fulldata">
|
||||||
|
<p id="pcore">module: core</p>
|
||||||
|
<div id="core"><pre><code class="cpp"></code></pre></div>
|
||||||
|
<p id="pshapes">module: shapes</p>
|
||||||
|
<div id="shapes"><pre><code class="cpp"></code></pre></div>
|
||||||
|
<p id="ptextures">module: textures</p>
|
||||||
|
<div id="textures"><pre><code class="cpp"></code></pre></div>
|
||||||
|
<p id="ptext">module: text</p>
|
||||||
|
<div id="text"><pre><code class="cpp"></code></pre></div>
|
||||||
|
<p id="pmodels">module: models</p>
|
||||||
|
<div id="models"><pre><code class="cpp"></code></pre></div>
|
||||||
|
<p id="pshaders">module: shaders (rlgl)</p>
|
||||||
|
<div id="shaders"><pre><code class="cpp"></code></pre></div>
|
||||||
|
<p id="paudio">module: audio</p>
|
||||||
|
<div id="audio"><pre><code class="cpp"></code></pre></div>
|
||||||
|
|
||||||
|
<div id="fullgroup">
|
||||||
|
<div id="leftgroup">
|
||||||
|
<p id="pstructs">structs</p>
|
||||||
|
<div id="structs"><pre><code class="cpp"></code></pre></div>
|
||||||
|
</div>
|
||||||
|
<p id="pcolors">colors</p>
|
||||||
|
<div id="colors"><pre><code class="cpp"></code></pre></div>
|
||||||
|
</div>
|
||||||
|
<p id="copyright">raylib quick reference card - Copyright (c) 2013-2016 Ramon Santamaria (<a href="http://www.twitter.com/raysan5">@raysan5</a>)</p>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
|
||||||
|
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<script>
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|
||||||
|
</html>
|
||||||
55
docs/cheatsheet/raylib_audio.c
Normal file
55
docs/cheatsheet/raylib_audio.c
Normal file
|
|
@ -0,0 +1,55 @@
|
||||||
|
|
||||||
|
// Audio device management functions
|
||||||
|
void InitAudioDevice(void); // Initialize audio device and context
|
||||||
|
void CloseAudioDevice(void); // Close the audio device and context (and music stream)
|
||||||
|
bool IsAudioDeviceReady(void); // Check if audio device is ready
|
||||||
|
|
||||||
|
// Wave/Sound loading/unloading functions
|
||||||
|
Wave LoadWave(const char *fileName); // Load wave data from file into RAM
|
||||||
|
Wave LoadWaveEx(float *data, int sampleCount, int sampleRate,
|
||||||
|
int sampleSize, int channels); // Load wave data from float array data (32bit)
|
||||||
|
Sound LoadSound(const char *fileName); // Load sound to memory
|
||||||
|
Sound LoadSoundFromWave(Wave wave); // Load sound to memory from wave data
|
||||||
|
Sound LoadSoundFromRES(const char *rresName, int resId); // Load sound to memory from rRES file (raylib Resource)
|
||||||
|
void UpdateSound(Sound sound, void *data, int numSamples); // Update sound buffer with new data
|
||||||
|
void UnloadWave(Wave wave); // Unload wave data
|
||||||
|
void UnloadSound(Sound sound); // Unload sound
|
||||||
|
|
||||||
|
// Wave/Sound management functions
|
||||||
|
void PlaySound(Sound sound); // Play a sound
|
||||||
|
void PauseSound(Sound sound); // Pause a sound
|
||||||
|
void ResumeSound(Sound sound); // Resume a paused sound
|
||||||
|
void StopSound(Sound sound); // Stop playing a sound
|
||||||
|
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
|
||||||
|
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
|
||||||
|
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
|
||||||
|
void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
|
||||||
|
Wave WaveCopy(Wave wave); // Copy a wave to a new wave
|
||||||
|
void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
|
||||||
|
float *GetWaveData(Wave wave); // Get samples data from wave as a floats array
|
||||||
|
|
||||||
|
// Music management functions
|
||||||
|
Music LoadMusicStream(const char *fileName); // Load music stream from file
|
||||||
|
void UnloadMusicStream(Music music); // Unload music stream
|
||||||
|
void PlayMusicStream(Music music); // Start music playing
|
||||||
|
void UpdateMusicStream(Music music); // Updates buffers for music streaming
|
||||||
|
void StopMusicStream(Music music); // Stop music playing
|
||||||
|
void PauseMusicStream(Music music); // Pause music playing
|
||||||
|
void ResumeMusicStream(Music music); // Resume playing paused music
|
||||||
|
bool IsMusicPlaying(Music music); // Check if music is playing
|
||||||
|
void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
|
||||||
|
void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
|
||||||
|
float GetMusicTimeLength(Music music); // Get music time length (in seconds)
|
||||||
|
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
|
||||||
|
|
||||||
|
// AudioStream management functions
|
||||||
|
AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
|
||||||
|
unsigned int channels); // Init audio stream (to stream raw audio pcm data)
|
||||||
|
void UpdateAudioStream(AudioStream stream, void *data, int numSamples); // Update audio stream buffers with data
|
||||||
|
void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
|
||||||
|
bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
||||||
|
void PlayAudioStream(AudioStream stream); // Play audio stream
|
||||||
|
void PauseAudioStream(AudioStream stream); // Pause audio stream
|
||||||
|
void ResumeAudioStream(AudioStream stream); // Resume audio stream
|
||||||
|
void StopAudioStream(AudioStream stream); // Stop audio stream
|
||||||
|
|
||||||
30
docs/cheatsheet/raylib_colors.c
Normal file
30
docs/cheatsheet/raylib_colors.c
Normal file
|
|
@ -0,0 +1,30 @@
|
||||||
|
|
||||||
|
// Custom raylib color palette for amazing visuals
|
||||||
|
#define LIGHTGRAY (Color){ 200, 200, 200, 255 } // Light Gray
|
||||||
|
#define GRAY (Color){ 130, 130, 130, 255 } // Gray
|
||||||
|
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
|
||||||
|
#define YELLOW (Color){ 253, 249, 0, 255 } // Yellow
|
||||||
|
#define GOLD (Color){ 255, 203, 0, 255 } // Gold
|
||||||
|
#define ORANGE (Color){ 255, 161, 0, 255 } // Orange
|
||||||
|
#define PINK (Color){ 255, 109, 194, 255 } // Pink
|
||||||
|
#define RED (Color){ 230, 41, 55, 255 } // Red
|
||||||
|
#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
|
||||||
|
#define GREEN (Color){ 0, 228, 48, 255 } // Green
|
||||||
|
#define LIME (Color){ 0, 158, 47, 255 } // Lime
|
||||||
|
#define DARKGREEN (Color){ 0, 117, 44, 255 } // Dark Green
|
||||||
|
#define SKYBLUE (Color){ 102, 191, 255, 255 } // Sky Blue
|
||||||
|
#define BLUE (Color){ 0, 121, 241, 255 } // Blue
|
||||||
|
#define DARKBLUE (Color){ 0, 82, 172, 255 } // Dark Blue
|
||||||
|
#define PURPLE (Color){ 200, 122, 255, 255 } // Purple
|
||||||
|
#define VIOLET (Color){ 135, 60, 190, 255 } // Violet
|
||||||
|
#define DARKPURPLE (Color){ 112, 31, 126, 255 } // Dark Purple
|
||||||
|
#define BEIGE (Color){ 211, 176, 131, 255 } // Beige
|
||||||
|
#define BROWN (Color){ 127, 106, 79, 255 } // Brown
|
||||||
|
#define DARKBROWN (Color){ 76, 63, 47, 255 } // Dark Brown
|
||||||
|
|
||||||
|
#define WHITE (Color){ 255, 255, 255, 255 } // White
|
||||||
|
#define BLACK (Color){ 0, 0, 0, 255 } // Black
|
||||||
|
#define BLANK (Color){ 0, 0, 0, 0 } // Transparent
|
||||||
|
#define MAGENTA (Color){ 255, 0, 255, 255 } // Magenta
|
||||||
|
#define RAYWHITE (Color){ 245, 245, 245, 255 } // Ray White
|
||||||
|
|
||||||
118
docs/cheatsheet/raylib_core.c
Normal file
118
docs/cheatsheet/raylib_core.c
Normal file
|
|
@ -0,0 +1,118 @@
|
||||||
|
|
||||||
|
// Window-related functions
|
||||||
|
void InitWindow(int width, int height, char* title); // Initialize Window and Graphics Context (OpenGL)
|
||||||
|
void CloseWindow(void); // Close Window and Terminate Context
|
||||||
|
bool WindowShouldClose(void); // Detect if KEY_ESCAPE pressed or Close icon pressed
|
||||||
|
bool IsWindowMinimized(void); // Detect if window has been minimized (or lost focus)
|
||||||
|
void ToggleFullscreen(void); // Fullscreen toggle (by default F11)
|
||||||
|
int GetScreenWidth(void); // Get current screen width
|
||||||
|
int GetScreenHeight(void); // Get current screen height
|
||||||
|
|
||||||
|
// Cursor-related functions
|
||||||
|
void ShowCursor(void); // Shows cursor
|
||||||
|
void HideCursor(void); // Hides cursor
|
||||||
|
bool IsCursorHidden(void); // Returns true if cursor is not visible
|
||||||
|
void EnableCursor(void); // Enables cursor
|
||||||
|
void DisableCursor(void); // Disables cursor
|
||||||
|
|
||||||
|
// Drawing-related functions
|
||||||
|
void ClearBackground(Color color); // Sets Background Color
|
||||||
|
void BeginDrawing(void); // Setup drawing canvas to start drawing
|
||||||
|
void EndDrawing(void); // End canvas drawing and Swap Buffers (Double Buffering)
|
||||||
|
|
||||||
|
void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera
|
||||||
|
void End2dMode(void); // Ends 2D mode custom camera usage
|
||||||
|
void Begin3dMode(Camera camera); // Initializes 3D mode for drawing (Camera setup)
|
||||||
|
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
|
||||||
|
|
||||||
|
Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
|
||||||
|
Vector2 GetWorldToScreen(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)
|
||||||
|
float GetFPS(void); // Returns current FPS
|
||||||
|
float GetFrameTime(void); // Returns time in seconds for one frame
|
||||||
|
|
||||||
|
// 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)
|
||||||
|
Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0 to 1.0
|
||||||
|
void SetConfigFlags(char flags); // Setup some window configuration flags
|
||||||
|
void ShowLogo(void); // Activates raylib logo at startup (can be done with flags)
|
||||||
|
|
||||||
|
// Drag-and-drop files functions
|
||||||
|
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
|
||||||
|
|
||||||
|
// Persistent storage management
|
||||||
|
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: 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)
|
||||||
|
|
||||||
|
|
||||||
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)
|
||||||
|
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 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);
|
||||||
|
|
||||||
66
docs/common/css/examples.css
Normal file
66
docs/common/css/examples.css
Normal file
|
|
@ -0,0 +1,66 @@
|
||||||
|
#container .mix{ position: relative; display: none; }
|
||||||
|
#container .extext { top: 160px!important; width: 400px!important; }
|
||||||
|
|
||||||
|
#filter_menu { width: 820px; height: 80px; margin-left: 18px; }
|
||||||
|
|
||||||
|
.legendButton { padding:5px 15px; float:left; margin-left:10px; margin-right:10px; margin-bottom: 20px; }
|
||||||
|
#core { cursor:pointer; background-color:#e1e1e1; color:#5c5a5a; border:3px solid #898888; }
|
||||||
|
#shapes { cursor:pointer; background-color:#f0d6d6; color:#c55757; border:3px solid #e66666; }
|
||||||
|
#textures { cursor:pointer; background-color:#c8eabf; color:#60815a; border:3px solid #75a06d; }
|
||||||
|
#text { cursor:pointer; background-color:#bef0dd; color:#377764; border:3px solid #52b296; }
|
||||||
|
#models { cursor:pointer; background-color:#bedce8; color:#417794; border:3px solid #5d9cbd; }
|
||||||
|
#shaders { cursor:pointer; background-color:#e2c3f5; color:#a864d2; border:3px solid #a864d2; }
|
||||||
|
#audio { cursor:pointer; background-color:#ebddae; color:#8c7539; border:3px solid #d3b157; }
|
||||||
|
|
||||||
|
.core:hover { background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888; }
|
||||||
|
.shapes:hover { background-color:#f0d6d6; color:#c55757; border:4px solid #e66666; }
|
||||||
|
.textures:hover { background-color:#c8eabf; color:#60815a; border:4px solid #75a06d; }
|
||||||
|
.text:hover { background-color:#bef0dd; color:#377764; border:4px solid #52b296; }
|
||||||
|
.models:hover { background-color:#bedce8; color:#417794; border:4px solid #5d9cbd; }
|
||||||
|
.audio:hover { background-color:#ebddae; color:#8c7539; border:4px solid #d3b157; }
|
||||||
|
|
||||||
|
.fcore { border: 1px solid #898888; margin-left: 12px; }
|
||||||
|
.fshapes { border: 1px solid #e66666; margin-left: 12px; }
|
||||||
|
.ftextures { border: 1px solid #75a06d; margin-left: 12px; }
|
||||||
|
.ftext { border: 1px solid #52b296; margin-left: 12px; }
|
||||||
|
.fmodels { border: 1px solid #5d9cbd; margin-left: 12px; }
|
||||||
|
.fshaders { border: 1px solid #a864d2; margin-left: 12px; }
|
||||||
|
.faudio { border: 1px solid #d3b157; margin-left: 12px; }
|
||||||
|
|
||||||
|
.fcore p { color:#5c5a5a!important; }
|
||||||
|
.fshapes p { color:#c55757!important; }
|
||||||
|
.ftextures p { color:#60815a!important; }
|
||||||
|
.ftext p { color:#377764!important; }
|
||||||
|
.fmodels p { color:#417794!important; }
|
||||||
|
.fshaders p { color:#a864d2!important; }
|
||||||
|
.faudio p { color:#8c7539!important; }
|
||||||
|
|
||||||
|
#container .fcore a img, #container .fcore a { border: none; overflow: hidden; float: left; background-color: #e1e1e1; opacity: 1; }
|
||||||
|
#container .fcore a:hover { border: 10px solid #898888; }
|
||||||
|
#container .fcore a:hover img { margin: -10px; opacity: 0.4; }
|
||||||
|
|
||||||
|
#container .fshapes a img, #container .fshapes a { border: none; overflow: hidden; float: left; background-color: #f0d6d6; opacity: 1; }
|
||||||
|
#container .fshapes a:hover { border: 10px solid #e66666; }
|
||||||
|
#container .fshapes a:hover img { margin: -10px; opacity: 0.3; }
|
||||||
|
|
||||||
|
#container .ftextures a img, #container .ftextures a { border: none; overflow: hidden; float: left; background-color: #c8eabf; opacity: 1; }
|
||||||
|
#container .ftextures a:hover { border: 10px solid #75a06d; }
|
||||||
|
#container .ftextures a:hover img { margin: -10px; opacity: 0.3; }
|
||||||
|
|
||||||
|
#container .ftext a img, #container .ftext a { border: none; overflow: hidden; float: left; background-color: #bef0dd; opacity: 1; }
|
||||||
|
#container .ftext a:hover { border: 10px solid #52b296; }
|
||||||
|
#container .ftext a:hover img { margin: -10px; opacity: 0.3; }
|
||||||
|
|
||||||
|
#container .fmodels a img, #container .fmodels a { border: none; overflow: hidden; float: left; background-color: #bedce8; opacity: 1; }
|
||||||
|
#container .fmodels a:hover { border: 10px solid #5d9cbd; }
|
||||||
|
#container .fmodels a:hover img { margin: -10px; opacity: 0.3; }
|
||||||
|
|
||||||
|
#container .fshaders a img, #container .fshaders a { border: none; overflow: hidden; float: left; background-color: #e0c6f1; opacity: 1; }
|
||||||
|
#container .fshaders a:hover { border: 10px solid #a864d2; }
|
||||||
|
#container .fshaders a:hover img { margin: -10px; opacity: 0.3; }
|
||||||
|
|
||||||
|
#container .faudio a img, #container .faudio a { border: none; overflow: hidden; float: left; background-color: #ebddae; opacity: 1; }
|
||||||
|
#container .faudio a:hover { border: 10px solid #d3b157; }
|
||||||
|
#container .faudio a:hover img { margin: -10px; opacity: 0.3; }
|
||||||
|
|
||||||
|
#container .extext { position:absolute; top:140px; width:320px; text-align: center; display: none; }
|
||||||
35
docs/common/css/games.css
Normal file
35
docs/common/css/games.css
Normal file
|
|
@ -0,0 +1,35 @@
|
||||||
|
#container .mix{ position: relative; display: none; }
|
||||||
|
#container .extext { top: 160px!important; width: 400px!important; }
|
||||||
|
|
||||||
|
#filter_menu { width: 820px; height: 80px; margin-left: 18px; }
|
||||||
|
|
||||||
|
.legendButton { padding:5px 15px; float:left; margin-left:10px; margin-right:10px; margin-bottom: 20px; }
|
||||||
|
#sample { cursor:pointer; background-color:#e1e1e1; color:#5c5a5a; border:3px solid #898888; }
|
||||||
|
#game { cursor:pointer; background-color:#f0d6d6; color:#c55757; border:3px solid #e66666; }
|
||||||
|
#user { cursor:pointer; background-color:#bedce8; color:#417794; border:3px solid #5d9cbd; }
|
||||||
|
|
||||||
|
.sample:hover { background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888; }
|
||||||
|
.game:hover { background-color:#f0d6d6; color:#c55757; border:4px solid #e66666; }
|
||||||
|
.user:hover { background-color:#bedce8; color:#417794; border:4px solid #5d9cbd; }
|
||||||
|
|
||||||
|
.fsample { border: 1px solid #898888; margin-left: 12px; }
|
||||||
|
.fgame { border: 1px solid #e66666; margin-left: 12px; }
|
||||||
|
.fuser { border: 1px solid #5d9cbd; margin-left: 12px; }
|
||||||
|
|
||||||
|
.fsample p { color:#5c5a5a!important; }
|
||||||
|
.fgame p { color:#c55757!important; }
|
||||||
|
.fuser p { color:#417794!important; }
|
||||||
|
|
||||||
|
#container .fsample a img, #container .fsample a { border: none; overflow: hidden; float: left; background-color: #e1e1e1; opacity: 1; }
|
||||||
|
#container .fsample a:hover { border: 10px solid #898888; }
|
||||||
|
#container .fsample a:hover img { margin: -10px; opacity: 0.4; }
|
||||||
|
|
||||||
|
#container .fgame a img, #container .fgame a { border: none; overflow: hidden; float: left; background-color: #f0d6d6; opacity: 1; }
|
||||||
|
#container .fgame a:hover { border: 10px solid #e66666; }
|
||||||
|
#container .fgame a:hover img { margin: -10px; opacity: 0.3; }
|
||||||
|
|
||||||
|
#container .fuser a img, #container .fuser a { border: none; overflow: hidden; float: left; background-color: #bedce8; opacity: 1; }
|
||||||
|
#container .fuser a:hover { border: 10px solid #5d9cbd; }
|
||||||
|
#container .fuser a:hover img { margin: -10px; opacity: 0.3; }
|
||||||
|
|
||||||
|
#container .extext { position:absolute; top:140px; width:320px; text-align: center; display: none; }
|
||||||
109
docs/common/css/main.css
Normal file
109
docs/common/css/main.css
Normal file
|
|
@ -0,0 +1,109 @@
|
||||||
|
@font-face {
|
||||||
|
font-family: 'grixel_acme_7_wide_xtnd';
|
||||||
|
src: url('../font/acme_7_wide_xtnd.eot');
|
||||||
|
src: url('../font/acme_7_wide_xtnd.eot?#iefix') format('embedded-opentype'),
|
||||||
|
url('../font/acme_7_wide_xtnd.woff') format('woff'),
|
||||||
|
url('../font/acme_7_wide_xtnd.ttf') format('truetype');
|
||||||
|
font-weight: normal;
|
||||||
|
font-style: normal;
|
||||||
|
font-size-adjust:0.49;
|
||||||
|
}
|
||||||
|
|
||||||
|
::-webkit-scrollbar { width: 10px; height: 10px; }
|
||||||
|
::-webkit-scrollbar-button:start:decrement,
|
||||||
|
::-webkit-scrollbar-button:end:increment { display: block; height: 10px; }
|
||||||
|
::-webkit-scrollbar-button:vertical:increment { background-color: #fff; }
|
||||||
|
::-webkit-scrollbar-track-piece { background-color: #bdbdbd; }
|
||||||
|
::-webkit-scrollbar-thumb:vertical { height: 50px; background-color: #000000; }
|
||||||
|
::-webkit-scrollbar-thumb:horizontal { width: 50px; background-color: #000000; }
|
||||||
|
|
||||||
|
*{padding:0px; margin:0px; font-family: grixel_acme_7_wide_xtnd, Courier New, Verdana, Arial; -moz-font-smoothing: none;-webkit-font-smoothing: none; line-height:24px;}
|
||||||
|
a{text-decoration: none; color:black;}
|
||||||
|
body{background-color:#f5f5f5;}
|
||||||
|
p a:hover{text-decoration: none; color:gray;}
|
||||||
|
|
||||||
|
.page{width:840px; margin:0 auto;}
|
||||||
|
|
||||||
|
.header{width:100%; float:left; position:relative; height:128px; font-size:10pt; margin-top:40px; margin-left:10px;}
|
||||||
|
.content{font-size:8pt; width:840px; padding:10px; padding-top:30px; float:left; position:relative; padding-bottom:50px;}
|
||||||
|
.footer{width:100%; float:left; position:relative; border-top:1px solid black; text-align: right; height:40px; padding-top:10px;}
|
||||||
|
.footer p a{color:#aaaaaa;}
|
||||||
|
.footer p a:hover{color:#444;}
|
||||||
|
.footer p { font-size:6pt; color:#aaaaaa; margin-top:-8px; }
|
||||||
|
.simplelink { font-weight: bold; color: #ff6060; }
|
||||||
|
|
||||||
|
/* font change for better reading... */
|
||||||
|
.content p, .content a, .content p strong, .content strong, .content .downloadText{font-family: Courier New, Verdana, Arial!important; font-size: medium; line-height: 200%; }
|
||||||
|
.downloadButtonInstaller { font-size: x-small; }
|
||||||
|
.list, .list strong {font-family: Courier New, Verdana, Arial!important; font-size: medium; line-height: 200%; }
|
||||||
|
|
||||||
|
#logo{width:128px; height:128px; float:left; position:relative; background-image:url(../img/raylib_logo.png);}
|
||||||
|
.menu{width:680px; height:39px; text-align:right; right:0px; bottom:7px; position:relative; float:left; margin-left: 30px;}
|
||||||
|
.menu a{padding:5px 20px; color:black; font-size:12pt; float:left; position:relative; border-bottom:1px solid black;}
|
||||||
|
.menu a:hover{margin-top:-20px; padding:15px 15px; background: rgb(254,255,255);
|
||||||
|
background: -moz-linear-gradient(top, rgba(245,245,245,1) 0%, rgba(224,224,224,1) 100%);
|
||||||
|
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,rgba(245,245,245,1)), color-stop(100%,rgba(224,224,224,1)));
|
||||||
|
background: -webkit-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
|
||||||
|
background: -o-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
|
||||||
|
background: -ms-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
|
||||||
|
background: linear-gradient(to bottom, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
|
||||||
|
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#f5f5f5', endColorstr='#e0e0e0',GradientType=0 ); }
|
||||||
|
|
||||||
|
#active{
|
||||||
|
padding:5px 15px; color:#707070; font-size:12pt; float:left; position:relative; border-bottom:1px solid black;
|
||||||
|
margin-top:-20px; padding:15px 15px; background: rgb(254,255,255);
|
||||||
|
background: -moz-linear-gradient(top, rgba(245,245,245,1) 0%, rgba(224,224,224,1) 100%);
|
||||||
|
background: -webkit-gradient(linear, left top, left bottom, color-stop(0%,rgba(245,245,245,1)), color-stop(100%,rgba(224,224,224,1)));
|
||||||
|
background: -webkit-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
|
||||||
|
background: -o-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
|
||||||
|
background: -ms-linear-gradient(top, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
|
||||||
|
background: linear-gradient(to bottom, rgba(245,245,245,1) 0%,rgba(224,224,224,1) 100%);
|
||||||
|
filter: progid:DXImageTransform.Microsoft.gradient( startColorstr='#f5f5f5', endColorstr='#e0e0e0',GradientType=0 );
|
||||||
|
}
|
||||||
|
|
||||||
|
#social{ width:300px; height:50px; position:relative; float:right; margin-right:8px; margin-top:20px; margin-bottom:20px; }
|
||||||
|
#social a:hover{ background-position: 0 -36px;}
|
||||||
|
#twitch{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_twitch.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
|
||||||
|
#patreon{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_patreon.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
|
||||||
|
#itchio{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_itchio.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
|
||||||
|
#reddit{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_reddit.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
|
||||||
|
#freenode{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_freenode_irc.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
|
||||||
|
#facebook{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_facebook.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
|
||||||
|
#twitter{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_twitter.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
|
||||||
|
#github{ width:36px; height:36px; float:left; position:relative; background-image: url(../img/icon_github.png); cursor: pointer; background-repeat:no-repeat; background-position: 0 0;}
|
||||||
|
.list{margin-top:10px; margin-left:30px; display: inline-block}
|
||||||
|
|
||||||
|
#licensebox { width:808px; height:400px; border:12px solid; border-color:#d0d0d0; background-color:#e4e4e4;}
|
||||||
|
#licensebox p { font-size:12px; margin-top: 15px; margin-left: 10px;}
|
||||||
|
.licensepoint { margin-left: 25px!important;}
|
||||||
|
|
||||||
|
.downloadText{width:420px; height:40px; float:left; position:relative; margin-left:40px;}
|
||||||
|
.downloadButton{width:220px; height:35px; float:left; position: relative; cursor:pointer; font-weight: bold; line-height:35px; text-align: center; border-width:5px!important;}
|
||||||
|
.downloadButtonInstaller{width:460px; height:35px; position: relative; margin: auto auto; margin-top:20px!important; cursor:pointer; font-weight: bold; line-height:35px; text-align: center; border-width:5px!important;}
|
||||||
|
#btngit{background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888;}
|
||||||
|
#btngit:hover{background-color:#bedce8; color:#417794; border:4px solid #5d9cbd;}
|
||||||
|
#btnlib{background-color:#e1e1e1; color:#5c5a5a; border:4px solid #898888; margin-top: 15px;}
|
||||||
|
#btnlib:hover{background-color:#f0d6d6; color:#c55757; border:4px solid #e66666; margin-top: 15px;}
|
||||||
|
#btnmac{font-weight: normal; cursor:default; background-color:#f0f0f0; color:#5c5a5a; border:4px solid #d3d3d3;}
|
||||||
|
#newVersion{background-color:#f0d6d6; color:#e55757; border:1px solid #f66666; margin-top: 15px; margin-left: -5px; width:100%; height:30px; position: relative; margin: auto auto; line-height:30px; text-align: center;}
|
||||||
|
#raylib13{position:relative; background-color:#222222; color:#f5f5f5; width:100vw; left:calc(-52vw + 50%); padding:30px; text-align:center; margin: 10px;}
|
||||||
|
|
||||||
|
#basicgrid{width:580px; margin-left:60px; float:left; position:relative; text-align: center}
|
||||||
|
#advgrid{width:560px; margin-left:70px; float:left; position:relative; text-align: center}
|
||||||
|
.exampleBox{cursor:pointer; margin:15px 20px; width:54px; padding-right:2px; height:56px; border:4px solid black; display:inline-block; text-align: right; font-weight: bold; vertical-align: bottom;}
|
||||||
|
.exampleBox .in{display: table-cell; vertical-align: bottom; width:52px; height:56px;}
|
||||||
|
|
||||||
|
.specialBox{cursor:pointer; vertical-align: bottom; color:#818181; width:56px; height:58px; padding-right:2px; padding-top:4px; padding-left:4px; margin:15px 20px; display:inline-block; border:1px solid #b9b9b9; text-align:right;}
|
||||||
|
.specialBox .in{display: table-cell; vertical-align: bottom; width:52px; height:52px; border:1px solid #b9b9b9; margin-top:-5px;}
|
||||||
|
.specialBox:hover{ color: black; border:1px solid black; }
|
||||||
|
.specialBox .in:hover{ color: black; border:1px solid black; }
|
||||||
|
.boxintext{margin-bottom: 3px; margin-right: 2px; line-height:10px; font-size:6pt;}
|
||||||
|
.boxintextex{margin-bottom: 3px; margin-right: -2px; line-height:10px; font-size:6pt; width:54px!important; height:53px!important; font-weight: normal!important;}
|
||||||
|
.boxtodo{margin-bottom: 13px; margin-right: 7px;}
|
||||||
|
|
||||||
|
.help{font-size:8px; margin-left: 25px;}
|
||||||
|
#paypalbox{width:200px; height:50px; border:12px solid; border-color:#d0d0d0; background-color:#e4e4e4; margin:0 auto;}
|
||||||
|
#paypalform input {margin-top: 12px; margin-left: 50px;}
|
||||||
|
#forum{color: maroon;}
|
||||||
|
|
||||||
|
#itchioframe{display:block;text-align:center;}
|
||||||
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