From 2c73d6f4758d235ece7919262913297e71fd31d3 Mon Sep 17 00:00:00 2001 From: jdeokkim Date: Fri, 20 Sep 2024 23:30:06 +0900 Subject: [PATCH 1/5] Add cheatsheet/cheatsheet_kr.html --- cheatsheet/cheatsheet.html | 1 + cheatsheet/cheatsheet_kr.html | 203 +++++++++++++++++++++++++ cheatsheet/kr/raylib_colors.c | 28 ++++ cheatsheet/kr/raylib_core.c | 260 ++++++++++++++++++++++++++++++++ cheatsheet/kr/raylib_models.c | 92 +++++++++++ cheatsheet/kr/raylib_raymath.c | 121 +++++++++++++++ cheatsheet/kr/raylib_shapes.c | 73 +++++++++ cheatsheet/kr/raylib_structs.c | 41 +++++ cheatsheet/kr/raylib_text.c | 58 +++++++ cheatsheet/kr/raylib_textures.c | 124 +++++++++++++++ 10 files changed, 1001 insertions(+) create mode 100644 cheatsheet/cheatsheet_kr.html create mode 100644 cheatsheet/kr/raylib_colors.c create mode 100644 cheatsheet/kr/raylib_core.c create mode 100644 cheatsheet/kr/raylib_models.c create mode 100644 cheatsheet/kr/raylib_raymath.c create mode 100644 cheatsheet/kr/raylib_shapes.c create mode 100644 cheatsheet/kr/raylib_structs.c create mode 100644 cheatsheet/kr/raylib_text.c create mode 100644 cheatsheet/kr/raylib_textures.c diff --git a/cheatsheet/cheatsheet.html b/cheatsheet/cheatsheet.html index f513c00b..febc4453 100644 --- a/cheatsheet/cheatsheet.html +++ b/cheatsheet/cheatsheet.html @@ -155,6 +155,7 @@

Chinese Translation: 以下为raylib所有API接口中文释义

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Korean Translation: raylib API 레퍼런스 한국어 번역본

module: rcore

diff --git a/cheatsheet/cheatsheet_kr.html b/cheatsheet/cheatsheet_kr.html new file mode 100644 index 00000000..0a53c214 --- /dev/null +++ b/cheatsheet/cheatsheet_kr.html @@ -0,0 +1,203 @@ + + + + + + + raylib - cheatsheet + + + + + + + + + + + + + + + + + + + + + + + + + +
+

> 한국어 번역 기여: 순천향대학교 오픈 소스 SW 동아리 '6PM' (Jaedeok Kim, Dennis Ko, Minsu Bak)

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+

module: rcore

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module: rshapes

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module: rtextures

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module: rtext

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module: rmodels

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module: raudio

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+ +
+
+

structs

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+

colors

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+
+ +

다른 치트 시트

+ + + +
+ + diff --git a/cheatsheet/kr/raylib_colors.c b/cheatsheet/kr/raylib_colors.c new file mode 100644 index 00000000..903259f4 --- /dev/null +++ b/cheatsheet/kr/raylib_colors.c @@ -0,0 +1,28 @@ + // Custom raylib color palette for amazing visuals on WHITE background + #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 } // My own White (raylib logo) diff --git a/cheatsheet/kr/raylib_core.c b/cheatsheet/kr/raylib_core.c new file mode 100644 index 00000000..5f5b5e5d --- /dev/null +++ b/cheatsheet/kr/raylib_core.c @@ -0,0 +1,260 @@ + + // Window-related functions + void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context + void CloseWindow(void); // Close window and unload OpenGL context + bool WindowShouldClose(void); // Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) + bool IsWindowReady(void); // Check if window has been initialized successfully + bool IsWindowFullscreen(void); // Check if window is currently fullscreen + bool IsWindowHidden(void); // Check if window is currently hidden (only PLATFORM_DESKTOP) + bool IsWindowMinimized(void); // Check if window is currently minimized (only PLATFORM_DESKTOP) + bool IsWindowMaximized(void); // Check if window is currently maximized (only PLATFORM_DESKTOP) + bool IsWindowFocused(void); // Check if window is currently focused (only PLATFORM_DESKTOP) + bool IsWindowResized(void); // Check if window has been resized last frame + bool IsWindowState(unsigned int flag); // Check if one specific window flag is enabled + void SetWindowState(unsigned int flags); // Set window configuration state using flags (only PLATFORM_DESKTOP) + void ClearWindowState(unsigned int flags); // Clear window configuration state flags + void ToggleFullscreen(void); // Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP) + void ToggleBorderlessWindowed(void); // Toggle window state: borderless windowed (only PLATFORM_DESKTOP) + void MaximizeWindow(void); // Set window state: maximized, if resizable (only PLATFORM_DESKTOP) + void MinimizeWindow(void); // Set window state: minimized, if resizable (only PLATFORM_DESKTOP) + void RestoreWindow(void); // Set window state: not minimized/maximized (only PLATFORM_DESKTOP) + void SetWindowIcon(Image image); // Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP) + void SetWindowIcons(Image *images, int count); // Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP) + void SetWindowTitle(const char *title); // Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB) + void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP) + void SetWindowMonitor(int monitor); // Set monitor for the current window + void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) + void SetWindowMaxSize(int width, int height); // Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) + void SetWindowSize(int width, int height); // Set window dimensions + void SetWindowOpacity(float opacity); // Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP) + void SetWindowFocused(void); // Set window focused (only PLATFORM_DESKTOP) + void *GetWindowHandle(void); // Get native window handle + int GetScreenWidth(void); // Get current screen width + int GetScreenHeight(void); // Get current screen height + int GetRenderWidth(void); // Get current render width (it considers HiDPI) + int GetRenderHeight(void); // Get current render height (it considers HiDPI) + int GetMonitorCount(void); // Get number of connected monitors + int GetCurrentMonitor(void); // Get current connected monitor + Vector2 GetMonitorPosition(int monitor); // Get specified monitor position + int GetMonitorWidth(int monitor); // Get specified monitor width (current video mode used by monitor) + int GetMonitorHeight(int monitor); // Get specified monitor height (current video mode used by monitor) + int GetMonitorPhysicalWidth(int monitor); // Get specified monitor physical width in millimetres + int GetMonitorPhysicalHeight(int monitor); // Get specified monitor physical height in millimetres + int GetMonitorRefreshRate(int monitor); // Get specified monitor refresh rate + Vector2 GetWindowPosition(void); // Get window position XY on monitor + Vector2 GetWindowScaleDPI(void); // Get window scale DPI factor + const char *GetMonitorName(int monitor); // Get the human-readable, UTF-8 encoded name of the specified monitor + void SetClipboardText(const char *text); // Set clipboard text content + const char *GetClipboardText(void); // Get clipboard text content + void EnableEventWaiting(void); // Enable waiting for events on EndDrawing(), no automatic event polling + void DisableEventWaiting(void); // Disable waiting for events on EndDrawing(), automatic events polling + + // Cursor-related functions + void ShowCursor(void); // Shows cursor + void HideCursor(void); // Hides cursor + bool IsCursorHidden(void); // Check if cursor is not visible + void EnableCursor(void); // Enables cursor (unlock cursor) + void DisableCursor(void); // Disables cursor (lock cursor) + bool IsCursorOnScreen(void); // Check if cursor is on the screen + + // Drawing-related functions + void ClearBackground(Color color); // Set background color (framebuffer clear color) + void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing + void EndDrawing(void); // End canvas drawing and swap buffers (double buffering) + void BeginMode2D(Camera2D camera); // Begin 2D mode with custom camera (2D) + void EndMode2D(void); // Ends 2D mode with custom camera + void BeginMode3D(Camera3D camera); // Begin 3D mode with custom camera (3D) + void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode + void BeginTextureMode(RenderTexture2D target); // Begin drawing to render texture + void EndTextureMode(void); // Ends drawing to render texture + 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, subtract, custom) + void EndBlendMode(void); // End blending mode (reset to default: alpha blending) + void BeginScissorMode(int x, int y, int width, int height); // Begin scissor mode (define screen area for following drawing) + void EndScissorMode(void); // End scissor mode + void BeginVrStereoMode(VrStereoConfig config); // Begin stereo rendering (requires VR simulator) + void EndVrStereoMode(void); // End stereo rendering (requires VR simulator) + + // VR stereo config functions for VR simulator + VrStereoConfig LoadVrStereoConfig(VrDeviceInfo device); // Load VR stereo config for VR simulator device parameters + void UnloadVrStereoConfig(VrStereoConfig config); // Unload VR stereo config + + // Shader management functions + // NOTE: Shader functionality is not available on OpenGL 1.1 + Shader LoadShader(const char *vsFileName, const char *fsFileName); // Load shader from files and bind default locations + Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode); // Load shader from code strings and bind default locations + bool IsShaderReady(Shader shader); // Check if a shader is ready + int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location + int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location + void SetShaderValue(Shader shader, int locIndex, const void *value, int uniformType); // Set shader uniform value + void SetShaderValueV(Shader shader, int locIndex, const void *value, int uniformType, int count); // Set shader uniform value vector + void SetShaderValueMatrix(Shader shader, int locIndex, Matrix mat); // Set shader uniform value (matrix 4x4) + void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture); // Set shader uniform value for texture (sampler2d) + void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM) + + // Screen-space-related functions + Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position + Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix) + Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix + Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position + Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position + Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position + Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position + + // Timing-related functions + void SetTargetFPS(int fps); // Set target FPS (maximum) + float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time) + double GetTime(void); // Get elapsed time in seconds since InitWindow() + int GetFPS(void); // Get current FPS + + // Custom frame control functions + // NOTE: Those functions are intended for advance users that want full control over the frame processing + // By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() + // To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL + void SwapScreenBuffer(void); // Swap back buffer with front buffer (screen drawing) + void PollInputEvents(void); // Register all input events + void WaitTime(double seconds); // Wait for some time (halt program execution) + + // Random values generation functions + void SetRandomSeed(unsigned int seed); // Set the seed for the random number generator + int GetRandomValue(int min, int max); // Get a random value between min and max (both included) + int *LoadRandomSequence(unsigned int count, int min, int max); // Load random values sequence, no values repeated + void UnloadRandomSequence(int *sequence); // Unload random values sequence + + // Misc. functions + void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format) + void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS) + void OpenURL(const char *url); // Open URL with default system browser (if available) + + // NOTE: Following functions implemented in module [utils] + //------------------------------------------------------------------ + void TraceLog(int logLevel, const char *text, ...); // Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) + void SetTraceLogLevel(int logLevel); // Set the current threshold (minimum) log level + void *MemAlloc(unsigned int size); // Internal memory allocator + void *MemRealloc(void *ptr, unsigned int size); // Internal memory reallocator + void MemFree(void *ptr); // Internal memory free + + // Set custom callbacks + // WARNING: Callbacks setup is intended for advance users + void SetTraceLogCallback(TraceLogCallback callback); // Set custom trace log + void SetLoadFileDataCallback(LoadFileDataCallback callback); // Set custom file binary data loader + void SetSaveFileDataCallback(SaveFileDataCallback callback); // Set custom file binary data saver + void SetLoadFileTextCallback(LoadFileTextCallback callback); // Set custom file text data loader + void SetSaveFileTextCallback(SaveFileTextCallback callback); // Set custom file text data saver + + // Files management functions + unsigned char *LoadFileData(const char *fileName, int *dataSize); // Load file data as byte array (read) + void UnloadFileData(unsigned char *data); // Unload file data allocated by LoadFileData() + bool SaveFileData(const char *fileName, void *data, int dataSize); // Save data to file from byte array (write), returns true on success + bool ExportDataAsCode(const unsigned char *data, int dataSize, const char *fileName); // Export data to code (.h), returns true on success + char *LoadFileText(const char *fileName); // Load text data from file (read), returns a '\0' terminated string + void UnloadFileText(char *text); // Unload file text data allocated by LoadFileText() + bool SaveFileText(const char *fileName, char *text); // Save text data to file (write), string must be '\0' terminated, returns true on success + //------------------------------------------------------------------ + + // File system functions + bool FileExists(const char *fileName); // Check if file exists + bool DirectoryExists(const char *dirPath); // Check if a directory path exists + bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav) + int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) + const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png') + const char *GetFileName(const char *filePath); // Get pointer to filename for a path string + const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string) + const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string) + const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string) + const char *GetWorkingDirectory(void); // Get current working directory (uses static string) + const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string) + bool ChangeDirectory(const char *dir); // Change working directory, return true on success + bool IsPathFile(const char *path); // Check if a given path is a file or a directory + FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths + FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan + void UnloadDirectoryFiles(FilePathList files); // Unload filepaths + bool IsFileDropped(void); // Check if a file has been dropped into window + FilePathList LoadDroppedFiles(void); // Load dropped filepaths + void UnloadDroppedFiles(FilePathList files); // Unload dropped filepaths + long GetFileModTime(const char *fileName); // Get file modification time (last write time) + + // Compression/Encoding functionality + unsigned char *CompressData(const unsigned char *data, int dataSize, int *compDataSize); // Compress data (DEFLATE algorithm), memory must be MemFree() + unsigned char *DecompressData(const unsigned char *compData, int compDataSize, int *dataSize); // Decompress data (DEFLATE algorithm), memory must be MemFree() + char *EncodeDataBase64(const unsigned char *data, int dataSize, int *outputSize); // Encode data to Base64 string, memory must be MemFree() + unsigned char *DecodeDataBase64(const unsigned char *data, int *outputSize); // Decode Base64 string data, memory must be MemFree() + + // Automation events functionality + AutomationEventList LoadAutomationEventList(const char *fileName); // Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS + void UnloadAutomationEventList(AutomationEventList *list); // Unload automation events list from file + bool ExportAutomationEventList(AutomationEventList list, const char *fileName); // Export automation events list as text file + void SetAutomationEventList(AutomationEventList *list); // Set automation event list to record to + void SetAutomationEventBaseFrame(int frame); // Set automation event internal base frame to start recording + void StartAutomationEventRecording(void); // Start recording automation events (AutomationEventList must be set) + void StopAutomationEventRecording(void); // Stop recording automation events + void PlayAutomationEvent(AutomationEvent event); // Play a recorded automation event + + //------------------------------------------------------------------------------------ + // Input Handling Functions (Module: core) + //------------------------------------------------------------------------------------ + + // Input-related functions: keyboard + bool IsKeyPressed(int key); // Check if a key has been pressed once + bool IsKeyPressedRepeat(int key); // Check if a key has been pressed again (Only PLATFORM_DESKTOP) + bool IsKeyDown(int key); // Check if a key is being pressed + bool IsKeyReleased(int key); // Check if a key has been released once + bool IsKeyUp(int key); // Check if a key is NOT being pressed + int GetKeyPressed(void); // Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty + int GetCharPressed(void); // Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty + void SetExitKey(int key); // Set a custom key to exit program (default is ESC) + + // Input-related functions: gamepads + bool IsGamepadAvailable(int gamepad); // Check if a gamepad is available + const char *GetGamepadName(int gamepad); // Get gamepad internal name id + bool IsGamepadButtonPressed(int gamepad, int button); // Check if a gamepad button has been pressed once + bool IsGamepadButtonDown(int gamepad, int button); // Check if a gamepad button is being pressed + bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once + bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed + int GetGamepadButtonPressed(void); // Get the last gamepad button pressed + int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad + float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis + int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) + + // Input-related functions: mouse + bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once + bool IsMouseButtonDown(int button); // Check if a mouse button is being pressed + bool IsMouseButtonReleased(int button); // Check if a mouse button has been released once + bool IsMouseButtonUp(int button); // Check if a mouse button is NOT being pressed + int GetMouseX(void); // Get mouse position X + int GetMouseY(void); // Get mouse position Y + Vector2 GetMousePosition(void); // Get mouse position XY + Vector2 GetMouseDelta(void); // Get mouse delta between frames + void SetMousePosition(int x, int y); // Set mouse position XY + void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset + void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling + float GetMouseWheelMove(void); // Get mouse wheel movement for X or Y, whichever is larger + Vector2 GetMouseWheelMoveV(void); // Get mouse wheel movement for both X and Y + void SetMouseCursor(int cursor); // Set mouse cursor + + // 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) + int GetTouchPointId(int index); // Get touch point identifier for given index + int GetTouchPointCount(void); // Get number of touch points + + //------------------------------------------------------------------------------------ + // Gestures and Touch Handling Functions (Module: rgestures) + //------------------------------------------------------------------------------------ + void SetGesturesEnabled(unsigned int flags); // Enable a set of gestures using flags + bool IsGestureDetected(unsigned int gesture); // Check if a gesture have been detected + int GetGestureDetected(void); // Get latest detected gesture + 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 System Functions (Module: rcamera) + //------------------------------------------------------------------------------------ + void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode + void UpdateCameraPro(Camera *camera, Vector3 movement, Vector3 rotation, float zoom); // Update camera movement/rotation + diff --git a/cheatsheet/kr/raylib_models.c b/cheatsheet/kr/raylib_models.c new file mode 100644 index 00000000..015ffbeb --- /dev/null +++ b/cheatsheet/kr/raylib_models.c @@ -0,0 +1,92 @@ + // Basic geometric 3D shapes drawing functions + void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space + void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line + void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space + void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) + void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points + void DrawCube(Vector3 position, float width, float height, float length, 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 length, Color color); // Draw cube wires + void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) + 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 DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos + void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires + void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder wires with base at startPos and top at endPos + void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw a capsule with the center of its sphere caps at startPos and endPos + void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos + 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)) + + //------------------------------------------------------------------------------------ + // Model 3d Loading and Drawing Functions (Module: models) + //------------------------------------------------------------------------------------ + + // Model management functions + Model LoadModel(const char *fileName); // Load model from files (meshes and materials) + Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) + bool IsModelReady(Model model); // Check if a model is ready + void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) + BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) + + // 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 (with texture if set) with extended parameters + void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) + void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture + void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source + void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation + + // Mesh management functions + void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids + void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index + void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU + void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform + void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms + bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success + BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits + void GenMeshTangents(Mesh *mesh); // Compute mesh tangents + + // Mesh generation functions + Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh + Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions) + Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh + Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere) + Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap) + Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh + Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh + Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh + Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh + Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data + Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data + + // Material loading/unloading functions + Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file + Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) + bool IsMaterialReady(Material material); // Check if a material is ready + void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) + void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) + void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh + + // Model animations loading/unloading functions + ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file + void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose + void UnloadModelAnimation(ModelAnimation anim); // Unload animation data + void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data + bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match + + // Collision detection functions + bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres + bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Check collision between two bounding boxes + bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius); // Check collision between box and sphere + RayCollision GetRayCollisionSphere(Ray ray, Vector3 center, float radius); // Get collision info between ray and sphere + RayCollision GetRayCollisionBox(Ray ray, BoundingBox box); // Get collision info between ray and box + RayCollision GetRayCollisionMesh(Ray ray, Mesh mesh, Matrix transform); // Get collision info between ray and mesh + RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle + RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4); // Get collision info between ray and quad + diff --git a/cheatsheet/kr/raylib_raymath.c b/cheatsheet/kr/raylib_raymath.c new file mode 100644 index 00000000..25bd1ffd --- /dev/null +++ b/cheatsheet/kr/raylib_raymath.c @@ -0,0 +1,121 @@ + + // Utils math + float Clamp(float value, float min, float max); // Function specifiers definition Defines and Macros Get float vector for Matrix Get float vector for Vector3 Types and Structures Definition Vector2 type Vector3 type Vector4 type Quaternion type Matrix type (OpenGL style 4x4 - right handed, column major) NOTE: Helper types to be used instead of array return types for *ToFloat functions Clamp float value + float Lerp(float start, float end, float amount); // Calculate linear interpolation between two floats + float Normalize(float value, float start, float end); // Normalize input value within input range + float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd); // Remap input value within input range to output range + float Wrap(float value, float min, float max); // Wrap input value from min to max + int FloatEquals(float x, float y); // Check whether two given floats are almost equal + + // Vector2 math + Vector2 Vector2Zero(void); // Vector with components value 0.0f + Vector2 Vector2One(void); // Vector with components value 1.0f + Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2) + Vector2 Vector2AddValue(Vector2 v, float add); // Add vector and float value + Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2) + Vector2 Vector2SubtractValue(Vector2 v, float sub); // Subtract vector by float value + float Vector2Length(Vector2 v); // Calculate vector length + float Vector2LengthSqr(Vector2 v); // Calculate vector square length + float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product + float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors + float Vector2DistanceSqr(Vector2 v1, Vector2 v2); // Calculate square distance between two vectors + float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle from two vectors + Vector2 Vector2Scale(Vector2 v, float scale); // Scale vector (multiply by value) + Vector2 Vector2Multiply(Vector2 v1, Vector2 v2); // Multiply vector by vector + Vector2 Vector2Negate(Vector2 v); // Negate vector + Vector2 Vector2Divide(Vector2 v1, Vector2 v2); // Divide vector by vector + Vector2 Vector2Normalize(Vector2 v); // Normalize provided vector + Vector2 Vector2Transform(Vector2 v, Matrix mat); // Transforms a Vector2 by a given Matrix + Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount); // Calculate linear interpolation between two vectors + Vector2 Vector2Reflect(Vector2 v, Vector2 normal); // Calculate reflected vector to normal + Vector2 Vector2Rotate(Vector2 v, float angle); // Rotate vector by angle + Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance); // Move Vector towards target + Vector2 Vector2Invert(Vector2 v); // Invert the given vector + Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max); // Clamp the components of the vector between min and max values specified by the given vectors + Vector2 Vector2ClampValue(Vector2 v, float min, float max); // Clamp the magnitude of the vector between two min and max values + int Vector2Equals(Vector2 p, Vector2 q); // Check whether two given vectors are almost equal + + // Vector3 math + Vector3 Vector3Zero(void); // Vector with components value 0.0f + Vector3 Vector3One(void); // Vector with components value 1.0f + Vector3 Vector3Add(Vector3 v1, Vector3 v2); // Add two vectors + Vector3 Vector3AddValue(Vector3 v, float add); // Add vector and float value + Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); // Subtract two vectors + Vector3 Vector3SubtractValue(Vector3 v, float sub); // Subtract vector by float value + Vector3 Vector3Scale(Vector3 v, float scalar); // Multiply vector by scalar + Vector3 Vector3Multiply(Vector3 v1, Vector3 v2); // Multiply vector by vector + Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product + Vector3 Vector3Perpendicular(Vector3 v); // Calculate one vector perpendicular vector + float Vector3Length(const Vector3 v); // Calculate vector length + float Vector3LengthSqr(const Vector3 v); // Calculate vector square length + float Vector3DotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product + float Vector3Distance(Vector3 v1, Vector3 v2); // Calculate distance between two vectors + float Vector3DistanceSqr(Vector3 v1, Vector3 v2); // Calculate square distance between two vectors + float Vector3Angle(Vector3 v1, Vector3 v2); // Calculate angle between two vectors + Vector3 Vector3Negate(Vector3 v); // Negate provided vector (invert direction) + Vector3 Vector3Divide(Vector3 v1, Vector3 v2); // Divide vector by vector + Vector3 Vector3Normalize(Vector3 v); // Normalize provided vector + void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2); // Orthonormalize provided vectors Makes vectors normalized and orthogonal to each other Gram-Schmidt function implementation + Vector3 Vector3Transform(Vector3 v, Matrix mat); // Transforms a Vector3 by a given Matrix + Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q); // Transform a vector by quaternion rotation + Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle); // Rotates a vector around an axis + Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors + Vector3 Vector3Reflect(Vector3 v, Vector3 normal); // Calculate reflected vector to normal + Vector3 Vector3Min(Vector3 v1, Vector3 v2); // Get min value for each pair of components + Vector3 Vector3Max(Vector3 v1, Vector3 v2); // Get max value for each pair of components + Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) NOTE: Assumes P is on the plane of the triangle + Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view); // Projects a Vector3 from screen space into object space NOTE: We are avoiding calling other raymath functions despite available + float3 Vector3ToFloatV(Vector3 v); // Get Vector3 as float array + Vector3 Vector3Invert(Vector3 v); // Invert the given vector + Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max); // Clamp the components of the vector between min and max values specified by the given vectors + Vector3 Vector3ClampValue(Vector3 v, float min, float max); // Clamp the magnitude of the vector between two values + int Vector3Equals(Vector3 p, Vector3 q); // Check whether two given vectors are almost equal + Vector3 Vector3Refract(Vector3 v, Vector3 n, float r); // Compute the direction of a refracted ray where v specifies the normalized direction of the incoming ray, n specifies the normalized normal vector of the interface of two optical media, and r specifies the ratio of the refractive index of the medium from where the ray comes to the refractive index of the medium on the other side of the surface + + // Matrix math + float MatrixDeterminant(Matrix mat); // Compute matrix determinant + float MatrixTrace(Matrix mat); // Get the trace of the matrix (sum of the values along the diagonal) + Matrix MatrixTranspose(Matrix mat); // Transposes provided matrix + Matrix MatrixInvert(Matrix mat); // Invert provided matrix + Matrix MatrixIdentity(void); // Get identity matrix + Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices + Matrix MatrixSubtract(Matrix left, Matrix right); // Subtract two matrices (left - right) + Matrix MatrixMultiply(Matrix left, Matrix right); // Get two matrix multiplication NOTE: When multiplying matrices... the order matters! + Matrix MatrixTranslate(float x, float y, float z); // Get translation matrix + Matrix MatrixRotate(Vector3 axis, float angle); // Create rotation matrix from axis and angle NOTE: Angle should be provided in radians + Matrix MatrixRotateX(float angle); // Get x-rotation matrix NOTE: Angle must be provided in radians + Matrix MatrixRotateY(float angle); // Get y-rotation matrix NOTE: Angle must be provided in radians + Matrix MatrixRotateZ(float angle); // Get z-rotation matrix NOTE: Angle must be provided in radians + Matrix MatrixRotateXYZ(Vector3 angle); // Get xyz-rotation matrix NOTE: Angle must be provided in radians + Matrix MatrixRotateZYX(Vector3 angle); // Get zyx-rotation matrix NOTE: Angle must be provided in radians + Matrix MatrixScale(float x, float y, float z); // Get scaling matrix + Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Get perspective projection matrix + Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Get perspective projection matrix NOTE: Fovy angle must be provided in radians + Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Get orthographic projection matrix + Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up); // Get camera look-at matrix (view matrix) + float16 MatrixToFloatV(Matrix mat); // Get float array of matrix data + + // Quaternion math + Quaternion QuaternionAdd(Quaternion q1, Quaternion q2); // Add two quaternions + Quaternion QuaternionAddValue(Quaternion q, float add); // Add quaternion and float value + Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2); // Subtract two quaternions + Quaternion QuaternionSubtractValue(Quaternion q, float sub); // Subtract quaternion and float value + Quaternion QuaternionIdentity(void); // Get identity quaternion + float QuaternionLength(Quaternion q); // Computes the length of a quaternion + Quaternion QuaternionNormalize(Quaternion q); // Normalize provided quaternion + Quaternion QuaternionInvert(Quaternion q); // Invert provided quaternion + Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication + Quaternion QuaternionScale(Quaternion q, float mul); // Scale quaternion by float value + Quaternion QuaternionDivide(Quaternion q1, Quaternion q2); // Divide two quaternions + Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); // Calculate linear interpolation between two quaternions + Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); // Calculate slerp-optimized interpolation between two quaternions + Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions + Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); // Calculate quaternion based on the rotation from one vector to another + Quaternion QuaternionFromMatrix(Matrix mat); // Get a quaternion for a given rotation matrix + Matrix QuaternionToMatrix(Quaternion q); // Get a matrix for a given quaternion + Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Get rotation quaternion for an angle and axis NOTE: Angle must be provided in radians + void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Get the rotation angle and axis for a given quaternion + Quaternion QuaternionFromEuler(float pitch, float yaw, float roll); // Get the quaternion equivalent to Euler angles NOTE: Rotation order is ZYX + Vector3 QuaternionToEuler(Quaternion q); // Get the Euler angles equivalent to quaternion (roll, pitch, yaw) NOTE: Angles are returned in a Vector3 struct in radians + Quaternion QuaternionTransform(Quaternion q, Matrix mat); // Transform a quaternion given a transformation matrix + int QuaternionEquals(Quaternion p, Quaternion q); // Check whether two given quaternions are almost equal diff --git a/cheatsheet/kr/raylib_shapes.c b/cheatsheet/kr/raylib_shapes.c new file mode 100644 index 00000000..acdc4681 --- /dev/null +++ b/cheatsheet/kr/raylib_shapes.c @@ -0,0 +1,73 @@ + // NOTE: It can be useful when using basic shapes and one single font, + // defining a font char white rectangle would allow drawing everything in a single draw call + void SetShapesTexture(Texture2D texture, Rectangle source); // Set texture and rectangle to be used on shapes drawing + + // 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 (using gl lines) + void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) + void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) + void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation + void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle + void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle + void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline + 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 DrawCircleLinesV(Vector2 center, float radius, Color color); // Draw circle outline (Vector version) + void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse + void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color); // Draw ellipse outline + void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring + void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color); // Draw ring outline + void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle + void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version) + void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle + void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color); // Draw a color-filled rectangle with pro parameters + void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a vertical-gradient-filled rectangle + void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2);// Draw a horizontal-gradient-filled rectangle + void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors + void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline + void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color); // Draw rectangle outline with extended parameters + void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges + void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color); // Draw rectangle with rounded edges outline + void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!) + void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline (vertex in counter-clockwise order!) + void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) + void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points + void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) + void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides + void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters + + // Splines drawing functions + void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points + void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points + void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points + void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] + void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] + void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points + void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points + void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points + void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point + void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 control points + + // Spline segment point evaluation functions, for a given t [0.0f .. 1.0f] + Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: Linear + Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline + Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom + Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier + Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float t); // Get (evaluate) spline point: Cubic Bezier + + // 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 + 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 + bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount); // Check if point is within a polygon described by array of vertices + bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint); // Check the collision between two lines defined by two points each, returns collision point by reference + bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold); // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] + Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2); // Get collision rectangle for two rectangles collision + diff --git a/cheatsheet/kr/raylib_structs.c b/cheatsheet/kr/raylib_structs.c new file mode 100644 index 00000000..460c4b47 --- /dev/null +++ b/cheatsheet/kr/raylib_structs.c @@ -0,0 +1,41 @@ + struct Vector2; // Vector2, 2 components + struct Vector3; // Vector3, 3 components + struct Vector4; // Vector4, 4 components + struct Matrix; // Matrix, 4x4 components, column major, OpenGL style, right handed + struct Color; // Color, 4 components, R8G8B8A8 (32bit) + struct Rectangle; // Rectangle, 4 components + + struct Image; // Image, pixel data stored in CPU memory (RAM) + struct Texture; // Texture, tex data stored in GPU memory (VRAM) + struct RenderTexture; // RenderTexture, fbo for texture rendering + struct NPatchInfo; // NPatchInfo, n-patch layout info + struct GlyphInfo; // GlyphInfo, font characters glyphs info + struct Font; // Font, font texture and GlyphInfo array data + + struct Camera3D; // Camera, defines position/orientation in 3d space + + struct Camera2D; // Camera2D, defines position/orientation in 2d space + struct Mesh; // Mesh, vertex data and vao/vbo + struct Shader; // Shader + struct MaterialMap; // MaterialMap + struct Material; // Material, includes shader and maps + struct Transform; // Transform, vertex transformation data + struct BoneInfo; // Bone, skeletal animation bone + struct Model; // Model, meshes, materials and animation data + struct ModelAnimation; // ModelAnimation + struct Ray; // Ray, ray for raycasting + struct RayCollision; // RayCollision, ray hit information + struct BoundingBox; // BoundingBox + + struct Wave; // Wave, audio wave data + struct AudioStream; // AudioStream, custom audio stream + struct Sound; // Sound + struct Music; // Music, audio stream, anything longer than ~10 seconds should be streamed + + struct VrDeviceInfo; // VrDeviceInfo, Head-Mounted-Display device parameters + struct VrStereoConfig; // VrStereoConfig, VR stereo rendering configuration for simulator + + struct FilePathList; // File path list + + struct AutomationEvent; // Automation event + struct AutomationEventList; // Automation event list diff --git a/cheatsheet/kr/raylib_text.c b/cheatsheet/kr/raylib_text.c new file mode 100644 index 00000000..4dcd4c86 --- /dev/null +++ b/cheatsheet/kr/raylib_text.c @@ -0,0 +1,58 @@ + // Font loading/unloading functions + Font GetFontDefault(void); // Get the default Font + Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) + Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set + Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) + Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' + bool IsFontReady(Font font); // Check if a font is ready + GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use + Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info + void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) + void UnloadFont(Font font); // Unload font from GPU memory (VRAM) + bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success + + // Text drawing functions + void DrawFPS(int posX, int posY); // Draw current FPS + void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) + void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters + void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) + void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) + void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) + + // Text font info functions + void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks + int MeasureText(const char *text, int fontSize); // Measure string width for default font + Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font + int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found + GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found + Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found + + // Text codepoints management functions (unicode characters) + char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array + void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array + int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter + void UnloadCodepoints(int *codepoints); // Unload codepoints data from memory + int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string + int GetCodepoint(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + int GetCodepointNext(const char *text, int *codepointSize); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure + const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) + + // Text strings management functions (no UTF-8 strings, only byte chars) + // NOTE: Some strings allocate memory internally for returned strings, just be careful! + int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied + bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal + unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending + const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) + const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string + char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) + char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) + const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter + const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings + void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! + int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string + const char *TextToUpper(const char *text); // Get upper case version of provided string + const char *TextToLower(const char *text); // Get lower case version of provided string + const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string + int TextToInteger(const char *text); // Get integer value from text (negative values not supported) + diff --git a/cheatsheet/kr/raylib_textures.c b/cheatsheet/kr/raylib_textures.c new file mode 100644 index 00000000..51999648 --- /dev/null +++ b/cheatsheet/kr/raylib_textures.c @@ -0,0 +1,124 @@ + // Image loading functions + // NOTE: These functions do not require GPU access + Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM) + Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data + Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size + Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data) + Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png' + Image LoadImageFromTexture(Texture2D texture); // Load image from GPU texture data + Image LoadImageFromScreen(void); // Load image from screen buffer and (screenshot) + bool IsImageReady(Image image); // Check if an image is ready + void UnloadImage(Image image); // Unload image from CPU memory (RAM) + bool ExportImage(Image image, const char *fileName); // Export image data to file, returns true on success + unsigned char *ExportImageToMemory(Image image, const char *fileType, int *fileSize); // Export image to memory buffer + bool ExportImageAsCode(Image image, const char *fileName); // Export image as code file defining an array of bytes, returns true on success + + // Image generation functions + Image GenImageColor(int width, int height, Color color); // Generate image: plain color + Image GenImageGradientLinear(int width, int height, int direction, Color start, Color end); // Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient + Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient + Image GenImageGradientSquare(int width, int height, float density, Color inner, Color outer); // Generate image: square gradient + Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked + Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise + Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise + Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm, bigger tileSize means bigger cells + Image GenImageText(int width, int height, const char *text); // Generate image: grayscale image from text data + + // Image manipulation functions + Image ImageCopy(Image image); // Create an image duplicate (useful for transformations) + Image ImageFromImage(Image image, Rectangle rec); // Create an image from another image piece + Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font) + Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font) + void ImageFormat(Image *image, int newFormat); // Convert image data to desired format + void ImageToPOT(Image *image, Color fill); // Convert image to POT (power-of-two) + void ImageCrop(Image *image, Rectangle crop); // Crop an image to a defined rectangle + void ImageAlphaCrop(Image *image, float threshold); // Crop image depending on alpha value + void ImageAlphaClear(Image *image, Color color, float threshold); // Clear alpha channel to desired color + void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image + void ImageAlphaPremultiply(Image *image); // Premultiply alpha channel + void ImageBlurGaussian(Image *image, int blurSize); // Apply Gaussian blur using a box blur approximation + void ImageResize(Image *image, int newWidth, int newHeight); // Resize image (Bicubic scaling algorithm) + void ImageResizeNN(Image *image, int newWidth,int newHeight); // Resize image (Nearest-Neighbor scaling algorithm) + void ImageResizeCanvas(Image *image, int newWidth, int newHeight, int offsetX, int offsetY, Color fill); // Resize canvas and fill with color + void ImageMipmaps(Image *image); // Compute all mipmap levels for a provided image + void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering) + void ImageFlipVertical(Image *image); // Flip image vertically + void ImageFlipHorizontal(Image *image); // Flip image horizontally + void ImageRotate(Image *image, int degrees); // Rotate image by input angle in degrees (-359 to 359) + void ImageRotateCW(Image *image); // Rotate image clockwise 90deg + void ImageRotateCCW(Image *image); // Rotate image counter-clockwise 90deg + void ImageColorTint(Image *image, Color color); // Modify image color: tint + void ImageColorInvert(Image *image); // Modify image color: invert + void ImageColorGrayscale(Image *image); // Modify image color: grayscale + void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100) + void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255) + void ImageColorReplace(Image *image, Color color, Color replace); // Modify image color: replace color + Color *LoadImageColors(Image image); // Load color data from image as a Color array (RGBA - 32bit) + Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount); // Load colors palette from image as a Color array (RGBA - 32bit) + void UnloadImageColors(Color *colors); // Unload color data loaded with LoadImageColors() + void UnloadImagePalette(Color *colors); // Unload colors palette loaded with LoadImagePalette() + Rectangle GetImageAlphaBorder(Image image, float threshold); // Get image alpha border rectangle + Color GetImageColor(Image image, int x, int y); // Get image pixel color at (x, y) position + + // Image drawing functions + // NOTE: Image software-rendering functions (CPU) + void ImageClearBackground(Image *dst, Color color); // Clear image background with given color + void ImageDrawPixel(Image *dst, int posX, int posY, Color color); // Draw pixel within an image + void ImageDrawPixelV(Image *dst, Vector2 position, Color color); // Draw pixel within an image (Vector version) + void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw line within an image + void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color); // Draw line within an image (Vector version) + void ImageDrawCircle(Image *dst, int centerX, int centerY, int radius, Color color); // Draw a filled circle within an image + void ImageDrawCircleV(Image *dst, Vector2 center, int radius, Color color); // Draw a filled circle within an image (Vector version) + void ImageDrawCircleLines(Image *dst, int centerX, int centerY, int radius, Color color); // Draw circle outline within an image + void ImageDrawCircleLinesV(Image *dst, Vector2 center, int radius, Color color); // Draw circle outline within an image (Vector version) + void ImageDrawRectangle(Image *dst, int posX, int posY, int width, int height, Color color); // Draw rectangle within an image + void ImageDrawRectangleV(Image *dst, Vector2 position, Vector2 size, Color color); // Draw rectangle within an image (Vector version) + void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color); // Draw rectangle within an image + void ImageDrawRectangleLines(Image *dst, Rectangle rec, int thick, Color color); // Draw rectangle lines within an image + void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color tint); // Draw a source image within a destination image (tint applied to source) + void ImageDrawText(Image *dst, const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) within an image (destination) + void ImageDrawTextEx(Image *dst, Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text (custom sprite font) within an image (destination) + + // Texture loading functions + // NOTE: These functions require GPU access + Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM) + Texture2D LoadTextureFromImage(Image image); // Load texture from image data + TextureCubemap LoadTextureCubemap(Image image, int layout); // Load cubemap from image, multiple image cubemap layouts supported + RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer) + bool IsTextureReady(Texture2D texture); // Check if a texture is ready + void UnloadTexture(Texture2D texture); // Unload texture from GPU memory (VRAM) + bool IsRenderTextureReady(RenderTexture2D target); // Check if a render texture is ready + void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory (VRAM) + void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data + void UpdateTextureRec(Texture2D texture, Rectangle rec, const void *pixels); // Update GPU texture rectangle with new data + + // Texture configuration functions + void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture + void SetTextureFilter(Texture2D texture, int filter); // Set texture scaling filter mode + void SetTextureWrap(Texture2D texture, int wrap); // Set texture wrapping mode + + // Texture 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 source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle + void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters + void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely + + // Color/pixel related functions + Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f + int ColorToInt(Color color); // Get hexadecimal value for a Color + Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1] + Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1] + Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1] + Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1] + Color ColorTint(Color color, Color tint); // Get color multiplied with another color + Color ColorBrightness(Color color, float factor); // Get color with brightness correction, brightness factor goes from -1.0f to 1.0f + Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f + Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f + Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint + Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value + Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format + void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer + int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes for certain format + From cbd12c78bf35b1c8b913b5ad2e1cbc8479d1fcef Mon Sep 17 00:00:00 2001 From: jdeokkim Date: Fri, 20 Sep 2024 23:53:46 +0900 Subject: [PATCH 2/5] Update cheatsheet/kr/raylib_colors.c --- cheatsheet/cheatsheet_kr.html | 4 ++- cheatsheet/kr/raylib_colors.c | 55 ++++++++++++++++++----------------- 2 files changed, 31 insertions(+), 28 deletions(-) diff --git a/cheatsheet/cheatsheet_kr.html b/cheatsheet/cheatsheet_kr.html index 0a53c214..8e9999f7 100644 --- a/cheatsheet/cheatsheet_kr.html +++ b/cheatsheet/cheatsheet_kr.html @@ -34,6 +34,7 @@ font-style: normal; font-size-adjust:0.49; } + /* 둥근모꼴+ Fixedsys, Public Domain License (https://cactus.tistory.com/193) */ @font-face { font-family: 'DungGeunMo'; @@ -42,6 +43,7 @@ font-style: normal; size-adjust: 125% } + body{background-color:#f5f5f5;} .eximage img{margin: 0 auto; border: 1px solid; border-color: black; width:770px; height:auto;} @@ -162,7 +164,7 @@

v5.0 레퍼런스 카드 [PDF 다운로드]


-

> 한국어 번역 기여: 순천향대학교 오픈 소스 SW 동아리 '6PM' (Jaedeok Kim, Dennis Ko, Minsu Bak)

+

> 한국어 번역 기여: 순천향대학교 오픈 소스 SW 동아리 '6PM' (Jaedeok Kim, Dennis Ko, Minsu Bak)

module: rcore

diff --git a/cheatsheet/kr/raylib_colors.c b/cheatsheet/kr/raylib_colors.c index 903259f4..fb4cb910 100644 --- a/cheatsheet/kr/raylib_colors.c +++ b/cheatsheet/kr/raylib_colors.c @@ -1,28 +1,29 @@ - // Custom raylib color palette for amazing visuals on WHITE background - #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 } // My own White (raylib logo) + // 흰색 배경에서 환상적인 시각 효과를 제공하는 raylib 기본 색상 팔레트 + #define LIGHTGRAY (Color){ 200, 200, 200, 255 } // 밝은 회색 + #define GRAY (Color){ 130, 130, 130, 255 } // 회색 + #define DARKGRAY (Color){ 80, 80, 80, 255 } // 짙은 회색 + #define YELLOW (Color){ 253, 249, 0, 255 } // 노란색 + #define GOLD (Color){ 255, 203, 0, 255 } // 금색 + #define ORANGE (Color){ 255, 161, 0, 255 } // 주황색 + #define PINK (Color){ 255, 109, 194, 255 } // 분홍색 + #define RED (Color){ 230, 41, 55, 255 } // 빨간색 + #define MAROON (Color){ 190, 33, 55, 255 } // 적갈색 + #define GREEN (Color){ 0, 228, 48, 255 } // 초록색 + #define LIME (Color){ 0, 158, 47, 255 } // 라임색 + #define DARKGREEN (Color){ 0, 117, 44, 255 } // 짙은 초록색 + #define SKYBLUE (Color){ 102, 191, 255, 255 } // 하늘색 + #define BLUE (Color){ 0, 121, 241, 255 } // 파란색 + #define DARKBLUE (Color){ 0, 82, 172, 255 } // 짙은 파란색 + #define PURPLE (Color){ 200, 122, 255, 255 } // 보라색 + #define VIOLET (Color){ 135, 60, 190, 255 } // 남보라색 + #define DARKPURPLE (Color){ 112, 31, 126, 255 } // 짙은 보라색 + #define BEIGE (Color){ 211, 176, 131, 255 } // 베이지색 + #define BROWN (Color){ 127, 106, 79, 255 } // 갈색 + #define DARKBROWN (Color){ 76, 63, 47, 255 } // 짙은 갈색 + + #define WHITE (Color){ 255, 255, 255, 255 } // 흰색 + #define BLACK (Color){ 0, 0, 0, 255 } // 검은색 + #define BLANK (Color){ 0, 0, 0, 0 } // 색상 없음 (투명) + #define MAGENTA (Color){ 255, 0, 255, 255 } // 자홍색 + #define RAYWHITE (Color){ 245, 245, 245, 255 } // raylib 고유 색상 (raylib 로고) From b6a8c1995ddaf4eb46344759252dded30cd174ae Mon Sep 17 00:00:00 2001 From: jdeokkim Date: Wed, 25 Sep 2024 17:17:01 +0900 Subject: [PATCH 3/5] Update cheatsheet/kr/raylib_structs.c Co-authored-by: Dennis Ko Co-authored-by: Minsu Bak --- cheatsheet/kr/raylib_structs.c | 62 +++++++++++++++++----------------- 1 file changed, 31 insertions(+), 31 deletions(-) diff --git a/cheatsheet/kr/raylib_structs.c b/cheatsheet/kr/raylib_structs.c index 460c4b47..06b8be44 100644 --- a/cheatsheet/kr/raylib_structs.c +++ b/cheatsheet/kr/raylib_structs.c @@ -1,41 +1,41 @@ - struct Vector2; // Vector2, 2 components - struct Vector3; // Vector3, 3 components - struct Vector4; // Vector4, 4 components - struct Matrix; // Matrix, 4x4 components, column major, OpenGL style, right handed - struct Color; // Color, 4 components, R8G8B8A8 (32bit) - struct Rectangle; // Rectangle, 4 components + struct Vector2; // Vector2, 2개의 성분을 가진 벡터 + struct Vector3; // Vector3, 3개의 성분을 가진 벡터 + struct Vector4; // Vector4, 4개의 성분을 가진 벡터 + struct Matrix; // Matrix, 4행 4열의 행렬, 열-우선 (column-major) 저장 방식, OpenGL 스타일, 오른손 (right-handed) 좌표계 + struct Color; // Color, 4개의 채널로 구성된 R8G8B8A8 (32비트) 형식의 색상 정보 + struct Rectangle; // Rectangle, 시작점의 x좌표와 y좌표, 너비와 높이로 이루어진 직사각형 - struct Image; // Image, pixel data stored in CPU memory (RAM) - struct Texture; // Texture, tex data stored in GPU memory (VRAM) - struct RenderTexture; // RenderTexture, fbo for texture rendering - struct NPatchInfo; // NPatchInfo, n-patch layout info - struct GlyphInfo; // GlyphInfo, font characters glyphs info - struct Font; // Font, font texture and GlyphInfo array data + struct Image; // Image, CPU 메모리 (RAM)에 저장된 픽셀 데이터 + struct Texture; // Texture, GPU 메모리 (VRAM)에 저장된 텍스처 데이터 + struct RenderTexture; // RenderTexture, 텍스처 렌더링을 위한 프레임버퍼 객체 (framebuffer object, FBO) + struct NPatchInfo; // NPatchInfo, n-패치 (n-patch) 레이아웃 정보 + struct GlyphInfo; // GlyphInfo, 글꼴 (font)에 포함된 문자 (glyph) 표현을 위한 정보 + struct Font; // Font, 글꼴의 텍스처 데이터와 GlyphInfo 배열 - struct Camera3D; // Camera, defines position/orientation in 3d space + struct Camera3D; // Camera, 위치와 방향 정보를 포함한 3차원 카메라 시점 - struct Camera2D; // Camera2D, defines position/orientation in 2d space - struct Mesh; // Mesh, vertex data and vao/vbo - struct Shader; // Shader + struct Camera2D; // Camera2D, 위치와 방향 정보를 포함한 2차원 카메라 시점 + struct Mesh; // Mesh, VAO (Vertex Array Object)와 VBO (Vertex Buffer Object) 등의 정점 (vertex) 데이터 + struct Shader; // Shader, 셰이더 struct MaterialMap; // MaterialMap - struct Material; // Material, includes shader and maps - struct Transform; // Transform, vertex transformation data - struct BoneInfo; // Bone, skeletal animation bone - struct Model; // Model, meshes, materials and animation data + struct Material; // Material, 셰이더와 재질 맵 (material map) + struct Transform; // Transform, 정점 변환 (vertex transformation) 데이터 + struct BoneInfo; // Bone, 모델 애니메이션에 사용되는 뼈 (bone) + struct Model; // Model, 메쉬 (mesh)와 재질 (material), 애니메이션 데이터 struct ModelAnimation; // ModelAnimation - struct Ray; // Ray, ray for raycasting - struct RayCollision; // RayCollision, ray hit information + struct Ray; // Ray, 광선 투사 (raycasting) 연산에 사용되는 광선 + struct RayCollision; // RayCollision, 광선 투사 연산의 결과 struct BoundingBox; // BoundingBox - struct Wave; // Wave, audio wave data - struct AudioStream; // AudioStream, custom audio stream - struct Sound; // Sound - struct Music; // Music, audio stream, anything longer than ~10 seconds should be streamed + struct Wave; // Wave, 오디오 파형 (audio wave) 데이터 + struct AudioStream; // AudioStream, 사용자 정의 오디오 스트림 (custom audio stream) + struct Sound; // Sound, 10초 미만의 짧은 음원 + struct Music; // Music, 오디오 스트림, 10초 이상의 긴 음원에 사용 권장 - struct VrDeviceInfo; // VrDeviceInfo, Head-Mounted-Display device parameters - struct VrStereoConfig; // VrStereoConfig, VR stereo rendering configuration for simulator + struct VrDeviceInfo; // VrDeviceInfo, 헤드 마운티드 디스플레이 (Head-Mounted-Display, HMD) 장치의 매개 변수 + struct VrStereoConfig; // VrStereoConfig, VR 스테레오 렌더링 (stereo rendering) 설정 - struct FilePathList; // File path list + struct FilePathList; // FilePathList, 파일 경로 목록 - struct AutomationEvent; // Automation event - struct AutomationEventList; // Automation event list + struct AutomationEvent; // AutomationEvent, 매크로와 리플레이 등의 자동화 기능 (automation)을 위한 이벤트 + struct AutomationEventList; // AutomationEventList, 자동화할 이벤트 목록 From 363c2b9c4fe162304d3bca6f51b3b2b8e235d2fe Mon Sep 17 00:00:00 2001 From: jdeokkim Date: Wed, 25 Sep 2024 17:33:10 +0900 Subject: [PATCH 4/5] Remove cheatsheet/kr/raylib_raymath.c Co-authored-by: Dennis Ko Co-authored-by: Minsu Bak --- cheatsheet/kr/raylib_raymath.c | 121 --------------------------------- 1 file changed, 121 deletions(-) delete mode 100644 cheatsheet/kr/raylib_raymath.c diff --git a/cheatsheet/kr/raylib_raymath.c b/cheatsheet/kr/raylib_raymath.c deleted file mode 100644 index 25bd1ffd..00000000 --- a/cheatsheet/kr/raylib_raymath.c +++ /dev/null @@ -1,121 +0,0 @@ - - // Utils math - float Clamp(float value, float min, float max); // Function specifiers definition Defines and Macros Get float vector for Matrix Get float vector for Vector3 Types and Structures Definition Vector2 type Vector3 type Vector4 type Quaternion type Matrix type (OpenGL style 4x4 - right handed, column major) NOTE: Helper types to be used instead of array return types for *ToFloat functions Clamp float value - float Lerp(float start, float end, float amount); // Calculate linear interpolation between two floats - float Normalize(float value, float start, float end); // Normalize input value within input range - float Remap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd); // Remap input value within input range to output range - float Wrap(float value, float min, float max); // Wrap input value from min to max - int FloatEquals(float x, float y); // Check whether two given floats are almost equal - - // Vector2 math - Vector2 Vector2Zero(void); // Vector with components value 0.0f - Vector2 Vector2One(void); // Vector with components value 1.0f - Vector2 Vector2Add(Vector2 v1, Vector2 v2); // Add two vectors (v1 + v2) - Vector2 Vector2AddValue(Vector2 v, float add); // Add vector and float value - Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); // Subtract two vectors (v1 - v2) - Vector2 Vector2SubtractValue(Vector2 v, float sub); // Subtract vector by float value - float Vector2Length(Vector2 v); // Calculate vector length - float Vector2LengthSqr(Vector2 v); // Calculate vector square length - float Vector2DotProduct(Vector2 v1, Vector2 v2); // Calculate two vectors dot product - float Vector2Distance(Vector2 v1, Vector2 v2); // Calculate distance between two vectors - float Vector2DistanceSqr(Vector2 v1, Vector2 v2); // Calculate square distance between two vectors - float Vector2Angle(Vector2 v1, Vector2 v2); // Calculate angle from two vectors - Vector2 Vector2Scale(Vector2 v, float scale); // Scale vector (multiply by value) - Vector2 Vector2Multiply(Vector2 v1, Vector2 v2); // Multiply vector by vector - Vector2 Vector2Negate(Vector2 v); // Negate vector - Vector2 Vector2Divide(Vector2 v1, Vector2 v2); // Divide vector by vector - Vector2 Vector2Normalize(Vector2 v); // Normalize provided vector - Vector2 Vector2Transform(Vector2 v, Matrix mat); // Transforms a Vector2 by a given Matrix - Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount); // Calculate linear interpolation between two vectors - Vector2 Vector2Reflect(Vector2 v, Vector2 normal); // Calculate reflected vector to normal - Vector2 Vector2Rotate(Vector2 v, float angle); // Rotate vector by angle - Vector2 Vector2MoveTowards(Vector2 v, Vector2 target, float maxDistance); // Move Vector towards target - Vector2 Vector2Invert(Vector2 v); // Invert the given vector - Vector2 Vector2Clamp(Vector2 v, Vector2 min, Vector2 max); // Clamp the components of the vector between min and max values specified by the given vectors - Vector2 Vector2ClampValue(Vector2 v, float min, float max); // Clamp the magnitude of the vector between two min and max values - int Vector2Equals(Vector2 p, Vector2 q); // Check whether two given vectors are almost equal - - // Vector3 math - Vector3 Vector3Zero(void); // Vector with components value 0.0f - Vector3 Vector3One(void); // Vector with components value 1.0f - Vector3 Vector3Add(Vector3 v1, Vector3 v2); // Add two vectors - Vector3 Vector3AddValue(Vector3 v, float add); // Add vector and float value - Vector3 Vector3Subtract(Vector3 v1, Vector3 v2); // Subtract two vectors - Vector3 Vector3SubtractValue(Vector3 v, float sub); // Subtract vector by float value - Vector3 Vector3Scale(Vector3 v, float scalar); // Multiply vector by scalar - Vector3 Vector3Multiply(Vector3 v1, Vector3 v2); // Multiply vector by vector - Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2); // Calculate two vectors cross product - Vector3 Vector3Perpendicular(Vector3 v); // Calculate one vector perpendicular vector - float Vector3Length(const Vector3 v); // Calculate vector length - float Vector3LengthSqr(const Vector3 v); // Calculate vector square length - float Vector3DotProduct(Vector3 v1, Vector3 v2); // Calculate two vectors dot product - float Vector3Distance(Vector3 v1, Vector3 v2); // Calculate distance between two vectors - float Vector3DistanceSqr(Vector3 v1, Vector3 v2); // Calculate square distance between two vectors - float Vector3Angle(Vector3 v1, Vector3 v2); // Calculate angle between two vectors - Vector3 Vector3Negate(Vector3 v); // Negate provided vector (invert direction) - Vector3 Vector3Divide(Vector3 v1, Vector3 v2); // Divide vector by vector - Vector3 Vector3Normalize(Vector3 v); // Normalize provided vector - void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2); // Orthonormalize provided vectors Makes vectors normalized and orthogonal to each other Gram-Schmidt function implementation - Vector3 Vector3Transform(Vector3 v, Matrix mat); // Transforms a Vector3 by a given Matrix - Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q); // Transform a vector by quaternion rotation - Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle); // Rotates a vector around an axis - Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount); // Calculate linear interpolation between two vectors - Vector3 Vector3Reflect(Vector3 v, Vector3 normal); // Calculate reflected vector to normal - Vector3 Vector3Min(Vector3 v1, Vector3 v2); // Get min value for each pair of components - Vector3 Vector3Max(Vector3 v1, Vector3 v2); // Get max value for each pair of components - Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c) NOTE: Assumes P is on the plane of the triangle - Vector3 Vector3Unproject(Vector3 source, Matrix projection, Matrix view); // Projects a Vector3 from screen space into object space NOTE: We are avoiding calling other raymath functions despite available - float3 Vector3ToFloatV(Vector3 v); // Get Vector3 as float array - Vector3 Vector3Invert(Vector3 v); // Invert the given vector - Vector3 Vector3Clamp(Vector3 v, Vector3 min, Vector3 max); // Clamp the components of the vector between min and max values specified by the given vectors - Vector3 Vector3ClampValue(Vector3 v, float min, float max); // Clamp the magnitude of the vector between two values - int Vector3Equals(Vector3 p, Vector3 q); // Check whether two given vectors are almost equal - Vector3 Vector3Refract(Vector3 v, Vector3 n, float r); // Compute the direction of a refracted ray where v specifies the normalized direction of the incoming ray, n specifies the normalized normal vector of the interface of two optical media, and r specifies the ratio of the refractive index of the medium from where the ray comes to the refractive index of the medium on the other side of the surface - - // Matrix math - float MatrixDeterminant(Matrix mat); // Compute matrix determinant - float MatrixTrace(Matrix mat); // Get the trace of the matrix (sum of the values along the diagonal) - Matrix MatrixTranspose(Matrix mat); // Transposes provided matrix - Matrix MatrixInvert(Matrix mat); // Invert provided matrix - Matrix MatrixIdentity(void); // Get identity matrix - Matrix MatrixAdd(Matrix left, Matrix right); // Add two matrices - Matrix MatrixSubtract(Matrix left, Matrix right); // Subtract two matrices (left - right) - Matrix MatrixMultiply(Matrix left, Matrix right); // Get two matrix multiplication NOTE: When multiplying matrices... the order matters! - Matrix MatrixTranslate(float x, float y, float z); // Get translation matrix - Matrix MatrixRotate(Vector3 axis, float angle); // Create rotation matrix from axis and angle NOTE: Angle should be provided in radians - Matrix MatrixRotateX(float angle); // Get x-rotation matrix NOTE: Angle must be provided in radians - Matrix MatrixRotateY(float angle); // Get y-rotation matrix NOTE: Angle must be provided in radians - Matrix MatrixRotateZ(float angle); // Get z-rotation matrix NOTE: Angle must be provided in radians - Matrix MatrixRotateXYZ(Vector3 angle); // Get xyz-rotation matrix NOTE: Angle must be provided in radians - Matrix MatrixRotateZYX(Vector3 angle); // Get zyx-rotation matrix NOTE: Angle must be provided in radians - Matrix MatrixScale(float x, float y, float z); // Get scaling matrix - Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far); // Get perspective projection matrix - Matrix MatrixPerspective(double fovy, double aspect, double near, double far); // Get perspective projection matrix NOTE: Fovy angle must be provided in radians - Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far); // Get orthographic projection matrix - Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up); // Get camera look-at matrix (view matrix) - float16 MatrixToFloatV(Matrix mat); // Get float array of matrix data - - // Quaternion math - Quaternion QuaternionAdd(Quaternion q1, Quaternion q2); // Add two quaternions - Quaternion QuaternionAddValue(Quaternion q, float add); // Add quaternion and float value - Quaternion QuaternionSubtract(Quaternion q1, Quaternion q2); // Subtract two quaternions - Quaternion QuaternionSubtractValue(Quaternion q, float sub); // Subtract quaternion and float value - Quaternion QuaternionIdentity(void); // Get identity quaternion - float QuaternionLength(Quaternion q); // Computes the length of a quaternion - Quaternion QuaternionNormalize(Quaternion q); // Normalize provided quaternion - Quaternion QuaternionInvert(Quaternion q); // Invert provided quaternion - Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2); // Calculate two quaternion multiplication - Quaternion QuaternionScale(Quaternion q, float mul); // Scale quaternion by float value - Quaternion QuaternionDivide(Quaternion q1, Quaternion q2); // Divide two quaternions - Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount); // Calculate linear interpolation between two quaternions - Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount); // Calculate slerp-optimized interpolation between two quaternions - Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount); // Calculates spherical linear interpolation between two quaternions - Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to); // Calculate quaternion based on the rotation from one vector to another - Quaternion QuaternionFromMatrix(Matrix mat); // Get a quaternion for a given rotation matrix - Matrix QuaternionToMatrix(Quaternion q); // Get a matrix for a given quaternion - Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle); // Get rotation quaternion for an angle and axis NOTE: Angle must be provided in radians - void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle); // Get the rotation angle and axis for a given quaternion - Quaternion QuaternionFromEuler(float pitch, float yaw, float roll); // Get the quaternion equivalent to Euler angles NOTE: Rotation order is ZYX - Vector3 QuaternionToEuler(Quaternion q); // Get the Euler angles equivalent to quaternion (roll, pitch, yaw) NOTE: Angles are returned in a Vector3 struct in radians - Quaternion QuaternionTransform(Quaternion q, Matrix mat); // Transform a quaternion given a transformation matrix - int QuaternionEquals(Quaternion p, Quaternion q); // Check whether two given quaternions are almost equal From daae9210fd93be6d232303ce03e5c50a26f7294f Mon Sep 17 00:00:00 2001 From: jdeokkim Date: Fri, 27 Sep 2024 21:30:34 +0900 Subject: [PATCH 5/5] Update cheatsheet/kr/raylib_text.c Co-authored-by: Dennis Ko Co-authored-by: Minsu Bak --- cheatsheet/kr/raylib_audio.c | 78 ++++++++++++++++++++++++++++++++++++ cheatsheet/kr/raylib_text.c | 68 +++++++++++++++---------------- 2 files changed, 112 insertions(+), 34 deletions(-) create mode 100644 cheatsheet/kr/raylib_audio.c diff --git a/cheatsheet/kr/raylib_audio.c b/cheatsheet/kr/raylib_audio.c new file mode 100644 index 00000000..7b1b95f7 --- /dev/null +++ b/cheatsheet/kr/raylib_audio.c @@ -0,0 +1,78 @@ + // Audio device management functions + void InitAudioDevice(void); // Initialize audio device and context + void CloseAudioDevice(void); // Close the audio device and context + bool IsAudioDeviceReady(void); // Check if audio device has been initialized successfully + void SetMasterVolume(float volume); // Set master volume (listener) + float GetMasterVolume(void); // Get master volume (listener) + + // Wave/Sound loading/unloading functions + Wave LoadWave(const char *fileName); // Load wave data from file + Wave LoadWaveFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load wave from memory buffer, fileType refers to extension: i.e. '.wav' + bool IsWaveReady(Wave wave); // Checks if wave data is ready + Sound LoadSound(const char *fileName); // Load sound from file + Sound LoadSoundFromWave(Wave wave); // Load sound from wave data + Sound LoadSoundAlias(Sound source); // Create a new sound that shares the same sample data as the source sound, does not own the sound data + bool IsSoundReady(Sound sound); // Checks if a sound is ready + void UpdateSound(Sound sound, const void *data, int sampleCount); // Update sound buffer with new data + void UnloadWave(Wave wave); // Unload wave data + void UnloadSound(Sound sound); // Unload sound + void UnloadSoundAlias(Sound alias); // Unload a sound alias (does not deallocate sample data) + bool ExportWave(Wave wave, const char *fileName); // Export wave data to file, returns true on success + bool ExportWaveAsCode(Wave wave, const char *fileName); // Export wave sample data to code (.h), returns true on success + + // Wave/Sound management functions + void PlaySound(Sound sound); // Play a sound + void StopSound(Sound sound); // Stop playing a sound + void PauseSound(Sound sound); // Pause a sound + void ResumeSound(Sound sound); // Resume a paused 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 SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center) + 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 + void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format + float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array + void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples() + + // Music management functions + Music LoadMusicStream(const char *fileName); // Load music stream from file + Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data + bool IsMusicReady(Music music); // Checks if a music stream is ready + void UnloadMusicStream(Music music); // Unload music stream + void PlayMusicStream(Music music); // Start music playing + bool IsMusicStreamPlaying(Music music); // Check if music is 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 + void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds) + 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) + void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center) + 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 LoadAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Load audio stream (to stream raw audio pcm data) + bool IsAudioStreamReady(AudioStream stream); // Checks if an audio stream is ready + void UnloadAudioStream(AudioStream stream); // Unload audio stream and free memory + void UpdateAudioStream(AudioStream stream, const void *data, int frameCount); // Update audio stream buffers with data + bool IsAudioStreamProcessed(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 + bool IsAudioStreamPlaying(AudioStream stream); // Check if audio stream is playing + void StopAudioStream(AudioStream stream); // Stop audio stream + void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level) + void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level) + void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered) + void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams + void SetAudioStreamCallback(AudioStream stream, AudioCallback callback); // Audio thread callback to request new data + + void AttachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Attach audio stream processor to stream, receives the samples as s + void DetachAudioStreamProcessor(AudioStream stream, AudioCallback processor); // Detach audio stream processor from stream + + void AttachAudioMixedProcessor(AudioCallback processor); // Attach audio stream processor to the entire audio pipeline, receives the samples as s + void DetachAudioMixedProcessor(AudioCallback processor); // Detach audio stream processor from the entire audio pipeline + diff --git a/cheatsheet/kr/raylib_text.c b/cheatsheet/kr/raylib_text.c index 4dcd4c86..f609a957 100644 --- a/cheatsheet/kr/raylib_text.c +++ b/cheatsheet/kr/raylib_text.c @@ -1,33 +1,33 @@ - // Font loading/unloading functions - Font GetFontDefault(void); // Get the default Font - Font LoadFont(const char *fileName); // Load font from file into GPU memory (VRAM) - Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set - Font LoadFontFromImage(Image image, Color key, int firstChar); // Load font from Image (XNA style) - Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // Load font from memory buffer, fileType refers to extension: i.e. '.ttf' - bool IsFontReady(Font font); // Check if a font is ready + // 글꼴 로딩/언로딩 관련 함수 + Font GetFontDefault(void); // raylib의 기본 글꼴을 반환한다 + Font LoadFont(const char *fileName); // 글꼴 파일을 GPU 메모리 (VRAM)로 불러온다 + Font LoadFontEx(const char *fileName, int fontSize, int *codepoints, int codepointCount); // 추가 매개 변수를 이용해 파일로부터 글꼴 데이터를 불러온다 (codepoints가 NULL이고 codepointCount가 0인 경우, 기본 문자 집합 (default character set)에 해당하는 데이터만을 로드함) + Font LoadFontFromImage(Image image, Color key, int firstChar); // XNA 스타일의 글꼴 이미지 파일로부터 글꼴 데이터를 불러온다 + Font LoadFontFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount); // 메모리 버퍼로부터 글꼴 데이터를 불러온다 (이때 fileType은 '.ttf' 등의 글꼴 파일 확장자를 가리킴) + bool IsFontReady(Font font); // 글꼴이 사용 가능한지 확인한다 GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSize, int *codepoints, int codepointCount, int type); // Load font data for further use Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyphCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info void UnloadFontData(GlyphInfo *glyphs, int glyphCount); // Unload font chars info data (RAM) void UnloadFont(Font font); // Unload font from GPU memory (VRAM) - bool ExportFontAsCode(Font font, const char *fileName); // Export font as code file, returns true on success + bool ExportFontAsCode(Font font, const char *fileName); // 주어진 글꼴을 C 코드 파일 형태로 내보낸다 (성공 시에 true를 반환함) - // Text drawing functions - void DrawFPS(int posX, int posY); // Draw current FPS - void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font) - void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters - void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation) - void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint) - void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint) + // 문자열 출력 함수 (게임 화면에 문자열 그리기) + void DrawFPS(int posX, int posY); // 게임의 현재 FPS를 출력한다 + void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // raylib의 기본 글꼴을 이용하여 문자열을 출력한다 + void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // 사용자 지정 글꼴과 추가 매개 변수를 이용해 문자열을 출력한다 + void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // 사용자 지정 글꼴과 고급 매개 변수 (회전 각도 등)를 이용해 문자열을 출력한다 + void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // 1개의 유니코드 문자 (코드 포인트)를 출력한다 + void DrawTextCodepoints(Font font, const int *codepoints, int codepointCount, Vector2 position, float fontSize, float spacing, Color tint); // 여러 개의 유니코드 문자 (코드 포인트)를 출력한다 - // Text font info functions - void SetTextLineSpacing(int spacing); // Set vertical line spacing when drawing with line-breaks - int MeasureText(const char *text, int fontSize); // Measure string width for default font - Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font + // 문자열 및 글꼴 정보를 제공하는 함수 + void SetTextLineSpacing(int spacing); // 여러 줄의 문자열 (개행 문자 이용) 출력 시에 사용할 줄 간격을 설정한다 + int MeasureText(const char *text, int fontSize); // raylib 기본 글꼴로 출력할 문자열의 전체 너비 (픽셀 개수)를 반환한다 + Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // 사용자 지정 글꼴로 출력할 문자열의 전체 너비 (픽셀 개수)를 반환한다 int GetGlyphIndex(Font font, int codepoint); // Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found GlyphInfo GetGlyphInfo(Font font, int codepoint); // Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found Rectangle GetGlyphAtlasRec(Font font, int codepoint); // Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found - // Text codepoints management functions (unicode characters) + // 유니코드 문자열 (unicode characters)의 코드 포인트 (codepoint) 관련 함수 char *LoadUTF8(const int *codepoints, int length); // Load UTF-8 text encoded from codepoints array void UnloadUTF8(char *text); // Unload UTF-8 text encoded from codepoints array int *LoadCodepoints(const char *text, int *count); // Load all codepoints from a UTF-8 text string, codepoints count returned by parameter @@ -38,21 +38,21 @@ int GetCodepointPrevious(const char *text, int *codepointSize); // Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure const char *CodepointToUTF8(int codepoint, int *utf8Size); // Encode one codepoint into UTF-8 byte array (array length returned as parameter) - // Text strings management functions (no UTF-8 strings, only byte chars) - // NOTE: Some strings allocate memory internally for returned strings, just be careful! - int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied - bool TextIsEqual(const char *text1, const char *text2); // Check if two text string are equal - unsigned int TextLength(const char *text); // Get text length, checks for '\0' ending - const char *TextFormat(const char *text, ...); // Text formatting with variables (sprintf() style) - const char *TextSubtext(const char *text, int position, int length); // Get a piece of a text string + // 일반 문자열 (UTF-8 문자열이 아닌 바이트 문자열 (byte chars)) 관련 함수 + // 주의: 일부 함수는 내부적으로 동적 할당을 이용해 결과 문자열을 생성하므로, 사용 시에 주의해주세요! + int TextCopy(char *dst, const char *src); // 주어진 문자열을 다른 메모리 영역에 복사하고, 복사한 바이트 수를 반환한다 + bool TextIsEqual(const char *text1, const char *text2); // 두 문자열이 서로 같은지 확인한다 + unsigned int TextLength(const char *text); // 문자열의 길이 (문자열에서 '\0' 문자가 첫 번째로 등장할 때까지의 문자 개수)를 반환한다 + const char *TextFormat(const char *text, ...); // sprintf()처럼 형식화된 문자열을 반환한다 + const char *TextSubtext(const char *text, int position, int length); // 문자열의 일부분을 반환한다 char *TextReplace(char *text, const char *replace, const char *by); // Replace text string (WARNING: memory must be freed!) char *TextInsert(const char *text, const char *insert, int position); // Insert text in a position (WARNING: memory must be freed!) - const char *TextJoin(const char **textList, int count, const char *delimiter); // Join text strings with delimiter - const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings + const char *TextJoin(const char **textList, int count, const char *delimiter); // 구분 문자 (delimiter)를 이용해 여러 개의 문자열을 하나로 합친다 + const char **TextSplit(const char *text, char delimiter, int *count); // 문자열을 여러 개의 부분 문자열로 나눈다 void TextAppend(char *text, const char *append, int *position); // Append text at specific position and move cursor! - int TextFindIndex(const char *text, const char *find); // Find first text occurrence within a string - const char *TextToUpper(const char *text); // Get upper case version of provided string - const char *TextToLower(const char *text); // Get lower case version of provided string - const char *TextToPascal(const char *text); // Get Pascal case notation version of provided string - int TextToInteger(const char *text); // Get integer value from text (negative values not supported) + int TextFindIndex(const char *text, const char *find); // 주어진 문자열에서 찾고자 하는 문자열이 첫 번째로 나타나는 위치를 반환한다 + const char *TextToUpper(const char *text); // 주어진 문자열의 모든 문자를 대문자로 변환한다 + const char *TextToLower(const char *text); // 주어진 문자열의 모든 문자를 소문자로 변환한다 + const char *TextToPascal(const char *text); // 주어진 문자열을 파스칼 표기법 (Pascal case notation)에 맞게 변환한다 + int TextToInteger(const char *text); // 문자열에서 0 이상의 정수 (integer) 값을 추출한다 (음수는 지원하지 않음)