Module: Raylib
- Extended by:
- FFI::Library
- Defined in:
- lib/raylib_helper.rb,
lib/rlgl.rb,
lib/config.rb,
lib/physac.rb,
lib/raylib.rb,
lib/raymath.rb,
lib/rcamera.rb,
lib/raygui_main.rb,
lib/raylib_main.rb,
lib/raygui_helper.rb
Overview
Yet another raylib wrapper for Ruby
Defined Under Namespace
Classes: AudioStream, AutomationEvent, AutomationEventList, BoneInfo, BoundingBox, Camera2D, Camera3D, Color, FilePathList, Float16, Float3, Font, GlyphInfo, GuiStyleProp, Image, Material, MaterialMap, Matrix, Matrix2x2, Mesh, Model, ModelAnimation, ModelAnimations, Music, NPatchInfo, PhysicsBodyData, PhysicsManifoldData, PhysicsShape, PhysicsVertexData, Quaternion, Ray, RayCollision, Rectangle, RenderTexture, RlDrawCall, RlRenderBatch, RlVertexBuffer, Shader, Sound, Texture, Transform, Vector2, Vector3, Vector4, VrDeviceInfo, VrStereoConfig, Wave
Constant Summary collapse
- RLGL_VERSION =
Define/Macro
"5.0"
- RL_DEFAULT_BATCH_BUFFER_ELEMENTS =
8192
- RL_TEXTURE_WRAP_S =
GL_TEXTURE_WRAP_S
0x2802
- RL_TEXTURE_WRAP_T =
GL_TEXTURE_WRAP_T
0x2803
- RL_TEXTURE_MAG_FILTER =
GL_TEXTURE_MAG_FILTER
0x2800
- RL_TEXTURE_MIN_FILTER =
GL_TEXTURE_MIN_FILTER
0x2801
- RL_TEXTURE_FILTER_NEAREST =
GL_NEAREST
0x2600
- RL_TEXTURE_FILTER_LINEAR =
GL_LINEAR
0x2601
- RL_TEXTURE_FILTER_MIP_NEAREST =
GL_NEAREST_MIPMAP_NEAREST
0x2700
- RL_TEXTURE_FILTER_NEAREST_MIP_LINEAR =
GL_NEAREST_MIPMAP_LINEAR
0x2702
- RL_TEXTURE_FILTER_LINEAR_MIP_NEAREST =
GL_LINEAR_MIPMAP_NEAREST
0x2701
- RL_TEXTURE_FILTER_MIP_LINEAR =
GL_LINEAR_MIPMAP_LINEAR
0x2703
- RL_TEXTURE_FILTER_ANISOTROPIC =
Anisotropic filter (custom identifier)
0x3000
- RL_TEXTURE_MIPMAP_BIAS_RATIO =
Texture mipmap bias, percentage ratio (custom identifier)
0x4000
- RL_TEXTURE_WRAP_REPEAT =
GL_REPEAT
0x2901
- RL_TEXTURE_WRAP_CLAMP =
GL_CLAMP_TO_EDGE
0x812F
- RL_TEXTURE_WRAP_MIRROR_REPEAT =
GL_MIRRORED_REPEAT
0x8370
- RL_TEXTURE_WRAP_MIRROR_CLAMP =
GL_MIRROR_CLAMP_EXT
0x8742
- RL_MODELVIEW =
GL_MODELVIEW
0x1700
- RL_PROJECTION =
GL_PROJECTION
0x1701
- RL_TEXTURE =
GL_TEXTURE
0x1702
- RL_LINES =
GL_LINES
0x0001
- RL_TRIANGLES =
GL_TRIANGLES
0x0004
- RL_QUADS =
GL_QUADS
0x0007
- RL_UNSIGNED_BYTE =
GL_UNSIGNED_BYTE
0x1401
- RL_FLOAT =
GL_FLOAT
0x1406
- RL_STREAM_DRAW =
GL_STREAM_DRAW
0x88E0
- RL_STREAM_READ =
GL_STREAM_READ
0x88E1
- RL_STREAM_COPY =
GL_STREAM_COPY
0x88E2
- RL_STATIC_DRAW =
GL_STATIC_DRAW
0x88E4
- RL_STATIC_READ =
GL_STATIC_READ
0x88E5
- RL_STATIC_COPY =
GL_STATIC_COPY
0x88E6
- RL_DYNAMIC_DRAW =
GL_DYNAMIC_DRAW
0x88E8
- RL_DYNAMIC_READ =
GL_DYNAMIC_READ
0x88E9
- RL_DYNAMIC_COPY =
GL_DYNAMIC_COPY
0x88EA
- RL_FRAGMENT_SHADER =
GL_FRAGMENT_SHADER
0x8B30
- RL_VERTEX_SHADER =
GL_VERTEX_SHADER
0x8B31
- RL_COMPUTE_SHADER =
GL_COMPUTE_SHADER
0x91B9
- RL_ZERO =
GL_ZERO
0
- RL_ONE =
GL_ONE
1
- RL_SRC_COLOR =
GL_SRC_COLOR
0x0300
- RL_ONE_MINUS_SRC_COLOR =
GL_ONE_MINUS_SRC_COLOR
0x0301
- RL_SRC_ALPHA =
GL_SRC_ALPHA
0x0302
- RL_ONE_MINUS_SRC_ALPHA =
GL_ONE_MINUS_SRC_ALPHA
0x0303
- RL_DST_ALPHA =
GL_DST_ALPHA
0x0304
- RL_ONE_MINUS_DST_ALPHA =
GL_ONE_MINUS_DST_ALPHA
0x0305
- RL_DST_COLOR =
GL_DST_COLOR
0x0306
- RL_ONE_MINUS_DST_COLOR =
GL_ONE_MINUS_DST_COLOR
0x0307
- RL_SRC_ALPHA_SATURATE =
GL_SRC_ALPHA_SATURATE
0x0308
- RL_CONSTANT_COLOR =
GL_CONSTANT_COLOR
0x8001
- RL_ONE_MINUS_CONSTANT_COLOR =
GL_ONE_MINUS_CONSTANT_COLOR
0x8002
- RL_CONSTANT_ALPHA =
GL_CONSTANT_ALPHA
0x8003
- RL_ONE_MINUS_CONSTANT_ALPHA =
GL_ONE_MINUS_CONSTANT_ALPHA
0x8004
- RL_FUNC_ADD =
GL_FUNC_ADD
0x8006
- RL_MIN =
GL_MIN
0x8007
- RL_MAX =
GL_MAX
0x8008
- RL_FUNC_SUBTRACT =
GL_FUNC_SUBTRACT
0x800A
- RL_FUNC_REVERSE_SUBTRACT =
GL_FUNC_REVERSE_SUBTRACT
0x800B
- RL_BLEND_EQUATION =
GL_BLEND_EQUATION
0x8009
- RL_BLEND_EQUATION_RGB =
GL_BLEND_EQUATION_RGB // (Same as BLEND_EQUATION)
0x8009
- RL_BLEND_EQUATION_ALPHA =
GL_BLEND_EQUATION_ALPHA
0x883D
- RL_BLEND_DST_RGB =
GL_BLEND_DST_RGB
0x80C8
- RL_BLEND_SRC_RGB =
GL_BLEND_SRC_RGB
0x80C9
- RL_BLEND_DST_ALPHA =
GL_BLEND_DST_ALPHA
0x80CA
- RL_BLEND_SRC_ALPHA =
GL_BLEND_SRC_ALPHA
0x80CB
- RL_BLEND_COLOR =
GL_BLEND_COLOR
0x8005
- RL_READ_FRAMEBUFFER =
GL_READ_FRAMEBUFFER
0x8CA8
- RL_DRAW_FRAMEBUFFER =
GL_DRAW_FRAMEBUFFER
0x8CA9
- RL_DEFAULT_SHADER_ATTRIB_LOCATION_INSTANCE_TX =
9
- RL_OPENGL_11 =
enum rlGlVersion OpenGL version
1
- RL_OPENGL_21 =
OpenGL 1.1
2
- RL_OPENGL_33 =
OpenGL 2.1 (GLSL 120)
3
- RL_OPENGL_43 =
OpenGL 3.3 (GLSL 330)
4
- RL_OPENGL_ES_20 =
OpenGL 4.3 (using GLSL 330)
5
- RL_OPENGL_ES_30 =
OpenGL ES 2.0 (GLSL 100)
6
- RL_LOG_ALL =
enum rlTraceLogLevel Trace log level
0
- RL_LOG_TRACE =
Display all logs
1
- RL_LOG_DEBUG =
Trace logging, intended for internal use only
2
- RL_LOG_INFO =
Debug logging, used for internal debugging, it should be disabled on release builds
3
- RL_LOG_WARNING =
Info logging, used for program execution info
4
- RL_LOG_ERROR =
Warning logging, used on recoverable failures
5
- RL_LOG_FATAL =
Error logging, used on unrecoverable failures
6
- RL_LOG_NONE =
Fatal logging, used to abort program: exit(EXIT_FAILURE)
7
- RL_PIXELFORMAT_UNCOMPRESSED_GRAYSCALE =
enum rlPixelFormat Texture pixel formats
1
- RL_PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA =
8 bit per pixel (no alpha)
2
- RL_PIXELFORMAT_UNCOMPRESSED_R5G6B5 =
8*2 bpp (2 channels)
3
- RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8 =
16 bpp
4
- RL_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 =
24 bpp
5
- RL_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 =
16 bpp (1 bit alpha)
6
- RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 =
16 bpp (4 bit alpha)
7
- RL_PIXELFORMAT_UNCOMPRESSED_R32 =
32 bpp
8
- RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32 =
32 bpp (1 channel - float)
9
- RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 =
32*3 bpp (3 channels - float)
10
- RL_PIXELFORMAT_UNCOMPRESSED_R16 =
32*4 bpp (4 channels - float)
11
- RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16 =
16 bpp (1 channel - half float)
12
- RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 =
16*3 bpp (3 channels - half float)
13
- RL_PIXELFORMAT_COMPRESSED_DXT1_RGB =
16*4 bpp (4 channels - half float)
14
- RL_PIXELFORMAT_COMPRESSED_DXT1_RGBA =
4 bpp (no alpha)
15
- RL_PIXELFORMAT_COMPRESSED_DXT3_RGBA =
4 bpp (1 bit alpha)
16
- RL_PIXELFORMAT_COMPRESSED_DXT5_RGBA =
8 bpp
17
- RL_PIXELFORMAT_COMPRESSED_ETC1_RGB =
8 bpp
18
- RL_PIXELFORMAT_COMPRESSED_ETC2_RGB =
4 bpp
19
- RL_PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA =
4 bpp
20
- RL_PIXELFORMAT_COMPRESSED_PVRT_RGB =
8 bpp
21
- RL_PIXELFORMAT_COMPRESSED_PVRT_RGBA =
4 bpp
22
- RL_PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA =
4 bpp
23
- RL_PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA =
8 bpp
24
- RL_TEXTURE_FILTER_POINT =
enum rlTextureFilter Texture parameters: filter mode
0
- RL_TEXTURE_FILTER_BILINEAR =
No filter, just pixel approximation
1
- RL_TEXTURE_FILTER_TRILINEAR =
Linear filtering
2
- RL_TEXTURE_FILTER_ANISOTROPIC_4X =
Trilinear filtering (linear with mipmaps)
3
- RL_TEXTURE_FILTER_ANISOTROPIC_8X =
Anisotropic filtering 4x
4
- RL_TEXTURE_FILTER_ANISOTROPIC_16X =
Anisotropic filtering 8x
5
- RL_BLEND_ALPHA =
enum rlBlendMode Color blending modes (pre-defined)
0
- RL_BLEND_ADDITIVE =
Blend textures considering alpha (default)
1
- RL_BLEND_MULTIPLIED =
Blend textures adding colors
2
- RL_BLEND_ADD_COLORS =
Blend textures multiplying colors
3
- RL_BLEND_SUBTRACT_COLORS =
Blend textures adding colors (alternative)
4
- RL_BLEND_ALPHA_PREMULTIPLY =
Blend textures subtracting colors (alternative)
5
- RL_BLEND_CUSTOM =
Blend premultiplied textures considering alpha
6
- RL_BLEND_CUSTOM_SEPARATE =
Blend textures using custom src/dst factors (use rlSetBlendFactors())
7
- RL_SHADER_LOC_VERTEX_POSITION =
enum rlShaderLocationIndex Shader location point type
0
- RL_SHADER_LOC_VERTEX_TEXCOORD01 =
Shader location: vertex attribute: position
1
- RL_SHADER_LOC_VERTEX_TEXCOORD02 =
Shader location: vertex attribute: texcoord01
2
- RL_SHADER_LOC_VERTEX_NORMAL =
Shader location: vertex attribute: texcoord02
3
- RL_SHADER_LOC_VERTEX_TANGENT =
Shader location: vertex attribute: normal
4
- RL_SHADER_LOC_VERTEX_COLOR =
Shader location: vertex attribute: tangent
5
- RL_SHADER_LOC_MATRIX_MVP =
Shader location: vertex attribute: color
6
- RL_SHADER_LOC_MATRIX_VIEW =
Shader location: matrix uniform: model-view-projection
7
- RL_SHADER_LOC_MATRIX_PROJECTION =
Shader location: matrix uniform: view (camera transform)
8
- RL_SHADER_LOC_MATRIX_MODEL =
Shader location: matrix uniform: projection
9
- RL_SHADER_LOC_MATRIX_NORMAL =
Shader location: matrix uniform: model (transform)
10
- RL_SHADER_LOC_VECTOR_VIEW =
Shader location: matrix uniform: normal
11
- RL_SHADER_LOC_COLOR_DIFFUSE =
Shader location: vector uniform: view
12
- RL_SHADER_LOC_COLOR_SPECULAR =
Shader location: vector uniform: diffuse color
13
- RL_SHADER_LOC_COLOR_AMBIENT =
Shader location: vector uniform: specular color
14
- RL_SHADER_LOC_MAP_ALBEDO =
Shader location: vector uniform: ambient color
15
- RL_SHADER_LOC_MAP_METALNESS =
Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)
16
- RL_SHADER_LOC_MAP_NORMAL =
Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)
17
- RL_SHADER_LOC_MAP_ROUGHNESS =
Shader location: sampler2d texture: normal
18
- RL_SHADER_LOC_MAP_OCCLUSION =
Shader location: sampler2d texture: roughness
19
- RL_SHADER_LOC_MAP_EMISSION =
Shader location: sampler2d texture: occlusion
20
- RL_SHADER_LOC_MAP_HEIGHT =
Shader location: sampler2d texture: emission
21
- RL_SHADER_LOC_MAP_CUBEMAP =
Shader location: sampler2d texture: height
22
- RL_SHADER_LOC_MAP_IRRADIANCE =
Shader location: samplerCube texture: cubemap
23
- RL_SHADER_LOC_MAP_PREFILTER =
Shader location: samplerCube texture: irradiance
24
- RL_SHADER_LOC_MAP_BRDF =
Shader location: samplerCube texture: prefilter
25
- RL_SHADER_UNIFORM_FLOAT =
enum rlShaderUniformDataType Shader uniform data type
0
- RL_SHADER_UNIFORM_VEC2 =
Shader uniform type: float
1
- RL_SHADER_UNIFORM_VEC3 =
Shader uniform type: vec2 (2 float)
2
- RL_SHADER_UNIFORM_VEC4 =
Shader uniform type: vec3 (3 float)
3
- RL_SHADER_UNIFORM_INT =
Shader uniform type: vec4 (4 float)
4
- RL_SHADER_UNIFORM_IVEC2 =
Shader uniform type: int
5
- RL_SHADER_UNIFORM_IVEC3 =
Shader uniform type: ivec2 (2 int)
6
- RL_SHADER_UNIFORM_IVEC4 =
Shader uniform type: ivec3 (3 int)
7
- RL_SHADER_UNIFORM_UINT =
Shader uniform type: ivec4 (4 int)
8
- RL_SHADER_UNIFORM_UIVEC2 =
Shader uniform type: unsigned int
9
- RL_SHADER_UNIFORM_UIVEC3 =
Shader uniform type: uivec2 (2 unsigned int)
10
- RL_SHADER_UNIFORM_UIVEC4 =
Shader uniform type: uivec3 (3 unsigned int)
11
- RL_SHADER_UNIFORM_SAMPLER2D =
Shader uniform type: uivec4 (4 unsigned int)
12
- RL_SHADER_ATTRIB_FLOAT =
enum rlShaderAttributeDataType Shader attribute data types
0
- RL_SHADER_ATTRIB_VEC2 =
Shader attribute type: float
1
- RL_SHADER_ATTRIB_VEC3 =
Shader attribute type: vec2 (2 float)
2
- RL_SHADER_ATTRIB_VEC4 =
Shader attribute type: vec3 (3 float)
3
- RL_ATTACHMENT_COLOR_CHANNEL0 =
enum rlFramebufferAttachType Framebuffer attachment type
0
- RL_ATTACHMENT_COLOR_CHANNEL1 =
Framebuffer attachment type: color 0
1
- RL_ATTACHMENT_COLOR_CHANNEL2 =
Framebuffer attachment type: color 1
2
- RL_ATTACHMENT_COLOR_CHANNEL3 =
Framebuffer attachment type: color 2
3
- RL_ATTACHMENT_COLOR_CHANNEL4 =
Framebuffer attachment type: color 3
4
- RL_ATTACHMENT_COLOR_CHANNEL5 =
Framebuffer attachment type: color 4
5
- RL_ATTACHMENT_COLOR_CHANNEL6 =
Framebuffer attachment type: color 5
6
- RL_ATTACHMENT_COLOR_CHANNEL7 =
Framebuffer attachment type: color 6
7
- RL_ATTACHMENT_DEPTH =
Framebuffer attachment type: color 7
100
- RL_ATTACHMENT_STENCIL =
Framebuffer attachment type: depth
200
- RL_ATTACHMENT_CUBEMAP_POSITIVE_X =
enum rlFramebufferAttachTextureType Framebuffer texture attachment type
0
- RL_ATTACHMENT_CUBEMAP_NEGATIVE_X =
Framebuffer texture attachment type: cubemap, +X side
1
- RL_ATTACHMENT_CUBEMAP_POSITIVE_Y =
Framebuffer texture attachment type: cubemap, -X side
2
- RL_ATTACHMENT_CUBEMAP_NEGATIVE_Y =
Framebuffer texture attachment type: cubemap, +Y side
3
- RL_ATTACHMENT_CUBEMAP_POSITIVE_Z =
Framebuffer texture attachment type: cubemap, -Y side
4
- RL_ATTACHMENT_CUBEMAP_NEGATIVE_Z =
Framebuffer texture attachment type: cubemap, +Z side
5
- RL_ATTACHMENT_TEXTURE2D =
Framebuffer texture attachment type: cubemap, -Z side
100
- RL_ATTACHMENT_RENDERBUFFER =
Framebuffer texture attachment type: texture2d
200
- RL_CULL_FACE_FRONT =
enum rlCullMode Face culling mode
0
- RL_CULL_FACE_BACK =
1
- SUPPORT_MODULE_RSHAPES =
Define/Macro
1
- SUPPORT_MODULE_RTEXTURES =
1
- SUPPORT_MODULE_RTEXT =
WARNING: It requires SUPPORT_MODULE_RTEXTURES to load sprite font textures
1
- SUPPORT_MODULE_RMODELS =
1
- SUPPORT_MODULE_RAUDIO =
1
- SUPPORT_CAMERA_SYSTEM =
1
- SUPPORT_GESTURES_SYSTEM =
1
- SUPPORT_RPRAND_GENERATOR =
1
- SUPPORT_MOUSE_GESTURES =
1
- SUPPORT_SSH_KEYBOARD_RPI =
1
- SUPPORT_WINMM_HIGHRES_TIMER =
1
- SUPPORT_PARTIALBUSY_WAIT_LOOP =
1
- SUPPORT_SCREEN_CAPTURE =
1
- SUPPORT_GIF_RECORDING =
1
- SUPPORT_COMPRESSION_API =
1
- SUPPORT_AUTOMATION_EVENTS =
1
- SUPPORT_CLIPBOARD_IMAGE =
1
- SUPPORT_FILEFORMAT_BMP =
1
- SUPPORT_FILEFORMAT_PNG =
1
- SUPPORT_FILEFORMAT_JPG =
1
- MAX_FILEPATH_CAPACITY =
Maximum file paths capacity
8192
- MAX_FILEPATH_LENGTH =
Maximum length for filepaths (Linux PATH_MAX default value)
4096
- MAX_KEYBOARD_KEYS =
Maximum number of keyboard keys supported
512
- MAX_MOUSE_BUTTONS =
Maximum number of mouse buttons supported
8
- MAX_GAMEPADS =
Maximum number of gamepads supported
4
- MAX_GAMEPAD_AXIS =
Maximum number of axis supported (per gamepad)
8
- MAX_GAMEPAD_BUTTONS =
Maximum number of buttons supported (per gamepad)
32
- MAX_GAMEPAD_VIBRATION_TIME =
Maximum vibration time in seconds
2.0
- MAX_TOUCH_POINTS =
Maximum number of touch points supported
8
- MAX_KEY_PRESSED_QUEUE =
Maximum number of keys in the key input queue
16
- MAX_CHAR_PRESSED_QUEUE =
Maximum number of characters in the char input queue
16
- MAX_DECOMPRESSION_SIZE =
Max size allocated for decompression in MB
64
- MAX_AUTOMATION_EVENTS =
Maximum number of automation events to record
16384
- RL_SUPPORT_MESH_GPU_SKINNING =
GPU skinning, comment if your GPU does not support more than 8 VBOs
1
- RL_DEFAULT_BATCH_BUFFERS =
Default number of batch buffers (multi-buffering)
1
- RL_DEFAULT_BATCH_DRAWCALLS =
Default number of batch draw calls (by state changes: mode, texture)
256
- RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS =
Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
4
- RL_MAX_MATRIX_STACK_SIZE =
Maximum size of internal Matrix stack
32
- RL_MAX_SHADER_LOCATIONS =
Maximum number of shader locations supported
32
- RL_CULL_DISTANCE_NEAR =
Default projection matrix near cull distance
0.01
- RL_CULL_DISTANCE_FAR =
Default projection matrix far cull distance
1000.0
- RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION =
0
- RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD =
1
- RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL =
2
- RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR =
3
- RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT =
4
- RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 =
5
- RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES =
6
- RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS =
7
- RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS =
8
- RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION =
Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
"vertexPosition"
- RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD =
Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
"vertexTexCoord"
- RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL =
Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
"vertexNormal"
- RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR =
Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR
"vertexColor"
- RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT =
Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT
"vertexTangent"
- RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 =
Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2
"vertexTexCoord2"
- RL_DEFAULT_SHADER_UNIFORM_NAME_MVP =
model-view-projection matrix
"mvp"
- RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW =
view matrix
"matView"
- RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION =
projection matrix
"matProjection"
- RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL =
model matrix
"matModel"
- RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL =
normal matrix (transpose(inverse(matModelView))
"matNormal"
- RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR =
color diffuse (base tint color, multiplied by texture color)
"colDiffuse"
- RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 =
texture0 (texture slot active 0)
"texture0"
- RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 =
texture1 (texture slot active 1)
"texture1"
- RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 =
texture2 (texture slot active 2)
"texture2"
- SUPPORT_QUADS_DRAW_MODE =
1
- SPLINE_SEGMENT_DIVISIONS =
Spline segments subdivisions
24
- SUPPORT_FILEFORMAT_GIF =
1
- SUPPORT_FILEFORMAT_QOI =
1
- SUPPORT_FILEFORMAT_DDS =
1
- SUPPORT_IMAGE_EXPORT =
1
- SUPPORT_IMAGE_GENERATION =
1
- SUPPORT_IMAGE_MANIPULATION =
1
- SUPPORT_DEFAULT_FONT =
1
- SUPPORT_FILEFORMAT_TTF =
1
- SUPPORT_FILEFORMAT_FNT =
1
- SUPPORT_TEXT_MANIPULATION =
1
- SUPPORT_FONT_ATLAS_WHITE_REC =
1
- MAX_TEXT_BUFFER_LENGTH =
Size of internal static buffers used on some functions:
1024
- MAX_TEXTSPLIT_COUNT =
Maximum number of substrings to split: TextSplit()
128
- SUPPORT_FILEFORMAT_OBJ =
1
- SUPPORT_FILEFORMAT_MTL =
1
- SUPPORT_FILEFORMAT_IQM =
1
- SUPPORT_FILEFORMAT_GLTF =
1
- SUPPORT_FILEFORMAT_VOX =
1
- SUPPORT_FILEFORMAT_M3D =
1
- SUPPORT_MESH_GENERATION =
1
- MAX_MATERIAL_MAPS =
Maximum number of shader maps supported
12
- MAX_MESH_VERTEX_BUFFERS =
Maximum vertex buffers (VBO) per mesh
9
- SUPPORT_FILEFORMAT_WAV =
1
- SUPPORT_FILEFORMAT_OGG =
1
- SUPPORT_FILEFORMAT_MP3 =
1
- SUPPORT_FILEFORMAT_QOA =
1
- SUPPORT_FILEFORMAT_XM =
1
- SUPPORT_FILEFORMAT_MOD =
1
- AUDIO_DEVICE_CHANNELS =
Device output channels: stereo
2
- AUDIO_DEVICE_SAMPLE_RATE =
Device sample rate (device default)
0
- MAX_AUDIO_BUFFER_POOL_CHANNELS =
Maximum number of audio pool channels
16
- SUPPORT_STANDARD_FILEIO =
1
- SUPPORT_TRACELOG =
1
- MAX_TRACELOG_MSG_LENGTH =
Max length of one trace-log message
256
- PHYSAC_MAX_BODIES =
Define/Macro
64
- PHYSAC_MAX_MANIFOLDS =
Maximum number of physic bodies supported
4096
- PHYSAC_MAX_VERTICES =
Maximum number of physic bodies interactions (64x64)
24
- PHYSAC_DEFAULT_CIRCLE_VERTICES =
Maximum number of vertex for polygons shapes
24
- PHYSAC_COLLISION_ITERATIONS =
Default number of vertices for circle shapes
100
- PHYSAC_PENETRATION_ALLOWANCE =
0.05
- PHYSAC_PENETRATION_CORRECTION =
0.4
- PHYSICS_CIRCLE =
enum PhysicsShapeType
0
- PHYSICS_POLYGON =
1
- EPSILON =
Define/Macro
0.000001
- RAYGUI_VERSION_MAJOR =
Define/Macro
4
- RAYGUI_VERSION_MINOR =
5
- RAYGUI_VERSION_PATCH =
0
- RAYGUI_VERSION =
"4.5-dev"
- SCROLLBAR_LEFT_SIDE =
0
- SCROLLBAR_RIGHT_SIDE =
1
- STATE_NORMAL =
enum GuiState Gui control state
0
- STATE_FOCUSED =
1
- STATE_PRESSED =
2
- STATE_DISABLED =
3
- TEXT_ALIGN_LEFT =
enum GuiTextAlignment Gui control text alignment
0
- TEXT_ALIGN_CENTER =
1
- TEXT_ALIGN_RIGHT =
2
- TEXT_ALIGN_TOP =
enum GuiTextAlignmentVertical Gui control text alignment vertical
0
- TEXT_ALIGN_MIDDLE =
1
- TEXT_ALIGN_BOTTOM =
2
- TEXT_WRAP_NONE =
enum GuiTextWrapMode Gui control text wrap mode
0
- TEXT_WRAP_CHAR =
1
- TEXT_WRAP_WORD =
2
- DEFAULT =
enum GuiControl Gui controls
0
- LABEL =
Used also for: LABELBUTTON
1
- BUTTON =
2
- TOGGLE =
Used also for: TOGGLEGROUP
3
- SLIDER =
Used also for: SLIDERBAR, TOGGLESLIDER
4
- PROGRESSBAR =
5
- CHECKBOX =
6
- COMBOBOX =
7
- DROPDOWNBOX =
8
- TEXTBOX =
Used also for: TEXTBOXMULTI
9
- VALUEBOX =
10
- SPINNER =
Uses: BUTTON, VALUEBOX
11
- LISTVIEW =
12
- COLORPICKER =
13
- SCROLLBAR =
14
- STATUSBAR =
15
- BORDER_COLOR_NORMAL =
enum GuiControlProperty Gui base properties for every control
0
- BASE_COLOR_NORMAL =
Control border color in STATE_NORMAL
1
- TEXT_COLOR_NORMAL =
Control base color in STATE_NORMAL
2
- BORDER_COLOR_FOCUSED =
Control text color in STATE_NORMAL
3
- BASE_COLOR_FOCUSED =
Control border color in STATE_FOCUSED
4
- TEXT_COLOR_FOCUSED =
Control base color in STATE_FOCUSED
5
- BORDER_COLOR_PRESSED =
Control text color in STATE_FOCUSED
6
- BASE_COLOR_PRESSED =
Control border color in STATE_PRESSED
7
- TEXT_COLOR_PRESSED =
Control base color in STATE_PRESSED
8
- BORDER_COLOR_DISABLED =
Control text color in STATE_PRESSED
9
- BASE_COLOR_DISABLED =
Control border color in STATE_DISABLED
10
- TEXT_COLOR_DISABLED =
Control base color in STATE_DISABLED
11
- BORDER_WIDTH =
Control text color in STATE_DISABLED
12
- TEXT_PADDING =
Control border size, 0 for no border
13
- TEXT_ALIGNMENT =
Control text padding, not considering border
14
- TEXT_SIZE =
enum GuiDefaultProperty DEFAULT extended properties
16
- TEXT_SPACING =
Text size (glyphs max height)
17
- LINE_COLOR =
Text spacing between glyphs
18
- BACKGROUND_COLOR =
Line control color
19
- TEXT_LINE_SPACING =
Background color
20
- TEXT_ALIGNMENT_VERTICAL =
Text spacing between lines
21
- TEXT_WRAP_MODE =
Text vertical alignment inside text bounds (after border and padding)
22
- GROUP_PADDING =
enum GuiToggleProperty Toggle/ToggleGroup
16
- SLIDER_WIDTH =
enum GuiSliderProperty Slider/SliderBar
16
- SLIDER_PADDING =
Slider size of internal bar
17
- PROGRESS_PADDING =
enum GuiProgressBarProperty ProgressBar
16
- ARROWS_SIZE =
enum GuiScrollBarProperty ScrollBar
16
- ARROWS_VISIBLE =
ScrollBar arrows size
17
- SCROLL_SLIDER_PADDING =
ScrollBar arrows visible
18
- SCROLL_SLIDER_SIZE =
ScrollBar slider internal padding
19
- SCROLL_PADDING =
ScrollBar slider size
20
- SCROLL_SPEED =
ScrollBar scroll padding from arrows
21
- CHECK_PADDING =
enum GuiCheckBoxProperty CheckBox
16
- COMBO_BUTTON_WIDTH =
enum GuiComboBoxProperty ComboBox
16
- COMBO_BUTTON_SPACING =
ComboBox right button width
17
- ARROW_PADDING =
enum GuiDropdownBoxProperty DropdownBox
16
- DROPDOWN_ITEMS_SPACING =
DropdownBox arrow separation from border and items
17
- DROPDOWN_ARROW_HIDDEN =
DropdownBox items separation
18
- DROPDOWN_ROLL_UP =
DropdownBox arrow hidden
19
- TEXT_READONLY =
enum GuiTextBoxProperty TextBox/TextBoxMulti/ValueBox/Spinner
16
- SPIN_BUTTON_WIDTH =
enum GuiSpinnerProperty Spinner
16
- SPIN_BUTTON_SPACING =
Spinner left/right buttons width
17
- LIST_ITEMS_HEIGHT =
enum GuiListViewProperty ListView
16
- LIST_ITEMS_SPACING =
ListView items height
17
- SCROLLBAR_WIDTH =
ListView items separation
18
- SCROLLBAR_SIDE =
ListView scrollbar size (usually width)
19
- LIST_ITEMS_BORDER_WIDTH =
ListView scrollbar side (0-SCROLLBAR_LEFT_SIDE, 1-SCROLLBAR_RIGHT_SIDE)
20
- COLOR_SELECTOR_SIZE =
enum GuiColorPickerProperty ColorPicker
16
- HUEBAR_WIDTH =
ColorPicker right hue bar width
17
- HUEBAR_PADDING =
ColorPicker right hue bar separation from panel
18
- HUEBAR_SELECTOR_HEIGHT =
ColorPicker right hue bar selector height
19
- HUEBAR_SELECTOR_OVERFLOW =
ColorPicker right hue bar selector overflow
20
- ICON_NONE =
enum GuiIconName
0
- ICON_FOLDER_FILE_OPEN =
1
- ICON_FILE_SAVE_CLASSIC =
2
- ICON_FOLDER_OPEN =
3
- ICON_FOLDER_SAVE =
4
- ICON_FILE_OPEN =
5
- ICON_FILE_SAVE =
6
- ICON_FILE_EXPORT =
7
- ICON_FILE_ADD =
8
- ICON_FILE_DELETE =
9
- ICON_FILETYPE_TEXT =
10
- ICON_FILETYPE_AUDIO =
11
- ICON_FILETYPE_IMAGE =
12
- ICON_FILETYPE_PLAY =
13
- ICON_FILETYPE_VIDEO =
14
- ICON_FILETYPE_INFO =
15
- ICON_FILE_COPY =
16
- ICON_FILE_CUT =
17
- ICON_FILE_PASTE =
18
- ICON_CURSOR_HAND =
19
- ICON_CURSOR_POINTER =
20
- ICON_CURSOR_CLASSIC =
21
- ICON_PENCIL =
22
- ICON_PENCIL_BIG =
23
- ICON_BRUSH_CLASSIC =
24
- ICON_BRUSH_PAINTER =
25
- ICON_WATER_DROP =
26
- ICON_COLOR_PICKER =
27
- ICON_RUBBER =
28
- ICON_COLOR_BUCKET =
29
- ICON_TEXT_T =
30
- ICON_TEXT_A =
31
- ICON_SCALE =
32
- ICON_RESIZE =
33
- ICON_FILTER_POINT =
34
- ICON_FILTER_BILINEAR =
35
- ICON_CROP =
36
- ICON_CROP_ALPHA =
37
- ICON_SQUARE_TOGGLE =
38
- ICON_SYMMETRY =
39
- ICON_SYMMETRY_HORIZONTAL =
40
- ICON_SYMMETRY_VERTICAL =
41
- ICON_LENS =
42
- ICON_LENS_BIG =
43
- ICON_EYE_ON =
44
- ICON_EYE_OFF =
45
- ICON_FILTER_TOP =
46
- ICON_FILTER =
47
- ICON_TARGET_POINT =
48
- ICON_TARGET_SMALL =
49
- ICON_TARGET_BIG =
50
- ICON_TARGET_MOVE =
51
- ICON_CURSOR_MOVE =
52
- ICON_CURSOR_SCALE =
53
- ICON_CURSOR_SCALE_RIGHT =
54
- ICON_CURSOR_SCALE_LEFT =
55
- ICON_UNDO =
56
- ICON_REDO =
57
- ICON_REREDO =
58
- ICON_MUTATE =
59
- ICON_ROTATE =
60
- ICON_REPEAT =
61
- ICON_SHUFFLE =
62
- ICON_EMPTYBOX =
63
- ICON_TARGET =
64
- ICON_TARGET_SMALL_FILL =
65
- ICON_TARGET_BIG_FILL =
66
- ICON_TARGET_MOVE_FILL =
67
- ICON_CURSOR_MOVE_FILL =
68
- ICON_CURSOR_SCALE_FILL =
69
- ICON_CURSOR_SCALE_RIGHT_FILL =
70
- ICON_CURSOR_SCALE_LEFT_FILL =
71
- ICON_UNDO_FILL =
72
- ICON_REDO_FILL =
73
- ICON_REREDO_FILL =
74
- ICON_MUTATE_FILL =
75
- ICON_ROTATE_FILL =
76
- ICON_REPEAT_FILL =
77
- ICON_SHUFFLE_FILL =
78
- ICON_EMPTYBOX_SMALL =
79
- ICON_BOX =
80
- ICON_BOX_TOP =
81
- ICON_BOX_TOP_RIGHT =
82
- ICON_BOX_RIGHT =
83
- ICON_BOX_BOTTOM_RIGHT =
84
- ICON_BOX_BOTTOM =
85
- ICON_BOX_BOTTOM_LEFT =
86
- ICON_BOX_LEFT =
87
- ICON_BOX_TOP_LEFT =
88
- ICON_BOX_CENTER =
89
- ICON_BOX_CIRCLE_MASK =
90
- ICON_POT =
91
- ICON_ALPHA_MULTIPLY =
92
- ICON_ALPHA_CLEAR =
93
- ICON_DITHERING =
94
- ICON_MIPMAPS =
95
- ICON_BOX_GRID =
96
- ICON_GRID =
97
- ICON_BOX_CORNERS_SMALL =
98
- ICON_BOX_CORNERS_BIG =
99
- ICON_FOUR_BOXES =
100
- ICON_GRID_FILL =
101
- ICON_BOX_MULTISIZE =
102
- ICON_ZOOM_SMALL =
103
- ICON_ZOOM_MEDIUM =
104
- ICON_ZOOM_BIG =
105
- ICON_ZOOM_ALL =
106
- ICON_ZOOM_CENTER =
107
- ICON_BOX_DOTS_SMALL =
108
- ICON_BOX_DOTS_BIG =
109
- ICON_BOX_CONCENTRIC =
110
- ICON_BOX_GRID_BIG =
111
- ICON_OK_TICK =
112
- ICON_CROSS =
113
- ICON_ARROW_LEFT =
114
- ICON_ARROW_RIGHT =
115
- ICON_ARROW_DOWN =
116
- ICON_ARROW_UP =
117
- ICON_ARROW_LEFT_FILL =
118
- ICON_ARROW_RIGHT_FILL =
119
- ICON_ARROW_DOWN_FILL =
120
- ICON_ARROW_UP_FILL =
121
- ICON_AUDIO =
122
- ICON_FX =
123
- ICON_WAVE =
124
- ICON_WAVE_SINUS =
125
- ICON_WAVE_SQUARE =
126
- ICON_WAVE_TRIANGULAR =
127
- ICON_CROSS_SMALL =
128
- ICON_PLAYER_PREVIOUS =
129
- ICON_PLAYER_PLAY_BACK =
130
- ICON_PLAYER_PLAY =
131
- ICON_PLAYER_PAUSE =
132
- ICON_PLAYER_STOP =
133
- ICON_PLAYER_NEXT =
134
- ICON_PLAYER_RECORD =
135
- ICON_MAGNET =
136
- ICON_LOCK_CLOSE =
137
- ICON_LOCK_OPEN =
138
- ICON_CLOCK =
139
- ICON_TOOLS =
140
- ICON_GEAR =
141
- ICON_GEAR_BIG =
142
- ICON_BIN =
143
- ICON_HAND_POINTER =
144
- ICON_LASER =
145
- ICON_COIN =
146
- ICON_EXPLOSION =
147
- ICON_1UP =
148
- ICON_PLAYER =
149
- ICON_PLAYER_JUMP =
150
- ICON_KEY =
151
- ICON_DEMON =
152
- ICON_TEXT_POPUP =
153
- ICON_GEAR_EX =
154
- ICON_CRACK =
155
- ICON_CRACK_POINTS =
156
- ICON_STAR =
157
- ICON_DOOR =
158
- ICON_EXIT =
159
- ICON_MODE_2D =
160
- ICON_MODE_3D =
161
- ICON_CUBE =
162
- ICON_CUBE_FACE_TOP =
163
- ICON_CUBE_FACE_LEFT =
164
- ICON_CUBE_FACE_FRONT =
165
- ICON_CUBE_FACE_BOTTOM =
166
- ICON_CUBE_FACE_RIGHT =
167
- ICON_CUBE_FACE_BACK =
168
- ICON_CAMERA =
169
- ICON_SPECIAL =
170
- ICON_LINK_NET =
171
- ICON_LINK_BOXES =
172
- ICON_LINK_MULTI =
173
- ICON_LINK =
174
- ICON_LINK_BROKE =
175
- ICON_TEXT_NOTES =
176
- ICON_NOTEBOOK =
177
- ICON_SUITCASE =
178
- ICON_SUITCASE_ZIP =
179
- ICON_MAILBOX =
180
- ICON_MONITOR =
181
- ICON_PRINTER =
182
- ICON_PHOTO_CAMERA =
183
- ICON_PHOTO_CAMERA_FLASH =
184
- ICON_HOUSE =
185
- ICON_HEART =
186
- ICON_CORNER =
187
- ICON_VERTICAL_BARS =
188
- ICON_VERTICAL_BARS_FILL =
189
- ICON_LIFE_BARS =
190
- ICON_INFO =
191
- ICON_CROSSLINE =
192
- ICON_HELP =
193
- ICON_FILETYPE_ALPHA =
194
- ICON_FILETYPE_HOME =
195
- ICON_LAYERS_VISIBLE =
196
- ICON_LAYERS =
197
- ICON_WINDOW =
198
- ICON_HIDPI =
199
- ICON_FILETYPE_BINARY =
200
- ICON_HEX =
201
- ICON_SHIELD =
202
- ICON_FILE_NEW =
203
- ICON_FOLDER_ADD =
204
- ICON_ALARM =
205
- ICON_CPU =
206
- ICON_ROM =
207
- ICON_STEP_OVER =
208
- ICON_STEP_INTO =
209
- ICON_STEP_OUT =
210
- ICON_RESTART =
211
- ICON_BREAKPOINT_ON =
212
- ICON_BREAKPOINT_OFF =
213
- ICON_BURGER_MENU =
214
- ICON_CASE_SENSITIVE =
215
- ICON_REG_EXP =
216
- ICON_FOLDER =
217
- ICON_FILE =
218
- ICON_SAND_TIMER =
219
- ICON_WARNING =
220
- ICON_HELP_BOX =
221
- ICON_INFO_BOX =
222
- ICON_PRIORITY =
223
- ICON_LAYERS_ISO =
224
- ICON_LAYERS2 =
225
- ICON_MLAYERS =
226
- ICON_MAPS =
227
- ICON_HOT =
228
- ICON_229 =
229
- ICON_230 =
230
- ICON_231 =
231
- ICON_232 =
232
- ICON_233 =
233
- ICON_234 =
234
- ICON_235 =
235
- ICON_236 =
236
- ICON_237 =
237
- ICON_238 =
238
- ICON_239 =
239
- ICON_240 =
240
- ICON_241 =
241
- ICON_242 =
242
- ICON_243 =
243
- ICON_244 =
244
- ICON_245 =
245
- ICON_246 =
246
- ICON_247 =
247
- ICON_248 =
248
- ICON_249 =
249
- ICON_250 =
250
- ICON_251 =
251
- ICON_252 =
252
- ICON_253 =
253
- ICON_254 =
254
- ICON_255 =
255
- RAYLIB_VERSION_MAJOR =
Define/Macro
5
- RAYLIB_VERSION_MINOR =
6
- RAYLIB_VERSION_PATCH =
0
- RAYLIB_VERSION =
"5.6-dev"
- FLAG_VSYNC_HINT =
enum ConfigFlags System/Window config flags
64
- FLAG_FULLSCREEN_MODE =
Set to try enabling V-Sync on GPU
2
- FLAG_WINDOW_RESIZABLE =
Set to run program in fullscreen
4
- FLAG_WINDOW_UNDECORATED =
Set to allow resizable window
8
- FLAG_WINDOW_HIDDEN =
Set to disable window decoration (frame and buttons)
128
- FLAG_WINDOW_MINIMIZED =
Set to hide window
512
- FLAG_WINDOW_MAXIMIZED =
Set to minimize window (iconify)
1024
- FLAG_WINDOW_UNFOCUSED =
Set to maximize window (expanded to monitor)
2048
- FLAG_WINDOW_TOPMOST =
Set to window non focused
4096
- FLAG_WINDOW_ALWAYS_RUN =
Set to window always on top
256
- FLAG_WINDOW_TRANSPARENT =
Set to allow windows running while minimized
16
- FLAG_WINDOW_HIGHDPI =
Set to allow transparent framebuffer
8192
- FLAG_WINDOW_MOUSE_PASSTHROUGH =
Set to support HighDPI
16384
- FLAG_BORDERLESS_WINDOWED_MODE =
Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED
32768
- FLAG_MSAA_4X_HINT =
Set to run program in borderless windowed mode
32
- FLAG_INTERLACED_HINT =
Set to try enabling MSAA 4X
65536
- LOG_ALL =
enum TraceLogLevel Trace log level
0
- LOG_TRACE =
Display all logs
1
- LOG_DEBUG =
Trace logging, intended for internal use only
2
- LOG_INFO =
Debug logging, used for internal debugging, it should be disabled on release builds
3
- LOG_WARNING =
Info logging, used for program execution info
4
- LOG_ERROR =
Warning logging, used on recoverable failures
5
- LOG_FATAL =
Error logging, used on unrecoverable failures
6
- LOG_NONE =
Fatal logging, used to abort program: exit(EXIT_FAILURE)
7
- KEY_NULL =
enum KeyboardKey Keyboard keys (US keyboard layout)
0
- KEY_APOSTROPHE =
Key: NULL, used for no key pressed
39
- KEY_COMMA =
Key: ‘
44
- KEY_MINUS =
Key: ,
45
- KEY_PERIOD =
Key: -
46
- KEY_SLASH =
Key: .
47
- KEY_ZERO =
Key: /
48
- KEY_ONE =
Key: 0
49
- KEY_TWO =
Key: 1
50
- KEY_THREE =
Key: 2
51
- KEY_FOUR =
Key: 3
52
- KEY_FIVE =
Key: 4
53
- KEY_SIX =
Key: 5
54
- KEY_SEVEN =
Key: 6
55
- KEY_EIGHT =
Key: 7
56
- KEY_NINE =
Key: 8
57
- KEY_SEMICOLON =
Key: 9
59
- KEY_EQUAL =
Key: ;
61
- KEY_A =
Key: =
65
- KEY_B =
Key: A | a
66
- KEY_C =
Key: B | b
67
- KEY_D =
Key: C | c
68
- KEY_E =
Key: D | d
69
- KEY_F =
Key: E | e
70
- KEY_G =
Key: F | f
71
- KEY_H =
Key: G | g
72
- KEY_I =
Key: H | h
73
- KEY_J =
Key: I | i
74
- KEY_K =
Key: J | j
75
- KEY_L =
Key: K | k
76
- KEY_M =
Key: L | l
77
- KEY_N =
Key: M | m
78
- KEY_O =
Key: N | n
79
- KEY_P =
Key: O | o
80
- KEY_Q =
Key: P | p
81
- KEY_R =
Key: Q | q
82
- KEY_S =
Key: R | r
83
- KEY_T =
Key: S | s
84
- KEY_U =
Key: T | t
85
- KEY_V =
Key: U | u
86
- KEY_W =
Key: V | v
87
- KEY_X =
Key: W | w
88
- KEY_Y =
Key: X | x
89
- KEY_Z =
Key: Y | y
90
- KEY_LEFT_BRACKET =
Key: Z | z
91
- KEY_BACKSLASH =
Key: [
92
- KEY_RIGHT_BRACKET =
Key: ‘'
93
- KEY_GRAVE =
Key: ]
96
- KEY_SPACE =
Key: ‘
32
- KEY_ESCAPE =
Key: Space
256
- KEY_ENTER =
Key: Esc
257
- KEY_TAB =
Key: Enter
258
- KEY_BACKSPACE =
Key: Tab
259
- KEY_INSERT =
Key: Backspace
260
- KEY_DELETE =
Key: Ins
261
- KEY_RIGHT =
Key: Del
262
- KEY_LEFT =
Key: Cursor right
263
- KEY_DOWN =
Key: Cursor left
264
- KEY_UP =
Key: Cursor down
265
- KEY_PAGE_UP =
Key: Cursor up
266
- KEY_PAGE_DOWN =
Key: Page up
267
- KEY_HOME =
Key: Page down
268
- KEY_END =
Key: Home
269
- KEY_CAPS_LOCK =
Key: End
280
- KEY_SCROLL_LOCK =
Key: Caps lock
281
- KEY_NUM_LOCK =
Key: Scroll down
282
- KEY_PRINT_SCREEN =
Key: Num lock
283
- KEY_PAUSE =
Key: Print screen
284
- KEY_F1 =
Key: Pause
290
- KEY_F2 =
Key: F1
291
- KEY_F3 =
Key: F2
292
- KEY_F4 =
Key: F3
293
- KEY_F5 =
Key: F4
294
- KEY_F6 =
Key: F5
295
- KEY_F7 =
Key: F6
296
- KEY_F8 =
Key: F7
297
- KEY_F9 =
Key: F8
298
- KEY_F10 =
Key: F9
299
- KEY_F11 =
Key: F10
300
- KEY_F12 =
Key: F11
301
- KEY_LEFT_SHIFT =
Key: F12
340
- KEY_LEFT_CONTROL =
Key: Shift left
341
- KEY_LEFT_ALT =
Key: Control left
342
- KEY_LEFT_SUPER =
Key: Alt left
343
- KEY_RIGHT_SHIFT =
Key: Super left
344
- KEY_RIGHT_CONTROL =
Key: Shift right
345
- KEY_RIGHT_ALT =
Key: Control right
346
- KEY_RIGHT_SUPER =
Key: Alt right
347
- KEY_KB_MENU =
Key: Super right
348
- KEY_KP_0 =
Key: KB menu
320
- KEY_KP_1 =
Key: Keypad 0
321
- KEY_KP_2 =
Key: Keypad 1
322
- KEY_KP_3 =
Key: Keypad 2
323
- KEY_KP_4 =
Key: Keypad 3
324
- KEY_KP_5 =
Key: Keypad 4
325
- KEY_KP_6 =
Key: Keypad 5
326
- KEY_KP_7 =
Key: Keypad 6
327
- KEY_KP_8 =
Key: Keypad 7
328
- KEY_KP_9 =
Key: Keypad 8
329
- KEY_KP_DECIMAL =
Key: Keypad 9
330
- KEY_KP_DIVIDE =
Key: Keypad .
331
- KEY_KP_MULTIPLY =
Key: Keypad /
332
- KEY_KP_SUBTRACT =
Key: Keypad *
333
- KEY_KP_ADD =
Key: Keypad -
334
- KEY_KP_ENTER =
Key: Keypad +
335
- KEY_KP_EQUAL =
Key: Keypad Enter
336
- KEY_BACK =
Key: Keypad =
4
- KEY_MENU =
Key: Android back button
5
- KEY_VOLUME_UP =
Key: Android menu button
24
- KEY_VOLUME_DOWN =
Key: Android volume up button
25
- MOUSE_BUTTON_LEFT =
enum MouseButton Mouse buttons
0
- MOUSE_BUTTON_RIGHT =
Mouse button left
1
- MOUSE_BUTTON_MIDDLE =
Mouse button right
2
- MOUSE_BUTTON_SIDE =
Mouse button middle (pressed wheel)
3
- MOUSE_BUTTON_EXTRA =
Mouse button side (advanced mouse device)
4
- MOUSE_BUTTON_FORWARD =
Mouse button extra (advanced mouse device)
5
- MOUSE_BUTTON_BACK =
Mouse button forward (advanced mouse device)
6
- MOUSE_CURSOR_DEFAULT =
enum MouseCursor Mouse cursor
0
- MOUSE_CURSOR_ARROW =
Default pointer shape
1
- MOUSE_CURSOR_IBEAM =
Arrow shape
2
- MOUSE_CURSOR_CROSSHAIR =
Text writing cursor shape
3
- MOUSE_CURSOR_POINTING_HAND =
Cross shape
4
- MOUSE_CURSOR_RESIZE_EW =
Pointing hand cursor
5
- MOUSE_CURSOR_RESIZE_NS =
Horizontal resize/move arrow shape
6
- MOUSE_CURSOR_RESIZE_NWSE =
Vertical resize/move arrow shape
7
- MOUSE_CURSOR_RESIZE_NESW =
Top-left to bottom-right diagonal resize/move arrow shape
8
- MOUSE_CURSOR_RESIZE_ALL =
The top-right to bottom-left diagonal resize/move arrow shape
9
- MOUSE_CURSOR_NOT_ALLOWED =
The omnidirectional resize/move cursor shape
10
- GAMEPAD_BUTTON_UNKNOWN =
enum GamepadButton Gamepad buttons
0
- GAMEPAD_BUTTON_LEFT_FACE_UP =
Unknown button, just for error checking
1
- GAMEPAD_BUTTON_LEFT_FACE_RIGHT =
Gamepad left DPAD up button
2
- GAMEPAD_BUTTON_LEFT_FACE_DOWN =
Gamepad left DPAD right button
3
- GAMEPAD_BUTTON_LEFT_FACE_LEFT =
Gamepad left DPAD down button
4
- GAMEPAD_BUTTON_RIGHT_FACE_UP =
Gamepad left DPAD left button
5
- GAMEPAD_BUTTON_RIGHT_FACE_RIGHT =
Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
6
- GAMEPAD_BUTTON_RIGHT_FACE_DOWN =
Gamepad right button right (i.e. PS3: Circle, Xbox: B)
7
- GAMEPAD_BUTTON_RIGHT_FACE_LEFT =
Gamepad right button down (i.e. PS3: Cross, Xbox: A)
8
- GAMEPAD_BUTTON_LEFT_TRIGGER_1 =
Gamepad right button left (i.e. PS3: Square, Xbox: X)
9
- GAMEPAD_BUTTON_LEFT_TRIGGER_2 =
Gamepad top/back trigger left (first), it could be a trailing button
10
- GAMEPAD_BUTTON_RIGHT_TRIGGER_1 =
Gamepad top/back trigger left (second), it could be a trailing button
11
- GAMEPAD_BUTTON_RIGHT_TRIGGER_2 =
Gamepad top/back trigger right (first), it could be a trailing button
12
- GAMEPAD_BUTTON_MIDDLE_LEFT =
Gamepad top/back trigger right (second), it could be a trailing button
13
- GAMEPAD_BUTTON_MIDDLE =
Gamepad center buttons, left one (i.e. PS3: Select)
14
- GAMEPAD_BUTTON_MIDDLE_RIGHT =
Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
15
- GAMEPAD_BUTTON_LEFT_THUMB =
Gamepad center buttons, right one (i.e. PS3: Start)
16
- GAMEPAD_BUTTON_RIGHT_THUMB =
Gamepad joystick pressed button left
17
- GAMEPAD_AXIS_LEFT_X =
enum GamepadAxis Gamepad axis
0
- GAMEPAD_AXIS_LEFT_Y =
Gamepad left stick X axis
1
- GAMEPAD_AXIS_RIGHT_X =
Gamepad left stick Y axis
2
- GAMEPAD_AXIS_RIGHT_Y =
Gamepad right stick X axis
3
- GAMEPAD_AXIS_LEFT_TRIGGER =
Gamepad right stick Y axis
4
- GAMEPAD_AXIS_RIGHT_TRIGGER =
Gamepad back trigger left, pressure level: [1..-1]
5
- MATERIAL_MAP_ALBEDO =
enum MaterialMapIndex Material map index
0
- MATERIAL_MAP_METALNESS =
Albedo material (same as: MATERIAL_MAP_DIFFUSE)
1
- MATERIAL_MAP_NORMAL =
Metalness material (same as: MATERIAL_MAP_SPECULAR)
2
- MATERIAL_MAP_ROUGHNESS =
Normal material
3
- MATERIAL_MAP_OCCLUSION =
Roughness material
4
- MATERIAL_MAP_EMISSION =
Ambient occlusion material
5
- MATERIAL_MAP_HEIGHT =
Emission material
6
- MATERIAL_MAP_CUBEMAP =
Heightmap material
7
- MATERIAL_MAP_IRRADIANCE =
Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
8
- MATERIAL_MAP_PREFILTER =
Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
9
- MATERIAL_MAP_BRDF =
Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP)
10
- SHADER_LOC_VERTEX_POSITION =
enum ShaderLocationIndex Shader location index
0
- SHADER_LOC_VERTEX_TEXCOORD01 =
Shader location: vertex attribute: position
1
- SHADER_LOC_VERTEX_TEXCOORD02 =
Shader location: vertex attribute: texcoord01
2
- SHADER_LOC_VERTEX_NORMAL =
Shader location: vertex attribute: texcoord02
3
- SHADER_LOC_VERTEX_TANGENT =
Shader location: vertex attribute: normal
4
- SHADER_LOC_VERTEX_COLOR =
Shader location: vertex attribute: tangent
5
- SHADER_LOC_MATRIX_MVP =
Shader location: vertex attribute: color
6
- SHADER_LOC_MATRIX_VIEW =
Shader location: matrix uniform: model-view-projection
7
- SHADER_LOC_MATRIX_PROJECTION =
Shader location: matrix uniform: view (camera transform)
8
- SHADER_LOC_MATRIX_MODEL =
Shader location: matrix uniform: projection
9
- SHADER_LOC_MATRIX_NORMAL =
Shader location: matrix uniform: model (transform)
10
- SHADER_LOC_VECTOR_VIEW =
Shader location: matrix uniform: normal
11
- SHADER_LOC_COLOR_DIFFUSE =
Shader location: vector uniform: view
12
- SHADER_LOC_COLOR_SPECULAR =
Shader location: vector uniform: diffuse color
13
- SHADER_LOC_COLOR_AMBIENT =
Shader location: vector uniform: specular color
14
- SHADER_LOC_MAP_ALBEDO =
Shader location: vector uniform: ambient color
15
- SHADER_LOC_MAP_METALNESS =
Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
16
- SHADER_LOC_MAP_NORMAL =
Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
17
- SHADER_LOC_MAP_ROUGHNESS =
Shader location: sampler2d texture: normal
18
- SHADER_LOC_MAP_OCCLUSION =
Shader location: sampler2d texture: roughness
19
- SHADER_LOC_MAP_EMISSION =
Shader location: sampler2d texture: occlusion
20
- SHADER_LOC_MAP_HEIGHT =
Shader location: sampler2d texture: emission
21
- SHADER_LOC_MAP_CUBEMAP =
Shader location: sampler2d texture: height
22
- SHADER_LOC_MAP_IRRADIANCE =
Shader location: samplerCube texture: cubemap
23
- SHADER_LOC_MAP_PREFILTER =
Shader location: samplerCube texture: irradiance
24
- SHADER_LOC_MAP_BRDF =
Shader location: samplerCube texture: prefilter
25
- SHADER_LOC_VERTEX_BONEIDS =
Shader location: sampler2d texture: brdf
26
- SHADER_LOC_VERTEX_BONEWEIGHTS =
Shader location: vertex attribute: boneIds
27
- SHADER_LOC_BONE_MATRICES =
Shader location: vertex attribute: boneWeights
28
- SHADER_LOC_VERTEX_INSTANCE_TX =
Shader location: array of matrices uniform: boneMatrices
29
- SHADER_UNIFORM_FLOAT =
enum ShaderUniformDataType Shader uniform data type
0
- SHADER_UNIFORM_VEC2 =
Shader uniform type: float
1
- SHADER_UNIFORM_VEC3 =
Shader uniform type: vec2 (2 float)
2
- SHADER_UNIFORM_VEC4 =
Shader uniform type: vec3 (3 float)
3
- SHADER_UNIFORM_INT =
Shader uniform type: vec4 (4 float)
4
- SHADER_UNIFORM_IVEC2 =
Shader uniform type: int
5
- SHADER_UNIFORM_IVEC3 =
Shader uniform type: ivec2 (2 int)
6
- SHADER_UNIFORM_IVEC4 =
Shader uniform type: ivec3 (3 int)
7
- SHADER_UNIFORM_UINT =
Shader uniform type: ivec4 (4 int)
8
- SHADER_UNIFORM_UIVEC2 =
Shader uniform type: unsigned int
9
- SHADER_UNIFORM_UIVEC3 =
Shader uniform type: uivec2 (2 unsigned int)
10
- SHADER_UNIFORM_UIVEC4 =
Shader uniform type: uivec3 (3 unsigned int)
11
- SHADER_UNIFORM_SAMPLER2D =
Shader uniform type: uivec4 (4 unsigned int)
12
- SHADER_ATTRIB_FLOAT =
enum ShaderAttributeDataType Shader attribute data types
0
- SHADER_ATTRIB_VEC2 =
Shader attribute type: float
1
- SHADER_ATTRIB_VEC3 =
Shader attribute type: vec2 (2 float)
2
- SHADER_ATTRIB_VEC4 =
Shader attribute type: vec3 (3 float)
3
- PIXELFORMAT_UNCOMPRESSED_GRAYSCALE =
enum PixelFormat Pixel formats
1
- PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA =
8 bit per pixel (no alpha)
2
- PIXELFORMAT_UNCOMPRESSED_R5G6B5 =
8*2 bpp (2 channels)
3
- PIXELFORMAT_UNCOMPRESSED_R8G8B8 =
16 bpp
4
- PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 =
24 bpp
5
- PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 =
16 bpp (1 bit alpha)
6
- PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 =
16 bpp (4 bit alpha)
7
- PIXELFORMAT_UNCOMPRESSED_R32 =
32 bpp
8
- PIXELFORMAT_UNCOMPRESSED_R32G32B32 =
32 bpp (1 channel - float)
9
- PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 =
32*3 bpp (3 channels - float)
10
- PIXELFORMAT_UNCOMPRESSED_R16 =
32*4 bpp (4 channels - float)
11
- PIXELFORMAT_UNCOMPRESSED_R16G16B16 =
16 bpp (1 channel - half float)
12
- PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 =
16*3 bpp (3 channels - half float)
13
- PIXELFORMAT_COMPRESSED_DXT1_RGB =
16*4 bpp (4 channels - half float)
14
- PIXELFORMAT_COMPRESSED_DXT1_RGBA =
4 bpp (no alpha)
15
- PIXELFORMAT_COMPRESSED_DXT3_RGBA =
4 bpp (1 bit alpha)
16
- PIXELFORMAT_COMPRESSED_DXT5_RGBA =
8 bpp
17
- PIXELFORMAT_COMPRESSED_ETC1_RGB =
8 bpp
18
- PIXELFORMAT_COMPRESSED_ETC2_RGB =
4 bpp
19
- PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA =
4 bpp
20
- PIXELFORMAT_COMPRESSED_PVRT_RGB =
8 bpp
21
- PIXELFORMAT_COMPRESSED_PVRT_RGBA =
4 bpp
22
- PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA =
4 bpp
23
- PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA =
8 bpp
24
- TEXTURE_FILTER_POINT =
enum TextureFilter Texture parameters: filter mode
0
- TEXTURE_FILTER_BILINEAR =
No filter, just pixel approximation
1
- TEXTURE_FILTER_TRILINEAR =
Linear filtering
2
- TEXTURE_FILTER_ANISOTROPIC_4X =
Trilinear filtering (linear with mipmaps)
3
- TEXTURE_FILTER_ANISOTROPIC_8X =
Anisotropic filtering 4x
4
- TEXTURE_FILTER_ANISOTROPIC_16X =
Anisotropic filtering 8x
5
- TEXTURE_WRAP_REPEAT =
enum TextureWrap Texture parameters: wrap mode
0
- TEXTURE_WRAP_CLAMP =
Repeats texture in tiled mode
1
- TEXTURE_WRAP_MIRROR_REPEAT =
Clamps texture to edge pixel in tiled mode
2
- TEXTURE_WRAP_MIRROR_CLAMP =
Mirrors and repeats the texture in tiled mode
3
- CUBEMAP_LAYOUT_AUTO_DETECT =
enum CubemapLayout Cubemap layouts
0
- CUBEMAP_LAYOUT_LINE_VERTICAL =
Automatically detect layout type
1
- CUBEMAP_LAYOUT_LINE_HORIZONTAL =
Layout is defined by a vertical line with faces
2
- CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR =
Layout is defined by a horizontal line with faces
3
- CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE =
Layout is defined by a 3x4 cross with cubemap faces
4
- FONT_DEFAULT =
enum FontType Font type, defines generation method
0
- FONT_BITMAP =
Default font generation, anti-aliased
1
- FONT_SDF =
Bitmap font generation, no anti-aliasing
2
- BLEND_ALPHA =
enum BlendMode Color blending modes (pre-defined)
0
- BLEND_ADDITIVE =
Blend textures considering alpha (default)
1
- BLEND_MULTIPLIED =
Blend textures adding colors
2
- BLEND_ADD_COLORS =
Blend textures multiplying colors
3
- BLEND_SUBTRACT_COLORS =
Blend textures adding colors (alternative)
4
- BLEND_ALPHA_PREMULTIPLY =
Blend textures subtracting colors (alternative)
5
- BLEND_CUSTOM =
Blend premultiplied textures considering alpha
6
- BLEND_CUSTOM_SEPARATE =
Blend textures using custom src/dst factors (use rlSetBlendFactors())
7
- GESTURE_NONE =
enum Gesture Gesture
0
- GESTURE_TAP =
No gesture
1
- GESTURE_DOUBLETAP =
Tap gesture
2
- GESTURE_HOLD =
Double tap gesture
4
- GESTURE_DRAG =
Hold gesture
8
- GESTURE_SWIPE_RIGHT =
Drag gesture
16
- GESTURE_SWIPE_LEFT =
Swipe right gesture
32
- GESTURE_SWIPE_UP =
Swipe left gesture
64
- GESTURE_SWIPE_DOWN =
Swipe up gesture
128
- GESTURE_PINCH_IN =
Swipe down gesture
256
- GESTURE_PINCH_OUT =
Pinch in gesture
512
- CAMERA_CUSTOM =
enum CameraMode Camera system modes
0
- CAMERA_FREE =
Camera custom, controlled by user (UpdateCamera() does nothing)
1
- CAMERA_ORBITAL =
Camera free mode
2
- CAMERA_FIRST_PERSON =
Camera orbital, around target, zoom supported
3
- CAMERA_THIRD_PERSON =
Camera first person
4
- CAMERA_PERSPECTIVE =
enum CameraProjection Camera projection
0
- CAMERA_ORTHOGRAPHIC =
Perspective projection
1
- NPATCH_NINE_PATCH =
enum NPatchLayout N-patch layout
0
- NPATCH_THREE_PATCH_VERTICAL =
Npatch layout: 3x3 tiles
1
- NPATCH_THREE_PATCH_HORIZONTAL =
Npatch layout: 1x3 tiles
2
- Texture2D =
Texture
- TextureCubemap =
Texture
- RenderTexture2D =
RenderTexture
- Camera =
Camera3D
- LIGHTGRAY =
Color.from_u8(200, 200, 200, 255)
- GRAY =
Color.from_u8(130, 130, 130, 255)
- DARKGRAY =
Color.from_u8(80, 80, 80, 255)
- YELLOW =
Color.from_u8(253, 249, 0, 255)
- GOLD =
Color.from_u8(255, 203, 0, 255)
- ORANGE =
Color.from_u8(255, 161, 0, 255)
- PINK =
Color.from_u8(255, 109, 194, 255)
- RED =
Color.from_u8(230, 41, 55, 255)
- MAROON =
Color.from_u8(190, 33, 55, 255)
- GREEN =
Color.from_u8(0, 228, 48, 255)
- LIME =
Color.from_u8(0, 158, 47, 255)
- DARKGREEN =
Color.from_u8(0, 117, 44, 255)
- SKYBLUE =
Color.from_u8(102, 191, 255, 255)
- BLUE =
Color.from_u8(0, 121, 241, 255)
- DARKBLUE =
Color.from_u8(0, 82, 172, 255)
- PURPLE =
Color.from_u8(200, 122, 255, 255)
- VIOLET =
Color.from_u8(135, 60, 190, 255)
- DARKPURPLE =
Color.from_u8(112, 31, 126, 255)
- BEIGE =
Color.from_u8(211, 176, 131, 255)
- BROWN =
Color.from_u8(127, 106, 79, 255)
- DARKBROWN =
Color.from_u8(76, 63, 47, 255)
- WHITE =
Color.from_u8(255, 255, 255, 255)
- BLACK =
Color.from_u8(0, 0, 0, 255)
- BLANK =
Color.from_u8(0, 0, 0, 0)
- MAGENTA =
Color.from_u8(255, 0, 255, 255)
- RAYWHITE =
Color.from_u8(245, 245, 245, 255)
- DEG2RAD =
Math helper
Math::PI / 180.0
- RAD2DEG =
180.0 / Math::PI
Class Method Summary collapse
- .load_lib(libpath, raygui_libpath: nil, physac_libpath: nil, method_naming: :original) ⇒ Object
-
.setup_physac_symbols(method_naming: :original) ⇒ Object
Function.
-
.setup_raygui_symbols(method_naming: :original) ⇒ Object
Function.
-
.setup_raylib_symbols(method_naming: :original) ⇒ Object
Function.
-
.setup_raymath_symbols(method_naming: :original) ⇒ Object
Function.
-
.setup_rcamera_symbols(method_naming: :original) ⇒ Object
Function.
-
.setup_rlgl_symbols(method_naming: :original) ⇒ Object
Function.
- .setup_symbols(method_naming: :original) ⇒ Object
-
.template ⇒ Object
Generate sample code.
Instance Method Summary collapse
-
#DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint) ⇒ void
DrawModelEx : Draw a model with extended parameters.
-
#LoadAndAllocateModelAnimations(fileName) ⇒ Object
LoadAndAllocateModelAnimations : (ruby raylib original).
- #MatrixToFloat(mat) ⇒ Object
- #RGuiCheckBox(bounds, text, checked) ⇒ Object
- #RGuiColorBarAlpha(bounds, text, alpha) ⇒ Object
- #RGuiColorBarHue(bounds, text, value) ⇒ Object
- #RGuiComboBox(bounds, text, active) ⇒ Object
- #RGuiDropdownBox(bounds, text, active, editMode) ⇒ Object
- #RGuiListView(bounds, text, scrollIndex, active) ⇒ Object
- #RGuiListViewEx(bounds, text, count, scrollIndex, active, focus) ⇒ Object
- #RGuiProgressBar(bounds, textLeft, textRight, value, minValue, maxValue) ⇒ Object
- #RGuiSlider(bounds, textLeft, textRight, value, minValue, maxValue) ⇒ Object
- #RGuiSliderBar(bounds, textLeft, textRight, value, minValue, maxValue) ⇒ Object
- #RGuiSpinner(bounds, text, value, minValue, maxValue, editMode) ⇒ Object
- #RGuiTabBar(bounds, text, count, active) ⇒ Object
- #RGuiToggle(bounds, text, active) ⇒ Object
- #RGuiToggleGroup(bounds, text, active) ⇒ Object
- #RGuiToggleSlider(bounds, text, active) ⇒ Object
- #RGuiValueBox(bounds, text, value, minValue, maxValue, editMode) ⇒ Object
-
#UnloadAndFreeModelAnimations(anims, anim_ptrs) ⇒ Object
UnloadAndFreeModelAnimations : (ruby raylib original).
- #Vector3ToFloat(vec) ⇒ Object
Class Method Details
.load_lib(libpath, raygui_libpath: nil, physac_libpath: nil, method_naming: :original) ⇒ Object
20 21 22 23 24 25 26 27 28 29 30 31 |
# File 'lib/raylib.rb', line 20 def self.load_lib(libpath, raygui_libpath: nil, physac_libpath: nil, method_naming: :original) lib_paths = [libpath, raygui_libpath, physac_libpath].compact ffi_lib_flags :now, :global ffi_lib(*lib_paths) setup_symbols(method_naming: method_naming) setup_raygui_symbols(method_naming: method_naming) unless raygui_libpath.nil? setup_physac_symbols(method_naming: method_naming) unless physac_libpath.nil? rescue LoadError => e warn e end |
.setup_physac_symbols(method_naming: :original) ⇒ Object
Function
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# File 'lib/physac.rb', line 189 def self.setup_physac_symbols(method_naming: :original) entries = [ # @!method InitPhysics() # InitPhysics : Initializes physics system # @return [void] [:InitPhysics, :InitPhysics, [], :void], # @!method UpdatePhysics() # UpdatePhysics : Update physics system # @return [void] [:UpdatePhysics, :UpdatePhysics, [], :void], # @!method ResetPhysics() # ResetPhysics : Reset physics system (global variables) # @return [void] [:ResetPhysics, :ResetPhysics, [], :void], # @!method ClosePhysics() # ClosePhysics : Close physics system and unload used memory # @return [void] [:ClosePhysics, :ClosePhysics, [], :void], # @!method SetPhysicsTimeStep(delta) # SetPhysicsTimeStep : Sets physics fixed time step in milliseconds. 1.666666 by default # @param delta [double] # @return [void] [:SetPhysicsTimeStep, :SetPhysicsTimeStep, [:double], :void], # @!method SetPhysicsGravity(x, y) # SetPhysicsGravity : Sets physics global gravity force # @param x [float] # @param y [float] # @return [void] [:SetPhysicsGravity, :SetPhysicsGravity, [:float, :float], :void], # @!method CreatePhysicsBodyCircle(pos, radius, density) # CreatePhysicsBodyCircle : Creates a new circle physics body with generic parameters # @param pos [Vector2] # @param radius [float] # @param density [float] # @return [PhysicsBody] [:CreatePhysicsBodyCircle, :CreatePhysicsBodyCircle, [Vector2.by_value, :float, :float], :pointer], # @!method CreatePhysicsBodyRectangle(pos, width, height, density) # CreatePhysicsBodyRectangle : Creates a new rectangle physics body with generic parameters # @param pos [Vector2] # @param width [float] # @param height [float] # @param density [float] # @return [PhysicsBody] [:CreatePhysicsBodyRectangle, :CreatePhysicsBodyRectangle, [Vector2.by_value, :float, :float, :float], :pointer], # @!method CreatePhysicsBodyPolygon(pos, radius, sides, density) # CreatePhysicsBodyPolygon : Creates a new polygon physics body with generic parameters # @param pos [Vector2] # @param radius [float] # @param sides [int] # @param density [float] # @return [PhysicsBody] [:CreatePhysicsBodyPolygon, :CreatePhysicsBodyPolygon, [Vector2.by_value, :float, :int, :float], :pointer], # @!method DestroyPhysicsBody(body) # DestroyPhysicsBody : Destroy a physics body # @param body [PhysicsBody] # @return [void] [:DestroyPhysicsBody, :DestroyPhysicsBody, [:pointer], :void], # @!method PhysicsAddForce(body, force) # PhysicsAddForce : Adds a force to a physics body # @param body [PhysicsBody] # @param force [Vector2] # @return [void] [:PhysicsAddForce, :PhysicsAddForce, [:pointer, Vector2.by_value], :void], # @!method PhysicsAddTorque(body, amount) # PhysicsAddTorque : Adds an angular force to a physics body # @param body [PhysicsBody] # @param amount [float] # @return [void] [:PhysicsAddTorque, :PhysicsAddTorque, [:pointer, :float], :void], # @!method PhysicsShatter(body, position, force) # PhysicsShatter : Shatters a polygon shape physics body to little physics bodies with explosion force # @param body [PhysicsBody] # @param position [Vector2] # @param force [float] # @return [void] [:PhysicsShatter, :PhysicsShatter, [:pointer, Vector2.by_value, :float], :void], # @!method SetPhysicsBodyRotation(body, radians) # SetPhysicsBodyRotation : Sets physics body shape transform based on radians parameter # @param body [PhysicsBody] # @param radians [float] # @return [void] [:SetPhysicsBodyRotation, :SetPhysicsBodyRotation, [:pointer, :float], :void], # @!method GetPhysicsBody(index) # GetPhysicsBody : Returns a physics body of the bodies pool at a specific index # @param index [int] # @return [PhysicsBody] [:GetPhysicsBody, :GetPhysicsBody, [:int], :pointer], # @!method GetPhysicsBodiesCount() # GetPhysicsBodiesCount : Returns the current amount of created physics bodies # @return [int] [:GetPhysicsBodiesCount, :GetPhysicsBodiesCount, [], :int], # @!method GetPhysicsShapeType(index) # GetPhysicsShapeType : Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON) # @param index [int] # @return [int] [:GetPhysicsShapeType, :GetPhysicsShapeType, [:int], :int], # @!method GetPhysicsShapeVerticesCount(index) # GetPhysicsShapeVerticesCount : Returns the amount of vertices of a physics body shape # @param index [int] # @return [int] [:GetPhysicsShapeVerticesCount, :GetPhysicsShapeVerticesCount, [:int], :int], # @!method GetPhysicsShapeVertex(body, vertex) # GetPhysicsShapeVertex : Returns transformed position of a body shape (body position + vertex transformed position) # @param body [PhysicsBody] # @param vertex [int] # @return [Vector2] [:GetPhysicsShapeVertex, :GetPhysicsShapeVertex, [:pointer, :int], Vector2.by_value], ] entries.each do |entry| api_name = if method_naming == :snake_case snake_case_name = entry[0].to_s.gsub(/([A-Z]+)([A-Z0-9][a-z])/, '\1_\2').gsub(/([a-z\d])([A-Z0-9])/, '\1_\2').downcase snake_case_name.gsub!('vector_3', 'vector3_') if snake_case_name.include?('vector_3') snake_case_name.gsub!('vector_2', 'vector2_') if snake_case_name.include?('vector_2') snake_case_name.chop! if snake_case_name.end_with?('_') snake_case_name.to_sym else entry[0] end attach_function api_name, entry[1], entry[2], entry[3] rescue FFI::NotFoundError => e warn "[Warning] Failed to import #{entry[0]} (#{e})." end end |
.setup_raygui_symbols(method_naming: :original) ⇒ Object
Function
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# File 'lib/raygui_main.rb', line 460 def self.setup_raygui_symbols(method_naming: :original) entries = [ # @!method GuiEnable() # GuiEnable : Enable gui controls (global state) # @return [void] [:GuiEnable, :GuiEnable, [], :void], # @!method GuiDisable() # GuiDisable : Disable gui controls (global state) # @return [void] [:GuiDisable, :GuiDisable, [], :void], # @!method GuiLock() # GuiLock : Lock gui controls (global state) # @return [void] [:GuiLock, :GuiLock, [], :void], # @!method GuiUnlock() # GuiUnlock : Unlock gui controls (global state) # @return [void] [:GuiUnlock, :GuiUnlock, [], :void], # @!method GuiIsLocked() # GuiIsLocked : Check if gui is locked (global state) # @return [bool] [:GuiIsLocked, :GuiIsLocked, [], :bool], # @!method GuiSetAlpha(alpha) # GuiSetAlpha : Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f # @param alpha [float] # @return [void] [:GuiSetAlpha, :GuiSetAlpha, [:float], :void], # @!method GuiSetState(state) # GuiSetState : Set gui state (global state) # @param state [int] # @return [void] [:GuiSetState, :GuiSetState, [:int], :void], # @!method GuiGetState() # GuiGetState : Get gui state (global state) # @return [int] [:GuiGetState, :GuiGetState, [], :int], # @!method GuiSetFont(font) # GuiSetFont : Set gui custom font (global state) # @param font [Font] # @return [void] [:GuiSetFont, :GuiSetFont, [Font.by_value], :void], # @!method GuiGetFont() # GuiGetFont : Get gui custom font (global state) # @return [Font] [:GuiGetFont, :GuiGetFont, [], Font.by_value], # @!method GuiSetStyle(control, property, value) # GuiSetStyle : Set one style property # @param control [int] # @param property [int] # @param value [int] # @return [void] [:GuiSetStyle, :GuiSetStyle, [:int, :int, :int], :void], # @!method GuiGetStyle(control, property) # GuiGetStyle : Get one style property # @param control [int] # @param property [int] # @return [int] [:GuiGetStyle, :GuiGetStyle, [:int, :int], :int], # @!method GuiLoadStyle(fileName) # GuiLoadStyle : Load style file over global style variable (.rgs) # @param fileName [const char *] # @return [void] [:GuiLoadStyle, :GuiLoadStyle, [:pointer], :void], # @!method GuiLoadStyleDefault() # GuiLoadStyleDefault : Load style default over global style # @return [void] [:GuiLoadStyleDefault, :GuiLoadStyleDefault, [], :void], # @!method GuiEnableTooltip() # GuiEnableTooltip : Enable gui tooltips (global state) # @return [void] [:GuiEnableTooltip, :GuiEnableTooltip, [], :void], # @!method GuiDisableTooltip() # GuiDisableTooltip : Disable gui tooltips (global state) # @return [void] [:GuiDisableTooltip, :GuiDisableTooltip, [], :void], # @!method GuiSetTooltip(tooltip) # GuiSetTooltip : Set tooltip string # @param tooltip [const char *] # @return [void] [:GuiSetTooltip, :GuiSetTooltip, [:pointer], :void], # @!method GuiIconText(iconId, text) # GuiIconText : Get text with icon id prepended (if supported) # @param iconId [int] # @param text [const char *] # @return [const char *] [:GuiIconText, :GuiIconText, [:int, :pointer], :pointer], # @!method GuiSetIconScale(scale) # GuiSetIconScale : Set default icon drawing size # @param scale [int] # @return [void] [:GuiSetIconScale, :GuiSetIconScale, [:int], :void], # @!method GuiGetIcons() # GuiGetIcons : Get raygui icons data pointer # @return [unsigned int *] [:GuiGetIcons, :GuiGetIcons, [], :pointer], # @!method GuiLoadIcons(fileName, loadIconsName) # GuiLoadIcons : Load raygui icons file (.rgi) into internal icons data # @param fileName [const char *] # @param loadIconsName [bool] # @return [char **] [:GuiLoadIcons, :GuiLoadIcons, [:pointer, :bool], :pointer], # @!method GuiDrawIcon(iconId, posX, posY, pixelSize, color) # GuiDrawIcon : Draw icon using pixel size at specified position # @param iconId [int] # @param posX [int] # @param posY [int] # @param pixelSize [int] # @param color [Color] # @return [void] [:GuiDrawIcon, :GuiDrawIcon, [:int, :int, :int, :int, Color.by_value], :void], # @!method GuiWindowBox(bounds, title) # GuiWindowBox : Window Box control, shows a window that can be closed # @param bounds [Rectangle] # @param title [const char *] # @return [int] [:GuiWindowBox, :GuiWindowBox, [Rectangle.by_value, :pointer], :int], # @!method GuiGroupBox(bounds, text) # GuiGroupBox : Group Box control with text name # @param bounds [Rectangle] # @param text [const char *] # @return [int] [:GuiGroupBox, :GuiGroupBox, [Rectangle.by_value, :pointer], :int], # @!method GuiLine(bounds, text) # GuiLine : Line separator control, could contain text # @param bounds [Rectangle] # @param text [const char *] # @return [int] [:GuiLine, :GuiLine, [Rectangle.by_value, :pointer], :int], # @!method GuiPanel(bounds, text) # GuiPanel : Panel control, useful to group controls # @param bounds [Rectangle] # @param text [const char *] # @return [int] [:GuiPanel, :GuiPanel, [Rectangle.by_value, :pointer], :int], # @!method GuiTabBar(bounds, text, count, active) # GuiTabBar : Tab Bar control, returns TAB to be closed or -1 # @param bounds [Rectangle] # @param text [const char **] # @param count [int] # @param active [int *] # @return [int] [:GuiTabBar, :GuiTabBar, [Rectangle.by_value, :pointer, :int, :pointer], :int], # @!method GuiScrollPanel(bounds, text, content, scroll, view) # GuiScrollPanel : Scroll Panel control # @param bounds [Rectangle] # @param text [const char *] # @param content [Rectangle] # @param scroll [Vector2 *] # @param view [Rectangle *] # @return [int] [:GuiScrollPanel, :GuiScrollPanel, [Rectangle.by_value, :pointer, Rectangle.by_value, :pointer, :pointer], :int], # @!method GuiLabel(bounds, text) # GuiLabel : Label control # @param bounds [Rectangle] # @param text [const char *] # @return [int] [:GuiLabel, :GuiLabel, [Rectangle.by_value, :pointer], :int], # @!method GuiButton(bounds, text) # GuiButton : Button control, returns true when clicked # @param bounds [Rectangle] # @param text [const char *] # @return [int] [:GuiButton, :GuiButton, [Rectangle.by_value, :pointer], :int], # @!method GuiLabelButton(bounds, text) # GuiLabelButton : Label button control, returns true when clicked # @param bounds [Rectangle] # @param text [const char *] # @return [int] [:GuiLabelButton, :GuiLabelButton, [Rectangle.by_value, :pointer], :int], # @!method GuiToggle(bounds, text, active) # GuiToggle : Toggle Button control # @param bounds [Rectangle] # @param text [const char *] # @param active [bool *] # @return [int] [:GuiToggle, :GuiToggle, [Rectangle.by_value, :pointer, :pointer], :int], # @!method GuiToggleGroup(bounds, text, active) # GuiToggleGroup : Toggle Group control # @param bounds [Rectangle] # @param text [const char *] # @param active [int *] # @return [int] [:GuiToggleGroup, :GuiToggleGroup, [Rectangle.by_value, :pointer, :pointer], :int], # @!method GuiToggleSlider(bounds, text, active) # GuiToggleSlider : Toggle Slider control # @param bounds [Rectangle] # @param text [const char *] # @param active [int *] # @return [int] [:GuiToggleSlider, :GuiToggleSlider, [Rectangle.by_value, :pointer, :pointer], :int], # @!method GuiCheckBox(bounds, text, checked) # GuiCheckBox : Check Box control, returns true when active # @param bounds [Rectangle] # @param text [const char *] # @param checked [bool *] # @return [int] [:GuiCheckBox, :GuiCheckBox, [Rectangle.by_value, :pointer, :pointer], :int], # @!method GuiComboBox(bounds, text, active) # GuiComboBox : Combo Box control # @param bounds [Rectangle] # @param text [const char *] # @param active [int *] # @return [int] [:GuiComboBox, :GuiComboBox, [Rectangle.by_value, :pointer, :pointer], :int], # @!method GuiDropdownBox(bounds, text, active, editMode) # GuiDropdownBox : Dropdown Box control # @param bounds [Rectangle] # @param text [const char *] # @param active [int *] # @param editMode [bool] # @return [int] [:GuiDropdownBox, :GuiDropdownBox, [Rectangle.by_value, :pointer, :pointer, :bool], :int], # @!method GuiSpinner(bounds, text, value, minValue, maxValue, editMode) # GuiSpinner : Spinner control # @param bounds [Rectangle] # @param text [const char *] # @param value [int *] # @param minValue [int] # @param maxValue [int] # @param editMode [bool] # @return [int] [:GuiSpinner, :GuiSpinner, [Rectangle.by_value, :pointer, :pointer, :int, :int, :bool], :int], # @!method GuiValueBox(bounds, text, value, minValue, maxValue, editMode) # GuiValueBox : Value Box control, updates input text with numbers # @param bounds [Rectangle] # @param text [const char *] # @param value [int *] # @param minValue [int] # @param maxValue [int] # @param editMode [bool] # @return [int] [:GuiValueBox, :GuiValueBox, [Rectangle.by_value, :pointer, :pointer, :int, :int, :bool], :int], # @!method GuiValueBoxFloat(bounds, text, textValue, value, editMode) # GuiValueBoxFloat : Value box control for float values # @param bounds [Rectangle] # @param text [const char *] # @param textValue [char *] # @param value [float *] # @param editMode [bool] # @return [int] [:GuiValueBoxFloat, :GuiValueBoxFloat, [Rectangle.by_value, :pointer, :pointer, :pointer, :bool], :int], # @!method GuiTextBox(bounds, text, textSize, editMode) # GuiTextBox : Text Box control, updates input text # @param bounds [Rectangle] # @param text [char *] # @param textSize [int] # @param editMode [bool] # @return [int] [:GuiTextBox, :GuiTextBox, [Rectangle.by_value, :pointer, :int, :bool], :int], # @!method GuiSlider(bounds, textLeft, textRight, value, minValue, maxValue) # GuiSlider : Slider control # @param bounds [Rectangle] # @param textLeft [const char *] # @param textRight [const char *] # @param value [float *] # @param minValue [float] # @param maxValue [float] # @return [int] [:GuiSlider, :GuiSlider, [Rectangle.by_value, :pointer, :pointer, :pointer, :float, :float], :int], # @!method GuiSliderBar(bounds, textLeft, textRight, value, minValue, maxValue) # GuiSliderBar : Slider Bar control # @param bounds [Rectangle] # @param textLeft [const char *] # @param textRight [const char *] # @param value [float *] # @param minValue [float] # @param maxValue [float] # @return [int] [:GuiSliderBar, :GuiSliderBar, [Rectangle.by_value, :pointer, :pointer, :pointer, :float, :float], :int], # @!method GuiProgressBar(bounds, textLeft, textRight, value, minValue, maxValue) # GuiProgressBar : Progress Bar control # @param bounds [Rectangle] # @param textLeft [const char *] # @param textRight [const char *] # @param value [float *] # @param minValue [float] # @param maxValue [float] # @return [int] [:GuiProgressBar, :GuiProgressBar, [Rectangle.by_value, :pointer, :pointer, :pointer, :float, :float], :int], # @!method GuiStatusBar(bounds, text) # GuiStatusBar : Status Bar control, shows info text # @param bounds [Rectangle] # @param text [const char *] # @return [int] [:GuiStatusBar, :GuiStatusBar, [Rectangle.by_value, :pointer], :int], # @!method GuiDummyRec(bounds, text) # GuiDummyRec : Dummy control for placeholders # @param bounds [Rectangle] # @param text [const char *] # @return [int] [:GuiDummyRec, :GuiDummyRec, [Rectangle.by_value, :pointer], :int], # @!method GuiGrid(bounds, text, spacing, subdivs, mouseCell) # GuiGrid : Grid control # @param bounds [Rectangle] # @param text [const char *] # @param spacing [float] # @param subdivs [int] # @param mouseCell [Vector2 *] # @return [int] [:GuiGrid, :GuiGrid, [Rectangle.by_value, :pointer, :float, :int, :pointer], :int], # @!method GuiListView(bounds, text, scrollIndex, active) # GuiListView : List View control # @param bounds [Rectangle] # @param text [const char *] # @param scrollIndex [int *] # @param active [int *] # @return [int] [:GuiListView, :GuiListView, [Rectangle.by_value, :pointer, :pointer, :pointer], :int], # @!method GuiListViewEx(bounds, text, count, scrollIndex, active, focus) # GuiListViewEx : List View with extended parameters # @param bounds [Rectangle] # @param text [const char **] # @param count [int] # @param scrollIndex [int *] # @param active [int *] # @param focus [int *] # @return [int] [:GuiListViewEx, :GuiListViewEx, [Rectangle.by_value, :pointer, :int, :pointer, :pointer, :pointer], :int], # @!method GuiMessageBox(bounds, title, message, buttons) # GuiMessageBox : Message Box control, displays a message # @param bounds [Rectangle] # @param title [const char *] # @param message [const char *] # @param buttons [const char *] # @return [int] [:GuiMessageBox, :GuiMessageBox, [Rectangle.by_value, :pointer, :pointer, :pointer], :int], # @!method GuiTextInputBox(bounds, title, message, buttons, text, textMaxSize, secretViewActive) # GuiTextInputBox : Text Input Box control, ask for text, supports secret # @param bounds [Rectangle] # @param title [const char *] # @param message [const char *] # @param buttons [const char *] # @param text [char *] # @param textMaxSize [int] # @param secretViewActive [bool *] # @return [int] [:GuiTextInputBox, :GuiTextInputBox, [Rectangle.by_value, :pointer, :pointer, :pointer, :pointer, :int, :pointer], :int], # @!method GuiColorPicker(bounds, text, color) # GuiColorPicker : Color Picker control (multiple color controls) # @param bounds [Rectangle] # @param text [const char *] # @param color [Color *] # @return [int] [:GuiColorPicker, :GuiColorPicker, [Rectangle.by_value, :pointer, :pointer], :int], # @!method GuiColorPanel(bounds, text, color) # GuiColorPanel : Color Panel control # @param bounds [Rectangle] # @param text [const char *] # @param color [Color *] # @return [int] [:GuiColorPanel, :GuiColorPanel, [Rectangle.by_value, :pointer, :pointer], :int], # @!method GuiColorBarAlpha(bounds, text, alpha) # GuiColorBarAlpha : Color Bar Alpha control # @param bounds [Rectangle] # @param text [const char *] # @param alpha [float *] # @return [int] [:GuiColorBarAlpha, :GuiColorBarAlpha, [Rectangle.by_value, :pointer, :pointer], :int], # @!method GuiColorBarHue(bounds, text, value) # GuiColorBarHue : Color Bar Hue control # @param bounds [Rectangle] # @param text [const char *] # @param value [float *] # @return [int] [:GuiColorBarHue, :GuiColorBarHue, [Rectangle.by_value, :pointer, :pointer], :int], # @!method GuiColorPickerHSV(bounds, text, colorHsv) # GuiColorPickerHSV : Color Picker control that avoids conversion to RGB on each call (multiple color controls) # @param bounds [Rectangle] # @param text [const char *] # @param colorHsv [Vector3 *] # @return [int] [:GuiColorPickerHSV, :GuiColorPickerHSV, [Rectangle.by_value, :pointer, :pointer], :int], # @!method GuiColorPanelHSV(bounds, text, colorHsv) # GuiColorPanelHSV : Color Panel control that updates Hue-Saturation-Value color value, used by GuiColorPickerHSV() # @param bounds [Rectangle] # @param text [const char *] # @param colorHsv [Vector3 *] # @return [int] [:GuiColorPanelHSV, :GuiColorPanelHSV, [Rectangle.by_value, :pointer, :pointer], :int], ] entries.each do |entry| api_name = if method_naming == :snake_case snake_case_name = entry[0].to_s.gsub(/([A-Z]+)([A-Z0-9][a-z])/, '\1_\2').gsub(/([a-z\d])([A-Z0-9])/, '\1_\2').downcase snake_case_name.gsub!('vector_3', 'vector3_') if snake_case_name.include?('vector_3') snake_case_name.gsub!('vector_2', 'vector2_') if snake_case_name.include?('vector_2') snake_case_name.chop! if snake_case_name.end_with?('_') snake_case_name.to_sym else entry[0] end attach_function api_name, entry[1], entry[2], entry[3] rescue FFI::NotFoundError => e warn "[Warning] Failed to import #{entry[0]} (#{e})." end end |
.setup_raylib_symbols(method_naming: :original) ⇒ Object
Function
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# File 'lib/raylib_main.rb', line 1139 def self.setup_raylib_symbols(method_naming: :original) entries = [ # @!method InitWindow(width, height, title) # InitWindow : Initialize window and OpenGL context # @param width [int] # @param height [int] # @param title [const char *] # @return [void] [:InitWindow, :InitWindow, [:int, :int, :pointer], :void], # @!method CloseWindow() # CloseWindow : Close window and unload OpenGL context # @return [void] [:CloseWindow, :CloseWindow, [], :void], # @!method WindowShouldClose() # WindowShouldClose : Check if application should close (KEY_ESCAPE pressed or windows close icon clicked) # @return [bool] [:WindowShouldClose, :WindowShouldClose, [], :bool], # @!method IsWindowReady() # IsWindowReady : Check if window has been initialized successfully # @return [bool] [:IsWindowReady, :IsWindowReady, [], :bool], # @!method IsWindowFullscreen() # IsWindowFullscreen : Check if window is currently fullscreen # @return [bool] [:IsWindowFullscreen, :IsWindowFullscreen, [], :bool], # @!method IsWindowHidden() # IsWindowHidden : Check if window is currently hidden # @return [bool] [:IsWindowHidden, :IsWindowHidden, [], :bool], # @!method IsWindowMinimized() # IsWindowMinimized : Check if window is currently minimized # @return [bool] [:IsWindowMinimized, :IsWindowMinimized, [], :bool], # @!method IsWindowMaximized() # IsWindowMaximized : Check if window is currently maximized # @return [bool] [:IsWindowMaximized, :IsWindowMaximized, [], :bool], # @!method IsWindowFocused() # IsWindowFocused : Check if window is currently focused # @return [bool] [:IsWindowFocused, :IsWindowFocused, [], :bool], # @!method IsWindowResized() # IsWindowResized : Check if window has been resized last frame # @return [bool] [:IsWindowResized, :IsWindowResized, [], :bool], # @!method IsWindowState(flag) # IsWindowState : Check if one specific window flag is enabled # @param flag [unsigned int] # @return [bool] [:IsWindowState, :IsWindowState, [:uint], :bool], # @!method SetWindowState(flags) # SetWindowState : Set window configuration state using flags # @param flags [unsigned int] # @return [void] [:SetWindowState, :SetWindowState, [:uint], :void], # @!method ClearWindowState(flags) # ClearWindowState : Clear window configuration state flags # @param flags [unsigned int] # @return [void] [:ClearWindowState, :ClearWindowState, [:uint], :void], # @!method ToggleFullscreen() # ToggleFullscreen : Toggle window state: fullscreen/windowed, resizes monitor to match window resolution # @return [void] [:ToggleFullscreen, :ToggleFullscreen, [], :void], # @!method ToggleBorderlessWindowed() # ToggleBorderlessWindowed : Toggle window state: borderless windowed, resizes window to match monitor resolution # @return [void] [:ToggleBorderlessWindowed, :ToggleBorderlessWindowed, [], :void], # @!method MaximizeWindow() # MaximizeWindow : Set window state: maximized, if resizable # @return [void] [:MaximizeWindow, :MaximizeWindow, [], :void], # @!method MinimizeWindow() # MinimizeWindow : Set window state: minimized, if resizable # @return [void] [:MinimizeWindow, :MinimizeWindow, [], :void], # @!method RestoreWindow() # RestoreWindow : Set window state: not minimized/maximized # @return [void] [:RestoreWindow, :RestoreWindow, [], :void], # @!method SetWindowIcon(image) # SetWindowIcon : Set icon for window (single image, RGBA 32bit) # @param image [Image] # @return [void] [:SetWindowIcon, :SetWindowIcon, [Image.by_value], :void], # @!method SetWindowIcons(images, count) # SetWindowIcons : Set icon for window (multiple images, RGBA 32bit) # @param images [Image *] # @param count [int] # @return [void] [:SetWindowIcons, :SetWindowIcons, [:pointer, :int], :void], # @!method SetWindowTitle(title) # SetWindowTitle : Set title for window # @param title [const char *] # @return [void] [:SetWindowTitle, :SetWindowTitle, [:pointer], :void], # @!method SetWindowPosition(x, y) # SetWindowPosition : Set window position on screen # @param x [int] # @param y [int] # @return [void] [:SetWindowPosition, :SetWindowPosition, [:int, :int], :void], # @!method SetWindowMonitor(monitor) # SetWindowMonitor : Set monitor for the current window # @param monitor [int] # @return [void] [:SetWindowMonitor, :SetWindowMonitor, [:int], :void], # @!method SetWindowMinSize(width, height) # SetWindowMinSize : Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE) # @param width [int] # @param height [int] # @return [void] [:SetWindowMinSize, :SetWindowMinSize, [:int, :int], :void], # @!method SetWindowMaxSize(width, height) # SetWindowMaxSize : Set window maximum dimensions (for FLAG_WINDOW_RESIZABLE) # @param width [int] # @param height [int] # @return [void] [:SetWindowMaxSize, :SetWindowMaxSize, [:int, :int], :void], # @!method SetWindowSize(width, height) # SetWindowSize : Set window dimensions # @param width [int] # @param height [int] # @return [void] [:SetWindowSize, :SetWindowSize, [:int, :int], :void], # @!method SetWindowOpacity(opacity) # SetWindowOpacity : Set window opacity [0.0f..1.0f] # @param opacity [float] # @return [void] [:SetWindowOpacity, :SetWindowOpacity, [:float], :void], # @!method SetWindowFocused() # SetWindowFocused : Set window focused # @return [void] [:SetWindowFocused, :SetWindowFocused, [], :void], # @!method GetWindowHandle() # GetWindowHandle : Get native window handle # @return [void *] [:GetWindowHandle, :GetWindowHandle, [], :pointer], # @!method GetScreenWidth() # GetScreenWidth : Get current screen width # @return [int] [:GetScreenWidth, :GetScreenWidth, [], :int], # @!method GetScreenHeight() # GetScreenHeight : Get current screen height # @return [int] [:GetScreenHeight, :GetScreenHeight, [], :int], # @!method GetRenderWidth() # GetRenderWidth : Get current render width (it considers HiDPI) # @return [int] [:GetRenderWidth, :GetRenderWidth, [], :int], # @!method GetRenderHeight() # GetRenderHeight : Get current render height (it considers HiDPI) # @return [int] [:GetRenderHeight, :GetRenderHeight, [], :int], # @!method GetMonitorCount() # GetMonitorCount : Get number of connected monitors # @return [int] [:GetMonitorCount, :GetMonitorCount, [], :int], # @!method GetCurrentMonitor() # GetCurrentMonitor : Get current monitor where window is placed # @return [int] [:GetCurrentMonitor, :GetCurrentMonitor, [], :int], # @!method GetMonitorPosition(monitor) # GetMonitorPosition : Get specified monitor position # @param monitor [int] # @return [Vector2] [:GetMonitorPosition, :GetMonitorPosition, [:int], Vector2.by_value], # @!method GetMonitorWidth(monitor) # GetMonitorWidth : Get specified monitor width (current video mode used by monitor) # @param monitor [int] # @return [int] [:GetMonitorWidth, :GetMonitorWidth, [:int], :int], # @!method GetMonitorHeight(monitor) # GetMonitorHeight : Get specified monitor height (current video mode used by monitor) # @param monitor [int] # @return [int] [:GetMonitorHeight, :GetMonitorHeight, [:int], :int], # @!method GetMonitorPhysicalWidth(monitor) # GetMonitorPhysicalWidth : Get specified monitor physical width in millimetres # @param monitor [int] # @return [int] [:GetMonitorPhysicalWidth, :GetMonitorPhysicalWidth, [:int], :int], # @!method GetMonitorPhysicalHeight(monitor) # GetMonitorPhysicalHeight : Get specified monitor physical height in millimetres # @param monitor [int] # @return [int] [:GetMonitorPhysicalHeight, :GetMonitorPhysicalHeight, [:int], :int], # @!method GetMonitorRefreshRate(monitor) # GetMonitorRefreshRate : Get specified monitor refresh rate # @param monitor [int] # @return [int] [:GetMonitorRefreshRate, :GetMonitorRefreshRate, [:int], :int], # @!method GetWindowPosition() # GetWindowPosition : Get window position XY on monitor # @return [Vector2] [:GetWindowPosition, :GetWindowPosition, [], Vector2.by_value], # @!method GetWindowScaleDPI() # GetWindowScaleDPI : Get window scale DPI factor # @return [Vector2] [:GetWindowScaleDPI, :GetWindowScaleDPI, [], Vector2.by_value], # @!method GetMonitorName(monitor) # GetMonitorName : Get the human-readable, UTF-8 encoded name of the specified monitor # @param monitor [int] # @return [const char *] [:GetMonitorName, :GetMonitorName, [:int], :pointer], # @!method SetClipboardText(text) # SetClipboardText : Set clipboard text content # @param text [const char *] # @return [void] [:SetClipboardText, :SetClipboardText, [:pointer], :void], # @!method GetClipboardText() # GetClipboardText : Get clipboard text content # @return [const char *] [:GetClipboardText, :GetClipboardText, [], :pointer], # @!method GetClipboardImage() # GetClipboardImage : Get clipboard image content # @return [Image] [:GetClipboardImage, :GetClipboardImage, [], Image.by_value], # @!method EnableEventWaiting() # EnableEventWaiting : Enable waiting for events on EndDrawing(), no automatic event polling # @return [void] [:EnableEventWaiting, :EnableEventWaiting, [], :void], # @!method DisableEventWaiting() # DisableEventWaiting : Disable waiting for events on EndDrawing(), automatic events polling # @return [void] [:DisableEventWaiting, :DisableEventWaiting, [], :void], # @!method ShowCursor() # ShowCursor : Shows cursor # @return [void] [:ShowCursor, :ShowCursor, [], :void], # @!method HideCursor() # HideCursor : Hides cursor # @return [void] [:HideCursor, :HideCursor, [], :void], # @!method IsCursorHidden() # IsCursorHidden : Check if cursor is not visible # @return [bool] [:IsCursorHidden, :IsCursorHidden, [], :bool], # @!method EnableCursor() # EnableCursor : Enables cursor (unlock cursor) # @return [void] [:EnableCursor, :EnableCursor, [], :void], # @!method DisableCursor() # DisableCursor : Disables cursor (lock cursor) # @return [void] [:DisableCursor, :DisableCursor, [], :void], # @!method IsCursorOnScreen() # IsCursorOnScreen : Check if cursor is on the screen # @return [bool] [:IsCursorOnScreen, :IsCursorOnScreen, [], :bool], # @!method ClearBackground(color) # ClearBackground : Set background color (framebuffer clear color) # @param color [Color] # @return [void] [:ClearBackground, :ClearBackground, [Color.by_value], :void], # @!method BeginDrawing() # BeginDrawing : Setup canvas (framebuffer) to start drawing # @return [void] [:BeginDrawing, :BeginDrawing, [], :void], # @!method EndDrawing() # EndDrawing : End canvas drawing and swap buffers (double buffering) # @return [void] [:EndDrawing, :EndDrawing, [], :void], # @!method BeginMode2D(camera) # BeginMode2D : Begin 2D mode with custom camera (2D) # @param camera [Camera2D] # @return [void] [:BeginMode2D, :BeginMode2D, [Camera2D.by_value], :void], # @!method EndMode2D() # EndMode2D : Ends 2D mode with custom camera # @return [void] [:EndMode2D, :EndMode2D, [], :void], # @!method BeginMode3D(camera) # BeginMode3D : Begin 3D mode with custom camera (3D) # @param camera [Camera3D] # @return [void] [:BeginMode3D, :BeginMode3D, [Camera3D.by_value], :void], # @!method EndMode3D() # EndMode3D : Ends 3D mode and returns to default 2D orthographic mode # @return [void] [:EndMode3D, :EndMode3D, [], :void], # @!method BeginTextureMode(target) # BeginTextureMode : Begin drawing to render texture # @param target [RenderTexture2D] # @return [void] [:BeginTextureMode, :BeginTextureMode, [RenderTexture2D.by_value], :void], # @!method EndTextureMode() # EndTextureMode : Ends drawing to render texture # @return [void] [:EndTextureMode, :EndTextureMode, [], :void], # @!method BeginShaderMode(shader) # BeginShaderMode : Begin custom shader drawing # @param shader [Shader] # @return [void] [:BeginShaderMode, :BeginShaderMode, [Shader.by_value], :void], # @!method EndShaderMode() # EndShaderMode : End custom shader drawing (use default shader) # @return [void] [:EndShaderMode, :EndShaderMode, [], :void], # @!method BeginBlendMode(mode) # BeginBlendMode : Begin blending mode (alpha, additive, multiplied, subtract, custom) # @param mode [int] # @return [void] [:BeginBlendMode, :BeginBlendMode, [:int], :void], # @!method EndBlendMode() # EndBlendMode : End blending mode (reset to default: alpha blending) # @return [void] [:EndBlendMode, :EndBlendMode, [], :void], # @!method BeginScissorMode(x, y, width, height) # BeginScissorMode : Begin scissor mode (define screen area for following drawing) # @param x [int] # @param y [int] # @param width [int] # @param height [int] # @return [void] [:BeginScissorMode, :BeginScissorMode, [:int, :int, :int, :int], :void], # @!method EndScissorMode() # EndScissorMode : End scissor mode # @return [void] [:EndScissorMode, :EndScissorMode, [], :void], # @!method BeginVrStereoMode(config) # BeginVrStereoMode : Begin stereo rendering (requires VR simulator) # @param config [VrStereoConfig] # @return [void] [:BeginVrStereoMode, :BeginVrStereoMode, [VrStereoConfig.by_value], :void], # @!method EndVrStereoMode() # EndVrStereoMode : End stereo rendering (requires VR simulator) # @return [void] [:EndVrStereoMode, :EndVrStereoMode, [], :void], # @!method LoadVrStereoConfig(device) # LoadVrStereoConfig : Load VR stereo config for VR simulator device parameters # @param device [VrDeviceInfo] # @return [VrStereoConfig] [:LoadVrStereoConfig, :LoadVrStereoConfig, [VrDeviceInfo.by_value], VrStereoConfig.by_value], # @!method UnloadVrStereoConfig(config) # UnloadVrStereoConfig : Unload VR stereo config # @param config [VrStereoConfig] # @return [void] [:UnloadVrStereoConfig, :UnloadVrStereoConfig, [VrStereoConfig.by_value], :void], # @!method LoadShader(vsFileName, fsFileName) # LoadShader : Load shader from files and bind default locations # @param vsFileName [const char *] # @param fsFileName [const char *] # @return [Shader] [:LoadShader, :LoadShader, [:pointer, :pointer], Shader.by_value], # @!method LoadShaderFromMemory(vsCode, fsCode) # LoadShaderFromMemory : Load shader from code strings and bind default locations # @param vsCode [const char *] # @param fsCode [const char *] # @return [Shader] [:LoadShaderFromMemory, :LoadShaderFromMemory, [:pointer, :pointer], Shader.by_value], # @!method IsShaderValid(shader) # IsShaderValid : Check if a shader is valid (loaded on GPU) # @param shader [Shader] # @return [bool] [:IsShaderValid, :IsShaderValid, [Shader.by_value], :bool], # @!method GetShaderLocation(shader, uniformName) # GetShaderLocation : Get shader uniform location # @param shader [Shader] # @param uniformName [const char *] # @return [int] [:GetShaderLocation, :GetShaderLocation, [Shader.by_value, :pointer], :int], # @!method GetShaderLocationAttrib(shader, attribName) # GetShaderLocationAttrib : Get shader attribute location # @param shader [Shader] # @param attribName [const char *] # @return [int] [:GetShaderLocationAttrib, :GetShaderLocationAttrib, [Shader.by_value, :pointer], :int], # @!method SetShaderValue(shader, locIndex, value, uniformType) # SetShaderValue : Set shader uniform value # @param shader [Shader] # @param locIndex [int] # @param value [const void *] # @param uniformType [int] # @return [void] [:SetShaderValue, :SetShaderValue, [Shader.by_value, :int, :pointer, :int], :void], # @!method SetShaderValueV(shader, locIndex, value, uniformType, count) # SetShaderValueV : Set shader uniform value vector # @param shader [Shader] # @param locIndex [int] # @param value [const void *] # @param uniformType [int] # @param count [int] # @return [void] [:SetShaderValueV, :SetShaderValueV, [Shader.by_value, :int, :pointer, :int, :int], :void], # @!method SetShaderValueMatrix(shader, locIndex, mat) # SetShaderValueMatrix : Set shader uniform value (matrix 4x4) # @param shader [Shader] # @param locIndex [int] # @param mat [Matrix] # @return [void] [:SetShaderValueMatrix, :SetShaderValueMatrix, [Shader.by_value, :int, Matrix.by_value], :void], # @!method SetShaderValueTexture(shader, locIndex, texture) # SetShaderValueTexture : Set shader uniform value for texture (sampler2d) # @param shader [Shader] # @param locIndex [int] # @param texture [Texture2D] # @return [void] [:SetShaderValueTexture, :SetShaderValueTexture, [Shader.by_value, :int, Texture2D.by_value], :void], # @!method UnloadShader(shader) # UnloadShader : Unload shader from GPU memory (VRAM) # @param shader [Shader] # @return [void] [:UnloadShader, :UnloadShader, [Shader.by_value], :void], # @!method GetScreenToWorldRay(position, camera) # GetScreenToWorldRay : Get a ray trace from screen position (i.e mouse) # @param position [Vector2] # @param camera [Camera] # @return [Ray] [:GetScreenToWorldRay, :GetScreenToWorldRay, [Vector2.by_value, Camera.by_value], Ray.by_value], # @!method GetScreenToWorldRayEx(position, camera, width, height) # GetScreenToWorldRayEx : Get a ray trace from screen position (i.e mouse) in a viewport # @param position [Vector2] # @param camera [Camera] # @param width [int] # @param height [int] # @return [Ray] [:GetScreenToWorldRayEx, :GetScreenToWorldRayEx, [Vector2.by_value, Camera.by_value, :int, :int], Ray.by_value], # @!method GetWorldToScreen(position, camera) # GetWorldToScreen : Get the screen space position for a 3d world space position # @param position [Vector3] # @param camera [Camera] # @return [Vector2] [:GetWorldToScreen, :GetWorldToScreen, [Vector3.by_value, Camera.by_value], Vector2.by_value], # @!method GetWorldToScreenEx(position, camera, width, height) # GetWorldToScreenEx : Get size position for a 3d world space position # @param position [Vector3] # @param camera [Camera] # @param width [int] # @param height [int] # @return [Vector2] [:GetWorldToScreenEx, :GetWorldToScreenEx, [Vector3.by_value, Camera.by_value, :int, :int], Vector2.by_value], # @!method GetWorldToScreen2D(position, camera) # GetWorldToScreen2D : Get the screen space position for a 2d camera world space position # @param position [Vector2] # @param camera [Camera2D] # @return [Vector2] [:GetWorldToScreen2D, :GetWorldToScreen2D, [Vector2.by_value, Camera2D.by_value], Vector2.by_value], # @!method GetScreenToWorld2D(position, camera) # GetScreenToWorld2D : Get the world space position for a 2d camera screen space position # @param position [Vector2] # @param camera [Camera2D] # @return [Vector2] [:GetScreenToWorld2D, :GetScreenToWorld2D, [Vector2.by_value, Camera2D.by_value], Vector2.by_value], # @!method GetCameraMatrix(camera) # GetCameraMatrix : Get camera transform matrix (view matrix) # @param camera [Camera] # @return [Matrix] [:GetCameraMatrix, :GetCameraMatrix, [Camera.by_value], Matrix.by_value], # @!method GetCameraMatrix2D(camera) # GetCameraMatrix2D : Get camera 2d transform matrix # @param camera [Camera2D] # @return [Matrix] [:GetCameraMatrix2D, :GetCameraMatrix2D, [Camera2D.by_value], Matrix.by_value], # @!method SetTargetFPS(fps) # SetTargetFPS : Set target FPS (maximum) # @param fps [int] # @return [void] [:SetTargetFPS, :SetTargetFPS, [:int], :void], # @!method GetFrameTime() # GetFrameTime : Get time in seconds for last frame drawn (delta time) # @return [float] [:GetFrameTime, :GetFrameTime, [], :float], # @!method GetTime() # GetTime : Get elapsed time in seconds since InitWindow() # @return [double] [:GetTime, :GetTime, [], :double], # @!method GetFPS() # GetFPS : Get current FPS # @return [int] [:GetFPS, :GetFPS, [], :int], # @!method SwapScreenBuffer() # SwapScreenBuffer : Swap back buffer with front buffer (screen drawing) # @return [void] [:SwapScreenBuffer, :SwapScreenBuffer, [], :void], # @!method PollInputEvents() # PollInputEvents : Register all input events # @return [void] [:PollInputEvents, :PollInputEvents, [], :void], # @!method WaitTime(seconds) # WaitTime : Wait for some time (halt program execution) # @param seconds [double] # @return [void] [:WaitTime, :WaitTime, [:double], :void], # @!method SetRandomSeed(seed) # SetRandomSeed : Set the seed for the random number generator # @param seed [unsigned int] # @return [void] [:SetRandomSeed, :SetRandomSeed, [:uint], :void], # @!method GetRandomValue(min, max) # GetRandomValue : Get a random value between min and max (both included) # @param min [int] # @param max [int] # @return [int] [:GetRandomValue, :GetRandomValue, [:int, :int], :int], # @!method LoadRandomSequence(count, min, max) # LoadRandomSequence : Load random values sequence, no values repeated # @param count [unsigned int] # @param min [int] # @param max [int] # @return [int *] [:LoadRandomSequence, :LoadRandomSequence, [:uint, :int, :int], :pointer], # @!method UnloadRandomSequence(sequence) # UnloadRandomSequence : Unload random values sequence # @param sequence [int *] # @return [void] [:UnloadRandomSequence, :UnloadRandomSequence, [:pointer], :void], # @!method TakeScreenshot(fileName) # TakeScreenshot : Takes a screenshot of current screen (filename extension defines format) # @param fileName [const char *] # @return [void] [:TakeScreenshot, :TakeScreenshot, [:pointer], :void], # @!method SetConfigFlags(flags) # SetConfigFlags : Setup init configuration flags (view FLAGS) # @param flags [unsigned int] # @return [void] [:SetConfigFlags, :SetConfigFlags, [:uint], :void], # @!method OpenURL(url) # OpenURL : Open URL with default system browser (if available) # @param url [const char *] # @return [void] [:OpenURL, :OpenURL, [:pointer], :void], # @!method TraceLog(logLevel, text, ...) # TraceLog : Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR...) # @param logLevel [int] # @param text [const char *] # @param args [...] # @return [void] [:TraceLog, :TraceLog, [:int, :pointer, :varargs], :void], # @!method SetTraceLogLevel(logLevel) # SetTraceLogLevel : Set the current threshold (minimum) log level # @param logLevel [int] # @return [void] [:SetTraceLogLevel, :SetTraceLogLevel, [:int], :void], # @!method MemAlloc(size) # MemAlloc : Internal memory allocator # @param size [unsigned int] # @return [void *] [:MemAlloc, :MemAlloc, [:uint], :pointer], # @!method MemRealloc(ptr, size) # MemRealloc : Internal memory reallocator # @param ptr [void *] # @param size [unsigned int] # @return [void *] [:MemRealloc, :MemRealloc, [:pointer, :uint], :pointer], # @!method MemFree(ptr) # MemFree : Internal memory free # @param ptr [void *] # @return [void] [:MemFree, :MemFree, [:pointer], :void], # @!method SetTraceLogCallback(callback) # SetTraceLogCallback : Set custom trace log # @param callback [TraceLogCallback] # @return [void] [:SetTraceLogCallback, :SetTraceLogCallback, [:TraceLogCallback], :void], # @!method SetLoadFileDataCallback(callback) # SetLoadFileDataCallback : Set custom file binary data loader # @param callback [LoadFileDataCallback] # @return [void] [:SetLoadFileDataCallback, :SetLoadFileDataCallback, [:LoadFileDataCallback], :void], # @!method SetSaveFileDataCallback(callback) # SetSaveFileDataCallback : Set custom file binary data saver # @param callback [SaveFileDataCallback] # @return [void] [:SetSaveFileDataCallback, :SetSaveFileDataCallback, [:SaveFileDataCallback], :void], # @!method SetLoadFileTextCallback(callback) # SetLoadFileTextCallback : Set custom file text data loader # @param callback [LoadFileTextCallback] # @return [void] [:SetLoadFileTextCallback, :SetLoadFileTextCallback, [:LoadFileTextCallback], :void], # @!method SetSaveFileTextCallback(callback) # SetSaveFileTextCallback : Set custom file text data saver # @param callback [SaveFileTextCallback] # @return [void] [:SetSaveFileTextCallback, :SetSaveFileTextCallback, [:SaveFileTextCallback], :void], # @!method LoadFileData(fileName, dataSize) # LoadFileData : Load file data as byte array (read) # @param fileName [const char *] # @param dataSize [int *] # @return [unsigned char *] [:LoadFileData, :LoadFileData, [:pointer, :pointer], :pointer], # @!method UnloadFileData(data) # UnloadFileData : Unload file data allocated by LoadFileData() # @param data [unsigned char *] # @return [void] [:UnloadFileData, :UnloadFileData, [:pointer], :void], # @!method SaveFileData(fileName, data, dataSize) # SaveFileData : Save data to file from byte array (write), returns true on success # @param fileName [const char *] # @param data [void *] # @param dataSize [int] # @return [bool] [:SaveFileData, :SaveFileData, [:pointer, :pointer, :int], :bool], # @!method ExportDataAsCode(data, dataSize, fileName) # ExportDataAsCode : Export data to code (.h), returns true on success # @param data [const unsigned char *] # @param dataSize [int] # @param fileName [const char *] # @return [bool] [:ExportDataAsCode, :ExportDataAsCode, [:pointer, :int, :pointer], :bool], # @!method LoadFileText(fileName) # LoadFileText : Load text data from file (read), returns a '\0' terminated string # @param fileName [const char *] # @return [char *] [:LoadFileText, :LoadFileText, [:pointer], :pointer], # @!method UnloadFileText(text) # UnloadFileText : Unload file text data allocated by LoadFileText() # @param text [char *] # @return [void] [:UnloadFileText, :UnloadFileText, [:pointer], :void], # @!method SaveFileText(fileName, text) # SaveFileText : Save text data to file (write), string must be '\0' terminated, returns true on success # @param fileName [const char *] # @param text [char *] # @return [bool] [:SaveFileText, :SaveFileText, [:pointer, :pointer], :bool], # @!method FileExists(fileName) # FileExists : Check if file exists # @param fileName [const char *] # @return [bool] [:FileExists, :FileExists, [:pointer], :bool], # @!method DirectoryExists(dirPath) # DirectoryExists : Check if a directory path exists # @param dirPath [const char *] # @return [bool] [:DirectoryExists, :DirectoryExists, [:pointer], :bool], # @!method IsFileExtension(fileName, ext) # IsFileExtension : Check file extension (including point: .png, .wav) # @param fileName [const char *] # @param ext [const char *] # @return [bool] [:IsFileExtension, :IsFileExtension, [:pointer, :pointer], :bool], # @!method GetFileLength(fileName) # GetFileLength : Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h) # @param fileName [const char *] # @return [int] [:GetFileLength, :GetFileLength, [:pointer], :int], # @!method GetFileExtension(fileName) # GetFileExtension : Get pointer to extension for a filename string (includes dot: '.png') # @param fileName [const char *] # @return [const char *] [:GetFileExtension, :GetFileExtension, [:pointer], :pointer], # @!method GetFileName(filePath) # GetFileName : Get pointer to filename for a path string # @param filePath [const char *] # @return [const char *] [:GetFileName, :GetFileName, [:pointer], :pointer], # @!method GetFileNameWithoutExt(filePath) # GetFileNameWithoutExt : Get filename string without extension (uses static string) # @param filePath [const char *] # @return [const char *] [:GetFileNameWithoutExt, :GetFileNameWithoutExt, [:pointer], :pointer], # @!method GetDirectoryPath(filePath) # GetDirectoryPath : Get full path for a given fileName with path (uses static string) # @param filePath [const char *] # @return [const char *] [:GetDirectoryPath, :GetDirectoryPath, [:pointer], :pointer], # @!method GetPrevDirectoryPath(dirPath) # GetPrevDirectoryPath : Get previous directory path for a given path (uses static string) # @param dirPath [const char *] # @return [const char *] [:GetPrevDirectoryPath, :GetPrevDirectoryPath, [:pointer], :pointer], # @!method GetWorkingDirectory() # GetWorkingDirectory : Get current working directory (uses static string) # @return [const char *] [:GetWorkingDirectory, :GetWorkingDirectory, [], :pointer], # @!method GetApplicationDirectory() # GetApplicationDirectory : Get the directory of the running application (uses static string) # @return [const char *] [:GetApplicationDirectory, :GetApplicationDirectory, [], :pointer], # @!method MakeDirectory(dirPath) # MakeDirectory : Create directories (including full path requested), returns 0 on success # @param dirPath [const char *] # @return [int] [:MakeDirectory, :MakeDirectory, [:pointer], :int], # @!method ChangeDirectory(dir) # ChangeDirectory : Change working directory, return true on success # @param dir [const char *] # @return [bool] [:ChangeDirectory, :ChangeDirectory, [:pointer], :bool], # @!method IsPathFile(path) # IsPathFile : Check if a given path is a file or a directory # @param path [const char *] # @return [bool] [:IsPathFile, :IsPathFile, [:pointer], :bool], # @!method IsFileNameValid(fileName) # IsFileNameValid : Check if fileName is valid for the platform/OS # @param fileName [const char *] # @return [bool] [:IsFileNameValid, :IsFileNameValid, [:pointer], :bool], # @!method LoadDirectoryFiles(dirPath) # LoadDirectoryFiles : Load directory filepaths # @param dirPath [const char *] # @return [FilePathList] [:LoadDirectoryFiles, :LoadDirectoryFiles, [:pointer], FilePathList.by_value], # @!method LoadDirectoryFilesEx(basePath, filter, scanSubdirs) # LoadDirectoryFilesEx : Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result # @param basePath [const char *] # @param filter [const char *] # @param scanSubdirs [bool] # @return [FilePathList] [:LoadDirectoryFilesEx, :LoadDirectoryFilesEx, [:pointer, :pointer, :bool], FilePathList.by_value], # @!method UnloadDirectoryFiles(files) # UnloadDirectoryFiles : Unload filepaths # @param files [FilePathList] # @return [void] [:UnloadDirectoryFiles, :UnloadDirectoryFiles, [FilePathList.by_value], :void], # @!method IsFileDropped() # IsFileDropped : Check if a file has been dropped into window # @return [bool] [:IsFileDropped, :IsFileDropped, [], :bool], # @!method LoadDroppedFiles() # LoadDroppedFiles : Load dropped filepaths # @return [FilePathList] [:LoadDroppedFiles, :LoadDroppedFiles, [], FilePathList.by_value], # @!method UnloadDroppedFiles(files) # UnloadDroppedFiles : Unload dropped filepaths # @param files [FilePathList] # @return [void] [:UnloadDroppedFiles, :UnloadDroppedFiles, [FilePathList.by_value], :void], # @!method GetFileModTime(fileName) # GetFileModTime : Get file modification time (last write time) # @param fileName [const char *] # @return [long] [:GetFileModTime, :GetFileModTime, [:pointer], :long], # @!method CompressData(data, dataSize, compDataSize) # CompressData : Compress data (DEFLATE algorithm), memory must be MemFree() # @param data [const unsigned char *] # @param dataSize [int] # @param compDataSize [int *] # @return [unsigned char *] [:CompressData, :CompressData, [:pointer, :int, :pointer], :pointer], # @!method DecompressData(compData, compDataSize, dataSize) # DecompressData : Decompress data (DEFLATE algorithm), memory must be MemFree() # @param compData [const unsigned char *] # @param compDataSize [int] # @param dataSize [int *] # @return [unsigned char *] [:DecompressData, :DecompressData, [:pointer, :int, :pointer], :pointer], # @!method EncodeDataBase64(data, dataSize, outputSize) # EncodeDataBase64 : Encode data to Base64 string, memory must be MemFree() # @param data [const unsigned char *] # @param dataSize [int] # @param outputSize [int *] # @return [char *] [:EncodeDataBase64, :EncodeDataBase64, [:pointer, :int, :pointer], :pointer], # @!method DecodeDataBase64(data, outputSize) # DecodeDataBase64 : Decode Base64 string data, memory must be MemFree() # @param data [const unsigned char *] # @param outputSize [int *] # @return [unsigned char *] [:DecodeDataBase64, :DecodeDataBase64, [:pointer, :pointer], :pointer], # @!method ComputeCRC32(data, dataSize) # ComputeCRC32 : Compute CRC32 hash code # @param data [unsigned char *] # @param dataSize [int] # @return [unsigned int] [:ComputeCRC32, :ComputeCRC32, [:pointer, :int], :uint], # @!method ComputeMD5(data, dataSize) # ComputeMD5 : Compute MD5 hash code, returns static int[4] (16 bytes) # @param data [unsigned char *] # @param dataSize [int] # @return [unsigned int *] [:ComputeMD5, :ComputeMD5, [:pointer, :int], :pointer], # @!method ComputeSHA1(data, dataSize) # ComputeSHA1 : Compute SHA1 hash code, returns static int[5] (20 bytes) # @param data [unsigned char *] # @param dataSize [int] # @return [unsigned int *] [:ComputeSHA1, :ComputeSHA1, [:pointer, :int], :pointer], # @!method LoadAutomationEventList(fileName) # LoadAutomationEventList : Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS # @param fileName [const char *] # @return [AutomationEventList] [:LoadAutomationEventList, :LoadAutomationEventList, [:pointer], AutomationEventList.by_value], # @!method UnloadAutomationEventList(list) # UnloadAutomationEventList : Unload automation events list from file # @param list [AutomationEventList] # @return [void] [:UnloadAutomationEventList, :UnloadAutomationEventList, [AutomationEventList.by_value], :void], # @!method ExportAutomationEventList(list, fileName) # ExportAutomationEventList : Export automation events list as text file # @param list [AutomationEventList] # @param fileName [const char *] # @return [bool] [:ExportAutomationEventList, :ExportAutomationEventList, [AutomationEventList.by_value, :pointer], :bool], # @!method SetAutomationEventList(list) # SetAutomationEventList : Set automation event list to record to # @param list [AutomationEventList *] # @return [void] [:SetAutomationEventList, :SetAutomationEventList, [:pointer], :void], # @!method SetAutomationEventBaseFrame(frame) # SetAutomationEventBaseFrame : Set automation event internal base frame to start recording # @param frame [int] # @return [void] [:SetAutomationEventBaseFrame, :SetAutomationEventBaseFrame, [:int], :void], # @!method StartAutomationEventRecording() # StartAutomationEventRecording : Start recording automation events (AutomationEventList must be set) # @return [void] [:StartAutomationEventRecording, :StartAutomationEventRecording, [], :void], # @!method StopAutomationEventRecording() # StopAutomationEventRecording : Stop recording automation events # @return [void] [:StopAutomationEventRecording, :StopAutomationEventRecording, [], :void], # @!method PlayAutomationEvent(event) # PlayAutomationEvent : Play a recorded automation event # @param event [AutomationEvent] # @return [void] [:PlayAutomationEvent, :PlayAutomationEvent, [AutomationEvent.by_value], :void], # @!method IsKeyPressed(key) # IsKeyPressed : Check if a key has been pressed once # @param key [int] # @return [bool] [:IsKeyPressed, :IsKeyPressed, [:int], :bool], # @!method IsKeyPressedRepeat(key) # IsKeyPressedRepeat : Check if a key has been pressed again # @param key [int] # @return [bool] [:IsKeyPressedRepeat, :IsKeyPressedRepeat, [:int], :bool], # @!method IsKeyDown(key) # IsKeyDown : Check if a key is being pressed # @param key [int] # @return [bool] [:IsKeyDown, :IsKeyDown, [:int], :bool], # @!method IsKeyReleased(key) # IsKeyReleased : Check if a key has been released once # @param key [int] # @return [bool] [:IsKeyReleased, :IsKeyReleased, [:int], :bool], # @!method IsKeyUp(key) # IsKeyUp : Check if a key is NOT being pressed # @param key [int] # @return [bool] [:IsKeyUp, :IsKeyUp, [:int], :bool], # @!method GetKeyPressed() # GetKeyPressed : Get key pressed (keycode), call it multiple times for keys queued, returns 0 when the queue is empty # @return [int] [:GetKeyPressed, :GetKeyPressed, [], :int], # @!method GetCharPressed() # GetCharPressed : Get char pressed (unicode), call it multiple times for chars queued, returns 0 when the queue is empty # @return [int] [:GetCharPressed, :GetCharPressed, [], :int], # @!method GetKeyName(key) # GetKeyName : Get name of a QWERTY key on the current keyboard layout (eg returns string 'q' for KEY_A on an AZERTY keyboard) # @param key [int] # @return [const char *] [:GetKeyName, :GetKeyName, [:int], :pointer], # @!method SetExitKey(key) # SetExitKey : Set a custom key to exit program (default is ESC) # @param key [int] # @return [void] [:SetExitKey, :SetExitKey, [:int], :void], # @!method IsGamepadAvailable(gamepad) # IsGamepadAvailable : Check if a gamepad is available # @param gamepad [int] # @return [bool] [:IsGamepadAvailable, :IsGamepadAvailable, [:int], :bool], # @!method GetGamepadName(gamepad) # GetGamepadName : Get gamepad internal name id # @param gamepad [int] # @return [const char *] [:GetGamepadName, :GetGamepadName, [:int], :pointer], # @!method IsGamepadButtonPressed(gamepad, button) # IsGamepadButtonPressed : Check if a gamepad button has been pressed once # @param gamepad [int] # @param button [int] # @return [bool] [:IsGamepadButtonPressed, :IsGamepadButtonPressed, [:int, :int], :bool], # @!method IsGamepadButtonDown(gamepad, button) # IsGamepadButtonDown : Check if a gamepad button is being pressed # @param gamepad [int] # @param button [int] # @return [bool] [:IsGamepadButtonDown, :IsGamepadButtonDown, [:int, :int], :bool], # @!method IsGamepadButtonReleased(gamepad, button) # IsGamepadButtonReleased : Check if a gamepad button has been released once # @param gamepad [int] # @param button [int] # @return [bool] [:IsGamepadButtonReleased, :IsGamepadButtonReleased, [:int, :int], :bool], # @!method IsGamepadButtonUp(gamepad, button) # IsGamepadButtonUp : Check if a gamepad button is NOT being pressed # @param gamepad [int] # @param button [int] # @return [bool] [:IsGamepadButtonUp, :IsGamepadButtonUp, [:int, :int], :bool], # @!method GetGamepadButtonPressed() # GetGamepadButtonPressed : Get the last gamepad button pressed # @return [int] [:GetGamepadButtonPressed, :GetGamepadButtonPressed, [], :int], # @!method GetGamepadAxisCount(gamepad) # GetGamepadAxisCount : Get gamepad axis count for a gamepad # @param gamepad [int] # @return [int] [:GetGamepadAxisCount, :GetGamepadAxisCount, [:int], :int], # @!method GetGamepadAxisMovement(gamepad, axis) # GetGamepadAxisMovement : Get axis movement value for a gamepad axis # @param gamepad [int] # @param axis [int] # @return [float] [:GetGamepadAxisMovement, :GetGamepadAxisMovement, [:int, :int], :float], # @!method SetGamepadMappings(mappings) # SetGamepadMappings : Set internal gamepad mappings (SDL_GameControllerDB) # @param mappings [const char *] # @return [int] [:SetGamepadMappings, :SetGamepadMappings, [:pointer], :int], # @!method SetGamepadVibration(gamepad, leftMotor, rightMotor, duration) # SetGamepadVibration : Set gamepad vibration for both motors (duration in seconds) # @param gamepad [int] # @param leftMotor [float] # @param rightMotor [float] # @param duration [float] # @return [void] [:SetGamepadVibration, :SetGamepadVibration, [:int, :float, :float, :float], :void], # @!method IsMouseButtonPressed(button) # IsMouseButtonPressed : Check if a mouse button has been pressed once # @param button [int] # @return [bool] [:IsMouseButtonPressed, :IsMouseButtonPressed, [:int], :bool], # @!method IsMouseButtonDown(button) # IsMouseButtonDown : Check if a mouse button is being pressed # @param button [int] # @return [bool] [:IsMouseButtonDown, :IsMouseButtonDown, [:int], :bool], # @!method IsMouseButtonReleased(button) # IsMouseButtonReleased : Check if a mouse button has been released once # @param button [int] # @return [bool] [:IsMouseButtonReleased, :IsMouseButtonReleased, [:int], :bool], # @!method IsMouseButtonUp(button) # IsMouseButtonUp : Check if a mouse button is NOT being pressed # @param button [int] # @return [bool] [:IsMouseButtonUp, :IsMouseButtonUp, [:int], :bool], # @!method GetMouseX() # GetMouseX : Get mouse position X # @return [int] [:GetMouseX, :GetMouseX, [], :int], # @!method GetMouseY() # GetMouseY : Get mouse position Y # @return [int] [:GetMouseY, :GetMouseY, [], :int], # @!method GetMousePosition() # GetMousePosition : Get mouse position XY # @return [Vector2] [:GetMousePosition, :GetMousePosition, [], Vector2.by_value], # @!method GetMouseDelta() # GetMouseDelta : Get mouse delta between frames # @return [Vector2] [:GetMouseDelta, :GetMouseDelta, [], Vector2.by_value], # @!method SetMousePosition(x, y) # SetMousePosition : Set mouse position XY # @param x [int] # @param y [int] # @return [void] [:SetMousePosition, :SetMousePosition, [:int, :int], :void], # @!method SetMouseOffset(offsetX, offsetY) # SetMouseOffset : Set mouse offset # @param offsetX [int] # @param offsetY [int] # @return [void] [:SetMouseOffset, :SetMouseOffset, [:int, :int], :void], # @!method SetMouseScale(scaleX, scaleY) # SetMouseScale : Set mouse scaling # @param scaleX [float] # @param scaleY [float] # @return [void] [:SetMouseScale, :SetMouseScale, [:float, :float], :void], # @!method GetMouseWheelMove() # GetMouseWheelMove : Get mouse wheel movement for X or Y, whichever is larger # @return [float] [:GetMouseWheelMove, :GetMouseWheelMove, [], :float], # @!method GetMouseWheelMoveV() # GetMouseWheelMoveV : Get mouse wheel movement for both X and Y # @return [Vector2] [:GetMouseWheelMoveV, :GetMouseWheelMoveV, [], Vector2.by_value], # @!method SetMouseCursor(cursor) # SetMouseCursor : Set mouse cursor # @param cursor [int] # @return [void] [:SetMouseCursor, :SetMouseCursor, [:int], :void], # @!method GetTouchX() # GetTouchX : Get touch position X for touch point 0 (relative to screen size) # @return [int] [:GetTouchX, :GetTouchX, [], :int], # @!method GetTouchY() # GetTouchY : Get touch position Y for touch point 0 (relative to screen size) # @return [int] [:GetTouchY, :GetTouchY, [], :int], # @!method GetTouchPosition(index) # GetTouchPosition : Get touch position XY for a touch point index (relative to screen size) # @param index [int] # @return [Vector2] [:GetTouchPosition, :GetTouchPosition, [:int], Vector2.by_value], # @!method GetTouchPointId(index) # GetTouchPointId : Get touch point identifier for given index # @param index [int] # @return [int] [:GetTouchPointId, :GetTouchPointId, [:int], :int], # @!method GetTouchPointCount() # GetTouchPointCount : Get number of touch points # @return [int] [:GetTouchPointCount, :GetTouchPointCount, [], :int], # @!method SetGesturesEnabled(flags) # SetGesturesEnabled : Enable a set of gestures using flags # @param flags [unsigned int] # @return [void] [:SetGesturesEnabled, :SetGesturesEnabled, [:uint], :void], # @!method IsGestureDetected(gesture) # IsGestureDetected : Check if a gesture have been detected # @param gesture [unsigned int] # @return [bool] [:IsGestureDetected, :IsGestureDetected, [:uint], :bool], # @!method GetGestureDetected() # GetGestureDetected : Get latest detected gesture # @return [int] [:GetGestureDetected, :GetGestureDetected, [], :int], # @!method GetGestureHoldDuration() # GetGestureHoldDuration : Get gesture hold time in seconds # @return [float] [:GetGestureHoldDuration, :GetGestureHoldDuration, [], :float], # @!method GetGestureDragVector() # GetGestureDragVector : Get gesture drag vector # @return [Vector2] [:GetGestureDragVector, :GetGestureDragVector, [], Vector2.by_value], # @!method GetGestureDragAngle() # GetGestureDragAngle : Get gesture drag angle # @return [float] [:GetGestureDragAngle, :GetGestureDragAngle, [], :float], # @!method GetGesturePinchVector() # GetGesturePinchVector : Get gesture pinch delta # @return [Vector2] [:GetGesturePinchVector, :GetGesturePinchVector, [], Vector2.by_value], # @!method GetGesturePinchAngle() # GetGesturePinchAngle : Get gesture pinch angle # @return [float] [:GetGesturePinchAngle, :GetGesturePinchAngle, [], :float], # @!method UpdateCamera(camera, mode) # UpdateCamera : Update camera position for selected mode # @param camera [Camera *] # @param mode [int] # @return [void] [:UpdateCamera, :UpdateCamera, [:pointer, :int], :void], # @!method UpdateCameraPro(camera, movement, rotation, zoom) # UpdateCameraPro : Update camera movement/rotation # @param camera [Camera *] # @param movement [Vector3] # @param rotation [Vector3] # @param zoom [float] # @return [void] [:UpdateCameraPro, :UpdateCameraPro, [:pointer, Vector3.by_value, Vector3.by_value, :float], :void], # @!method SetShapesTexture(texture, source) # SetShapesTexture : Set texture and rectangle to be used on shapes drawing # @param texture [Texture2D] # @param source [Rectangle] # @return [void] [:SetShapesTexture, :SetShapesTexture, [Texture2D.by_value, Rectangle.by_value], :void], # @!method GetShapesTexture() # GetShapesTexture : Get texture that is used for shapes drawing # @return [Texture2D] [:GetShapesTexture, :GetShapesTexture, [], Texture2D.by_value], # @!method GetShapesTextureRectangle() # GetShapesTextureRectangle : Get texture source rectangle that is used for shapes drawing # @return [Rectangle] [:GetShapesTextureRectangle, :GetShapesTextureRectangle, [], Rectangle.by_value], # @!method DrawPixel(posX, posY, color) # DrawPixel : Draw a pixel using geometry [Can be slow, use with care] # @param posX [int] # @param posY [int] # @param color [Color] # @return [void] [:DrawPixel, :DrawPixel, [:int, :int, Color.by_value], :void], # @!method DrawPixelV(position, color) # DrawPixelV : Draw a pixel using geometry (Vector version) [Can be slow, use with care] # @param position [Vector2] # @param color [Color] # @return [void] [:DrawPixelV, :DrawPixelV, [Vector2.by_value, Color.by_value], :void], # @!method DrawLine(startPosX, startPosY, endPosX, endPosY, color) # DrawLine : Draw a line # @param startPosX [int] # @param startPosY [int] # @param endPosX [int] # @param endPosY [int] # @param color [Color] # @return [void] [:DrawLine, :DrawLine, [:int, :int, :int, :int, Color.by_value], :void], # @!method DrawLineV(startPos, endPos, color) # DrawLineV : Draw a line (using gl lines) # @param startPos [Vector2] # @param endPos [Vector2] # @param color [Color] # @return [void] [:DrawLineV, :DrawLineV, [Vector2.by_value, Vector2.by_value, Color.by_value], :void], # @!method DrawLineEx(startPos, endPos, thick, color) # DrawLineEx : Draw a line (using triangles/quads) # @param startPos [Vector2] # @param endPos [Vector2] # @param thick [float] # @param color [Color] # @return [void] [:DrawLineEx, :DrawLineEx, [Vector2.by_value, Vector2.by_value, :float, Color.by_value], :void], # @!method DrawLineStrip(points, pointCount, color) # DrawLineStrip : Draw lines sequence (using gl lines) # @param points [const Vector2 *] # @param pointCount [int] # @param color [Color] # @return [void] [:DrawLineStrip, :DrawLineStrip, [:pointer, :int, Color.by_value], :void], # @!method DrawLineBezier(startPos, endPos, thick, color) # DrawLineBezier : Draw line segment cubic-bezier in-out interpolation # @param startPos [Vector2] # @param endPos [Vector2] # @param thick [float] # @param color [Color] # @return [void] [:DrawLineBezier, :DrawLineBezier, [Vector2.by_value, Vector2.by_value, :float, Color.by_value], :void], # @!method DrawCircle(centerX, centerY, radius, color) # DrawCircle : Draw a color-filled circle # @param centerX [int] # @param centerY [int] # @param radius [float] # @param color [Color] # @return [void] [:DrawCircle, :DrawCircle, [:int, :int, :float, Color.by_value], :void], # @!method DrawCircleSector(center, radius, startAngle, endAngle, segments, color) # DrawCircleSector : Draw a piece of a circle # @param center [Vector2] # @param radius [float] # @param startAngle [float] # @param endAngle [float] # @param segments [int] # @param color [Color] # @return [void] [:DrawCircleSector, :DrawCircleSector, [Vector2.by_value, :float, :float, :float, :int, Color.by_value], :void], # @!method DrawCircleSectorLines(center, radius, startAngle, endAngle, segments, color) # DrawCircleSectorLines : Draw circle sector outline # @param center [Vector2] # @param radius [float] # @param startAngle [float] # @param endAngle [float] # @param segments [int] # @param color [Color] # @return [void] [:DrawCircleSectorLines, :DrawCircleSectorLines, [Vector2.by_value, :float, :float, :float, :int, Color.by_value], :void], # @!method DrawCircleGradient(centerX, centerY, radius, inner, outer) # DrawCircleGradient : Draw a gradient-filled circle # @param centerX [int] # @param centerY [int] # @param radius [float] # @param inner [Color] # @param outer [Color] # @return [void] [:DrawCircleGradient, :DrawCircleGradient, [:int, :int, :float, Color.by_value, Color.by_value], :void], # @!method DrawCircleV(center, radius, color) # DrawCircleV : Draw a color-filled circle (Vector version) # @param center [Vector2] # @param radius [float] # @param color [Color] # @return [void] [:DrawCircleV, :DrawCircleV, [Vector2.by_value, :float, Color.by_value], :void], # @!method DrawCircleLines(centerX, centerY, radius, color) # DrawCircleLines : Draw circle outline # @param centerX [int] # @param centerY [int] # @param radius [float] # @param color [Color] # @return [void] [:DrawCircleLines, :DrawCircleLines, [:int, :int, :float, Color.by_value], :void], # @!method DrawCircleLinesV(center, radius, color) # DrawCircleLinesV : Draw circle outline (Vector version) # @param center [Vector2] # @param radius [float] # @param color [Color] # @return [void] [:DrawCircleLinesV, :DrawCircleLinesV, [Vector2.by_value, :float, Color.by_value], :void], # @!method DrawEllipse(centerX, centerY, radiusH, radiusV, color) # DrawEllipse : Draw ellipse # @param centerX [int] # @param centerY [int] # @param radiusH [float] # @param radiusV [float] # @param color [Color] # @return [void] [:DrawEllipse, :DrawEllipse, [:int, :int, :float, :float, Color.by_value], :void], # @!method DrawEllipseLines(centerX, centerY, radiusH, radiusV, color) # DrawEllipseLines : Draw ellipse outline # @param centerX [int] # @param centerY [int] # @param radiusH [float] # @param radiusV [float] # @param color [Color] # @return [void] [:DrawEllipseLines, :DrawEllipseLines, [:int, :int, :float, :float, Color.by_value], :void], # @!method DrawRing(center, innerRadius, outerRadius, startAngle, endAngle, segments, color) # DrawRing : Draw ring # @param center [Vector2] # @param innerRadius [float] # @param outerRadius [float] # @param startAngle [float] # @param endAngle [float] # @param segments [int] # @param color [Color] # @return [void] [:DrawRing, :DrawRing, [Vector2.by_value, :float, :float, :float, :float, :int, Color.by_value], :void], # @!method DrawRingLines(center, innerRadius, outerRadius, startAngle, endAngle, segments, color) # DrawRingLines : Draw ring outline # @param center [Vector2] # @param innerRadius [float] # @param outerRadius [float] # @param startAngle [float] # @param endAngle [float] # @param segments [int] # @param color [Color] # @return [void] [:DrawRingLines, :DrawRingLines, [Vector2.by_value, :float, :float, :float, :float, :int, Color.by_value], :void], # @!method DrawRectangle(posX, posY, width, height, color) # DrawRectangle : Draw a color-filled rectangle # @param posX [int] # @param posY [int] # @param width [int] # @param height [int] # @param color [Color] # @return [void] [:DrawRectangle, :DrawRectangle, [:int, :int, :int, :int, Color.by_value], :void], # @!method DrawRectangleV(position, size, color) # DrawRectangleV : Draw a color-filled rectangle (Vector version) # @param position [Vector2] # @param size [Vector2] # @param color [Color] # @return [void] [:DrawRectangleV, :DrawRectangleV, [Vector2.by_value, Vector2.by_value, Color.by_value], :void], # @!method DrawRectangleRec(rec, color) # DrawRectangleRec : Draw a color-filled rectangle # @param rec [Rectangle] # @param color [Color] # @return [void] [:DrawRectangleRec, :DrawRectangleRec, [Rectangle.by_value, Color.by_value], :void], # @!method DrawRectanglePro(rec, origin, rotation, color) # DrawRectanglePro : Draw a color-filled rectangle with pro parameters # @param rec [Rectangle] # @param origin [Vector2] # @param rotation [float] # @param color [Color] # @return [void] [:DrawRectanglePro, :DrawRectanglePro, [Rectangle.by_value, Vector2.by_value, :float, Color.by_value], :void], # @!method DrawRectangleGradientV(posX, posY, width, height, top, bottom) # DrawRectangleGradientV : Draw a vertical-gradient-filled rectangle # @param posX [int] # @param posY [int] # @param width [int] # @param height [int] # @param top [Color] # @param bottom [Color] # @return [void] [:DrawRectangleGradientV, :DrawRectangleGradientV, [:int, :int, :int, :int, Color.by_value, Color.by_value], :void], # @!method DrawRectangleGradientH(posX, posY, width, height, left, right) # DrawRectangleGradientH : Draw a horizontal-gradient-filled rectangle # @param posX [int] # @param posY [int] # @param width [int] # @param height [int] # @param left [Color] # @param right [Color] # @return [void] [:DrawRectangleGradientH, :DrawRectangleGradientH, [:int, :int, :int, :int, Color.by_value, Color.by_value], :void], # @!method DrawRectangleGradientEx(rec, topLeft, bottomLeft, topRight, bottomRight) # DrawRectangleGradientEx : Draw a gradient-filled rectangle with custom vertex colors # @param rec [Rectangle] # @param topLeft [Color] # @param bottomLeft [Color] # @param topRight [Color] # @param bottomRight [Color] # @return [void] [:DrawRectangleGradientEx, :DrawRectangleGradientEx, [Rectangle.by_value, Color.by_value, Color.by_value, Color.by_value, Color.by_value], :void], # @!method DrawRectangleLines(posX, posY, width, height, color) # DrawRectangleLines : Draw rectangle outline # @param posX [int] # @param posY [int] # @param width [int] # @param height [int] # @param color [Color] # @return [void] [:DrawRectangleLines, :DrawRectangleLines, [:int, :int, :int, :int, Color.by_value], :void], # @!method DrawRectangleLinesEx(rec, lineThick, color) # DrawRectangleLinesEx : Draw rectangle outline with extended parameters # @param rec [Rectangle] # @param lineThick [float] # @param color [Color] # @return [void] [:DrawRectangleLinesEx, :DrawRectangleLinesEx, [Rectangle.by_value, :float, Color.by_value], :void], # @!method DrawRectangleRounded(rec, roundness, segments, color) # DrawRectangleRounded : Draw rectangle with rounded edges # @param rec [Rectangle] # @param roundness [float] # @param segments [int] # @param color [Color] # @return [void] [:DrawRectangleRounded, :DrawRectangleRounded, [Rectangle.by_value, :float, :int, Color.by_value], :void], # @!method DrawRectangleRoundedLines(rec, roundness, segments, color) # DrawRectangleRoundedLines : Draw rectangle lines with rounded edges # @param rec [Rectangle] # @param roundness [float] # @param segments [int] # @param color [Color] # @return [void] [:DrawRectangleRoundedLines, :DrawRectangleRoundedLines, [Rectangle.by_value, :float, :int, Color.by_value], :void], # @!method DrawRectangleRoundedLinesEx(rec, roundness, segments, lineThick, color) # DrawRectangleRoundedLinesEx : Draw rectangle with rounded edges outline # @param rec [Rectangle] # @param roundness [float] # @param segments [int] # @param lineThick [float] # @param color [Color] # @return [void] [:DrawRectangleRoundedLinesEx, :DrawRectangleRoundedLinesEx, [Rectangle.by_value, :float, :int, :float, Color.by_value], :void], # @!method DrawTriangle(v1, v2, v3, color) # DrawTriangle : Draw a color-filled triangle (vertex in counter-clockwise order!) # @param v1 [Vector2] # @param v2 [Vector2] # @param v3 [Vector2] # @param color [Color] # @return [void] [:DrawTriangle, :DrawTriangle, [Vector2.by_value, Vector2.by_value, Vector2.by_value, Color.by_value], :void], # @!method DrawTriangleLines(v1, v2, v3, color) # DrawTriangleLines : Draw triangle outline (vertex in counter-clockwise order!) # @param v1 [Vector2] # @param v2 [Vector2] # @param v3 [Vector2] # @param color [Color] # @return [void] [:DrawTriangleLines, :DrawTriangleLines, [Vector2.by_value, Vector2.by_value, Vector2.by_value, Color.by_value], :void], # @!method DrawTriangleFan(points, pointCount, color) # DrawTriangleFan : Draw a triangle fan defined by points (first vertex is the center) # @param points [const Vector2 *] # @param pointCount [int] # @param color [Color] # @return [void] [:DrawTriangleFan, :DrawTriangleFan, [:pointer, :int, Color.by_value], :void], # @!method DrawTriangleStrip(points, pointCount, color) # DrawTriangleStrip : Draw a triangle strip defined by points # @param points [const Vector2 *] # @param pointCount [int] # @param color [Color] # @return [void] [:DrawTriangleStrip, :DrawTriangleStrip, [:pointer, :int, Color.by_value], :void], # @!method DrawPoly(center, sides, radius, rotation, color) # DrawPoly : Draw a regular polygon (Vector version) # @param center [Vector2] # @param sides [int] # @param radius [float] # @param rotation [float] # @param color [Color] # @return [void] [:DrawPoly, :DrawPoly, [Vector2.by_value, :int, :float, :float, Color.by_value], :void], # @!method DrawPolyLines(center, sides, radius, rotation, color) # DrawPolyLines : Draw a polygon outline of n sides # @param center [Vector2] # @param sides [int] # @param radius [float] # @param rotation [float] # @param color [Color] # @return [void] [:DrawPolyLines, :DrawPolyLines, [Vector2.by_value, :int, :float, :float, Color.by_value], :void], # @!method DrawPolyLinesEx(center, sides, radius, rotation, lineThick, color) # DrawPolyLinesEx : Draw a polygon outline of n sides with extended parameters # @param center [Vector2] # @param sides [int] # @param radius [float] # @param rotation [float] # @param lineThick [float] # @param color [Color] # @return [void] [:DrawPolyLinesEx, :DrawPolyLinesEx, [Vector2.by_value, :int, :float, :float, :float, Color.by_value], :void], # @!method DrawSplineLinear(points, pointCount, thick, color) # DrawSplineLinear : Draw spline: Linear, minimum 2 points # @param points [const Vector2 *] # @param pointCount [int] # @param thick [float] # @param color [Color] # @return [void] [:DrawSplineLinear, :DrawSplineLinear, [:pointer, :int, :float, Color.by_value], :void], # @!method DrawSplineBasis(points, pointCount, thick, color) # DrawSplineBasis : Draw spline: B-Spline, minimum 4 points # @param points [const Vector2 *] # @param pointCount [int] # @param thick [float] # @param color [Color] # @return [void] [:DrawSplineBasis, :DrawSplineBasis, [:pointer, :int, :float, Color.by_value], :void], # @!method DrawSplineCatmullRom(points, pointCount, thick, color) # DrawSplineCatmullRom : Draw spline: Catmull-Rom, minimum 4 points # @param points [const Vector2 *] # @param pointCount [int] # @param thick [float] # @param color [Color] # @return [void] [:DrawSplineCatmullRom, :DrawSplineCatmullRom, [:pointer, :int, :float, Color.by_value], :void], # @!method DrawSplineBezierQuadratic(points, pointCount, thick, color) # DrawSplineBezierQuadratic : Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] # @param points [const Vector2 *] # @param pointCount [int] # @param thick [float] # @param color [Color] # @return [void] [:DrawSplineBezierQuadratic, :DrawSplineBezierQuadratic, [:pointer, :int, :float, Color.by_value], :void], # @!method DrawSplineBezierCubic(points, pointCount, thick, color) # DrawSplineBezierCubic : Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] # @param points [const Vector2 *] # @param pointCount [int] # @param thick [float] # @param color [Color] # @return [void] [:DrawSplineBezierCubic, :DrawSplineBezierCubic, [:pointer, :int, :float, Color.by_value], :void], # @!method DrawSplineSegmentLinear(p1, p2, thick, color) # DrawSplineSegmentLinear : Draw spline segment: Linear, 2 points # @param p1 [Vector2] # @param p2 [Vector2] # @param thick [float] # @param color [Color] # @return [void] [:DrawSplineSegmentLinear, :DrawSplineSegmentLinear, [Vector2.by_value, Vector2.by_value, :float, Color.by_value], :void], # @!method DrawSplineSegmentBasis(p1, p2, p3, p4, thick, color) # DrawSplineSegmentBasis : Draw spline segment: B-Spline, 4 points # @param p1 [Vector2] # @param p2 [Vector2] # @param p3 [Vector2] # @param p4 [Vector2] # @param thick [float] # @param color [Color] # @return [void] [:DrawSplineSegmentBasis, :DrawSplineSegmentBasis, [Vector2.by_value, Vector2.by_value, Vector2.by_value, Vector2.by_value, :float, Color.by_value], :void], # @!method DrawSplineSegmentCatmullRom(p1, p2, p3, p4, thick, color) # DrawSplineSegmentCatmullRom : Draw spline segment: Catmull-Rom, 4 points # @param p1 [Vector2] # @param p2 [Vector2] # @param p3 [Vector2] # @param p4 [Vector2] # @param thick [float] # @param color [Color] # @return [void] [:DrawSplineSegmentCatmullRom, :DrawSplineSegmentCatmullRom, [Vector2.by_value, Vector2.by_value, Vector2.by_value, Vector2.by_value, :float, Color.by_value], :void], # @!method DrawSplineSegmentBezierQuadratic(p1, c2, p3, thick, color) # DrawSplineSegmentBezierQuadratic : Draw spline segment: Quadratic Bezier, 2 points, 1 control point # @param p1 [Vector2] # @param c2 [Vector2] # @param p3 [Vector2] # @param thick [float] # @param color [Color] # @return [void] [:DrawSplineSegmentBezierQuadratic, :DrawSplineSegmentBezierQuadratic, [Vector2.by_value, Vector2.by_value, Vector2.by_value, :float, Color.by_value], :void], # @!method DrawSplineSegmentBezierCubic(p1, c2, c3, p4, thick, color) # DrawSplineSegmentBezierCubic : Draw spline segment: Cubic Bezier, 2 points, 2 control points # @param p1 [Vector2] # @param c2 [Vector2] # @param c3 [Vector2] # @param p4 [Vector2] # @param thick [float] # @param color [Color] # @return [void] [:DrawSplineSegmentBezierCubic, :DrawSplineSegmentBezierCubic, [Vector2.by_value, Vector2.by_value, Vector2.by_value, Vector2.by_value, :float, Color.by_value], :void], # @!method GetSplinePointLinear(startPos, endPos, t) # GetSplinePointLinear : Get (evaluate) spline point: Linear # @param startPos [Vector2] # @param endPos [Vector2] # @param t [float] # @return [Vector2] [:GetSplinePointLinear, :GetSplinePointLinear, [Vector2.by_value, Vector2.by_value, :float], Vector2.by_value], # @!method GetSplinePointBasis(p1, p2, p3, p4, t) # GetSplinePointBasis : Get (evaluate) spline point: B-Spline # @param p1 [Vector2] # @param p2 [Vector2] # @param p3 [Vector2] # @param p4 [Vector2] # @param t [float] # @return [Vector2] [:GetSplinePointBasis, :GetSplinePointBasis, [Vector2.by_value, Vector2.by_value, Vector2.by_value, Vector2.by_value, :float], Vector2.by_value], # @!method GetSplinePointCatmullRom(p1, p2, p3, p4, t) # GetSplinePointCatmullRom : Get (evaluate) spline point: Catmull-Rom # @param p1 [Vector2] # @param p2 [Vector2] # @param p3 [Vector2] # @param p4 [Vector2] # @param t [float] # @return [Vector2] [:GetSplinePointCatmullRom, :GetSplinePointCatmullRom, [Vector2.by_value, Vector2.by_value, Vector2.by_value, Vector2.by_value, :float], Vector2.by_value], # @!method GetSplinePointBezierQuad(p1, c2, p3, t) # GetSplinePointBezierQuad : Get (evaluate) spline point: Quadratic Bezier # @param p1 [Vector2] # @param c2 [Vector2] # @param p3 [Vector2] # @param t [float] # @return [Vector2] [:GetSplinePointBezierQuad, :GetSplinePointBezierQuad, [Vector2.by_value, Vector2.by_value, Vector2.by_value, :float], Vector2.by_value], # @!method GetSplinePointBezierCubic(p1, c2, c3, p4, t) # GetSplinePointBezierCubic : Get (evaluate) spline point: Cubic Bezier # @param p1 [Vector2] # @param c2 [Vector2] # @param c3 [Vector2] # @param p4 [Vector2] # @param t [float] # @return [Vector2] [:GetSplinePointBezierCubic, :GetSplinePointBezierCubic, [Vector2.by_value, Vector2.by_value, Vector2.by_value, Vector2.by_value, :float], Vector2.by_value], # @!method CheckCollisionRecs(rec1, rec2) # CheckCollisionRecs : Check collision between two rectangles # @param rec1 [Rectangle] # @param rec2 [Rectangle] # @return [bool] [:CheckCollisionRecs, :CheckCollisionRecs, [Rectangle.by_value, Rectangle.by_value], :bool], # @!method CheckCollisionCircles(center1, radius1, center2, radius2) # CheckCollisionCircles : Check collision between two circles # @param center1 [Vector2] # @param radius1 [float] # @param center2 [Vector2] # @param radius2 [float] # @return [bool] [:CheckCollisionCircles, :CheckCollisionCircles, [Vector2.by_value, :float, Vector2.by_value, :float], :bool], # @!method CheckCollisionCircleRec(center, radius, rec) # CheckCollisionCircleRec : Check collision between circle and rectangle # @param center [Vector2] # @param radius [float] # @param rec [Rectangle] # @return [bool] [:CheckCollisionCircleRec, :CheckCollisionCircleRec, [Vector2.by_value, :float, Rectangle.by_value], :bool], # @!method CheckCollisionCircleLine(center, radius, p1, p2) # CheckCollisionCircleLine : Check if circle collides with a line created betweeen two points [p1] and [p2] # @param center [Vector2] # @param radius [float] # @param p1 [Vector2] # @param p2 [Vector2] # @return [bool] [:CheckCollisionCircleLine, :CheckCollisionCircleLine, [Vector2.by_value, :float, Vector2.by_value, Vector2.by_value], :bool], # @!method CheckCollisionPointRec(point, rec) # CheckCollisionPointRec : Check if point is inside rectangle # @param point [Vector2] # @param rec [Rectangle] # @return [bool] [:CheckCollisionPointRec, :CheckCollisionPointRec, [Vector2.by_value, Rectangle.by_value], :bool], # @!method CheckCollisionPointCircle(point, center, radius) # CheckCollisionPointCircle : Check if point is inside circle # @param point [Vector2] # @param center [Vector2] # @param radius [float] # @return [bool] [:CheckCollisionPointCircle, :CheckCollisionPointCircle, [Vector2.by_value, Vector2.by_value, :float], :bool], # @!method CheckCollisionPointTriangle(point, p1, p2, p3) # CheckCollisionPointTriangle : Check if point is inside a triangle # @param point [Vector2] # @param p1 [Vector2] # @param p2 [Vector2] # @param p3 [Vector2] # @return [bool] [:CheckCollisionPointTriangle, :CheckCollisionPointTriangle, [Vector2.by_value, Vector2.by_value, Vector2.by_value, Vector2.by_value], :bool], # @!method CheckCollisionPointLine(point, p1, p2, threshold) # CheckCollisionPointLine : Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] # @param point [Vector2] # @param p1 [Vector2] # @param p2 [Vector2] # @param threshold [int] # @return [bool] [:CheckCollisionPointLine, :CheckCollisionPointLine, [Vector2.by_value, Vector2.by_value, Vector2.by_value, :int], :bool], # @!method CheckCollisionPointPoly(point, points, pointCount) # CheckCollisionPointPoly : Check if point is within a polygon described by array of vertices # @param point [Vector2] # @param points [const Vector2 *] # @param pointCount [int] # @return [bool] [:CheckCollisionPointPoly, :CheckCollisionPointPoly, [Vector2.by_value, :pointer, :int], :bool], # @!method CheckCollisionLines(startPos1, endPos1, startPos2, endPos2, collisionPoint) # CheckCollisionLines : Check the collision between two lines defined by two points each, returns collision point by reference # @param startPos1 [Vector2] # @param endPos1 [Vector2] # @param startPos2 [Vector2] # @param endPos2 [Vector2] # @param collisionPoint [Vector2 *] # @return [bool] [:CheckCollisionLines, :CheckCollisionLines, [Vector2.by_value, Vector2.by_value, Vector2.by_value, Vector2.by_value, :pointer], :bool], # @!method GetCollisionRec(rec1, rec2) # GetCollisionRec : Get collision rectangle for two rectangles collision # @param rec1 [Rectangle] # @param rec2 [Rectangle] # @return [Rectangle] [:GetCollisionRec, :GetCollisionRec, [Rectangle.by_value, Rectangle.by_value], Rectangle.by_value], # @!method LoadImage(fileName) # LoadImage : Load image from file into CPU memory (RAM) # @param fileName [const char *] # @return [Image] [:LoadImage, :LoadImage, [:pointer], Image.by_value], # @!method LoadImageRaw(fileName, width, height, format, headerSize) # LoadImageRaw : Load image from RAW file data # @param fileName [const char *] # @param width [int] # @param height [int] # @param format [int] # @param headerSize [int] # @return [Image] [:LoadImageRaw, :LoadImageRaw, [:pointer, :int, :int, :int, :int], Image.by_value], # @!method LoadImageAnim(fileName, frames) # LoadImageAnim : Load image sequence from file (frames appended to image.data) # @param fileName [const char *] # @param frames [int *] # @return [Image] [:LoadImageAnim, :LoadImageAnim, [:pointer, :pointer], Image.by_value], # @!method LoadImageAnimFromMemory(fileType, fileData, dataSize, frames) # LoadImageAnimFromMemory : Load image sequence from memory buffer # @param fileType [const char *] # @param fileData [const unsigned char *] # @param dataSize [int] # @param frames [int *] # @return [Image] [:LoadImageAnimFromMemory, :LoadImageAnimFromMemory, [:pointer, :pointer, :int, :pointer], Image.by_value], # @!method LoadImageFromMemory(fileType, fileData, dataSize) # LoadImageFromMemory : Load image from memory buffer, fileType refers to extension: i.e. '.png' # @param fileType [const char *] # @param fileData [const unsigned char *] # @param dataSize [int] # @return [Image] [:LoadImageFromMemory, :LoadImageFromMemory, [:pointer, :pointer, :int], Image.by_value], # @!method LoadImageFromTexture(texture) # LoadImageFromTexture : Load image from GPU texture data # @param texture [Texture2D] # @return [Image] [:LoadImageFromTexture, :LoadImageFromTexture, [Texture2D.by_value], Image.by_value], # @!method LoadImageFromScreen() # LoadImageFromScreen : Load image from screen buffer and (screenshot) # @return [Image] [:LoadImageFromScreen, :LoadImageFromScreen, [], Image.by_value], # @!method IsImageValid(image) # IsImageValid : Check if an image is valid (data and parameters) # @param image [Image] # @return [bool] [:IsImageValid, :IsImageValid, [Image.by_value], :bool], # @!method UnloadImage(image) # UnloadImage : Unload image from CPU memory (RAM) # @param image [Image] # @return [void] [:UnloadImage, :UnloadImage, [Image.by_value], :void], # @!method ExportImage(image, fileName) # ExportImage : Export image data to file, returns true on success # @param image [Image] # @param fileName [const char *] # @return [bool] [:ExportImage, :ExportImage, [Image.by_value, :pointer], :bool], # @!method ExportImageToMemory(image, fileType, fileSize) # ExportImageToMemory : Export image to memory buffer # @param image [Image] # @param fileType [const char *] # @param fileSize [int *] # @return [unsigned char *] [:ExportImageToMemory, :ExportImageToMemory, [Image.by_value, :pointer, :pointer], :pointer], # @!method ExportImageAsCode(image, fileName) # ExportImageAsCode : Export image as code file defining an array of bytes, returns true on success # @param image [Image] # @param fileName [const char *] # @return [bool] [:ExportImageAsCode, :ExportImageAsCode, [Image.by_value, :pointer], :bool], # @!method GenImageColor(width, height, color) # GenImageColor : Generate image: plain color # @param width [int] # @param height [int] # @param color [Color] # @return [Image] [:GenImageColor, :GenImageColor, [:int, :int, Color.by_value], Image.by_value], # @!method GenImageGradientLinear(width, height, direction, start, end) # GenImageGradientLinear : Generate image: linear gradient, direction in degrees [0..360], 0=Vertical gradient # @param width [int] # @param height [int] # @param direction [int] # @param start [Color] # @param end [Color] # @return [Image] [:GenImageGradientLinear, :GenImageGradientLinear, [:int, :int, :int, Color.by_value, Color.by_value], Image.by_value], # @!method GenImageGradientRadial(width, height, density, inner, outer) # GenImageGradientRadial : Generate image: radial gradient # @param width [int] # @param height [int] # @param density [float] # @param inner [Color] # @param outer [Color] # @return [Image] [:GenImageGradientRadial, :GenImageGradientRadial, [:int, :int, :float, Color.by_value, Color.by_value], Image.by_value], # @!method GenImageGradientSquare(width, height, density, inner, outer) # GenImageGradientSquare : Generate image: square gradient # @param width [int] # @param height [int] # @param density [float] # @param inner [Color] # @param outer [Color] # @return [Image] [:GenImageGradientSquare, :GenImageGradientSquare, [:int, :int, :float, Color.by_value, Color.by_value], Image.by_value], # @!method GenImageChecked(width, height, checksX, checksY, col1, col2) # GenImageChecked : Generate image: checked # @param width [int] # @param height [int] # @param checksX [int] # @param checksY [int] # @param col1 [Color] # @param col2 [Color] # @return [Image] [:GenImageChecked, :GenImageChecked, [:int, :int, :int, :int, Color.by_value, Color.by_value], Image.by_value], # @!method GenImageWhiteNoise(width, height, factor) # GenImageWhiteNoise : Generate image: white noise # @param width [int] # @param height [int] # @param factor [float] # @return [Image] [:GenImageWhiteNoise, :GenImageWhiteNoise, [:int, :int, :float], Image.by_value], # @!method GenImagePerlinNoise(width, height, offsetX, offsetY, scale) # GenImagePerlinNoise : Generate image: perlin noise # @param width [int] # @param height [int] # @param offsetX [int] # @param offsetY [int] # @param scale [float] # @return [Image] [:GenImagePerlinNoise, :GenImagePerlinNoise, [:int, :int, :int, :int, :float], Image.by_value], # @!method GenImageCellular(width, height, tileSize) # GenImageCellular : Generate image: cellular algorithm, bigger tileSize means bigger cells # @param width [int] # @param height [int] # @param tileSize [int] # @return [Image] [:GenImageCellular, :GenImageCellular, [:int, :int, :int], Image.by_value], # @!method GenImageText(width, height, text) # GenImageText : Generate image: grayscale image from text data # @param width [int] # @param height [int] # @param text [const char *] # @return [Image] [:GenImageText, :GenImageText, [:int, :int, :pointer], Image.by_value], # @!method ImageCopy(image) # ImageCopy : Create an image duplicate (useful for transformations) # @param image [Image] # @return [Image] [:ImageCopy, :ImageCopy, [Image.by_value], Image.by_value], # @!method ImageFromImage(image, rec) # ImageFromImage : Create an image from another image piece # @param image [Image] # @param rec [Rectangle] # @return [Image] [:ImageFromImage, :ImageFromImage, [Image.by_value, Rectangle.by_value], Image.by_value], # @!method ImageFromChannel(image, selectedChannel) # ImageFromChannel : Create an image from a selected channel of another image (GRAYSCALE) # @param image [Image] # @param selectedChannel [int] # @return [Image] [:ImageFromChannel, :ImageFromChannel, [Image.by_value, :int], Image.by_value], # @!method ImageText(text, fontSize, color) # ImageText : Create an image from text (default font) # @param text [const char *] # @param fontSize [int] # @param color [Color] # @return [Image] [:ImageText, :ImageText, [:pointer, :int, Color.by_value], Image.by_value], # @!method ImageTextEx(font, text, fontSize, spacing, tint) # ImageTextEx : Create an image from text (custom sprite font) # @param font [Font] # @param text [const char *] # @param fontSize [float] # @param spacing [float] # @param tint [Color] # @return [Image] [:ImageTextEx, :ImageTextEx, [Font.by_value, :pointer, :float, :float, Color.by_value], Image.by_value], # @!method ImageFormat(image, newFormat) # ImageFormat : Convert image data to desired format # @param image [Image *] # @param newFormat [int] # @return [void] [:ImageFormat, :ImageFormat, [:pointer, :int], :void], # @!method ImageToPOT(image, fill) # ImageToPOT : Convert image to POT (power-of-two) # @param image [Image *] # @param fill [Color] # @return [void] [:ImageToPOT, :ImageToPOT, [:pointer, Color.by_value], :void], # @!method ImageCrop(image, crop) # ImageCrop : Crop an image to a defined rectangle # @param image [Image *] # @param crop [Rectangle] # @return [void] [:ImageCrop, :ImageCrop, [:pointer, Rectangle.by_value], :void], # @!method ImageAlphaCrop(image, threshold) # ImageAlphaCrop : Crop image depending on alpha value # @param image [Image *] # @param threshold [float] # @return [void] [:ImageAlphaCrop, :ImageAlphaCrop, [:pointer, :float], :void], # @!method ImageAlphaClear(image, color, threshold) # ImageAlphaClear : Clear alpha channel to desired color # @param image [Image *] # @param color [Color] # @param threshold [float] # @return [void] [:ImageAlphaClear, :ImageAlphaClear, [:pointer, Color.by_value, :float], :void], # @!method ImageAlphaMask(image, alphaMask) # ImageAlphaMask : Apply alpha mask to image # @param image [Image *] # @param alphaMask [Image] # @return [void] [:ImageAlphaMask, :ImageAlphaMask, [:pointer, Image.by_value], :void], # @!method ImageAlphaPremultiply(image) # ImageAlphaPremultiply : Premultiply alpha channel # @param image [Image *] # @return [void] [:ImageAlphaPremultiply, :ImageAlphaPremultiply, [:pointer], :void], # @!method ImageBlurGaussian(image, blurSize) # ImageBlurGaussian : Apply Gaussian blur using a box blur approximation # @param image [Image *] # @param blurSize [int] # @return [void] [:ImageBlurGaussian, :ImageBlurGaussian, [:pointer, :int], :void], # @!method ImageKernelConvolution(image, kernel, kernelSize) # ImageKernelConvolution : Apply custom square convolution kernel to image # @param image [Image *] # @param kernel [const float *] # @param kernelSize [int] # @return [void] [:ImageKernelConvolution, :ImageKernelConvolution, [:pointer, :pointer, :int], :void], # @!method ImageResize(image, newWidth, newHeight) # ImageResize : Resize image (Bicubic scaling algorithm) # @param image [Image *] # @param newWidth [int] # @param newHeight [int] # @return [void] [:ImageResize, :ImageResize, [:pointer, :int, :int], :void], # @!method ImageResizeNN(image, newWidth, newHeight) # ImageResizeNN : Resize image (Nearest-Neighbor scaling algorithm) # @param image [Image *] # @param newWidth [int] # @param newHeight [int] # @return [void] [:ImageResizeNN, :ImageResizeNN, [:pointer, :int, :int], :void], # @!method ImageResizeCanvas(image, newWidth, newHeight, offsetX, offsetY, fill) # ImageResizeCanvas : Resize canvas and fill with color # @param image [Image *] # @param newWidth [int] # @param newHeight [int] # @param offsetX [int] # @param offsetY [int] # @param fill [Color] # @return [void] [:ImageResizeCanvas, :ImageResizeCanvas, [:pointer, :int, :int, :int, :int, Color.by_value], :void], # @!method ImageMipmaps(image) # ImageMipmaps : Compute all mipmap levels for a provided image # @param image [Image *] # @return [void] [:ImageMipmaps, :ImageMipmaps, [:pointer], :void], # @!method ImageDither(image, rBpp, gBpp, bBpp, aBpp) # ImageDither : Dither image data to 16bpp or lower (Floyd-Steinberg dithering) # @param image [Image *] # @param rBpp [int] # @param gBpp [int] # @param bBpp [int] # @param aBpp [int] # @return [void] [:ImageDither, :ImageDither, [:pointer, :int, :int, :int, :int], :void], # @!method ImageFlipVertical(image) # ImageFlipVertical : Flip image vertically # @param image [Image *] # @return [void] [:ImageFlipVertical, :ImageFlipVertical, [:pointer], :void], # @!method ImageFlipHorizontal(image) # ImageFlipHorizontal : Flip image horizontally # @param image [Image *] # @return [void] [:ImageFlipHorizontal, :ImageFlipHorizontal, [:pointer], :void], # @!method ImageRotate(image, degrees) # ImageRotate : Rotate image by input angle in degrees (-359 to 359) # @param image [Image *] # @param degrees [int] # @return [void] [:ImageRotate, :ImageRotate, [:pointer, :int], :void], # @!method ImageRotateCW(image) # ImageRotateCW : Rotate image clockwise 90deg # @param image [Image *] # @return [void] [:ImageRotateCW, :ImageRotateCW, [:pointer], :void], # @!method ImageRotateCCW(image) # ImageRotateCCW : Rotate image counter-clockwise 90deg # @param image [Image *] # @return [void] [:ImageRotateCCW, :ImageRotateCCW, [:pointer], :void], # @!method ImageColorTint(image, color) # ImageColorTint : Modify image color: tint # @param image [Image *] # @param color [Color] # @return [void] [:ImageColorTint, :ImageColorTint, [:pointer, Color.by_value], :void], # @!method ImageColorInvert(image) # ImageColorInvert : Modify image color: invert # @param image [Image *] # @return [void] [:ImageColorInvert, :ImageColorInvert, [:pointer], :void], # @!method ImageColorGrayscale(image) # ImageColorGrayscale : Modify image color: grayscale # @param image [Image *] # @return [void] [:ImageColorGrayscale, :ImageColorGrayscale, [:pointer], :void], # @!method ImageColorContrast(image, contrast) # ImageColorContrast : Modify image color: contrast (-100 to 100) # @param image [Image *] # @param contrast [float] # @return [void] [:ImageColorContrast, :ImageColorContrast, [:pointer, :float], :void], # @!method ImageColorBrightness(image, brightness) # ImageColorBrightness : Modify image color: brightness (-255 to 255) # @param image [Image *] # @param brightness [int] # @return [void] [:ImageColorBrightness, :ImageColorBrightness, [:pointer, :int], :void], # @!method ImageColorReplace(image, color, replace) # ImageColorReplace : Modify image color: replace color # @param image [Image *] # @param color [Color] # @param replace [Color] # @return [void] [:ImageColorReplace, :ImageColorReplace, [:pointer, Color.by_value, Color.by_value], :void], # @!method LoadImageColors(image) # LoadImageColors : Load color data from image as a Color array (RGBA - 32bit) # @param image [Image] # @return [Color *] [:LoadImageColors, :LoadImageColors, [Image.by_value], :pointer], # @!method LoadImagePalette(image, maxPaletteSize, colorCount) # LoadImagePalette : Load colors palette from image as a Color array (RGBA - 32bit) # @param image [Image] # @param maxPaletteSize [int] # @param colorCount [int *] # @return [Color *] [:LoadImagePalette, :LoadImagePalette, [Image.by_value, :int, :pointer], :pointer], # @!method UnloadImageColors(colors) # UnloadImageColors : Unload color data loaded with LoadImageColors() # @param colors [Color *] # @return [void] [:UnloadImageColors, :UnloadImageColors, [:pointer], :void], # @!method UnloadImagePalette(colors) # UnloadImagePalette : Unload colors palette loaded with LoadImagePalette() # @param colors [Color *] # @return [void] [:UnloadImagePalette, :UnloadImagePalette, [:pointer], :void], # @!method GetImageAlphaBorder(image, threshold) # GetImageAlphaBorder : Get image alpha border rectangle # @param image [Image] # @param threshold [float] # @return [Rectangle] [:GetImageAlphaBorder, :GetImageAlphaBorder, [Image.by_value, :float], Rectangle.by_value], # @!method GetImageColor(image, x, y) # GetImageColor : Get image pixel color at (x, y) position # @param image [Image] # @param x [int] # @param y [int] # @return [Color] [:GetImageColor, :GetImageColor, [Image.by_value, :int, :int], Color.by_value], # @!method ImageClearBackground(dst, color) # ImageClearBackground : Clear image background with given color # @param dst [Image *] # @param color [Color] # @return [void] [:ImageClearBackground, :ImageClearBackground, [:pointer, Color.by_value], :void], # @!method ImageDrawPixel(dst, posX, posY, color) # ImageDrawPixel : Draw pixel within an image # @param dst [Image *] # @param posX [int] # @param posY [int] # @param color [Color] # @return [void] [:ImageDrawPixel, :ImageDrawPixel, [:pointer, :int, :int, Color.by_value], :void], # @!method ImageDrawPixelV(dst, position, color) # ImageDrawPixelV : Draw pixel within an image (Vector version) # @param dst [Image *] # @param position [Vector2] # @param color [Color] # @return [void] [:ImageDrawPixelV, :ImageDrawPixelV, [:pointer, Vector2.by_value, Color.by_value], :void], # @!method ImageDrawLine(dst, startPosX, startPosY, endPosX, endPosY, color) # ImageDrawLine : Draw line within an image # @param dst [Image *] # @param startPosX [int] # @param startPosY [int] # @param endPosX [int] # @param endPosY [int] # @param color [Color] # @return [void] [:ImageDrawLine, :ImageDrawLine, [:pointer, :int, :int, :int, :int, Color.by_value], :void], # @!method ImageDrawLineV(dst, start, end, color) # ImageDrawLineV : Draw line within an image (Vector version) # @param dst [Image *] # @param start [Vector2] # @param end [Vector2] # @param color [Color] # @return [void] [:ImageDrawLineV, :ImageDrawLineV, [:pointer, Vector2.by_value, Vector2.by_value, Color.by_value], :void], # @!method ImageDrawLineEx(dst, start, end, thick, color) # ImageDrawLineEx : Draw a line defining thickness within an image # @param dst [Image *] # @param start [Vector2] # @param end [Vector2] # @param thick [int] # @param color [Color] # @return [void] [:ImageDrawLineEx, :ImageDrawLineEx, [:pointer, Vector2.by_value, Vector2.by_value, :int, Color.by_value], :void], # @!method ImageDrawCircle(dst, centerX, centerY, radius, color) # ImageDrawCircle : Draw a filled circle within an image # @param dst [Image *] # @param centerX [int] # @param centerY [int] # @param radius [int] # @param color [Color] # @return [void] [:ImageDrawCircle, :ImageDrawCircle, [:pointer, :int, :int, :int, Color.by_value], :void], # @!method ImageDrawCircleV(dst, center, radius, color) # ImageDrawCircleV : Draw a filled circle within an image (Vector version) # @param dst [Image *] # @param center [Vector2] # @param radius [int] # @param color [Color] # @return [void] [:ImageDrawCircleV, :ImageDrawCircleV, [:pointer, Vector2.by_value, :int, Color.by_value], :void], # @!method ImageDrawCircleLines(dst, centerX, centerY, radius, color) # ImageDrawCircleLines : Draw circle outline within an image # @param dst [Image *] # @param centerX [int] # @param centerY [int] # @param radius [int] # @param color [Color] # @return [void] [:ImageDrawCircleLines, :ImageDrawCircleLines, [:pointer, :int, :int, :int, Color.by_value], :void], # @!method ImageDrawCircleLinesV(dst, center, radius, color) # ImageDrawCircleLinesV : Draw circle outline within an image (Vector version) # @param dst [Image *] # @param center [Vector2] # @param radius [int] # @param color [Color] # @return [void] [:ImageDrawCircleLinesV, :ImageDrawCircleLinesV, [:pointer, Vector2.by_value, :int, Color.by_value], :void], # @!method ImageDrawRectangle(dst, posX, posY, width, height, color) # ImageDrawRectangle : Draw rectangle within an image # @param dst [Image *] # @param posX [int] # @param posY [int] # @param width [int] # @param height [int] # @param color [Color] # @return [void] [:ImageDrawRectangle, :ImageDrawRectangle, [:pointer, :int, :int, :int, :int, Color.by_value], :void], # @!method ImageDrawRectangleV(dst, position, size, color) # ImageDrawRectangleV : Draw rectangle within an image (Vector version) # @param dst [Image *] # @param position [Vector2] # @param size [Vector2] # @param color [Color] # @return [void] [:ImageDrawRectangleV, :ImageDrawRectangleV, [:pointer, Vector2.by_value, Vector2.by_value, Color.by_value], :void], # @!method ImageDrawRectangleRec(dst, rec, color) # ImageDrawRectangleRec : Draw rectangle within an image # @param dst [Image *] # @param rec [Rectangle] # @param color [Color] # @return [void] [:ImageDrawRectangleRec, :ImageDrawRectangleRec, [:pointer, Rectangle.by_value, Color.by_value], :void], # @!method ImageDrawRectangleLines(dst, rec, thick, color) # ImageDrawRectangleLines : Draw rectangle lines within an image # @param dst [Image *] # @param rec [Rectangle] # @param thick [int] # @param color [Color] # @return [void] [:ImageDrawRectangleLines, :ImageDrawRectangleLines, [:pointer, Rectangle.by_value, :int, Color.by_value], :void], # @!method ImageDrawTriangle(dst, v1, v2, v3, color) # ImageDrawTriangle : Draw triangle within an image # @param dst [Image *] # @param v1 [Vector2] # @param v2 [Vector2] # @param v3 [Vector2] # @param color [Color] # @return [void] [:ImageDrawTriangle, :ImageDrawTriangle, [:pointer, Vector2.by_value, Vector2.by_value, Vector2.by_value, Color.by_value], :void], # @!method ImageDrawTriangleEx(dst, v1, v2, v3, c1, c2, c3) # ImageDrawTriangleEx : Draw triangle with interpolated colors within an image # @param dst [Image *] # @param v1 [Vector2] # @param v2 [Vector2] # @param v3 [Vector2] # @param c1 [Color] # @param c2 [Color] # @param c3 [Color] # @return [void] [:ImageDrawTriangleEx, :ImageDrawTriangleEx, [:pointer, Vector2.by_value, Vector2.by_value, Vector2.by_value, Color.by_value, Color.by_value, Color.by_value], :void], # @!method ImageDrawTriangleLines(dst, v1, v2, v3, color) # ImageDrawTriangleLines : Draw triangle outline within an image # @param dst [Image *] # @param v1 [Vector2] # @param v2 [Vector2] # @param v3 [Vector2] # @param color [Color] # @return [void] [:ImageDrawTriangleLines, :ImageDrawTriangleLines, [:pointer, Vector2.by_value, Vector2.by_value, Vector2.by_value, Color.by_value], :void], # @!method ImageDrawTriangleFan(dst, points, pointCount, color) # ImageDrawTriangleFan : Draw a triangle fan defined by points within an image (first vertex is the center) # @param dst [Image *] # @param points [Vector2 *] # @param pointCount [int] # @param color [Color] # @return [void] [:ImageDrawTriangleFan, :ImageDrawTriangleFan, [:pointer, :pointer, :int, Color.by_value], :void], # @!method ImageDrawTriangleStrip(dst, points, pointCount, color) # ImageDrawTriangleStrip : Draw a triangle strip defined by points within an image # @param dst [Image *] # @param points [Vector2 *] # @param pointCount [int] # @param color [Color] # @return [void] [:ImageDrawTriangleStrip, :ImageDrawTriangleStrip, [:pointer, :pointer, :int, Color.by_value], :void], # @!method ImageDraw(dst, src, srcRec, dstRec, tint) # ImageDraw : Draw a source image within a destination image (tint applied to source) # @param dst [Image *] # @param src [Image] # @param srcRec [Rectangle] # @param dstRec [Rectangle] # @param tint [Color] # @return [void] [:ImageDraw, :ImageDraw, [:pointer, Image.by_value, Rectangle.by_value, Rectangle.by_value, Color.by_value], :void], # @!method ImageDrawText(dst, text, posX, posY, fontSize, color) # ImageDrawText : Draw text (using default font) within an image (destination) # @param dst [Image *] # @param text [const char *] # @param posX [int] # @param posY [int] # @param fontSize [int] # @param color [Color] # @return [void] [:ImageDrawText, :ImageDrawText, [:pointer, :pointer, :int, :int, :int, Color.by_value], :void], # @!method ImageDrawTextEx(dst, font, text, position, fontSize, spacing, tint) # ImageDrawTextEx : Draw text (custom sprite font) within an image (destination) # @param dst [Image *] # @param font [Font] # @param text [const char *] # @param position [Vector2] # @param fontSize [float] # @param spacing [float] # @param tint [Color] # @return [void] [:ImageDrawTextEx, :ImageDrawTextEx, [:pointer, Font.by_value, :pointer, Vector2.by_value, :float, :float, Color.by_value], :void], # @!method LoadTexture(fileName) # LoadTexture : Load texture from file into GPU memory (VRAM) # @param fileName [const char *] # @return [Texture2D] [:LoadTexture, :LoadTexture, [:pointer], Texture2D.by_value], # @!method LoadTextureFromImage(image) # LoadTextureFromImage : Load texture from image data # @param image [Image] # @return [Texture2D] [:LoadTextureFromImage, :LoadTextureFromImage, [Image.by_value], Texture2D.by_value], # @!method LoadTextureCubemap(image, layout) # LoadTextureCubemap : Load cubemap from image, multiple image cubemap layouts supported # @param image [Image] # @param layout [int] # @return [TextureCubemap] [:LoadTextureCubemap, :LoadTextureCubemap, [Image.by_value, :int], TextureCubemap.by_value], # @!method LoadRenderTexture(width, height) # LoadRenderTexture : Load texture for rendering (framebuffer) # @param width [int] # @param height [int] # @return [RenderTexture2D] [:LoadRenderTexture, :LoadRenderTexture, [:int, :int], RenderTexture2D.by_value], # @!method IsTextureValid(texture) # IsTextureValid : Check if a texture is valid (loaded in GPU) # @param texture [Texture2D] # @return [bool] [:IsTextureValid, :IsTextureValid, [Texture2D.by_value], :bool], # @!method UnloadTexture(texture) # UnloadTexture : Unload texture from GPU memory (VRAM) # @param texture [Texture2D] # @return [void] [:UnloadTexture, :UnloadTexture, [Texture2D.by_value], :void], # @!method IsRenderTextureValid(target) # IsRenderTextureValid : Check if a render texture is valid (loaded in GPU) # @param target [RenderTexture2D] # @return [bool] [:IsRenderTextureValid, :IsRenderTextureValid, [RenderTexture2D.by_value], :bool], # @!method UnloadRenderTexture(target) # UnloadRenderTexture : Unload render texture from GPU memory (VRAM) # @param target [RenderTexture2D] # @return [void] [:UnloadRenderTexture, :UnloadRenderTexture, [RenderTexture2D.by_value], :void], # @!method UpdateTexture(texture, pixels) # UpdateTexture : Update GPU texture with new data # @param texture [Texture2D] # @param pixels [const void *] # @return [void] [:UpdateTexture, :UpdateTexture, [Texture2D.by_value, :pointer], :void], # @!method UpdateTextureRec(texture, rec, pixels) # UpdateTextureRec : Update GPU texture rectangle with new data # @param texture [Texture2D] # @param rec [Rectangle] # @param pixels [const void *] # @return [void] [:UpdateTextureRec, :UpdateTextureRec, [Texture2D.by_value, Rectangle.by_value, :pointer], :void], # @!method GenTextureMipmaps(texture) # GenTextureMipmaps : Generate GPU mipmaps for a texture # @param texture [Texture2D *] # @return [void] [:GenTextureMipmaps, :GenTextureMipmaps, [:pointer], :void], # @!method SetTextureFilter(texture, filter) # SetTextureFilter : Set texture scaling filter mode # @param texture [Texture2D] # @param filter [int] # @return [void] [:SetTextureFilter, :SetTextureFilter, [Texture2D.by_value, :int], :void], # @!method SetTextureWrap(texture, wrap) # SetTextureWrap : Set texture wrapping mode # @param texture [Texture2D] # @param wrap [int] # @return [void] [:SetTextureWrap, :SetTextureWrap, [Texture2D.by_value, :int], :void], # @!method DrawTexture(texture, posX, posY, tint) # DrawTexture : Draw a Texture2D # @param texture [Texture2D] # @param posX [int] # @param posY [int] # @param tint [Color] # @return [void] [:DrawTexture, :DrawTexture, [Texture2D.by_value, :int, :int, Color.by_value], :void], # @!method DrawTextureV(texture, position, tint) # DrawTextureV : Draw a Texture2D with position defined as Vector2 # @param texture [Texture2D] # @param position [Vector2] # @param tint [Color] # @return [void] [:DrawTextureV, :DrawTextureV, [Texture2D.by_value, Vector2.by_value, Color.by_value], :void], # @!method DrawTextureEx(texture, position, rotation, scale, tint) # DrawTextureEx : Draw a Texture2D with extended parameters # @param texture [Texture2D] # @param position [Vector2] # @param rotation [float] # @param scale [float] # @param tint [Color] # @return [void] [:DrawTextureEx, :DrawTextureEx, [Texture2D.by_value, Vector2.by_value, :float, :float, Color.by_value], :void], # @!method DrawTextureRec(texture, source, position, tint) # DrawTextureRec : Draw a part of a texture defined by a rectangle # @param texture [Texture2D] # @param source [Rectangle] # @param position [Vector2] # @param tint [Color] # @return [void] [:DrawTextureRec, :DrawTextureRec, [Texture2D.by_value, Rectangle.by_value, Vector2.by_value, Color.by_value], :void], # @!method DrawTexturePro(texture, source, dest, origin, rotation, tint) # DrawTexturePro : Draw a part of a texture defined by a rectangle with 'pro' parameters # @param texture [Texture2D] # @param source [Rectangle] # @param dest [Rectangle] # @param origin [Vector2] # @param rotation [float] # @param tint [Color] # @return [void] [:DrawTexturePro, :DrawTexturePro, [Texture2D.by_value, Rectangle.by_value, Rectangle.by_value, Vector2.by_value, :float, Color.by_value], :void], # @!method DrawTextureNPatch(texture, nPatchInfo, dest, origin, rotation, tint) # DrawTextureNPatch : Draws a texture (or part of it) that stretches or shrinks nicely # @param texture [Texture2D] # @param nPatchInfo [NPatchInfo] # @param dest [Rectangle] # @param origin [Vector2] # @param rotation [float] # @param tint [Color] # @return [void] [:DrawTextureNPatch, :DrawTextureNPatch, [Texture2D.by_value, NPatchInfo.by_value, Rectangle.by_value, Vector2.by_value, :float, Color.by_value], :void], # @!method ColorIsEqual(col1, col2) # ColorIsEqual : Check if two colors are equal # @param col1 [Color] # @param col2 [Color] # @return [bool] [:ColorIsEqual, :ColorIsEqual, [Color.by_value, Color.by_value], :bool], # @!method Fade(color, alpha) # Fade : Get color with alpha applied, alpha goes from 0.0f to 1.0f # @param color [Color] # @param alpha [float] # @return [Color] [:Fade, :Fade, [Color.by_value, :float], Color.by_value], # @!method ColorToInt(color) # ColorToInt : Get hexadecimal value for a Color (0xRRGGBBAA) # @param color [Color] # @return [int] [:ColorToInt, :ColorToInt, [Color.by_value], :int], # @!method ColorNormalize(color) # ColorNormalize : Get Color normalized as float [0..1] # @param color [Color] # @return [Vector4] [:ColorNormalize, :ColorNormalize, [Color.by_value], Vector4.by_value], # @!method ColorFromNormalized(normalized) # ColorFromNormalized : Get Color from normalized values [0..1] # @param normalized [Vector4] # @return [Color] [:ColorFromNormalized, :ColorFromNormalized, [Vector4.by_value], Color.by_value], # @!method ColorToHSV(color) # ColorToHSV : Get HSV values for a Color, hue [0..360], saturation/value [0..1] # @param color [Color] # @return [Vector3] [:ColorToHSV, :ColorToHSV, [Color.by_value], Vector3.by_value], # @!method ColorFromHSV(hue, saturation, value) # ColorFromHSV : Get a Color from HSV values, hue [0..360], saturation/value [0..1] # @param hue [float] # @param saturation [float] # @param value [float] # @return [Color] [:ColorFromHSV, :ColorFromHSV, [:float, :float, :float], Color.by_value], # @!method ColorTint(color, tint) # ColorTint : Get color multiplied with another color # @param color [Color] # @param tint [Color] # @return [Color] [:ColorTint, :ColorTint, [Color.by_value, Color.by_value], Color.by_value], # @!method ColorBrightness(color, factor) # ColorBrightness : Get color with brightness correction, brightness factor goes from -1.0f to 1.0f # @param color [Color] # @param factor [float] # @return [Color] [:ColorBrightness, :ColorBrightness, [Color.by_value, :float], Color.by_value], # @!method ColorContrast(color, contrast) # ColorContrast : Get color with contrast correction, contrast values between -1.0f and 1.0f # @param color [Color] # @param contrast [float] # @return [Color] [:ColorContrast, :ColorContrast, [Color.by_value, :float], Color.by_value], # @!method ColorAlpha(color, alpha) # ColorAlpha : Get color with alpha applied, alpha goes from 0.0f to 1.0f # @param color [Color] # @param alpha [float] # @return [Color] [:ColorAlpha, :ColorAlpha, [Color.by_value, :float], Color.by_value], # @!method ColorAlphaBlend(dst, src, tint) # ColorAlphaBlend : Get src alpha-blended into dst color with tint # @param dst [Color] # @param src [Color] # @param tint [Color] # @return [Color] [:ColorAlphaBlend, :ColorAlphaBlend, [Color.by_value, Color.by_value, Color.by_value], Color.by_value], # @!method ColorLerp(color1, color2, factor) # ColorLerp : Get color lerp interpolation between two colors, factor [0.0f..1.0f] # @param color1 [Color] # @param color2 [Color] # @param factor [float] # @return [Color] [:ColorLerp, :ColorLerp, [Color.by_value, Color.by_value, :float], Color.by_value], # @!method GetColor(hexValue) # GetColor : Get Color structure from hexadecimal value # @param hexValue [unsigned int] # @return [Color] [:GetColor, :GetColor, [:uint], Color.by_value], # @!method GetPixelColor(srcPtr, format) # GetPixelColor : Get Color from a source pixel pointer of certain format # @param srcPtr [void *] # @param format [int] # @return [Color] [:GetPixelColor, :GetPixelColor, [:pointer, :int], Color.by_value], # @!method SetPixelColor(dstPtr, color, format) # SetPixelColor : Set color formatted into destination pixel pointer # @param dstPtr [void *] # @param color [Color] # @param format [int] # @return [void] [:SetPixelColor, :SetPixelColor, [:pointer, Color.by_value, :int], :void], # @!method GetPixelDataSize(width, height, format) # GetPixelDataSize : Get pixel data size in bytes for certain format # @param width [int] # @param height [int] # @param format [int] # @return [int] [:GetPixelDataSize, :GetPixelDataSize, [:int, :int, :int], :int], # @!method GetFontDefault() # GetFontDefault : Get the default Font # @return [Font] [:GetFontDefault, :GetFontDefault, [], Font.by_value], # @!method LoadFont(fileName) # LoadFont : Load font from file into GPU memory (VRAM) # @param fileName [const char *] # @return [Font] [:LoadFont, :LoadFont, [:pointer], Font.by_value], # @!method LoadFontEx(fileName, fontSize, codepoints, codepointCount) # LoadFontEx : Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height # @param fileName [const char *] # @param fontSize [int] # @param codepoints [int *] # @param codepointCount [int] # @return [Font] [:LoadFontEx, :LoadFontEx, [:pointer, :int, :pointer, :int], Font.by_value], # @!method LoadFontFromImage(image, key, firstChar) # LoadFontFromImage : Load font from Image (XNA style) # @param image [Image] # @param key [Color] # @param firstChar [int] # @return [Font] [:LoadFontFromImage, :LoadFontFromImage, [Image.by_value, Color.by_value, :int], Font.by_value], # @!method LoadFontFromMemory(fileType, fileData, dataSize, fontSize, codepoints, codepointCount) # LoadFontFromMemory : Load font from memory buffer, fileType refers to extension: i.e. '.ttf' # @param fileType [const char *] # @param fileData [const unsigned char *] # @param dataSize [int] # @param fontSize [int] # @param codepoints [int *] # @param codepointCount [int] # @return [Font] [:LoadFontFromMemory, :LoadFontFromMemory, [:pointer, :pointer, :int, :int, :pointer, :int], Font.by_value], # @!method IsFontValid(font) # IsFontValid : Check if a font is valid (font data loaded, WARNING: GPU texture not checked) # @param font [Font] # @return [bool] [:IsFontValid, :IsFontValid, [Font.by_value], :bool], # @!method LoadFontData(fileData, dataSize, fontSize, codepoints, codepointCount, type) # LoadFontData : Load font data for further use # @param fileData [const unsigned char *] # @param dataSize [int] # @param fontSize [int] # @param codepoints [int *] # @param codepointCount [int] # @param type [int] # @return [GlyphInfo *] [:LoadFontData, :LoadFontData, [:pointer, :int, :int, :pointer, :int, :int], :pointer], # @!method GenImageFontAtlas(glyphs, glyphRecs, glyphCount, fontSize, padding, packMethod) # GenImageFontAtlas : Generate image font atlas using chars info # @param glyphs [const GlyphInfo *] # @param glyphRecs [Rectangle **] # @param glyphCount [int] # @param fontSize [int] # @param padding [int] # @param packMethod [int] # @return [Image] [:GenImageFontAtlas, :GenImageFontAtlas, [:pointer, :pointer, :int, :int, :int, :int], Image.by_value], # @!method UnloadFontData(glyphs, glyphCount) # UnloadFontData : Unload font chars info data (RAM) # @param glyphs [GlyphInfo *] # @param glyphCount [int] # @return [void] [:UnloadFontData, :UnloadFontData, [:pointer, :int], :void], # @!method UnloadFont(font) # UnloadFont : Unload font from GPU memory (VRAM) # @param font [Font] # @return [void] [:UnloadFont, :UnloadFont, [Font.by_value], :void], # @!method ExportFontAsCode(font, fileName) # ExportFontAsCode : Export font as code file, returns true on success # @param font [Font] # @param fileName [const char *] # @return [bool] [:ExportFontAsCode, :ExportFontAsCode, [Font.by_value, :pointer], :bool], # @!method DrawFPS(posX, posY) # DrawFPS : Draw current FPS # @param posX [int] # @param posY [int] # @return [void] [:DrawFPS, :DrawFPS, [:int, :int], :void], # @!method DrawText(text, posX, posY, fontSize, color) # DrawText : Draw text (using default font) # @param text [const char *] # @param posX [int] # @param posY [int] # @param fontSize [int] # @param color [Color] # @return [void] [:DrawText, :DrawText, [:pointer, :int, :int, :int, Color.by_value], :void], # @!method DrawTextEx(font, text, position, fontSize, spacing, tint) # DrawTextEx : Draw text using font and additional parameters # @param font [Font] # @param text [const char *] # @param position [Vector2] # @param fontSize [float] # @param spacing [float] # @param tint [Color] # @return [void] [:DrawTextEx, :DrawTextEx, [Font.by_value, :pointer, Vector2.by_value, :float, :float, Color.by_value], :void], # @!method DrawTextPro(font, text, position, origin, rotation, fontSize, spacing, tint) # DrawTextPro : Draw text using Font and pro parameters (rotation) # @param font [Font] # @param text [const char *] # @param position [Vector2] # @param origin [Vector2] # @param rotation [float] # @param fontSize [float] # @param spacing [float] # @param tint [Color] # @return [void] [:DrawTextPro, :DrawTextPro, [Font.by_value, :pointer, Vector2.by_value, Vector2.by_value, :float, :float, :float, Color.by_value], :void], # @!method DrawTextCodepoint(font, codepoint, position, fontSize, tint) # DrawTextCodepoint : Draw one character (codepoint) # @param font [Font] # @param codepoint [int] # @param position [Vector2] # @param fontSize [float] # @param tint [Color] # @return [void] [:DrawTextCodepoint, :DrawTextCodepoint, [Font.by_value, :int, Vector2.by_value, :float, Color.by_value], :void], # @!method DrawTextCodepoints(font, codepoints, codepointCount, position, fontSize, spacing, tint) # DrawTextCodepoints : Draw multiple character (codepoint) # @param font [Font] # @param codepoints [const int *] # @param codepointCount [int] # @param position [Vector2] # @param fontSize [float] # @param spacing [float] # @param tint [Color] # @return [void] [:DrawTextCodepoints, :DrawTextCodepoints, [Font.by_value, :pointer, :int, Vector2.by_value, :float, :float, Color.by_value], :void], # @!method SetTextLineSpacing(spacing) # SetTextLineSpacing : Set vertical line spacing when drawing with line-breaks # @param spacing [int] # @return [void] [:SetTextLineSpacing, :SetTextLineSpacing, [:int], :void], # @!method MeasureText(text, fontSize) # MeasureText : Measure string width for default font # @param text [const char *] # @param fontSize [int] # @return [int] [:MeasureText, :MeasureText, [:pointer, :int], :int], # @!method MeasureTextEx(font, text, fontSize, spacing) # MeasureTextEx : Measure string size for Font # @param font [Font] # @param text [const char *] # @param fontSize [float] # @param spacing [float] # @return [Vector2] [:MeasureTextEx, :MeasureTextEx, [Font.by_value, :pointer, :float, :float], Vector2.by_value], # @!method GetGlyphIndex(font, codepoint) # GetGlyphIndex : Get glyph index position in font for a codepoint (unicode character), fallback to '?' if not found # @param font [Font] # @param codepoint [int] # @return [int] [:GetGlyphIndex, :GetGlyphIndex, [Font.by_value, :int], :int], # @!method GetGlyphInfo(font, codepoint) # GetGlyphInfo : Get glyph font info data for a codepoint (unicode character), fallback to '?' if not found # @param font [Font] # @param codepoint [int] # @return [GlyphInfo] [:GetGlyphInfo, :GetGlyphInfo, [Font.by_value, :int], GlyphInfo.by_value], # @!method GetGlyphAtlasRec(font, codepoint) # GetGlyphAtlasRec : Get glyph rectangle in font atlas for a codepoint (unicode character), fallback to '?' if not found # @param font [Font] # @param codepoint [int] # @return [Rectangle] [:GetGlyphAtlasRec, :GetGlyphAtlasRec, [Font.by_value, :int], Rectangle.by_value], # @!method LoadUTF8(codepoints, length) # LoadUTF8 : Load UTF-8 text encoded from codepoints array # @param codepoints [const int *] # @param length [int] # @return [char *] [:LoadUTF8, :LoadUTF8, [:pointer, :int], :pointer], # @!method UnloadUTF8(text) # UnloadUTF8 : Unload UTF-8 text encoded from codepoints array # @param text [char *] # @return [void] [:UnloadUTF8, :UnloadUTF8, [:pointer], :void], # @!method LoadCodepoints(text, count) # LoadCodepoints : Load all codepoints from a UTF-8 text string, codepoints count returned by parameter # @param text [const char *] # @param count [int *] # @return [int *] [:LoadCodepoints, :LoadCodepoints, [:pointer, :pointer], :pointer], # @!method UnloadCodepoints(codepoints) # UnloadCodepoints : Unload codepoints data from memory # @param codepoints [int *] # @return [void] [:UnloadCodepoints, :UnloadCodepoints, [:pointer], :void], # @!method GetCodepointCount(text) # GetCodepointCount : Get total number of codepoints in a UTF-8 encoded string # @param text [const char *] # @return [int] [:GetCodepointCount, :GetCodepointCount, [:pointer], :int], # @!method GetCodepoint(text, codepointSize) # GetCodepoint : Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure # @param text [const char *] # @param codepointSize [int *] # @return [int] [:GetCodepoint, :GetCodepoint, [:pointer, :pointer], :int], # @!method GetCodepointNext(text, codepointSize) # GetCodepointNext : Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure # @param text [const char *] # @param codepointSize [int *] # @return [int] [:GetCodepointNext, :GetCodepointNext, [:pointer, :pointer], :int], # @!method GetCodepointPrevious(text, codepointSize) # GetCodepointPrevious : Get previous codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure # @param text [const char *] # @param codepointSize [int *] # @return [int] [:GetCodepointPrevious, :GetCodepointPrevious, [:pointer, :pointer], :int], # @!method CodepointToUTF8(codepoint, utf8Size) # CodepointToUTF8 : Encode one codepoint into UTF-8 byte array (array length returned as parameter) # @param codepoint [int] # @param utf8Size [int *] # @return [const char *] [:CodepointToUTF8, :CodepointToUTF8, [:int, :pointer], :pointer], # @!method TextCopy(dst, src) # TextCopy : Copy one string to another, returns bytes copied # @param dst [char *] # @param src [const char *] # @return [int] [:TextCopy, :TextCopy, [:pointer, :pointer], :int], # @!method TextIsEqual(text1, text2) # TextIsEqual : Check if two text string are equal # @param text1 [const char *] # @param text2 [const char *] # @return [bool] [:TextIsEqual, :TextIsEqual, [:pointer, :pointer], :bool], # @!method TextLength(text) # TextLength : Get text length, checks for '\0' ending # @param text [const char *] # @return [unsigned int] [:TextLength, :TextLength, [:pointer], :uint], # @!method TextFormat(text, ...) # TextFormat : Text formatting with variables (sprintf() style) # @param text [const char *] # @param args [...] # @return [const char *] [:TextFormat, :TextFormat, [:pointer, :varargs], :pointer], # @!method TextSubtext(text, position, length) # TextSubtext : Get a piece of a text string # @param text [const char *] # @param position [int] # @param length [int] # @return [const char *] [:TextSubtext, :TextSubtext, [:pointer, :int, :int], :pointer], # @!method TextReplace(text, replace, by) # TextReplace : Replace text string (WARNING: memory must be freed!) # @param text [const char *] # @param replace [const char *] # @param by [const char *] # @return [char *] [:TextReplace, :TextReplace, [:pointer, :pointer, :pointer], :pointer], # @!method TextInsert(text, insert, position) # TextInsert : Insert text in a position (WARNING: memory must be freed!) # @param text [const char *] # @param insert [const char *] # @param position [int] # @return [char *] [:TextInsert, :TextInsert, [:pointer, :pointer, :int], :pointer], # @!method TextJoin(textList, count, delimiter) # TextJoin : Join text strings with delimiter # @param textList [const char **] # @param count [int] # @param delimiter [const char *] # @return [const char *] [:TextJoin, :TextJoin, [:pointer, :int, :pointer], :pointer], # @!method TextSplit(text, delimiter, count) # TextSplit : Split text into multiple strings # @param text [const char *] # @param delimiter [char] # @param count [int *] # @return [const char **] [:TextSplit, :TextSplit, [:pointer, :char, :pointer], :pointer], # @!method TextAppend(text, append, position) # TextAppend : Append text at specific position and move cursor! # @param text [char *] # @param append [const char *] # @param position [int *] # @return [void] [:TextAppend, :TextAppend, [:pointer, :pointer, :pointer], :void], # @!method TextFindIndex(text, find) # TextFindIndex : Find first text occurrence within a string # @param text [const char *] # @param find [const char *] # @return [int] [:TextFindIndex, :TextFindIndex, [:pointer, :pointer], :int], # @!method TextToUpper(text) # TextToUpper : Get upper case version of provided string # @param text [const char *] # @return [const char *] [:TextToUpper, :TextToUpper, [:pointer], :pointer], # @!method TextToLower(text) # TextToLower : Get lower case version of provided string # @param text [const char *] # @return [const char *] [:TextToLower, :TextToLower, [:pointer], :pointer], # @!method TextToPascal(text) # TextToPascal : Get Pascal case notation version of provided string # @param text [const char *] # @return [const char *] [:TextToPascal, :TextToPascal, [:pointer], :pointer], # @!method TextToSnake(text) # TextToSnake : Get Snake case notation version of provided string # @param text [const char *] # @return [const char *] [:TextToSnake, :TextToSnake, [:pointer], :pointer], # @!method TextToCamel(text) # TextToCamel : Get Camel case notation version of provided string # @param text [const char *] # @return [const char *] [:TextToCamel, :TextToCamel, [:pointer], :pointer], # @!method TextToInteger(text) # TextToInteger : Get integer value from text # @param text [const char *] # @return [int] [:TextToInteger, :TextToInteger, [:pointer], :int], # @!method TextToFloat(text) # TextToFloat : Get float value from text # @param text [const char *] # @return [float] [:TextToFloat, :TextToFloat, [:pointer], :float], # @!method DrawLine3D(startPos, endPos, color) # DrawLine3D : Draw a line in 3D world space # @param startPos [Vector3] # @param endPos [Vector3] # @param color [Color] # @return [void] [:DrawLine3D, :DrawLine3D, [Vector3.by_value, Vector3.by_value, Color.by_value], :void], # @!method DrawPoint3D(position, color) # DrawPoint3D : Draw a point in 3D space, actually a small line # @param position [Vector3] # @param color [Color] # @return [void] [:DrawPoint3D, :DrawPoint3D, [Vector3.by_value, Color.by_value], :void], # @!method DrawCircle3D(center, radius, rotationAxis, rotationAngle, color) # DrawCircle3D : Draw a circle in 3D world space # @param center [Vector3] # @param radius [float] # @param rotationAxis [Vector3] # @param rotationAngle [float] # @param color [Color] # @return [void] [:DrawCircle3D, :DrawCircle3D, [Vector3.by_value, :float, Vector3.by_value, :float, Color.by_value], :void], # @!method DrawTriangle3D(v1, v2, v3, color) # DrawTriangle3D : Draw a color-filled triangle (vertex in counter-clockwise order!) # @param v1 [Vector3] # @param v2 [Vector3] # @param v3 [Vector3] # @param color [Color] # @return [void] [:DrawTriangle3D, :DrawTriangle3D, [Vector3.by_value, Vector3.by_value, Vector3.by_value, Color.by_value], :void], # @!method DrawTriangleStrip3D(points, pointCount, color) # DrawTriangleStrip3D : Draw a triangle strip defined by points # @param points [const Vector3 *] # @param pointCount [int] # @param color [Color] # @return [void] [:DrawTriangleStrip3D, :DrawTriangleStrip3D, [:pointer, :int, Color.by_value], :void], # @!method DrawCube(position, width, height, length, color) # DrawCube : Draw cube # @param position [Vector3] # @param width [float] # @param height [float] # @param length [float] # @param color [Color] # @return [void] [:DrawCube, :DrawCube, [Vector3.by_value, :float, :float, :float, Color.by_value], :void], # @!method DrawCubeV(position, size, color) # DrawCubeV : Draw cube (Vector version) # @param position [Vector3] # @param size [Vector3] # @param color [Color] # @return [void] [:DrawCubeV, :DrawCubeV, [Vector3.by_value, Vector3.by_value, Color.by_value], :void], # @!method DrawCubeWires(position, width, height, length, color) # DrawCubeWires : Draw cube wires # @param position [Vector3] # @param width [float] # @param height [float] # @param length [float] # @param color [Color] # @return [void] [:DrawCubeWires, :DrawCubeWires, [Vector3.by_value, :float, :float, :float, Color.by_value], :void], # @!method DrawCubeWiresV(position, size, color) # DrawCubeWiresV : Draw cube wires (Vector version) # @param position [Vector3] # @param size [Vector3] # @param color [Color] # @return [void] [:DrawCubeWiresV, :DrawCubeWiresV, [Vector3.by_value, Vector3.by_value, Color.by_value], :void], # @!method DrawSphere(centerPos, radius, color) # DrawSphere : Draw sphere # @param centerPos [Vector3] # @param radius [float] # @param color [Color] # @return [void] [:DrawSphere, :DrawSphere, [Vector3.by_value, :float, Color.by_value], :void], # @!method DrawSphereEx(centerPos, radius, rings, slices, color) # DrawSphereEx : Draw sphere with extended parameters # @param centerPos [Vector3] # @param radius [float] # @param rings [int] # @param slices [int] # @param color [Color] # @return [void] [:DrawSphereEx, :DrawSphereEx, [Vector3.by_value, :float, :int, :int, Color.by_value], :void], # @!method DrawSphereWires(centerPos, radius, rings, slices, color) # DrawSphereWires : Draw sphere wires # @param centerPos [Vector3] # @param radius [float] # @param rings [int] # @param slices [int] # @param color [Color] # @return [void] [:DrawSphereWires, :DrawSphereWires, [Vector3.by_value, :float, :int, :int, Color.by_value], :void], # @!method DrawCylinder(position, radiusTop, radiusBottom, height, slices, color) # DrawCylinder : Draw a cylinder/cone # @param position [Vector3] # @param radiusTop [float] # @param radiusBottom [float] # @param height [float] # @param slices [int] # @param color [Color] # @return [void] [:DrawCylinder, :DrawCylinder, [Vector3.by_value, :float, :float, :float, :int, Color.by_value], :void], # @!method DrawCylinderEx(startPos, endPos, startRadius, endRadius, sides, color) # DrawCylinderEx : Draw a cylinder with base at startPos and top at endPos # @param startPos [Vector3] # @param endPos [Vector3] # @param startRadius [float] # @param endRadius [float] # @param sides [int] # @param color [Color] # @return [void] [:DrawCylinderEx, :DrawCylinderEx, [Vector3.by_value, Vector3.by_value, :float, :float, :int, Color.by_value], :void], # @!method DrawCylinderWires(position, radiusTop, radiusBottom, height, slices, color) # DrawCylinderWires : Draw a cylinder/cone wires # @param position [Vector3] # @param radiusTop [float] # @param radiusBottom [float] # @param height [float] # @param slices [int] # @param color [Color] # @return [void] [:DrawCylinderWires, :DrawCylinderWires, [Vector3.by_value, :float, :float, :float, :int, Color.by_value], :void], # @!method DrawCylinderWiresEx(startPos, endPos, startRadius, endRadius, sides, color) # DrawCylinderWiresEx : Draw a cylinder wires with base at startPos and top at endPos # @param startPos [Vector3] # @param endPos [Vector3] # @param startRadius [float] # @param endRadius [float] # @param sides [int] # @param color [Color] # @return [void] [:DrawCylinderWiresEx, :DrawCylinderWiresEx, [Vector3.by_value, Vector3.by_value, :float, :float, :int, Color.by_value], :void], # @!method DrawCapsule(startPos, endPos, radius, slices, rings, color) # DrawCapsule : Draw a capsule with the center of its sphere caps at startPos and endPos # @param startPos [Vector3] # @param endPos [Vector3] # @param radius [float] # @param slices [int] # @param rings [int] # @param color [Color] # @return [void] [:DrawCapsule, :DrawCapsule, [Vector3.by_value, Vector3.by_value, :float, :int, :int, Color.by_value], :void], # @!method DrawCapsuleWires(startPos, endPos, radius, slices, rings, color) # DrawCapsuleWires : Draw capsule wireframe with the center of its sphere caps at startPos and endPos # @param startPos [Vector3] # @param endPos [Vector3] # @param radius [float] # @param slices [int] # @param rings [int] # @param color [Color] # @return [void] [:DrawCapsuleWires, :DrawCapsuleWires, [Vector3.by_value, Vector3.by_value, :float, :int, :int, Color.by_value], :void], # @!method DrawPlane(centerPos, size, color) # DrawPlane : Draw a plane XZ # @param centerPos [Vector3] # @param size [Vector2] # @param color [Color] # @return [void] [:DrawPlane, :DrawPlane, [Vector3.by_value, Vector2.by_value, Color.by_value], :void], # @!method DrawRay(ray, color) # DrawRay : Draw a ray line # @param ray [Ray] # @param color [Color] # @return [void] [:DrawRay, :DrawRay, [Ray.by_value, Color.by_value], :void], # @!method DrawGrid(slices, spacing) # DrawGrid : Draw a grid (centered at (0, 0, 0)) # @param slices [int] # @param spacing [float] # @return [void] [:DrawGrid, :DrawGrid, [:int, :float], :void], # @!method LoadModel(fileName) # LoadModel : Load model from files (meshes and materials) # @param fileName [const char *] # @return [Model] [:LoadModel, :LoadModel, [:pointer], Model.by_value], # @!method LoadModelFromMesh(mesh) # LoadModelFromMesh : Load model from generated mesh (default material) # @param mesh [Mesh] # @return [Model] [:LoadModelFromMesh, :LoadModelFromMesh, [Mesh.by_value], Model.by_value], # @!method IsModelValid(model) # IsModelValid : Check if a model is valid (loaded in GPU, VAO/VBOs) # @param model [Model] # @return [bool] [:IsModelValid, :IsModelValid, [Model.by_value], :bool], # @!method UnloadModel(model) # UnloadModel : Unload model (including meshes) from memory (RAM and/or VRAM) # @param model [Model] # @return [void] [:UnloadModel, :UnloadModel, [Model.by_value], :void], # @!method GetModelBoundingBox(model) # GetModelBoundingBox : Compute model bounding box limits (considers all meshes) # @param model [Model] # @return [BoundingBox] [:GetModelBoundingBox, :GetModelBoundingBox, [Model.by_value], BoundingBox.by_value], # @!method DrawModel(model, position, scale, tint) # DrawModel : Draw a model (with texture if set) # @param model [Model] # @param position [Vector3] # @param scale [float] # @param tint [Color] # @return [void] [:DrawModel, :DrawModel, [Model.by_value, Vector3.by_value, :float, Color.by_value], :void], # @!method internalDrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint) # internalDrawModelEx : Draw a model with extended parameters # @param model [Model] # @param position [Vector3] # @param rotationAxis [Vector3] # @param rotationAngle [float] # @param scale [Vector3] # @param tint [Color] # @return [void] [:internalDrawModelEx, :DrawModelEx, [Model.by_value, Vector3.by_value, Vector3.by_value, :float, Vector3.by_value, Color.by_value], :void], # @!method DrawModelWires(model, position, scale, tint) # DrawModelWires : Draw a model wires (with texture if set) # @param model [Model] # @param position [Vector3] # @param scale [float] # @param tint [Color] # @return [void] [:DrawModelWires, :DrawModelWires, [Model.by_value, Vector3.by_value, :float, Color.by_value], :void], # @!method DrawModelWiresEx(model, position, rotationAxis, rotationAngle, scale, tint) # DrawModelWiresEx : Draw a model wires (with texture if set) with extended parameters # @param model [Model] # @param position [Vector3] # @param rotationAxis [Vector3] # @param rotationAngle [float] # @param scale [Vector3] # @param tint [Color] # @return [void] [:DrawModelWiresEx, :DrawModelWiresEx, [Model.by_value, Vector3.by_value, Vector3.by_value, :float, Vector3.by_value, Color.by_value], :void], # @!method DrawModelPoints(model, position, scale, tint) # DrawModelPoints : Draw a model as points # @param model [Model] # @param position [Vector3] # @param scale [float] # @param tint [Color] # @return [void] [:DrawModelPoints, :DrawModelPoints, [Model.by_value, Vector3.by_value, :float, Color.by_value], :void], # @!method DrawModelPointsEx(model, position, rotationAxis, rotationAngle, scale, tint) # DrawModelPointsEx : Draw a model as points with extended parameters # @param model [Model] # @param position [Vector3] # @param rotationAxis [Vector3] # @param rotationAngle [float] # @param scale [Vector3] # @param tint [Color] # @return [void] [:DrawModelPointsEx, :DrawModelPointsEx, [Model.by_value, Vector3.by_value, Vector3.by_value, :float, Vector3.by_value, Color.by_value], :void], # @!method DrawBoundingBox(box, color) # DrawBoundingBox : Draw bounding box (wires) # @param box [BoundingBox] # @param color [Color] # @return [void] [:DrawBoundingBox, :DrawBoundingBox, [BoundingBox.by_value, Color.by_value], :void], # @!method DrawBillboard(camera, texture, position, scale, tint) # DrawBillboard : Draw a billboard texture # @param camera [Camera] # @param texture [Texture2D] # @param position [Vector3] # @param scale [float] # @param tint [Color] # @return [void] [:DrawBillboard, :DrawBillboard, [Camera.by_value, Texture2D.by_value, Vector3.by_value, :float, Color.by_value], :void], # @!method DrawBillboardRec(camera, texture, source, position, size, tint) # DrawBillboardRec : Draw a billboard texture defined by source # @param camera [Camera] # @param texture [Texture2D] # @param source [Rectangle] # @param position [Vector3] # @param size [Vector2] # @param tint [Color] # @return [void] [:DrawBillboardRec, :DrawBillboardRec, [Camera.by_value, Texture2D.by_value, Rectangle.by_value, Vector3.by_value, Vector2.by_value, Color.by_value], :void], # @!method DrawBillboardPro(camera, texture, source, position, up, size, origin, rotation, tint) # DrawBillboardPro : Draw a billboard texture defined by source and rotation # @param camera [Camera] # @param texture [Texture2D] # @param source [Rectangle] # @param position [Vector3] # @param up [Vector3] # @param size [Vector2] # @param origin [Vector2] # @param rotation [float] # @param tint [Color] # @return [void] [:DrawBillboardPro, :DrawBillboardPro, [Camera.by_value, Texture2D.by_value, Rectangle.by_value, Vector3.by_value, Vector3.by_value, Vector2.by_value, Vector2.by_value, :float, Color.by_value], :void], # @!method UploadMesh(mesh, dynamic) # UploadMesh : Upload mesh vertex data in GPU and provide VAO/VBO ids # @param mesh [Mesh *] # @param dynamic [bool] # @return [void] [:UploadMesh, :UploadMesh, [:pointer, :bool], :void], # @!method UpdateMeshBuffer(mesh, index, data, dataSize, offset) # UpdateMeshBuffer : Update mesh vertex data in GPU for a specific buffer index # @param mesh [Mesh] # @param index [int] # @param data [const void *] # @param dataSize [int] # @param offset [int] # @return [void] [:UpdateMeshBuffer, :UpdateMeshBuffer, [Mesh.by_value, :int, :pointer, :int, :int], :void], # @!method UnloadMesh(mesh) # UnloadMesh : Unload mesh data from CPU and GPU # @param mesh [Mesh] # @return [void] [:UnloadMesh, :UnloadMesh, [Mesh.by_value], :void], # @!method DrawMesh(mesh, material, transform) # DrawMesh : Draw a 3d mesh with material and transform # @param mesh [Mesh] # @param material [Material] # @param transform [Matrix] # @return [void] [:DrawMesh, :DrawMesh, [Mesh.by_value, Material.by_value, Matrix.by_value], :void], # @!method DrawMeshInstanced(mesh, material, transforms, instances) # DrawMeshInstanced : Draw multiple mesh instances with material and different transforms # @param mesh [Mesh] # @param material [Material] # @param transforms [const Matrix *] # @param instances [int] # @return [void] [:DrawMeshInstanced, :DrawMeshInstanced, [Mesh.by_value, Material.by_value, :pointer, :int], :void], # @!method GetMeshBoundingBox(mesh) # GetMeshBoundingBox : Compute mesh bounding box limits # @param mesh [Mesh] # @return [BoundingBox] [:GetMeshBoundingBox, :GetMeshBoundingBox, [Mesh.by_value], BoundingBox.by_value], # @!method GenMeshTangents(mesh) # GenMeshTangents : Compute mesh tangents # @param mesh [Mesh *] # @return [void] [:GenMeshTangents, :GenMeshTangents, [:pointer], :void], # @!method ExportMesh(mesh, fileName) # ExportMesh : Export mesh data to file, returns true on success # @param mesh [Mesh] # @param fileName [const char *] # @return [bool] [:ExportMesh, :ExportMesh, [Mesh.by_value, :pointer], :bool], # @!method ExportMeshAsCode(mesh, fileName) # ExportMeshAsCode : Export mesh as code file (.h) defining multiple arrays of vertex attributes # @param mesh [Mesh] # @param fileName [const char *] # @return [bool] [:ExportMeshAsCode, :ExportMeshAsCode, [Mesh.by_value, :pointer], :bool], # @!method GenMeshPoly(sides, radius) # GenMeshPoly : Generate polygonal mesh # @param sides [int] # @param radius [float] # @return [Mesh] [:GenMeshPoly, :GenMeshPoly, [:int, :float], Mesh.by_value], # @!method GenMeshPlane(width, length, resX, resZ) # GenMeshPlane : Generate plane mesh (with subdivisions) # @param width [float] # @param length [float] # @param resX [int] # @param resZ [int] # @return [Mesh] [:GenMeshPlane, :GenMeshPlane, [:float, :float, :int, :int], Mesh.by_value], # @!method GenMeshCube(width, height, length) # GenMeshCube : Generate cuboid mesh # @param width [float] # @param height [float] # @param length [float] # @return [Mesh] [:GenMeshCube, :GenMeshCube, [:float, :float, :float], Mesh.by_value], # @!method GenMeshSphere(radius, rings, slices) # GenMeshSphere : Generate sphere mesh (standard sphere) # @param radius [float] # @param rings [int] # @param slices [int] # @return [Mesh] [:GenMeshSphere, :GenMeshSphere, [:float, :int, :int], Mesh.by_value], # @!method GenMeshHemiSphere(radius, rings, slices) # GenMeshHemiSphere : Generate half-sphere mesh (no bottom cap) # @param radius [float] # @param rings [int] # @param slices [int] # @return [Mesh] [:GenMeshHemiSphere, :GenMeshHemiSphere, [:float, :int, :int], Mesh.by_value], # @!method GenMeshCylinder(radius, height, slices) # GenMeshCylinder : Generate cylinder mesh # @param radius [float] # @param height [float] # @param slices [int] # @return [Mesh] [:GenMeshCylinder, :GenMeshCylinder, [:float, :float, :int], Mesh.by_value], # @!method GenMeshCone(radius, height, slices) # GenMeshCone : Generate cone/pyramid mesh # @param radius [float] # @param height [float] # @param slices [int] # @return [Mesh] [:GenMeshCone, :GenMeshCone, [:float, :float, :int], Mesh.by_value], # @!method GenMeshTorus(radius, size, radSeg, sides) # GenMeshTorus : Generate torus mesh # @param radius [float] # @param size [float] # @param radSeg [int] # @param sides [int] # @return [Mesh] [:GenMeshTorus, :GenMeshTorus, [:float, :float, :int, :int], Mesh.by_value], # @!method GenMeshKnot(radius, size, radSeg, sides) # GenMeshKnot : Generate trefoil knot mesh # @param radius [float] # @param size [float] # @param radSeg [int] # @param sides [int] # @return [Mesh] [:GenMeshKnot, :GenMeshKnot, [:float, :float, :int, :int], Mesh.by_value], # @!method GenMeshHeightmap(heightmap, size) # GenMeshHeightmap : Generate heightmap mesh from image data # @param heightmap [Image] # @param size [Vector3] # @return [Mesh] [:GenMeshHeightmap, :GenMeshHeightmap, [Image.by_value, Vector3.by_value], Mesh.by_value], # @!method GenMeshCubicmap(cubicmap, cubeSize) # GenMeshCubicmap : Generate cubes-based map mesh from image data # @param cubicmap [Image] # @param cubeSize [Vector3] # @return [Mesh] [:GenMeshCubicmap, :GenMeshCubicmap, [Image.by_value, Vector3.by_value], Mesh.by_value], # @!method LoadMaterials(fileName, materialCount) # LoadMaterials : Load materials from model file # @param fileName [const char *] # @param materialCount [int *] # @return [Material *] [:LoadMaterials, :LoadMaterials, [:pointer, :pointer], :pointer], # @!method LoadMaterialDefault() # LoadMaterialDefault : Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) # @return [Material] [:LoadMaterialDefault, :LoadMaterialDefault, [], Material.by_value], # @!method IsMaterialValid(material) # IsMaterialValid : Check if a material is valid (shader assigned, map textures loaded in GPU) # @param material [Material] # @return [bool] [:IsMaterialValid, :IsMaterialValid, [Material.by_value], :bool], # @!method UnloadMaterial(material) # UnloadMaterial : Unload material from GPU memory (VRAM) # @param material [Material] # @return [void] [:UnloadMaterial, :UnloadMaterial, [Material.by_value], :void], # @!method SetMaterialTexture(material, mapType, texture) # SetMaterialTexture : Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) # @param material [Material *] # @param mapType [int] # @param texture [Texture2D] # @return [void] [:SetMaterialTexture, :SetMaterialTexture, [:pointer, :int, Texture2D.by_value], :void], # @!method SetModelMeshMaterial(model, meshId, materialId) # SetModelMeshMaterial : Set material for a mesh # @param model [Model *] # @param meshId [int] # @param materialId [int] # @return [void] [:SetModelMeshMaterial, :SetModelMeshMaterial, [:pointer, :int, :int], :void], # @!method LoadModelAnimations(fileName, animCount) # LoadModelAnimations : Load model animations from file # @param fileName [const char *] # @param animCount [int *] # @return [ModelAnimation *] [:LoadModelAnimations, :LoadModelAnimations, [:pointer, :pointer], :pointer], # @!method UpdateModelAnimation(model, anim, frame) # UpdateModelAnimation : Update model animation pose (CPU) # @param model [Model] # @param anim [ModelAnimation] # @param frame [int] # @return [void] [:UpdateModelAnimation, :UpdateModelAnimation, [Model.by_value, ModelAnimation.by_value, :int], :void], # @!method UpdateModelAnimationBones(model, anim, frame) # UpdateModelAnimationBones : Update model animation mesh bone matrices (GPU skinning) # @param model [Model] # @param anim [ModelAnimation] # @param frame [int] # @return [void] [:UpdateModelAnimationBones, :UpdateModelAnimationBones, [Model.by_value, ModelAnimation.by_value, :int], :void], # @!method UnloadModelAnimation(anim) # UnloadModelAnimation : Unload animation data # @param anim [ModelAnimation] # @return [void] [:UnloadModelAnimation, :UnloadModelAnimation, [ModelAnimation.by_value], :void], # @!method UnloadModelAnimations(animations, animCount) # UnloadModelAnimations : Unload animation array data # @param animations [ModelAnimation *] # @param animCount [int] # @return [void] [:UnloadModelAnimations, :UnloadModelAnimations, [:pointer, :int], :void], # @!method IsModelAnimationValid(model, anim) # IsModelAnimationValid : Check model animation skeleton match # @param model [Model] # @param anim [ModelAnimation] # @return [bool] [:IsModelAnimationValid, :IsModelAnimationValid, [Model.by_value, ModelAnimation.by_value], :bool], # @!method CheckCollisionSpheres(center1, radius1, center2, radius2) # CheckCollisionSpheres : Check collision between two spheres # @param center1 [Vector3] # @param radius1 [float] # @param center2 [Vector3] # @param radius2 [float] # @return [bool] [:CheckCollisionSpheres, :CheckCollisionSpheres, [Vector3.by_value, :float, Vector3.by_value, :float], :bool], # @!method CheckCollisionBoxes(box1, box2) # CheckCollisionBoxes : Check collision between two bounding boxes # @param box1 [BoundingBox] # @param box2 [BoundingBox] # @return [bool] [:CheckCollisionBoxes, :CheckCollisionBoxes, [BoundingBox.by_value, BoundingBox.by_value], :bool], # @!method CheckCollisionBoxSphere(box, center, radius) # CheckCollisionBoxSphere : Check collision between box and sphere # @param box [BoundingBox] # @param center [Vector3] # @param radius [float] # @return [bool] [:CheckCollisionBoxSphere, :CheckCollisionBoxSphere, [BoundingBox.by_value, Vector3.by_value, :float], :bool], # @!method GetRayCollisionSphere(ray, center, radius) # GetRayCollisionSphere : Get collision info between ray and sphere # @param ray [Ray] # @param center [Vector3] # @param radius [float] # @return [RayCollision] [:GetRayCollisionSphere, :GetRayCollisionSphere, [Ray.by_value, Vector3.by_value, :float], RayCollision.by_value], # @!method GetRayCollisionBox(ray, box) # GetRayCollisionBox : Get collision info between ray and box # @param ray [Ray] # @param box [BoundingBox] # @return [RayCollision] [:GetRayCollisionBox, :GetRayCollisionBox, [Ray.by_value, BoundingBox.by_value], RayCollision.by_value], # @!method GetRayCollisionMesh(ray, mesh, transform) # GetRayCollisionMesh : Get collision info between ray and mesh # @param ray [Ray] # @param mesh [Mesh] # @param transform [Matrix] # @return [RayCollision] [:GetRayCollisionMesh, :GetRayCollisionMesh, [Ray.by_value, Mesh.by_value, Matrix.by_value], RayCollision.by_value], # @!method GetRayCollisionTriangle(ray, p1, p2, p3) # GetRayCollisionTriangle : Get collision info between ray and triangle # @param ray [Ray] # @param p1 [Vector3] # @param p2 [Vector3] # @param p3 [Vector3] # @return [RayCollision] [:GetRayCollisionTriangle, :GetRayCollisionTriangle, [Ray.by_value, Vector3.by_value, Vector3.by_value, Vector3.by_value], RayCollision.by_value], # @!method GetRayCollisionQuad(ray, p1, p2, p3, p4) # GetRayCollisionQuad : Get collision info between ray and quad # @param ray [Ray] # @param p1 [Vector3] # @param p2 [Vector3] # @param p3 [Vector3] # @param p4 [Vector3] # @return [RayCollision] [:GetRayCollisionQuad, :GetRayCollisionQuad, [Ray.by_value, Vector3.by_value, Vector3.by_value, Vector3.by_value, Vector3.by_value], RayCollision.by_value], # @!method InitAudioDevice() # InitAudioDevice : Initialize audio device and context # @return [void] [:InitAudioDevice, :InitAudioDevice, [], :void], # @!method CloseAudioDevice() # CloseAudioDevice : Close the audio device and context # @return [void] [:CloseAudioDevice, :CloseAudioDevice, [], :void], # @!method IsAudioDeviceReady() # IsAudioDeviceReady : Check if audio device has been initialized successfully # @return [bool] [:IsAudioDeviceReady, :IsAudioDeviceReady, [], :bool], # @!method SetMasterVolume(volume) # SetMasterVolume : Set master volume (listener) # @param volume [float] # @return [void] [:SetMasterVolume, :SetMasterVolume, [:float], :void], # @!method GetMasterVolume() # GetMasterVolume : Get master volume (listener) # @return [float] [:GetMasterVolume, :GetMasterVolume, [], :float], # @!method LoadWave(fileName) # LoadWave : Load wave data from file # @param fileName [const char *] # @return [Wave] [:LoadWave, :LoadWave, [:pointer], Wave.by_value], # @!method LoadWaveFromMemory(fileType, fileData, dataSize) # LoadWaveFromMemory : Load wave from memory buffer, fileType refers to extension: i.e. '.wav' # @param fileType [const char *] # @param fileData [const unsigned char *] # @param dataSize [int] # @return [Wave] [:LoadWaveFromMemory, :LoadWaveFromMemory, [:pointer, :pointer, :int], Wave.by_value], # @!method IsWaveValid(wave) # IsWaveValid : Checks if wave data is valid (data loaded and parameters) # @param wave [Wave] # @return [bool] [:IsWaveValid, :IsWaveValid, [Wave.by_value], :bool], # @!method LoadSound(fileName) # LoadSound : Load sound from file # @param fileName [const char *] # @return [Sound] [:LoadSound, :LoadSound, [:pointer], Sound.by_value], # @!method LoadSoundFromWave(wave) # LoadSoundFromWave : Load sound from wave data # @param wave [Wave] # @return [Sound] [:LoadSoundFromWave, :LoadSoundFromWave, [Wave.by_value], Sound.by_value], # @!method LoadSoundAlias(source) # LoadSoundAlias : Create a new sound that shares the same sample data as the source sound, does not own the sound data # @param source [Sound] # @return [Sound] [:LoadSoundAlias, :LoadSoundAlias, [Sound.by_value], Sound.by_value], # @!method IsSoundValid(sound) # IsSoundValid : Checks if a sound is valid (data loaded and buffers initialized) # @param sound [Sound] # @return [bool] [:IsSoundValid, :IsSoundValid, [Sound.by_value], :bool], # @!method UpdateSound(sound, data, sampleCount) # UpdateSound : Update sound buffer with new data # @param sound [Sound] # @param data [const void *] # @param sampleCount [int] # @return [void] [:UpdateSound, :UpdateSound, [Sound.by_value, :pointer, :int], :void], # @!method UnloadWave(wave) # UnloadWave : Unload wave data # @param wave [Wave] # @return [void] [:UnloadWave, :UnloadWave, [Wave.by_value], :void], # @!method UnloadSound(sound) # UnloadSound : Unload sound # @param sound [Sound] # @return [void] [:UnloadSound, :UnloadSound, [Sound.by_value], :void], # @!method UnloadSoundAlias(alias) # UnloadSoundAlias : Unload a sound alias (does not deallocate sample data) # @param alias [Sound] # @return [void] [:UnloadSoundAlias, :UnloadSoundAlias, [Sound.by_value], :void], # @!method ExportWave(wave, fileName) # ExportWave : Export wave data to file, returns true on success # @param wave [Wave] # @param fileName [const char *] # @return [bool] [:ExportWave, :ExportWave, [Wave.by_value, :pointer], :bool], # @!method ExportWaveAsCode(wave, fileName) # ExportWaveAsCode : Export wave sample data to code (.h), returns true on success # @param wave [Wave] # @param fileName [const char *] # @return [bool] [:ExportWaveAsCode, :ExportWaveAsCode, [Wave.by_value, :pointer], :bool], # @!method PlaySound(sound) # PlaySound : Play a sound # @param sound [Sound] # @return [void] [:PlaySound, :PlaySound, [Sound.by_value], :void], # @!method StopSound(sound) # StopSound : Stop playing a sound # @param sound [Sound] # @return [void] [:StopSound, :StopSound, [Sound.by_value], :void], # @!method PauseSound(sound) # PauseSound : Pause a sound # @param sound [Sound] # @return [void] [:PauseSound, :PauseSound, [Sound.by_value], :void], # @!method ResumeSound(sound) # ResumeSound : Resume a paused sound # @param sound [Sound] # @return [void] [:ResumeSound, :ResumeSound, [Sound.by_value], :void], # @!method IsSoundPlaying(sound) # IsSoundPlaying : Check if a sound is currently playing # @param sound [Sound] # @return [bool] [:IsSoundPlaying, :IsSoundPlaying, [Sound.by_value], :bool], # @!method SetSoundVolume(sound, volume) # SetSoundVolume : Set volume for a sound (1.0 is max level) # @param sound [Sound] # @param volume [float] # @return [void] [:SetSoundVolume, :SetSoundVolume, [Sound.by_value, :float], :void], # @!method SetSoundPitch(sound, pitch) # SetSoundPitch : Set pitch for a sound (1.0 is base level) # @param sound [Sound] # @param pitch [float] # @return [void] [:SetSoundPitch, :SetSoundPitch, [Sound.by_value, :float], :void], # @!method SetSoundPan(sound, pan) # SetSoundPan : Set pan for a sound (0.5 is center) # @param sound [Sound] # @param pan [float] # @return [void] [:SetSoundPan, :SetSoundPan, [Sound.by_value, :float], :void], # @!method WaveCopy(wave) # WaveCopy : Copy a wave to a new wave # @param wave [Wave] # @return [Wave] [:WaveCopy, :WaveCopy, [Wave.by_value], Wave.by_value], # @!method WaveCrop(wave, initFrame, finalFrame) # WaveCrop : Crop a wave to defined frames range # @param wave [Wave *] # @param initFrame [int] # @param finalFrame [int] # @return [void] [:WaveCrop, :WaveCrop, [:pointer, :int, :int], :void], # @!method WaveFormat(wave, sampleRate, sampleSize, channels) # WaveFormat : Convert wave data to desired format # @param wave [Wave *] # @param sampleRate [int] # @param sampleSize [int] # @param channels [int] # @return [void] [:WaveFormat, :WaveFormat, [:pointer, :int, :int, :int], :void], # @!method LoadWaveSamples(wave) # LoadWaveSamples : Load samples data from wave as a 32bit float data array # @param wave [Wave] # @return [float *] [:LoadWaveSamples, :LoadWaveSamples, [Wave.by_value], :pointer], # @!method UnloadWaveSamples(samples) # UnloadWaveSamples : Unload samples data loaded with LoadWaveSamples() # @param samples [float *] # @return [void] [:UnloadWaveSamples, :UnloadWaveSamples, [:pointer], :void], # @!method LoadMusicStream(fileName) # LoadMusicStream : Load music stream from file # @param fileName [const char *] # @return [Music] [:LoadMusicStream, :LoadMusicStream, [:pointer], Music.by_value], # @!method LoadMusicStreamFromMemory(fileType, data, dataSize) # LoadMusicStreamFromMemory : Load music stream from data # @param fileType [const char *] # @param data [const unsigned char *] # @param dataSize [int] # @return [Music] [:LoadMusicStreamFromMemory, :LoadMusicStreamFromMemory, [:pointer, :pointer, :int], Music.by_value], # @!method IsMusicValid(music) # IsMusicValid : Checks if a music stream is valid (context and buffers initialized) # @param music [Music] # @return [bool] [:IsMusicValid, :IsMusicValid, [Music.by_value], :bool], # @!method UnloadMusicStream(music) # UnloadMusicStream : Unload music stream # @param music [Music] # @return [void] [:UnloadMusicStream, :UnloadMusicStream, [Music.by_value], :void], # @!method PlayMusicStream(music) # PlayMusicStream : Start music playing # @param music [Music] # @return [void] [:PlayMusicStream, :PlayMusicStream, [Music.by_value], :void], # @!method IsMusicStreamPlaying(music) # IsMusicStreamPlaying : Check if music is playing # @param music [Music] # @return [bool] [:IsMusicStreamPlaying, :IsMusicStreamPlaying, [Music.by_value], :bool], # @!method UpdateMusicStream(music) # UpdateMusicStream : Updates buffers for music streaming # @param music [Music] # @return [void] [:UpdateMusicStream, :UpdateMusicStream, [Music.by_value], :void], # @!method StopMusicStream(music) # StopMusicStream : Stop music playing # @param music [Music] # @return [void] [:StopMusicStream, :StopMusicStream, [Music.by_value], :void], # @!method PauseMusicStream(music) # PauseMusicStream : Pause music playing # @param music [Music] # @return [void] [:PauseMusicStream, :PauseMusicStream, [Music.by_value], :void], # @!method ResumeMusicStream(music) # ResumeMusicStream : Resume playing paused music # @param music [Music] # @return [void] [:ResumeMusicStream, :ResumeMusicStream, [Music.by_value], :void], # @!method SeekMusicStream(music, position) # SeekMusicStream : Seek music to a position (in seconds) # @param music [Music] # @param position [float] # @return [void] [:SeekMusicStream, :SeekMusicStream, [Music.by_value, :float], :void], # @!method SetMusicVolume(music, volume) # SetMusicVolume : Set volume for music (1.0 is max level) # @param music [Music] # @param volume [float] # @return [void] [:SetMusicVolume, :SetMusicVolume, [Music.by_value, :float], :void], # @!method SetMusicPitch(music, pitch) # SetMusicPitch : Set pitch for a music (1.0 is base level) # @param music [Music] # @param pitch [float] # @return [void] [:SetMusicPitch, :SetMusicPitch, [Music.by_value, :float], :void], # @!method SetMusicPan(music, pan) # SetMusicPan : Set pan for a music (0.5 is center) # @param music [Music] # @param pan [float] # @return [void] [:SetMusicPan, :SetMusicPan, [Music.by_value, :float], :void], # @!method GetMusicTimeLength(music) # GetMusicTimeLength : Get music time length (in seconds) # @param music [Music] # @return [float] [:GetMusicTimeLength, :GetMusicTimeLength, [Music.by_value], :float], # @!method GetMusicTimePlayed(music) # GetMusicTimePlayed : Get current music time played (in seconds) # @param music [Music] # @return [float] [:GetMusicTimePlayed, :GetMusicTimePlayed, [Music.by_value], :float], # @!method LoadAudioStream(sampleRate, sampleSize, channels) # LoadAudioStream : Load audio stream (to stream raw audio pcm data) # @param sampleRate [unsigned int] # @param sampleSize [unsigned int] # @param channels [unsigned int] # @return [AudioStream] [:LoadAudioStream, :LoadAudioStream, [:uint, :uint, :uint], AudioStream.by_value], # @!method IsAudioStreamValid(stream) # IsAudioStreamValid : Checks if an audio stream is valid (buffers initialized) # @param stream [AudioStream] # @return [bool] [:IsAudioStreamValid, :IsAudioStreamValid, [AudioStream.by_value], :bool], # @!method UnloadAudioStream(stream) # UnloadAudioStream : Unload audio stream and free memory # @param stream [AudioStream] # @return [void] [:UnloadAudioStream, :UnloadAudioStream, [AudioStream.by_value], :void], # @!method UpdateAudioStream(stream, data, frameCount) # UpdateAudioStream : Update audio stream buffers with data # @param stream [AudioStream] # @param data [const void *] # @param frameCount [int] # @return [void] [:UpdateAudioStream, :UpdateAudioStream, [AudioStream.by_value, :pointer, :int], :void], # @!method IsAudioStreamProcessed(stream) # IsAudioStreamProcessed : Check if any audio stream buffers requires refill # @param stream [AudioStream] # @return [bool] [:IsAudioStreamProcessed, :IsAudioStreamProcessed, [AudioStream.by_value], :bool], # @!method PlayAudioStream(stream) # PlayAudioStream : Play audio stream # @param stream [AudioStream] # @return [void] [:PlayAudioStream, :PlayAudioStream, [AudioStream.by_value], :void], # @!method PauseAudioStream(stream) # PauseAudioStream : Pause audio stream # @param stream [AudioStream] # @return [void] [:PauseAudioStream, :PauseAudioStream, [AudioStream.by_value], :void], # @!method ResumeAudioStream(stream) # ResumeAudioStream : Resume audio stream # @param stream [AudioStream] # @return [void] [:ResumeAudioStream, :ResumeAudioStream, [AudioStream.by_value], :void], # @!method IsAudioStreamPlaying(stream) # IsAudioStreamPlaying : Check if audio stream is playing # @param stream [AudioStream] # @return [bool] [:IsAudioStreamPlaying, :IsAudioStreamPlaying, [AudioStream.by_value], :bool], # @!method StopAudioStream(stream) # StopAudioStream : Stop audio stream # @param stream [AudioStream] # @return [void] [:StopAudioStream, :StopAudioStream, [AudioStream.by_value], :void], # @!method SetAudioStreamVolume(stream, volume) # SetAudioStreamVolume : Set volume for audio stream (1.0 is max level) # @param stream [AudioStream] # @param volume [float] # @return [void] [:SetAudioStreamVolume, :SetAudioStreamVolume, [AudioStream.by_value, :float], :void], # @!method SetAudioStreamPitch(stream, pitch) # SetAudioStreamPitch : Set pitch for audio stream (1.0 is base level) # @param stream [AudioStream] # @param pitch [float] # @return [void] [:SetAudioStreamPitch, :SetAudioStreamPitch, [AudioStream.by_value, :float], :void], # @!method SetAudioStreamPan(stream, pan) # SetAudioStreamPan : Set pan for audio stream (0.5 is centered) # @param stream [AudioStream] # @param pan [float] # @return [void] [:SetAudioStreamPan, :SetAudioStreamPan, [AudioStream.by_value, :float], :void], # @!method SetAudioStreamBufferSizeDefault(size) # SetAudioStreamBufferSizeDefault : Default size for new audio streams # @param size [int] # @return [void] [:SetAudioStreamBufferSizeDefault, :SetAudioStreamBufferSizeDefault, [:int], :void], # @!method SetAudioStreamCallback(stream, callback) # SetAudioStreamCallback : Audio thread callback to request new data # @param stream [AudioStream] # @param callback [AudioCallback] # @return [void] [:SetAudioStreamCallback, :SetAudioStreamCallback, [AudioStream.by_value, :AudioCallback], :void], # @!method AttachAudioStreamProcessor(stream, processor) # AttachAudioStreamProcessor : Attach audio stream processor to stream, receives the samples as 'float' # @param stream [AudioStream] # @param processor [AudioCallback] # @return [void] [:AttachAudioStreamProcessor, :AttachAudioStreamProcessor, [AudioStream.by_value, :AudioCallback], :void], # @!method DetachAudioStreamProcessor(stream, processor) # DetachAudioStreamProcessor : Detach audio stream processor from stream # @param stream [AudioStream] # @param processor [AudioCallback] # @return [void] [:DetachAudioStreamProcessor, :DetachAudioStreamProcessor, [AudioStream.by_value, :AudioCallback], :void], # @!method AttachAudioMixedProcessor(processor) # AttachAudioMixedProcessor : Attach audio stream processor to the entire audio pipeline, receives the samples as 'float' # @param processor [AudioCallback] # @return [void] [:AttachAudioMixedProcessor, :AttachAudioMixedProcessor, [:AudioCallback], :void], # @!method DetachAudioMixedProcessor(processor) # DetachAudioMixedProcessor : Detach audio stream processor from the entire audio pipeline # @param processor [AudioCallback] # @return [void] [:DetachAudioMixedProcessor, :DetachAudioMixedProcessor, [:AudioCallback], :void], ] entries.each do |entry| api_name = if method_naming == :snake_case snake_case_name = entry[0].to_s.gsub(/([A-Z]+)([A-Z0-9][a-z])/, '\1_\2').gsub(/([a-z\d])([A-Z0-9])/, '\1_\2').downcase snake_case_name.gsub!('vector_3', 'vector3_') if snake_case_name.include?('vector_3') snake_case_name.gsub!('vector_2', 'vector2_') if snake_case_name.include?('vector_2') snake_case_name.chop! if snake_case_name.end_with?('_') snake_case_name.to_sym else entry[0] end attach_function api_name, entry[1], entry[2], entry[3] rescue FFI::NotFoundError => e warn "[Warning] Failed to import #{entry[0]} (#{e})." end end |
.setup_raymath_symbols(method_naming: :original) ⇒ Object
Function
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# File 'lib/raymath.rb', line 41 def self.setup_raymath_symbols(method_naming: :original) entries = [ # @!method Clamp(value, min, max) # Clamp # @param value [float] # @param min [float] # @param max [float] # @return [float] [:Clamp, :Clamp, [:float, :float, :float], :float], # @!method Lerp(start, end, amount) # Lerp # @param start [float] # @param end [float] # @param amount [float] # @return [float] [:Lerp, :Lerp, [:float, :float, :float], :float], # @!method Normalize(value, start, end) # Normalize # @param value [float] # @param start [float] # @param end [float] # @return [float] [:Normalize, :Normalize, [:float, :float, :float], :float], # @!method Remap(value, inputStart, inputEnd, outputStart, outputEnd) # Remap # @param value [float] # @param inputStart [float] # @param inputEnd [float] # @param outputStart [float] # @param outputEnd [float] # @return [float] [:Remap, :Remap, [:float, :float, :float, :float, :float], :float], # @!method Wrap(value, min, max) # Wrap # @param value [float] # @param min [float] # @param max [float] # @return [float] [:Wrap, :Wrap, [:float, :float, :float], :float], # @!method FloatEquals(x, y) # FloatEquals # @param x [float] # @param y [float] # @return [int] [:FloatEquals, :FloatEquals, [:float, :float], :int], # @!method Vector2Zero() # Vector2Zero # @return [Vector2] [:Vector2Zero, :Vector2Zero, [], Vector2.by_value], # @!method Vector2One() # Vector2One # @return [Vector2] [:Vector2One, :Vector2One, [], Vector2.by_value], # @!method Vector2Add(v1, v2) # Vector2Add # @param v1 [Vector2] # @param v2 [Vector2] # @return [Vector2] [:Vector2Add, :Vector2Add, [Vector2.by_value, Vector2.by_value], Vector2.by_value], # @!method Vector2AddValue(v, add) # Vector2AddValue # @param v [Vector2] # @param add [float] # @return [Vector2] [:Vector2AddValue, :Vector2AddValue, [Vector2.by_value, :float], Vector2.by_value], # @!method Vector2Subtract(v1, v2) # Vector2Subtract # @param v1 [Vector2] # @param v2 [Vector2] # @return [Vector2] [:Vector2Subtract, :Vector2Subtract, [Vector2.by_value, Vector2.by_value], Vector2.by_value], # @!method Vector2SubtractValue(v, sub) # Vector2SubtractValue # @param v [Vector2] # @param sub [float] # @return [Vector2] [:Vector2SubtractValue, :Vector2SubtractValue, [Vector2.by_value, :float], Vector2.by_value], # @!method Vector2Length(v) # Vector2Length # @param v [Vector2] # @return [float] [:Vector2Length, :Vector2Length, [Vector2.by_value], :float], # @!method Vector2LengthSqr(v) # Vector2LengthSqr # @param v [Vector2] # @return [float] [:Vector2LengthSqr, :Vector2LengthSqr, [Vector2.by_value], :float], # @!method Vector2DotProduct(v1, v2) # Vector2DotProduct # @param v1 [Vector2] # @param v2 [Vector2] # @return [float] [:Vector2DotProduct, :Vector2DotProduct, [Vector2.by_value, Vector2.by_value], :float], # @!method Vector2CrossProduct(v1, v2) # Vector2CrossProduct # @param v1 [Vector2] # @param v2 [Vector2] # @return [float] [:Vector2CrossProduct, :Vector2CrossProduct, [Vector2.by_value, Vector2.by_value], :float], # @!method Vector2Distance(v1, v2) # Vector2Distance # @param v1 [Vector2] # @param v2 [Vector2] # @return [float] [:Vector2Distance, :Vector2Distance, [Vector2.by_value, Vector2.by_value], :float], # @!method Vector2DistanceSqr(v1, v2) # Vector2DistanceSqr # @param v1 [Vector2] # @param v2 [Vector2] # @return [float] [:Vector2DistanceSqr, :Vector2DistanceSqr, [Vector2.by_value, Vector2.by_value], :float], # @!method Vector2Angle(v1, v2) # Vector2Angle # @param v1 [Vector2] # @param v2 [Vector2] # @return [float] [:Vector2Angle, :Vector2Angle, [Vector2.by_value, Vector2.by_value], :float], # @!method Vector2LineAngle(start, end) # Vector2LineAngle # @param start [Vector2] # @param end [Vector2] # @return [float] [:Vector2LineAngle, :Vector2LineAngle, [Vector2.by_value, Vector2.by_value], :float], # @!method Vector2Scale(v, scale) # Vector2Scale # @param v [Vector2] # @param scale [float] # @return [Vector2] [:Vector2Scale, :Vector2Scale, [Vector2.by_value, :float], Vector2.by_value], # @!method Vector2Multiply(v1, v2) # Vector2Multiply # @param v1 [Vector2] # @param v2 [Vector2] # @return [Vector2] [:Vector2Multiply, :Vector2Multiply, [Vector2.by_value, Vector2.by_value], Vector2.by_value], # @!method Vector2Negate(v) # Vector2Negate # @param v [Vector2] # @return [Vector2] [:Vector2Negate, :Vector2Negate, [Vector2.by_value], Vector2.by_value], # @!method Vector2Divide(v1, v2) # Vector2Divide # @param v1 [Vector2] # @param v2 [Vector2] # @return [Vector2] [:Vector2Divide, :Vector2Divide, [Vector2.by_value, Vector2.by_value], Vector2.by_value], # @!method Vector2Normalize(v) # Vector2Normalize # @param v [Vector2] # @return [Vector2] [:Vector2Normalize, :Vector2Normalize, [Vector2.by_value], Vector2.by_value], # @!method Vector2Transform(v, mat) # Vector2Transform # @param v [Vector2] # @param mat [Matrix] # @return [Vector2] [:Vector2Transform, :Vector2Transform, [Vector2.by_value, Matrix.by_value], Vector2.by_value], # @!method Vector2Lerp(v1, v2, amount) # Vector2Lerp # @param v1 [Vector2] # @param v2 [Vector2] # @param amount [float] # @return [Vector2] [:Vector2Lerp, :Vector2Lerp, [Vector2.by_value, Vector2.by_value, :float], Vector2.by_value], # @!method Vector2Reflect(v, normal) # Vector2Reflect # @param v [Vector2] # @param normal [Vector2] # @return [Vector2] [:Vector2Reflect, :Vector2Reflect, [Vector2.by_value, Vector2.by_value], Vector2.by_value], # @!method Vector2Min(v1, v2) # Vector2Min # @param v1 [Vector2] # @param v2 [Vector2] # @return [Vector2] [:Vector2Min, :Vector2Min, [Vector2.by_value, Vector2.by_value], Vector2.by_value], # @!method Vector2Max(v1, v2) # Vector2Max # @param v1 [Vector2] # @param v2 [Vector2] # @return [Vector2] [:Vector2Max, :Vector2Max, [Vector2.by_value, Vector2.by_value], Vector2.by_value], # @!method Vector2Rotate(v, angle) # Vector2Rotate # @param v [Vector2] # @param angle [float] # @return [Vector2] [:Vector2Rotate, :Vector2Rotate, [Vector2.by_value, :float], Vector2.by_value], # @!method Vector2MoveTowards(v, target, maxDistance) # Vector2MoveTowards # @param v [Vector2] # @param target [Vector2] # @param maxDistance [float] # @return [Vector2] [:Vector2MoveTowards, :Vector2MoveTowards, [Vector2.by_value, Vector2.by_value, :float], Vector2.by_value], # @!method Vector2Invert(v) # Vector2Invert # @param v [Vector2] # @return [Vector2] [:Vector2Invert, :Vector2Invert, [Vector2.by_value], Vector2.by_value], # @!method Vector2Clamp(v, min, max) # Vector2Clamp # @param v [Vector2] # @param min [Vector2] # @param max [Vector2] # @return [Vector2] [:Vector2Clamp, :Vector2Clamp, [Vector2.by_value, Vector2.by_value, Vector2.by_value], Vector2.by_value], # @!method Vector2ClampValue(v, min, max) # Vector2ClampValue # @param v [Vector2] # @param min [float] # @param max [float] # @return [Vector2] [:Vector2ClampValue, :Vector2ClampValue, [Vector2.by_value, :float, :float], Vector2.by_value], # @!method Vector2Equals(p, q) # Vector2Equals # @param p [Vector2] # @param q [Vector2] # @return [int] [:Vector2Equals, :Vector2Equals, [Vector2.by_value, Vector2.by_value], :int], # @!method Vector2Refract(v, n, r) # Vector2Refract # @param v [Vector2] # @param n [Vector2] # @param r [float] # @return [Vector2] [:Vector2Refract, :Vector2Refract, [Vector2.by_value, Vector2.by_value, :float], Vector2.by_value], # @!method Vector3Zero() # Vector3Zero # @return [Vector3] [:Vector3Zero, :Vector3Zero, [], Vector3.by_value], # @!method Vector3One() # Vector3One # @return [Vector3] [:Vector3One, :Vector3One, [], Vector3.by_value], # @!method Vector3Add(v1, v2) # Vector3Add # @param v1 [Vector3] # @param v2 [Vector3] # @return [Vector3] [:Vector3Add, :Vector3Add, [Vector3.by_value, Vector3.by_value], Vector3.by_value], # @!method Vector3AddValue(v, add) # Vector3AddValue # @param v [Vector3] # @param add [float] # @return [Vector3] [:Vector3AddValue, :Vector3AddValue, [Vector3.by_value, :float], Vector3.by_value], # @!method Vector3Subtract(v1, v2) # Vector3Subtract # @param v1 [Vector3] # @param v2 [Vector3] # @return [Vector3] [:Vector3Subtract, :Vector3Subtract, [Vector3.by_value, Vector3.by_value], Vector3.by_value], # @!method Vector3SubtractValue(v, sub) # Vector3SubtractValue # @param v [Vector3] # @param sub [float] # @return [Vector3] [:Vector3SubtractValue, :Vector3SubtractValue, [Vector3.by_value, :float], Vector3.by_value], # @!method Vector3Scale(v, scalar) # Vector3Scale # @param v [Vector3] # @param scalar [float] # @return [Vector3] [:Vector3Scale, :Vector3Scale, [Vector3.by_value, :float], Vector3.by_value], # @!method Vector3Multiply(v1, v2) # Vector3Multiply # @param v1 [Vector3] # @param v2 [Vector3] # @return [Vector3] [:Vector3Multiply, :Vector3Multiply, [Vector3.by_value, Vector3.by_value], Vector3.by_value], # @!method Vector3CrossProduct(v1, v2) # Vector3CrossProduct # @param v1 [Vector3] # @param v2 [Vector3] # @return [Vector3] [:Vector3CrossProduct, :Vector3CrossProduct, [Vector3.by_value, Vector3.by_value], Vector3.by_value], # @!method Vector3Perpendicular(v) # Vector3Perpendicular # @param v [Vector3] # @return [Vector3] [:Vector3Perpendicular, :Vector3Perpendicular, [Vector3.by_value], Vector3.by_value], # @!method Vector3Length(v) # Vector3Length # @param v [const Vector3] # @return [float] [:Vector3Length, :Vector3Length, [Vector3.by_value], :float], # @!method Vector3LengthSqr(v) # Vector3LengthSqr # @param v [const Vector3] # @return [float] [:Vector3LengthSqr, :Vector3LengthSqr, [Vector3.by_value], :float], # @!method Vector3DotProduct(v1, v2) # Vector3DotProduct # @param v1 [Vector3] # @param v2 [Vector3] # @return [float] [:Vector3DotProduct, :Vector3DotProduct, [Vector3.by_value, Vector3.by_value], :float], # @!method Vector3Distance(v1, v2) # Vector3Distance # @param v1 [Vector3] # @param v2 [Vector3] # @return [float] [:Vector3Distance, :Vector3Distance, [Vector3.by_value, Vector3.by_value], :float], # @!method Vector3DistanceSqr(v1, v2) # Vector3DistanceSqr # @param v1 [Vector3] # @param v2 [Vector3] # @return [float] [:Vector3DistanceSqr, :Vector3DistanceSqr, [Vector3.by_value, Vector3.by_value], :float], # @!method Vector3Angle(v1, v2) # Vector3Angle # @param v1 [Vector3] # @param v2 [Vector3] # @return [float] [:Vector3Angle, :Vector3Angle, [Vector3.by_value, Vector3.by_value], :float], # @!method Vector3Negate(v) # Vector3Negate # @param v [Vector3] # @return [Vector3] [:Vector3Negate, :Vector3Negate, [Vector3.by_value], Vector3.by_value], # @!method Vector3Divide(v1, v2) # Vector3Divide # @param v1 [Vector3] # @param v2 [Vector3] # @return [Vector3] [:Vector3Divide, :Vector3Divide, [Vector3.by_value, Vector3.by_value], Vector3.by_value], # @!method Vector3Normalize(v) # Vector3Normalize # @param v [Vector3] # @return [Vector3] [:Vector3Normalize, :Vector3Normalize, [Vector3.by_value], Vector3.by_value], # @!method Vector3Project(v1, v2) # Vector3Project # @param v1 [Vector3] # @param v2 [Vector3] # @return [Vector3] [:Vector3Project, :Vector3Project, [Vector3.by_value, Vector3.by_value], Vector3.by_value], # @!method Vector3Reject(v1, v2) # Vector3Reject # @param v1 [Vector3] # @param v2 [Vector3] # @return [Vector3] [:Vector3Reject, :Vector3Reject, [Vector3.by_value, Vector3.by_value], Vector3.by_value], # @!method Vector3OrthoNormalize(v1, v2) # Vector3OrthoNormalize # @param v1 [Vector3 *] # @param v2 [Vector3 *] # @return [void] [:Vector3OrthoNormalize, :Vector3OrthoNormalize, [:pointer, :pointer], :void], # @!method Vector3Transform(v, mat) # Vector3Transform # @param v [Vector3] # @param mat [Matrix] # @return [Vector3] [:Vector3Transform, :Vector3Transform, [Vector3.by_value, Matrix.by_value], Vector3.by_value], # @!method Vector3RotateByQuaternion(v, q) # Vector3RotateByQuaternion # @param v [Vector3] # @param q [Quaternion] # @return [Vector3] [:Vector3RotateByQuaternion, :Vector3RotateByQuaternion, [Vector3.by_value, Quaternion.by_value], Vector3.by_value], # @!method Vector3RotateByAxisAngle(v, axis, angle) # Vector3RotateByAxisAngle # @param v [Vector3] # @param axis [Vector3] # @param angle [float] # @return [Vector3] [:Vector3RotateByAxisAngle, :Vector3RotateByAxisAngle, [Vector3.by_value, Vector3.by_value, :float], Vector3.by_value], # @!method Vector3MoveTowards(v, target, maxDistance) # Vector3MoveTowards # @param v [Vector3] # @param target [Vector3] # @param maxDistance [float] # @return [Vector3] [:Vector3MoveTowards, :Vector3MoveTowards, [Vector3.by_value, Vector3.by_value, :float], Vector3.by_value], # @!method Vector3Lerp(v1, v2, amount) # Vector3Lerp # @param v1 [Vector3] # @param v2 [Vector3] # @param amount [float] # @return [Vector3] [:Vector3Lerp, :Vector3Lerp, [Vector3.by_value, Vector3.by_value, :float], Vector3.by_value], # @!method Vector3CubicHermite(v1, tangent1, v2, tangent2, amount) # Vector3CubicHermite # @param v1 [Vector3] # @param tangent1 [Vector3] # @param v2 [Vector3] # @param tangent2 [Vector3] # @param amount [float] # @return [Vector3] [:Vector3CubicHermite, :Vector3CubicHermite, [Vector3.by_value, Vector3.by_value, Vector3.by_value, Vector3.by_value, :float], Vector3.by_value], # @!method Vector3Reflect(v, normal) # Vector3Reflect # @param v [Vector3] # @param normal [Vector3] # @return [Vector3] [:Vector3Reflect, :Vector3Reflect, [Vector3.by_value, Vector3.by_value], Vector3.by_value], # @!method Vector3Min(v1, v2) # Vector3Min # @param v1 [Vector3] # @param v2 [Vector3] # @return [Vector3] [:Vector3Min, :Vector3Min, [Vector3.by_value, Vector3.by_value], Vector3.by_value], # @!method Vector3Max(v1, v2) # Vector3Max # @param v1 [Vector3] # @param v2 [Vector3] # @return [Vector3] [:Vector3Max, :Vector3Max, [Vector3.by_value, Vector3.by_value], Vector3.by_value], # @!method Vector3Barycenter(p, a, b, c) # Vector3Barycenter # @param p [Vector3] # @param a [Vector3] # @param b [Vector3] # @param c [Vector3] # @return [Vector3] [:Vector3Barycenter, :Vector3Barycenter, [Vector3.by_value, Vector3.by_value, Vector3.by_value, Vector3.by_value], Vector3.by_value], # @!method Vector3Unproject(source, projection, view) # Vector3Unproject # @param source [Vector3] # @param projection [Matrix] # @param view [Matrix] # @return [Vector3] [:Vector3Unproject, :Vector3Unproject, [Vector3.by_value, Matrix.by_value, Matrix.by_value], Vector3.by_value], # @!method Vector3ToFloatV(v) # Vector3ToFloatV # @param v [Vector3] # @return [float3] [:Vector3ToFloatV, :Vector3ToFloatV, [Vector3.by_value], Float3.by_value], # @!method Vector3Invert(v) # Vector3Invert # @param v [Vector3] # @return [Vector3] [:Vector3Invert, :Vector3Invert, [Vector3.by_value], Vector3.by_value], # @!method Vector3Clamp(v, min, max) # Vector3Clamp # @param v [Vector3] # @param min [Vector3] # @param max [Vector3] # @return [Vector3] [:Vector3Clamp, :Vector3Clamp, [Vector3.by_value, Vector3.by_value, Vector3.by_value], Vector3.by_value], # @!method Vector3ClampValue(v, min, max) # Vector3ClampValue # @param v [Vector3] # @param min [float] # @param max [float] # @return [Vector3] [:Vector3ClampValue, :Vector3ClampValue, [Vector3.by_value, :float, :float], Vector3.by_value], # @!method Vector3Equals(p, q) # Vector3Equals # @param p [Vector3] # @param q [Vector3] # @return [int] [:Vector3Equals, :Vector3Equals, [Vector3.by_value, Vector3.by_value], :int], # @!method Vector3Refract(v, n, r) # Vector3Refract # @param v [Vector3] # @param n [Vector3] # @param r [float] # @return [Vector3] [:Vector3Refract, :Vector3Refract, [Vector3.by_value, Vector3.by_value, :float], Vector3.by_value], # @!method Vector4Zero() # Vector4Zero # @return [Vector4] [:Vector4Zero, :Vector4Zero, [], Vector4.by_value], # @!method Vector4One() # Vector4One # @return [Vector4] [:Vector4One, :Vector4One, [], Vector4.by_value], # @!method Vector4Add(v1, v2) # Vector4Add # @param v1 [Vector4] # @param v2 [Vector4] # @return [Vector4] [:Vector4Add, :Vector4Add, [Vector4.by_value, Vector4.by_value], Vector4.by_value], # @!method Vector4AddValue(v, add) # Vector4AddValue # @param v [Vector4] # @param add [float] # @return [Vector4] [:Vector4AddValue, :Vector4AddValue, [Vector4.by_value, :float], Vector4.by_value], # @!method Vector4Subtract(v1, v2) # Vector4Subtract # @param v1 [Vector4] # @param v2 [Vector4] # @return [Vector4] [:Vector4Subtract, :Vector4Subtract, [Vector4.by_value, Vector4.by_value], Vector4.by_value], # @!method Vector4SubtractValue(v, add) # Vector4SubtractValue # @param v [Vector4] # @param add [float] # @return [Vector4] [:Vector4SubtractValue, :Vector4SubtractValue, [Vector4.by_value, :float], Vector4.by_value], # @!method Vector4Length(v) # Vector4Length # @param v [Vector4] # @return [float] [:Vector4Length, :Vector4Length, [Vector4.by_value], :float], # @!method Vector4LengthSqr(v) # Vector4LengthSqr # @param v [Vector4] # @return [float] [:Vector4LengthSqr, :Vector4LengthSqr, [Vector4.by_value], :float], # @!method Vector4DotProduct(v1, v2) # Vector4DotProduct # @param v1 [Vector4] # @param v2 [Vector4] # @return [float] [:Vector4DotProduct, :Vector4DotProduct, [Vector4.by_value, Vector4.by_value], :float], # @!method Vector4Distance(v1, v2) # Vector4Distance # @param v1 [Vector4] # @param v2 [Vector4] # @return [float] [:Vector4Distance, :Vector4Distance, [Vector4.by_value, Vector4.by_value], :float], # @!method Vector4DistanceSqr(v1, v2) # Vector4DistanceSqr # @param v1 [Vector4] # @param v2 [Vector4] # @return [float] [:Vector4DistanceSqr, :Vector4DistanceSqr, [Vector4.by_value, Vector4.by_value], :float], # @!method Vector4Scale(v, scale) # Vector4Scale # @param v [Vector4] # @param scale [float] # @return [Vector4] [:Vector4Scale, :Vector4Scale, [Vector4.by_value, :float], Vector4.by_value], # @!method Vector4Multiply(v1, v2) # Vector4Multiply # @param v1 [Vector4] # @param v2 [Vector4] # @return [Vector4] [:Vector4Multiply, :Vector4Multiply, [Vector4.by_value, Vector4.by_value], Vector4.by_value], # @!method Vector4Negate(v) # Vector4Negate # @param v [Vector4] # @return [Vector4] [:Vector4Negate, :Vector4Negate, [Vector4.by_value], Vector4.by_value], # @!method Vector4Divide(v1, v2) # Vector4Divide # @param v1 [Vector4] # @param v2 [Vector4] # @return [Vector4] [:Vector4Divide, :Vector4Divide, [Vector4.by_value, Vector4.by_value], Vector4.by_value], # @!method Vector4Normalize(v) # Vector4Normalize # @param v [Vector4] # @return [Vector4] [:Vector4Normalize, :Vector4Normalize, [Vector4.by_value], Vector4.by_value], # @!method Vector4Min(v1, v2) # Vector4Min # @param v1 [Vector4] # @param v2 [Vector4] # @return [Vector4] [:Vector4Min, :Vector4Min, [Vector4.by_value, Vector4.by_value], Vector4.by_value], # @!method Vector4Max(v1, v2) # Vector4Max # @param v1 [Vector4] # @param v2 [Vector4] # @return [Vector4] [:Vector4Max, :Vector4Max, [Vector4.by_value, Vector4.by_value], Vector4.by_value], # @!method Vector4Lerp(v1, v2, amount) # Vector4Lerp # @param v1 [Vector4] # @param v2 [Vector4] # @param amount [float] # @return [Vector4] [:Vector4Lerp, :Vector4Lerp, [Vector4.by_value, Vector4.by_value, :float], Vector4.by_value], # @!method Vector4MoveTowards(v, target, maxDistance) # Vector4MoveTowards # @param v [Vector4] # @param target [Vector4] # @param maxDistance [float] # @return [Vector4] [:Vector4MoveTowards, :Vector4MoveTowards, [Vector4.by_value, Vector4.by_value, :float], Vector4.by_value], # @!method Vector4Invert(v) # Vector4Invert # @param v [Vector4] # @return [Vector4] [:Vector4Invert, :Vector4Invert, [Vector4.by_value], Vector4.by_value], # @!method Vector4Equals(p, q) # Vector4Equals # @param p [Vector4] # @param q [Vector4] # @return [int] [:Vector4Equals, :Vector4Equals, [Vector4.by_value, Vector4.by_value], :int], # @!method MatrixDeterminant(mat) # MatrixDeterminant # @param mat [Matrix] # @return [float] [:MatrixDeterminant, :MatrixDeterminant, [Matrix.by_value], :float], # @!method MatrixTrace(mat) # MatrixTrace # @param mat [Matrix] # @return [float] [:MatrixTrace, :MatrixTrace, [Matrix.by_value], :float], # @!method MatrixTranspose(mat) # MatrixTranspose # @param mat [Matrix] # @return [Matrix] [:MatrixTranspose, :MatrixTranspose, [Matrix.by_value], Matrix.by_value], # @!method MatrixInvert(mat) # MatrixInvert # @param mat [Matrix] # @return [Matrix] [:MatrixInvert, :MatrixInvert, [Matrix.by_value], Matrix.by_value], # @!method MatrixIdentity() # MatrixIdentity # @return [Matrix] [:MatrixIdentity, :MatrixIdentity, [], Matrix.by_value], # @!method MatrixAdd(left, right) # MatrixAdd # @param left [Matrix] # @param right [Matrix] # @return [Matrix] [:MatrixAdd, :MatrixAdd, [Matrix.by_value, Matrix.by_value], Matrix.by_value], # @!method MatrixSubtract(left, right) # MatrixSubtract # @param left [Matrix] # @param right [Matrix] # @return [Matrix] [:MatrixSubtract, :MatrixSubtract, [Matrix.by_value, Matrix.by_value], Matrix.by_value], # @!method MatrixMultiply(left, right) # MatrixMultiply # @param left [Matrix] # @param right [Matrix] # @return [Matrix] [:MatrixMultiply, :MatrixMultiply, [Matrix.by_value, Matrix.by_value], Matrix.by_value], # @!method MatrixTranslate(x, y, z) # MatrixTranslate # @param x [float] # @param y [float] # @param z [float] # @return [Matrix] [:MatrixTranslate, :MatrixTranslate, [:float, :float, :float], Matrix.by_value], # @!method MatrixRotate(axis, angle) # MatrixRotate # @param axis [Vector3] # @param angle [float] # @return [Matrix] [:MatrixRotate, :MatrixRotate, [Vector3.by_value, :float], Matrix.by_value], # @!method MatrixRotateX(angle) # MatrixRotateX # @param angle [float] # @return [Matrix] [:MatrixRotateX, :MatrixRotateX, [:float], Matrix.by_value], # @!method MatrixRotateY(angle) # MatrixRotateY # @param angle [float] # @return [Matrix] [:MatrixRotateY, :MatrixRotateY, [:float], Matrix.by_value], # @!method MatrixRotateZ(angle) # MatrixRotateZ # @param angle [float] # @return [Matrix] [:MatrixRotateZ, :MatrixRotateZ, [:float], Matrix.by_value], # @!method MatrixRotateXYZ(angle) # MatrixRotateXYZ # @param angle [Vector3] # @return [Matrix] [:MatrixRotateXYZ, :MatrixRotateXYZ, [Vector3.by_value], Matrix.by_value], # @!method MatrixRotateZYX(angle) # MatrixRotateZYX # @param angle [Vector3] # @return [Matrix] [:MatrixRotateZYX, :MatrixRotateZYX, [Vector3.by_value], Matrix.by_value], # @!method MatrixScale(x, y, z) # MatrixScale # @param x [float] # @param y [float] # @param z [float] # @return [Matrix] [:MatrixScale, :MatrixScale, [:float, :float, :float], Matrix.by_value], # @!method MatrixFrustum(left, right, bottom, top, nearPlane, farPlane) # MatrixFrustum # @param left [double] # @param right [double] # @param bottom [double] # @param top [double] # @param nearPlane [double] # @param farPlane [double] # @return [Matrix] [:MatrixFrustum, :MatrixFrustum, [:double, :double, :double, :double, :double, :double], Matrix.by_value], # @!method MatrixPerspective(fovY, aspect, nearPlane, farPlane) # MatrixPerspective # @param fovY [double] # @param aspect [double] # @param nearPlane [double] # @param farPlane [double] # @return [Matrix] [:MatrixPerspective, :MatrixPerspective, [:double, :double, :double, :double], Matrix.by_value], # @!method MatrixOrtho(left, right, bottom, top, nearPlane, farPlane) # MatrixOrtho # @param left [double] # @param right [double] # @param bottom [double] # @param top [double] # @param nearPlane [double] # @param farPlane [double] # @return [Matrix] [:MatrixOrtho, :MatrixOrtho, [:double, :double, :double, :double, :double, :double], Matrix.by_value], # @!method MatrixLookAt(eye, target, up) # MatrixLookAt # @param eye [Vector3] # @param target [Vector3] # @param up [Vector3] # @return [Matrix] [:MatrixLookAt, :MatrixLookAt, [Vector3.by_value, Vector3.by_value, Vector3.by_value], Matrix.by_value], # @!method MatrixToFloatV(mat) # MatrixToFloatV # @param mat [Matrix] # @return [float16] [:MatrixToFloatV, :MatrixToFloatV, [Matrix.by_value], Float16.by_value], # @!method QuaternionAdd(q1, q2) # QuaternionAdd # @param q1 [Quaternion] # @param q2 [Quaternion] # @return [Quaternion] [:QuaternionAdd, :QuaternionAdd, [Quaternion.by_value, Quaternion.by_value], Quaternion.by_value], # @!method QuaternionAddValue(q, add) # QuaternionAddValue # @param q [Quaternion] # @param add [float] # @return [Quaternion] [:QuaternionAddValue, :QuaternionAddValue, [Quaternion.by_value, :float], Quaternion.by_value], # @!method QuaternionSubtract(q1, q2) # QuaternionSubtract # @param q1 [Quaternion] # @param q2 [Quaternion] # @return [Quaternion] [:QuaternionSubtract, :QuaternionSubtract, [Quaternion.by_value, Quaternion.by_value], Quaternion.by_value], # @!method QuaternionSubtractValue(q, sub) # QuaternionSubtractValue # @param q [Quaternion] # @param sub [float] # @return [Quaternion] [:QuaternionSubtractValue, :QuaternionSubtractValue, [Quaternion.by_value, :float], Quaternion.by_value], # @!method QuaternionIdentity() # QuaternionIdentity # @return [Quaternion] [:QuaternionIdentity, :QuaternionIdentity, [], Quaternion.by_value], # @!method QuaternionLength(q) # QuaternionLength # @param q [Quaternion] # @return [float] [:QuaternionLength, :QuaternionLength, [Quaternion.by_value], :float], # @!method QuaternionNormalize(q) # QuaternionNormalize # @param q [Quaternion] # @return [Quaternion] [:QuaternionNormalize, :QuaternionNormalize, [Quaternion.by_value], Quaternion.by_value], # @!method QuaternionInvert(q) # QuaternionInvert # @param q [Quaternion] # @return [Quaternion] [:QuaternionInvert, :QuaternionInvert, [Quaternion.by_value], Quaternion.by_value], # @!method QuaternionMultiply(q1, q2) # QuaternionMultiply # @param q1 [Quaternion] # @param q2 [Quaternion] # @return [Quaternion] [:QuaternionMultiply, :QuaternionMultiply, [Quaternion.by_value, Quaternion.by_value], Quaternion.by_value], # @!method QuaternionScale(q, mul) # QuaternionScale # @param q [Quaternion] # @param mul [float] # @return [Quaternion] [:QuaternionScale, :QuaternionScale, [Quaternion.by_value, :float], Quaternion.by_value], # @!method QuaternionDivide(q1, q2) # QuaternionDivide # @param q1 [Quaternion] # @param q2 [Quaternion] # @return [Quaternion] [:QuaternionDivide, :QuaternionDivide, [Quaternion.by_value, Quaternion.by_value], Quaternion.by_value], # @!method QuaternionLerp(q1, q2, amount) # QuaternionLerp # @param q1 [Quaternion] # @param q2 [Quaternion] # @param amount [float] # @return [Quaternion] [:QuaternionLerp, :QuaternionLerp, [Quaternion.by_value, Quaternion.by_value, :float], Quaternion.by_value], # @!method QuaternionNlerp(q1, q2, amount) # QuaternionNlerp # @param q1 [Quaternion] # @param q2 [Quaternion] # @param amount [float] # @return [Quaternion] [:QuaternionNlerp, :QuaternionNlerp, [Quaternion.by_value, Quaternion.by_value, :float], Quaternion.by_value], # @!method QuaternionSlerp(q1, q2, amount) # QuaternionSlerp # @param q1 [Quaternion] # @param q2 [Quaternion] # @param amount [float] # @return [Quaternion] [:QuaternionSlerp, :QuaternionSlerp, [Quaternion.by_value, Quaternion.by_value, :float], Quaternion.by_value], # @!method QuaternionCubicHermiteSpline(q1, outTangent1, q2, inTangent2, t) # QuaternionCubicHermiteSpline # @param q1 [Quaternion] # @param outTangent1 [Quaternion] # @param q2 [Quaternion] # @param inTangent2 [Quaternion] # @param t [float] # @return [Quaternion] [:QuaternionCubicHermiteSpline, :QuaternionCubicHermiteSpline, [Quaternion.by_value, Quaternion.by_value, Quaternion.by_value, Quaternion.by_value, :float], Quaternion.by_value], # @!method QuaternionFromVector3ToVector3(from, to) # QuaternionFromVector3ToVector3 # @param from [Vector3] # @param to [Vector3] # @return [Quaternion] [:QuaternionFromVector3ToVector3, :QuaternionFromVector3ToVector3, [Vector3.by_value, Vector3.by_value], Quaternion.by_value], # @!method QuaternionFromMatrix(mat) # QuaternionFromMatrix # @param mat [Matrix] # @return [Quaternion] [:QuaternionFromMatrix, :QuaternionFromMatrix, [Matrix.by_value], Quaternion.by_value], # @!method QuaternionToMatrix(q) # QuaternionToMatrix # @param q [Quaternion] # @return [Matrix] [:QuaternionToMatrix, :QuaternionToMatrix, [Quaternion.by_value], Matrix.by_value], # @!method QuaternionFromAxisAngle(axis, angle) # QuaternionFromAxisAngle # @param axis [Vector3] # @param angle [float] # @return [Quaternion] [:QuaternionFromAxisAngle, :QuaternionFromAxisAngle, [Vector3.by_value, :float], Quaternion.by_value], # @!method QuaternionToAxisAngle(q, outAxis, outAngle) # QuaternionToAxisAngle # @param q [Quaternion] # @param outAxis [Vector3 *] # @param outAngle [float *] # @return [void] [:QuaternionToAxisAngle, :QuaternionToAxisAngle, [Quaternion.by_value, :pointer, :pointer], :void], # @!method QuaternionFromEuler(pitch, yaw, roll) # QuaternionFromEuler # @param pitch [float] # @param yaw [float] # @param roll [float] # @return [Quaternion] [:QuaternionFromEuler, :QuaternionFromEuler, [:float, :float, :float], Quaternion.by_value], # @!method QuaternionToEuler(q) # QuaternionToEuler # @param q [Quaternion] # @return [Vector3] [:QuaternionToEuler, :QuaternionToEuler, [Quaternion.by_value], Vector3.by_value], # @!method QuaternionTransform(q, mat) # QuaternionTransform # @param q [Quaternion] # @param mat [Matrix] # @return [Quaternion] [:QuaternionTransform, :QuaternionTransform, [Quaternion.by_value, Matrix.by_value], Quaternion.by_value], # @!method QuaternionEquals(p, q) # QuaternionEquals # @param p [Quaternion] # @param q [Quaternion] # @return [int] [:QuaternionEquals, :QuaternionEquals, [Quaternion.by_value, Quaternion.by_value], :int], # @!method MatrixDecompose(mat, translation, rotation, scale) # MatrixDecompose # @param mat [Matrix] # @param translation [Vector3 *] # @param rotation [Quaternion *] # @param scale [Vector3 *] # @return [void] [:MatrixDecompose, :MatrixDecompose, [Matrix.by_value, :pointer, :pointer, :pointer], :void], ] entries.each do |entry| api_name = if method_naming == :snake_case snake_case_name = entry[0].to_s.gsub(/([A-Z]+)([A-Z0-9][a-z])/, '\1_\2').gsub(/([a-z\d])([A-Z0-9])/, '\1_\2').downcase snake_case_name.gsub!('vector_3', 'vector3_') if snake_case_name.include?('vector_3') snake_case_name.gsub!('vector_2', 'vector2_') if snake_case_name.include?('vector_2') snake_case_name.chop! if snake_case_name.end_with?('_') snake_case_name.to_sym else entry[0] end attach_function api_name, entry[1], entry[2], entry[3] rescue FFI::NotFoundError => e warn "[Warning] Failed to import #{entry[0]} (#{e})." end end |
.setup_rcamera_symbols(method_naming: :original) ⇒ Object
Function
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# File 'lib/rcamera.rb', line 22 def self.setup_rcamera_symbols(method_naming: :original) entries = [ # @!method GetCameraForward(camera) # GetCameraForward # @param camera [Camera *] # @return [Vector3] [:GetCameraForward, :GetCameraForward, [:pointer], Vector3.by_value], # @!method GetCameraUp(camera) # GetCameraUp # @param camera [Camera *] # @return [Vector3] [:GetCameraUp, :GetCameraUp, [:pointer], Vector3.by_value], # @!method GetCameraRight(camera) # GetCameraRight # @param camera [Camera *] # @return [Vector3] [:GetCameraRight, :GetCameraRight, [:pointer], Vector3.by_value], # @!method CameraMoveForward(camera, distance, moveInWorldPlane) # CameraMoveForward # @param camera [Camera *] # @param distance [float] # @param moveInWorldPlane [bool] # @return [void] [:CameraMoveForward, :CameraMoveForward, [:pointer, :float, :bool], :void], # @!method CameraMoveUp(camera, distance) # CameraMoveUp # @param camera [Camera *] # @param distance [float] # @return [void] [:CameraMoveUp, :CameraMoveUp, [:pointer, :float], :void], # @!method CameraMoveRight(camera, distance, moveInWorldPlane) # CameraMoveRight # @param camera [Camera *] # @param distance [float] # @param moveInWorldPlane [bool] # @return [void] [:CameraMoveRight, :CameraMoveRight, [:pointer, :float, :bool], :void], # @!method CameraMoveToTarget(camera, delta) # CameraMoveToTarget # @param camera [Camera *] # @param delta [float] # @return [void] [:CameraMoveToTarget, :CameraMoveToTarget, [:pointer, :float], :void], # @!method CameraYaw(camera, angle, rotateAroundTarget) # CameraYaw # @param camera [Camera *] # @param angle [float] # @param rotateAroundTarget [bool] # @return [void] [:CameraYaw, :CameraYaw, [:pointer, :float, :bool], :void], # @!method CameraPitch(camera, angle, lockView, rotateAroundTarget, rotateUp) # CameraPitch # @param camera [Camera *] # @param angle [float] # @param lockView [bool] # @param rotateAroundTarget [bool] # @param rotateUp [bool] # @return [void] [:CameraPitch, :CameraPitch, [:pointer, :float, :bool, :bool, :bool], :void], # @!method CameraRoll(camera, angle) # CameraRoll # @param camera [Camera *] # @param angle [float] # @return [void] [:CameraRoll, :CameraRoll, [:pointer, :float], :void], # @!method GetCameraViewMatrix(camera) # GetCameraViewMatrix # @param camera [Camera *] # @return [Matrix] [:GetCameraViewMatrix, :GetCameraViewMatrix, [:pointer], Matrix.by_value], # @!method GetCameraProjectionMatrix(camera, aspect) # GetCameraProjectionMatrix # @param camera [Camera *] # @param aspect [float] # @return [Matrix] [:GetCameraProjectionMatrix, :GetCameraProjectionMatrix, [:pointer, :float], Matrix.by_value], ] entries.each do |entry| api_name = if method_naming == :snake_case snake_case_name = entry[0].to_s.gsub(/([A-Z]+)([A-Z0-9][a-z])/, '\1_\2').gsub(/([a-z\d])([A-Z0-9])/, '\1_\2').downcase snake_case_name.gsub!('vector_3', 'vector3_') if snake_case_name.include?('vector_3') snake_case_name.gsub!('vector_2', 'vector2_') if snake_case_name.include?('vector_2') snake_case_name.chop! if snake_case_name.end_with?('_') snake_case_name.to_sym else entry[0] end attach_function api_name, entry[1], entry[2], entry[3] rescue FFI::NotFoundError => e warn "[Warning] Failed to import #{entry[0]} (#{e})." end end |
.setup_rlgl_symbols(method_naming: :original) ⇒ Object
Function
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# File 'lib/rlgl.rb', line 326 def self.setup_rlgl_symbols(method_naming: :original) entries = [ # @!method rlMatrixMode(mode) # rlMatrixMode : Choose the current matrix to be transformed # @param mode [int] # @return [void] [:rlMatrixMode, :rlMatrixMode, [:int], :void], # @!method rlPushMatrix() # rlPushMatrix : Push the current matrix to stack # @return [void] [:rlPushMatrix, :rlPushMatrix, [], :void], # @!method rlPopMatrix() # rlPopMatrix : Pop latest inserted matrix from stack # @return [void] [:rlPopMatrix, :rlPopMatrix, [], :void], # @!method rlLoadIdentity() # rlLoadIdentity : Reset current matrix to identity matrix # @return [void] [:rlLoadIdentity, :rlLoadIdentity, [], :void], # @!method rlTranslatef(x, y, z) # rlTranslatef : Multiply the current matrix by a translation matrix # @param x [float] # @param y [float] # @param z [float] # @return [void] [:rlTranslatef, :rlTranslatef, [:float, :float, :float], :void], # @!method rlRotatef(angle, x, y, z) # rlRotatef : Multiply the current matrix by a rotation matrix # @param angle [float] # @param x [float] # @param y [float] # @param z [float] # @return [void] [:rlRotatef, :rlRotatef, [:float, :float, :float, :float], :void], # @!method rlScalef(x, y, z) # rlScalef : Multiply the current matrix by a scaling matrix # @param x [float] # @param y [float] # @param z [float] # @return [void] [:rlScalef, :rlScalef, [:float, :float, :float], :void], # @!method rlMultMatrixf(matf) # rlMultMatrixf : Multiply the current matrix by another matrix # @param matf [const float *] # @return [void] [:rlMultMatrixf, :rlMultMatrixf, [:pointer], :void], # @!method rlFrustum(left, right, bottom, top, znear, zfar) # rlFrustum # @param left [double] # @param right [double] # @param bottom [double] # @param top [double] # @param znear [double] # @param zfar [double] # @return [void] [:rlFrustum, :rlFrustum, [:double, :double, :double, :double, :double, :double], :void], # @!method rlOrtho(left, right, bottom, top, znear, zfar) # rlOrtho # @param left [double] # @param right [double] # @param bottom [double] # @param top [double] # @param znear [double] # @param zfar [double] # @return [void] [:rlOrtho, :rlOrtho, [:double, :double, :double, :double, :double, :double], :void], # @!method rlViewport(x, y, width, height) # rlViewport : Set the viewport area # @param x [int] # @param y [int] # @param width [int] # @param height [int] # @return [void] [:rlViewport, :rlViewport, [:int, :int, :int, :int], :void], # @!method rlSetClipPlanes(nearPlane, farPlane) # rlSetClipPlanes : Set clip planes distances # @param nearPlane [double] # @param farPlane [double] # @return [void] [:rlSetClipPlanes, :rlSetClipPlanes, [:double, :double], :void], # @!method rlGetCullDistanceNear() # rlGetCullDistanceNear : Get cull plane distance near # @return [double] [:rlGetCullDistanceNear, :rlGetCullDistanceNear, [], :double], # @!method rlGetCullDistanceFar() # rlGetCullDistanceFar : Get cull plane distance far # @return [double] [:rlGetCullDistanceFar, :rlGetCullDistanceFar, [], :double], # @!method rlBegin(mode) # rlBegin : Initialize drawing mode (how to organize vertex) # @param mode [int] # @return [void] [:rlBegin, :rlBegin, [:int], :void], # @!method rlEnd() # rlEnd : Finish vertex providing # @return [void] [:rlEnd, :rlEnd, [], :void], # @!method rlVertex2i(x, y) # rlVertex2i : Define one vertex (position) - 2 int # @param x [int] # @param y [int] # @return [void] [:rlVertex2i, :rlVertex2i, [:int, :int], :void], # @!method rlVertex2f(x, y) # rlVertex2f : Define one vertex (position) - 2 float # @param x [float] # @param y [float] # @return [void] [:rlVertex2f, :rlVertex2f, [:float, :float], :void], # @!method rlVertex3f(x, y, z) # rlVertex3f : Define one vertex (position) - 3 float # @param x [float] # @param y [float] # @param z [float] # @return [void] [:rlVertex3f, :rlVertex3f, [:float, :float, :float], :void], # @!method rlTexCoord2f(x, y) # rlTexCoord2f : Define one vertex (texture coordinate) - 2 float # @param x [float] # @param y [float] # @return [void] [:rlTexCoord2f, :rlTexCoord2f, [:float, :float], :void], # @!method rlNormal3f(x, y, z) # rlNormal3f : Define one vertex (normal) - 3 float # @param x [float] # @param y [float] # @param z [float] # @return [void] [:rlNormal3f, :rlNormal3f, [:float, :float, :float], :void], # @!method rlColor4ub(r, g, b, a) # rlColor4ub : Define one vertex (color) - 4 byte # @param r [unsigned char] # @param g [unsigned char] # @param b [unsigned char] # @param a [unsigned char] # @return [void] [:rlColor4ub, :rlColor4ub, [:uchar, :uchar, :uchar, :uchar], :void], # @!method rlColor3f(x, y, z) # rlColor3f : Define one vertex (color) - 3 float # @param x [float] # @param y [float] # @param z [float] # @return [void] [:rlColor3f, :rlColor3f, [:float, :float, :float], :void], # @!method rlColor4f(x, y, z, w) # rlColor4f : Define one vertex (color) - 4 float # @param x [float] # @param y [float] # @param z [float] # @param w [float] # @return [void] [:rlColor4f, :rlColor4f, [:float, :float, :float, :float], :void], # @!method rlEnableVertexArray(vaoId) # rlEnableVertexArray : Enable vertex array (VAO, if supported) # @param vaoId [unsigned int] # @return [bool] [:rlEnableVertexArray, :rlEnableVertexArray, [:uint], :bool], # @!method rlDisableVertexArray() # rlDisableVertexArray : Disable vertex array (VAO, if supported) # @return [void] [:rlDisableVertexArray, :rlDisableVertexArray, [], :void], # @!method rlEnableVertexBuffer(id) # rlEnableVertexBuffer : Enable vertex buffer (VBO) # @param id [unsigned int] # @return [void] [:rlEnableVertexBuffer, :rlEnableVertexBuffer, [:uint], :void], # @!method rlDisableVertexBuffer() # rlDisableVertexBuffer : Disable vertex buffer (VBO) # @return [void] [:rlDisableVertexBuffer, :rlDisableVertexBuffer, [], :void], # @!method rlEnableVertexBufferElement(id) # rlEnableVertexBufferElement : Enable vertex buffer element (VBO element) # @param id [unsigned int] # @return [void] [:rlEnableVertexBufferElement, :rlEnableVertexBufferElement, [:uint], :void], # @!method rlDisableVertexBufferElement() # rlDisableVertexBufferElement : Disable vertex buffer element (VBO element) # @return [void] [:rlDisableVertexBufferElement, :rlDisableVertexBufferElement, [], :void], # @!method rlEnableVertexAttribute(index) # rlEnableVertexAttribute : Enable vertex attribute index # @param index [unsigned int] # @return [void] [:rlEnableVertexAttribute, :rlEnableVertexAttribute, [:uint], :void], # @!method rlDisableVertexAttribute(index) # rlDisableVertexAttribute : Disable vertex attribute index # @param index [unsigned int] # @return [void] [:rlDisableVertexAttribute, :rlDisableVertexAttribute, [:uint], :void], # @!method rlActiveTextureSlot(slot) # rlActiveTextureSlot : Select and active a texture slot # @param slot [int] # @return [void] [:rlActiveTextureSlot, :rlActiveTextureSlot, [:int], :void], # @!method rlEnableTexture(id) # rlEnableTexture : Enable texture # @param id [unsigned int] # @return [void] [:rlEnableTexture, :rlEnableTexture, [:uint], :void], # @!method rlDisableTexture() # rlDisableTexture : Disable texture # @return [void] [:rlDisableTexture, :rlDisableTexture, [], :void], # @!method rlEnableTextureCubemap(id) # rlEnableTextureCubemap : Enable texture cubemap # @param id [unsigned int] # @return [void] [:rlEnableTextureCubemap, :rlEnableTextureCubemap, [:uint], :void], # @!method rlDisableTextureCubemap() # rlDisableTextureCubemap : Disable texture cubemap # @return [void] [:rlDisableTextureCubemap, :rlDisableTextureCubemap, [], :void], # @!method rlTextureParameters(id, param, value) # rlTextureParameters : Set texture parameters (filter, wrap) # @param id [unsigned int] # @param param [int] # @param value [int] # @return [void] [:rlTextureParameters, :rlTextureParameters, [:uint, :int, :int], :void], # @!method rlCubemapParameters(id, param, value) # rlCubemapParameters : Set cubemap parameters (filter, wrap) # @param id [unsigned int] # @param param [int] # @param value [int] # @return [void] [:rlCubemapParameters, :rlCubemapParameters, [:uint, :int, :int], :void], # @!method rlEnableShader(id) # rlEnableShader : Enable shader program # @param id [unsigned int] # @return [void] [:rlEnableShader, :rlEnableShader, [:uint], :void], # @!method rlDisableShader() # rlDisableShader : Disable shader program # @return [void] [:rlDisableShader, :rlDisableShader, [], :void], # @!method rlEnableFramebuffer(id) # rlEnableFramebuffer : Enable render texture (fbo) # @param id [unsigned int] # @return [void] [:rlEnableFramebuffer, :rlEnableFramebuffer, [:uint], :void], # @!method rlDisableFramebuffer() # rlDisableFramebuffer : Disable render texture (fbo), return to default framebuffer # @return [void] [:rlDisableFramebuffer, :rlDisableFramebuffer, [], :void], # @!method rlGetActiveFramebuffer() # rlGetActiveFramebuffer : Get the currently active render texture (fbo), 0 for default framebuffer # @return [unsigned int] [:rlGetActiveFramebuffer, :rlGetActiveFramebuffer, [], :uint], # @!method rlActiveDrawBuffers(count) # rlActiveDrawBuffers : Activate multiple draw color buffers # @param count [int] # @return [void] [:rlActiveDrawBuffers, :rlActiveDrawBuffers, [:int], :void], # @!method rlBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask) # rlBlitFramebuffer : Blit active framebuffer to main framebuffer # @param srcX [int] # @param srcY [int] # @param srcWidth [int] # @param srcHeight [int] # @param dstX [int] # @param dstY [int] # @param dstWidth [int] # @param dstHeight [int] # @param bufferMask [int] # @return [void] [:rlBlitFramebuffer, :rlBlitFramebuffer, [:int, :int, :int, :int, :int, :int, :int, :int, :int], :void], # @!method rlBindFramebuffer(target, framebuffer) # rlBindFramebuffer : Bind framebuffer (FBO) # @param target [unsigned int] # @param framebuffer [unsigned int] # @return [void] [:rlBindFramebuffer, :rlBindFramebuffer, [:uint, :uint], :void], # @!method rlEnableColorBlend() # rlEnableColorBlend : Enable color blending # @return [void] [:rlEnableColorBlend, :rlEnableColorBlend, [], :void], # @!method rlDisableColorBlend() # rlDisableColorBlend : Disable color blending # @return [void] [:rlDisableColorBlend, :rlDisableColorBlend, [], :void], # @!method rlEnableDepthTest() # rlEnableDepthTest : Enable depth test # @return [void] [:rlEnableDepthTest, :rlEnableDepthTest, [], :void], # @!method rlDisableDepthTest() # rlDisableDepthTest : Disable depth test # @return [void] [:rlDisableDepthTest, :rlDisableDepthTest, [], :void], # @!method rlEnableDepthMask() # rlEnableDepthMask : Enable depth write # @return [void] [:rlEnableDepthMask, :rlEnableDepthMask, [], :void], # @!method rlDisableDepthMask() # rlDisableDepthMask : Disable depth write # @return [void] [:rlDisableDepthMask, :rlDisableDepthMask, [], :void], # @!method rlEnableBackfaceCulling() # rlEnableBackfaceCulling : Enable backface culling # @return [void] [:rlEnableBackfaceCulling, :rlEnableBackfaceCulling, [], :void], # @!method rlDisableBackfaceCulling() # rlDisableBackfaceCulling : Disable backface culling # @return [void] [:rlDisableBackfaceCulling, :rlDisableBackfaceCulling, [], :void], # @!method rlColorMask(r, g, b, a) # rlColorMask : Color mask control # @param r [bool] # @param g [bool] # @param b [bool] # @param a [bool] # @return [void] [:rlColorMask, :rlColorMask, [:bool, :bool, :bool, :bool], :void], # @!method rlSetCullFace(mode) # rlSetCullFace : Set face culling mode # @param mode [int] # @return [void] [:rlSetCullFace, :rlSetCullFace, [:int], :void], # @!method rlEnableScissorTest() # rlEnableScissorTest : Enable scissor test # @return [void] [:rlEnableScissorTest, :rlEnableScissorTest, [], :void], # @!method rlDisableScissorTest() # rlDisableScissorTest : Disable scissor test # @return [void] [:rlDisableScissorTest, :rlDisableScissorTest, [], :void], # @!method rlScissor(x, y, width, height) # rlScissor : Scissor test # @param x [int] # @param y [int] # @param width [int] # @param height [int] # @return [void] [:rlScissor, :rlScissor, [:int, :int, :int, :int], :void], # @!method rlEnableWireMode() # rlEnableWireMode : Enable wire mode # @return [void] [:rlEnableWireMode, :rlEnableWireMode, [], :void], # @!method rlEnablePointMode() # rlEnablePointMode : Enable point mode # @return [void] [:rlEnablePointMode, :rlEnablePointMode, [], :void], # @!method rlDisableWireMode() # rlDisableWireMode : Disable wire (and point) mode # @return [void] [:rlDisableWireMode, :rlDisableWireMode, [], :void], # @!method rlSetLineWidth(width) # rlSetLineWidth : Set the line drawing width # @param width [float] # @return [void] [:rlSetLineWidth, :rlSetLineWidth, [:float], :void], # @!method rlGetLineWidth() # rlGetLineWidth : Get the line drawing width # @return [float] [:rlGetLineWidth, :rlGetLineWidth, [], :float], # @!method rlEnableSmoothLines() # rlEnableSmoothLines : Enable line aliasing # @return [void] [:rlEnableSmoothLines, :rlEnableSmoothLines, [], :void], # @!method rlDisableSmoothLines() # rlDisableSmoothLines : Disable line aliasing # @return [void] [:rlDisableSmoothLines, :rlDisableSmoothLines, [], :void], # @!method rlEnableStereoRender() # rlEnableStereoRender : Enable stereo rendering # @return [void] [:rlEnableStereoRender, :rlEnableStereoRender, [], :void], # @!method rlDisableStereoRender() # rlDisableStereoRender : Disable stereo rendering # @return [void] [:rlDisableStereoRender, :rlDisableStereoRender, [], :void], # @!method rlIsStereoRenderEnabled() # rlIsStereoRenderEnabled : Check if stereo render is enabled # @return [bool] [:rlIsStereoRenderEnabled, :rlIsStereoRenderEnabled, [], :bool], # @!method rlClearColor(r, g, b, a) # rlClearColor : Clear color buffer with color # @param r [unsigned char] # @param g [unsigned char] # @param b [unsigned char] # @param a [unsigned char] # @return [void] [:rlClearColor, :rlClearColor, [:uchar, :uchar, :uchar, :uchar], :void], # @!method rlClearScreenBuffers() # rlClearScreenBuffers : Clear used screen buffers (color and depth) # @return [void] [:rlClearScreenBuffers, :rlClearScreenBuffers, [], :void], # @!method rlCheckErrors() # rlCheckErrors : Check and log OpenGL error codes # @return [void] [:rlCheckErrors, :rlCheckErrors, [], :void], # @!method rlSetBlendMode(mode) # rlSetBlendMode : Set blending mode # @param mode [int] # @return [void] [:rlSetBlendMode, :rlSetBlendMode, [:int], :void], # @!method rlSetBlendFactors(glSrcFactor, glDstFactor, glEquation) # rlSetBlendFactors : Set blending mode factor and equation (using OpenGL factors) # @param glSrcFactor [int] # @param glDstFactor [int] # @param glEquation [int] # @return [void] [:rlSetBlendFactors, :rlSetBlendFactors, [:int, :int, :int], :void], # @!method rlSetBlendFactorsSeparate(glSrcRGB, glDstRGB, glSrcAlpha, glDstAlpha, glEqRGB, glEqAlpha) # rlSetBlendFactorsSeparate : Set blending mode factors and equations separately (using OpenGL factors) # @param glSrcRGB [int] # @param glDstRGB [int] # @param glSrcAlpha [int] # @param glDstAlpha [int] # @param glEqRGB [int] # @param glEqAlpha [int] # @return [void] [:rlSetBlendFactorsSeparate, :rlSetBlendFactorsSeparate, [:int, :int, :int, :int, :int, :int], :void], # @!method rlglInit(width, height) # rlglInit : Initialize rlgl (buffers, shaders, textures, states) # @param width [int] # @param height [int] # @return [void] [:rlglInit, :rlglInit, [:int, :int], :void], # @!method rlglClose() # rlglClose : De-initialize rlgl (buffers, shaders, textures) # @return [void] [:rlglClose, :rlglClose, [], :void], # @!method rlLoadExtensions(loader) # rlLoadExtensions : Load OpenGL extensions (loader function required) # @param loader [void *] # @return [void] [:rlLoadExtensions, :rlLoadExtensions, [:pointer], :void], # @!method rlGetVersion() # rlGetVersion : Get current OpenGL version # @return [int] [:rlGetVersion, :rlGetVersion, [], :int], # @!method rlSetFramebufferWidth(width) # rlSetFramebufferWidth : Set current framebuffer width # @param width [int] # @return [void] [:rlSetFramebufferWidth, :rlSetFramebufferWidth, [:int], :void], # @!method rlGetFramebufferWidth() # rlGetFramebufferWidth : Get default framebuffer width # @return [int] [:rlGetFramebufferWidth, :rlGetFramebufferWidth, [], :int], # @!method rlSetFramebufferHeight(height) # rlSetFramebufferHeight : Set current framebuffer height # @param height [int] # @return [void] [:rlSetFramebufferHeight, :rlSetFramebufferHeight, [:int], :void], # @!method rlGetFramebufferHeight() # rlGetFramebufferHeight : Get default framebuffer height # @return [int] [:rlGetFramebufferHeight, :rlGetFramebufferHeight, [], :int], # @!method rlGetTextureIdDefault() # rlGetTextureIdDefault : Get default texture id # @return [unsigned int] [:rlGetTextureIdDefault, :rlGetTextureIdDefault, [], :uint], # @!method rlGetShaderIdDefault() # rlGetShaderIdDefault : Get default shader id # @return [unsigned int] [:rlGetShaderIdDefault, :rlGetShaderIdDefault, [], :uint], # @!method rlGetShaderLocsDefault() # rlGetShaderLocsDefault : Get default shader locations # @return [int *] [:rlGetShaderLocsDefault, :rlGetShaderLocsDefault, [], :pointer], # @!method rlLoadRenderBatch(numBuffers, bufferElements) # rlLoadRenderBatch : Load a render batch system # @param numBuffers [int] # @param bufferElements [int] # @return [rlRenderBatch] [:rlLoadRenderBatch, :rlLoadRenderBatch, [:int, :int], RlRenderBatch.by_value], # @!method rlUnloadRenderBatch(batch) # rlUnloadRenderBatch : Unload render batch system # @param batch [rlRenderBatch] # @return [void] [:rlUnloadRenderBatch, :rlUnloadRenderBatch, [RlRenderBatch.by_value], :void], # @!method rlDrawRenderBatch(batch) # rlDrawRenderBatch : Draw render batch data (Update->Draw->Reset) # @param batch [rlRenderBatch *] # @return [void] [:rlDrawRenderBatch, :rlDrawRenderBatch, [:pointer], :void], # @!method rlSetRenderBatchActive(batch) # rlSetRenderBatchActive : Set the active render batch for rlgl (NULL for default internal) # @param batch [rlRenderBatch *] # @return [void] [:rlSetRenderBatchActive, :rlSetRenderBatchActive, [:pointer], :void], # @!method rlDrawRenderBatchActive() # rlDrawRenderBatchActive : Update and draw internal render batch # @return [void] [:rlDrawRenderBatchActive, :rlDrawRenderBatchActive, [], :void], # @!method rlCheckRenderBatchLimit(vCount) # rlCheckRenderBatchLimit : Check internal buffer overflow for a given number of vertex # @param vCount [int] # @return [bool] [:rlCheckRenderBatchLimit, :rlCheckRenderBatchLimit, [:int], :bool], # @!method rlSetTexture(id) # rlSetTexture : Set current texture for render batch and check buffers limits # @param id [unsigned int] # @return [void] [:rlSetTexture, :rlSetTexture, [:uint], :void], # @!method rlLoadVertexArray() # rlLoadVertexArray : Load vertex array (vao) if supported # @return [unsigned int] [:rlLoadVertexArray, :rlLoadVertexArray, [], :uint], # @!method rlLoadVertexBuffer(buffer, size, dynamic) # rlLoadVertexBuffer : Load a vertex buffer object # @param buffer [const void *] # @param size [int] # @param dynamic [bool] # @return [unsigned int] [:rlLoadVertexBuffer, :rlLoadVertexBuffer, [:pointer, :int, :bool], :uint], # @!method rlLoadVertexBufferElement(buffer, size, dynamic) # rlLoadVertexBufferElement : Load vertex buffer elements object # @param buffer [const void *] # @param size [int] # @param dynamic [bool] # @return [unsigned int] [:rlLoadVertexBufferElement, :rlLoadVertexBufferElement, [:pointer, :int, :bool], :uint], # @!method rlUpdateVertexBuffer(bufferId, data, dataSize, offset) # rlUpdateVertexBuffer : Update vertex buffer object data on GPU buffer # @param bufferId [unsigned int] # @param data [const void *] # @param dataSize [int] # @param offset [int] # @return [void] [:rlUpdateVertexBuffer, :rlUpdateVertexBuffer, [:uint, :pointer, :int, :int], :void], # @!method rlUpdateVertexBufferElements(id, data, dataSize, offset) # rlUpdateVertexBufferElements : Update vertex buffer elements data on GPU buffer # @param id [unsigned int] # @param data [const void *] # @param dataSize [int] # @param offset [int] # @return [void] [:rlUpdateVertexBufferElements, :rlUpdateVertexBufferElements, [:uint, :pointer, :int, :int], :void], # @!method rlUnloadVertexArray(vaoId) # rlUnloadVertexArray : Unload vertex array (vao) # @param vaoId [unsigned int] # @return [void] [:rlUnloadVertexArray, :rlUnloadVertexArray, [:uint], :void], # @!method rlUnloadVertexBuffer(vboId) # rlUnloadVertexBuffer : Unload vertex buffer object # @param vboId [unsigned int] # @return [void] [:rlUnloadVertexBuffer, :rlUnloadVertexBuffer, [:uint], :void], # @!method rlSetVertexAttribute(index, compSize, type, normalized, stride, offset) # rlSetVertexAttribute : Set vertex attribute data configuration # @param index [unsigned int] # @param compSize [int] # @param type [int] # @param normalized [bool] # @param stride [int] # @param offset [int] # @return [void] [:rlSetVertexAttribute, :rlSetVertexAttribute, [:uint, :int, :int, :bool, :int, :int], :void], # @!method rlSetVertexAttributeDivisor(index, divisor) # rlSetVertexAttributeDivisor : Set vertex attribute data divisor # @param index [unsigned int] # @param divisor [int] # @return [void] [:rlSetVertexAttributeDivisor, :rlSetVertexAttributeDivisor, [:uint, :int], :void], # @!method rlSetVertexAttributeDefault(locIndex, value, attribType, count) # rlSetVertexAttributeDefault : Set vertex attribute default value, when attribute to provided # @param locIndex [int] # @param value [const void *] # @param attribType [int] # @param count [int] # @return [void] [:rlSetVertexAttributeDefault, :rlSetVertexAttributeDefault, [:int, :pointer, :int, :int], :void], # @!method rlDrawVertexArray(offset, count) # rlDrawVertexArray : Draw vertex array (currently active vao) # @param offset [int] # @param count [int] # @return [void] [:rlDrawVertexArray, :rlDrawVertexArray, [:int, :int], :void], # @!method rlDrawVertexArrayElements(offset, count, buffer) # rlDrawVertexArrayElements : Draw vertex array elements # @param offset [int] # @param count [int] # @param buffer [const void *] # @return [void] [:rlDrawVertexArrayElements, :rlDrawVertexArrayElements, [:int, :int, :pointer], :void], # @!method rlDrawVertexArrayInstanced(offset, count, instances) # rlDrawVertexArrayInstanced : Draw vertex array (currently active vao) with instancing # @param offset [int] # @param count [int] # @param instances [int] # @return [void] [:rlDrawVertexArrayInstanced, :rlDrawVertexArrayInstanced, [:int, :int, :int], :void], # @!method rlDrawVertexArrayElementsInstanced(offset, count, buffer, instances) # rlDrawVertexArrayElementsInstanced : Draw vertex array elements with instancing # @param offset [int] # @param count [int] # @param buffer [const void *] # @param instances [int] # @return [void] [:rlDrawVertexArrayElementsInstanced, :rlDrawVertexArrayElementsInstanced, [:int, :int, :pointer, :int], :void], # @!method rlLoadTexture(data, width, height, format, mipmapCount) # rlLoadTexture : Load texture data # @param data [const void *] # @param width [int] # @param height [int] # @param format [int] # @param mipmapCount [int] # @return [unsigned int] [:rlLoadTexture, :rlLoadTexture, [:pointer, :int, :int, :int, :int], :uint], # @!method rlLoadTextureDepth(width, height, useRenderBuffer) # rlLoadTextureDepth : Load depth texture/renderbuffer (to be attached to fbo) # @param width [int] # @param height [int] # @param useRenderBuffer [bool] # @return [unsigned int] [:rlLoadTextureDepth, :rlLoadTextureDepth, [:int, :int, :bool], :uint], # @!method rlLoadTextureCubemap(data, size, format, mipmapCount) # rlLoadTextureCubemap : Load texture cubemap data # @param data [const void *] # @param size [int] # @param format [int] # @param mipmapCount [int] # @return [unsigned int] [:rlLoadTextureCubemap, :rlLoadTextureCubemap, [:pointer, :int, :int, :int], :uint], # @!method rlUpdateTexture(id, offsetX, offsetY, width, height, format, data) # rlUpdateTexture : Update texture with new data on GPU # @param id [unsigned int] # @param offsetX [int] # @param offsetY [int] # @param width [int] # @param height [int] # @param format [int] # @param data [const void *] # @return [void] [:rlUpdateTexture, :rlUpdateTexture, [:uint, :int, :int, :int, :int, :int, :pointer], :void], # @!method rlGetGlTextureFormats(format, glInternalFormat, glFormat, glType) # rlGetGlTextureFormats : Get OpenGL internal formats # @param format [int] # @param glInternalFormat [unsigned int *] # @param glFormat [unsigned int *] # @param glType [unsigned int *] # @return [void] [:rlGetGlTextureFormats, :rlGetGlTextureFormats, [:int, :pointer, :pointer, :pointer], :void], # @!method rlGetPixelFormatName(format) # rlGetPixelFormatName : Get name string for pixel format # @param format [unsigned int] # @return [const char *] [:rlGetPixelFormatName, :rlGetPixelFormatName, [:uint], :pointer], # @!method rlUnloadTexture(id) # rlUnloadTexture : Unload texture from GPU memory # @param id [unsigned int] # @return [void] [:rlUnloadTexture, :rlUnloadTexture, [:uint], :void], # @!method rlGenTextureMipmaps(id, width, height, format, mipmaps) # rlGenTextureMipmaps : Generate mipmap data for selected texture # @param id [unsigned int] # @param width [int] # @param height [int] # @param format [int] # @param mipmaps [int *] # @return [void] [:rlGenTextureMipmaps, :rlGenTextureMipmaps, [:uint, :int, :int, :int, :pointer], :void], # @!method rlReadTexturePixels(id, width, height, format) # rlReadTexturePixels : Read texture pixel data # @param id [unsigned int] # @param width [int] # @param height [int] # @param format [int] # @return [void *] [:rlReadTexturePixels, :rlReadTexturePixels, [:uint, :int, :int, :int], :pointer], # @!method rlReadScreenPixels(width, height) # rlReadScreenPixels : Read screen pixel data (color buffer) # @param width [int] # @param height [int] # @return [unsigned char *] [:rlReadScreenPixels, :rlReadScreenPixels, [:int, :int], :pointer], # @!method rlLoadFramebuffer() # rlLoadFramebuffer : Load an empty framebuffer # @return [unsigned int] [:rlLoadFramebuffer, :rlLoadFramebuffer, [], :uint], # @!method rlFramebufferAttach(fboId, texId, attachType, texType, mipLevel) # rlFramebufferAttach : Attach texture/renderbuffer to a framebuffer # @param fboId [unsigned int] # @param texId [unsigned int] # @param attachType [int] # @param texType [int] # @param mipLevel [int] # @return [void] [:rlFramebufferAttach, :rlFramebufferAttach, [:uint, :uint, :int, :int, :int], :void], # @!method rlFramebufferComplete(id) # rlFramebufferComplete : Verify framebuffer is complete # @param id [unsigned int] # @return [bool] [:rlFramebufferComplete, :rlFramebufferComplete, [:uint], :bool], # @!method rlUnloadFramebuffer(id) # rlUnloadFramebuffer : Delete framebuffer from GPU # @param id [unsigned int] # @return [void] [:rlUnloadFramebuffer, :rlUnloadFramebuffer, [:uint], :void], # @!method rlLoadShaderCode(vsCode, fsCode) # rlLoadShaderCode : Load shader from code strings # @param vsCode [const char *] # @param fsCode [const char *] # @return [unsigned int] [:rlLoadShaderCode, :rlLoadShaderCode, [:pointer, :pointer], :uint], # @!method rlCompileShader(shaderCode, type) # rlCompileShader : Compile custom shader and return shader id (type: RL_VERTEX_SHADER, RL_FRAGMENT_SHADER, RL_COMPUTE_SHADER) # @param shaderCode [const char *] # @param type [int] # @return [unsigned int] [:rlCompileShader, :rlCompileShader, [:pointer, :int], :uint], # @!method rlLoadShaderProgram(vShaderId, fShaderId) # rlLoadShaderProgram : Load custom shader program # @param vShaderId [unsigned int] # @param fShaderId [unsigned int] # @return [unsigned int] [:rlLoadShaderProgram, :rlLoadShaderProgram, [:uint, :uint], :uint], # @!method rlUnloadShaderProgram(id) # rlUnloadShaderProgram : Unload shader program # @param id [unsigned int] # @return [void] [:rlUnloadShaderProgram, :rlUnloadShaderProgram, [:uint], :void], # @!method rlGetLocationUniform(shaderId, uniformName) # rlGetLocationUniform : Get shader location uniform # @param shaderId [unsigned int] # @param uniformName [const char *] # @return [int] [:rlGetLocationUniform, :rlGetLocationUniform, [:uint, :pointer], :int], # @!method rlGetLocationAttrib(shaderId, attribName) # rlGetLocationAttrib : Get shader location attribute # @param shaderId [unsigned int] # @param attribName [const char *] # @return [int] [:rlGetLocationAttrib, :rlGetLocationAttrib, [:uint, :pointer], :int], # @!method rlSetUniform(locIndex, value, uniformType, count) # rlSetUniform : Set shader value uniform # @param locIndex [int] # @param value [const void *] # @param uniformType [int] # @param count [int] # @return [void] [:rlSetUniform, :rlSetUniform, [:int, :pointer, :int, :int], :void], # @!method rlSetUniformMatrix(locIndex, mat) # rlSetUniformMatrix : Set shader value matrix # @param locIndex [int] # @param mat [Matrix] # @return [void] [:rlSetUniformMatrix, :rlSetUniformMatrix, [:int, Matrix.by_value], :void], # @!method rlSetUniformMatrices(locIndex, mat, count) # rlSetUniformMatrices : Set shader value matrices # @param locIndex [int] # @param mat [const Matrix *] # @param count [int] # @return [void] [:rlSetUniformMatrices, :rlSetUniformMatrices, [:int, :pointer, :int], :void], # @!method rlSetUniformSampler(locIndex, textureId) # rlSetUniformSampler : Set shader value sampler # @param locIndex [int] # @param textureId [unsigned int] # @return [void] [:rlSetUniformSampler, :rlSetUniformSampler, [:int, :uint], :void], # @!method rlSetShader(id, locs) # rlSetShader : Set shader currently active (id and locations) # @param id [unsigned int] # @param locs [int *] # @return [void] [:rlSetShader, :rlSetShader, [:uint, :pointer], :void], # @!method rlLoadComputeShaderProgram(shaderId) # rlLoadComputeShaderProgram : Load compute shader program # @param shaderId [unsigned int] # @return [unsigned int] [:rlLoadComputeShaderProgram, :rlLoadComputeShaderProgram, [:uint], :uint], # @!method rlComputeShaderDispatch(groupX, groupY, groupZ) # rlComputeShaderDispatch : Dispatch compute shader (equivalent to *draw* for graphics pipeline) # @param groupX [unsigned int] # @param groupY [unsigned int] # @param groupZ [unsigned int] # @return [void] [:rlComputeShaderDispatch, :rlComputeShaderDispatch, [:uint, :uint, :uint], :void], # @!method rlLoadShaderBuffer(size, data, usageHint) # rlLoadShaderBuffer : Load shader storage buffer object (SSBO) # @param size [unsigned int] # @param data [const void *] # @param usageHint [int] # @return [unsigned int] [:rlLoadShaderBuffer, :rlLoadShaderBuffer, [:uint, :pointer, :int], :uint], # @!method rlUnloadShaderBuffer(ssboId) # rlUnloadShaderBuffer : Unload shader storage buffer object (SSBO) # @param ssboId [unsigned int] # @return [void] [:rlUnloadShaderBuffer, :rlUnloadShaderBuffer, [:uint], :void], # @!method rlUpdateShaderBuffer(id, data, dataSize, offset) # rlUpdateShaderBuffer : Update SSBO buffer data # @param id [unsigned int] # @param data [const void *] # @param dataSize [unsigned int] # @param offset [unsigned int] # @return [void] [:rlUpdateShaderBuffer, :rlUpdateShaderBuffer, [:uint, :pointer, :uint, :uint], :void], # @!method rlBindShaderBuffer(id, index) # rlBindShaderBuffer : Bind SSBO buffer # @param id [unsigned int] # @param index [unsigned int] # @return [void] [:rlBindShaderBuffer, :rlBindShaderBuffer, [:uint, :uint], :void], # @!method rlReadShaderBuffer(id, dest, count, offset) # rlReadShaderBuffer : Read SSBO buffer data (GPU->CPU) # @param id [unsigned int] # @param dest [void *] # @param count [unsigned int] # @param offset [unsigned int] # @return [void] [:rlReadShaderBuffer, :rlReadShaderBuffer, [:uint, :pointer, :uint, :uint], :void], # @!method rlCopyShaderBuffer(destId, srcId, destOffset, srcOffset, count) # rlCopyShaderBuffer : Copy SSBO data between buffers # @param destId [unsigned int] # @param srcId [unsigned int] # @param destOffset [unsigned int] # @param srcOffset [unsigned int] # @param count [unsigned int] # @return [void] [:rlCopyShaderBuffer, :rlCopyShaderBuffer, [:uint, :uint, :uint, :uint, :uint], :void], # @!method rlGetShaderBufferSize(id) # rlGetShaderBufferSize : Get SSBO buffer size # @param id [unsigned int] # @return [unsigned int] [:rlGetShaderBufferSize, :rlGetShaderBufferSize, [:uint], :uint], # @!method rlBindImageTexture(id, index, format, readonly) # rlBindImageTexture : Bind image texture # @param id [unsigned int] # @param index [unsigned int] # @param format [int] # @param readonly [bool] # @return [void] [:rlBindImageTexture, :rlBindImageTexture, [:uint, :uint, :int, :bool], :void], # @!method rlGetMatrixModelview() # rlGetMatrixModelview : Get internal modelview matrix # @return [Matrix] [:rlGetMatrixModelview, :rlGetMatrixModelview, [], Matrix.by_value], # @!method rlGetMatrixProjection() # rlGetMatrixProjection : Get internal projection matrix # @return [Matrix] [:rlGetMatrixProjection, :rlGetMatrixProjection, [], Matrix.by_value], # @!method rlGetMatrixTransform() # rlGetMatrixTransform : Get internal accumulated transform matrix # @return [Matrix] [:rlGetMatrixTransform, :rlGetMatrixTransform, [], Matrix.by_value], # @!method rlGetMatrixProjectionStereo(eye) # rlGetMatrixProjectionStereo : Get internal projection matrix for stereo render (selected eye) # @param eye [int] # @return [Matrix] [:rlGetMatrixProjectionStereo, :rlGetMatrixProjectionStereo, [:int], Matrix.by_value], # @!method rlGetMatrixViewOffsetStereo(eye) # rlGetMatrixViewOffsetStereo : Get internal view offset matrix for stereo render (selected eye) # @param eye [int] # @return [Matrix] [:rlGetMatrixViewOffsetStereo, :rlGetMatrixViewOffsetStereo, [:int], Matrix.by_value], # @!method rlSetMatrixProjection(proj) # rlSetMatrixProjection : Set a custom projection matrix (replaces internal projection matrix) # @param proj [Matrix] # @return [void] [:rlSetMatrixProjection, :rlSetMatrixProjection, [Matrix.by_value], :void], # @!method rlSetMatrixModelview(view) # rlSetMatrixModelview : Set a custom modelview matrix (replaces internal modelview matrix) # @param view [Matrix] # @return [void] [:rlSetMatrixModelview, :rlSetMatrixModelview, [Matrix.by_value], :void], # @!method rlSetMatrixProjectionStereo(right, left) # rlSetMatrixProjectionStereo : Set eyes projection matrices for stereo rendering # @param right [Matrix] # @param left [Matrix] # @return [void] [:rlSetMatrixProjectionStereo, :rlSetMatrixProjectionStereo, [Matrix.by_value, Matrix.by_value], :void], # @!method rlSetMatrixViewOffsetStereo(right, left) # rlSetMatrixViewOffsetStereo : Set eyes view offsets matrices for stereo rendering # @param right [Matrix] # @param left [Matrix] # @return [void] [:rlSetMatrixViewOffsetStereo, :rlSetMatrixViewOffsetStereo, [Matrix.by_value, Matrix.by_value], :void], # @!method rlLoadDrawCube() # rlLoadDrawCube : Load and draw a cube # @return [void] [:rlLoadDrawCube, :rlLoadDrawCube, [], :void], # @!method rlLoadDrawQuad() # rlLoadDrawQuad : Load and draw a quad # @return [void] [:rlLoadDrawQuad, :rlLoadDrawQuad, [], :void], ] entries.each do |entry| api_name = if method_naming == :snake_case snake_case_name = entry[0].to_s.gsub(/([A-Z]+)([A-Z0-9][a-z])/, '\1_\2').gsub(/([a-z\d])([A-Z0-9])/, '\1_\2').downcase snake_case_name.gsub!('vector_3', 'vector3_') if snake_case_name.include?('vector_3') snake_case_name.gsub!('vector_2', 'vector2_') if snake_case_name.include?('vector_2') snake_case_name.chop! if snake_case_name.end_with?('_') snake_case_name.to_sym else entry[0] end attach_function api_name, entry[1], entry[2], entry[3] rescue FFI::NotFoundError => e warn "[Warning] Failed to import #{entry[0]} (#{e})." end end |
.setup_symbols(method_naming: :original) ⇒ Object
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# File 'lib/raylib.rb', line 33 def self.setup_symbols(method_naming: :original) setup_raylib_symbols(method_naming: method_naming) setup_raymath_symbols(method_naming: method_naming) setup_rcamera_symbols(method_naming: method_naming) setup_rlgl_symbols(method_naming: method_naming) end |
.template ⇒ Object
Generate sample code
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# File 'lib/raylib.rb', line 43 def self.template # Copy template code to user's current directory example_path = "#{Gem::Specification.find_by_name('raylib-bindings').full_gem_path}/examples" template_code_src = "#{example_path}/template.rb" unless File.exist? template_code_src warn "[Error] Raylib.template : Template source #{template_code_src} not found" return false end template_code_dst = "#{Dir.getwd}/template.rb" if File.exist? template_code_dst warn "[Error] Raylib.template : Template destination #{template_code_dst} already exists" return false end warn "[Info] Raylib.template : #{template_code_src} => #{template_code_dst}" FileUtils.copy template_code_src, template_code_dst warn '[Info] Raylib.template : Done' end |
Instance Method Details
#DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint) ⇒ void
This method returns an undefined value.
DrawModelEx : Draw a model with extended parameters
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# File 'lib/raylib_helper.rb', line 306 def DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint) # [NOTE] Fixing unintended matrix modification # - In C, DrawModelEx uses the whole copy of `model` on stack, which will never affect the content of original `model`. # But Ruby FFI seems to pass the reference of `model` to DrawModelEx, which results in transform accumulation (e.g.:`model` get rotated by `rotationAngle` around `rotationAxis` every frame). # So here I copy the transform into `mtx_clone` and copy back this to the original after finished calling DrawModelEx. # - Other DrawXXX members (DrawModel, DrawModelWires, DrawModelWiresEx) are free from this problem. # - They call DrawModelEx in C layer, which will use the copy of `model` on stack. mtx_clone = model[:transform].clone internalDrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint) model[:transform] = mtx_clone end |
#LoadAndAllocateModelAnimations(fileName) ⇒ Object
LoadAndAllocateModelAnimations : (ruby raylib original)
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# File 'lib/raylib_helper.rb', line 411 def LoadAndAllocateModelAnimations(fileName) animsCount_buf = FFI::MemoryPointer.new(:uint, 1) anim_ptrs = LoadModelAnimations(fileName, animsCount_buf) animsCount = animsCount_buf.read_uint anims = animsCount.times.map do |i| ModelAnimation.new(anim_ptrs + i * ModelAnimation.size) end return anims, anim_ptrs end |
#MatrixToFloat(mat) ⇒ Object
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# File 'lib/raylib_helper.rb', line 227 def MatrixToFloat(mat) MatrixToFloatV(mat)[:v].to_a end |
#RGuiCheckBox(bounds, text, checked) ⇒ Object
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# File 'lib/raygui_helper.rb', line 37 def RGuiCheckBox(bounds, text, checked) checked_buf = FFI::MemoryPointer.new(:bool, 1) checked_buf.put(:bool, 0, checked) result = GuiCheckBox(bounds, text, checked_buf) return checked_buf.get(:bool, 0), result end |
#RGuiColorBarAlpha(bounds, text, alpha) ⇒ Object
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# File 'lib/raygui_helper.rb', line 113 def RGuiColorBarAlpha(bounds, text, alpha) alpha_buf = FFI::MemoryPointer.new(:float, 1) alpha_buf.put_float(0, alpha) result = GuiColorBarAlpha(bounds, text, alpha_buf) return alpha_buf.read_float, result end |
#RGuiColorBarHue(bounds, text, value) ⇒ Object
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# File 'lib/raygui_helper.rb', line 120 def RGuiColorBarHue(bounds, text, value) value_buf = FFI::MemoryPointer.new(:float, 1) value_buf.put_float(0, value) result = GuiColorBarHue(bounds, text, value_buf) return value_buf.read_float, result end |
#RGuiComboBox(bounds, text, active) ⇒ Object
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# File 'lib/raygui_helper.rb', line 44 def RGuiComboBox(bounds, text, active) active_buf = FFI::MemoryPointer.new(:int, 1) active_buf.put(:int, 0, active) result = GuiComboBox(bounds, text, active_buf) return active_buf.get(:int, 0), result end |
#RGuiDropdownBox(bounds, text, active, editMode) ⇒ Object
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# File 'lib/raygui_helper.rb', line 51 def RGuiDropdownBox(bounds, text, active, editMode) active_buf = FFI::MemoryPointer.new(:int, 1) active_buf.put(:int, 0, active) result = GuiDropdownBox(bounds, text, active_buf, editMode) return active_buf.get(:int, 0), result end |
#RGuiListView(bounds, text, scrollIndex, active) ⇒ Object
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# File 'lib/raygui_helper.rb', line 93 def RGuiListView(bounds, text, scrollIndex, active) scrollIndex_buf = FFI::MemoryPointer.new(:int, 1) scrollIndex_buf.put(:int, 0, scrollIndex) active_buf = FFI::MemoryPointer.new(:int, 1) active_buf.put(:int, 0, active) result = GuiListView(bounds, text, scrollIndex_buf, active_buf) return scrollIndex_buf.get(:int, 0), active_buf.get(:int, 0), result end |
#RGuiListViewEx(bounds, text, count, scrollIndex, active, focus) ⇒ Object
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# File 'lib/raygui_helper.rb', line 102 def RGuiListViewEx(bounds, text, count, scrollIndex, active, focus) scrollIndex_buf = FFI::MemoryPointer.new(:int, 1) scrollIndex_buf.put(:int, 0, scrollIndex) active_buf = FFI::MemoryPointer.new(:int, 1) active_buf.put(:int, 0, active) focus_buf = FFI::MemoryPointer.new(:int, 1) focus_buf.put(:int, 0, focus) result = GuiListViewEx(bounds, text, count, scrollIndex_buf, active_buf, focus_buf) return scrollIndex_buf.get(:int, 0), active_buf.get(:int, 0), focus_buf.get(:int, 0), result end |
#RGuiProgressBar(bounds, textLeft, textRight, value, minValue, maxValue) ⇒ Object
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# File 'lib/raygui_helper.rb', line 86 def RGuiProgressBar(bounds, textLeft, textRight, value, minValue, maxValue) value_buf = FFI::MemoryPointer.new(:float, 1) value_buf.put_float(0, value) result = GuiProgressBar(bounds, textLeft, textRight, value_buf, minValue, maxValue) return value_buf.read_float, result end |
#RGuiSlider(bounds, textLeft, textRight, value, minValue, maxValue) ⇒ Object
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# File 'lib/raygui_helper.rb', line 72 def RGuiSlider(bounds, textLeft, textRight, value, minValue, maxValue) value_buf = FFI::MemoryPointer.new(:float, 1) value_buf.put_float(0, value) result = GuiSlider(bounds, textLeft, textRight, value_buf, minValue, maxValue) return value_buf.read_float, result end |
#RGuiSliderBar(bounds, textLeft, textRight, value, minValue, maxValue) ⇒ Object
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# File 'lib/raygui_helper.rb', line 79 def RGuiSliderBar(bounds, textLeft, textRight, value, minValue, maxValue) value_buf = FFI::MemoryPointer.new(:float, 1) value_buf.put_float(0, value) result = GuiSliderBar(bounds, textLeft, textRight, value_buf, minValue, maxValue) return value_buf.read_float, result end |
#RGuiSpinner(bounds, text, value, minValue, maxValue, editMode) ⇒ Object
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# File 'lib/raygui_helper.rb', line 58 def RGuiSpinner(bounds, text, value, minValue, maxValue, editMode) value_buf = FFI::MemoryPointer.new(:int, 1) value_buf.put(:int, 0, value) result = GuiSpinner(bounds, text, value_buf, minValue, maxValue, editMode) return value_buf.get(:int, 0), result end |
#RGuiTabBar(bounds, text, count, active) ⇒ Object
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# File 'lib/raygui_helper.rb', line 9 def RGuiTabBar(bounds, text, count, active) active_buf = FFI::MemoryPointer.new(:int, 1) active_buf.put(:int, 0, active) result = GuiTabBar(bounds, text, count, active_buf) return active_buf.get(:int, 0), result end |
#RGuiToggle(bounds, text, active) ⇒ Object
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# File 'lib/raygui_helper.rb', line 16 def RGuiToggle(bounds, text, active) active_buf = FFI::MemoryPointer.new(:int, 1) active_buf.put(:int, 0, active) result = GuiToggle(bounds, text, active_buf) return active_buf.get(:int, 0), result end |
#RGuiToggleGroup(bounds, text, active) ⇒ Object
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# File 'lib/raygui_helper.rb', line 23 def RGuiToggleGroup(bounds, text, active) active_buf = FFI::MemoryPointer.new(:int, 1) active_buf.put(:int, 0, active) result = GuiToggleGroup(bounds, text, active_buf) return active_buf.get(:int, 0), result end |
#RGuiToggleSlider(bounds, text, active) ⇒ Object
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# File 'lib/raygui_helper.rb', line 30 def RGuiToggleSlider(bounds, text, active) active_buf = FFI::MemoryPointer.new(:int, 1) active_buf.put(:int, 0, active) result = GuiToggleSlider(bounds, text, active_buf) return active_buf.get(:int, 0), result end |
#RGuiValueBox(bounds, text, value, minValue, maxValue, editMode) ⇒ Object
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# File 'lib/raygui_helper.rb', line 65 def RGuiValueBox(bounds, text, value, minValue, maxValue, editMode) value_buf = FFI::MemoryPointer.new(:int, 1) value_buf.put(:int, 0, value) result = GuiValueBox(bounds, text, value_buf, minValue, maxValue, editMode) return value_buf.get(:int, 0), result end |
#UnloadAndFreeModelAnimations(anims, anim_ptrs) ⇒ Object
UnloadAndFreeModelAnimations : (ruby raylib original)
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# File 'lib/raylib_helper.rb', line 424 def UnloadAndFreeModelAnimations(anims, anim_ptrs) anims.each do |anim| UnloadModelAnimation(anim) end MemFree(anim_ptrs) end |
#Vector3ToFloat(vec) ⇒ Object
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# File 'lib/raylib_helper.rb', line 223 def Vector3ToFloat(vec) Vector3ToFloatV(vec)[:v].to_a end |