Bump raylib/zig versions
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20 changed files with 1383 additions and 1027 deletions
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@ -11,7 +11,7 @@ pub const math = @import("raymath.zig");
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const C = std.builtin.CallingConvention.c;
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test {
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std.testing.refAllDeclsRecursive(@This());
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std.testing.refAllDecls(@This());
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}
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pub const RaylibError = error{
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@ -1401,6 +1401,8 @@ pub const Camera2D = extern struct {
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pub const Mesh = extern struct {
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vertexCount: c_int,
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triangleCount: c_int,
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// Vertex attributes data
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vertices: [*c]f32,
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texcoords: [*c]f32,
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texcoords2: [*c]f32,
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@ -1408,12 +1410,18 @@ pub const Mesh = extern struct {
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tangents: [*c]f32,
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colors: [*c]u8,
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indices: [*c]c_ushort,
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// Skin data for animation
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boneCount: c_int,
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boneIndices: [*c]u16,
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boneWeights: [*c]f32,
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// Runtime animation vertex data (CPU skinning)
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// NOTE: In case of GPU skinning, not used, pointers are NULL
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animVertices: [*c]f32,
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animNormals: [*c]f32,
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boneIds: [*c]u8,
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boneWeights: [*c]f32,
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boneMatrices: [*c]Matrix,
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boneCount: c_int,
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// OpenGL identifiers
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vaoId: c_int,
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vboId: [*c]c_int,
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@ -1476,11 +1484,19 @@ pub const Transform = extern struct {
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scale: Vector3,
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};
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pub const ModelAnimPose = [*c]Transform;
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pub const BoneInfo = extern struct {
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name: [32]u8,
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parent: c_int,
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};
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pub const ModelSkeleton = extern struct {
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boneCount: c_int,
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bones: [*c]BoneInfo,
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bindPose: ModelAnimPose
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};
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pub const Model = extern struct {
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transform: Matrix,
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meshCount: c_int,
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@ -1488,9 +1504,11 @@ pub const Model = extern struct {
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meshes: [*c]Mesh,
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materials: [*c]Material,
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meshMaterial: [*c]c_int,
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boneCount: c_int,
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bones: [*c]BoneInfo,
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bindPose: [*c]Transform,
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// Animation data
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skeleton: ModelSkeleton,
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currentPose: ModelAnimPose,
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boneMatrices: [*c]Matrix,
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/// Load model from file (meshes and materials)
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pub fn init(fileName: [:0]const u8) RaylibError!Model {
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@ -1529,12 +1547,12 @@ pub const Model = extern struct {
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};
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pub const ModelAnimation = extern struct {
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boneCount: c_int,
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frameCount: c_int,
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bones: [*c]BoneInfo,
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framePoses: [*c][*c]Transform,
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name: [32]u8,
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boneCount: c_int,
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keyframeCount: c_int,
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keyframePoses: [*c]ModelAnimPose,
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/// Unload animation data
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pub fn unload(self: ModelAnimation) void {
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rl.unloadModelAnimation(self);
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@ -1640,7 +1658,6 @@ pub const VrStereoConfig = extern struct {
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};
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pub const FilePathList = extern struct {
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capacity: c_uint,
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count: c_uint,
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paths: [*c][*c]u8,
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};
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@ -1662,7 +1679,7 @@ pub const AutomationEventList = extern struct {
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}
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};
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pub const ConfigFlags = packed struct {
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pub const ConfigFlags = packed struct(u32) {
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__reserved: bool = false,
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fullscreen_mode: bool = false,
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window_resizable: bool = false,
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@ -1918,8 +1935,8 @@ pub const ShaderLocationIndex = enum(c_int) {
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map_brdf = 25,
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vertex_boneids = 26,
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vertex_boneweights = 27,
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bone_matrices = 28,
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shader_loc_vertex_instance_tx = 29,
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matrix_bonetransforms = 28,
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matrix_instancetransforms = 29,
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//
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};
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@ -2010,7 +2027,7 @@ pub const BlendMode = enum(c_int) {
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custom_separate = 7,
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};
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pub const Gesture = packed struct {
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pub const Gesture = packed struct(u16) {
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tap: bool = false,
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doubletap: bool = false,
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hold: bool = false,
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@ -2138,6 +2155,11 @@ pub fn computeSHA1(data: []u8) [5]u32 {
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return res[0..5].*;
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}
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pub fn computeSHA256(data: []u8) [8]u32 {
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const res: [*]c_uint = cdef.ComputeSHA256(@as([*c]u8, @ptrCast(data)), @as(c_int, @intCast(data.len)));
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return res[0..8].*;
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}
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/// Load image from file into CPU memory (RAM)
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pub fn loadImage(fileName: [:0]const u8) RaylibError!Image {
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const image = cdef.LoadImage(@as([*c]const u8, @ptrCast(fileName)));
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