meta: Bump raylib/raygui
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14 changed files with 250 additions and 97 deletions
21
lib/raylib.h
vendored
21
lib/raylib.h
vendored
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@ -352,8 +352,10 @@ typedef struct Mesh {
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// Animation vertex data
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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unsigned char *boneIds; // Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
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Matrix *boneMatrices; // Bones animated transformation matrices
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int boneCount; // Number of bones
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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@ -790,7 +792,10 @@ typedef enum {
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SHADER_LOC_MAP_CUBEMAP, // Shader location: samplerCube texture: cubemap
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SHADER_LOC_MAP_IRRADIANCE, // Shader location: samplerCube texture: irradiance
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SHADER_LOC_MAP_PREFILTER, // Shader location: samplerCube texture: prefilter
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SHADER_LOC_MAP_BRDF // Shader location: sampler2d texture: brdf
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SHADER_LOC_MAP_BRDF, // Shader location: sampler2d texture: brdf
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SHADER_LOC_VERTEX_BONEIDS, // Shader location: vertex attribute: boneIds
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SHADER_LOC_VERTEX_BONEWEIGHTS, // Shader location: vertex attribute: boneWeights
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SHADER_LOC_BONE_MATRICES // Shader location: array of matrices uniform: boneMatrices
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} ShaderLocationIndex;
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#define SHADER_LOC_MAP_DIFFUSE SHADER_LOC_MAP_ALBEDO
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@ -1122,11 +1127,12 @@ RLAPI const char *GetDirectoryPath(const char *filePath); // Get full pa
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RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
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RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
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RLAPI const char *GetApplicationDirectory(void); // Get the directory of the running application (uses static string)
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RLAPI int MakeDirectory(const char *dirPath); // Create directories (including full path requested), returns 0 on success
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RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
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RLAPI bool IsPathFile(const char *path); // Check if a given path is a file or a directory
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RLAPI bool IsFileNameValid(const char *fileName); // Check if fileName is valid for the platform/OS
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RLAPI FilePathList LoadDirectoryFiles(const char *dirPath); // Load directory filepaths
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RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan
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RLAPI FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool scanSubdirs); // Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
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RLAPI void UnloadDirectoryFiles(FilePathList files); // Unload filepaths
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RLAPI bool IsFileDropped(void); // Check if a file has been dropped into window
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RLAPI FilePathList LoadDroppedFiles(void); // Load dropped filepaths
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@ -1228,8 +1234,8 @@ RLAPI Texture2D GetShapesTexture(void); // Get t
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RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source rectangle that is used for shapes drawing
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// Basic shapes drawing functions
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RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
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RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
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RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
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RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
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RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
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RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
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RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
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@ -1306,7 +1312,6 @@ RLAPI Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2);
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// NOTE: These functions do not require GPU access
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RLAPI Image LoadImage(const char *fileName); // Load image from file into CPU memory (RAM)
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RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
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RLAPI Image LoadImageSvg(const char *fileNameOrString, int width, int height); // Load image from SVG file data or string with specified size
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RLAPI Image LoadImageAnim(const char *fileName, int *frames); // Load image sequence from file (frames appended to image.data)
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RLAPI Image LoadImageAnimFromMemory(const char *fileType, const unsigned char *fileData, int dataSize, int *frames); // Load image sequence from memory buffer
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RLAPI Image LoadImageFromMemory(const char *fileType, const unsigned char *fileData, int dataSize); // Load image from memory buffer, fileType refers to extension: i.e. '.png'
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@ -1431,6 +1436,7 @@ RLAPI Color ColorBrightness(Color color, float factor); // G
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RLAPI Color ColorContrast(Color color, float contrast); // Get color with contrast correction, contrast values between -1.0f and 1.0f
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RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
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RLAPI Color ColorLerp(Color color1, Color color2, float factor); // Get color lerp interpolation between two colors, factor [0.0f..1.0f]
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RLAPI Color GetColor(unsigned int hexValue); // Get Color structure from hexadecimal value
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RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
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RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
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@ -1590,6 +1596,7 @@ RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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RLAPI void UpdateModelAnimationBoneMatrices(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)
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// Collision detection functions
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RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
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