meta: Bump raylib/raygui
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01b6e1a2e2
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14 changed files with 250 additions and 97 deletions
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@ -1379,8 +1379,8 @@ pub const Mesh = extern struct {
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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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vaoId: c_uint,
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vboId: [*c]c_uint,
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boneMatrices: [*c]Matrix,
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boneCount: c_int,
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/// Draw a 3d mesh with material and transform
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pub fn draw(self: Mesh, material: Material, transform: Matrix) void {
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@ -1827,6 +1827,9 @@ pub const ShaderLocationIndex = enum(c_int) {
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shader_loc_map_irradiance = 23,
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shader_loc_map_prefilter = 24,
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shader_loc_map_brdf = 25,
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shader_loc_vertex_boneids = 26,
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shader_loc_vertex_boneweights = 27,
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shader_loc_bone_matrices = 28
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};
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pub const ShaderUniformDataType = enum(c_int) {
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@ -2957,6 +2960,11 @@ pub fn getApplicationDirectory() [*:0]const u8 {
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return std.mem.span(cdef.GetApplicationDirectory());
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}
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/// Create directories (including full path requested), returns 0 on success
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pub fn makeDirectory(dirPath: [*:0]const u8) i32 {
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return @as(i32, cdef.MakeDirectory(@as([*c]const u8, @ptrCast(dirPath))));
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}
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/// Change working directory, return true on success
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pub fn changeDirectory(dir: [*:0]const u8) bool {
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return cdef.ChangeDirectory(@as([*c]const u8, @ptrCast(dir)));
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@ -2977,7 +2985,7 @@ pub fn loadDirectoryFiles(dirPath: [*:0]const u8) FilePathList {
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return cdef.LoadDirectoryFiles(@as([*c]const u8, @ptrCast(dirPath)));
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}
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/// Load directory filepaths with extension filtering and recursive directory scan
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/// 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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pub fn loadDirectoryFilesEx(basePath: [*:0]const u8, filter: [*:0]const u8, scanSubdirs: bool) FilePathList {
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return cdef.LoadDirectoryFilesEx(@as([*c]const u8, @ptrCast(basePath)), @as([*c]const u8, @ptrCast(filter)), scanSubdirs);
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}
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@ -3302,12 +3310,12 @@ pub fn getShapesTextureRectangle() Rectangle {
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return cdef.GetShapesTextureRectangle();
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}
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/// Draw a pixel
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/// Draw a pixel using geometry [Can be slow, use with care]
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pub fn drawPixel(posX: i32, posY: i32, color: Color) void {
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cdef.DrawPixel(@as(c_int, posX), @as(c_int, posY), color);
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}
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/// Draw a pixel (Vector version)
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/// Draw a pixel using geometry (Vector version) [Can be slow, use with care]
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pub fn drawPixelV(position: Vector2, color: Color) void {
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cdef.DrawPixelV(position, color);
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}
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@ -3582,11 +3590,6 @@ pub fn loadImageRaw(fileName: [*:0]const u8, width: i32, height: i32, format: Pi
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return cdef.LoadImageRaw(@as([*c]const u8, @ptrCast(fileName)), @as(c_int, width), @as(c_int, height), format, @as(c_int, headerSize));
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}
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/// Load image from SVG file data or string with specified size
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pub fn loadImageSvg(fileNameOrString: [*:0]const u8, width: i32, height: i32) Image {
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return cdef.LoadImageSvg(@as([*c]const u8, @ptrCast(fileNameOrString)), @as(c_int, width), @as(c_int, height));
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}
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/// Load image sequence from file (frames appended to image.data)
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pub fn loadImageAnim(fileName: [*:0]const u8, frames: *i32) Image {
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return cdef.LoadImageAnim(@as([*c]const u8, @ptrCast(fileName)), @as([*c]c_int, @ptrCast(frames)));
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@ -4102,6 +4105,11 @@ pub fn colorAlphaBlend(dst: Color, src: Color, tint: Color) Color {
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return cdef.ColorAlphaBlend(dst, src, tint);
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}
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/// Get color lerp interpolation between two colors, factor [0.0f..1.0f]
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pub fn colorLerp(color1: Color, color2: Color, factor: f32) Color {
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return cdef.ColorLerp(color1, color2, factor);
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}
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/// Get Color structure from hexadecimal value
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pub fn getColor(hexValue: u32) Color {
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return cdef.GetColor(@as(c_uint, hexValue));
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@ -4627,6 +4635,11 @@ pub fn isModelAnimationValid(model: Model, anim: ModelAnimation) bool {
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return cdef.IsModelAnimationValid(model, anim);
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}
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/// Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)
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pub fn updateModelAnimationBoneMatrices(model: Model, anim: ModelAnimation, frame: i32) void {
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cdef.UpdateModelAnimationBoneMatrices(model, anim, @as(c_int, frame));
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}
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/// Check collision between two spheres
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pub fn checkCollisionSpheres(center1: Vector3, radius1: f32, center2: Vector3, radius2: f32) bool {
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return cdef.CheckCollisionSpheres(center1, radius1, center2, radius2);
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