Bump to Zig 0.12/raylib 5.1-dev (#81)
* Update to Zig 0.12.0 and raylib 5.1-dev * More build.zig fixes for 0.12 * Get module with target and optimization * Add examples to build step when compiling for emscripten * Remove unused function * Add build.* and emcc.zig to the zon paths (#83) As per some info found through https://github.com/ziglang/zig/issues/18282, this is apparently necessary to use this library as a dependency. Co-authored-by: Drum Ogilvie <me@daogilvie.com> * Update binding
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17 changed files with 1161 additions and 327 deletions
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@ -30,12 +30,15 @@ pub extern "c" fn Vector2Normalize(v: rl.Vector2) rl.Vector2;
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pub extern "c" fn Vector2Transform(v: rl.Vector2, mat: rl.Matrix) rl.Vector2;
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pub extern "c" fn Vector2Lerp(v1: rl.Vector2, v2: rl.Vector2, amount: f32) rl.Vector2;
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pub extern "c" fn Vector2Reflect(v: rl.Vector2, normal: rl.Vector2) rl.Vector2;
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pub extern "c" fn Vector2Min(v1: rl.Vector2, v2: rl.Vector2) rl.Vector2;
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pub extern "c" fn Vector2Max(v1: rl.Vector2, v2: rl.Vector2) rl.Vector2;
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pub extern "c" fn Vector2Rotate(v: rl.Vector2, angle: f32) rl.Vector2;
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pub extern "c" fn Vector2MoveTowards(v: rl.Vector2, target: rl.Vector2, maxDistance: f32) rl.Vector2;
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pub extern "c" fn Vector2Invert(v: rl.Vector2) rl.Vector2;
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pub extern "c" fn Vector2Clamp(v: rl.Vector2, min: rl.Vector2, max: rl.Vector2) rl.Vector2;
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pub extern "c" fn Vector2ClampValue(v: rl.Vector2, min: f32, max: f32) rl.Vector2;
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pub extern "c" fn Vector2Equals(p: rl.Vector2, q: rl.Vector2) c_int;
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pub extern "c" fn Vector2Refract(v: rl.Vector2, n: rl.Vector2, r: f32) rl.Vector2;
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pub extern "c" fn Vector3Zero() rl.Vector3;
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pub extern "c" fn Vector3One() rl.Vector3;
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pub extern "c" fn Vector3Add(v1: rl.Vector3, v2: rl.Vector3) rl.Vector3;
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@ -61,7 +64,9 @@ pub extern "c" fn Vector3OrthoNormalize(v1: [*c]rl.Vector3, v2: [*c]rl.Vector3)
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pub extern "c" fn Vector3Transform(v: rl.Vector3, mat: rl.Matrix) rl.Vector3;
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pub extern "c" fn Vector3RotateByQuaternion(v: rl.Vector3, q: rl.Quaternion) rl.Vector3;
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pub extern "c" fn Vector3RotateByAxisAngle(v: rl.Vector3, axis: rl.Vector3, angle: f32) rl.Vector3;
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pub extern "c" fn Vector3MoveTowards(v: rl.Vector3, target: rl.Vector3, maxDistance: f32) rl.Vector3;
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pub extern "c" fn Vector3Lerp(v1: rl.Vector3, v2: rl.Vector3, amount: f32) rl.Vector3;
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pub extern "c" fn Vector3CubicHermite(v1: rl.Vector3, tangent1: rl.Vector3, v2: rl.Vector3, tangent2: rl.Vector3, amount: f32) rl.Vector3;
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pub extern "c" fn Vector3Reflect(v: rl.Vector3, normal: rl.Vector3) rl.Vector3;
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pub extern "c" fn Vector3Min(v1: rl.Vector3, v2: rl.Vector3) rl.Vector3;
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pub extern "c" fn Vector3Max(v1: rl.Vector3, v2: rl.Vector3) rl.Vector3;
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@ -73,6 +78,28 @@ pub extern "c" fn Vector3Clamp(v: rl.Vector3, min: rl.Vector3, max: rl.Vector3)
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pub extern "c" fn Vector3ClampValue(v: rl.Vector3, min: f32, max: f32) rl.Vector3;
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pub extern "c" fn Vector3Equals(p: rl.Vector3, q: rl.Vector3) c_int;
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pub extern "c" fn Vector3Refract(v: rl.Vector3, n: rl.Vector3, r: f32) rl.Vector3;
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pub extern "c" fn Vector4Zero() rl.Vector4;
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pub extern "c" fn Vector4One() rl.Vector4;
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pub extern "c" fn Vector4Add(v1: rl.Vector4, v2: rl.Vector4) rl.Vector4;
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pub extern "c" fn Vector4AddValue(v: rl.Vector4, add: f32) rl.Vector4;
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pub extern "c" fn Vector4Subtract(v1: rl.Vector4, v2: rl.Vector4) rl.Vector4;
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pub extern "c" fn Vector4SubtractValue(v: rl.Vector4, add: f32) rl.Vector4;
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pub extern "c" fn Vector4Length(v: rl.Vector4) f32;
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pub extern "c" fn Vector4LengthSqr(v: rl.Vector4) f32;
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pub extern "c" fn Vector4DotProduct(v1: rl.Vector4, v2: rl.Vector4) f32;
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pub extern "c" fn Vector4Distance(v1: rl.Vector4, v2: rl.Vector4) f32;
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pub extern "c" fn Vector4DistanceSqr(v1: rl.Vector4, v2: rl.Vector4) f32;
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pub extern "c" fn Vector4Scale(v: rl.Vector4, scale: f32) rl.Vector4;
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pub extern "c" fn Vector4Multiply(v1: rl.Vector4, v2: rl.Vector4) rl.Vector4;
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pub extern "c" fn Vector4Negate(v: rl.Vector4) rl.Vector4;
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pub extern "c" fn Vector4Divide(v1: rl.Vector4, v2: rl.Vector4) rl.Vector4;
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pub extern "c" fn Vector4Normalize(v: rl.Vector4) rl.Vector4;
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pub extern "c" fn Vector4Min(v1: rl.Vector4, v2: rl.Vector4) rl.Vector4;
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pub extern "c" fn Vector4Max(v1: rl.Vector4, v2: rl.Vector4) rl.Vector4;
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pub extern "c" fn Vector4Lerp(v1: rl.Vector4, v2: rl.Vector4, amount: f32) rl.Vector4;
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pub extern "c" fn Vector4MoveTowards(v: rl.Vector4, target: rl.Vector4, maxDistance: f32) rl.Vector4;
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pub extern "c" fn Vector4Invert(v: rl.Vector4) rl.Vector4;
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pub extern "c" fn Vector4Equals(p: rl.Vector4, q: rl.Vector4) c_int;
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pub extern "c" fn MatrixDeterminant(mat: rl.Matrix) f32;
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pub extern "c" fn MatrixTrace(mat: rl.Matrix) f32;
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pub extern "c" fn MatrixTranspose(mat: rl.Matrix) rl.Matrix;
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@ -108,6 +135,7 @@ pub extern "c" fn QuaternionDivide(q1: rl.Quaternion, q2: rl.Quaternion) rl.Quat
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pub extern "c" fn QuaternionLerp(q1: rl.Quaternion, q2: rl.Quaternion, amount: f32) rl.Quaternion;
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pub extern "c" fn QuaternionNlerp(q1: rl.Quaternion, q2: rl.Quaternion, amount: f32) rl.Quaternion;
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pub extern "c" fn QuaternionSlerp(q1: rl.Quaternion, q2: rl.Quaternion, amount: f32) rl.Quaternion;
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pub extern "c" fn QuaternionCubicHermiteSpline(q1: rl.Quaternion, outTangent1: rl.Quaternion, q2: rl.Quaternion, inTangent2: rl.Quaternion, t: f32) rl.Quaternion;
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pub extern "c" fn QuaternionFromVector3ToVector3(from: rl.Vector3, to: rl.Vector3) rl.Quaternion;
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pub extern "c" fn QuaternionFromMatrix(mat: rl.Matrix) rl.Quaternion;
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pub extern "c" fn QuaternionToMatrix(q: rl.Quaternion) rl.Matrix;
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