Golint
This commit is contained in:
parent
5d5a0e708f
commit
29546140b9
19 changed files with 432 additions and 432 deletions
148
raylib/core.go
148
raylib/core.go
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@ -239,12 +239,12 @@ func (v *Vector2) cptr() *C.Vector2 {
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return (*C.Vector2)(unsafe.Pointer(v))
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}
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// Returns new Vector2
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// NewVector2 - Returns new Vector2
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func NewVector2(x, y float32) Vector2 {
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return Vector2{x, y}
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}
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// Returns new Vector2 from pointer
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// NewVector2FromPointer - Returns new Vector2 from pointer
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func NewVector2FromPointer(ptr unsafe.Pointer) Vector2 {
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return *(*Vector2)(ptr)
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}
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@ -260,12 +260,12 @@ func (v *Vector3) cptr() *C.Vector3 {
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return (*C.Vector3)(unsafe.Pointer(v))
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}
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// Returns new Vector3
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// NewVector3 - Returns new Vector3
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func NewVector3(X, Y, Z float32) Vector3 {
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return Vector3{X, Y, Z}
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}
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// Returns new Vector3 from pointer
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// NewVector3FromPointer - Returns new Vector3 from pointer
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func NewVector3FromPointer(ptr unsafe.Pointer) Vector3 {
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return *(*Vector3)(ptr)
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}
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@ -282,12 +282,12 @@ func (m *Matrix) cptr() *C.Matrix {
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return (*C.Matrix)(unsafe.Pointer(m))
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}
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// Returns new Matrix
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// NewMatrix - Returns new Matrix
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func NewMatrix(m0, m4, m8, m12, m1, m5, m9, m13, m2, m6, m10, m14, m3, m7, m11, m15 float32) Matrix {
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return Matrix{m0, m4, m8, m12, m1, m5, m9, m13, m2, m6, m10, m14, m3, m7, m11, m15}
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}
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// Returns new Matrix from pointer
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// NewMatrixFromPointer - Returns new Matrix from pointer
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func NewMatrixFromPointer(ptr unsafe.Pointer) Matrix {
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return *(*Matrix)(ptr)
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}
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@ -300,7 +300,7 @@ type Quaternion struct {
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W float32
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}
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// Returns new Quaternion
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// NewQuaternion - Returns new Quaternion
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func NewQuaternion(x, y, z, w float32) Quaternion {
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return Quaternion{x, y, z, w}
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}
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@ -317,12 +317,12 @@ func (color *Color) cptr() *C.Color {
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return (*C.Color)(unsafe.Pointer(color))
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}
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// Returns new Color
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// NewColor - Returns new Color
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func NewColor(r, g, b, a uint8) Color {
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return Color{r, g, b, a}
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}
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// Returns new Color from pointer
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// NewColorFromPointer - Returns new Color from pointer
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func NewColorFromPointer(ptr unsafe.Pointer) Color {
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return *(*Color)(ptr)
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}
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@ -339,12 +339,12 @@ func (r *Rectangle) cptr() *C.Rectangle {
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return (*C.Rectangle)(unsafe.Pointer(r))
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}
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// Returns new Rectangle
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// NewRectangle - Returns new Rectangle
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func NewRectangle(x, y, width, height int32) Rectangle {
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return Rectangle{x, y, width, height}
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}
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// Returns new Rectangle from pointer
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// NewRectangleFromPointer - Returns new Rectangle from pointer
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func NewRectangleFromPointer(ptr unsafe.Pointer) Rectangle {
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return *(*Rectangle)(ptr)
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}
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@ -361,12 +361,12 @@ func (b *BoundingBox) cptr() *C.BoundingBox {
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return (*C.BoundingBox)(unsafe.Pointer(b))
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}
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// Returns new BoundingBox
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// NewBoundingBox - Returns new BoundingBox
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func NewBoundingBox(min, max Vector3) BoundingBox {
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return BoundingBox{min, max}
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}
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// Returns new BoundingBox from pointer
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// NewBoundingBoxFromPointer - Returns new BoundingBox from pointer
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func NewBoundingBoxFromPointer(ptr unsafe.Pointer) BoundingBox {
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return *(*BoundingBox)(ptr)
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}
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@ -377,100 +377,100 @@ type Asset interface {
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io.Closer
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}
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// Close Window and Terminate Context
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// CloseWindow - Close Window and Terminate Context
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func CloseWindow() {
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C.CloseWindow()
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}
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// Detect if KEY_ESCAPE pressed or Close icon pressed
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// WindowShouldClose - Detect if KEY_ESCAPE pressed or Close icon pressed
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func WindowShouldClose() bool {
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ret := C.WindowShouldClose()
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v := bool(int(ret) == 1)
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return v
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}
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// Detect if window has been minimized (or lost focus)
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// IsWindowMinimized - Detect if window has been minimized (or lost focus)
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func IsWindowMinimized() bool {
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ret := C.IsWindowMinimized()
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v := bool(int(ret) == 1)
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return v
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}
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// Fullscreen toggle (only PLATFORM_DESKTOP)
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// ToggleFullscreen - Fullscreen toggle (only PLATFORM_DESKTOP)
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func ToggleFullscreen() {
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C.ToggleFullscreen()
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}
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// Set icon for window (only PLATFORM_DESKTOP)
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// SetWindowIcon - Set icon for window (only PLATFORM_DESKTOP)
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func SetWindowIcon(image Image) {
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cimage := image.cptr()
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C.SetWindowIcon(*cimage)
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}
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// Get current screen width
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// GetScreenWidth - Get current screen width
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func GetScreenWidth() int32 {
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ret := C.GetScreenWidth()
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v := (int32)(ret)
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return v
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}
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// Get current screen height
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// GetScreenHeight - Get current screen height
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func GetScreenHeight() int32 {
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ret := C.GetScreenHeight()
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v := (int32)(ret)
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return v
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}
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// Sets Background Color
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// ClearBackground - Sets Background Color
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func ClearBackground(color Color) {
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ccolor := color.cptr()
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C.ClearBackground(*ccolor)
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}
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// Setup drawing canvas to start drawing
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// BeginDrawing - Setup drawing canvas to start drawing
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func BeginDrawing() {
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C.BeginDrawing()
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}
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// End canvas drawing and Swap Buffers (Double Buffering)
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// EndDrawing - End canvas drawing and Swap Buffers (Double Buffering)
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func EndDrawing() {
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C.EndDrawing()
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}
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// Initialize 2D mode with custom camera
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// Begin2dMode - Initialize 2D mode with custom camera
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func Begin2dMode(camera Camera2D) {
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ccamera := camera.cptr()
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C.Begin2dMode(*ccamera)
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}
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// Ends 2D mode custom camera usage
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// End2dMode - Ends 2D mode custom camera usage
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func End2dMode() {
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C.End2dMode()
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}
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// Initializes 3D mode for drawing (Camera setup)
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// Begin3dMode - Initializes 3D mode for drawing (Camera setup)
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func Begin3dMode(camera Camera) {
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ccamera := camera.cptr()
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C.Begin3dMode(*ccamera)
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}
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// Ends 3D mode and returns to default 2D orthographic mode
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// End3dMode - Ends 3D mode and returns to default 2D orthographic mode
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func End3dMode() {
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C.End3dMode()
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}
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// Initializes render texture for drawing
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// BeginTextureMode - Initializes render texture for drawing
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func BeginTextureMode(target RenderTexture2D) {
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ctarget := target.cptr()
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C.BeginTextureMode(*ctarget)
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}
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// Ends drawing to render texture
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// EndTextureMode - Ends drawing to render texture
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func EndTextureMode() {
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C.EndTextureMode()
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}
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// Returns a ray trace from mouse position
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// GetMouseRay - Returns a ray trace from mouse position
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func GetMouseRay(mousePosition Vector2, camera Camera) Ray {
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cmousePosition := mousePosition.cptr()
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ccamera := camera.cptr()
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@ -479,7 +479,7 @@ func GetMouseRay(mousePosition Vector2, camera Camera) Ray {
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return v
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}
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// Returns the screen space position from a 3d world space position
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// GetWorldToScreen - Returns the screen space position from a 3d world space position
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func GetWorldToScreen(position Vector3, camera Camera) Vector2 {
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cposition := position.cptr()
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ccamera := camera.cptr()
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@ -488,7 +488,7 @@ func GetWorldToScreen(position Vector3, camera Camera) Vector2 {
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return v
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}
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// Returns camera transform matrix (view matrix)
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// GetCameraMatrix - Returns camera transform matrix (view matrix)
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func GetCameraMatrix(camera Camera) Matrix {
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ccamera := camera.cptr()
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ret := C.GetCameraMatrix(*ccamera)
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@ -496,27 +496,27 @@ func GetCameraMatrix(camera Camera) Matrix {
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return v
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}
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// Set target FPS (maximum)
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// SetTargetFPS - Set target FPS (maximum)
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func SetTargetFPS(fps int32) {
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cfps := (C.int)(fps)
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C.SetTargetFPS(cfps)
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}
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// Returns current FPS
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// GetFPS - Returns current FPS
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func GetFPS() float32 {
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ret := C.GetFPS()
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v := (float32)(ret)
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return v
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}
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// Returns time in seconds for one frame
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// GetFrameTime - Returns time in seconds for one frame
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func GetFrameTime() float32 {
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ret := C.GetFrameTime()
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v := (float32)(ret)
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return v
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}
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// Returns a Color struct from hexadecimal value
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// GetColor - Returns a Color struct from hexadecimal value
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func GetColor(hexValue int32) Color {
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chexValue := (C.int)(hexValue)
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ret := C.GetColor(chexValue)
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@ -524,7 +524,7 @@ func GetColor(hexValue int32) Color {
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return v
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}
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// Returns hexadecimal value for a Color
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// GetHexValue - Returns hexadecimal value for a Color
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func GetHexValue(color Color) int32 {
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ccolor := color.cptr()
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ret := C.GetHexValue(*ccolor)
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@ -532,7 +532,7 @@ func GetHexValue(color Color) int32 {
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return v
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}
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// Converts Color to float array and normalizes
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// ColorToFloat - Converts Color to float array and normalizes
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func ColorToFloat(color Color) []float32 {
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ccolor := color.cptr()
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ret := C.ColorToFloat(*ccolor)
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@ -546,7 +546,7 @@ func ColorToFloat(color Color) []float32 {
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return data
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}
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// Converts Vector3 to float array
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// VectorToFloat - Converts Vector3 to float array
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func VectorToFloat(vec Vector3) []float32 {
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cvec := vec.cptr()
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ret := C.VectorToFloat(*cvec)
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@ -560,7 +560,7 @@ func VectorToFloat(vec Vector3) []float32 {
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return data
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}
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// Converts Matrix to float array
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// MatrixToFloat - Converts Matrix to float array
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func MatrixToFloat(mat Matrix) []float32 {
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cmat := mat.cptr()
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ret := C.MatrixToFloat(*cmat)
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@ -574,7 +574,7 @@ func MatrixToFloat(mat Matrix) []float32 {
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return data
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}
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// Returns a random value between min and max (both included)
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// GetRandomValue - Returns a random value between min and max (both included)
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func GetRandomValue(min int32, max int32) int32 {
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cmin := (C.int)(min)
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cmax := (C.int)(max)
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@ -583,7 +583,7 @@ func GetRandomValue(min int32, max int32) int32 {
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return v
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}
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// Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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// Fade - Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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func Fade(color Color, alpha float32) Color {
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ccolor := color.cptr()
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calpha := (C.float)(alpha)
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@ -592,25 +592,25 @@ func Fade(color Color, alpha float32) Color {
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return v
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}
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// Setup some window configuration flags
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// SetConfigFlags - Setup some window configuration flags
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func SetConfigFlags(flags byte) {
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cflags := (C.char)(flags)
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C.SetConfigFlags(cflags)
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}
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// Activates raylib logo at startup (can be done with flags)
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// ShowLogo - Activates raylib logo at startup (can be done with flags)
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func ShowLogo() {
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C.ShowLogo()
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}
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// Storage save integer value (to defined position)
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// StorageSaveValue - Storage save integer value (to defined position)
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func StorageSaveValue(position int32, value int32) {
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cposition := (C.int)(position)
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cvalue := (C.int)(value)
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C.StorageSaveValue(cposition, cvalue)
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}
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// Storage load integer value (from defined position)
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// StorageLoadValue - Storage load integer value (from defined position)
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func StorageLoadValue(position int32) int32 {
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cposition := (C.int)(position)
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ret := C.StorageLoadValue(cposition)
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@ -618,7 +618,7 @@ func StorageLoadValue(position int32) int32 {
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return v
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}
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// Detect if a key has been pressed once
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// IsKeyPressed - Detect if a key has been pressed once
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func IsKeyPressed(key int32) bool {
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ckey := (C.int)(key)
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ret := C.IsKeyPressed(ckey)
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@ -626,7 +626,7 @@ func IsKeyPressed(key int32) bool {
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return v
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}
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// Detect if a key is being pressed
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// IsKeyDown - Detect if a key is being pressed
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func IsKeyDown(key int32) bool {
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ckey := (C.int)(key)
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ret := C.IsKeyDown(ckey)
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@ -634,7 +634,7 @@ func IsKeyDown(key int32) bool {
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return v
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}
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// Detect if a key has been released once
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// IsKeyReleased - Detect if a key has been released once
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func IsKeyReleased(key int32) bool {
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ckey := (C.int)(key)
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ret := C.IsKeyReleased(ckey)
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@ -642,7 +642,7 @@ func IsKeyReleased(key int32) bool {
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return v
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}
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// Detect if a key is NOT being pressed
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// IsKeyUp - Detect if a key is NOT being pressed
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func IsKeyUp(key int32) bool {
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ckey := (C.int)(key)
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ret := C.IsKeyUp(ckey)
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@ -650,20 +650,20 @@ func IsKeyUp(key int32) bool {
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return v
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}
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// Get latest key pressed
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// GetKeyPressed - Get latest key pressed
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func GetKeyPressed() int32 {
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ret := C.GetKeyPressed()
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v := (int32)(ret)
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return v
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}
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// Set a custom key to exit program (default is ESC)
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// SetExitKey - Set a custom key to exit program (default is ESC)
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func SetExitKey(key int32) {
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ckey := (C.int)(key)
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C.SetExitKey(ckey)
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}
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// Detect if a gamepad is available
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// IsGamepadAvailable - Detect if a gamepad is available
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func IsGamepadAvailable(gamepad int32) bool {
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cgamepad := (C.int)(gamepad)
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ret := C.IsGamepadAvailable(cgamepad)
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@ -671,7 +671,7 @@ func IsGamepadAvailable(gamepad int32) bool {
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return v
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}
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// Check gamepad name (if available)
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// IsGamepadName - Check gamepad name (if available)
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func IsGamepadName(gamepad int32, name string) bool {
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cgamepad := (C.int)(gamepad)
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cname := C.CString(name)
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@ -681,7 +681,7 @@ func IsGamepadName(gamepad int32, name string) bool {
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return v
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}
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// Return gamepad internal name id
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// GetGamepadName - Return gamepad internal name id
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func GetGamepadName(gamepad int32) string {
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cgamepad := (C.int)(gamepad)
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ret := C.GetGamepadName(cgamepad)
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@ -689,7 +689,7 @@ func GetGamepadName(gamepad int32) string {
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return v
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}
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// Detect if a gamepad button has been pressed once
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// IsGamepadButtonPressed - Detect if a gamepad button has been pressed once
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func IsGamepadButtonPressed(gamepad int32, button int32) bool {
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cgamepad := (C.int)(gamepad)
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cbutton := (C.int)(button)
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@ -698,7 +698,7 @@ func IsGamepadButtonPressed(gamepad int32, button int32) bool {
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return v
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}
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// Detect if a gamepad button is being pressed
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// IsGamepadButtonDown - Detect if a gamepad button is being pressed
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func IsGamepadButtonDown(gamepad int32, button int32) bool {
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cgamepad := (C.int)(gamepad)
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cbutton := (C.int)(button)
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@ -707,7 +707,7 @@ func IsGamepadButtonDown(gamepad int32, button int32) bool {
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return v
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}
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// Detect if a gamepad button has been released once
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// IsGamepadButtonReleased - Detect if a gamepad button has been released once
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func IsGamepadButtonReleased(gamepad int32, button int32) bool {
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cgamepad := (C.int)(gamepad)
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cbutton := (C.int)(button)
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@ -716,7 +716,7 @@ func IsGamepadButtonReleased(gamepad int32, button int32) bool {
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return v
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}
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// Detect if a gamepad button is NOT being pressed
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// IsGamepadButtonUp - Detect if a gamepad button is NOT being pressed
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func IsGamepadButtonUp(gamepad int32, button int32) bool {
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cgamepad := (C.int)(gamepad)
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cbutton := (C.int)(button)
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@ -725,14 +725,14 @@ func IsGamepadButtonUp(gamepad int32, button int32) bool {
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return v
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||||
}
|
||||
|
||||
// Get the last gamepad button pressed
|
||||
// GetGamepadButtonPressed - Get the last gamepad button pressed
|
||||
func GetGamepadButtonPressed() int32 {
|
||||
ret := C.GetGamepadButtonPressed()
|
||||
v := (int32)(ret)
|
||||
return v
|
||||
}
|
||||
|
||||
// Return gamepad axis count for a gamepad
|
||||
// GetGamepadAxisCount - Return gamepad axis count for a gamepad
|
||||
func GetGamepadAxisCount(gamepad int32) int32 {
|
||||
cgamepad := (C.int)(gamepad)
|
||||
ret := C.GetGamepadAxisCount(cgamepad)
|
||||
|
@ -740,7 +740,7 @@ func GetGamepadAxisCount(gamepad int32) int32 {
|
|||
return v
|
||||
}
|
||||
|
||||
// Return axis movement value for a gamepad axis
|
||||
// GetGamepadAxisMovement - Return axis movement value for a gamepad axis
|
||||
func GetGamepadAxisMovement(gamepad int32, axis int32) float32 {
|
||||
cgamepad := (C.int)(gamepad)
|
||||
caxis := (C.int)(axis)
|
||||
|
@ -749,7 +749,7 @@ func GetGamepadAxisMovement(gamepad int32, axis int32) float32 {
|
|||
return v
|
||||
}
|
||||
|
||||
// Detect if a mouse button has been pressed once
|
||||
// IsMouseButtonPressed - Detect if a mouse button has been pressed once
|
||||
func IsMouseButtonPressed(button int32) bool {
|
||||
cbutton := (C.int)(button)
|
||||
ret := C.IsMouseButtonPressed(cbutton)
|
||||
|
@ -757,7 +757,7 @@ func IsMouseButtonPressed(button int32) bool {
|
|||
return v
|
||||
}
|
||||
|
||||
// Detect if a mouse button is being pressed
|
||||
// IsMouseButtonDown - Detect if a mouse button is being pressed
|
||||
func IsMouseButtonDown(button int32) bool {
|
||||
cbutton := (C.int)(button)
|
||||
ret := C.IsMouseButtonDown(cbutton)
|
||||
|
@ -765,7 +765,7 @@ func IsMouseButtonDown(button int32) bool {
|
|||
return v
|
||||
}
|
||||
|
||||
// Detect if a mouse button has been released once
|
||||
// IsMouseButtonReleased - Detect if a mouse button has been released once
|
||||
func IsMouseButtonReleased(button int32) bool {
|
||||
cbutton := (C.int)(button)
|
||||
ret := C.IsMouseButtonReleased(cbutton)
|
||||
|
@ -773,7 +773,7 @@ func IsMouseButtonReleased(button int32) bool {
|
|||
return v
|
||||
}
|
||||
|
||||
// Detect if a mouse button is NOT being pressed
|
||||
// IsMouseButtonUp - Detect if a mouse button is NOT being pressed
|
||||
func IsMouseButtonUp(button int32) bool {
|
||||
cbutton := (C.int)(button)
|
||||
ret := C.IsMouseButtonUp(cbutton)
|
||||
|
@ -781,55 +781,55 @@ func IsMouseButtonUp(button int32) bool {
|
|||
return v
|
||||
}
|
||||
|
||||
// Returns mouse position X
|
||||
// GetMouseX - Returns mouse position X
|
||||
func GetMouseX() int32 {
|
||||
ret := C.GetMouseX()
|
||||
v := (int32)(ret)
|
||||
return v
|
||||
}
|
||||
|
||||
// Returns mouse position Y
|
||||
// GetMouseY - Returns mouse position Y
|
||||
func GetMouseY() int32 {
|
||||
ret := C.GetMouseY()
|
||||
v := (int32)(ret)
|
||||
return v
|
||||
}
|
||||
|
||||
// Returns mouse position XY
|
||||
// GetMousePosition - Returns mouse position XY
|
||||
func GetMousePosition() Vector2 {
|
||||
ret := C.GetMousePosition()
|
||||
v := NewVector2FromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// Set mouse position XY
|
||||
// SetMousePosition - Set mouse position XY
|
||||
func SetMousePosition(position Vector2) {
|
||||
cposition := position.cptr()
|
||||
C.SetMousePosition(*cposition)
|
||||
}
|
||||
|
||||
// Returns mouse wheel movement Y
|
||||
// GetMouseWheelMove - Returns mouse wheel movement Y
|
||||
func GetMouseWheelMove() int32 {
|
||||
ret := C.GetMouseWheelMove()
|
||||
v := (int32)(ret)
|
||||
return v
|
||||
}
|
||||
|
||||
// Returns touch position X for touch point 0 (relative to screen size)
|
||||
// GetTouchX - Returns touch position X for touch point 0 (relative to screen size)
|
||||
func GetTouchX() int32 {
|
||||
ret := C.GetTouchX()
|
||||
v := (int32)(ret)
|
||||
return v
|
||||
}
|
||||
|
||||
// Returns touch position Y for touch point 0 (relative to screen size)
|
||||
// GetTouchY - Returns touch position Y for touch point 0 (relative to screen size)
|
||||
func GetTouchY() int32 {
|
||||
ret := C.GetTouchY()
|
||||
v := (int32)(ret)
|
||||
return v
|
||||
}
|
||||
|
||||
// Returns touch position XY for a touch point index (relative to screen size)
|
||||
// GetTouchPosition - Returns touch position XY for a touch point index (relative to screen size)
|
||||
func GetTouchPosition(index int32) Vector2 {
|
||||
cindex := (C.int)(index)
|
||||
ret := C.GetTouchPosition(cindex)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue