More functions implemented

This commit is contained in:
JupiterRider 2023-11-14 21:31:29 +01:00
parent b010adb6a2
commit 4bb11a7b06

View file

@ -337,33 +337,33 @@ var unloadImageColors func(colors *color.RGBA)
var unloadImagePalette func(colors *color.RGBA)
var getImageAlphaBorder func(rec uintptr, image uintptr, threshold float32)
var getImageColor func(image uintptr, x int32, y int32) uintptr
var imageClearBackground func(dst uintptr, col uintptr)
var imageDrawPixel func(dst uintptr, posX int32, posY int32, col uintptr)
var imageDrawPixelV func(dst uintptr, position uintptr, col uintptr)
var imageDrawLine func(dst uintptr, startPosX int32, startPosY int32, endPosX int32, endPosY int32, col uintptr)
var imageDrawLineV func(dst uintptr, start uintptr, end uintptr, col uintptr)
var imageDrawCircle func(dst uintptr, centerX int32, centerY int32, radius int32, col uintptr)
var imageDrawCircleV func(dst uintptr, center uintptr, radius int32, col uintptr)
var imageDrawCircleLines func(dst uintptr, centerX int32, centerY int32, radius int32, col uintptr)
var imageDrawCircleLinesV func(dst uintptr, center uintptr, radius int32, col uintptr)
var imageDrawRectangle func(dst uintptr, posX int32, posY int32, width int32, height int32, col uintptr)
var imageDrawRectangleV func(dst uintptr, position uintptr, size uintptr, col uintptr)
var imageDrawRectangleRec func(dst uintptr, rec uintptr, col uintptr)
var imageDrawRectangleLines func(dst uintptr, rec uintptr, thick int32, col uintptr)
var imageDraw func(dst uintptr, src uintptr, srcRec uintptr, dstRec uintptr, tint uintptr)
var imageDrawText func(dst uintptr, text string, posX int32, posY int32, fontSize int32, col uintptr)
var imageDrawTextEx func(dst uintptr, font uintptr, text string, position uintptr, fontSize float32, spacing float32, tint uintptr)
var loadTexture func(fileName string) Texture2D
var loadTextureFromImage func(image uintptr) Texture2D
var loadTextureCubemap func(image uintptr, layout int32) Texture2D
var loadRenderTexture func(width int32, height int32) RenderTexture2D
var imageClearBackground func(dst *Image, col uintptr)
var imageDrawPixel func(dst *Image, posX int32, posY int32, col uintptr)
var imageDrawPixelV func(dst *Image, position uintptr, col uintptr)
var imageDrawLine func(dst *Image, startPosX int32, startPosY int32, endPosX int32, endPosY int32, col uintptr)
var imageDrawLineV func(dst *Image, start uintptr, end uintptr, col uintptr)
var imageDrawCircle func(dst *Image, centerX int32, centerY int32, radius int32, col uintptr)
var imageDrawCircleV func(dst *Image, center uintptr, radius int32, col uintptr)
var imageDrawCircleLines func(dst *Image, centerX int32, centerY int32, radius int32, col uintptr)
var imageDrawCircleLinesV func(dst *Image, center uintptr, radius int32, col uintptr)
var imageDrawRectangle func(dst *Image, posX int32, posY int32, width int32, height int32, col uintptr)
var imageDrawRectangleV func(dst *Image, position uintptr, size uintptr, col uintptr)
var imageDrawRectangleRec func(dst *Image, rec uintptr, col uintptr)
var imageDrawRectangleLines func(dst *Image, rec uintptr, thick int32, col uintptr)
var imageDraw func(dst *Image, src uintptr, srcRec uintptr, dstRec uintptr, tint uintptr)
var imageDrawText func(dst *Image, text string, posX int32, posY int32, fontSize int32, col uintptr)
var imageDrawTextEx func(dst *Image, font uintptr, text string, position uintptr, fontSize float32, spacing float32, tint uintptr)
var loadTexture func(texture uintptr, fileName string)
var loadTextureFromImage func(texture uintptr, image uintptr)
var loadTextureCubemap func(texture uintptr, image uintptr, layout int32)
var loadRenderTexture func(texture uintptr, width int32, height int32)
var isTextureReady func(texture uintptr) bool
var unloadTexture func(texture uintptr)
var isRenderTextureReady func(target uintptr) bool
var unloadRenderTexture func(target uintptr)
var updateTexture func(texture uintptr, pixels uintptr)
var updateTextureRec func(texture uintptr, rec uintptr, pixels uintptr)
var genTextureMipmaps func(texture uintptr)
var updateTexture func(texture uintptr, pixels *color.RGBA)
var updateTextureRec func(texture uintptr, rec uintptr, pixels *color.RGBA)
var genTextureMipmaps func(texture *Texture2D)
var setTextureFilter func(texture uintptr, filter int32)
var setTextureWrap func(texture uintptr, wrap int32)
var drawTexture func(texture uintptr, posX int32, posY int32, tint uintptr)
@ -2791,114 +2791,168 @@ func GetImageColor(image Image, x int32, y int32) color.RGBA {
}
// ImageClearBackground - Clear image background with given color
func ImageClearBackground(dst *Image, col color.RGBA) {}
func ImageClearBackground(dst *Image, col color.RGBA) {
imageClearBackground(dst, *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawPixel - Draw pixel within an image
func ImageDrawPixel(dst *Image, posX int32, posY int32, col color.RGBA) {}
func ImageDrawPixel(dst *Image, posX int32, posY int32, col color.RGBA) {
imageDrawPixel(dst, posX, posY, *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawPixelV - Draw pixel within an image (Vector version)
func ImageDrawPixelV(dst *Image, position Vector2, col color.RGBA) {}
func ImageDrawPixelV(dst *Image, position Vector2, col color.RGBA) {
imageDrawPixelV(dst, *(*uintptr)(unsafe.Pointer(&position)), *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawLine - Draw line within an image
func ImageDrawLine(dst *Image, startPosX int32, startPosY int32, endPosX int32, endPosY int32, col color.RGBA) {
imageDrawLine(dst, startPosX, startPosY, endPosX, endPosY, *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawLineV - Draw line within an image (Vector version)
func ImageDrawLineV(dst *Image, start Vector2, end Vector2, col color.RGBA) {}
func ImageDrawLineV(dst *Image, start Vector2, end Vector2, col color.RGBA) {
imageDrawLineV(dst, *(*uintptr)(unsafe.Pointer(&start)), *(*uintptr)(unsafe.Pointer(&end)), *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawCircle - Draw a filled circle within an image
func ImageDrawCircle(dst *Image, centerX int32, centerY int32, radius int32, col color.RGBA) {}
func ImageDrawCircle(dst *Image, centerX int32, centerY int32, radius int32, col color.RGBA) {
imageDrawCircle(dst, centerX, centerY, radius, *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawCircleV - Draw a filled circle within an image (Vector version)
func ImageDrawCircleV(dst *Image, center Vector2, radius int32, col color.RGBA) {}
func ImageDrawCircleV(dst *Image, center Vector2, radius int32, col color.RGBA) {
imageDrawCircleV(dst, *(*uintptr)(unsafe.Pointer(&center)), radius, *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawCircleLines - Draw circle outline within an image
func ImageDrawCircleLines(dst *Image, centerX int32, centerY int32, radius int32, col color.RGBA) {
imageDrawCircleLines(dst, centerX, centerY, radius, *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawCircleLinesV - Draw circle outline within an image (Vector version)
func ImageDrawCircleLinesV(dst *Image, center Vector2, radius int32, col color.RGBA) {}
func ImageDrawCircleLinesV(dst *Image, center Vector2, radius int32, col color.RGBA) {
imageDrawCircleLinesV(dst, *(*uintptr)(unsafe.Pointer(&center)), radius, *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawRectangle - Draw rectangle within an image
func ImageDrawRectangle(dst *Image, posX int32, posY int32, width int32, height int32, col color.RGBA) {
imageDrawRectangle(dst, posX, posY, width, height, *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawRectangleV - Draw rectangle within an image (Vector version)
func ImageDrawRectangleV(dst *Image, position Vector2, size Vector2, col color.RGBA) {}
func ImageDrawRectangleV(dst *Image, position Vector2, size Vector2, col color.RGBA) {
imageDrawRectangleV(dst, *(*uintptr)(unsafe.Pointer(&position)), *(*uintptr)(unsafe.Pointer(&size)), *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawRectangleRec - Draw rectangle within an image
func ImageDrawRectangleRec(dst *Image, rec Rectangle, col color.RGBA) {}
func ImageDrawRectangleRec(dst *Image, rec Rectangle, col color.RGBA) {
imageDrawRectangleRec(dst, uintptr(unsafe.Pointer(&rec)), *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawRectangleLines - Draw rectangle lines within an image
func ImageDrawRectangleLines(dst *Image, rec Rectangle, thick int32, col color.RGBA) {}
func ImageDrawRectangleLines(dst *Image, rec Rectangle, thick int32, col color.RGBA) {
imageDrawRectangleLines(dst, uintptr(unsafe.Pointer(&rec)), thick, *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDraw - Draw a source image within a destination image (tint applied to source)
func ImageDraw(dst *Image, src Image, srcRec Rectangle, dstRec Rectangle, tint color.RGBA) {}
func ImageDraw(dst *Image, src Image, srcRec Rectangle, dstRec Rectangle, tint color.RGBA) {
imageDraw(dst, uintptr(unsafe.Pointer(&src)), uintptr(unsafe.Pointer(&srcRec)), uintptr(unsafe.Pointer(&dstRec)), *(*uintptr)(unsafe.Pointer(&tint)))
}
// ImageDrawText - Draw text (using default font) within an image (destination)
func ImageDrawText(dst *Image, text string, posX int32, posY int32, fontSize int32, col color.RGBA) {
imageDrawText(dst, text, posX, posY, fontSize, *(*uintptr)(unsafe.Pointer(&col)))
}
// ImageDrawTextEx - Draw text (custom sprite font) within an image (destination)
func ImageDrawTextEx(dst *Image, font Font, text string, position Vector2, fontSize float32, spacing float32, tint color.RGBA) {
imageDrawTextEx(dst, uintptr(unsafe.Pointer(&font)), text, *(*uintptr)(unsafe.Pointer(&position)), fontSize, spacing, *(*uintptr)(unsafe.Pointer(&tint)))
}
// LoadTexture - Load texture from file into GPU memory (VRAM)
func LoadTexture(fileName string) Texture2D {
return Texture2D{}
var texture Texture2D
loadTexture(uintptr(unsafe.Pointer(&texture)), fileName)
return texture
}
// LoadTextureFromImage - Load texture from image data
func LoadTextureFromImage(image Image) Texture2D {
return Texture2D{}
var texture Texture2D
loadTextureFromImage(uintptr(unsafe.Pointer(&texture)), uintptr(unsafe.Pointer(&image)))
return texture
}
// LoadTextureCubemap - Load cubemap from image, multiple image cubemap layouts supported
func LoadTextureCubemap(image Image, layout int32) Texture2D {
return Texture2D{}
var texture Texture2D
loadTextureCubemap(uintptr(unsafe.Pointer(&texture)), uintptr(unsafe.Pointer(&image)), layout)
return texture
}
// LoadRenderTexture - Load texture for rendering (framebuffer)
func LoadRenderTexture(width int32, height int32) RenderTexture2D {
return RenderTexture2D{}
var texture RenderTexture2D
loadRenderTexture(uintptr(unsafe.Pointer(&texture)), width, height)
return texture
}
// IsTextureReady - Check if a texture is ready
func IsTextureReady(texture Texture2D) bool {
return false
return isTextureReady(uintptr(unsafe.Pointer(&texture)))
}
// UnloadTexture - Unload texture from GPU memory (VRAM)
func UnloadTexture(texture Texture2D) {}
func UnloadTexture(texture Texture2D) {
unloadTexture(uintptr(unsafe.Pointer(&texture)))
}
// IsRenderTextureReady - Check if a render texture is ready
func IsRenderTextureReady(target RenderTexture2D) bool {
return false
return isTextureReady(uintptr(unsafe.Pointer(&target)))
}
// UnloadRenderTexture - Unload render texture from GPU memory (VRAM)
func UnloadRenderTexture(target RenderTexture2D) {}
func UnloadRenderTexture(target RenderTexture2D) {
unloadRenderTexture(uintptr(unsafe.Pointer(&target)))
}
// UpdateTexture - Update GPU texture with new data
func UpdateTexture(texture Texture2D, pixels unsafe.Pointer) {}
func UpdateTexture(texture Texture2D, pixels []color.RGBA) {
updateTexture(uintptr(unsafe.Pointer(&texture)), unsafe.SliceData(pixels))
}
// UpdateTextureRec - Update GPU texture rectangle with new data
func UpdateTextureRec(texture Texture2D, rec Rectangle, pixels unsafe.Pointer) {}
func UpdateTextureRec(texture Texture2D, rec Rectangle, pixels []color.RGBA) {
updateTextureRec(uintptr(unsafe.Pointer(&texture)), uintptr(unsafe.Pointer(&rec)), unsafe.SliceData(pixels))
}
// GenTextureMipmaps - Generate GPU mipmaps for a texture
func GenTextureMipmaps(texture *Texture2D) {}
func GenTextureMipmaps(texture *Texture2D) {
genTextureMipmaps(texture)
}
// SetTextureFilter - Set texture scaling filter mode
func SetTextureFilter(texture Texture2D, filter int32) {}
func SetTextureFilter(texture Texture2D, filter int32) {
setTextureFilter(uintptr(unsafe.Pointer(&texture)), filter)
}
// SetTextureWrap - Set texture wrapping mode
func SetTextureWrap(texture Texture2D, wrap int32) {}
func SetTextureWrap(texture Texture2D, wrap int32) {
setTextureWrap(uintptr(unsafe.Pointer(&texture)), wrap)
}
// DrawTexture - Draw a Texture2D
func DrawTexture(texture Texture2D, posX int32, posY int32, tint color.RGBA) {}
func DrawTexture(texture Texture2D, posX int32, posY int32, tint color.RGBA) {
drawTexture(uintptr(unsafe.Pointer(&texture)), posX, posY, *(*uintptr)(unsafe.Pointer(&tint)))
}
// DrawTextureV - Draw a Texture2D with position defined as Vector2
func DrawTextureV(texture Texture2D, position Vector2, tint color.RGBA) {}
func DrawTextureV(texture Texture2D, position Vector2, tint color.RGBA) {
drawTextureV(uintptr(unsafe.Pointer(&texture)), *(*uintptr)(unsafe.Pointer(&position)), *(*uintptr)(unsafe.Pointer(&tint)))
}
// DrawTextureEx - Draw a Texture2D with extended parameters
func DrawTextureEx(texture Texture2D, position Vector2, rotation float32, scale float32, tint color.RGBA) {