More functions implemented
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b010adb6a2
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4bb11a7b06
1 changed files with 103 additions and 49 deletions
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@ -337,33 +337,33 @@ var unloadImageColors func(colors *color.RGBA)
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var unloadImagePalette func(colors *color.RGBA)
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var unloadImagePalette func(colors *color.RGBA)
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var getImageAlphaBorder func(rec uintptr, image uintptr, threshold float32)
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var getImageAlphaBorder func(rec uintptr, image uintptr, threshold float32)
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var getImageColor func(image uintptr, x int32, y int32) uintptr
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var getImageColor func(image uintptr, x int32, y int32) uintptr
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var imageClearBackground func(dst uintptr, col uintptr)
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var imageClearBackground func(dst *Image, col uintptr)
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var imageDrawPixel func(dst uintptr, posX int32, posY int32, col uintptr)
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var imageDrawPixel func(dst *Image, posX int32, posY int32, col uintptr)
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var imageDrawPixelV func(dst uintptr, position uintptr, col uintptr)
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var imageDrawPixelV func(dst *Image, position uintptr, col uintptr)
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var imageDrawLine func(dst uintptr, startPosX int32, startPosY int32, endPosX int32, endPosY int32, col uintptr)
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var imageDrawLine func(dst *Image, startPosX int32, startPosY int32, endPosX int32, endPosY int32, col uintptr)
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var imageDrawLineV func(dst uintptr, start uintptr, end uintptr, col uintptr)
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var imageDrawLineV func(dst *Image, start uintptr, end uintptr, col uintptr)
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var imageDrawCircle func(dst uintptr, centerX int32, centerY int32, radius int32, col uintptr)
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var imageDrawCircle func(dst *Image, centerX int32, centerY int32, radius int32, col uintptr)
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var imageDrawCircleV func(dst uintptr, center uintptr, radius int32, col uintptr)
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var imageDrawCircleV func(dst *Image, center uintptr, radius int32, col uintptr)
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var imageDrawCircleLines func(dst uintptr, centerX int32, centerY int32, radius int32, col uintptr)
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var imageDrawCircleLines func(dst *Image, centerX int32, centerY int32, radius int32, col uintptr)
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var imageDrawCircleLinesV func(dst uintptr, center uintptr, radius int32, col uintptr)
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var imageDrawCircleLinesV func(dst *Image, center uintptr, radius int32, col uintptr)
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var imageDrawRectangle func(dst uintptr, posX int32, posY int32, width int32, height int32, col uintptr)
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var imageDrawRectangle func(dst *Image, posX int32, posY int32, width int32, height int32, col uintptr)
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var imageDrawRectangleV func(dst uintptr, position uintptr, size uintptr, col uintptr)
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var imageDrawRectangleV func(dst *Image, position uintptr, size uintptr, col uintptr)
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var imageDrawRectangleRec func(dst uintptr, rec uintptr, col uintptr)
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var imageDrawRectangleRec func(dst *Image, rec uintptr, col uintptr)
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var imageDrawRectangleLines func(dst uintptr, rec uintptr, thick int32, col uintptr)
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var imageDrawRectangleLines func(dst *Image, rec uintptr, thick int32, col uintptr)
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var imageDraw func(dst uintptr, src uintptr, srcRec uintptr, dstRec uintptr, tint uintptr)
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var imageDraw func(dst *Image, src uintptr, srcRec uintptr, dstRec uintptr, tint uintptr)
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var imageDrawText func(dst uintptr, text string, posX int32, posY int32, fontSize int32, col uintptr)
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var imageDrawText func(dst *Image, text string, posX int32, posY int32, fontSize int32, col uintptr)
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var imageDrawTextEx func(dst uintptr, font uintptr, text string, position uintptr, fontSize float32, spacing float32, tint uintptr)
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var imageDrawTextEx func(dst *Image, font uintptr, text string, position uintptr, fontSize float32, spacing float32, tint uintptr)
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var loadTexture func(fileName string) Texture2D
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var loadTexture func(texture uintptr, fileName string)
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var loadTextureFromImage func(image uintptr) Texture2D
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var loadTextureFromImage func(texture uintptr, image uintptr)
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var loadTextureCubemap func(image uintptr, layout int32) Texture2D
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var loadTextureCubemap func(texture uintptr, image uintptr, layout int32)
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var loadRenderTexture func(width int32, height int32) RenderTexture2D
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var loadRenderTexture func(texture uintptr, width int32, height int32)
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var isTextureReady func(texture uintptr) bool
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var isTextureReady func(texture uintptr) bool
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var unloadTexture func(texture uintptr)
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var unloadTexture func(texture uintptr)
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var isRenderTextureReady func(target uintptr) bool
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var isRenderTextureReady func(target uintptr) bool
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var unloadRenderTexture func(target uintptr)
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var unloadRenderTexture func(target uintptr)
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var updateTexture func(texture uintptr, pixels uintptr)
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var updateTexture func(texture uintptr, pixels *color.RGBA)
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var updateTextureRec func(texture uintptr, rec uintptr, pixels uintptr)
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var updateTextureRec func(texture uintptr, rec uintptr, pixels *color.RGBA)
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var genTextureMipmaps func(texture uintptr)
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var genTextureMipmaps func(texture *Texture2D)
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var setTextureFilter func(texture uintptr, filter int32)
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var setTextureFilter func(texture uintptr, filter int32)
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var setTextureWrap func(texture uintptr, wrap int32)
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var setTextureWrap func(texture uintptr, wrap int32)
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var drawTexture func(texture uintptr, posX int32, posY int32, tint uintptr)
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var drawTexture func(texture uintptr, posX int32, posY int32, tint uintptr)
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@ -2791,114 +2791,168 @@ func GetImageColor(image Image, x int32, y int32) color.RGBA {
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}
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}
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// ImageClearBackground - Clear image background with given color
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// ImageClearBackground - Clear image background with given color
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func ImageClearBackground(dst *Image, col color.RGBA) {}
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func ImageClearBackground(dst *Image, col color.RGBA) {
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imageClearBackground(dst, *(*uintptr)(unsafe.Pointer(&col)))
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}
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// ImageDrawPixel - Draw pixel within an image
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// ImageDrawPixel - Draw pixel within an image
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func ImageDrawPixel(dst *Image, posX int32, posY int32, col color.RGBA) {}
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func ImageDrawPixel(dst *Image, posX int32, posY int32, col color.RGBA) {
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imageDrawPixel(dst, posX, posY, *(*uintptr)(unsafe.Pointer(&col)))
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}
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// ImageDrawPixelV - Draw pixel within an image (Vector version)
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// ImageDrawPixelV - Draw pixel within an image (Vector version)
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func ImageDrawPixelV(dst *Image, position Vector2, col color.RGBA) {}
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func ImageDrawPixelV(dst *Image, position Vector2, col color.RGBA) {
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imageDrawPixelV(dst, *(*uintptr)(unsafe.Pointer(&position)), *(*uintptr)(unsafe.Pointer(&col)))
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}
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// ImageDrawLine - Draw line within an image
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// ImageDrawLine - Draw line within an image
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func ImageDrawLine(dst *Image, startPosX int32, startPosY int32, endPosX int32, endPosY int32, col color.RGBA) {
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func ImageDrawLine(dst *Image, startPosX int32, startPosY int32, endPosX int32, endPosY int32, col color.RGBA) {
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imageDrawLine(dst, startPosX, startPosY, endPosX, endPosY, *(*uintptr)(unsafe.Pointer(&col)))
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}
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}
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// ImageDrawLineV - Draw line within an image (Vector version)
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// ImageDrawLineV - Draw line within an image (Vector version)
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func ImageDrawLineV(dst *Image, start Vector2, end Vector2, col color.RGBA) {}
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func ImageDrawLineV(dst *Image, start Vector2, end Vector2, col color.RGBA) {
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imageDrawLineV(dst, *(*uintptr)(unsafe.Pointer(&start)), *(*uintptr)(unsafe.Pointer(&end)), *(*uintptr)(unsafe.Pointer(&col)))
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}
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// ImageDrawCircle - Draw a filled circle within an image
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// ImageDrawCircle - Draw a filled circle within an image
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func ImageDrawCircle(dst *Image, centerX int32, centerY int32, radius int32, col color.RGBA) {}
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func ImageDrawCircle(dst *Image, centerX int32, centerY int32, radius int32, col color.RGBA) {
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imageDrawCircle(dst, centerX, centerY, radius, *(*uintptr)(unsafe.Pointer(&col)))
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}
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// ImageDrawCircleV - Draw a filled circle within an image (Vector version)
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// ImageDrawCircleV - Draw a filled circle within an image (Vector version)
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func ImageDrawCircleV(dst *Image, center Vector2, radius int32, col color.RGBA) {}
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func ImageDrawCircleV(dst *Image, center Vector2, radius int32, col color.RGBA) {
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imageDrawCircleV(dst, *(*uintptr)(unsafe.Pointer(¢er)), radius, *(*uintptr)(unsafe.Pointer(&col)))
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}
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// ImageDrawCircleLines - Draw circle outline within an image
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// ImageDrawCircleLines - Draw circle outline within an image
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func ImageDrawCircleLines(dst *Image, centerX int32, centerY int32, radius int32, col color.RGBA) {
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func ImageDrawCircleLines(dst *Image, centerX int32, centerY int32, radius int32, col color.RGBA) {
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imageDrawCircleLines(dst, centerX, centerY, radius, *(*uintptr)(unsafe.Pointer(&col)))
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}
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}
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// ImageDrawCircleLinesV - Draw circle outline within an image (Vector version)
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// ImageDrawCircleLinesV - Draw circle outline within an image (Vector version)
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func ImageDrawCircleLinesV(dst *Image, center Vector2, radius int32, col color.RGBA) {}
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func ImageDrawCircleLinesV(dst *Image, center Vector2, radius int32, col color.RGBA) {
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imageDrawCircleLinesV(dst, *(*uintptr)(unsafe.Pointer(¢er)), radius, *(*uintptr)(unsafe.Pointer(&col)))
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}
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// ImageDrawRectangle - Draw rectangle within an image
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// ImageDrawRectangle - Draw rectangle within an image
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func ImageDrawRectangle(dst *Image, posX int32, posY int32, width int32, height int32, col color.RGBA) {
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func ImageDrawRectangle(dst *Image, posX int32, posY int32, width int32, height int32, col color.RGBA) {
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imageDrawRectangle(dst, posX, posY, width, height, *(*uintptr)(unsafe.Pointer(&col)))
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}
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}
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// ImageDrawRectangleV - Draw rectangle within an image (Vector version)
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// ImageDrawRectangleV - Draw rectangle within an image (Vector version)
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func ImageDrawRectangleV(dst *Image, position Vector2, size Vector2, col color.RGBA) {}
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func ImageDrawRectangleV(dst *Image, position Vector2, size Vector2, col color.RGBA) {
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imageDrawRectangleV(dst, *(*uintptr)(unsafe.Pointer(&position)), *(*uintptr)(unsafe.Pointer(&size)), *(*uintptr)(unsafe.Pointer(&col)))
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}
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// ImageDrawRectangleRec - Draw rectangle within an image
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// ImageDrawRectangleRec - Draw rectangle within an image
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func ImageDrawRectangleRec(dst *Image, rec Rectangle, col color.RGBA) {}
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func ImageDrawRectangleRec(dst *Image, rec Rectangle, col color.RGBA) {
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imageDrawRectangleRec(dst, uintptr(unsafe.Pointer(&rec)), *(*uintptr)(unsafe.Pointer(&col)))
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}
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// ImageDrawRectangleLines - Draw rectangle lines within an image
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// ImageDrawRectangleLines - Draw rectangle lines within an image
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func ImageDrawRectangleLines(dst *Image, rec Rectangle, thick int32, col color.RGBA) {}
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func ImageDrawRectangleLines(dst *Image, rec Rectangle, thick int32, col color.RGBA) {
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imageDrawRectangleLines(dst, uintptr(unsafe.Pointer(&rec)), thick, *(*uintptr)(unsafe.Pointer(&col)))
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}
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// ImageDraw - Draw a source image within a destination image (tint applied to source)
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// ImageDraw - Draw a source image within a destination image (tint applied to source)
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func ImageDraw(dst *Image, src Image, srcRec Rectangle, dstRec Rectangle, tint color.RGBA) {}
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func ImageDraw(dst *Image, src Image, srcRec Rectangle, dstRec Rectangle, tint color.RGBA) {
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imageDraw(dst, uintptr(unsafe.Pointer(&src)), uintptr(unsafe.Pointer(&srcRec)), uintptr(unsafe.Pointer(&dstRec)), *(*uintptr)(unsafe.Pointer(&tint)))
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}
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// ImageDrawText - Draw text (using default font) within an image (destination)
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// ImageDrawText - Draw text (using default font) within an image (destination)
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func ImageDrawText(dst *Image, text string, posX int32, posY int32, fontSize int32, col color.RGBA) {
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func ImageDrawText(dst *Image, text string, posX int32, posY int32, fontSize int32, col color.RGBA) {
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imageDrawText(dst, text, posX, posY, fontSize, *(*uintptr)(unsafe.Pointer(&col)))
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}
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}
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// ImageDrawTextEx - Draw text (custom sprite font) within an image (destination)
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// ImageDrawTextEx - Draw text (custom sprite font) within an image (destination)
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func ImageDrawTextEx(dst *Image, font Font, text string, position Vector2, fontSize float32, spacing float32, tint color.RGBA) {
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func ImageDrawTextEx(dst *Image, font Font, text string, position Vector2, fontSize float32, spacing float32, tint color.RGBA) {
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imageDrawTextEx(dst, uintptr(unsafe.Pointer(&font)), text, *(*uintptr)(unsafe.Pointer(&position)), fontSize, spacing, *(*uintptr)(unsafe.Pointer(&tint)))
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}
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}
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// LoadTexture - Load texture from file into GPU memory (VRAM)
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// LoadTexture - Load texture from file into GPU memory (VRAM)
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func LoadTexture(fileName string) Texture2D {
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func LoadTexture(fileName string) Texture2D {
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return Texture2D{}
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var texture Texture2D
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loadTexture(uintptr(unsafe.Pointer(&texture)), fileName)
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return texture
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}
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}
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// LoadTextureFromImage - Load texture from image data
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// LoadTextureFromImage - Load texture from image data
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func LoadTextureFromImage(image Image) Texture2D {
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func LoadTextureFromImage(image Image) Texture2D {
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return Texture2D{}
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var texture Texture2D
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loadTextureFromImage(uintptr(unsafe.Pointer(&texture)), uintptr(unsafe.Pointer(&image)))
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return texture
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}
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}
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// LoadTextureCubemap - Load cubemap from image, multiple image cubemap layouts supported
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// LoadTextureCubemap - Load cubemap from image, multiple image cubemap layouts supported
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func LoadTextureCubemap(image Image, layout int32) Texture2D {
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func LoadTextureCubemap(image Image, layout int32) Texture2D {
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return Texture2D{}
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var texture Texture2D
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loadTextureCubemap(uintptr(unsafe.Pointer(&texture)), uintptr(unsafe.Pointer(&image)), layout)
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return texture
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}
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}
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// LoadRenderTexture - Load texture for rendering (framebuffer)
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// LoadRenderTexture - Load texture for rendering (framebuffer)
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func LoadRenderTexture(width int32, height int32) RenderTexture2D {
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func LoadRenderTexture(width int32, height int32) RenderTexture2D {
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return RenderTexture2D{}
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var texture RenderTexture2D
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loadRenderTexture(uintptr(unsafe.Pointer(&texture)), width, height)
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return texture
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}
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}
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// IsTextureReady - Check if a texture is ready
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// IsTextureReady - Check if a texture is ready
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func IsTextureReady(texture Texture2D) bool {
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func IsTextureReady(texture Texture2D) bool {
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return false
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return isTextureReady(uintptr(unsafe.Pointer(&texture)))
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}
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}
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// UnloadTexture - Unload texture from GPU memory (VRAM)
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// UnloadTexture - Unload texture from GPU memory (VRAM)
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func UnloadTexture(texture Texture2D) {}
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func UnloadTexture(texture Texture2D) {
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unloadTexture(uintptr(unsafe.Pointer(&texture)))
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}
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// IsRenderTextureReady - Check if a render texture is ready
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// IsRenderTextureReady - Check if a render texture is ready
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func IsRenderTextureReady(target RenderTexture2D) bool {
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func IsRenderTextureReady(target RenderTexture2D) bool {
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return false
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return isTextureReady(uintptr(unsafe.Pointer(&target)))
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}
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}
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// UnloadRenderTexture - Unload render texture from GPU memory (VRAM)
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// UnloadRenderTexture - Unload render texture from GPU memory (VRAM)
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func UnloadRenderTexture(target RenderTexture2D) {}
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func UnloadRenderTexture(target RenderTexture2D) {
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unloadRenderTexture(uintptr(unsafe.Pointer(&target)))
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}
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// UpdateTexture - Update GPU texture with new data
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// UpdateTexture - Update GPU texture with new data
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func UpdateTexture(texture Texture2D, pixels unsafe.Pointer) {}
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func UpdateTexture(texture Texture2D, pixels []color.RGBA) {
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updateTexture(uintptr(unsafe.Pointer(&texture)), unsafe.SliceData(pixels))
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}
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// UpdateTextureRec - Update GPU texture rectangle with new data
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// UpdateTextureRec - Update GPU texture rectangle with new data
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func UpdateTextureRec(texture Texture2D, rec Rectangle, pixels unsafe.Pointer) {}
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func UpdateTextureRec(texture Texture2D, rec Rectangle, pixels []color.RGBA) {
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updateTextureRec(uintptr(unsafe.Pointer(&texture)), uintptr(unsafe.Pointer(&rec)), unsafe.SliceData(pixels))
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}
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// GenTextureMipmaps - Generate GPU mipmaps for a texture
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// GenTextureMipmaps - Generate GPU mipmaps for a texture
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func GenTextureMipmaps(texture *Texture2D) {}
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func GenTextureMipmaps(texture *Texture2D) {
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genTextureMipmaps(texture)
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}
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// SetTextureFilter - Set texture scaling filter mode
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// SetTextureFilter - Set texture scaling filter mode
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func SetTextureFilter(texture Texture2D, filter int32) {}
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func SetTextureFilter(texture Texture2D, filter int32) {
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setTextureFilter(uintptr(unsafe.Pointer(&texture)), filter)
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}
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// SetTextureWrap - Set texture wrapping mode
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// SetTextureWrap - Set texture wrapping mode
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func SetTextureWrap(texture Texture2D, wrap int32) {}
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func SetTextureWrap(texture Texture2D, wrap int32) {
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setTextureWrap(uintptr(unsafe.Pointer(&texture)), wrap)
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}
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// DrawTexture - Draw a Texture2D
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// DrawTexture - Draw a Texture2D
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func DrawTexture(texture Texture2D, posX int32, posY int32, tint color.RGBA) {}
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func DrawTexture(texture Texture2D, posX int32, posY int32, tint color.RGBA) {
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drawTexture(uintptr(unsafe.Pointer(&texture)), posX, posY, *(*uintptr)(unsafe.Pointer(&tint)))
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}
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// DrawTextureV - Draw a Texture2D with position defined as Vector2
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// DrawTextureV - Draw a Texture2D with position defined as Vector2
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func DrawTextureV(texture Texture2D, position Vector2, tint color.RGBA) {}
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func DrawTextureV(texture Texture2D, position Vector2, tint color.RGBA) {
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drawTextureV(uintptr(unsafe.Pointer(&texture)), *(*uintptr)(unsafe.Pointer(&position)), *(*uintptr)(unsafe.Pointer(&tint)))
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}
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// DrawTextureEx - Draw a Texture2D with extended parameters
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// DrawTextureEx - Draw a Texture2D with extended parameters
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func DrawTextureEx(texture Texture2D, position Vector2, rotation float32, scale float32, tint color.RGBA) {
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func DrawTextureEx(texture Texture2D, position Vector2, rotation float32, scale float32, tint color.RGBA) {
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