Golint
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13 changed files with 48 additions and 48 deletions
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@ -9,57 +9,57 @@ import (
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// Linear Easing functions
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// LinearNone
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// LinearNone easing
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func LinearNone(t, b, c, d float32) float32 {
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return c*t/d + b
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}
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// LinearIn
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// LinearIn easing
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func LinearIn(t, b, c, d float32) float32 {
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return c*t/d + b
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}
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// LinearOut
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// LinearOut easing
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func LinearOut(t, b, c, d float32) float32 {
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return c*t/d + b
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}
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// LinearInOut
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// LinearInOut easing
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func LinearInOut(t, b, c, d float32) float32 {
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return c*t/d + b
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}
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// Sine Easing functions
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// SineIn
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// SineIn easing
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func SineIn(t, b, c, d float32) float32 {
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return -c*float32(math.Cos(float64(t/d)*(math.Pi/2))) + c + b
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}
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// SineOut
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// SineOut easing
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func SineOut(t, b, c, d float32) float32 {
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return c*float32(math.Sin(float64(t/d)*(math.Pi/2))) + b
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}
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// SineInOut
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// SineInOut easing
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func SineInOut(t, b, c, d float32) float32 {
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return -c/2*(float32(math.Cos(math.Pi*float64(t/d)))-1) + b
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}
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// Circular Easing functions
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// CircIn
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// CircIn easing
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func CircIn(t, b, c, d float32) float32 {
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t = t / d
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return -c*(float32(math.Sqrt(float64(1-t*t)))-1) + b
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}
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// CircOut
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// CircOut easing
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func CircOut(t, b, c, d float32) float32 {
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return c*float32(math.Sqrt(1-float64((t/d-1)*t))) + b
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}
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// CircInOut
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// CircInOut easing
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func CircInOut(t, b, c, d float32) float32 {
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t = t / d * 2
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@ -73,19 +73,19 @@ func CircInOut(t, b, c, d float32) float32 {
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// Cubic Easing functions
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// CubicIn
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// CubicIn easing
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func CubicIn(t, b, c, d float32) float32 {
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t = t / d
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return c*t*t*t + b
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}
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// CubicOut
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// CubicOut easing
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func CubicOut(t, b, c, d float32) float32 {
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t = t/d - 1
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return c*(t*t*t+1) + b
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}
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// CubicInOut
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// CubicInOut easing
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func CubicInOut(t, b, c, d float32) float32 {
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t = t / d * 2
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if t < 1 {
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@ -98,19 +98,19 @@ func CubicInOut(t, b, c, d float32) float32 {
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// Quadratic Easing functions
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// QuadIn
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// QuadIn easing
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func QuadIn(t, b, c, d float32) float32 {
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t = t / d
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return c*t*t + b
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}
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// QuadOut
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// QuadOut easing
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func QuadOut(t, b, c, d float32) float32 {
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t = t / d
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return (-c*t*(t-2) + b)
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}
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// QuadInOut
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// QuadInOut easing
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func QuadInOut(t, b, c, d float32) float32 {
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t = t / d * 2
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if t < 1 {
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@ -122,7 +122,7 @@ func QuadInOut(t, b, c, d float32) float32 {
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// Exponential Easing functions
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// ExpoIn
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// ExpoIn easing
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func ExpoIn(t, b, c, d float32) float32 {
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if t == 0 {
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return b
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@ -131,7 +131,7 @@ func ExpoIn(t, b, c, d float32) float32 {
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return (c*float32(math.Pow(2, 10*float64(t/d-1))) + b)
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}
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// ExpoOut
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// ExpoOut easing
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func ExpoOut(t, b, c, d float32) float32 {
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if t == d {
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return (b + c)
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@ -140,7 +140,7 @@ func ExpoOut(t, b, c, d float32) float32 {
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return c*(-float32(math.Pow(2, -10*float64(t/d)))+1) + b
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}
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// ExpoInOut
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// ExpoInOut easing
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func ExpoInOut(t, b, c, d float32) float32 {
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if t == 0 {
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return b
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@ -161,21 +161,21 @@ func ExpoInOut(t, b, c, d float32) float32 {
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// Back Easing functions
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// BackIn
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// BackIn easing
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func BackIn(t, b, c, d float32) float32 {
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s := float32(1.70158)
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t = t / d
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return c*t*t*((s+1)*t-s) + b
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}
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// BackOut
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// BackOut easing
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func BackOut(t, b, c, d float32) float32 {
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s := float32(1.70158)
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t = t/d - 1
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return c*(t*t*((s+1)*t+s)+1) + b
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}
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// BackInOut
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// BackInOut easing
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func BackInOut(t, b, c, d float32) float32 {
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s := float32(1.70158)
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s = s * 1.525
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@ -191,12 +191,12 @@ func BackInOut(t, b, c, d float32) float32 {
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// Bounce Easing functions
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// BounceIn
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// BounceIn easing
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func BounceIn(t, b, c, d float32) float32 {
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return (c - BounceOut(d-t, 0, c, d) + b)
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}
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// BounceOut
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// BounceOut easing
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func BounceOut(t, b, c, d float32) float32 {
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t = t / d
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if t < (1 / 2.75) {
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@ -213,7 +213,7 @@ func BounceOut(t, b, c, d float32) float32 {
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return c*(7.5625*t*t+0.984375) + b
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}
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// BounceInOut
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// BounceInOut easing
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func BounceInOut(t, b, c, d float32) float32 {
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if t < d/2 {
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return BounceIn(t*2, 0, c, d)*0.5 + b
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@ -224,7 +224,7 @@ func BounceInOut(t, b, c, d float32) float32 {
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// Elastic Easing functions
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// ElasticIn
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// ElasticIn easing
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func ElasticIn(t, b, c, d float32) float32 {
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if t == 0 {
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return b
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@ -244,7 +244,7 @@ func ElasticIn(t, b, c, d float32) float32 {
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return -(postFix * float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p)))) + b
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}
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// ElasticOut
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// ElasticOut easing
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func ElasticOut(t, b, c, d float32) float32 {
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if t == 0 {
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return b
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@ -263,7 +263,7 @@ func ElasticOut(t, b, c, d float32) float32 {
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return a*float32(math.Pow(2, -10*float64(t)))*float32(math.Sin(float64(t*d-s)*(2*math.Pi)/float64(p))) + c + b
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}
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// ElasticInOut
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// ElasticInOut easing
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func ElasticInOut(t, b, c, d float32) float32 {
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if t == 0 {
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return b
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@ -1,4 +1,4 @@
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// raygui is simple and easy-to-use IMGUI (immediate mode GUI API) library.
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// Package raygui - Simple and easy-to-use IMGUI (immediate mode GUI API) library
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package raygui
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import (
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@ -11,7 +11,7 @@ import (
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"github.com/gen2brain/raylib-go/raylib"
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)
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// GUI property
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// Property - GUI property
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type Property int32
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// GUI properties enumeration
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@ -64,7 +64,7 @@ func NewSoundFromPointer(ptr unsafe.Pointer) Sound {
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// NOTE: Anything longer than ~10 seconds should be streamed
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type Music C.Music
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// Audio stream type
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// AudioStream type
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// NOTE: Useful to create custom audio streams not bound to a specific file
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type AudioStream struct {
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// Frequency (samples per second)
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@ -327,8 +327,8 @@ func SetMusicPitch(music Music, pitch float32) {
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C.SetMusicPitch(cmusic, cpitch)
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}
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// Set music loop count (loop repeats)
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// SetMusicLoopCount - NOTE: If set to -1, means infinite loop
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// SetMusicLoopCount - Set music loop count (loop repeats)
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// NOTE: If set to -1, means infinite loop
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func SetMusicLoopCount(music Music, count float32) {
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cmusic := *(*C.Music)(unsafe.Pointer(&music))
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ccount := (C.float)(count)
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@ -60,7 +60,7 @@ func NewCamera2DFromPointer(ptr unsafe.Pointer) Camera2D {
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return *(*Camera2D)(ptr)
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}
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// Camera mode
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// CameraMode type
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type CameraMode int32
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// Camera system modes
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return *(*Rectangle)(ptr)
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}
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// Bounding box
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// BoundingBox type
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type BoundingBox struct {
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// Minimum vertex box-corner
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Min Vector3
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@ -1,2 +1,2 @@
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// Go bindings for raylib, a simple and easy-to-use library to learn videogames programming.
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// Package raylib - Go bindings for raylib, a simple and easy-to-use library to learn videogames programming
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package raylib
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import "C"
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import "unsafe"
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// Gestures
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// Gestures type
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type Gestures int32
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// Gestures type
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// Gestures types
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// NOTE: It could be used as flags to enable only some gestures
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const (
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GestureNone Gestures = C.GESTURE_NONE
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import "unsafe"
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import "reflect"
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// Vertex data definning a mesh
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// Mesh - Vertex data definning a mesh
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type Mesh struct {
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// Number of vertices stored in arrays
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VertexCount int32
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"unsafe"
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)
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// rRES file header (8 byte)
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// RRESFileHeader - rRES file header (8 byte)
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type RRESFileHeader struct {
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// File identifier: rRES (4 byte)
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ID [4]int8
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Count uint16
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}
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// rRES info header, every resource includes this header (16 byte + 16 byte)
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// RRESInfoHeader - rRES info header, every resource includes this header (16 byte + 16 byte)
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type RRESInfoHeader struct {
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// Resource unique identifier (4 byte)
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ID uint32
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import "unsafe"
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import "reflect"
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// Vr device
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// VrDevice type
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type VrDevice int32
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// Head Mounted Display devices
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HmdFoveVr VrDevice = C.HMD_FOVE_VR
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)
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// Blend mode
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// BlendMode type
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type BlendMode int32
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// Color blending modes (pre-defined)
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import "C"
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import "unsafe"
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// SpriteFont character info
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// CharInfo - SpriteFont character info
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type CharInfo struct {
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// Character value (Unicode)
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Value int32
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import "C"
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import "unsafe"
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// Texture format
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// TextureFormat - Texture format
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type TextureFormat int32
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// Texture formats
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CompressedAstc8x8Rgba TextureFormat = C.COMPRESSED_ASTC_8x8_RGBA
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)
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// Texture filter mode
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// TextureFilterMode - Texture filter mode
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type TextureFilterMode int32
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// Texture parameters: filter mode
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FilterAnisotropic16x TextureFilterMode = C.FILTER_ANISOTROPIC_16X
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)
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// Texture wrap mode
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// TextureWrapMode - Texture wrap mode
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type TextureWrapMode int32
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// Texture parameters: wrap mode
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// Some useful functions to work with Vector3, Matrix and Quaternions
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// Package raymath - Some useful functions to work with Vector3, Matrix and Quaternions
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package raymath
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import (
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