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10 changed files with 42 additions and 40 deletions
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@ -39,7 +39,7 @@ func CloseAudioDevice() {
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// IsAudioDeviceReady - Check if audio device has been initialized successfully
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func IsAudioDeviceReady() bool {
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ret := C.IsAudioDeviceReady()
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -135,7 +135,7 @@ func StopSound(sound Sound) {
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func IsSoundPlaying(sound Sound) bool {
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csound := sound.cptr()
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ret := C.IsSoundPlaying(*csound)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -241,7 +241,7 @@ func ResumeMusicStream(music Music) {
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func IsMusicPlaying(music Music) bool {
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cmusic := *(*C.Music)(unsafe.Pointer(&music))
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ret := C.IsMusicPlaying(cmusic)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -311,7 +311,7 @@ func CloseAudioStream(stream AudioStream) {
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func IsAudioBufferProcessed(stream AudioStream) bool {
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cstream := stream.cptr()
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ret := C.IsAudioBufferProcessed(*cstream)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -34,7 +34,7 @@ package rl
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#include "external/glfw/src/egl_context.c"
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#include "external/glfw/src/osmesa_context.c"
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#cgo linux CFLAGS: -Iexternal -Iexternal/glfw/include -DPLATFORM_DESKTOP
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#cgo linux CFLAGS: -Iexternal -Iexternal/glfw/include -DPLATFORM_DESKTOP -Wno-stringop-overflow
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#cgo linux,!wayland LDFLAGS: -lGL -lm -pthread -ldl -lrt -lX11
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#cgo linux,wayland LDFLAGS: -lGL -lm -pthread -ldl -lrt -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
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@ -58,21 +58,21 @@ func CloseWindow() {
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// IsWindowReady - Check if window has been initialized successfully
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func IsWindowReady() bool {
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ret := C.IsWindowReady()
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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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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v := bool(ret)
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return v
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}
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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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v := bool(ret)
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return v
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}
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@ -409,7 +409,7 @@ func StorageLoadValue(position int32) int32 {
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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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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -417,7 +417,7 @@ func IsKeyPressed(key int32) bool {
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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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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -425,7 +425,7 @@ func IsKeyDown(key int32) bool {
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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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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -433,7 +433,7 @@ func IsKeyReleased(key int32) bool {
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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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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -454,7 +454,7 @@ func SetExitKey(key int32) {
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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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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -464,7 +464,7 @@ func IsGamepadName(gamepad int32, name string) bool {
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cname := C.CString(name)
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defer C.free(unsafe.Pointer(cname))
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ret := C.IsGamepadName(cgamepad, cname)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -481,7 +481,7 @@ func IsGamepadButtonPressed(gamepad, button int32) bool {
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cgamepad := (C.int)(gamepad)
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cbutton := (C.int)(button)
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ret := C.IsGamepadButtonPressed(cgamepad, cbutton)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -490,7 +490,7 @@ func IsGamepadButtonDown(gamepad, button int32) bool {
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cgamepad := (C.int)(gamepad)
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cbutton := (C.int)(button)
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ret := C.IsGamepadButtonDown(cgamepad, cbutton)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -499,7 +499,7 @@ func IsGamepadButtonReleased(gamepad, button int32) bool {
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cgamepad := (C.int)(gamepad)
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cbutton := (C.int)(button)
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ret := C.IsGamepadButtonReleased(cgamepad, cbutton)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -508,7 +508,7 @@ func IsGamepadButtonUp(gamepad, button int32) bool {
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cgamepad := (C.int)(gamepad)
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cbutton := (C.int)(button)
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ret := C.IsGamepadButtonUp(cgamepad, cbutton)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -540,7 +540,7 @@ func GetGamepadAxisMovement(gamepad, axis int32) float32 {
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func IsMouseButtonPressed(button int32) bool {
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cbutton := (C.int)(button)
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ret := C.IsMouseButtonPressed(cbutton)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -548,7 +548,7 @@ func IsMouseButtonPressed(button int32) bool {
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func IsMouseButtonDown(button int32) bool {
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cbutton := (C.int)(button)
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ret := C.IsMouseButtonDown(cbutton)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -556,7 +556,7 @@ func IsMouseButtonDown(button int32) bool {
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func IsMouseButtonReleased(button int32) bool {
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cbutton := (C.int)(button)
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ret := C.IsMouseButtonReleased(cbutton)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -564,7 +564,7 @@ func IsMouseButtonReleased(button int32) bool {
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func IsMouseButtonUp(button int32) bool {
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cbutton := (C.int)(button)
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ret := C.IsMouseButtonUp(cbutton)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -16,7 +16,7 @@ func SetGesturesEnabled(gestureFlags uint32) {
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func IsGestureDetected(gesture Gestures) bool {
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cgesture := (C.int)(gesture)
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ret := C.IsGestureDetected(cgesture)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -413,7 +413,7 @@ func CheckCollisionSpheres(centerA Vector3, radiusA float32, centerB Vector3, ra
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ccenterB := centerB.cptr()
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cradiusB := (C.float)(radiusB)
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ret := C.CheckCollisionSpheres(*ccenterA, cradiusA, *ccenterB, cradiusB)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -422,7 +422,7 @@ func CheckCollisionBoxes(box1 BoundingBox, box2 BoundingBox) bool {
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cbox1 := box1.cptr()
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cbox2 := box2.cptr()
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ret := C.CheckCollisionBoxes(*cbox1, *cbox2)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -432,7 +432,7 @@ func CheckCollisionBoxSphere(box BoundingBox, centerSphere Vector3, radiusSphere
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ccenterSphere := centerSphere.cptr()
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cradiusSphere := (C.float)(radiusSphere)
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ret := C.CheckCollisionBoxSphere(*cbox, *ccenterSphere, cradiusSphere)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -442,7 +442,7 @@ func CheckCollisionRaySphere(ray Ray, spherePosition Vector3, sphereRadius float
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cspherePosition := spherePosition.cptr()
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csphereRadius := (C.float)(sphereRadius)
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ret := C.CheckCollisionRaySphere(*cray, *cspherePosition, csphereRadius)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -453,7 +453,7 @@ func CheckCollisionRaySphereEx(ray Ray, spherePosition Vector3, sphereRadius flo
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csphereRadius := (C.float)(sphereRadius)
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ccollisionPoint := collisionPoint.cptr()
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ret := C.CheckCollisionRaySphereEx(*cray, *cspherePosition, csphereRadius, ccollisionPoint)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -462,6 +462,6 @@ func CheckCollisionRayBox(ray Ray, box BoundingBox) bool {
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cray := ray.cptr()
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cbox := box.cptr()
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ret := C.CheckCollisionRayBox(*cray, *cbox)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -42,7 +42,7 @@ func HideCursor() {
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// IsCursorHidden - Returns true if cursor is not visible
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func IsCursorHidden() bool {
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ret := C.IsCursorHidden()
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -42,7 +42,7 @@ func HideCursor() {
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// IsCursorHidden - Returns true if cursor is not visible
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func IsCursorHidden() bool {
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ret := C.IsCursorHidden()
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -59,7 +59,7 @@ func DisableCursor() {
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// IsFileDropped - Check if a file have been dropped into window
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func IsFileDropped() bool {
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ret := C.IsFileDropped()
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -355,7 +355,9 @@
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// Structures Definition
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//----------------------------------------------------------------------------------
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// Boolean type
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#if !defined(__cplusplus) && !defined(bool)
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#if defined(__STDC__) && __STDC_VERSION__ >= 199901L
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#include <stdbool.h>
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#elif !defined(__cplusplus) && !defined(bool)
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typedef enum { false, true } bool;
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#endif
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@ -209,7 +209,7 @@ func CloseVrSimulator() {
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// IsVrSimulatorReady - Detect if VR simulator is ready
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func IsVrSimulatorReady() bool {
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ret := C.IsVrSimulatorReady()
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -227,7 +227,7 @@ func CheckCollisionRecs(rec1, rec2 Rectangle) bool {
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crec1 := rec1.cptr()
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crec2 := rec2.cptr()
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ret := C.CheckCollisionRecs(*crec1, *crec2)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -238,7 +238,7 @@ func CheckCollisionCircles(center1 Vector2, radius1 float32, center2 Vector2, ra
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ccenter2 := center2.cptr()
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cradius2 := (C.float)(radius2)
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ret := C.CheckCollisionCircles(*ccenter1, cradius1, *ccenter2, cradius2)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -248,7 +248,7 @@ func CheckCollisionCircleRec(center Vector2, radius float32, rec Rectangle) bool
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cradius := (C.float)(radius)
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crec := rec.cptr()
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ret := C.CheckCollisionCircleRec(*ccenter, cradius, *crec)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -266,7 +266,7 @@ func CheckCollisionPointRec(point Vector2, rec Rectangle) bool {
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cpoint := point.cptr()
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crec := rec.cptr()
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ret := C.CheckCollisionPointRec(*cpoint, *crec)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -276,7 +276,7 @@ func CheckCollisionPointCircle(point Vector2, center Vector2, radius float32) bo
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ccenter := center.cptr()
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cradius := (C.float)(radius)
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ret := C.CheckCollisionPointCircle(*cpoint, *ccenter, cradius)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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@ -287,6 +287,6 @@ func CheckCollisionPointTriangle(point, p1, p2, p3 Vector2) bool {
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cp2 := p2.cptr()
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cp3 := p3.cptr()
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ret := C.CheckCollisionPointTriangle(*cpoint, *cp1, *cp2, *cp3)
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v := bool(int(ret) == 1)
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v := bool(ret)
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return v
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}
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