Update definitions
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1 changed files with 126 additions and 162 deletions
288
raylib/raylib.go
288
raylib/raylib.go
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@ -75,22 +75,6 @@ const (
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CameraOrthographic
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)
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// ShaderUniformDataType type
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type ShaderUniformDataType int32
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// ShaderUniformDataType enumeration
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const (
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ShaderUniformFloat ShaderUniformDataType = iota
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ShaderUniformVec2
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ShaderUniformVec3
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ShaderUniformVec4
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ShaderUniformInt
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ShaderUniformIvec2
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ShaderUniformIvec3
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ShaderUniformIvec4
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ShaderUniformSampler2d
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)
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// Some basic Defines
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const (
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Pi = 3.1415927
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@ -250,99 +234,69 @@ const (
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KeyVolumeUp = 24
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KeyVolumeDown = 25
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// Mouse Buttons
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MouseLeftButton = 0
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MouseRightButton = 1
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MouseMiddleButton = 2
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MouseSideButton = 3
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MouseExtraButton = 4
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MouseForwardButton = 5
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MouseBackButton = 6
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MouseLeftButton = MouseButtonLeft
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MouseRightButton = MouseButtonRight
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MouseMiddleButton = MouseButtonMiddle
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)
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// Touch points registered
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MaxTouchPoints = 2
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// Mouse Buttons
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const (
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MouseButtonLeft = iota
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MouseButtonRight
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MouseButtonMiddle
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MouseButtonSide
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MouseButtonExtra
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MouseButtonForward
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MouseButtonBack
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)
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// Gamepad Number
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GamepadPlayer1 = 0
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GamepadPlayer2 = 1
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GamepadPlayer3 = 2
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GamepadPlayer4 = 3
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// Mouse cursor
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type MouseCursor = int32
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// Gamepad Buttons/Axis
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const (
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MouseCursorDefault MouseCursor = iota // Default pointer shape
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MouseCursorArrow // Arrow shape
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MouseCursorIBeam // Text writing cursor shape
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MouseCursorCrosshair // Cross shape
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MouseCursorPointingHand // Pointing hand cursor
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MouseCursorResizeEW // Horizontal resize/move arrow shape
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MouseCursorResizeNS // Vertical resize/move arrow shape
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MouseCursorResizeNWSE // Top-left to bottom-right diagonal resize/move arrow shape
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MouseCursorResizeNESW // The top-right to bottom-left diagonal resize/move arrow shape
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MouseCursorResizeAll // The omni-directional resize/move cursor shape
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MouseCursorNotAllowed // The operation-not-allowed shape
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)
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// PS3 USB Controller Buttons
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GamepadPs3ButtonTriangle = 0
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GamepadPs3ButtonCircle = 1
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GamepadPs3ButtonCross = 2
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GamepadPs3ButtonSquare = 3
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GamepadPs3ButtonL1 = 6
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GamepadPs3ButtonR1 = 7
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GamepadPs3ButtonL2 = 4
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GamepadPs3ButtonR2 = 5
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GamepadPs3ButtonStart = 8
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GamepadPs3ButtonSelect = 9
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GamepadPs3ButtonUp = 24
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GamepadPs3ButtonRight = 25
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GamepadPs3ButtonDown = 26
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GamepadPs3ButtonLeft = 27
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GamepadPs3ButtonPs = 12
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// Gamepad Buttons
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const (
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GamepadButtonUnknown = iota // Unknown button, just for error checking
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GamepadButtonLeftFaceUp // Gamepad left DPAD up button
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GamepadButtonLeftFaceRight // Gamepad left DPAD right button
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GamepadButtonLeftFaceDown // Gamepad left DPAD down button
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GamepadButtonLeftFaceLeft // Gamepad left DPAD left button
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GamepadButtonRightFaceUp // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
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GamepadButtonRightFaceRight // Gamepad right button right (i.e. PS3: Square, Xbox: X)
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GamepadButtonRightFaceDown // Gamepad right button down (i.e. PS3: Cross, Xbox: A)
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GamepadButtonRightFaceLeft // Gamepad right button left (i.e. PS3: Circle, Xbox: B)
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GamepadButtonLeftTrigger1 // Gamepad top/back trigger left (first), it could be a trailing button
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GamepadButtonLeftTrigger2 // Gamepad top/back trigger left (second), it could be a trailing button
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GamepadButtonRightTrigger1 // Gamepad top/back trigger right (one), it could be a trailing button
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GamepadButtonRightTrigger2 // Gamepad top/back trigger right (second), it could be a trailing button
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GamepadButtonMiddleLeft // Gamepad center buttons, left one (i.e. PS3: Select)
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GamepadButtonMiddle // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX)
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GamepadButtonMiddleRight // Gamepad center buttons, right one (i.e. PS3: Start)
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GamepadButtonLeftThumb // Gamepad joystick pressed button left
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GamepadButtonRightThumb // Gamepad joystick pressed button right
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)
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// PS3 USB Controller Axis
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GamepadPs3AxisLeftX = 0
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GamepadPs3AxisLeftY = 1
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GamepadPs3AxisRightX = 2
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GamepadPs3AxisRightY = 5
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// [1..-1] (pressure-level)
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GamepadPs3AxisL2 = 3
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// [1..-1] (pressure-level)
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GamepadPs3AxisR2 = 4
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// Xbox360 USB Controller Buttons
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GamepadXboxButtonA = 0
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GamepadXboxButtonB = 1
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GamepadXboxButtonX = 2
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GamepadXboxButtonY = 3
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GamepadXboxButtonLb = 4
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GamepadXboxButtonRb = 5
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GamepadXboxButtonSelect = 6
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GamepadXboxButtonStart = 7
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GamepadXboxButtonUp = 10
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GamepadXboxButtonRight = 11
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GamepadXboxButtonDown = 12
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GamepadXboxButtonLeft = 13
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GamepadXboxButtonHome = 8
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// Android Gamepad Controller (SNES CLASSIC)
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GamepadAndroidDpadUp = 19
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GamepadAndroidDpadDown = 20
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GamepadAndroidDpadLeft = 21
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GamepadAndroidDpadRight = 22
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GamepadAndroidDpadCenter = 23
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GamepadAndroidButtonA = 96
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GamepadAndroidButtonB = 97
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GamepadAndroidButtonC = 98
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GamepadAndroidButtonX = 99
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GamepadAndroidButtonY = 100
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GamepadAndroidButtonZ = 101
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GamepadAndroidButtonL1 = 102
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GamepadAndroidButtonR1 = 103
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GamepadAndroidButtonL2 = 104
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GamepadAndroidButtonR2 = 105
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// Xbox360 USB Controller Axis
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// [-1..1] (left->right)
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GamepadXboxAxisLeftX = 0
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// [1..-1] (up->down)
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GamepadXboxAxisLeftY = 1
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// [-1..1] (left->right)
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GamepadXboxAxisRightX = 2
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// [1..-1] (up->down)
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GamepadXboxAxisRightY = 3
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// [-1..1] (pressure-level)
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GamepadXboxAxisLt = 4
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// [-1..1] (pressure-level)
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GamepadXboxAxisRt = 5
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// Gamepad Axis
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const (
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GamepadAxisLeftX = iota // Gamepad left stick X axis
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GamepadAxisLeftY // Gamepad left stick Y axis
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GamepadAxisRightX // Gamepad right stick X axis
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GamepadAxisRightY // Gamepad right stick Y axis
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GamepadAxisLeftTrigger // Gamepad back trigger left, pressure level: [1..-1]
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GamepadAxisRightTrigger // Gamepad back trigger right, pressure level: [1..-1]
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)
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// Some Basic Colors
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@ -464,13 +418,8 @@ func NewMat2(m0, m1, m10, m11 float32) Mat2 {
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return Mat2{m0, m1, m10, m11}
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}
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// Quaternion type
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type Quaternion struct {
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X float32
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Y float32
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Z float32
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W float32
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}
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// Quaternion, 4 components (Vector4 alias)
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type Quaternion = Vector4
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// NewQuaternion - Returns new Quaternion
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func NewQuaternion(x, y, z, w float32) Quaternion {
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@ -608,35 +557,54 @@ const (
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// Shader location point type
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const (
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LocVertexPosition = iota
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LocVertexTexcoord01
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LocVertexTexcoord02
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LocVertexNormal
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LocVertexTangent
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LocVertexColor
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LocMatrixMvp
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LocMatrixView
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LocMatrixProjection
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LocMatrixModel
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LocMatrixNormal
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LocVectorView
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LocColorDiffuse
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LocColorSpecular
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LocColorAmbient
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LocMapAlbedo
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LocMapMetalness
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LocMapNormal
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LocMapRoughness
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LocMapOcclusion
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LocMapEmission
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LocMapHeight
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LocMapCubemap
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LocMapIrradiance
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LocMapPrefilter
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LocMapBrdf
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ShaderLocVertexPosition = iota
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ShaderLocVertexTexcoord01
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ShaderLocVertexTexcoord02
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ShaderLocVertexNormal
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ShaderLocVertexTangent
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ShaderLocVertexColor
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ShaderLocMatrixMvp
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ShaderLocMatrixView
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ShaderLocMatrixProjection
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ShaderLocMatrixModel
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ShaderLocMatrixNormal
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ShaderLocVectorView
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ShaderLocColorDiffuse
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ShaderLocColorSpecular
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ShaderLocColorAmbient
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ShaderLocMapAlbedo
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ShaderLocMapMetalness
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ShaderLocMapNormal
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ShaderLocMapRoughness
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ShaderLocMapOcclusion
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ShaderLocMapEmission
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ShaderLocMapHeight
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ShaderLocMapCubemap
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ShaderLocMapIrradiance
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ShaderLocMapPrefilter
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ShaderLocMapBrdf
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ShaderLocMapDiffuse = ShaderLocMapAlbedo
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ShaderLocMapSpecular = ShaderLocMapMetalness
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)
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// Material map type
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// ShaderUniformDataType type
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type ShaderUniformDataType int32
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// ShaderUniformDataType enumeration
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const (
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ShaderUniformFloat ShaderUniformDataType = iota
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ShaderUniformVec2
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ShaderUniformVec3
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ShaderUniformVec4
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ShaderUniformInt
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ShaderUniformIvec2
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ShaderUniformIvec3
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ShaderUniformIvec4
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ShaderUniformSampler2d
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)
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// Material map index
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const (
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MapAlbedo = iota
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MapMetalness
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@ -649,14 +617,10 @@ const (
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MapCubemap
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MapIrradiance
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MapPrefilter
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)
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MapBrdf
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// Material map type
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const (
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MapDiffuse = MapAlbedo
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MapSpecular = MapMetalness
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LocMapDiffuse = LocMapAlbedo
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LocMapSpecular = LocMapMetalness
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MapDiffuse = MapAlbedo
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MapSpecular = MapMetalness
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)
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// Shader and material limits
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@ -897,6 +861,13 @@ type Font struct {
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Chars *GlyphInfo
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}
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// Font type, defines generation method
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const (
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FontDefault = iota // Default font generation, anti-aliased
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FontBitmap // Bitmap font generation, no anti-aliasing
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FontSdf // SDF font generation, requires external shader
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)
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// PixelFormat - Texture format
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type PixelFormat int32
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@ -979,6 +950,16 @@ const (
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WrapMirrorClamp
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)
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// Cubemap layouts
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const (
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CubemapLayoutAutoDetect = iota // Automatically detect layout type
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CubemapLayoutLineVertical // Layout is defined by a vertical line with faces
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CubemapLayoutLineHorizontal // Layout is defined by a horizontal line with faces
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CubemapLayoutCrossThreeByFour // Layout is defined by a 3x4 cross with cubemap faces
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CubemapLayoutCrossFourByThree // Layout is defined by a 4x3 cross with cubemap faces
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CubemapLayoutPanorama // Layout is defined by a panorama image (equirrectangular map)
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)
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// Image type, bpp always RGBA (32bit)
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// NOTE: Data stored in CPU memory (RAM)
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type Image struct {
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@ -1059,23 +1040,6 @@ const (
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LogNone
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)
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// Mouse cursor
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type MouseCursor = int32
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const (
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MouseCursorDefault MouseCursor = iota // Default pointer shape
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MouseCursorArrow // Arrow shape
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MouseCursorIBeam // Text writing cursor shape
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MouseCursorCrosshair // Cross shape
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MouseCursorPointingHand // Pointing hand cursor
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MouseCursorResizeEW // Horizontal resize/move arrow shape
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MouseCursorResizeNS // Vertical resize/move arrow shape
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MouseCursorResizeNWSE // Top-left to bottom-right diagonal resize/move arrow shape
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MouseCursorResizeNESW // The top-right to bottom-left diagonal resize/move arrow shape
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MouseCursorResizeAll // The omni-directional resize/move cursor shape
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MouseCursorNotAllowed // The operation-not-allowed shape
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)
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// N-patch layout
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type NPatchLayout int32
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