583 lines
14 KiB
Go
583 lines
14 KiB
Go
// +build !js
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package raylib
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/*
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#include "raylib.h"
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#include <stdlib.h>
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*/
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import "C"
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import (
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"unsafe"
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)
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// cptr returns C pointer
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func (v *Vector2) cptr() *C.Vector2 {
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return (*C.Vector2)(unsafe.Pointer(v))
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}
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// newVector2FromPointer - Returns new Vector2 from pointer
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func newVector2FromPointer(ptr unsafe.Pointer) Vector2 {
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return *(*Vector2)(ptr)
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}
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// cptr returns C pointer
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func (v *Vector3) cptr() *C.Vector3 {
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return (*C.Vector3)(unsafe.Pointer(v))
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}
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// newVector3FromPointer - Returns new Vector3 from pointer
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func newVector3FromPointer(ptr unsafe.Pointer) Vector3 {
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return *(*Vector3)(ptr)
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}
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// cptr returns C pointer
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func (m *Matrix) cptr() *C.Matrix {
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return (*C.Matrix)(unsafe.Pointer(m))
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}
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// newMatrixFromPointer - Returns new Matrix from pointer
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func newMatrixFromPointer(ptr unsafe.Pointer) Matrix {
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return *(*Matrix)(ptr)
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}
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// cptr returns C pointer
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func (color *Color) cptr() *C.Color {
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return (*C.Color)(unsafe.Pointer(color))
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}
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// newColorFromPointer - Returns new Color from pointer
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func newColorFromPointer(ptr unsafe.Pointer) Color {
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return *(*Color)(ptr)
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}
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// cptr returns C pointer
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func (r *Rectangle) cptr() *C.Rectangle {
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return (*C.Rectangle)(unsafe.Pointer(r))
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}
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// newRectangleFromPointer - Returns new Rectangle from pointer
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func newRectangleFromPointer(ptr unsafe.Pointer) Rectangle {
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return *(*Rectangle)(ptr)
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}
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// cptr returns C pointer
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func (c *Camera) cptr() *C.Camera {
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return (*C.Camera)(unsafe.Pointer(c))
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}
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// newCameraFromPointer - Returns new Camera from pointer
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func newCameraFromPointer(ptr unsafe.Pointer) Camera {
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return *(*Camera)(ptr)
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}
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// cptr returns C pointer
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func (c *Camera2D) cptr() *C.Camera2D {
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return (*C.Camera2D)(unsafe.Pointer(c))
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}
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// newCamera2DFromPointer - Returns new Camera2D from pointer
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func newCamera2DFromPointer(ptr unsafe.Pointer) Camera2D {
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return *(*Camera2D)(ptr)
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}
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// cptr returns C pointer
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func (b *BoundingBox) cptr() *C.BoundingBox {
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return (*C.BoundingBox)(unsafe.Pointer(b))
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}
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// newBoundingBoxFromPointer - Returns new BoundingBox from pointer
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func newBoundingBoxFromPointer(ptr unsafe.Pointer) BoundingBox {
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return *(*BoundingBox)(ptr)
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}
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// CloseWindow - Close Window and Terminate Context
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func CloseWindow() {
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C.CloseWindow()
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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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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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return v
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}
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// ToggleFullscreen - Fullscreen toggle (only PLATFORM_DESKTOP)
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func ToggleFullscreen() {
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C.ToggleFullscreen()
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}
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// SetWindowIcon - Set icon for window (only PLATFORM_DESKTOP)
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func SetWindowIcon(image Image) {
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cimage := image.cptr()
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C.SetWindowIcon(*cimage)
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}
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// SetWindowTitle - Set title for window (only PLATFORM_DESKTOP)
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func SetWindowTitle(title string) {
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ctitle := C.CString(title)
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defer C.free(unsafe.Pointer(ctitle))
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C.SetWindowTitle(ctitle)
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}
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// SetWindowPosition - Set window position on screen (only PLATFORM_DESKTOP)
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func SetWindowPosition(x, y int32) {
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cx := (C.int)(x)
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cy := (C.int)(y)
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C.SetWindowPosition(cx, cy)
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}
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// SetWindowMonitor - Set monitor for the current window (fullscreen mode)
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func SetWindowMonitor(monitor int32) {
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cmonitor := (C.int)(monitor)
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C.SetWindowMonitor(cmonitor)
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}
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// GetScreenWidth - Get current screen width
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func GetScreenWidth() int32 {
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ret := C.GetScreenWidth()
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v := (int32)(ret)
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return v
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}
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// GetScreenHeight - Get current screen height
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func GetScreenHeight() int32 {
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ret := C.GetScreenHeight()
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v := (int32)(ret)
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return v
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}
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// ClearBackground - Sets Background Color
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func ClearBackground(color Color) {
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ccolor := color.cptr()
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C.ClearBackground(*ccolor)
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}
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// BeginDrawing - Setup drawing canvas to start drawing
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func BeginDrawing() {
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C.BeginDrawing()
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}
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// EndDrawing - End canvas drawing and Swap Buffers (Double Buffering)
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func EndDrawing() {
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C.EndDrawing()
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}
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// Begin2dMode - Initialize 2D mode with custom camera
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func Begin2dMode(camera Camera2D) {
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ccamera := camera.cptr()
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C.Begin2dMode(*ccamera)
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}
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// End2dMode - Ends 2D mode custom camera usage
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func End2dMode() {
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C.End2dMode()
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}
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// Begin3dMode - Initializes 3D mode for drawing (Camera setup)
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func Begin3dMode(camera Camera) {
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ccamera := camera.cptr()
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C.Begin3dMode(*ccamera)
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}
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// End3dMode - Ends 3D mode and returns to default 2D orthographic mode
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func End3dMode() {
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C.End3dMode()
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}
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// BeginTextureMode - Initializes render texture for drawing
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func BeginTextureMode(target RenderTexture2D) {
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ctarget := target.cptr()
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C.BeginTextureMode(*ctarget)
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}
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// EndTextureMode - Ends drawing to render texture
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func EndTextureMode() {
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C.EndTextureMode()
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}
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// GetMouseRay - Returns a ray trace from mouse position
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func GetMouseRay(mousePosition Vector2, camera Camera) Ray {
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cmousePosition := mousePosition.cptr()
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ccamera := camera.cptr()
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ret := C.GetMouseRay(*cmousePosition, *ccamera)
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v := newRayFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// GetWorldToScreen - Returns the screen space position from a 3d world space position
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func GetWorldToScreen(position Vector3, camera Camera) Vector2 {
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cposition := position.cptr()
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ccamera := camera.cptr()
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ret := C.GetWorldToScreen(*cposition, *ccamera)
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v := newVector2FromPointer(unsafe.Pointer(&ret))
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return v
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}
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// GetCameraMatrix - Returns camera transform matrix (view matrix)
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func GetCameraMatrix(camera Camera) Matrix {
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ccamera := camera.cptr()
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ret := C.GetCameraMatrix(*ccamera)
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v := newMatrixFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// SetTargetFPS - Set target FPS (maximum)
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func SetTargetFPS(fps int32) {
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cfps := (C.int)(fps)
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C.SetTargetFPS(cfps)
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}
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// GetFPS - Returns current FPS
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func GetFPS() float32 {
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ret := C.GetFPS()
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v := (float32)(ret)
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return v
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}
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// GetFrameTime - Returns time in seconds for one frame
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func GetFrameTime() float32 {
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ret := C.GetFrameTime()
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v := (float32)(ret)
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return v
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}
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// GetColor - Returns a Color struct from hexadecimal value
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func GetColor(hexValue int32) Color {
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chexValue := (C.int)(hexValue)
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ret := C.GetColor(chexValue)
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v := newColorFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// GetHexValue - Returns hexadecimal value for a Color
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func GetHexValue(color Color) int32 {
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ccolor := color.cptr()
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ret := C.GetHexValue(*ccolor)
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v := (int32)(ret)
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return v
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}
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// ColorToFloat - Converts Color to float32 slice and normalizes
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func ColorToFloat(color Color) []float32 {
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data := make([]float32, 0)
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data[0] = float32(color.R) / 255
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data[0] = float32(color.G) / 255
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data[0] = float32(color.B) / 255
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data[0] = float32(color.A) / 255
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return data
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}
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// Vector3ToFloat - Converts Vector3 to float32 slice
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func Vector3ToFloat(vec Vector3) []float32 {
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data := make([]float32, 0)
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data[0] = vec.X
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data[1] = vec.Y
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data[2] = vec.Z
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return data
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}
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// MatrixToFloat - Converts Matrix to float32 slice
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func MatrixToFloat(mat Matrix) []float32 {
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data := make([]float32, 0)
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data[0] = mat.M0
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data[1] = mat.M4
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data[2] = mat.M8
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data[3] = mat.M12
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data[4] = mat.M1
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data[5] = mat.M5
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data[6] = mat.M9
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data[7] = mat.M13
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data[8] = mat.M2
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data[9] = mat.M6
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data[10] = mat.M10
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data[11] = mat.M14
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data[12] = mat.M3
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data[13] = mat.M7
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data[14] = mat.M11
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data[15] = mat.M15
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return data
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}
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// GetRandomValue - Returns a random value between min and max (both included)
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func GetRandomValue(min, max int32) int32 {
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cmin := (C.int)(min)
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cmax := (C.int)(max)
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ret := C.GetRandomValue(cmin, cmax)
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v := (int32)(ret)
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return v
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}
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// Fade - Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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func Fade(color Color, alpha float32) Color {
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ccolor := color.cptr()
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calpha := (C.float)(alpha)
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ret := C.Fade(*ccolor, calpha)
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v := newColorFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// ShowLogo - Activates raylib logo at startup (can be done with flags)
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func ShowLogo() {
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C.ShowLogo()
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}
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// SetConfigFlags - Setup some window configuration flags
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func SetConfigFlags(flags byte) {
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cflags := (C.char)(flags)
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C.SetConfigFlags(cflags)
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}
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// TakeScreenshot - Takes a screenshot of current screen (saved a .png)
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func TakeScreenshot(name string) {
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cname := C.CString(name)
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defer C.free(unsafe.Pointer(cname))
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C.TakeScreenshot(cname)
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}
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// StorageSaveValue - Storage save integer value (to defined position)
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func StorageSaveValue(position, value int32) {
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cposition := (C.int)(position)
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cvalue := (C.int)(value)
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C.StorageSaveValue(cposition, cvalue)
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}
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// StorageLoadValue - Storage load integer value (from defined position)
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func StorageLoadValue(position int32) int32 {
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cposition := (C.int)(position)
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ret := C.StorageLoadValue(cposition)
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v := (int32)(ret)
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return v
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}
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// IsKeyPressed - Detect if a key has been pressed once
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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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return v
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}
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// IsKeyDown - Detect if a key is being pressed
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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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return v
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}
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// IsKeyReleased - Detect if a key has been released once
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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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return v
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}
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// IsKeyUp - Detect if a key is NOT being pressed
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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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return v
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}
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// GetKeyPressed - Get latest key pressed
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func GetKeyPressed() int32 {
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ret := C.GetKeyPressed()
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v := (int32)(ret)
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return v
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}
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// SetExitKey - Set a custom key to exit program (default is ESC)
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func SetExitKey(key int32) {
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ckey := (C.int)(key)
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C.SetExitKey(ckey)
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}
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// IsGamepadAvailable - Detect if a gamepad is available
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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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return v
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}
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// IsGamepadName - Check gamepad name (if available)
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func IsGamepadName(gamepad int32, name string) bool {
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cgamepad := (C.int)(gamepad)
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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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return v
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}
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// GetGamepadName - Return gamepad internal name id
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func GetGamepadName(gamepad int32) string {
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cgamepad := (C.int)(gamepad)
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ret := C.GetGamepadName(cgamepad)
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v := C.GoString(ret)
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return v
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}
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// IsGamepadButtonPressed - Detect if a gamepad button has been pressed once
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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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return v
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}
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// IsGamepadButtonDown - Detect if a gamepad button is being pressed
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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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return v
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}
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// IsGamepadButtonReleased - Detect if a gamepad button has been released once
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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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return v
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}
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// IsGamepadButtonUp - Detect if a gamepad button is NOT being pressed
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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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return v
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}
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// GetGamepadButtonPressed - Get the last gamepad button pressed
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func GetGamepadButtonPressed() int32 {
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ret := C.GetGamepadButtonPressed()
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v := (int32)(ret)
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return v
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}
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// GetGamepadAxisCount - Return gamepad axis count for a gamepad
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func GetGamepadAxisCount(gamepad int32) int32 {
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cgamepad := (C.int)(gamepad)
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ret := C.GetGamepadAxisCount(cgamepad)
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v := (int32)(ret)
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return v
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}
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// GetGamepadAxisMovement - Return axis movement value for a gamepad axis
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func GetGamepadAxisMovement(gamepad, axis int32) float32 {
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cgamepad := (C.int)(gamepad)
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caxis := (C.int)(axis)
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ret := C.GetGamepadAxisMovement(cgamepad, caxis)
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v := (float32)(ret)
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return v
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}
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// IsMouseButtonPressed - Detect if a mouse button has been pressed once
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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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return v
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}
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// IsMouseButtonDown - Detect if a mouse button is being pressed
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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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return v
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}
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// IsMouseButtonReleased - Detect if a mouse button has been released once
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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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return v
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}
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// IsMouseButtonUp - Detect if a mouse button is NOT being pressed
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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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return v
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}
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// GetMouseX - Returns mouse position X
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func GetMouseX() int32 {
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ret := C.GetMouseX()
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v := (int32)(ret)
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return v
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}
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// GetMouseY - Returns mouse position Y
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func GetMouseY() int32 {
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ret := C.GetMouseY()
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v := (int32)(ret)
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return v
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}
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|
// GetMousePosition - Returns mouse position XY
|
|
func GetMousePosition() Vector2 {
|
|
ret := C.GetMousePosition()
|
|
v := newVector2FromPointer(unsafe.Pointer(&ret))
|
|
return v
|
|
}
|
|
|
|
// SetMousePosition - Set mouse position XY
|
|
func SetMousePosition(position Vector2) {
|
|
cposition := position.cptr()
|
|
C.SetMousePosition(*cposition)
|
|
}
|
|
|
|
// GetMouseWheelMove - Returns mouse wheel movement Y
|
|
func GetMouseWheelMove() int32 {
|
|
ret := C.GetMouseWheelMove()
|
|
v := (int32)(ret)
|
|
return v
|
|
}
|
|
|
|
// GetTouchX - Returns touch position X for touch point 0 (relative to screen size)
|
|
func GetTouchX() int32 {
|
|
ret := C.GetTouchX()
|
|
v := (int32)(ret)
|
|
return v
|
|
}
|
|
|
|
// GetTouchY - Returns touch position Y for touch point 0 (relative to screen size)
|
|
func GetTouchY() int32 {
|
|
ret := C.GetTouchY()
|
|
v := (int32)(ret)
|
|
return v
|
|
}
|
|
|
|
// GetTouchPosition - Returns touch position XY for a touch point index (relative to screen size)
|
|
func GetTouchPosition(index int32) Vector2 {
|
|
cindex := (C.int)(index)
|
|
ret := C.GetTouchPosition(cindex)
|
|
v := newVector2FromPointer(unsafe.Pointer(&ret))
|
|
return v
|
|
}
|