latest raylib snapshot
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5 changed files with 36 additions and 19 deletions
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@ -2523,6 +2523,11 @@ CFFI C function from raylib._raylib_cffi.lib"""
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def rl_update_vertex_buffer(unsignedint_0: int,void_pointer_1: Any,int_2: int,int_3: int,) -> None:
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"""void rlUpdateVertexBuffer(unsigned int, void *, int, int);
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CFFI C function from raylib._raylib_cffi.lib"""
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...
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def rl_update_vertex_buffer_elements(unsignedint_0: int,void_pointer_1: Any,int_2: int,int_3: int,) -> None:
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"""void rlUpdateVertexBufferElements(unsigned int, void *, int, int);
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CFFI C function from raylib._raylib_cffi.lib"""
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...
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def rl_vertex2f(float_0: float,float_1: float,) -> None:
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@ -3206,7 +3211,8 @@ class BlendMode(IntEnum):
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BLEND_MULTIPLIED = 2
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BLEND_ADD_COLORS = 3
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BLEND_SUBTRACT_COLORS = 4
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BLEND_CUSTOM = 5
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BLEND_ALPHA_PREMUL = 5
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BLEND_CUSTOM = 6
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class Gesture(IntEnum):
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GESTURE_NONE = 0
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@ -14,6 +14,7 @@ BASE_COLOR_PRESSED: int
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BLEND_ADDITIVE: int
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BLEND_ADD_COLORS: int
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BLEND_ALPHA: int
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BLEND_ALPHA_PREMUL: int
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BLEND_CUSTOM: int
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BLEND_MULTIPLIED: int
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BLEND_SUBTRACT_COLORS: int
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@ -1787,6 +1788,7 @@ RL_ATTACHMENT_TEXTURE2D: int
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RL_BLEND_ADDITIVE: int
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RL_BLEND_ADD_COLORS: int
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RL_BLEND_ALPHA: int
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RL_BLEND_ALPHA_PREMUL: int
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RL_BLEND_CUSTOM: int
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RL_BLEND_MULTIPLIED: int
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RL_BLEND_SUBTRACT_COLORS: int
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@ -2993,6 +2995,11 @@ CFFI C function from raylib._raylib_cffi.lib"""
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def rlUpdateVertexBuffer(unsignedint_0: int,void_pointer_1: Any,int_2: int,int_3: int,) -> None:
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"""void rlUpdateVertexBuffer(unsigned int, void *, int, int);
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CFFI C function from raylib._raylib_cffi.lib"""
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...
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def rlUpdateVertexBufferElements(unsignedint_0: int,void_pointer_1: Any,int_2: int,int_3: int,) -> None:
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"""void rlUpdateVertexBufferElements(unsigned int, void *, int, int);
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CFFI C function from raylib._raylib_cffi.lib"""
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...
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def rlVertex2f(float_0: float,float_1: float,) -> None:
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@ -302,7 +302,8 @@ class BlendMode(IntEnum):
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BLEND_MULTIPLIED = 2
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BLEND_ADD_COLORS = 3
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BLEND_SUBTRACT_COLORS = 4
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BLEND_CUSTOM = 5
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BLEND_ALPHA_PREMUL = 5
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BLEND_CUSTOM = 6
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class Gesture(IntEnum):
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GESTURE_NONE = 0
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@ -677,6 +677,7 @@ typedef enum {
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BLEND_MULTIPLIED, // Blend textures multiplying colors
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BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
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BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
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BLEND_ALPHA_PREMUL, // Blend premultiplied textures considering alpha
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BLEND_CUSTOM // Blend textures using custom src/dst factors (use rlSetBlendMode())
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} BlendMode;
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// Gesture
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@ -872,10 +873,10 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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void ClearDroppedFiles(void); // Clear dropped files paths buffer (free memory)
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long GetFileModTime(const char *fileName); // Get file modification time (last write time)
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// Compression/Encoding functionality
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unsigned char *CompressData(unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm)
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unsigned char *DecompressData(unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm)
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unsigned char *CompressData(const unsigned char *data, int dataLength, int *compDataLength); // Compress data (DEFLATE algorithm)
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unsigned char *DecompressData(const unsigned char *compData, int compDataLength, int *dataLength); // Decompress data (DEFLATE algorithm)
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char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLength); // Encode data to Base64 string
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unsigned char *DecodeDataBase64(unsigned char *data, int *outputLength); // Decode Base64 string data
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unsigned char *DecodeDataBase64(const unsigned char *data, int *outputLength); // Decode Base64 string data
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// Persistent storage management
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bool SaveStorageValue(unsigned int position, int value); // Save integer value to storage file (to defined position), returns true on success
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int LoadStorageValue(unsigned int position); // Load integer value from storage file (from defined position)
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@ -1125,7 +1126,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
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void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
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void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
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void DrawTextCodepoints(Font font, int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
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void DrawTextCodepoints(Font font, const int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
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// Text font info functions
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int MeasureText(const char *text, int fontSize); // Measure string width for default font
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Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
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@ -1138,7 +1139,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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int GetCodepointCount(const char *text); // Get total number of codepoints in a UTF-8 encoded string
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int GetCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure
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const char *CodepointToUTF8(int codepoint, int *byteSize); // Encode one codepoint into UTF-8 byte array (array length returned as parameter)
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char *TextCodepointsToUTF8(int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
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char *TextCodepointsToUTF8(const int *codepoints, int length); // Encode text as codepoints array into UTF-8 text string (WARNING: memory must be freed!)
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// Text strings management functions (no UTF-8 strings, only byte chars)
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// NOTE: Some strings allocate memory internally for returned strings, just be careful!
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int TextCopy(char *dst, const char *src); // Copy one string to another, returns bytes copied
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@ -1201,10 +1202,10 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
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// Mesh management functions
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void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
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void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
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void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
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void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
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void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
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void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
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void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
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bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
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BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
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void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
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@ -1231,7 +1232,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file
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void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
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void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
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void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data
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void UnloadModelAnimations(ModelAnimation *animations, unsigned int count); // Unload animation array data
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bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
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// Collision detection functions
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bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres
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@ -1280,7 +1281,7 @@ typedef bool (*SaveFileTextCallback)(const char *fileName, char *text); // FileI
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void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
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// Music management functions
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Music LoadMusicStream(const char *fileName); // Load music stream from file
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Music LoadMusicStreamFromMemory(const char *fileType, unsigned char *data, int dataSize); // Load music stream from data
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Music LoadMusicStreamFromMemory(const char *fileType, const unsigned char *data, int dataSize); // Load music stream from data
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void UnloadMusicStream(Music music); // Unload music stream
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void PlayMusicStream(Music music); // Start music playing
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bool IsMusicStreamPlaying(Music music); // Check if music is playing
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@ -249,6 +249,7 @@ typedef enum {
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RL_BLEND_MULTIPLIED, // Blend textures multiplying colors
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RL_BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
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RL_BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
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RL_BLEND_ALPHA_PREMUL, // Blend premultiplied textures considering alpha
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RL_BLEND_CUSTOM // Blend textures using custom src/dst factors (use rlSetBlendFactors())
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} rlBlendMode;
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// Shader location point type
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@ -406,22 +407,23 @@ typedef enum {
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//------------------------------------------------------------------------------------------------------------------------
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// Vertex buffers management
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unsigned int rlLoadVertexArray(void); // Load vertex array (vao) if supported
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unsigned int rlLoadVertexBuffer(void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
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unsigned int rlLoadVertexBufferElement(void *buffer, int size, bool dynamic); // Load a new attributes element buffer
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void rlUpdateVertexBuffer(unsigned int bufferId, void *data, int dataSize, int offset); // Update GPU buffer with new data
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unsigned int rlLoadVertexBuffer(const void *buffer, int size, bool dynamic); // Load a vertex buffer attribute
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unsigned int rlLoadVertexBufferElement(const void *buffer, int size, bool dynamic); // Load a new attributes element buffer
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void rlUpdateVertexBuffer(unsigned int bufferId, const void *data, int dataSize, int offset); // Update GPU buffer with new data
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void rlUpdateVertexBufferElements(unsigned int id, const void *data, int dataSize, int offset); // Update vertex buffer elements with new data
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void rlUnloadVertexArray(unsigned int vaoId);
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void rlUnloadVertexBuffer(unsigned int vboId);
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void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, void *pointer);
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void rlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void *pointer);
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void rlSetVertexAttributeDivisor(unsigned int index, int divisor);
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void rlSetVertexAttributeDefault(int locIndex, const void *value, int attribType, int count); // Set vertex attribute default value
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void rlDrawVertexArray(int offset, int count);
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void rlDrawVertexArrayElements(int offset, int count, void *buffer);
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void rlDrawVertexArrayElements(int offset, int count, const void *buffer);
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void rlDrawVertexArrayInstanced(int offset, int count, int instances);
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void rlDrawVertexArrayElementsInstanced(int offset, int count, void *buffer, int instances);
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void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffer, int instances);
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// Textures management
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unsigned int rlLoadTexture(void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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unsigned int rlLoadTexture(const void *data, int width, int height, int format, int mipmapCount); // Load texture in GPU
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unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer); // Load depth texture/renderbuffer (to be attached to fbo)
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unsigned int rlLoadTextureCubemap(void *data, int size, int format); // Load texture cubemap
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unsigned int rlLoadTextureCubemap(const void *data, int size, int format); // Load texture cubemap
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void rlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void *data); // Update GPU texture with new data
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void rlGetGlTextureFormats(int format, int *glInternalFormat, int *glFormat, int *glType); // Get OpenGL internal formats
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const char *rlGetPixelFormatName(unsigned int format); // Get name string for pixel format
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