From 004388133bfa7d4d43fc59f505769cf80e31988d Mon Sep 17 00:00:00 2001 From: Not-Nik Date: Sun, 28 Nov 2021 14:07:22 +0100 Subject: [PATCH] Fixup for rl 3.7 --- examples/core/2d_camera.zig | 2 +- examples/core/input_mouse_wheel.zig | 8 ++++---- examples/models/models_loading.zig | 2 +- examples/shaders/rlights.zig | 10 +++++----- examples/shaders/shaders_basic_lighting.zig | 10 +++++----- lib/raylib-wa.zig | 6 +++--- lib/raylib-zig.zig | 9 ++++----- 7 files changed, 23 insertions(+), 24 deletions(-) diff --git a/examples/core/2d_camera.zig b/examples/core/2d_camera.zig index 7fda2f2..f9faa30 100755 --- a/examples/core/2d_camera.zig +++ b/examples/core/2d_camera.zig @@ -69,7 +69,7 @@ pub fn main() anyerror!void camera.rotation = Clamp(camera.rotation, -40, 40); // Camera zoom controls - camera.zoom += @intToFloat(f32, GetMouseWheelMove() * @floatToInt(c_int, 0.05)); + camera.zoom += GetMouseWheelMove() * 0.05; camera.zoom = Clamp(camera.zoom, 0.1, 3.0); diff --git a/examples/core/input_mouse_wheel.zig b/examples/core/input_mouse_wheel.zig index 42cc419..61a2407 100755 --- a/examples/core/input_mouse_wheel.zig +++ b/examples/core/input_mouse_wheel.zig @@ -16,8 +16,8 @@ pub fn main() anyerror!void InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window"); - var boxPositionY: i32 = screenHeight / 2 - 40; - var scrollSpeed: i32 = 4; // Scrolling speed in pixels + var boxPositionY: f32 = screenHeight / 2 - 40; + var scrollSpeed: f32 = 4; // Scrolling speed in pixels SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- @@ -36,10 +36,10 @@ pub fn main() anyerror!void ClearBackground(WHITE); - DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON); + DrawRectangle(screenWidth/2 - 40, @floatToInt(c_int, boxPositionY), 80, 80, MAROON); DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY); - DrawText(FormatText("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY); + DrawText(FormatText("Box position Y: %03i", @floatToInt(c_int, boxPositionY)), 10, 40, 20, LIGHTGRAY); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/models/models_loading.zig b/examples/models/models_loading.zig index 4e34a2b..b267de7 100755 --- a/examples/models/models_loading.zig +++ b/examples/models/models_loading.zig @@ -23,7 +23,7 @@ pub fn main() anyerror!void { .target = Vector3{ .x = 0.0, .y = 10.0, .z = 0.0 }, // Camera looking at point .up = Vector3{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target) .fovy = 45.0, // Camera field-of-view Y - .type = CameraType.CAMERA_PERSPECTIVE, // Camera mode type + .projection = CameraProjection.CAMERA_PERSPECTIVE, // Camera mode type }; var model = LoadModel(resourceDir ++ "models/castle.obj"); // Load model diff --git a/examples/shaders/rlights.zig b/examples/shaders/rlights.zig index 9a54903..452635c 100644 --- a/examples/shaders/rlights.zig +++ b/examples/shaders/rlights.zig @@ -104,16 +104,16 @@ pub fn CreateLight(typ: LightType, position: Vector3, target: Vector3, color: Co // NOTE: Light shader locations should be available pub fn UpdateLightValues(shader: Shader, light: Light) void { // Send to shader light enabled state and type - SetShaderValue(shader, light.enabledLoc, &light.enabled, @enumToInt(ShaderUniformDataType.UNIFORM_INT)); - SetShaderValue(shader, light.typeLoc, &light.type, @enumToInt(ShaderUniformDataType.UNIFORM_INT)); + SetShaderValue(shader, light.enabledLoc, &light.enabled, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_INT)); + SetShaderValue(shader, light.typeLoc, &light.type, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_INT)); // Send to shader light position values const position = [3]f32{ light.position.x, light.position.y, light.position.z }; - SetShaderValue(shader, light.posLoc, &position, @enumToInt(ShaderUniformDataType.UNIFORM_VEC3)); + SetShaderValue(shader, light.posLoc, &position, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3)); // Send to shader light target position values const target = [3]f32{ light.target.x, light.target.y, light.target.z }; - SetShaderValue(shader, light.targetLoc, &target, @enumToInt(ShaderUniformDataType.UNIFORM_VEC3)); + SetShaderValue(shader, light.targetLoc, &target, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3)); // Send to shader light color values const color = [4]f32{ @@ -122,5 +122,5 @@ pub fn UpdateLightValues(shader: Shader, light: Light) void { @intToFloat(f32, light.color.b) / 255.0, @intToFloat(f32, light.color.a) / 255.0, }; - SetShaderValue(shader, light.colorLoc, &color, @enumToInt(ShaderUniformDataType.UNIFORM_VEC4)); + SetShaderValue(shader, light.colorLoc, &color, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC4)); } diff --git a/examples/shaders/shaders_basic_lighting.zig b/examples/shaders/shaders_basic_lighting.zig index 5ce551b..b361c71 100644 --- a/examples/shaders/shaders_basic_lighting.zig +++ b/examples/shaders/shaders_basic_lighting.zig @@ -32,7 +32,7 @@ pub fn main() !void { .target = .{ .x = 0.0, .y = 0.5, .z = 0.0 }, // Camera looking at point .up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target) .fovy = 45.0, // Camera field-of-view Y - .type = CameraType.CAMERA_PERSPECTIVE, // Camera mode type + .projection = CameraProjection.CAMERA_PERSPECTIVE, // Camera mode type }; // Load models @@ -54,13 +54,13 @@ pub fn main() !void { ); // Get some shader loactions - shader.locs[@enumToInt(ShaderLocationIndex.LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel"); - shader.locs[@enumToInt(ShaderLocationIndex.LOC_VECTOR_VIEW)] = GetShaderLocation(shader, "viewPos"); + shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel"); + shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)] = GetShaderLocation(shader, "viewPos"); // ambient light level const ambientLoc = GetShaderLocation(shader, "ambient"); const ambientVals = [4]f32{ 0.2, 0.2, 0.2, 1.0 }; - SetShaderValue(shader, ambientLoc, &ambientVals, @enumToInt(ShaderUniformDataType.UNIFORM_VEC4)); + SetShaderValue(shader, ambientLoc, &ambientVals, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC4)); var angle: f32 = 6.282; @@ -126,7 +126,7 @@ pub fn main() !void { // Update the light shader with the camera view position const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z }; - SetShaderValue(shader, shader.locs[@enumToInt(ShaderLocationIndex.LOC_VECTOR_VIEW)], &cameraPos, @enumToInt(ShaderUniformDataType.UNIFORM_VEC3)); + SetShaderValue(shader, shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)], &cameraPos, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3)); //---------------------------------------------------------------------------------- // Draw diff --git a/lib/raylib-wa.zig b/lib/raylib-wa.zig index 6bd0b45..bef58c7 100644 --- a/lib/raylib-wa.zig +++ b/lib/raylib-wa.zig @@ -243,7 +243,7 @@ pub extern fn ImageAlphaClear(image: [*c]const Image, color: Color, threshold: f pub extern fn ImageAlphaMask(image: [*c]const Image, alphaMask: Image) void; pub extern fn ImageAlphaPremultiply(image: [*c]const Image) void; pub extern fn ImageResize(image: [*c]const Image, newWidth: c_int, newHeight: c_int) void; -pub extern fn ImageResizeNN(image: [*c]const Image, newHeight: int newWidth,int) void; +pub extern fn ImageResizeNN(image: [*c]const Image, newWidth: c_int, newHeight: c_int) void; pub extern fn ImageResizeCanvas(image: [*c]const Image, newWidth: c_int, newHeight: c_int, offsetX: c_int, offsetY: c_int, fill: Color) void; pub extern fn ImageMipmaps(image: [*c]const Image) void; pub extern fn ImageDither(image: [*c]const Image, rBpp: c_int, gBpp: c_int, bBpp: c_int, aBpp: c_int) void; @@ -384,7 +384,7 @@ pub extern fn SetModelMeshMaterial(model: [*c]const Model, meshId: c_int, materi pub extern fn LoadModelAnimations(fileName: [*c]const u8, animsCount: [*c]const c_int) [*c]const ModelAnimation; pub extern fn UpdateModelAnimation(model: Model, anim: ModelAnimation, frame: c_int) void; pub extern fn UnloadModelAnimation(anim: ModelAnimation) void; -pub extern fn UnloadModelAnimations(animations: ModelAnimation*, count: c_uint) void; +pub extern fn UnloadModelAnimations(animations: [*c]const ModelAnimation, count: c_uint) void; pub extern fn IsModelAnimationValid(model: Model, anim: ModelAnimation) bool; pub extern fn GenMeshPoly(sides: c_int, radius: f32) Mesh; pub extern fn GenMeshPlane(width: f32, length: f32, resX: c_int, resZ: c_int) Mesh; @@ -445,7 +445,7 @@ pub extern fn WaveCrop(wave: [*c]const Wave, initSample: c_int, finalSample: c_i pub extern fn LoadWaveSamples(wave: Wave) [*c]const f32; pub extern fn UnloadWaveSamples(samples: [*c]const f32) void; pub extern fn LoadMusicStream(fileName: [*c]const u8) Music; -pub extern fn LoadMusicStreamFromMemory(fileType: [*c]const u8, data: unsigned char*, dataSize: c_int) Music; +pub extern fn LoadMusicStreamFromMemory(fileType: [*c]const u8, data: [*c]const u8, dataSize: c_int) Music; pub extern fn UnloadMusicStream(music: Music) void; pub extern fn PlayMusicStream(music: Music) void; pub extern fn IsMusicPlaying(music: Music) bool; diff --git a/lib/raylib-zig.zig b/lib/raylib-zig.zig index 32bcd93..22293c1 100755 --- a/lib/raylib-zig.zig +++ b/lib/raylib-zig.zig @@ -226,7 +226,7 @@ pub const Camera3D = extern struct { target: Vector3, up: Vector3, fovy: f32, - projection: c_int, + projection: CameraProjection, pub fn Begin(self: Camera3D) void { BeginMode3D(self); @@ -541,7 +541,7 @@ pub const KeyboardKey = enum(c_int) { KEY_KP_ENTER = 335, KEY_KP_EQUAL = 336, KEY_BACK = 4, - KEY_MENU = 82, + //KEY_MENU = 82, KEY_VOLUME_UP = 24, KEY_VOLUME_DOWN = 25, }; @@ -772,10 +772,9 @@ pub const FILTER_POINT = TEXTURE_FILTER_POINT; pub const FILTER_BILINEAR = TEXTURE_FILTER_BILINEAR; pub const MAP_DIFFUSE = MATERIAL_MAP_DIFFUSE; pub const PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 = PIXELFORMAT_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; -pub const SpriteFont = Font; -pub const MATERIAL_MAP_DIFFUSE = MATERIAL_MAP_ALBEDO; -pub const MATERIAL_MAP_SPECULAR = MATERIAL_MAP_METALNESS; +pub const MATERIAL_MAP_DIFFUSE = MaterialMapIndex.MATERIAL_MAP_ALBEDO; +pub const MATERIAL_MAP_SPECULAR = MaterialMapIndex.MATERIAL_MAP_METALNESS; pub const SHADER_LOC_MAP_DIFFUSE = SHADER_LOC_MAP_ALBEDO; pub const SHADER_LOC_MAP_SPECULAR = SHADER_LOC_MAP_METALNESS;