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https://github.com/Not-Nik/raylib-zig.git
synced 2025-09-09 20:17:28 +00:00
Update to raylib head
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@ -703,7 +703,13 @@ pub const Model = extern struct {
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}
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};
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pub const ModelAnimation = extern struct { boneCount: c_int, frameCount: c_int, bones: [*c]BoneInfo, framePoses: [*c][*c]Transform, name: [32]u8 };
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pub const ModelAnimation = extern struct {
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boneCount: c_int,
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frameCount: c_int,
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bones: [*c]BoneInfo,
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framePoses: [*c][*c]Transform,
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name: [32]u8,
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};
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pub const Ray = extern struct {
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position: Vector3,
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@ -799,6 +805,7 @@ pub const ConfigFlags = enum(c_int) {
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flag_window_topmost = 4096,
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flag_window_highdpi = 8192,
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flag_window_mouse_passthrough = 16384,
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flag_borderless_windowed_mode = 32768,
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flag_interlaced_hint = 65536,
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_,
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};
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@ -16,6 +16,7 @@ pub extern "c" fn IsWindowState(flag: c_uint) bool;
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pub extern "c" fn SetWindowState(flags: rl.ConfigFlags) void;
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pub extern "c" fn ClearWindowState(flags: rl.ConfigFlags) void;
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pub extern "c" fn ToggleFullscreen() void;
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pub extern "c" fn ToggleBorderlessWindowed() void;
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pub extern "c" fn MaximizeWindow() void;
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pub extern "c" fn MinimizeWindow() void;
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pub extern "c" fn RestoreWindow() void;
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@ -468,10 +469,12 @@ pub extern "c" fn LoadWaveFromMemory(fileType: [*c]const u8, fileData: [*c]const
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pub extern "c" fn IsWaveReady(wave: rl.Wave) bool;
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pub extern "c" fn LoadSound(fileName: [*c]const u8) rl.Sound;
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pub extern "c" fn LoadSoundFromWave(wave: rl.Wave) rl.Sound;
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pub extern "c" fn LoadSoundAlias(source: rl.Sound) rl.Sound;
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pub extern "c" fn IsSoundReady(sound: rl.Sound) bool;
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pub extern "c" fn UpdateSound(sound: rl.Sound, data: *const anyopaque, sampleCount: c_int) void;
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pub extern "c" fn UnloadWave(wave: rl.Wave) void;
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pub extern "c" fn UnloadSound(sound: rl.Sound) void;
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pub extern "c" fn UnloadSoundAlias(alias: rl.Sound) void;
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pub extern "c" fn ExportWave(wave: rl.Wave, fileName: [*c]const u8) bool;
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pub extern "c" fn ExportWaveAsCode(wave: rl.Wave, fileName: [*c]const u8) bool;
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pub extern "c" fn PlaySound(sound: rl.Sound) void;
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@ -703,7 +703,13 @@ pub const Model = extern struct {
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}
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};
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pub const ModelAnimation = extern struct { boneCount: c_int, frameCount: c_int, bones: [*c]BoneInfo, framePoses: [*c][*c]Transform, name: [32]u8 };
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pub const ModelAnimation = extern struct {
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boneCount: c_int,
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frameCount: c_int,
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bones: [*c]BoneInfo,
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framePoses: [*c][*c]Transform,
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name: [32]u8,
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};
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pub const Ray = extern struct {
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position: Vector3,
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@ -799,6 +805,7 @@ pub const ConfigFlags = enum(c_int) {
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flag_window_topmost = 4096,
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flag_window_highdpi = 8192,
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flag_window_mouse_passthrough = 16384,
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flag_borderless_windowed_mode = 32768,
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flag_interlaced_hint = 65536,
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_,
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};
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@ -1395,6 +1402,10 @@ pub fn toggleFullscreen() void {
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cdef.ToggleFullscreen();
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}
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pub fn toggleBorderlessWindowed() void {
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cdef.ToggleBorderlessWindowed();
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}
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pub fn maximizeWindow() void {
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cdef.MaximizeWindow();
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}
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@ -3111,6 +3122,10 @@ pub fn loadSoundFromWave(wave: Wave) Sound {
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return cdef.LoadSoundFromWave(wave);
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}
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pub fn loadSoundAlias(source: Sound) Sound {
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return cdef.LoadSoundAlias(source);
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}
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pub fn isSoundReady(sound: Sound) bool {
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return cdef.IsSoundReady(sound);
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}
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@ -3127,6 +3142,10 @@ pub fn unloadSound(sound: Sound) void {
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cdef.UnloadSound(sound);
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}
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pub fn unloadSoundAlias(alias: Sound) void {
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cdef.UnloadSoundAlias(alias);
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}
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pub fn exportWave(wave: Wave, fileName: [:0]const u8) bool {
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return cdef.ExportWave(wave, @as([*c]const u8, @ptrCast(fileName)));
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}
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