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https://github.com/Not-Nik/raylib-zig.git
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Merge pull request #7 from Gertkeno/master
macosx -> macos; double -> f64
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commit
8ae2cefd4c
2
lib.zig
2
lib.zig
@ -29,7 +29,7 @@ pub fn Pkg(pkgdir: comptime []const u8) type {
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exe.addIncludeDir(pkgdir ++ "/raylib/src/external/glfw/deps/mingw");
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exe.addCSourceFile(pkgdir ++ "/raylib/src/rglfw.c", raylibFlags);
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},
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.macosx => {
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.macos => {
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std.debug.warn("Compiling raylib is unsupported on macOS. Please add '-Dsystem-raylib=true' to your build command to use your system raylib.\n", .{});
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std.os.exit(1);
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},
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@ -13,6 +13,8 @@ def c_to_zig_type(t: str) -> str:
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t = t.replace("const ", "")
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if t == "float":
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t = "f32"
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if t == "double":
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t = "f64"
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if t == "int":
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t = "c_int"
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if t == "unsigned int":
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@ -55,7 +55,7 @@ pub extern fn GetScreenToWorld2D(position: Vector2, camera: Camera2D) Vector2;
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pub extern fn SetTargetFPS(fps: c_int) void;
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pub extern fn GetFPS() c_int;
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pub extern fn GetFrameTime() f32;
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pub extern fn GetTime() double;
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pub extern fn GetTime() f64;
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pub extern fn ColorToInt(color: Color) c_int;
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pub extern fn ColorNormalize(color: Color) Vector4;
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pub extern fn ColorFromNormalized(normalized: Vector4) Color;
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@ -58,9 +58,9 @@ pub extern fn MatrixRotateY(angle: f32) Matrix;
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pub extern fn MatrixRotateZ(angle: f32) Matrix;
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pub extern fn MatrixScale(x: f32, y: f32, z: f32) Matrix;
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pub extern fn MatrixMultiply(left: Matrix, right: Matrix) Matrix;
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pub extern fn MatrixFrustum(left: double, right: double, bottom: double, top: double, near: double, far: double) Matrix;
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pub extern fn MatrixPerspective(fovy: double, aspect: double, near: double, far: double) Matrix;
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pub extern fn MatrixOrtho(left: double, right: double, bottom: double, top: double, near: double, far: double) Matrix;
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pub extern fn MatrixFrustum(left: f64, right: f64, bottom: f64, top: f64, near: f64, far: f64) Matrix;
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pub extern fn MatrixPerspective(fovy: f64, aspect: f64, near: f64, far: f64) Matrix;
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pub extern fn MatrixOrtho(left: f64, right: f64, bottom: f64, top: f64, near: f64, far: f64) Matrix;
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pub extern fn MatrixLookAt(eye: Vector3, target: Vector3, up: Vector3) Matrix;
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pub extern fn MatrixToFloatV(mat: Matrix) float16;
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pub extern fn QuaternionIdentity() Quaternion;
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