* Verify shaders are valid
* Verify images are valid
* Verify models are valid
* Verify materials are valid
* Verify textures are valid
* Verify render textures are valid
* Verify waves are valid
* Verify sounds are valid
* Verify music is valid
* Verify audio streams are valid
* Verify fonts are valid
* Update examples to handle error unions
* Updated getGamepadAxisMovement to take enum and cast return to f32
* Updated raylib-ext.zig GetGamepadAxisMovement to take enum
* modified generate_functions.py to make changes instead
Add missing veoId and vboId fields to the Mesh struct. This fixes
some crashes when meshes are being manipulated on the Zig side, for
example when genMesh* functions are used.
* tidying
no change to behavior, just change a few things to be
more consistent with the rest
* fix enum type conversions
setMouseCursor() and setTextureWrap() both took c_int arguments;
now they take zig enums instead
* make fix_enums table-driven
hopefully this is easier to visually parse than the if-else chain
* updated build.zig and generate_functions.py to add raygui
* added raygui.h and manually coded some structs & enums in raygui prelude WIP
* ported all the structs, enums and globals to zig till raygui implementation
* imported types from raylib in raygui
* re-encoded raygui-prelude.zig. I don't know for some reason it was showing up as UTF-16 unicode text file. re-encoded it to UTF-8
* fixed imports in prelude to work properly with generated files
* updated generate_functions.py file to generate for raygui [text type error not fixed]
* simple temporary patch for mentioned text type issue
* removed unused imports from raylib in raygui
* added generated files
* Manually define raygui functions for slice arguments
* Manually define raygui functions with pointer return values
---------
Co-authored-by: Not-Nik <nik.wipper@gmx.de>