mirror of
https://github.com/raylib-zig/raylib-zig.git
synced 2026-02-12 20:38:12 +00:00
Made workaround easier to use
This commit is contained in:
parent
9ed2f2c5d2
commit
b475f62cfa
@ -4,6 +4,7 @@
|
||||
// Author: Nikolas Wipper
|
||||
// Date: 2020-02-15
|
||||
//
|
||||
const wa = @import("workaround/workaround.zig");
|
||||
|
||||
pub const Vector2 = extern struct {
|
||||
x: f32,
|
||||
@ -774,8 +775,7 @@ pub extern fn BeginTextureMode(target: RenderTexture2D) void;
|
||||
pub extern fn EndTextureMode() void;
|
||||
pub extern fn BeginScissorMode(x: c_int, y: c_int, width: c_int, height: c_int) void;
|
||||
pub extern fn EndScissorMode() void;
|
||||
pub extern fn GetMouseRay(mousePosition: Vector2, camera: Camera) Ray;
|
||||
pub extern fn WGetMouseRay(mouseX: f32, mouseY: f32, camera: Camera) Ray;
|
||||
//pub extern fn GetMouseRay(mousePosition: Vector2, camera: Camera) Ray;
|
||||
pub extern fn GetCameraMatrix(camera: Camera) Matrix;
|
||||
pub extern fn GetCameraMatrix2D(camera: Camera2D) Matrix;
|
||||
pub extern fn GetWorldToScreen(position: Vector3, camera: Camera) Vector2;
|
||||
@ -1034,15 +1034,13 @@ pub extern fn DrawCubeV(position: Vector3, size: Vector3, color: Color) void;
|
||||
pub extern fn DrawCubeWires(position: Vector3, width: f32, height: f32, length: f32, color: Color) void;
|
||||
pub extern fn DrawCubeWiresV(position: Vector3, size: Vector3, color: Color) void;
|
||||
pub extern fn DrawCubeTexture(texture: Texture2D, position: Vector3, width: f32, height: f32, length: f32, color: Color) void;
|
||||
pub extern fn DrawSphere(centerPos: Vector3, radius: f32, color: Color) void;
|
||||
pub extern fn WDrawSphere(posX: f32, posY: f32, posZ: f32, radius: f32, r: u8, g: u8, b: u8, a: u8) void;
|
||||
//pub extern fn DrawSphere(centerPos: Vector3, radius: f32, color: Color) void;
|
||||
pub extern fn DrawSphereEx(centerPos: Vector3, radius: f32, rings: c_int, slices: c_int, color: Color) void;
|
||||
pub extern fn DrawSphereWires(centerPos: Vector3, radius: f32, rings: c_int, slices: c_int, color: Color) void;
|
||||
pub extern fn DrawCylinder(position: Vector3, radiusTop: f32, radiusBottom: f32, height: f32, slices: c_int, color: Color) void;
|
||||
pub extern fn DrawCylinderWires(position: Vector3, radiusTop: f32, radiusBottom: f32, height: f32, slices: c_int, color: Color) void;
|
||||
pub extern fn DrawPlane(centerPos: Vector3, size: Vector2, color: Color) void;
|
||||
pub extern fn DrawRay(ray: Ray, color: Color) void;
|
||||
pub extern fn WDrawRay(ray: Ray, r: u8, g: u8, b: u8, a: u8) void;
|
||||
//pub extern fn DrawRay(ray: Ray, color: Color) void;
|
||||
pub extern fn DrawGrid(slices: c_int, spacing: f32) void;
|
||||
pub extern fn DrawGizmo(position: Vector3) void;
|
||||
pub extern fn LoadModel(fileName: [*c]const u8) Model;
|
||||
@ -1188,3 +1186,24 @@ pub const SpriteFont = Font;
|
||||
pub const SubText = TextSubtext;
|
||||
pub const ShowWindow = UnhideWindow;
|
||||
pub const FormatText = TextFormat;
|
||||
|
||||
// ---------- WORKAROUND ----------
|
||||
pub extern fn WGetMouseRay(mouseX: f32, mouseY: f32, camera: Camera) Ray;
|
||||
pub extern fn WDrawSphere(posX: f32, posY: f32, posZ: f32, radius: f32, r: u8, g: u8, b: u8, a: u8) void;
|
||||
pub extern fn WDrawRay(ray: Ray, r: u8, g: u8, b: u8, a: u8) void;
|
||||
|
||||
|
||||
pub fn GetMouseRay(mousePosition: Vector2, camera: Camera) Ray
|
||||
{
|
||||
return WGetMouseRay(mousePosition.x, mousePosition.y, camera);
|
||||
}
|
||||
|
||||
pub fn DrawSphere(centerPos: Vector3, radius: f32, color: Color) void
|
||||
{
|
||||
WDrawSphere(centerPos.x, centerPos.y, centerPos.z, radius, color.r, color.g, color.b, color.a);
|
||||
}
|
||||
|
||||
pub fn DrawRay(ray: Ray, color: Color) void
|
||||
{
|
||||
WDrawRay(ray, color.r, color.g, color.b, color.a);
|
||||
}
|
||||
|
||||
@ -39,7 +39,7 @@ pub fn main() anyerror!void
|
||||
|
||||
camera.Begin();
|
||||
|
||||
WDrawSphere(0, 0, 2, 1, 255, 0, 0, 255);
|
||||
DrawSphere(Vector3 {.x = 0, .y = 0, . z = 2}, 1, RED);
|
||||
|
||||
camera.End();
|
||||
|
||||
|
||||
@ -43,14 +43,14 @@ pub fn main() anyerror!void
|
||||
|
||||
camera.Begin();
|
||||
|
||||
var ray = WGetMouseRay(screenWidth / 2, screenHeight / 2, camera);
|
||||
var ray = GetMouseRay(Vector2{.x = screenWidth / 2, .y = screenHeight / 2}, camera);
|
||||
|
||||
var ray2 = Ray {
|
||||
.position = Vector3{ .x = 1, .y = 0, .z = 1 },
|
||||
.direction = Vector3{ .x = -1, .y = 0, .z = 1 },
|
||||
};
|
||||
|
||||
WDrawRay(ray2, 255, 0, 0, 255);
|
||||
DrawRay(ray2, RED);
|
||||
|
||||
camera.End();
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user