raylib-bindings 0.2.0 → 0.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
data/lib/physac.rb CHANGED
@@ -1,222 +1,304 @@
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- # Yet another raylib wrapper for Ruby
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- #
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- # * https://github.com/vaiorabbit/raylib-bindings
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- #
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- # [NOTICE] Autogenerated. Do not edit.
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-
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- require 'ffi'
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-
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- module Raylib
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- extend FFI::Library
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-
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- # Define/Macro
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-
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- PHYSAC_MAX_BODIES = 64 # Maximum number of physic bodies supported
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- PHYSAC_MAX_MANIFOLDS = 4096 # Maximum number of physic bodies interactions (64x64)
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- PHYSAC_MAX_VERTICES = 24 # Maximum number of vertex for polygons shapes
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- PHYSAC_DEFAULT_CIRCLE_VERTICES = 24 # Default number of vertices for circle shapes
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- PHYSAC_COLLISION_ITERATIONS = 100
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- PHYSAC_PENETRATION_ALLOWANCE = 0.05
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- PHYSAC_PENETRATION_CORRECTION = 0.4
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- PHYSAC_PI = 3.14159265358979323846
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-
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- # Enum
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-
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- # enum PhysicsShapeType
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- PHYSICS_CIRCLE = 0
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- PHYSICS_POLYGON = 1
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-
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-
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- # Typedef
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-
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- typedef :int, :PhysicsShapeType
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- typedef :pointer, :PhysicsBody
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- typedef :pointer, :PhysicsManifold
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-
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- # Struct
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-
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- # Matrix2x2 type (used for polygon shape rotation matrix)
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- class Matrix2x2 < FFI::Struct
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- layout(
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- :m00, :float,
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- :m01, :float,
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- :m10, :float,
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- :m11, :float,
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- )
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- end
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-
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- class PhysicsVertexData < FFI::Struct
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- layout(
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- :vertexCount, :uint, # Vertex count (positions and normals)
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- :positions, [Vector2, 24], # Vertex positions vectors
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- :normals, [Vector2, 24], # Vertex normals vectors
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- )
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- end
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-
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- class PhysicsShape < FFI::Struct
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- layout(
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- :type, :int, # Shape type (circle or polygon)
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- :body, :pointer, # Shape physics body data pointer
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- :vertexData, PhysicsVertexData, # Shape vertices data (used for polygon shapes)
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- :radius, :float, # Shape radius (used for circle shapes)
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- :transform, Matrix2x2, # Vertices transform matrix 2x2
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- )
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- end
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-
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- class PhysicsBodyData < FFI::Struct
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- layout(
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- :id, :uint, # Unique identifier
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- :enabled, :bool, # Enabled dynamics state (collisions are calculated anyway)
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- :position, Vector2, # Physics body shape pivot
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- :velocity, Vector2, # Current linear velocity applied to position
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- :force, Vector2, # Current linear force (reset to 0 every step)
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- :angularVelocity, :float, # Current angular velocity applied to orient
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- :torque, :float, # Current angular force (reset to 0 every step)
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- :orient, :float, # Rotation in radians
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- :inertia, :float, # Moment of inertia
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- :inverseInertia, :float, # Inverse value of inertia
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- :mass, :float, # Physics body mass
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- :inverseMass, :float, # Inverse value of mass
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- :staticFriction, :float, # Friction when the body has not movement (0 to 1)
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- :dynamicFriction, :float, # Friction when the body has movement (0 to 1)
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- :restitution, :float, # Restitution coefficient of the body (0 to 1)
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- :useGravity, :bool, # Apply gravity force to dynamics
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- :isGrounded, :bool, # Physics grounded on other body state
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- :freezeOrient, :bool, # Physics rotation constraint
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- :shape, PhysicsShape, # Physics body shape information (type, radius, vertices, transform)
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- )
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- end
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-
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- class PhysicsManifoldData < FFI::Struct
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- layout(
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- :id, :uint, # Unique identifier
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- :bodyA, :pointer, # Manifold first physics body reference
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- :bodyB, :pointer, # Manifold second physics body reference
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- :penetration, :float, # Depth of penetration from collision
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- :normal, Vector2, # Normal direction vector from 'a' to 'b'
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- :contacts, [Vector2, 2], # Points of contact during collision
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- :contactsCount, :uint, # Current collision number of contacts
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- :restitution, :float, # Mixed restitution during collision
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- :dynamicFriction, :float, # Mixed dynamic friction during collision
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- :staticFriction, :float, # Mixed static friction during collision
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- )
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- end
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-
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-
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- # Function
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-
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- def self.setup_physac_symbols
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- entries = [
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-
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- # InitPhysics : Initializes physics system
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- # @return [void]
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- [:InitPhysics, :InitPhysics, [], :void],
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-
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- # UpdatePhysics : Update physics system
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- # @return [void]
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- [:UpdatePhysics, :UpdatePhysics, [], :void],
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-
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- # ResetPhysics : Reset physics system (global variables)
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- # @return [void]
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- [:ResetPhysics, :ResetPhysics, [], :void],
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-
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- # ClosePhysics : Close physics system and unload used memory
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- # @return [void]
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- [:ClosePhysics, :ClosePhysics, [], :void],
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-
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- # SetPhysicsTimeStep : Sets physics fixed time step in milliseconds. 1.666666 by default
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- # @param delta [double]
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- # @return [void]
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- [:SetPhysicsTimeStep, :SetPhysicsTimeStep, [:double], :void],
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-
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- # SetPhysicsGravity : Sets physics global gravity force
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- # @param x [float]
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- # @param y [float]
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- # @return [void]
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- [:SetPhysicsGravity, :SetPhysicsGravity, [:float, :float], :void],
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-
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- # CreatePhysicsBodyCircle : Creates a new circle physics body with generic parameters
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- # @param pos [Vector2]
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- # @param radius [float]
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- # @param density [float]
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- # @return [PhysicsBody]
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- [:CreatePhysicsBodyCircle, :CreatePhysicsBodyCircle, [Vector2.by_value, :float, :float], :pointer],
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-
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- # CreatePhysicsBodyRectangle : Creates a new rectangle physics body with generic parameters
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- # @param pos [Vector2]
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- # @param width [float]
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- # @param height [float]
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- # @param density [float]
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- # @return [PhysicsBody]
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- [:CreatePhysicsBodyRectangle, :CreatePhysicsBodyRectangle, [Vector2.by_value, :float, :float, :float], :pointer],
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-
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- # CreatePhysicsBodyPolygon : Creates a new polygon physics body with generic parameters
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- # @param pos [Vector2]
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- # @param radius [float]
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- # @param sides [int]
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- # @param density [float]
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- # @return [PhysicsBody]
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- [:CreatePhysicsBodyPolygon, :CreatePhysicsBodyPolygon, [Vector2.by_value, :float, :int, :float], :pointer],
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-
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- # DestroyPhysicsBody : Destroy a physics body
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- # @param body [PhysicsBody]
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- # @return [void]
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- [:DestroyPhysicsBody, :DestroyPhysicsBody, [:pointer], :void],
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-
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- # PhysicsAddForce : Adds a force to a physics body
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- # @param body [PhysicsBody]
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- # @param force [Vector2]
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- # @return [void]
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- [:PhysicsAddForce, :PhysicsAddForce, [:pointer, Vector2.by_value], :void],
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-
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- # PhysicsAddTorque : Adds an angular force to a physics body
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- # @param body [PhysicsBody]
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- # @param amount [float]
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- # @return [void]
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- [:PhysicsAddTorque, :PhysicsAddTorque, [:pointer, :float], :void],
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-
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- # PhysicsShatter : Shatters a polygon shape physics body to little physics bodies with explosion force
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- # @param body [PhysicsBody]
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- # @param position [Vector2]
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- # @param force [float]
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- # @return [void]
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- [:PhysicsShatter, :PhysicsShatter, [:pointer, Vector2.by_value, :float], :void],
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-
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- # SetPhysicsBodyRotation : Sets physics body shape transform based on radians parameter
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- # @param body [PhysicsBody]
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- # @param radians [float]
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- # @return [void]
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- [:SetPhysicsBodyRotation, :SetPhysicsBodyRotation, [:pointer, :float], :void],
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-
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- # GetPhysicsBody : Returns a physics body of the bodies pool at a specific index
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- # @param index [int]
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- # @return [PhysicsBody]
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- [:GetPhysicsBody, :GetPhysicsBody, [:int], :pointer],
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-
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- # GetPhysicsBodiesCount : Returns the current amount of created physics bodies
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- # @return [int]
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- [:GetPhysicsBodiesCount, :GetPhysicsBodiesCount, [], :int],
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-
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- # GetPhysicsShapeType : Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
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- # @param index [int]
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- # @return [int]
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- [:GetPhysicsShapeType, :GetPhysicsShapeType, [:int], :int],
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-
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- # GetPhysicsShapeVerticesCount : Returns the amount of vertices of a physics body shape
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- # @param index [int]
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- # @return [int]
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- [:GetPhysicsShapeVerticesCount, :GetPhysicsShapeVerticesCount, [:int], :int],
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-
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- # GetPhysicsShapeVertex : Returns transformed position of a body shape (body position + vertex transformed position)
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- # @param body [PhysicsBody]
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- # @param vertex [int]
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- # @return [Vector2]
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- [:GetPhysicsShapeVertex, :GetPhysicsShapeVertex, [:pointer, :int], Vector2.by_value],
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- ]
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- entries.each do |entry|
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- attach_function entry[0], entry[1], entry[2], entry[3]
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- rescue FFI::NotFoundError => e
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- warn "[Warning] Failed to import #{entry[0]} (#{e})."
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- end
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- end
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- end
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+ # Yet another raylib wrapper for Ruby
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+ #
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+ # * https://github.com/vaiorabbit/raylib-bindings
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+ #
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+ # [NOTICE] Autogenerated. Do not edit.
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+
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+ require 'ffi'
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+
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+ module Raylib
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+ extend FFI::Library
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+
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+ # Define/Macro
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+
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+ PHYSAC_MAX_BODIES = 64 # Maximum number of physic bodies supported
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+ PHYSAC_MAX_MANIFOLDS = 4096 # Maximum number of physic bodies interactions (64x64)
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+ PHYSAC_MAX_VERTICES = 24 # Maximum number of vertex for polygons shapes
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+ PHYSAC_DEFAULT_CIRCLE_VERTICES = 24 # Default number of vertices for circle shapes
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+ PHYSAC_COLLISION_ITERATIONS = 100
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+ PHYSAC_PENETRATION_ALLOWANCE = 0.05
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+ PHYSAC_PENETRATION_CORRECTION = 0.4
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+ PHYSAC_PI = 3.14159265358979323846
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+
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+ # Enum
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+
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+ # enum PhysicsShapeType
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+ PHYSICS_CIRCLE = 0
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+ PHYSICS_POLYGON = 1
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+
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+
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+ # Typedef
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+
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+ typedef :int, :PhysicsShapeType
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+ typedef :pointer, :PhysicsBody
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+ typedef :pointer, :PhysicsManifold
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+
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+ # Struct
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+
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+ # Matrix2x2 type (used for polygon shape rotation matrix)
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+ class Matrix2x2 < FFI::Struct
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+ layout(
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+ :m00, :float,
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+ :m01, :float,
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+ :m10, :float,
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+ :m11, :float,
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+ )
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+ def m00 = self[:m00]
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+ def m00=(v) self[:m00] = v end
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+ def m01 = self[:m01]
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+ def m01=(v) self[:m01] = v end
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+ def m10 = self[:m10]
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+ def m10=(v) self[:m10] = v end
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+ def m11 = self[:m11]
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+ def m11=(v) self[:m11] = v end
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+ end
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+
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+ class PhysicsVertexData < FFI::Struct
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+ layout(
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+ :vertexCount, :uint, # Vertex count (positions and normals)
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+ :positions, [Vector2, 24], # Vertex positions vectors
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+ :normals, [Vector2, 24], # Vertex normals vectors
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+ )
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+ def vertexCount = self[:vertexCount]
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+ def vertexCount=(v) self[:vertexCount] = v end
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+ def positions = self[:positions]
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+ def positions=(v) self[:positions] = v end
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+ def normals = self[:normals]
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+ def normals=(v) self[:normals] = v end
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+ end
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+
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+ class PhysicsShape < FFI::Struct
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+ layout(
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+ :type, :int, # Shape type (circle or polygon)
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+ :body, :pointer, # Shape physics body data pointer
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+ :vertexData, PhysicsVertexData, # Shape vertices data (used for polygon shapes)
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+ :radius, :float, # Shape radius (used for circle shapes)
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+ :transform, Matrix2x2, # Vertices transform matrix 2x2
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+ )
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+ def type = self[:type]
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+ def type=(v) self[:type] = v end
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+ def body = self[:body]
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+ def body=(v) self[:body] = v end
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+ def vertexData = self[:vertexData]
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+ def vertexData=(v) self[:vertexData] = v end
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+ def radius = self[:radius]
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+ def radius=(v) self[:radius] = v end
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+ def transform = self[:transform]
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+ def transform=(v) self[:transform] = v end
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+ end
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+
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+ class PhysicsBodyData < FFI::Struct
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+ layout(
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+ :id, :uint, # Unique identifier
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+ :enabled, :bool, # Enabled dynamics state (collisions are calculated anyway)
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+ :position, Vector2, # Physics body shape pivot
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+ :velocity, Vector2, # Current linear velocity applied to position
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+ :force, Vector2, # Current linear force (reset to 0 every step)
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+ :angularVelocity, :float, # Current angular velocity applied to orient
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+ :torque, :float, # Current angular force (reset to 0 every step)
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+ :orient, :float, # Rotation in radians
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+ :inertia, :float, # Moment of inertia
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+ :inverseInertia, :float, # Inverse value of inertia
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+ :mass, :float, # Physics body mass
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+ :inverseMass, :float, # Inverse value of mass
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+ :staticFriction, :float, # Friction when the body has not movement (0 to 1)
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+ :dynamicFriction, :float, # Friction when the body has movement (0 to 1)
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+ :restitution, :float, # Restitution coefficient of the body (0 to 1)
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+ :useGravity, :bool, # Apply gravity force to dynamics
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+ :isGrounded, :bool, # Physics grounded on other body state
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+ :freezeOrient, :bool, # Physics rotation constraint
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+ :shape, PhysicsShape, # Physics body shape information (type, radius, vertices, transform)
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+ )
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+ def id = self[:id]
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+ def id=(v) self[:id] = v end
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+ def enabled = self[:enabled]
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+ def enabled=(v) self[:enabled] = v end
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+ def position = self[:position]
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+ def position=(v) self[:position] = v end
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+ def velocity = self[:velocity]
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+ def velocity=(v) self[:velocity] = v end
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+ def force = self[:force]
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+ def force=(v) self[:force] = v end
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+ def angularVelocity = self[:angularVelocity]
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+ def angularVelocity=(v) self[:angularVelocity] = v end
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+ def torque = self[:torque]
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+ def torque=(v) self[:torque] = v end
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+ def orient = self[:orient]
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+ def orient=(v) self[:orient] = v end
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+ def inertia = self[:inertia]
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+ def inertia=(v) self[:inertia] = v end
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+ def inverseInertia = self[:inverseInertia]
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+ def inverseInertia=(v) self[:inverseInertia] = v end
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+ def mass = self[:mass]
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+ def mass=(v) self[:mass] = v end
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+ def inverseMass = self[:inverseMass]
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+ def inverseMass=(v) self[:inverseMass] = v end
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+ def staticFriction = self[:staticFriction]
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+ def staticFriction=(v) self[:staticFriction] = v end
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+ def dynamicFriction = self[:dynamicFriction]
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+ def dynamicFriction=(v) self[:dynamicFriction] = v end
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+ def restitution = self[:restitution]
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+ def restitution=(v) self[:restitution] = v end
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+ def useGravity = self[:useGravity]
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+ def useGravity=(v) self[:useGravity] = v end
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+ def isGrounded = self[:isGrounded]
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+ def isGrounded=(v) self[:isGrounded] = v end
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+ def freezeOrient = self[:freezeOrient]
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+ def freezeOrient=(v) self[:freezeOrient] = v end
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+ def shape = self[:shape]
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+ def shape=(v) self[:shape] = v end
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+ end
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+
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+ class PhysicsManifoldData < FFI::Struct
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+ layout(
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+ :id, :uint, # Unique identifier
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+ :bodyA, :pointer, # Manifold first physics body reference
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+ :bodyB, :pointer, # Manifold second physics body reference
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+ :penetration, :float, # Depth of penetration from collision
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+ :normal, Vector2, # Normal direction vector from 'a' to 'b'
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+ :contacts, [Vector2, 2], # Points of contact during collision
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+ :contactsCount, :uint, # Current collision number of contacts
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+ :restitution, :float, # Mixed restitution during collision
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+ :dynamicFriction, :float, # Mixed dynamic friction during collision
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+ :staticFriction, :float, # Mixed static friction during collision
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+ )
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+ def id = self[:id]
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+ def id=(v) self[:id] = v end
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+ def bodyA = self[:bodyA]
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+ def bodyA=(v) self[:bodyA] = v end
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+ def bodyB = self[:bodyB]
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+ def bodyB=(v) self[:bodyB] = v end
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+ def penetration = self[:penetration]
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+ def penetration=(v) self[:penetration] = v end
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+ def normal = self[:normal]
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+ def normal=(v) self[:normal] = v end
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+ def contacts = self[:contacts]
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+ def contacts=(v) self[:contacts] = v end
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+ def contactsCount = self[:contactsCount]
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+ def contactsCount=(v) self[:contactsCount] = v end
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+ def restitution = self[:restitution]
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+ def restitution=(v) self[:restitution] = v end
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+ def dynamicFriction = self[:dynamicFriction]
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+ def dynamicFriction=(v) self[:dynamicFriction] = v end
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+ def staticFriction = self[:staticFriction]
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+ def staticFriction=(v) self[:staticFriction] = v end
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+ end
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+
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+
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+ # Function
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+
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+ def self.setup_physac_symbols
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+ entries = [
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+
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+ # InitPhysics : Initializes physics system
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+ # @return [void]
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+ [:InitPhysics, :InitPhysics, [], :void],
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+
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+ # UpdatePhysics : Update physics system
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+ # @return [void]
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+ [:UpdatePhysics, :UpdatePhysics, [], :void],
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+
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+ # ResetPhysics : Reset physics system (global variables)
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+ # @return [void]
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+ [:ResetPhysics, :ResetPhysics, [], :void],
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+
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+ # ClosePhysics : Close physics system and unload used memory
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+ # @return [void]
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+ [:ClosePhysics, :ClosePhysics, [], :void],
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+
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+ # SetPhysicsTimeStep : Sets physics fixed time step in milliseconds. 1.666666 by default
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+ # @param delta [double]
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+ # @return [void]
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+ [:SetPhysicsTimeStep, :SetPhysicsTimeStep, [:double], :void],
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+
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+ # SetPhysicsGravity : Sets physics global gravity force
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+ # @param x [float]
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+ # @param y [float]
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+ # @return [void]
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+ [:SetPhysicsGravity, :SetPhysicsGravity, [:float, :float], :void],
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+
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+ # CreatePhysicsBodyCircle : Creates a new circle physics body with generic parameters
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+ # @param pos [Vector2]
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+ # @param radius [float]
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+ # @param density [float]
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+ # @return [PhysicsBody]
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+ [:CreatePhysicsBodyCircle, :CreatePhysicsBodyCircle, [Vector2.by_value, :float, :float], :pointer],
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+
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+ # CreatePhysicsBodyRectangle : Creates a new rectangle physics body with generic parameters
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+ # @param pos [Vector2]
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+ # @param width [float]
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+ # @param height [float]
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+ # @param density [float]
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+ # @return [PhysicsBody]
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+ [:CreatePhysicsBodyRectangle, :CreatePhysicsBodyRectangle, [Vector2.by_value, :float, :float, :float], :pointer],
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+
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+ # CreatePhysicsBodyPolygon : Creates a new polygon physics body with generic parameters
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+ # @param pos [Vector2]
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+ # @param radius [float]
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+ # @param sides [int]
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+ # @param density [float]
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+ # @return [PhysicsBody]
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+ [:CreatePhysicsBodyPolygon, :CreatePhysicsBodyPolygon, [Vector2.by_value, :float, :int, :float], :pointer],
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+
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+ # DestroyPhysicsBody : Destroy a physics body
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+ # @param body [PhysicsBody]
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+ # @return [void]
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+ [:DestroyPhysicsBody, :DestroyPhysicsBody, [:pointer], :void],
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+
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+ # PhysicsAddForce : Adds a force to a physics body
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+ # @param body [PhysicsBody]
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+ # @param force [Vector2]
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+ # @return [void]
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+ [:PhysicsAddForce, :PhysicsAddForce, [:pointer, Vector2.by_value], :void],
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+
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+ # PhysicsAddTorque : Adds an angular force to a physics body
255
+ # @param body [PhysicsBody]
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+ # @param amount [float]
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+ # @return [void]
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+ [:PhysicsAddTorque, :PhysicsAddTorque, [:pointer, :float], :void],
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+
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+ # PhysicsShatter : Shatters a polygon shape physics body to little physics bodies with explosion force
261
+ # @param body [PhysicsBody]
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+ # @param position [Vector2]
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+ # @param force [float]
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+ # @return [void]
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+ [:PhysicsShatter, :PhysicsShatter, [:pointer, Vector2.by_value, :float], :void],
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+
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+ # SetPhysicsBodyRotation : Sets physics body shape transform based on radians parameter
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+ # @param body [PhysicsBody]
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+ # @param radians [float]
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+ # @return [void]
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+ [:SetPhysicsBodyRotation, :SetPhysicsBodyRotation, [:pointer, :float], :void],
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+
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+ # GetPhysicsBody : Returns a physics body of the bodies pool at a specific index
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+ # @param index [int]
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+ # @return [PhysicsBody]
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+ [:GetPhysicsBody, :GetPhysicsBody, [:int], :pointer],
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+
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+ # GetPhysicsBodiesCount : Returns the current amount of created physics bodies
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+ # @return [int]
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+ [:GetPhysicsBodiesCount, :GetPhysicsBodiesCount, [], :int],
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+
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+ # GetPhysicsShapeType : Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
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+ # @param index [int]
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+ # @return [int]
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+ [:GetPhysicsShapeType, :GetPhysicsShapeType, [:int], :int],
286
+
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+ # GetPhysicsShapeVerticesCount : Returns the amount of vertices of a physics body shape
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+ # @param index [int]
289
+ # @return [int]
290
+ [:GetPhysicsShapeVerticesCount, :GetPhysicsShapeVerticesCount, [:int], :int],
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+
292
+ # GetPhysicsShapeVertex : Returns transformed position of a body shape (body position + vertex transformed position)
293
+ # @param body [PhysicsBody]
294
+ # @param vertex [int]
295
+ # @return [Vector2]
296
+ [:GetPhysicsShapeVertex, :GetPhysicsShapeVertex, [:pointer, :int], Vector2.by_value],
297
+ ]
298
+ entries.each do |entry|
299
+ attach_function entry[0], entry[1], entry[2], entry[3]
300
+ rescue FFI::NotFoundError => e
301
+ warn "[Warning] Failed to import #{entry[0]} (#{e})."
302
+ end
303
+ end
304
+ end
Binary file
Binary file
data/lib/raygui.dll CHANGED
Binary file
data/lib/raygui.dylib CHANGED
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