raylib-bindings 0.5.8pre1-x64-mingw → 0.6.1-x64-mingw

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data/examples/template.rb CHANGED
@@ -1,143 +1,144 @@
1
- # Yet another raylib wrapper for Ruby
2
- #
3
- # * https://github.com/vaiorabbit/raylib-bindings
4
- #
5
- # Demonstrates several key features including:
6
- # * Core : window management, camera, etc.
7
- # * Gameplay : fetching player input, collision handling, etc.
8
- # * Rendering : drawing shapes, texts, etc.
9
- #
10
- # To get more information, see:
11
- # * https://www.raylib.com/cheatsheet/cheatsheet.html for API reference
12
- # * https://github.com/vaiorabbit/raylib-bindings/tree/main/examples for more actual codes written in Ruby
13
-
14
- require 'raylib'
15
-
16
- shared_lib_path = Gem::Specification.find_by_name('raylib-bindings').full_gem_path + '/lib/'
17
-
18
- case RUBY_PLATFORM
19
- when /mswin|msys|mingw|cygwin/
20
- Raylib.load_lib(shared_lib_path + 'libraylib.dll', raygui_libpath: shared_lib_path + 'raygui.dll', physac_libpath: shared_lib_path + 'physac.dll')
21
- when /darwin/
22
- Raylib.load_lib(shared_lib_path + 'libraylib.dylib', raygui_libpath: shared_lib_path + 'raygui.dylib', physac_libpath: shared_lib_path + 'physac.dylib')
23
- when /linux/
24
- arch = RUBY_PLATFORM.split('-')[0]
25
- Raylib.load_lib(shared_lib_path + "libraylib.#{arch}.so", raygui_libpath: shared_lib_path + "raygui.#{arch}.so", physac_libpath: shared_lib_path + "physac.#{arch}.so")
26
- else
27
- raise RuntimeError, "Unknown OS: #{RUBY_PLATFORM}"
28
- end
29
-
30
- include Raylib
31
-
32
- if __FILE__ == $PROGRAM_NAME
33
- screen_width = 1280
34
- screen_height = 720
35
- InitWindow(screen_width, screen_height, "Yet Another Ruby-raylib bindings")
36
- SetTargetFPS(60)
37
-
38
- ruby_red = Color.from_u8(155, 17, 30, 255)
39
-
40
- # Camera
41
- camera = Camera.new
42
- reset_camera = lambda {
43
- camera.position.set(0.0, 10.0, 10.0)
44
- camera.target.set(0.0, 0.0, 0.0)
45
- camera.up.set(0.0, 1.0, 0.0)
46
- camera.fovy = 45.0
47
- camera.projection = CAMERA_PERSPECTIVE
48
- }
49
- reset_camera.call
50
- camera_mode = CAMERA_CUSTOM
51
- auto_rotate = false
52
-
53
- # Player (red cube) settings
54
- player_pos = Vector3.create(0.0, 0.0, 0.0)
55
- player_size = Vector3.create(2.0, 2.0, 2.0)
56
- speed = 0.25
57
-
58
- # Obstacle settings
59
- obstacle_cube_pos = Vector3.create(-4.0, 1.0, 0.0)
60
- obstacle_cube_size = Vector3.create(2.0, 2.0, 2.0)
61
- obstacle_sphere_pos = Vector3.create(4.0, 0.0, 0.0)
62
- obstacle_sphere_size = 1.5
63
-
64
- until WindowShouldClose()
65
- ### Update phase
66
-
67
- # Reset camera settings
68
- if IsKeyPressed(KEY_F1)
69
- auto_rotate = !auto_rotate
70
- reset_camera.call
71
- camera_mode = auto_rotate ? CAMERA_ORBITAL : CAMERA_CUSTOM
72
- end
73
- UpdateCamera(camera.pointer, camera_mode) if auto_rotate
74
-
75
- # Calculate move direction
76
- move = Vector3.create(0, 0, 0)
77
- move.x += speed if IsKeyDown(KEY_RIGHT)
78
- move.x -= speed if IsKeyDown(KEY_LEFT)
79
- move.z += speed if IsKeyDown(KEY_DOWN)
80
- move.z -= speed if IsKeyDown(KEY_UP)
81
-
82
- to_camera = Vector3Normalize(Vector3.create(camera.position.x, 0, camera.position.z))
83
- rotate_y = QuaternionFromVector3ToVector3(Vector3.create(0, 0, 1), to_camera)
84
- move = Vector3RotateByQuaternion(move, rotate_y)
85
-
86
- player_pos = Vector3Add(player_pos, move)
87
- player_screen_pos = GetWorldToScreen(Vector3.create(player_pos.x, player_pos.y + 2.5, player_pos.z), camera)
88
-
89
- # Check collision status
90
- collision = false
91
-
92
- player_bbox = BoundingBox.new
93
- .with_min(player_pos.x - player_size.x/2, player_pos.y - player_size.y/2, player_pos.z - player_size.z/2)
94
- .with_max(player_pos.x + player_size.x/2, player_pos.y + player_size.y/2, player_pos.z + player_size.z/2)
95
-
96
- obstacle_cube_bbox = BoundingBox.new
97
- .with_min(obstacle_cube_pos.x - obstacle_cube_size.x/2, obstacle_cube_pos.y - obstacle_cube_size.y/2, obstacle_cube_pos.z - obstacle_cube_size.z/2)
98
- .with_max(obstacle_cube_pos.x + obstacle_cube_size.x/2, obstacle_cube_pos.y + obstacle_cube_size.y/2, obstacle_cube_pos.z + obstacle_cube_size.z/2)
99
-
100
- # Check collisions player vs obstacle_cube
101
- collision = true if CheckCollisionBoxes(player_bbox, obstacle_cube_bbox)
102
-
103
- # Check collisions player vs obstacle_sphere
104
- collision = true if CheckCollisionBoxSphere(player_bbox, obstacle_sphere_pos, obstacle_sphere_size)
105
-
106
- ### Rendering phase
107
-
108
- BeginDrawing()
109
-
110
- ClearBackground(RAYWHITE)
111
-
112
- ## 3D scene
113
- BeginMode3D(camera)
114
- # Red cube
115
- DrawCube(player_pos, 2.0, 2.0, 2.0, collision ? Fade(ruby_red, 0.25) : ruby_red)
116
- DrawCubeWires(player_pos, 2.0, 2.0, 2.0, MAROON)
117
- # Obstacle cube
118
- DrawCube(obstacle_cube_pos, obstacle_cube_size.x, obstacle_cube_size.y, obstacle_cube_size.z, GRAY)
119
- DrawCubeWires(obstacle_cube_pos, obstacle_cube_size.x, obstacle_cube_size.y, obstacle_cube_size.z, DARKGRAY)
120
- # Obstacle sphere
121
- DrawSphere(obstacle_sphere_pos, obstacle_sphere_size, GRAY)
122
- DrawSphereWires(obstacle_sphere_pos, obstacle_sphere_size, 16, 16, DARKGRAY)
123
- # Floor
124
- DrawGrid(10, 1)
125
- EndMode3D()
126
-
127
- ## HUD
128
- # Text over the red cube
129
- DrawText("Player HP: 100 / 100", player_screen_pos.x - MeasureText("Player HP: 100/100", 20)/2, player_screen_pos.y, 20, BLACK)
130
- # Help message
131
- DrawRectangle(10, screen_height - 100, 300, 80, Fade(MAROON, 0.25))
132
- DrawRectangleLines(10, screen_height - 100, 300, 80, ruby_red)
133
- DrawText("Arrow keys : move red cube", 20, screen_height - 90, 20, BLACK)
134
- DrawText("F1 : camera rotation", 20, screen_height - 70, 20, BLACK)
135
- DrawText("ESC : exit", 20, screen_height - 50, 20, BLACK)
136
- # FPS
137
- DrawFPS(screen_width - 100, 16)
138
-
139
- EndDrawing()
140
- end
141
-
142
- CloseWindow()
143
- end
1
+ # Yet another raylib wrapper for Ruby
2
+ #
3
+ # * https://github.com/vaiorabbit/raylib-bindings
4
+ #
5
+ # Demonstrates several key features including:
6
+ # * Core : window management, camera, etc.
7
+ # * Gameplay : fetching player input, collision handling, etc.
8
+ # * Rendering : drawing shapes, texts, etc.
9
+ #
10
+ # To get more information, see:
11
+ # * https://www.raylib.com/cheatsheet/cheatsheet.html for API reference
12
+ # * https://github.com/vaiorabbit/raylib-bindings/tree/main/examples for more actual codes written in Ruby
13
+
14
+ require 'raylib'
15
+
16
+ shared_lib_path = Gem::Specification.find_by_name('raylib-bindings').full_gem_path + '/lib/'
17
+
18
+ case RUBY_PLATFORM
19
+ when /mswin|msys|mingw|cygwin/
20
+ Raylib.load_lib(shared_lib_path + 'libraylib.dll', raygui_libpath: shared_lib_path + 'raygui.dll', physac_libpath: shared_lib_path + 'physac.dll')
21
+ when /darwin/
22
+ arch = RUBY_PLATFORM.split('-')[0]
23
+ Raylib.load_lib(shared_lib_path + "libraylib.#{arch}.dylib", raygui_libpath: shared_lib_path + "raygui.#{arch}.dylib", physac_libpath: shared_lib_path + "physac.#{arch}.dylib")
24
+ when /linux/
25
+ arch = RUBY_PLATFORM.split('-')[0]
26
+ Raylib.load_lib(shared_lib_path + "libraylib.#{arch}.so", raygui_libpath: shared_lib_path + "raygui.#{arch}.so", physac_libpath: shared_lib_path + "physac.#{arch}.so")
27
+ else
28
+ raise RuntimeError, "Unknown OS: #{RUBY_PLATFORM}"
29
+ end
30
+
31
+ include Raylib
32
+
33
+ if __FILE__ == $PROGRAM_NAME
34
+ screen_width = 1280
35
+ screen_height = 720
36
+ InitWindow(screen_width, screen_height, "Yet Another Ruby-raylib bindings")
37
+ SetTargetFPS(60)
38
+
39
+ ruby_red = Color.from_u8(155, 17, 30, 255)
40
+
41
+ # Camera
42
+ camera = Camera.new
43
+ reset_camera = lambda {
44
+ camera.position.set(0.0, 10.0, 10.0)
45
+ camera.target.set(0.0, 0.0, 0.0)
46
+ camera.up.set(0.0, 1.0, 0.0)
47
+ camera.fovy = 45.0
48
+ camera.projection = CAMERA_PERSPECTIVE
49
+ }
50
+ reset_camera.call
51
+ camera_mode = CAMERA_CUSTOM
52
+ auto_rotate = false
53
+
54
+ # Player (red cube) settings
55
+ player_pos = Vector3.create(0.0, 0.0, 0.0)
56
+ player_size = Vector3.create(2.0, 2.0, 2.0)
57
+ speed = 0.25
58
+
59
+ # Obstacle settings
60
+ obstacle_cube_pos = Vector3.create(-4.0, 1.0, 0.0)
61
+ obstacle_cube_size = Vector3.create(2.0, 2.0, 2.0)
62
+ obstacle_sphere_pos = Vector3.create(4.0, 0.0, 0.0)
63
+ obstacle_sphere_size = 1.5
64
+
65
+ until WindowShouldClose()
66
+ ### Update phase
67
+
68
+ # Reset camera settings
69
+ if IsKeyPressed(KEY_F1)
70
+ auto_rotate = !auto_rotate
71
+ reset_camera.call
72
+ camera_mode = auto_rotate ? CAMERA_ORBITAL : CAMERA_CUSTOM
73
+ end
74
+ UpdateCamera(camera.pointer, camera_mode) if auto_rotate
75
+
76
+ # Calculate move direction
77
+ move = Vector3.create(0, 0, 0)
78
+ move.x += speed if IsKeyDown(KEY_RIGHT)
79
+ move.x -= speed if IsKeyDown(KEY_LEFT)
80
+ move.z += speed if IsKeyDown(KEY_DOWN)
81
+ move.z -= speed if IsKeyDown(KEY_UP)
82
+
83
+ to_camera = Vector3Normalize(Vector3.create(camera.position.x, 0, camera.position.z))
84
+ rotate_y = QuaternionFromVector3ToVector3(Vector3.create(0, 0, 1), to_camera)
85
+ move = Vector3RotateByQuaternion(move, rotate_y)
86
+
87
+ player_pos = Vector3Add(player_pos, move)
88
+ player_screen_pos = GetWorldToScreen(Vector3.create(player_pos.x, player_pos.y + 2.5, player_pos.z), camera)
89
+
90
+ # Check collision status
91
+ collision = false
92
+
93
+ player_bbox = BoundingBox.new
94
+ .with_min(player_pos.x - player_size.x/2, player_pos.y - player_size.y/2, player_pos.z - player_size.z/2)
95
+ .with_max(player_pos.x + player_size.x/2, player_pos.y + player_size.y/2, player_pos.z + player_size.z/2)
96
+
97
+ obstacle_cube_bbox = BoundingBox.new
98
+ .with_min(obstacle_cube_pos.x - obstacle_cube_size.x/2, obstacle_cube_pos.y - obstacle_cube_size.y/2, obstacle_cube_pos.z - obstacle_cube_size.z/2)
99
+ .with_max(obstacle_cube_pos.x + obstacle_cube_size.x/2, obstacle_cube_pos.y + obstacle_cube_size.y/2, obstacle_cube_pos.z + obstacle_cube_size.z/2)
100
+
101
+ # Check collisions player vs obstacle_cube
102
+ collision = true if CheckCollisionBoxes(player_bbox, obstacle_cube_bbox)
103
+
104
+ # Check collisions player vs obstacle_sphere
105
+ collision = true if CheckCollisionBoxSphere(player_bbox, obstacle_sphere_pos, obstacle_sphere_size)
106
+
107
+ ### Rendering phase
108
+
109
+ BeginDrawing()
110
+
111
+ ClearBackground(RAYWHITE)
112
+
113
+ ## 3D scene
114
+ BeginMode3D(camera)
115
+ # Red cube
116
+ DrawCube(player_pos, 2.0, 2.0, 2.0, collision ? Fade(ruby_red, 0.25) : ruby_red)
117
+ DrawCubeWires(player_pos, 2.0, 2.0, 2.0, MAROON)
118
+ # Obstacle cube
119
+ DrawCube(obstacle_cube_pos, obstacle_cube_size.x, obstacle_cube_size.y, obstacle_cube_size.z, GRAY)
120
+ DrawCubeWires(obstacle_cube_pos, obstacle_cube_size.x, obstacle_cube_size.y, obstacle_cube_size.z, DARKGRAY)
121
+ # Obstacle sphere
122
+ DrawSphere(obstacle_sphere_pos, obstacle_sphere_size, GRAY)
123
+ DrawSphereWires(obstacle_sphere_pos, obstacle_sphere_size, 16, 16, DARKGRAY)
124
+ # Floor
125
+ DrawGrid(10, 1)
126
+ EndMode3D()
127
+
128
+ ## HUD
129
+ # Text over the red cube
130
+ DrawText("Player HP: 100 / 100", player_screen_pos.x - MeasureText("Player HP: 100/100", 20)/2, player_screen_pos.y, 20, BLACK)
131
+ # Help message
132
+ DrawRectangle(10, screen_height - 100, 300, 80, Fade(MAROON, 0.25))
133
+ DrawRectangleLines(10, screen_height - 100, 300, 80, ruby_red)
134
+ DrawText("Arrow keys : move red cube", 20, screen_height - 90, 20, BLACK)
135
+ DrawText("F1 : camera rotation", 20, screen_height - 70, 20, BLACK)
136
+ DrawText("ESC : exit", 20, screen_height - 50, 20, BLACK)
137
+ # FPS
138
+ DrawFPS(screen_width - 100, 16)
139
+
140
+ EndDrawing()
141
+ end
142
+
143
+ CloseWindow()
144
+ end
data/lib/config.rb CHANGED
@@ -1,103 +1,103 @@
1
- # Yet another raylib wrapper for Ruby
2
- #
3
- # * https://github.com/vaiorabbit/raylib-bindings
4
- #
5
- # [NOTICE] Autogenerated. Do not edit.
6
-
7
- require 'ffi'
8
-
9
- module Raylib
10
- extend FFI::Library
11
-
12
- # Define/Macro
13
-
14
- SUPPORT_MODULE_RSHAPES = 1
15
- SUPPORT_MODULE_RTEXTURES = 1
16
- SUPPORT_MODULE_RTEXT = 1 # WARNING: It requires SUPPORT_MODULE_RTEXTURES to load sprite font textures
17
- SUPPORT_MODULE_RMODELS = 1
18
- SUPPORT_MODULE_RAUDIO = 1
19
- SUPPORT_CAMERA_SYSTEM = 1
20
- SUPPORT_GESTURES_SYSTEM = 1
21
- SUPPORT_RPRAND_GENERATOR = 1
22
- SUPPORT_MOUSE_GESTURES = 1
23
- SUPPORT_SSH_KEYBOARD_RPI = 1
24
- SUPPORT_WINMM_HIGHRES_TIMER = 1
25
- SUPPORT_PARTIALBUSY_WAIT_LOOP = 1
26
- SUPPORT_SCREEN_CAPTURE = 1
27
- SUPPORT_GIF_RECORDING = 1
28
- SUPPORT_COMPRESSION_API = 1
29
- SUPPORT_AUTOMATION_EVENTS = 1
30
- MAX_FILEPATH_CAPACITY = 8192 # Maximum file paths capacity
31
- MAX_FILEPATH_LENGTH = 4096 # Maximum length for filepaths (Linux PATH_MAX default value)
32
- MAX_KEYBOARD_KEYS = 512 # Maximum number of keyboard keys supported
33
- MAX_MOUSE_BUTTONS = 8 # Maximum number of mouse buttons supported
34
- MAX_GAMEPADS = 4 # Maximum number of gamepads supported
35
- MAX_GAMEPAD_AXIS = 8 # Maximum number of axis supported (per gamepad)
36
- MAX_GAMEPAD_BUTTONS = 32 # Maximum number of buttons supported (per gamepad)
37
- MAX_TOUCH_POINTS = 8 # Maximum number of touch points supported
38
- MAX_KEY_PRESSED_QUEUE = 16 # Maximum number of keys in the key input queue
39
- MAX_CHAR_PRESSED_QUEUE = 16 # Maximum number of characters in the char input queue
40
- MAX_DECOMPRESSION_SIZE = 64 # Max size allocated for decompression in MB
41
- MAX_AUTOMATION_EVENTS = 16384 # Maximum number of automation events to record
42
- RL_DEFAULT_BATCH_BUFFERS = 1 # Default number of batch buffers (multi-buffering)
43
- RL_DEFAULT_BATCH_DRAWCALLS = 256 # Default number of batch draw calls (by state changes: mode, texture)
44
- RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4 # Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
45
- RL_MAX_MATRIX_STACK_SIZE = 32 # Maximum size of internal Matrix stack
46
- RL_MAX_SHADER_LOCATIONS = 32 # Maximum number of shader locations supported
47
- RL_CULL_DISTANCE_NEAR = 0.01 # Default projection matrix near cull distance
48
- RL_CULL_DISTANCE_FAR = 1000.0 # Default projection matrix far cull distance
49
- RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION = "vertexPosition" # Bound by default to shader location: 0
50
- RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD = "vertexTexCoord" # Bound by default to shader location: 1
51
- RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL = "vertexNormal" # Bound by default to shader location: 2
52
- RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR = "vertexColor" # Bound by default to shader location: 3
53
- RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT = "vertexTangent" # Bound by default to shader location: 4
54
- RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 = "vertexTexCoord2" # Bound by default to shader location: 5
55
- RL_DEFAULT_SHADER_UNIFORM_NAME_MVP = "mvp" # model-view-projection matrix
56
- RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW = "matView" # view matrix
57
- RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION = "matProjection" # projection matrix
58
- RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL = "matModel" # model matrix
59
- RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL = "matNormal" # normal matrix (transpose(inverse(matModelView))
60
- RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR = "colDiffuse" # color diffuse (base tint color, multiplied by texture color)
61
- RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 = "texture0" # texture0 (texture slot active 0)
62
- RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 = "texture1" # texture1 (texture slot active 1)
63
- RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 = "texture2" # texture2 (texture slot active 2)
64
- SUPPORT_QUADS_DRAW_MODE = 1
65
- SPLINE_SEGMENT_DIVISIONS = 24 # Spline segments subdivisions
66
- SUPPORT_FILEFORMAT_PNG = 1
67
- SUPPORT_FILEFORMAT_GIF = 1
68
- SUPPORT_FILEFORMAT_QOI = 1
69
- SUPPORT_FILEFORMAT_DDS = 1
70
- SUPPORT_IMAGE_EXPORT = 1
71
- SUPPORT_IMAGE_GENERATION = 1
72
- SUPPORT_IMAGE_MANIPULATION = 1
73
- SUPPORT_DEFAULT_FONT = 1
74
- SUPPORT_FILEFORMAT_FNT = 1
75
- SUPPORT_FILEFORMAT_TTF = 1
76
- SUPPORT_TEXT_MANIPULATION = 1
77
- SUPPORT_FONT_ATLAS_WHITE_REC = 1
78
- MAX_TEXT_BUFFER_LENGTH = 1024 # Size of internal static buffers used on some functions:
79
- MAX_TEXTSPLIT_COUNT = 128 # Maximum number of substrings to split: TextSplit()
80
- SUPPORT_FILEFORMAT_OBJ = 1
81
- SUPPORT_FILEFORMAT_MTL = 1
82
- SUPPORT_FILEFORMAT_IQM = 1
83
- SUPPORT_FILEFORMAT_GLTF = 1
84
- SUPPORT_FILEFORMAT_VOX = 1
85
- SUPPORT_FILEFORMAT_M3D = 1
86
- SUPPORT_MESH_GENERATION = 1
87
- MAX_MATERIAL_MAPS = 12 # Maximum number of shader maps supported
88
- MAX_MESH_VERTEX_BUFFERS = 7 # Maximum vertex buffers (VBO) per mesh
89
- SUPPORT_FILEFORMAT_WAV = 1
90
- SUPPORT_FILEFORMAT_OGG = 1
91
- SUPPORT_FILEFORMAT_MP3 = 1
92
- SUPPORT_FILEFORMAT_QOA = 1
93
- SUPPORT_FILEFORMAT_XM = 1
94
- SUPPORT_FILEFORMAT_MOD = 1
95
- AUDIO_DEVICE_FORMAT = "ma_format_f32" # Device output format (miniaudio: float-32bit)
96
- AUDIO_DEVICE_CHANNELS = 2 # Device output channels: stereo
97
- AUDIO_DEVICE_SAMPLE_RATE = 0 # Device sample rate (device default)
98
- MAX_AUDIO_BUFFER_POOL_CHANNELS = 16 # Maximum number of audio pool channels
99
- SUPPORT_STANDARD_FILEIO = 1
100
- SUPPORT_TRACELOG = 1
101
- MAX_TRACELOG_MSG_LENGTH = 256 # Max length of one trace-log message
102
-
103
- end
1
+ # Yet another raylib wrapper for Ruby
2
+ #
3
+ # * https://github.com/vaiorabbit/raylib-bindings
4
+ #
5
+ # [NOTICE] Autogenerated. Do not edit.
6
+
7
+ require 'ffi'
8
+
9
+ module Raylib
10
+ extend FFI::Library
11
+
12
+ # Define/Macro
13
+
14
+ SUPPORT_MODULE_RSHAPES = 1
15
+ SUPPORT_MODULE_RTEXTURES = 1
16
+ SUPPORT_MODULE_RTEXT = 1 # WARNING: It requires SUPPORT_MODULE_RTEXTURES to load sprite font textures
17
+ SUPPORT_MODULE_RMODELS = 1
18
+ SUPPORT_MODULE_RAUDIO = 1
19
+ SUPPORT_CAMERA_SYSTEM = 1
20
+ SUPPORT_GESTURES_SYSTEM = 1
21
+ SUPPORT_RPRAND_GENERATOR = 1
22
+ SUPPORT_MOUSE_GESTURES = 1
23
+ SUPPORT_SSH_KEYBOARD_RPI = 1
24
+ SUPPORT_WINMM_HIGHRES_TIMER = 1
25
+ SUPPORT_PARTIALBUSY_WAIT_LOOP = 1
26
+ SUPPORT_SCREEN_CAPTURE = 1
27
+ SUPPORT_GIF_RECORDING = 1
28
+ SUPPORT_COMPRESSION_API = 1
29
+ SUPPORT_AUTOMATION_EVENTS = 1
30
+ MAX_FILEPATH_CAPACITY = 8192 # Maximum file paths capacity
31
+ MAX_FILEPATH_LENGTH = 4096 # Maximum length for filepaths (Linux PATH_MAX default value)
32
+ MAX_KEYBOARD_KEYS = 512 # Maximum number of keyboard keys supported
33
+ MAX_MOUSE_BUTTONS = 8 # Maximum number of mouse buttons supported
34
+ MAX_GAMEPADS = 4 # Maximum number of gamepads supported
35
+ MAX_GAMEPAD_AXIS = 8 # Maximum number of axis supported (per gamepad)
36
+ MAX_GAMEPAD_BUTTONS = 32 # Maximum number of buttons supported (per gamepad)
37
+ MAX_TOUCH_POINTS = 8 # Maximum number of touch points supported
38
+ MAX_KEY_PRESSED_QUEUE = 16 # Maximum number of keys in the key input queue
39
+ MAX_CHAR_PRESSED_QUEUE = 16 # Maximum number of characters in the char input queue
40
+ MAX_DECOMPRESSION_SIZE = 64 # Max size allocated for decompression in MB
41
+ MAX_AUTOMATION_EVENTS = 16384 # Maximum number of automation events to record
42
+ RL_DEFAULT_BATCH_BUFFERS = 1 # Default number of batch buffers (multi-buffering)
43
+ RL_DEFAULT_BATCH_DRAWCALLS = 256 # Default number of batch draw calls (by state changes: mode, texture)
44
+ RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4 # Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
45
+ RL_MAX_MATRIX_STACK_SIZE = 32 # Maximum size of internal Matrix stack
46
+ RL_MAX_SHADER_LOCATIONS = 32 # Maximum number of shader locations supported
47
+ RL_CULL_DISTANCE_NEAR = 0.01 # Default projection matrix near cull distance
48
+ RL_CULL_DISTANCE_FAR = 1000.0 # Default projection matrix far cull distance
49
+ RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION = "vertexPosition" # Bound by default to shader location: 0
50
+ RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD = "vertexTexCoord" # Bound by default to shader location: 1
51
+ RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL = "vertexNormal" # Bound by default to shader location: 2
52
+ RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR = "vertexColor" # Bound by default to shader location: 3
53
+ RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT = "vertexTangent" # Bound by default to shader location: 4
54
+ RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 = "vertexTexCoord2" # Bound by default to shader location: 5
55
+ RL_DEFAULT_SHADER_UNIFORM_NAME_MVP = "mvp" # model-view-projection matrix
56
+ RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW = "matView" # view matrix
57
+ RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION = "matProjection" # projection matrix
58
+ RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL = "matModel" # model matrix
59
+ RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL = "matNormal" # normal matrix (transpose(inverse(matModelView))
60
+ RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR = "colDiffuse" # color diffuse (base tint color, multiplied by texture color)
61
+ RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 = "texture0" # texture0 (texture slot active 0)
62
+ RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 = "texture1" # texture1 (texture slot active 1)
63
+ RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 = "texture2" # texture2 (texture slot active 2)
64
+ SUPPORT_QUADS_DRAW_MODE = 1
65
+ SPLINE_SEGMENT_DIVISIONS = 24 # Spline segments subdivisions
66
+ SUPPORT_FILEFORMAT_PNG = 1
67
+ SUPPORT_FILEFORMAT_GIF = 1
68
+ SUPPORT_FILEFORMAT_QOI = 1
69
+ SUPPORT_FILEFORMAT_DDS = 1
70
+ SUPPORT_IMAGE_EXPORT = 1
71
+ SUPPORT_IMAGE_GENERATION = 1
72
+ SUPPORT_IMAGE_MANIPULATION = 1
73
+ SUPPORT_DEFAULT_FONT = 1
74
+ SUPPORT_FILEFORMAT_FNT = 1
75
+ SUPPORT_FILEFORMAT_TTF = 1
76
+ SUPPORT_TEXT_MANIPULATION = 1
77
+ SUPPORT_FONT_ATLAS_WHITE_REC = 1
78
+ MAX_TEXT_BUFFER_LENGTH = 1024 # Size of internal static buffers used on some functions:
79
+ MAX_TEXTSPLIT_COUNT = 128 # Maximum number of substrings to split: TextSplit()
80
+ SUPPORT_FILEFORMAT_OBJ = 1
81
+ SUPPORT_FILEFORMAT_MTL = 1
82
+ SUPPORT_FILEFORMAT_IQM = 1
83
+ SUPPORT_FILEFORMAT_GLTF = 1
84
+ SUPPORT_FILEFORMAT_VOX = 1
85
+ SUPPORT_FILEFORMAT_M3D = 1
86
+ SUPPORT_MESH_GENERATION = 1
87
+ MAX_MATERIAL_MAPS = 12 # Maximum number of shader maps supported
88
+ MAX_MESH_VERTEX_BUFFERS = 7 # Maximum vertex buffers (VBO) per mesh
89
+ SUPPORT_FILEFORMAT_WAV = 1
90
+ SUPPORT_FILEFORMAT_OGG = 1
91
+ SUPPORT_FILEFORMAT_MP3 = 1
92
+ SUPPORT_FILEFORMAT_QOA = 1
93
+ SUPPORT_FILEFORMAT_XM = 1
94
+ SUPPORT_FILEFORMAT_MOD = 1
95
+ AUDIO_DEVICE_FORMAT = "ma_format_f32" # Device output format (miniaudio: float-32bit)
96
+ AUDIO_DEVICE_CHANNELS = 2 # Device output channels: stereo
97
+ AUDIO_DEVICE_SAMPLE_RATE = 0 # Device sample rate (device default)
98
+ MAX_AUDIO_BUFFER_POOL_CHANNELS = 16 # Maximum number of audio pool channels
99
+ SUPPORT_STANDARD_FILEIO = 1
100
+ SUPPORT_TRACELOG = 1
101
+ MAX_TRACELOG_MSG_LENGTH = 256 # Max length of one trace-log message
102
+
103
+ end
data/lib/libraylib.dll CHANGED
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data/lib/physac.dll CHANGED
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