raylib-bindings 0.5.8pre1-x86_64-darwin → 0.6.1-x86_64-darwin
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- checksums.yaml +4 -4
- data/ChangeLog +436 -399
- data/LICENSE.txt +1 -1
- data/README.md +191 -176
- data/examples/template.rb +144 -143
- data/lib/config.rb +103 -103
- data/lib/libraylib.x86_64.dylib +0 -0
- data/lib/physac.rb +322 -322
- data/lib/physac.x86_64.dylib +0 -0
- data/lib/raygui.x86_64.dylib +0 -0
- data/lib/raygui_helper.rb +127 -127
- data/lib/raygui_main.rb +890 -890
- data/lib/raylib.rb +62 -62
- data/lib/raylib_helper.rb +412 -400
- data/lib/raylib_main.rb +5125 -5088
- data/lib/raymath.rb +845 -845
- data/lib/rcamera.rb +117 -117
- data/lib/rlgl.rb +1327 -1311
- metadata +5 -19
data/examples/template.rb
CHANGED
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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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# Demonstrates several key features including:
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# * Core : window management, camera, etc.
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# * Gameplay : fetching player input, collision handling, etc.
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# * Rendering : drawing shapes, texts, etc.
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#
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# To get more information, see:
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# * https://www.raylib.com/cheatsheet/cheatsheet.html for API reference
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# * https://github.com/vaiorabbit/raylib-bindings/tree/main/examples for more actual codes written in Ruby
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require 'raylib'
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shared_lib_path = Gem::Specification.find_by_name('raylib-bindings').full_gem_path + '/lib/'
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case RUBY_PLATFORM
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when /mswin|msys|mingw|cygwin/
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Raylib.load_lib(shared_lib_path + 'libraylib.dll', raygui_libpath: shared_lib_path + 'raygui.dll', physac_libpath: shared_lib_path + 'physac.dll')
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when /darwin/
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camera.
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camera.
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camera.
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camera.
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move
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move.x
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move.
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move.z
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collision
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.
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.
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DrawText("
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DrawText("
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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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# Demonstrates several key features including:
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# * Core : window management, camera, etc.
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# * Gameplay : fetching player input, collision handling, etc.
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# * Rendering : drawing shapes, texts, etc.
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#
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# To get more information, see:
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# * https://www.raylib.com/cheatsheet/cheatsheet.html for API reference
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# * https://github.com/vaiorabbit/raylib-bindings/tree/main/examples for more actual codes written in Ruby
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require 'raylib'
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shared_lib_path = Gem::Specification.find_by_name('raylib-bindings').full_gem_path + '/lib/'
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case RUBY_PLATFORM
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when /mswin|msys|mingw|cygwin/
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Raylib.load_lib(shared_lib_path + 'libraylib.dll', raygui_libpath: shared_lib_path + 'raygui.dll', physac_libpath: shared_lib_path + 'physac.dll')
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when /darwin/
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arch = RUBY_PLATFORM.split('-')[0]
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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")
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when /linux/
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arch = RUBY_PLATFORM.split('-')[0]
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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")
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else
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raise RuntimeError, "Unknown OS: #{RUBY_PLATFORM}"
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end
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include Raylib
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if __FILE__ == $PROGRAM_NAME
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screen_width = 1280
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screen_height = 720
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InitWindow(screen_width, screen_height, "Yet Another Ruby-raylib bindings")
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SetTargetFPS(60)
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ruby_red = Color.from_u8(155, 17, 30, 255)
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# Camera
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camera = Camera.new
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reset_camera = lambda {
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camera.position.set(0.0, 10.0, 10.0)
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camera.target.set(0.0, 0.0, 0.0)
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camera.up.set(0.0, 1.0, 0.0)
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camera.fovy = 45.0
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camera.projection = CAMERA_PERSPECTIVE
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}
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reset_camera.call
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camera_mode = CAMERA_CUSTOM
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auto_rotate = false
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# Player (red cube) settings
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player_pos = Vector3.create(0.0, 0.0, 0.0)
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player_size = Vector3.create(2.0, 2.0, 2.0)
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speed = 0.25
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# Obstacle settings
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obstacle_cube_pos = Vector3.create(-4.0, 1.0, 0.0)
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obstacle_cube_size = Vector3.create(2.0, 2.0, 2.0)
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obstacle_sphere_pos = Vector3.create(4.0, 0.0, 0.0)
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obstacle_sphere_size = 1.5
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until WindowShouldClose()
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### Update phase
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# Reset camera settings
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if IsKeyPressed(KEY_F1)
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auto_rotate = !auto_rotate
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reset_camera.call
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camera_mode = auto_rotate ? CAMERA_ORBITAL : CAMERA_CUSTOM
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end
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UpdateCamera(camera.pointer, camera_mode) if auto_rotate
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# Calculate move direction
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move = Vector3.create(0, 0, 0)
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move.x += speed if IsKeyDown(KEY_RIGHT)
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move.x -= speed if IsKeyDown(KEY_LEFT)
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move.z += speed if IsKeyDown(KEY_DOWN)
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move.z -= speed if IsKeyDown(KEY_UP)
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to_camera = Vector3Normalize(Vector3.create(camera.position.x, 0, camera.position.z))
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rotate_y = QuaternionFromVector3ToVector3(Vector3.create(0, 0, 1), to_camera)
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move = Vector3RotateByQuaternion(move, rotate_y)
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player_pos = Vector3Add(player_pos, move)
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player_screen_pos = GetWorldToScreen(Vector3.create(player_pos.x, player_pos.y + 2.5, player_pos.z), camera)
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# Check collision status
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collision = false
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player_bbox = BoundingBox.new
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.with_min(player_pos.x - player_size.x/2, player_pos.y - player_size.y/2, player_pos.z - player_size.z/2)
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.with_max(player_pos.x + player_size.x/2, player_pos.y + player_size.y/2, player_pos.z + player_size.z/2)
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obstacle_cube_bbox = BoundingBox.new
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.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)
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.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)
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# Check collisions player vs obstacle_cube
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collision = true if CheckCollisionBoxes(player_bbox, obstacle_cube_bbox)
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# Check collisions player vs obstacle_sphere
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collision = true if CheckCollisionBoxSphere(player_bbox, obstacle_sphere_pos, obstacle_sphere_size)
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### Rendering phase
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BeginDrawing()
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ClearBackground(RAYWHITE)
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## 3D scene
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BeginMode3D(camera)
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# Red cube
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DrawCube(player_pos, 2.0, 2.0, 2.0, collision ? Fade(ruby_red, 0.25) : ruby_red)
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DrawCubeWires(player_pos, 2.0, 2.0, 2.0, MAROON)
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# Obstacle cube
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DrawCube(obstacle_cube_pos, obstacle_cube_size.x, obstacle_cube_size.y, obstacle_cube_size.z, GRAY)
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DrawCubeWires(obstacle_cube_pos, obstacle_cube_size.x, obstacle_cube_size.y, obstacle_cube_size.z, DARKGRAY)
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# Obstacle sphere
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DrawSphere(obstacle_sphere_pos, obstacle_sphere_size, GRAY)
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DrawSphereWires(obstacle_sphere_pos, obstacle_sphere_size, 16, 16, DARKGRAY)
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# Floor
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DrawGrid(10, 1)
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EndMode3D()
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## HUD
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# Text over the red cube
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DrawText("Player HP: 100 / 100", player_screen_pos.x - MeasureText("Player HP: 100/100", 20)/2, player_screen_pos.y, 20, BLACK)
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# Help message
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DrawRectangle(10, screen_height - 100, 300, 80, Fade(MAROON, 0.25))
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DrawRectangleLines(10, screen_height - 100, 300, 80, ruby_red)
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DrawText("Arrow keys : move red cube", 20, screen_height - 90, 20, BLACK)
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DrawText("F1 : camera rotation", 20, screen_height - 70, 20, BLACK)
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DrawText("ESC : exit", 20, screen_height - 50, 20, BLACK)
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# FPS
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DrawFPS(screen_width - 100, 16)
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EndDrawing()
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end
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CloseWindow()
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end
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data/lib/config.rb
CHANGED
@@ -1,103 +1,103 @@
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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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require 'ffi'
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module Raylib
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extend FFI::Library
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# Define/Macro
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SUPPORT_MODULE_RSHAPES = 1
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SUPPORT_MODULE_RTEXTURES = 1
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SUPPORT_MODULE_RTEXT = 1 # WARNING: It requires SUPPORT_MODULE_RTEXTURES to load sprite font textures
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SUPPORT_MODULE_RMODELS = 1
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SUPPORT_MODULE_RAUDIO = 1
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SUPPORT_CAMERA_SYSTEM = 1
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SUPPORT_GESTURES_SYSTEM = 1
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SUPPORT_RPRAND_GENERATOR = 1
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SUPPORT_MOUSE_GESTURES = 1
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SUPPORT_SSH_KEYBOARD_RPI = 1
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SUPPORT_WINMM_HIGHRES_TIMER = 1
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SUPPORT_PARTIALBUSY_WAIT_LOOP = 1
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SUPPORT_SCREEN_CAPTURE = 1
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SUPPORT_GIF_RECORDING = 1
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SUPPORT_COMPRESSION_API = 1
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SUPPORT_AUTOMATION_EVENTS = 1
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MAX_FILEPATH_CAPACITY = 8192 # Maximum file paths capacity
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MAX_FILEPATH_LENGTH = 4096 # Maximum length for filepaths (Linux PATH_MAX default value)
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MAX_KEYBOARD_KEYS = 512 # Maximum number of keyboard keys supported
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MAX_MOUSE_BUTTONS = 8 # Maximum number of mouse buttons supported
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MAX_GAMEPADS = 4 # Maximum number of gamepads supported
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MAX_GAMEPAD_AXIS = 8 # Maximum number of axis supported (per gamepad)
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MAX_GAMEPAD_BUTTONS = 32 # Maximum number of buttons supported (per gamepad)
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MAX_TOUCH_POINTS = 8 # Maximum number of touch points supported
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MAX_KEY_PRESSED_QUEUE = 16 # Maximum number of keys in the key input queue
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MAX_CHAR_PRESSED_QUEUE = 16 # Maximum number of characters in the char input queue
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MAX_DECOMPRESSION_SIZE = 64 # Max size allocated for decompression in MB
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MAX_AUTOMATION_EVENTS = 16384 # Maximum number of automation events to record
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RL_DEFAULT_BATCH_BUFFERS = 1 # Default number of batch buffers (multi-buffering)
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RL_DEFAULT_BATCH_DRAWCALLS = 256 # Default number of batch draw calls (by state changes: mode, texture)
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RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4 # Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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RL_MAX_MATRIX_STACK_SIZE = 32 # Maximum size of internal Matrix stack
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RL_MAX_SHADER_LOCATIONS = 32 # Maximum number of shader locations supported
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RL_CULL_DISTANCE_NEAR = 0.01 # Default projection matrix near cull distance
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RL_CULL_DISTANCE_FAR = 1000.0 # Default projection matrix far cull distance
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RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION = "vertexPosition" # Bound by default to shader location: 0
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RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD = "vertexTexCoord" # Bound by default to shader location: 1
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RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL = "vertexNormal" # Bound by default to shader location: 2
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RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR = "vertexColor" # Bound by default to shader location: 3
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RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT = "vertexTangent" # Bound by default to shader location: 4
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RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 = "vertexTexCoord2" # Bound by default to shader location: 5
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RL_DEFAULT_SHADER_UNIFORM_NAME_MVP = "mvp" # model-view-projection matrix
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RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW = "matView" # view matrix
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RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION = "matProjection" # projection matrix
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RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL = "matModel" # model matrix
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RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL = "matNormal" # normal matrix (transpose(inverse(matModelView))
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RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR = "colDiffuse" # color diffuse (base tint color, multiplied by texture color)
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RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 = "texture0" # texture0 (texture slot active 0)
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|
-
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.x86_64.dylib
CHANGED
Binary file
|