raylib-bindings 0.7.6-x64-mingw → 0.7.8-x64-mingw

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data/ChangeLog CHANGED
@@ -1,3 +1,15 @@
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+ 2024-10-14 vaiorabbit <http://twitter.com/vaiorabbit>
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+
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+ * Updated with latest raylib ( https://github.com/raysan5/raylib/commit/59417636ca956d64800e7e26d4f4ec331cf1b412 ) and raygui ( https://github.com/raysan5/raygui/commit/1e03efca48c50c5ea4b4a053d5bf04bad58d3e43 )
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+
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+ 2024-09-16 vaiorabbit <http://twitter.com/vaiorabbit>
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+
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+ * Updated with latest raylib ( https://github.com/raysan5/raylib/commit/186787e31179eec8280a429fae50b65ef58368d3 ) and raygui ( https://github.com/raysan5/raygui/commit/b5a81fb76eec3521f4cbd6c02ace0dcc7b1cc810 )
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+
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+ 2024-09-07 vaiorabbit <http://twitter.com/vaiorabbit>
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+
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+ * Updated with latest raylib ( https://github.com/raysan5/raylib/commit/10b01ba7c2139b9203045bb56aa8403ca810cc6b ) and raygui ( https://github.com/raysan5/raygui/commit/6aae83894ac20b7ac8bf511f43d368f0ad409534 )
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+
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  2024-08-12 vaiorabbit <http://twitter.com/vaiorabbit>
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  * Updated with latest raylib ( https://github.com/raysan5/raylib/commit/418b8780533e6d7822aefcd1a1dd3cb6cca95fa5 )
data/README.md CHANGED
@@ -3,15 +3,15 @@
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  # Yet another raylib wrapper for Ruby #
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  * Created : 2021-10-17
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- * Last modified : 2024-08-12
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+ * Last modified : 2024-10-14
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  Provides Ruby bindings for raylib-related libraries including:
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- * [raylib](https://github.com/raysan5/raylib) version [5.5-dev]( https://github.com/raysan5/raylib/commit/418b8780533e6d7822aefcd1a1dd3cb6cca95fa5 )
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+ * [raylib](https://github.com/raysan5/raylib) version [5.5-dev]( https://github.com/raysan5/raylib/commit/59417636ca956d64800e7e26d4f4ec331cf1b412 )
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  * raylib
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  * raymath
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  * rlgl
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- * [raygui](https://github.com/raysan5/raygui) version [4.5-dev]( https://github.com/raysan5/raygui/commit/33f16596091e8147d01f948e7125db02cfae5faa )
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+ * [raygui](https://github.com/raysan5/raygui) version [4.5-dev]( https://github.com/raysan5/raygui/commit/1e03efca48c50c5ea4b4a053d5bf04bad58d3e43 )
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  * [Physac](https://github.com/raysan5/physac) version [1.1]( https://github.com/raysan5/physac/commit/4a8e17f263fb8e1150b3fbafc96f880c7d7a4833 )
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  <img src="https://raw.githubusercontent.com/vaiorabbit/raylib-bindings/main/doc/bitmap_font_rb.png" width="125"> <img src="https://raw.githubusercontent.com/vaiorabbit/raylib-bindings/main/doc/game_of_life_simple_rb.png" width="125"> <img src="https://raw.githubusercontent.com/vaiorabbit/raylib-bindings/main/doc/lissajous_curve_rb.png" width="125"> <img src="https://raw.githubusercontent.com/vaiorabbit/raylib-bindings/main/doc/procedural_texture_rb.png" width="125"> <img src="https://raw.githubusercontent.com/vaiorabbit/raylib-bindings/main/doc/reversi_board_rb.png" width="125"> <img src="https://raw.githubusercontent.com/vaiorabbit/raylib-bindings/main/doc/utf8_font_rb.png" width="125">
data/lib/config.rb CHANGED
@@ -53,6 +53,7 @@ module Raylib
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  RL_DEFAULT_SHADER_ATTRIB_LOCATION_COLOR = 3
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  RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT = 4
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  RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 = 5
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+ RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES = 6
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  RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION = "vertexPosition" # Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
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  RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD = "vertexTexCoord" # Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
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  RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL = "vertexNormal" # Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
data/lib/libraylib.dll CHANGED
Binary file
data/lib/physac.dll CHANGED
Binary file
data/lib/raygui.dll CHANGED
Binary file
data/lib/raygui_main.rb CHANGED
@@ -12,9 +12,9 @@ module Raylib
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  # Define/Macro
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  RAYGUI_VERSION_MAJOR = 4
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- RAYGUI_VERSION_MINOR = 1
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+ RAYGUI_VERSION_MINOR = 5
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  RAYGUI_VERSION_PATCH = 0
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- RAYGUI_VERSION = "4.1-dev"
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+ RAYGUI_VERSION = "4.5-dev"
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  SCROLLBAR_LEFT_SIDE = 0
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  SCROLLBAR_RIGHT_SIDE = 1
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@@ -385,7 +385,7 @@ module Raylib
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  ICON_LAYERS2 = 225
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  ICON_MLAYERS = 226
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  ICON_MAPS = 227
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- ICON_228 = 228
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+ ICON_HOT = 228
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  ICON_229 = 229
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  ICON_230 = 230
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  ICON_231 = 231
data/lib/raylib_main.rb CHANGED
@@ -231,32 +231,35 @@ module Raylib
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  # enum ShaderLocationIndex
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  # Shader location index
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- SHADER_LOC_VERTEX_POSITION = 0 # Shader location: vertex attribute: position
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- SHADER_LOC_VERTEX_TEXCOORD01 = 1 # Shader location: vertex attribute: texcoord01
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- SHADER_LOC_VERTEX_TEXCOORD02 = 2 # Shader location: vertex attribute: texcoord02
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- SHADER_LOC_VERTEX_NORMAL = 3 # Shader location: vertex attribute: normal
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- SHADER_LOC_VERTEX_TANGENT = 4 # Shader location: vertex attribute: tangent
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- SHADER_LOC_VERTEX_COLOR = 5 # Shader location: vertex attribute: color
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- SHADER_LOC_MATRIX_MVP = 6 # Shader location: matrix uniform: model-view-projection
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- SHADER_LOC_MATRIX_VIEW = 7 # Shader location: matrix uniform: view (camera transform)
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- SHADER_LOC_MATRIX_PROJECTION = 8 # Shader location: matrix uniform: projection
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- SHADER_LOC_MATRIX_MODEL = 9 # Shader location: matrix uniform: model (transform)
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- SHADER_LOC_MATRIX_NORMAL = 10 # Shader location: matrix uniform: normal
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- SHADER_LOC_VECTOR_VIEW = 11 # Shader location: vector uniform: view
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- SHADER_LOC_COLOR_DIFFUSE = 12 # Shader location: vector uniform: diffuse color
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- SHADER_LOC_COLOR_SPECULAR = 13 # Shader location: vector uniform: specular color
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- SHADER_LOC_COLOR_AMBIENT = 14 # Shader location: vector uniform: ambient color
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- SHADER_LOC_MAP_ALBEDO = 15 # Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
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- SHADER_LOC_MAP_METALNESS = 16 # Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
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- SHADER_LOC_MAP_NORMAL = 17 # Shader location: sampler2d texture: normal
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- SHADER_LOC_MAP_ROUGHNESS = 18 # Shader location: sampler2d texture: roughness
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- SHADER_LOC_MAP_OCCLUSION = 19 # Shader location: sampler2d texture: occlusion
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- SHADER_LOC_MAP_EMISSION = 20 # Shader location: sampler2d texture: emission
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- SHADER_LOC_MAP_HEIGHT = 21 # Shader location: sampler2d texture: height
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- SHADER_LOC_MAP_CUBEMAP = 22 # Shader location: samplerCube texture: cubemap
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- SHADER_LOC_MAP_IRRADIANCE = 23 # Shader location: samplerCube texture: irradiance
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- SHADER_LOC_MAP_PREFILTER = 24 # Shader location: samplerCube texture: prefilter
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- SHADER_LOC_MAP_BRDF = 25 # Shader location: sampler2d texture: brdf
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+ SHADER_LOC_VERTEX_POSITION = 0 # Shader location: vertex attribute: position
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+ SHADER_LOC_VERTEX_TEXCOORD01 = 1 # Shader location: vertex attribute: texcoord01
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+ SHADER_LOC_VERTEX_TEXCOORD02 = 2 # Shader location: vertex attribute: texcoord02
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+ SHADER_LOC_VERTEX_NORMAL = 3 # Shader location: vertex attribute: normal
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+ SHADER_LOC_VERTEX_TANGENT = 4 # Shader location: vertex attribute: tangent
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+ SHADER_LOC_VERTEX_COLOR = 5 # Shader location: vertex attribute: color
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+ SHADER_LOC_MATRIX_MVP = 6 # Shader location: matrix uniform: model-view-projection
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+ SHADER_LOC_MATRIX_VIEW = 7 # Shader location: matrix uniform: view (camera transform)
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+ SHADER_LOC_MATRIX_PROJECTION = 8 # Shader location: matrix uniform: projection
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+ SHADER_LOC_MATRIX_MODEL = 9 # Shader location: matrix uniform: model (transform)
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+ SHADER_LOC_MATRIX_NORMAL = 10 # Shader location: matrix uniform: normal
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+ SHADER_LOC_VECTOR_VIEW = 11 # Shader location: vector uniform: view
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+ SHADER_LOC_COLOR_DIFFUSE = 12 # Shader location: vector uniform: diffuse color
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+ SHADER_LOC_COLOR_SPECULAR = 13 # Shader location: vector uniform: specular color
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+ SHADER_LOC_COLOR_AMBIENT = 14 # Shader location: vector uniform: ambient color
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+ SHADER_LOC_MAP_ALBEDO = 15 # Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
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+ SHADER_LOC_MAP_METALNESS = 16 # Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
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+ SHADER_LOC_MAP_NORMAL = 17 # Shader location: sampler2d texture: normal
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+ SHADER_LOC_MAP_ROUGHNESS = 18 # Shader location: sampler2d texture: roughness
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+ SHADER_LOC_MAP_OCCLUSION = 19 # Shader location: sampler2d texture: occlusion
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+ SHADER_LOC_MAP_EMISSION = 20 # Shader location: sampler2d texture: emission
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+ SHADER_LOC_MAP_HEIGHT = 21 # Shader location: sampler2d texture: height
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+ SHADER_LOC_MAP_CUBEMAP = 22 # Shader location: samplerCube texture: cubemap
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+ SHADER_LOC_MAP_IRRADIANCE = 23 # Shader location: samplerCube texture: irradiance
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+ SHADER_LOC_MAP_PREFILTER = 24 # Shader location: samplerCube texture: prefilter
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+ SHADER_LOC_MAP_BRDF = 25 # Shader location: sampler2d texture: brdf
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+ SHADER_LOC_VERTEX_BONEIDS = 26 # Shader location: vertex attribute: boneIds
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+ SHADER_LOC_VERTEX_BONEWEIGHTS = 27 # Shader location: vertex attribute: boneWeights
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+ SHADER_LOC_BONE_MATRICES = 28 # Shader location: array of matrices uniform: boneMatrices
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  # enum ShaderUniformDataType
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  # Shader uniform data type
@@ -403,7 +406,7 @@ module Raylib
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  typedef :int, :CameraMode
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  typedef :int, :CameraProjection
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  typedef :int, :NPatchLayout
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- callback :TraceLogCallback, [:int, :pointer, :int], :void
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+ callback :TraceLogCallback, [:int, :pointer, :pointer], :void
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  callback :LoadFileDataCallback, [:pointer, :pointer], :pointer
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  callback :SaveFileDataCallback, [:pointer, :pointer, :int], :bool
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  callback :LoadFileTextCallback, [:pointer], :pointer
@@ -735,8 +738,10 @@ module Raylib
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  :indices, :pointer, # Vertex indices (in case vertex data comes indexed)
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  :animVertices, :pointer, # Animated vertex positions (after bones transformations)
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  :animNormals, :pointer, # Animated normals (after bones transformations)
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- :boneIds, :pointer, # Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
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- :boneWeights, :pointer, # Vertex bone weight, up to 4 bones influence by vertex (skinning)
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+ :boneIds, :pointer, # Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
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+ :boneWeights, :pointer, # Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
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+ :boneMatrices, :pointer, # Bones animated transformation matrices
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+ :boneCount, :int, # Number of bones
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  :vaoId, :uint, # OpenGL Vertex Array Object id
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  :vboId, :pointer, # OpenGL Vertex Buffer Objects id (default vertex data)
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747
  )
@@ -766,6 +771,10 @@ module Raylib
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  def boneIds=(v) self[:boneIds] = v end
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  def boneWeights = self[:boneWeights]
768
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  def boneWeights=(v) self[:boneWeights] = v end
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+ def boneMatrices = self[:boneMatrices]
775
+ def boneMatrices=(v) self[:boneMatrices] = v end
776
+ def boneCount = self[:boneCount]
777
+ def boneCount=(v) self[:boneCount] = v end
769
778
  def vaoId = self[:vaoId]
770
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  def vaoId=(v) self[:vaoId] = v end
771
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  def vboId = self[:vboId]
@@ -1198,12 +1207,12 @@ module Raylib
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1207
  [:ClearWindowState, :ClearWindowState, [:uint], :void],
1199
1208
 
1200
1209
  # @!method ToggleFullscreen()
1201
- # ToggleFullscreen : Toggle window state: fullscreen/windowed (only PLATFORM_DESKTOP)
1210
+ # ToggleFullscreen : Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)
1202
1211
  # @return [void]
1203
1212
  [:ToggleFullscreen, :ToggleFullscreen, [], :void],
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1213
 
1205
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  # @!method ToggleBorderlessWindowed()
1206
- # ToggleBorderlessWindowed : Toggle window state: borderless windowed (only PLATFORM_DESKTOP)
1215
+ # ToggleBorderlessWindowed : Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)
1207
1216
  # @return [void]
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  [:ToggleBorderlessWindowed, :ToggleBorderlessWindowed, [], :void],
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@@ -1923,6 +1932,12 @@ module Raylib
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  # @return [const char *]
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  [:GetApplicationDirectory, :GetApplicationDirectory, [], :pointer],
1925
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+ # @!method MakeDirectory(dirPath)
1936
+ # MakeDirectory : Create directories (including full path requested), returns 0 on success
1937
+ # @param dirPath [const char *]
1938
+ # @return [int]
1939
+ [:MakeDirectory, :MakeDirectory, [:pointer], :int],
1940
+
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  # @!method ChangeDirectory(dir)
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  # ChangeDirectory : Change working directory, return true on success
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  # @param dir [const char *]
@@ -1948,7 +1963,7 @@ module Raylib
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  [:LoadDirectoryFiles, :LoadDirectoryFiles, [:pointer], FilePathList.by_value],
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1950
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  # @!method LoadDirectoryFilesEx(basePath, filter, scanSubdirs)
1951
- # LoadDirectoryFilesEx : Load directory filepaths with extension filtering and recursive directory scan
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+ # LoadDirectoryFilesEx : Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
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  # @param basePath [const char *]
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  # @param filter [const char *]
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  # @param scanSubdirs [bool]
@@ -2363,7 +2378,7 @@ module Raylib
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  [:GetShapesTextureRectangle, :GetShapesTextureRectangle, [], Rectangle.by_value],
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  # @!method DrawPixel(posX, posY, color)
2366
- # DrawPixel : Draw a pixel
2381
+ # DrawPixel : Draw a pixel using geometry [Can be slow, use with care]
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  # @param posX [int]
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  # @param posY [int]
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  # @param color [Color]
@@ -2371,7 +2386,7 @@ module Raylib
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  [:DrawPixel, :DrawPixel, [:int, :int, Color.by_value], :void],
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2387
 
2373
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  # @!method DrawPixelV(position, color)
2374
- # DrawPixelV : Draw a pixel (Vector version)
2389
+ # DrawPixelV : Draw a pixel using geometry (Vector version) [Can be slow, use with care]
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  # @param position [Vector2]
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  # @param color [Color]
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  # @return [void]
@@ -2452,13 +2467,13 @@ module Raylib
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  # @return [void]
2453
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  [:DrawCircleSectorLines, :DrawCircleSectorLines, [Vector2.by_value, :float, :float, :float, :int, Color.by_value], :void],
2454
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2455
- # @!method DrawCircleGradient(centerX, centerY, radius, color1, color2)
2470
+ # @!method DrawCircleGradient(centerX, centerY, radius, inner, outer)
2456
2471
  # DrawCircleGradient : Draw a gradient-filled circle
2457
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  # @param centerX [int]
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  # @param centerY [int]
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2474
  # @param radius [float]
2460
- # @param color1 [Color]
2461
- # @param color2 [Color]
2475
+ # @param inner [Color]
2476
+ # @param outer [Color]
2462
2477
  # @return [void]
2463
2478
  [:DrawCircleGradient, :DrawCircleGradient, [:int, :int, :float, Color.by_value, Color.by_value], :void],
2464
2479
 
@@ -2565,35 +2580,35 @@ module Raylib
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2580
  # @return [void]
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2581
  [:DrawRectanglePro, :DrawRectanglePro, [Rectangle.by_value, Vector2.by_value, :float, Color.by_value], :void],
2567
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2568
- # @!method DrawRectangleGradientV(posX, posY, width, height, color1, color2)
2583
+ # @!method DrawRectangleGradientV(posX, posY, width, height, top, bottom)
2569
2584
  # DrawRectangleGradientV : Draw a vertical-gradient-filled rectangle
2570
2585
  # @param posX [int]
2571
2586
  # @param posY [int]
2572
2587
  # @param width [int]
2573
2588
  # @param height [int]
2574
- # @param color1 [Color]
2575
- # @param color2 [Color]
2589
+ # @param top [Color]
2590
+ # @param bottom [Color]
2576
2591
  # @return [void]
2577
2592
  [:DrawRectangleGradientV, :DrawRectangleGradientV, [:int, :int, :int, :int, Color.by_value, Color.by_value], :void],
2578
2593
 
2579
- # @!method DrawRectangleGradientH(posX, posY, width, height, color1, color2)
2594
+ # @!method DrawRectangleGradientH(posX, posY, width, height, left, right)
2580
2595
  # DrawRectangleGradientH : Draw a horizontal-gradient-filled rectangle
2581
2596
  # @param posX [int]
2582
2597
  # @param posY [int]
2583
2598
  # @param width [int]
2584
2599
  # @param height [int]
2585
- # @param color1 [Color]
2586
- # @param color2 [Color]
2600
+ # @param left [Color]
2601
+ # @param right [Color]
2587
2602
  # @return [void]
2588
2603
  [:DrawRectangleGradientH, :DrawRectangleGradientH, [:int, :int, :int, :int, Color.by_value, Color.by_value], :void],
2589
2604
 
2590
- # @!method DrawRectangleGradientEx(rec, col1, col2, col3, col4)
2605
+ # @!method DrawRectangleGradientEx(rec, topLeft, bottomLeft, topRight, bottomRight)
2591
2606
  # DrawRectangleGradientEx : Draw a gradient-filled rectangle with custom vertex colors
2592
2607
  # @param rec [Rectangle]
2593
- # @param col1 [Color]
2594
- # @param col2 [Color]
2595
- # @param col3 [Color]
2596
- # @param col4 [Color]
2608
+ # @param topLeft [Color]
2609
+ # @param bottomLeft [Color]
2610
+ # @param topRight [Color]
2611
+ # @param bottomRight [Color]
2597
2612
  # @return [void]
2598
2613
  [:DrawRectangleGradientEx, :DrawRectangleGradientEx, [Rectangle.by_value, Color.by_value, Color.by_value, Color.by_value, Color.by_value], :void],
2599
2614
 
@@ -2959,14 +2974,6 @@ module Raylib
2959
2974
  # @return [Image]
2960
2975
  [:LoadImageRaw, :LoadImageRaw, [:pointer, :int, :int, :int, :int], Image.by_value],
2961
2976
 
2962
- # @!method LoadImageSvg(fileNameOrString, width, height)
2963
- # LoadImageSvg : Load image from SVG file data or string with specified size
2964
- # @param fileNameOrString [const char *]
2965
- # @param width [int]
2966
- # @param height [int]
2967
- # @return [Image]
2968
- [:LoadImageSvg, :LoadImageSvg, [:pointer, :int, :int], Image.by_value],
2969
-
2970
2977
  # @!method LoadImageAnim(fileName, frames)
2971
2978
  # LoadImageAnim : Load image sequence from file (frames appended to image.data)
2972
2979
  # @param fileName [const char *]
@@ -3814,6 +3821,14 @@ module Raylib
3814
3821
  # @return [Color]
3815
3822
  [:ColorAlphaBlend, :ColorAlphaBlend, [Color.by_value, Color.by_value, Color.by_value], Color.by_value],
3816
3823
 
3824
+ # @!method ColorLerp(color1, color2, factor)
3825
+ # ColorLerp : Get color lerp interpolation between two colors, factor [0.0f..1.0f]
3826
+ # @param color1 [Color]
3827
+ # @param color2 [Color]
3828
+ # @param factor [float]
3829
+ # @return [Color]
3830
+ [:ColorLerp, :ColorLerp, [Color.by_value, Color.by_value, :float], Color.by_value],
3831
+
3817
3832
  # @!method GetColor(hexValue)
3818
3833
  # GetColor : Get Color structure from hexadecimal value
3819
3834
  # @param hexValue [unsigned int]
@@ -3855,7 +3870,7 @@ module Raylib
3855
3870
  [:LoadFont, :LoadFont, [:pointer], Font.by_value],
3856
3871
 
3857
3872
  # @!method LoadFontEx(fileName, fontSize, codepoints, codepointCount)
3858
- # LoadFontEx : Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character setFont
3873
+ # LoadFontEx : Load font from file with extended parameters, use NULL for codepoints and 0 for codepointCount to load the default character set, font size is provided in pixels height
3859
3874
  # @param fileName [const char *]
3860
3875
  # @param fontSize [int]
3861
3876
  # @param codepoints [int *]
@@ -4484,6 +4499,26 @@ module Raylib
4484
4499
  # @return [void]
4485
4500
  [:DrawModelWiresEx, :DrawModelWiresEx, [Model.by_value, Vector3.by_value, Vector3.by_value, :float, Vector3.by_value, Color.by_value], :void],
4486
4501
 
4502
+ # @!method DrawModelPoints(model, position, scale, tint)
4503
+ # DrawModelPoints : Draw a model as points
4504
+ # @param model [Model]
4505
+ # @param position [Vector3]
4506
+ # @param scale [float]
4507
+ # @param tint [Color]
4508
+ # @return [void]
4509
+ [:DrawModelPoints, :DrawModelPoints, [Model.by_value, Vector3.by_value, :float, Color.by_value], :void],
4510
+
4511
+ # @!method DrawModelPointsEx(model, position, rotationAxis, rotationAngle, scale, tint)
4512
+ # DrawModelPointsEx : Draw a model as points with extended parameters
4513
+ # @param model [Model]
4514
+ # @param position [Vector3]
4515
+ # @param rotationAxis [Vector3]
4516
+ # @param rotationAngle [float]
4517
+ # @param scale [Vector3]
4518
+ # @param tint [Color]
4519
+ # @return [void]
4520
+ [:DrawModelPointsEx, :DrawModelPointsEx, [Model.by_value, Vector3.by_value, Vector3.by_value, :float, Vector3.by_value, Color.by_value], :void],
4521
+
4487
4522
  # @!method DrawBoundingBox(box, color)
4488
4523
  # DrawBoundingBox : Draw bounding box (wires)
4489
4524
  # @param box [BoundingBox]
@@ -4755,6 +4790,14 @@ module Raylib
4755
4790
  # @return [bool]
4756
4791
  [:IsModelAnimationValid, :IsModelAnimationValid, [Model.by_value, ModelAnimation.by_value], :bool],
4757
4792
 
4793
+ # @!method UpdateModelAnimationBoneMatrices(model, anim, frame)
4794
+ # UpdateModelAnimationBoneMatrices : Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)
4795
+ # @param model [Model]
4796
+ # @param anim [ModelAnimation]
4797
+ # @param frame [int]
4798
+ # @return [void]
4799
+ [:UpdateModelAnimationBoneMatrices, :UpdateModelAnimationBoneMatrices, [Model.by_value, ModelAnimation.by_value, :int], :void],
4800
+
4758
4801
  # @!method CheckCollisionSpheres(center1, radius1, center2, radius2)
4759
4802
  # CheckCollisionSpheres : Check collision between two spheres
4760
4803
  # @param center1 [Vector3]
data/lib/rlgl.rb CHANGED
@@ -79,6 +79,7 @@ module Raylib
79
79
  RL_BLEND_COLOR = 0x8005 # GL_BLEND_COLOR
80
80
  RL_READ_FRAMEBUFFER = 0x8CA8 # GL_READ_FRAMEBUFFER
81
81
  RL_DRAW_FRAMEBUFFER = 0x8CA9 # GL_DRAW_FRAMEBUFFER
82
+ RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES = 6
82
83
 
83
84
  # Enum
84
85
 
@@ -180,15 +181,19 @@ module Raylib
180
181
 
181
182
  # enum rlShaderUniformDataType
182
183
  # Shader uniform data type
183
- RL_SHADER_UNIFORM_FLOAT = 0 # Shader uniform type: float
184
- RL_SHADER_UNIFORM_VEC2 = 1 # Shader uniform type: vec2 (2 float)
185
- RL_SHADER_UNIFORM_VEC3 = 2 # Shader uniform type: vec3 (3 float)
186
- RL_SHADER_UNIFORM_VEC4 = 3 # Shader uniform type: vec4 (4 float)
187
- RL_SHADER_UNIFORM_INT = 4 # Shader uniform type: int
188
- RL_SHADER_UNIFORM_IVEC2 = 5 # Shader uniform type: ivec2 (2 int)
189
- RL_SHADER_UNIFORM_IVEC3 = 6 # Shader uniform type: ivec3 (3 int)
190
- RL_SHADER_UNIFORM_IVEC4 = 7 # Shader uniform type: ivec4 (4 int)
191
- RL_SHADER_UNIFORM_SAMPLER2D = 8 # Shader uniform type: sampler2d
184
+ RL_SHADER_UNIFORM_FLOAT = 0 # Shader uniform type: float
185
+ RL_SHADER_UNIFORM_VEC2 = 1 # Shader uniform type: vec2 (2 float)
186
+ RL_SHADER_UNIFORM_VEC3 = 2 # Shader uniform type: vec3 (3 float)
187
+ RL_SHADER_UNIFORM_VEC4 = 3 # Shader uniform type: vec4 (4 float)
188
+ RL_SHADER_UNIFORM_INT = 4 # Shader uniform type: int
189
+ RL_SHADER_UNIFORM_IVEC2 = 5 # Shader uniform type: ivec2 (2 int)
190
+ RL_SHADER_UNIFORM_IVEC3 = 6 # Shader uniform type: ivec3 (3 int)
191
+ RL_SHADER_UNIFORM_IVEC4 = 7 # Shader uniform type: ivec4 (4 int)
192
+ RL_SHADER_UNIFORM_UINT = 8 # Shader uniform type: unsigned int
193
+ RL_SHADER_UNIFORM_UIVEC2 = 9 # Shader uniform type: uivec2 (2 unsigned int)
194
+ RL_SHADER_UNIFORM_UIVEC3 = 10 # Shader uniform type: uivec3 (3 unsigned int)
195
+ RL_SHADER_UNIFORM_UIVEC4 = 11 # Shader uniform type: uivec4 (4 unsigned int)
196
+ RL_SHADER_UNIFORM_SAMPLER2D = 12 # Shader uniform type: sampler2d
192
197
 
193
198
  # enum rlShaderAttributeDataType
194
199
  # Shader attribute data types
@@ -723,7 +728,7 @@ module Raylib
723
728
  [:rlEnablePointMode, :rlEnablePointMode, [], :void],
724
729
 
725
730
  # @!method rlDisableWireMode()
726
- # rlDisableWireMode : Disable wire mode ( and point ) maybe rename
731
+ # rlDisableWireMode : Disable wire (and point) mode
727
732
  # @return [void]
728
733
  [:rlDisableWireMode, :rlDisableWireMode, [], :void],
729
734
 
@@ -1188,6 +1193,14 @@ module Raylib
1188
1193
  # @return [void]
1189
1194
  [:rlSetUniformMatrix, :rlSetUniformMatrix, [:int, Matrix.by_value], :void],
1190
1195
 
1196
+ # @!method rlSetUniformMatrices(locIndex, mat, count)
1197
+ # rlSetUniformMatrices : Set shader value matrices
1198
+ # @param locIndex [int]
1199
+ # @param mat [const Matrix *]
1200
+ # @param count [int]
1201
+ # @return [void]
1202
+ [:rlSetUniformMatrices, :rlSetUniformMatrices, [:int, :pointer, :int], :void],
1203
+
1191
1204
  # @!method rlSetUniformSampler(locIndex, textureId)
1192
1205
  # rlSetUniformSampler : Set shader value sampler
1193
1206
  # @param locIndex [int]
metadata CHANGED
@@ -1,14 +1,14 @@
1
1
  --- !ruby/object:Gem::Specification
2
2
  name: raylib-bindings
3
3
  version: !ruby/object:Gem::Version
4
- version: 0.7.6
4
+ version: 0.7.8
5
5
  platform: x64-mingw
6
6
  authors:
7
7
  - vaiorabbit
8
8
  autorequire:
9
9
  bindir: bin
10
10
  cert_chain: []
11
- date: 2024-08-12 00:00:00.000000000 Z
11
+ date: 2024-10-14 00:00:00.000000000 Z
12
12
  dependencies:
13
13
  - !ruby/object:Gem::Dependency
14
14
  name: ffi
@@ -71,7 +71,7 @@ required_rubygems_version: !ruby/object:Gem::Requirement
71
71
  - !ruby/object:Gem::Version
72
72
  version: '0'
73
73
  requirements: []
74
- rubygems_version: 3.5.15
74
+ rubygems_version: 3.5.18
75
75
  signing_key:
76
76
  specification_version: 4
77
77
  summary: Ruby bindings for raylib, raygui and Physac