raylib-bindings 0.7.7-aarch64-linux → 0.7.8-aarch64-linux
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- checksums.yaml +4 -4
- data/ChangeLog +4 -0
- data/README.md +3 -3
- data/lib/libraylib.aarch64.so +0 -0
- data/lib/raygui.aarch64.so +0 -0
- data/lib/raylib_main.rb +55 -40
- data/lib/rlgl.rb +9 -0
- metadata +2 -2
checksums.yaml
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data.tar.gz: 251dd7b2ce8dfcc5619b4e9f7e8b0ded99265a241f1b973d806cd84751e92c0113af03a359e48bba5df0ccb4b969110175b638ed5774c60c8a0578fd96c8dd4f
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data/ChangeLog
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2024-10-14 vaiorabbit <http://twitter.com/vaiorabbit>
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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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2024-09-16 vaiorabbit <http://twitter.com/vaiorabbit>
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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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data/README.md
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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-
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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/
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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/
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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">
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data/lib/libraylib.aarch64.so
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data/lib/raygui.aarch64.so
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data/lib/raylib_main.rb
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@@ -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
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SHADER_LOC_VERTEX_TEXCOORD01 = 1
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SHADER_LOC_VERTEX_TEXCOORD02 = 2
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SHADER_LOC_VERTEX_NORMAL = 3
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SHADER_LOC_VERTEX_TANGENT = 4
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SHADER_LOC_VERTEX_COLOR = 5
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SHADER_LOC_MATRIX_MVP = 6
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SHADER_LOC_MATRIX_VIEW = 7
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SHADER_LOC_MATRIX_PROJECTION = 8
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SHADER_LOC_MATRIX_MODEL = 9
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SHADER_LOC_MATRIX_NORMAL = 10
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SHADER_LOC_VECTOR_VIEW = 11
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SHADER_LOC_COLOR_DIFFUSE = 12
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SHADER_LOC_COLOR_SPECULAR = 13
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SHADER_LOC_COLOR_AMBIENT = 14
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SHADER_LOC_MAP_ALBEDO = 15
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SHADER_LOC_MAP_METALNESS = 16
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SHADER_LOC_MAP_NORMAL = 17
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SHADER_LOC_MAP_ROUGHNESS = 18
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SHADER_LOC_MAP_OCCLUSION = 19
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SHADER_LOC_MAP_EMISSION = 20
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SHADER_LOC_MAP_HEIGHT = 21
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SHADER_LOC_MAP_CUBEMAP = 22
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SHADER_LOC_MAP_IRRADIANCE = 23
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SHADER_LOC_MAP_PREFILTER = 24
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SHADER_LOC_MAP_BRDF = 25
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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
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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, :
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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
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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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)
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def boneIds=(v) self[:boneIds] = v end
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def boneWeights = self[:boneWeights]
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def boneWeights=(v) self[:boneWeights] = v end
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def boneMatrices = self[:boneMatrices]
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def boneMatrices=(v) self[:boneMatrices] = v end
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def boneCount = self[:boneCount]
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def boneCount=(v) self[:boneCount] = v end
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def vaoId = self[:vaoId]
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def vaoId=(v) self[:vaoId] = v end
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def vboId = self[:vboId]
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# @return [const char *]
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[:GetApplicationDirectory, :GetApplicationDirectory, [], :pointer],
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# @!method MakeDirectory(dirPath)
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# MakeDirectory : Create directories (including full path requested), returns 0 on success
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# @param dirPath [const char *]
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# @return [int]
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[:MakeDirectory, :MakeDirectory, [:pointer], :int],
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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 *]
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[:LoadDirectoryFiles, :LoadDirectoryFiles, [:pointer], FilePathList.by_value],
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# @!method LoadDirectoryFilesEx(basePath, filter, scanSubdirs)
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# LoadDirectoryFilesEx : Load directory filepaths with extension filtering and recursive directory scan. Use
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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]
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[:GetShapesTextureRectangle, :GetShapesTextureRectangle, [], Rectangle.by_value],
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# @!method DrawPixel(posX, posY, color)
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# DrawPixel : Draw a pixel
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# 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]
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[:DrawPixel, :DrawPixel, [:int, :int, Color.by_value], :void],
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# @!method DrawPixelV(position, color)
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# DrawPixelV : Draw a pixel (Vector version)
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# 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]
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# @return [Image]
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[:LoadImageRaw, :LoadImageRaw, [:pointer, :int, :int, :int, :int], Image.by_value],
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# @!method LoadImageSvg(fileNameOrString, width, height)
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# LoadImageSvg : Load image from SVG file data or string with specified size
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# @param fileNameOrString [const char *]
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# @param width [int]
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# @param height [int]
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# @return [Image]
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[:LoadImageSvg, :LoadImageSvg, [:pointer, :int, :int], Image.by_value],
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# @!method LoadImageAnim(fileName, frames)
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# LoadImageAnim : Load image sequence from file (frames appended to image.data)
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# @param fileName [const char *]
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# @return [bool]
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[:IsModelAnimationValid, :IsModelAnimationValid, [Model.by_value, ModelAnimation.by_value], :bool],
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# @!method UpdateModelAnimationBoneMatrices(model, anim, frame)
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# UpdateModelAnimationBoneMatrices : Update model animation mesh bone matrices (Note GPU skinning does not work on Mac)
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# @param model [Model]
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# @param anim [ModelAnimation]
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# @param frame [int]
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# @return [void]
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[:UpdateModelAnimationBoneMatrices, :UpdateModelAnimationBoneMatrices, [Model.by_value, ModelAnimation.by_value, :int], :void],
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# @!method CheckCollisionSpheres(center1, radius1, center2, radius2)
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# CheckCollisionSpheres : Check collision between two spheres
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# @param center1 [Vector3]
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data/lib/rlgl.rb
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RL_BLEND_COLOR = 0x8005 # GL_BLEND_COLOR
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RL_READ_FRAMEBUFFER = 0x8CA8 # GL_READ_FRAMEBUFFER
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RL_DRAW_FRAMEBUFFER = 0x8CA9 # GL_DRAW_FRAMEBUFFER
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RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES = 6
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# Enum
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# @return [void]
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[:rlSetUniformMatrix, :rlSetUniformMatrix, [:int, Matrix.by_value], :void],
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# @!method rlSetUniformMatrices(locIndex, mat, count)
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# rlSetUniformMatrices : Set shader value matrices
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# @param locIndex [int]
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# @param mat [const Matrix *]
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# @param count [int]
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# @return [void]
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[:rlSetUniformMatrices, :rlSetUniformMatrices, [:int, :pointer, :int], :void],
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# @!method rlSetUniformSampler(locIndex, textureId)
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# rlSetUniformSampler : Set shader value sampler
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# @param locIndex [int]
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metadata
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--- !ruby/object:Gem::Specification
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name: raylib-bindings
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version: !ruby/object:Gem::Version
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version: 0.7.
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version: 0.7.8
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platform: aarch64-linux
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authors:
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- vaiorabbit
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autorequire:
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bindir: bin
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cert_chain: []
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date: 2024-
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date: 2024-10-14 00:00:00.000000000 Z
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dependencies:
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- !ruby/object:Gem::Dependency
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name: ffi
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