raylib-bindings 0.7.7-aarch64-linux → 0.7.8-aarch64-linux

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data/ChangeLog CHANGED
@@ -1,3 +1,7 @@
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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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  * Updated with latest raylib ( https://github.com/raysan5/raylib/commit/186787e31179eec8280a429fae50b65ef58368d3 ) and raygui ( https://github.com/raysan5/raygui/commit/b5a81fb76eec3521f4cbd6c02ace0dcc7b1cc810 )
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 : 2024-09-16
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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/186787e31179eec8280a429fae50b65ef58368d3 )
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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/b5a81fb76eec3521f4cbd6c02ace0dcc7b1cc810 )
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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/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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  )
@@ -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]
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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]
@@ -1923,6 +1932,12 @@ module Raylib
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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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+
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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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  # @!method LoadDirectoryFilesEx(basePath, filter, scanSubdirs)
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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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+ # 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)
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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]
@@ -2371,7 +2386,7 @@ module Raylib
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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]
@@ -2959,14 +2974,6 @@ module Raylib
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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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-
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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 *]
@@ -4783,6 +4790,14 @@ module Raylib
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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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data/lib/rlgl.rb CHANGED
@@ -79,6 +79,7 @@ module Raylib
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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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@@ -1192,6 +1193,14 @@ module Raylib
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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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+
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  # @!method rlSetUniformSampler(locIndex, textureId)
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  # rlSetUniformSampler : Set shader value sampler
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  # @param locIndex [int]
metadata CHANGED
@@ -1,14 +1,14 @@
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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: 0.7.7
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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: 2024-09-16 00:00:00.000000000 Z
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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