raylib-bindings 0.7.7 → 0.7.9

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data/ChangeLog CHANGED
@@ -1,3 +1,11 @@
1
+ 2024-11-23 vaiorabbit <http://twitter.com/vaiorabbit>
2
+
3
+ * Updated with latest raylib ( https://github.com/raysan5/raylib/commit/47f83aa58f7a20110b0dc0d031b377faa50dd31e )
4
+
5
+ 2024-10-14 vaiorabbit <http://twitter.com/vaiorabbit>
6
+
7
+ * Updated with latest raylib ( https://github.com/raysan5/raylib/commit/59417636ca956d64800e7e26d4f4ec331cf1b412 ) and raygui ( https://github.com/raysan5/raygui/commit/1e03efca48c50c5ea4b4a053d5bf04bad58d3e43 )
8
+
1
9
  2024-09-16 vaiorabbit <http://twitter.com/vaiorabbit>
2
10
 
3
11
  * 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 @@
3
3
  # Yet another raylib wrapper for Ruby #
4
4
 
5
5
  * Created : 2021-10-17
6
- * Last modified : 2024-09-16
6
+ * Last modified : 2024-11-23
7
7
 
8
8
  Provides Ruby bindings for raylib-related libraries including:
9
9
 
10
- * [raylib](https://github.com/raysan5/raylib) version [5.5-dev]( https://github.com/raysan5/raylib/commit/186787e31179eec8280a429fae50b65ef58368d3 )
10
+ * [raylib](https://github.com/raysan5/raylib) version [5.6-dev]( https://github.com/raysan5/raylib/commit/47f83aa58f7a20110b0dc0d031b377faa50dd31e )
11
11
  * raylib
12
12
  * raymath
13
13
  * rlgl
14
- * [raygui](https://github.com/raysan5/raygui) version [4.5-dev]( https://github.com/raysan5/raygui/commit/b5a81fb76eec3521f4cbd6c02ace0dcc7b1cc810 )
14
+ * [raygui](https://github.com/raysan5/raygui) version [4.5-dev]( https://github.com/raysan5/raygui/commit/1e03efca48c50c5ea4b4a053d5bf04bad58d3e43 )
15
15
  * [Physac](https://github.com/raysan5/physac) version [1.1]( https://github.com/raysan5/physac/commit/4a8e17f263fb8e1150b3fbafc96f880c7d7a4833 )
16
16
 
17
17
  <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
@@ -27,6 +27,10 @@ module Raylib
27
27
  SUPPORT_GIF_RECORDING = 1
28
28
  SUPPORT_COMPRESSION_API = 1
29
29
  SUPPORT_AUTOMATION_EVENTS = 1
30
+ SUPPORT_CLIPBOARD_IMAGE = 1
31
+ SUPPORT_FILEFORMAT_BMP = 1
32
+ SUPPORT_FILEFORMAT_PNG = 1
33
+ SUPPORT_FILEFORMAT_JPG = 1
30
34
  MAX_FILEPATH_CAPACITY = 8192 # Maximum file paths capacity
31
35
  MAX_FILEPATH_LENGTH = 4096 # Maximum length for filepaths (Linux PATH_MAX default value)
32
36
  MAX_KEYBOARD_KEYS = 512 # Maximum number of keyboard keys supported
@@ -40,6 +44,7 @@ module Raylib
40
44
  MAX_CHAR_PRESSED_QUEUE = 16 # Maximum number of characters in the char input queue
41
45
  MAX_DECOMPRESSION_SIZE = 64 # Max size allocated for decompression in MB
42
46
  MAX_AUTOMATION_EVENTS = 16384 # Maximum number of automation events to record
47
+ RL_SUPPORT_MESH_GPU_SKINNING = 1 # GPU skinning, comment if your GPU does not support more than 8 VBOs
43
48
  RL_DEFAULT_BATCH_BUFFERS = 1 # Default number of batch buffers (multi-buffering)
44
49
  RL_DEFAULT_BATCH_DRAWCALLS = 256 # Default number of batch draw calls (by state changes: mode, texture)
45
50
  RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4 # Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
@@ -54,6 +59,8 @@ module Raylib
54
59
  RL_DEFAULT_SHADER_ATTRIB_LOCATION_TANGENT = 4
55
60
  RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD2 = 5
56
61
  RL_DEFAULT_SHADER_ATTRIB_LOCATION_INDICES = 6
62
+ RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEIDS = 7
63
+ RL_DEFAULT_SHADER_ATTRIB_LOCATION_BONEWEIGHTS = 8
57
64
  RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION = "vertexPosition" # Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION
58
65
  RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD = "vertexTexCoord" # Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD
59
66
  RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL = "vertexNormal" # Bound by default to shader location: RL_DEFAULT_SHADER_ATTRIB_LOCATION_NORMAL
@@ -71,7 +78,6 @@ module Raylib
71
78
  RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 = "texture2" # texture2 (texture slot active 2)
72
79
  SUPPORT_QUADS_DRAW_MODE = 1
73
80
  SPLINE_SEGMENT_DIVISIONS = 24 # Spline segments subdivisions
74
- SUPPORT_FILEFORMAT_PNG = 1
75
81
  SUPPORT_FILEFORMAT_GIF = 1
76
82
  SUPPORT_FILEFORMAT_QOI = 1
77
83
  SUPPORT_FILEFORMAT_DDS = 1
@@ -93,14 +99,13 @@ module Raylib
93
99
  SUPPORT_FILEFORMAT_M3D = 1
94
100
  SUPPORT_MESH_GENERATION = 1
95
101
  MAX_MATERIAL_MAPS = 12 # Maximum number of shader maps supported
96
- MAX_MESH_VERTEX_BUFFERS = 7 # Maximum vertex buffers (VBO) per mesh
102
+ MAX_MESH_VERTEX_BUFFERS = 9 # Maximum vertex buffers (VBO) per mesh
97
103
  SUPPORT_FILEFORMAT_WAV = 1
98
104
  SUPPORT_FILEFORMAT_OGG = 1
99
105
  SUPPORT_FILEFORMAT_MP3 = 1
100
106
  SUPPORT_FILEFORMAT_QOA = 1
101
107
  SUPPORT_FILEFORMAT_XM = 1
102
108
  SUPPORT_FILEFORMAT_MOD = 1
103
- AUDIO_DEVICE_FORMAT = "ma_format_f32" # Device output format (miniaudio: float-32bit)
104
109
  AUDIO_DEVICE_CHANNELS = 2 # Device output channels: stereo
105
110
  AUDIO_DEVICE_SAMPLE_RATE = 0 # Device sample rate (device default)
106
111
  MAX_AUDIO_BUFFER_POOL_CHANNELS = 16 # Maximum number of audio pool channels
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data/lib/libraylib.dll CHANGED
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data/lib/physac.dll CHANGED
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data/lib/raygui.dll CHANGED
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data/lib/raygui.x86_64.so CHANGED
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data/lib/raylib_main.rb CHANGED
@@ -12,9 +12,9 @@ module Raylib
12
12
  # Define/Macro
13
13
 
14
14
  RAYLIB_VERSION_MAJOR = 5
15
- RAYLIB_VERSION_MINOR = 5
15
+ RAYLIB_VERSION_MINOR = 6
16
16
  RAYLIB_VERSION_PATCH = 0
17
- RAYLIB_VERSION = "5.5-dev"
17
+ RAYLIB_VERSION = "5.6-dev"
18
18
 
19
19
  # Enum
20
20
 
@@ -231,32 +231,35 @@ module Raylib
231
231
 
232
232
  # enum ShaderLocationIndex
233
233
  # Shader location index
234
- SHADER_LOC_VERTEX_POSITION = 0 # Shader location: vertex attribute: position
235
- SHADER_LOC_VERTEX_TEXCOORD01 = 1 # Shader location: vertex attribute: texcoord01
236
- SHADER_LOC_VERTEX_TEXCOORD02 = 2 # Shader location: vertex attribute: texcoord02
237
- SHADER_LOC_VERTEX_NORMAL = 3 # Shader location: vertex attribute: normal
238
- SHADER_LOC_VERTEX_TANGENT = 4 # Shader location: vertex attribute: tangent
239
- SHADER_LOC_VERTEX_COLOR = 5 # Shader location: vertex attribute: color
240
- SHADER_LOC_MATRIX_MVP = 6 # Shader location: matrix uniform: model-view-projection
241
- SHADER_LOC_MATRIX_VIEW = 7 # Shader location: matrix uniform: view (camera transform)
242
- SHADER_LOC_MATRIX_PROJECTION = 8 # Shader location: matrix uniform: projection
243
- SHADER_LOC_MATRIX_MODEL = 9 # Shader location: matrix uniform: model (transform)
244
- SHADER_LOC_MATRIX_NORMAL = 10 # Shader location: matrix uniform: normal
245
- SHADER_LOC_VECTOR_VIEW = 11 # Shader location: vector uniform: view
246
- SHADER_LOC_COLOR_DIFFUSE = 12 # Shader location: vector uniform: diffuse color
247
- SHADER_LOC_COLOR_SPECULAR = 13 # Shader location: vector uniform: specular color
248
- SHADER_LOC_COLOR_AMBIENT = 14 # Shader location: vector uniform: ambient color
249
- SHADER_LOC_MAP_ALBEDO = 15 # Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
250
- SHADER_LOC_MAP_METALNESS = 16 # Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
251
- SHADER_LOC_MAP_NORMAL = 17 # Shader location: sampler2d texture: normal
252
- SHADER_LOC_MAP_ROUGHNESS = 18 # Shader location: sampler2d texture: roughness
253
- SHADER_LOC_MAP_OCCLUSION = 19 # Shader location: sampler2d texture: occlusion
254
- SHADER_LOC_MAP_EMISSION = 20 # Shader location: sampler2d texture: emission
255
- SHADER_LOC_MAP_HEIGHT = 21 # Shader location: sampler2d texture: height
256
- SHADER_LOC_MAP_CUBEMAP = 22 # Shader location: samplerCube texture: cubemap
257
- SHADER_LOC_MAP_IRRADIANCE = 23 # Shader location: samplerCube texture: irradiance
258
- SHADER_LOC_MAP_PREFILTER = 24 # Shader location: samplerCube texture: prefilter
259
- SHADER_LOC_MAP_BRDF = 25 # Shader location: sampler2d texture: brdf
234
+ SHADER_LOC_VERTEX_POSITION = 0 # Shader location: vertex attribute: position
235
+ SHADER_LOC_VERTEX_TEXCOORD01 = 1 # Shader location: vertex attribute: texcoord01
236
+ SHADER_LOC_VERTEX_TEXCOORD02 = 2 # Shader location: vertex attribute: texcoord02
237
+ SHADER_LOC_VERTEX_NORMAL = 3 # Shader location: vertex attribute: normal
238
+ SHADER_LOC_VERTEX_TANGENT = 4 # Shader location: vertex attribute: tangent
239
+ SHADER_LOC_VERTEX_COLOR = 5 # Shader location: vertex attribute: color
240
+ SHADER_LOC_MATRIX_MVP = 6 # Shader location: matrix uniform: model-view-projection
241
+ SHADER_LOC_MATRIX_VIEW = 7 # Shader location: matrix uniform: view (camera transform)
242
+ SHADER_LOC_MATRIX_PROJECTION = 8 # Shader location: matrix uniform: projection
243
+ SHADER_LOC_MATRIX_MODEL = 9 # Shader location: matrix uniform: model (transform)
244
+ SHADER_LOC_MATRIX_NORMAL = 10 # Shader location: matrix uniform: normal
245
+ SHADER_LOC_VECTOR_VIEW = 11 # Shader location: vector uniform: view
246
+ SHADER_LOC_COLOR_DIFFUSE = 12 # Shader location: vector uniform: diffuse color
247
+ SHADER_LOC_COLOR_SPECULAR = 13 # Shader location: vector uniform: specular color
248
+ SHADER_LOC_COLOR_AMBIENT = 14 # Shader location: vector uniform: ambient color
249
+ SHADER_LOC_MAP_ALBEDO = 15 # Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE)
250
+ SHADER_LOC_MAP_METALNESS = 16 # Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR)
251
+ SHADER_LOC_MAP_NORMAL = 17 # Shader location: sampler2d texture: normal
252
+ SHADER_LOC_MAP_ROUGHNESS = 18 # Shader location: sampler2d texture: roughness
253
+ SHADER_LOC_MAP_OCCLUSION = 19 # Shader location: sampler2d texture: occlusion
254
+ SHADER_LOC_MAP_EMISSION = 20 # Shader location: sampler2d texture: emission
255
+ SHADER_LOC_MAP_HEIGHT = 21 # Shader location: sampler2d texture: height
256
+ SHADER_LOC_MAP_CUBEMAP = 22 # Shader location: samplerCube texture: cubemap
257
+ SHADER_LOC_MAP_IRRADIANCE = 23 # Shader location: samplerCube texture: irradiance
258
+ SHADER_LOC_MAP_PREFILTER = 24 # Shader location: samplerCube texture: prefilter
259
+ SHADER_LOC_MAP_BRDF = 25 # Shader location: sampler2d texture: brdf
260
+ SHADER_LOC_VERTEX_BONEIDS = 26 # Shader location: vertex attribute: boneIds
261
+ SHADER_LOC_VERTEX_BONEWEIGHTS = 27 # Shader location: vertex attribute: boneWeights
262
+ SHADER_LOC_BONE_MATRICES = 28 # Shader location: array of matrices uniform: boneMatrices
260
263
 
261
264
  # enum ShaderUniformDataType
262
265
  # Shader uniform data type
@@ -327,7 +330,6 @@ module Raylib
327
330
  CUBEMAP_LAYOUT_LINE_HORIZONTAL = 2 # Layout is defined by a horizontal line with faces
328
331
  CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR = 3 # Layout is defined by a 3x4 cross with cubemap faces
329
332
  CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE = 4 # Layout is defined by a 4x3 cross with cubemap faces
330
- CUBEMAP_LAYOUT_PANORAMA = 5 # Layout is defined by a panorama image (equirrectangular map)
331
333
 
332
334
  # enum FontType
333
335
  # Font type, defines generation method
@@ -735,8 +737,10 @@ module Raylib
735
737
  :indices, :pointer, # Vertex indices (in case vertex data comes indexed)
736
738
  :animVertices, :pointer, # Animated vertex positions (after bones transformations)
737
739
  :animNormals, :pointer, # Animated normals (after bones transformations)
738
- :boneIds, :pointer, # Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning)
739
- :boneWeights, :pointer, # Vertex bone weight, up to 4 bones influence by vertex (skinning)
740
+ :boneIds, :pointer, # Vertex bone ids, max 255 bone ids, up to 4 bones influence by vertex (skinning) (shader-location = 6)
741
+ :boneWeights, :pointer, # Vertex bone weight, up to 4 bones influence by vertex (skinning) (shader-location = 7)
742
+ :boneMatrices, :pointer, # Bones animated transformation matrices
743
+ :boneCount, :int, # Number of bones
740
744
  :vaoId, :uint, # OpenGL Vertex Array Object id
741
745
  :vboId, :pointer, # OpenGL Vertex Buffer Objects id (default vertex data)
742
746
  )
@@ -766,6 +770,10 @@ module Raylib
766
770
  def boneIds=(v) self[:boneIds] = v end
767
771
  def boneWeights = self[:boneWeights]
768
772
  def boneWeights=(v) self[:boneWeights] = v end
773
+ def boneMatrices = self[:boneMatrices]
774
+ def boneMatrices=(v) self[:boneMatrices] = v end
775
+ def boneCount = self[:boneCount]
776
+ def boneCount=(v) self[:boneCount] = v end
769
777
  def vaoId = self[:vaoId]
770
778
  def vaoId=(v) self[:vaoId] = v end
771
779
  def vboId = self[:vboId]
@@ -1155,22 +1163,22 @@ module Raylib
1155
1163
  [:IsWindowFullscreen, :IsWindowFullscreen, [], :bool],
1156
1164
 
1157
1165
  # @!method IsWindowHidden()
1158
- # IsWindowHidden : Check if window is currently hidden (only PLATFORM_DESKTOP)
1166
+ # IsWindowHidden : Check if window is currently hidden
1159
1167
  # @return [bool]
1160
1168
  [:IsWindowHidden, :IsWindowHidden, [], :bool],
1161
1169
 
1162
1170
  # @!method IsWindowMinimized()
1163
- # IsWindowMinimized : Check if window is currently minimized (only PLATFORM_DESKTOP)
1171
+ # IsWindowMinimized : Check if window is currently minimized
1164
1172
  # @return [bool]
1165
1173
  [:IsWindowMinimized, :IsWindowMinimized, [], :bool],
1166
1174
 
1167
1175
  # @!method IsWindowMaximized()
1168
- # IsWindowMaximized : Check if window is currently maximized (only PLATFORM_DESKTOP)
1176
+ # IsWindowMaximized : Check if window is currently maximized
1169
1177
  # @return [bool]
1170
1178
  [:IsWindowMaximized, :IsWindowMaximized, [], :bool],
1171
1179
 
1172
1180
  # @!method IsWindowFocused()
1173
- # IsWindowFocused : Check if window is currently focused (only PLATFORM_DESKTOP)
1181
+ # IsWindowFocused : Check if window is currently focused
1174
1182
  # @return [bool]
1175
1183
  [:IsWindowFocused, :IsWindowFocused, [], :bool],
1176
1184
 
@@ -1186,7 +1194,7 @@ module Raylib
1186
1194
  [:IsWindowState, :IsWindowState, [:uint], :bool],
1187
1195
 
1188
1196
  # @!method SetWindowState(flags)
1189
- # SetWindowState : Set window configuration state using flags (only PLATFORM_DESKTOP)
1197
+ # SetWindowState : Set window configuration state using flags
1190
1198
  # @param flags [unsigned int]
1191
1199
  # @return [void]
1192
1200
  [:SetWindowState, :SetWindowState, [:uint], :void],
@@ -1198,51 +1206,51 @@ module Raylib
1198
1206
  [:ClearWindowState, :ClearWindowState, [:uint], :void],
1199
1207
 
1200
1208
  # @!method ToggleFullscreen()
1201
- # ToggleFullscreen : Toggle window state: fullscreen/windowed [resizes monitor to match window resolution] (only PLATFORM_DESKTOP)
1209
+ # ToggleFullscreen : Toggle window state: fullscreen/windowed, resizes monitor to match window resolution
1202
1210
  # @return [void]
1203
1211
  [:ToggleFullscreen, :ToggleFullscreen, [], :void],
1204
1212
 
1205
1213
  # @!method ToggleBorderlessWindowed()
1206
- # ToggleBorderlessWindowed : Toggle window state: borderless windowed [resizes window to match monitor resolution] (only PLATFORM_DESKTOP)
1214
+ # ToggleBorderlessWindowed : Toggle window state: borderless windowed, resizes window to match monitor resolution
1207
1215
  # @return [void]
1208
1216
  [:ToggleBorderlessWindowed, :ToggleBorderlessWindowed, [], :void],
1209
1217
 
1210
1218
  # @!method MaximizeWindow()
1211
- # MaximizeWindow : Set window state: maximized, if resizable (only PLATFORM_DESKTOP)
1219
+ # MaximizeWindow : Set window state: maximized, if resizable
1212
1220
  # @return [void]
1213
1221
  [:MaximizeWindow, :MaximizeWindow, [], :void],
1214
1222
 
1215
1223
  # @!method MinimizeWindow()
1216
- # MinimizeWindow : Set window state: minimized, if resizable (only PLATFORM_DESKTOP)
1224
+ # MinimizeWindow : Set window state: minimized, if resizable
1217
1225
  # @return [void]
1218
1226
  [:MinimizeWindow, :MinimizeWindow, [], :void],
1219
1227
 
1220
1228
  # @!method RestoreWindow()
1221
- # RestoreWindow : Set window state: not minimized/maximized (only PLATFORM_DESKTOP)
1229
+ # RestoreWindow : Set window state: not minimized/maximized
1222
1230
  # @return [void]
1223
1231
  [:RestoreWindow, :RestoreWindow, [], :void],
1224
1232
 
1225
1233
  # @!method SetWindowIcon(image)
1226
- # SetWindowIcon : Set icon for window (single image, RGBA 32bit, only PLATFORM_DESKTOP)
1234
+ # SetWindowIcon : Set icon for window (single image, RGBA 32bit)
1227
1235
  # @param image [Image]
1228
1236
  # @return [void]
1229
1237
  [:SetWindowIcon, :SetWindowIcon, [Image.by_value], :void],
1230
1238
 
1231
1239
  # @!method SetWindowIcons(images, count)
1232
- # SetWindowIcons : Set icon for window (multiple images, RGBA 32bit, only PLATFORM_DESKTOP)
1240
+ # SetWindowIcons : Set icon for window (multiple images, RGBA 32bit)
1233
1241
  # @param images [Image *]
1234
1242
  # @param count [int]
1235
1243
  # @return [void]
1236
1244
  [:SetWindowIcons, :SetWindowIcons, [:pointer, :int], :void],
1237
1245
 
1238
1246
  # @!method SetWindowTitle(title)
1239
- # SetWindowTitle : Set title for window (only PLATFORM_DESKTOP and PLATFORM_WEB)
1247
+ # SetWindowTitle : Set title for window
1240
1248
  # @param title [const char *]
1241
1249
  # @return [void]
1242
1250
  [:SetWindowTitle, :SetWindowTitle, [:pointer], :void],
1243
1251
 
1244
1252
  # @!method SetWindowPosition(x, y)
1245
- # SetWindowPosition : Set window position on screen (only PLATFORM_DESKTOP)
1253
+ # SetWindowPosition : Set window position on screen
1246
1254
  # @param x [int]
1247
1255
  # @param y [int]
1248
1256
  # @return [void]
@@ -1276,13 +1284,13 @@ module Raylib
1276
1284
  [:SetWindowSize, :SetWindowSize, [:int, :int], :void],
1277
1285
 
1278
1286
  # @!method SetWindowOpacity(opacity)
1279
- # SetWindowOpacity : Set window opacity [0.0f..1.0f] (only PLATFORM_DESKTOP)
1287
+ # SetWindowOpacity : Set window opacity [0.0f..1.0f]
1280
1288
  # @param opacity [float]
1281
1289
  # @return [void]
1282
1290
  [:SetWindowOpacity, :SetWindowOpacity, [:float], :void],
1283
1291
 
1284
1292
  # @!method SetWindowFocused()
1285
- # SetWindowFocused : Set window focused (only PLATFORM_DESKTOP)
1293
+ # SetWindowFocused : Set window focused
1286
1294
  # @return [void]
1287
1295
  [:SetWindowFocused, :SetWindowFocused, [], :void],
1288
1296
 
@@ -1317,7 +1325,7 @@ module Raylib
1317
1325
  [:GetMonitorCount, :GetMonitorCount, [], :int],
1318
1326
 
1319
1327
  # @!method GetCurrentMonitor()
1320
- # GetCurrentMonitor : Get current connected monitor
1328
+ # GetCurrentMonitor : Get current monitor where window is placed
1321
1329
  # @return [int]
1322
1330
  [:GetCurrentMonitor, :GetCurrentMonitor, [], :int],
1323
1331
 
@@ -1384,6 +1392,11 @@ module Raylib
1384
1392
  # @return [const char *]
1385
1393
  [:GetClipboardText, :GetClipboardText, [], :pointer],
1386
1394
 
1395
+ # @!method GetClipboardImage()
1396
+ # GetClipboardImage : Get clipboard image content
1397
+ # @return [Image]
1398
+ [:GetClipboardImage, :GetClipboardImage, [], Image.by_value],
1399
+
1387
1400
  # @!method EnableEventWaiting()
1388
1401
  # EnableEventWaiting : Enable waiting for events on EndDrawing(), no automatic event polling
1389
1402
  # @return [void]
@@ -1546,11 +1559,11 @@ module Raylib
1546
1559
  # @return [Shader]
1547
1560
  [:LoadShaderFromMemory, :LoadShaderFromMemory, [:pointer, :pointer], Shader.by_value],
1548
1561
 
1549
- # @!method IsShaderReady(shader)
1550
- # IsShaderReady : Check if a shader is ready
1562
+ # @!method IsShaderValid(shader)
1563
+ # IsShaderValid : Check if a shader is valid (loaded on GPU)
1551
1564
  # @param shader [Shader]
1552
1565
  # @return [bool]
1553
- [:IsShaderReady, :IsShaderReady, [Shader.by_value], :bool],
1566
+ [:IsShaderValid, :IsShaderValid, [Shader.by_value], :bool],
1554
1567
 
1555
1568
  # @!method GetShaderLocation(shader, uniformName)
1556
1569
  # GetShaderLocation : Get shader uniform location
@@ -1923,6 +1936,12 @@ module Raylib
1923
1936
  # @return [const char *]
1924
1937
  [:GetApplicationDirectory, :GetApplicationDirectory, [], :pointer],
1925
1938
 
1939
+ # @!method MakeDirectory(dirPath)
1940
+ # MakeDirectory : Create directories (including full path requested), returns 0 on success
1941
+ # @param dirPath [const char *]
1942
+ # @return [int]
1943
+ [:MakeDirectory, :MakeDirectory, [:pointer], :int],
1944
+
1926
1945
  # @!method ChangeDirectory(dir)
1927
1946
  # ChangeDirectory : Change working directory, return true on success
1928
1947
  # @param dir [const char *]
@@ -1948,7 +1967,7 @@ module Raylib
1948
1967
  [:LoadDirectoryFiles, :LoadDirectoryFiles, [:pointer], FilePathList.by_value],
1949
1968
 
1950
1969
  # @!method LoadDirectoryFilesEx(basePath, filter, scanSubdirs)
1951
- # LoadDirectoryFilesEx : Load directory filepaths with extension filtering and recursive directory scan. Use "/DIR" in the filter string to include directories in the result
1970
+ # LoadDirectoryFilesEx : Load directory filepaths with extension filtering and recursive directory scan. Use 'DIR' in the filter string to include directories in the result
1952
1971
  # @param basePath [const char *]
1953
1972
  # @param filter [const char *]
1954
1973
  # @param scanSubdirs [bool]
@@ -2014,6 +2033,27 @@ module Raylib
2014
2033
  # @return [unsigned char *]
2015
2034
  [:DecodeDataBase64, :DecodeDataBase64, [:pointer, :pointer], :pointer],
2016
2035
 
2036
+ # @!method ComputeCRC32(data, dataSize)
2037
+ # ComputeCRC32 : Compute CRC32 hash code
2038
+ # @param data [unsigned char *]
2039
+ # @param dataSize [int]
2040
+ # @return [unsigned int]
2041
+ [:ComputeCRC32, :ComputeCRC32, [:pointer, :int], :uint],
2042
+
2043
+ # @!method ComputeMD5(data, dataSize)
2044
+ # ComputeMD5 : Compute MD5 hash code, returns static int[4] (16 bytes)
2045
+ # @param data [unsigned char *]
2046
+ # @param dataSize [int]
2047
+ # @return [unsigned int *]
2048
+ [:ComputeMD5, :ComputeMD5, [:pointer, :int], :pointer],
2049
+
2050
+ # @!method ComputeSHA1(data, dataSize)
2051
+ # ComputeSHA1 : Compute SHA1 hash code, returns static int[5] (20 bytes)
2052
+ # @param data [unsigned char *]
2053
+ # @param dataSize [int]
2054
+ # @return [unsigned int *]
2055
+ [:ComputeSHA1, :ComputeSHA1, [:pointer, :int], :pointer],
2056
+
2017
2057
  # @!method LoadAutomationEventList(fileName)
2018
2058
  # LoadAutomationEventList : Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS
2019
2059
  # @param fileName [const char *]
@@ -2068,7 +2108,7 @@ module Raylib
2068
2108
  [:IsKeyPressed, :IsKeyPressed, [:int], :bool],
2069
2109
 
2070
2110
  # @!method IsKeyPressedRepeat(key)
2071
- # IsKeyPressedRepeat : Check if a key has been pressed again (Only PLATFORM_DESKTOP)
2111
+ # IsKeyPressedRepeat : Check if a key has been pressed again
2072
2112
  # @param key [int]
2073
2113
  # @return [bool]
2074
2114
  [:IsKeyPressedRepeat, :IsKeyPressedRepeat, [:int], :bool],
@@ -2171,13 +2211,14 @@ module Raylib
2171
2211
  # @return [int]
2172
2212
  [:SetGamepadMappings, :SetGamepadMappings, [:pointer], :int],
2173
2213
 
2174
- # @!method SetGamepadVibration(gamepad, leftMotor, rightMotor)
2175
- # SetGamepadVibration : Set gamepad vibration for both motors
2214
+ # @!method SetGamepadVibration(gamepad, leftMotor, rightMotor, duration)
2215
+ # SetGamepadVibration : Set gamepad vibration for both motors (duration in seconds)
2176
2216
  # @param gamepad [int]
2177
2217
  # @param leftMotor [float]
2178
2218
  # @param rightMotor [float]
2219
+ # @param duration [float]
2179
2220
  # @return [void]
2180
- [:SetGamepadVibration, :SetGamepadVibration, [:int, :float, :float], :void],
2221
+ [:SetGamepadVibration, :SetGamepadVibration, [:int, :float, :float, :float], :void],
2181
2222
 
2182
2223
  # @!method IsMouseButtonPressed(button)
2183
2224
  # IsMouseButtonPressed : Check if a mouse button has been pressed once
@@ -2305,7 +2346,7 @@ module Raylib
2305
2346
  [:GetGestureDetected, :GetGestureDetected, [], :int],
2306
2347
 
2307
2348
  # @!method GetGestureHoldDuration()
2308
- # GetGestureHoldDuration : Get gesture hold time in milliseconds
2349
+ # GetGestureHoldDuration : Get gesture hold time in seconds
2309
2350
  # @return [float]
2310
2351
  [:GetGestureHoldDuration, :GetGestureHoldDuration, [], :float],
2311
2352
 
@@ -2363,7 +2404,7 @@ module Raylib
2363
2404
  [:GetShapesTextureRectangle, :GetShapesTextureRectangle, [], Rectangle.by_value],
2364
2405
 
2365
2406
  # @!method DrawPixel(posX, posY, color)
2366
- # DrawPixel : Draw a pixel
2407
+ # DrawPixel : Draw a pixel using geometry [Can be slow, use with care]
2367
2408
  # @param posX [int]
2368
2409
  # @param posY [int]
2369
2410
  # @param color [Color]
@@ -2371,7 +2412,7 @@ module Raylib
2371
2412
  [:DrawPixel, :DrawPixel, [:int, :int, Color.by_value], :void],
2372
2413
 
2373
2414
  # @!method DrawPixelV(position, color)
2374
- # DrawPixelV : Draw a pixel (Vector version)
2415
+ # DrawPixelV : Draw a pixel using geometry (Vector version) [Can be slow, use with care]
2375
2416
  # @param position [Vector2]
2376
2417
  # @param color [Color]
2377
2418
  # @return [void]
@@ -2876,6 +2917,15 @@ module Raylib
2876
2917
  # @return [bool]
2877
2918
  [:CheckCollisionCircleRec, :CheckCollisionCircleRec, [Vector2.by_value, :float, Rectangle.by_value], :bool],
2878
2919
 
2920
+ # @!method CheckCollisionCircleLine(center, radius, p1, p2)
2921
+ # CheckCollisionCircleLine : Check if circle collides with a line created betweeen two points [p1] and [p2]
2922
+ # @param center [Vector2]
2923
+ # @param radius [float]
2924
+ # @param p1 [Vector2]
2925
+ # @param p2 [Vector2]
2926
+ # @return [bool]
2927
+ [:CheckCollisionCircleLine, :CheckCollisionCircleLine, [Vector2.by_value, :float, Vector2.by_value, Vector2.by_value], :bool],
2928
+
2879
2929
  # @!method CheckCollisionPointRec(point, rec)
2880
2930
  # CheckCollisionPointRec : Check if point is inside rectangle
2881
2931
  # @param point [Vector2]
@@ -2900,6 +2950,15 @@ module Raylib
2900
2950
  # @return [bool]
2901
2951
  [:CheckCollisionPointTriangle, :CheckCollisionPointTriangle, [Vector2.by_value, Vector2.by_value, Vector2.by_value, Vector2.by_value], :bool],
2902
2952
 
2953
+ # @!method CheckCollisionPointLine(point, p1, p2, threshold)
2954
+ # CheckCollisionPointLine : Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
2955
+ # @param point [Vector2]
2956
+ # @param p1 [Vector2]
2957
+ # @param p2 [Vector2]
2958
+ # @param threshold [int]
2959
+ # @return [bool]
2960
+ [:CheckCollisionPointLine, :CheckCollisionPointLine, [Vector2.by_value, Vector2.by_value, Vector2.by_value, :int], :bool],
2961
+
2903
2962
  # @!method CheckCollisionPointPoly(point, points, pointCount)
2904
2963
  # CheckCollisionPointPoly : Check if point is within a polygon described by array of vertices
2905
2964
  # @param point [Vector2]
@@ -2918,24 +2977,6 @@ module Raylib
2918
2977
  # @return [bool]
2919
2978
  [:CheckCollisionLines, :CheckCollisionLines, [Vector2.by_value, Vector2.by_value, Vector2.by_value, Vector2.by_value, :pointer], :bool],
2920
2979
 
2921
- # @!method CheckCollisionPointLine(point, p1, p2, threshold)
2922
- # CheckCollisionPointLine : Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
2923
- # @param point [Vector2]
2924
- # @param p1 [Vector2]
2925
- # @param p2 [Vector2]
2926
- # @param threshold [int]
2927
- # @return [bool]
2928
- [:CheckCollisionPointLine, :CheckCollisionPointLine, [Vector2.by_value, Vector2.by_value, Vector2.by_value, :int], :bool],
2929
-
2930
- # @!method CheckCollisionCircleLine(center, radius, p1, p2)
2931
- # CheckCollisionCircleLine : Check if circle collides with a line created betweeen two points [p1] and [p2]
2932
- # @param center [Vector2]
2933
- # @param radius [float]
2934
- # @param p1 [Vector2]
2935
- # @param p2 [Vector2]
2936
- # @return [bool]
2937
- [:CheckCollisionCircleLine, :CheckCollisionCircleLine, [Vector2.by_value, :float, Vector2.by_value, Vector2.by_value], :bool],
2938
-
2939
2980
  # @!method GetCollisionRec(rec1, rec2)
2940
2981
  # GetCollisionRec : Get collision rectangle for two rectangles collision
2941
2982
  # @param rec1 [Rectangle]
@@ -2959,14 +3000,6 @@ module Raylib
2959
3000
  # @return [Image]
2960
3001
  [:LoadImageRaw, :LoadImageRaw, [:pointer, :int, :int, :int, :int], Image.by_value],
2961
3002
 
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
3003
  # @!method LoadImageAnim(fileName, frames)
2971
3004
  # LoadImageAnim : Load image sequence from file (frames appended to image.data)
2972
3005
  # @param fileName [const char *]
@@ -3002,11 +3035,11 @@ module Raylib
3002
3035
  # @return [Image]
3003
3036
  [:LoadImageFromScreen, :LoadImageFromScreen, [], Image.by_value],
3004
3037
 
3005
- # @!method IsImageReady(image)
3006
- # IsImageReady : Check if an image is ready
3038
+ # @!method IsImageValid(image)
3039
+ # IsImageValid : Check if an image is valid (data and parameters)
3007
3040
  # @param image [Image]
3008
3041
  # @return [bool]
3009
- [:IsImageReady, :IsImageReady, [Image.by_value], :bool],
3042
+ [:IsImageValid, :IsImageValid, [Image.by_value], :bool],
3010
3043
 
3011
3044
  # @!method UnloadImage(image)
3012
3045
  # UnloadImage : Unload image from CPU memory (RAM)
@@ -3615,11 +3648,11 @@ module Raylib
3615
3648
  # @return [RenderTexture2D]
3616
3649
  [:LoadRenderTexture, :LoadRenderTexture, [:int, :int], RenderTexture2D.by_value],
3617
3650
 
3618
- # @!method IsTextureReady(texture)
3619
- # IsTextureReady : Check if a texture is ready
3651
+ # @!method IsTextureValid(texture)
3652
+ # IsTextureValid : Check if a texture is valid (loaded in GPU)
3620
3653
  # @param texture [Texture2D]
3621
3654
  # @return [bool]
3622
- [:IsTextureReady, :IsTextureReady, [Texture2D.by_value], :bool],
3655
+ [:IsTextureValid, :IsTextureValid, [Texture2D.by_value], :bool],
3623
3656
 
3624
3657
  # @!method UnloadTexture(texture)
3625
3658
  # UnloadTexture : Unload texture from GPU memory (VRAM)
@@ -3627,11 +3660,11 @@ module Raylib
3627
3660
  # @return [void]
3628
3661
  [:UnloadTexture, :UnloadTexture, [Texture2D.by_value], :void],
3629
3662
 
3630
- # @!method IsRenderTextureReady(target)
3631
- # IsRenderTextureReady : Check if a render texture is ready
3663
+ # @!method IsRenderTextureValid(target)
3664
+ # IsRenderTextureValid : Check if a render texture is valid (loaded in GPU)
3632
3665
  # @param target [RenderTexture2D]
3633
3666
  # @return [bool]
3634
- [:IsRenderTextureReady, :IsRenderTextureReady, [RenderTexture2D.by_value], :bool],
3667
+ [:IsRenderTextureValid, :IsRenderTextureValid, [RenderTexture2D.by_value], :bool],
3635
3668
 
3636
3669
  # @!method UnloadRenderTexture(target)
3637
3670
  # UnloadRenderTexture : Unload render texture from GPU memory (VRAM)
@@ -3890,11 +3923,11 @@ module Raylib
3890
3923
  # @return [Font]
3891
3924
  [:LoadFontFromMemory, :LoadFontFromMemory, [:pointer, :pointer, :int, :int, :pointer, :int], Font.by_value],
3892
3925
 
3893
- # @!method IsFontReady(font)
3894
- # IsFontReady : Check if a font is ready
3926
+ # @!method IsFontValid(font)
3927
+ # IsFontValid : Check if a font is valid (font data loaded, WARNING: GPU texture not checked)
3895
3928
  # @param font [Font]
3896
3929
  # @return [bool]
3897
- [:IsFontReady, :IsFontReady, [Font.by_value], :bool],
3930
+ [:IsFontValid, :IsFontValid, [Font.by_value], :bool],
3898
3931
 
3899
3932
  # @!method LoadFontData(fileData, dataSize, fontSize, codepoints, codepointCount, type)
3900
3933
  # LoadFontData : Load font data for further use
@@ -4434,11 +4467,11 @@ module Raylib
4434
4467
  # @return [Model]
4435
4468
  [:LoadModelFromMesh, :LoadModelFromMesh, [Mesh.by_value], Model.by_value],
4436
4469
 
4437
- # @!method IsModelReady(model)
4438
- # IsModelReady : Check if a model is ready
4470
+ # @!method IsModelValid(model)
4471
+ # IsModelValid : Check if a model is valid (loaded in GPU, VAO/VBOs)
4439
4472
  # @param model [Model]
4440
4473
  # @return [bool]
4441
- [:IsModelReady, :IsModelReady, [Model.by_value], :bool],
4474
+ [:IsModelValid, :IsModelValid, [Model.by_value], :bool],
4442
4475
 
4443
4476
  # @!method UnloadModel(model)
4444
4477
  # UnloadModel : Unload model (including meshes) from memory (RAM and/or VRAM)
@@ -4720,11 +4753,11 @@ module Raylib
4720
4753
  # @return [Material]
4721
4754
  [:LoadMaterialDefault, :LoadMaterialDefault, [], Material.by_value],
4722
4755
 
4723
- # @!method IsMaterialReady(material)
4724
- # IsMaterialReady : Check if a material is ready
4756
+ # @!method IsMaterialValid(material)
4757
+ # IsMaterialValid : Check if a material is valid (shader assigned, map textures loaded in GPU)
4725
4758
  # @param material [Material]
4726
4759
  # @return [bool]
4727
- [:IsMaterialReady, :IsMaterialReady, [Material.by_value], :bool],
4760
+ [:IsMaterialValid, :IsMaterialValid, [Material.by_value], :bool],
4728
4761
 
4729
4762
  # @!method UnloadMaterial(material)
4730
4763
  # UnloadMaterial : Unload material from GPU memory (VRAM)
@@ -4756,13 +4789,21 @@ module Raylib
4756
4789
  [:LoadModelAnimations, :LoadModelAnimations, [:pointer, :pointer], :pointer],
4757
4790
 
4758
4791
  # @!method UpdateModelAnimation(model, anim, frame)
4759
- # UpdateModelAnimation : Update model animation pose
4792
+ # UpdateModelAnimation : Update model animation pose (CPU)
4760
4793
  # @param model [Model]
4761
4794
  # @param anim [ModelAnimation]
4762
4795
  # @param frame [int]
4763
4796
  # @return [void]
4764
4797
  [:UpdateModelAnimation, :UpdateModelAnimation, [Model.by_value, ModelAnimation.by_value, :int], :void],
4765
4798
 
4799
+ # @!method UpdateModelAnimationBones(model, anim, frame)
4800
+ # UpdateModelAnimationBones : Update model animation mesh bone matrices (GPU skinning)
4801
+ # @param model [Model]
4802
+ # @param anim [ModelAnimation]
4803
+ # @param frame [int]
4804
+ # @return [void]
4805
+ [:UpdateModelAnimationBones, :UpdateModelAnimationBones, [Model.by_value, ModelAnimation.by_value, :int], :void],
4806
+
4766
4807
  # @!method UnloadModelAnimation(anim)
4767
4808
  # UnloadModelAnimation : Unload animation data
4768
4809
  # @param anim [ModelAnimation]
@@ -4889,11 +4930,11 @@ module Raylib
4889
4930
  # @return [Wave]
4890
4931
  [:LoadWaveFromMemory, :LoadWaveFromMemory, [:pointer, :pointer, :int], Wave.by_value],
4891
4932
 
4892
- # @!method IsWaveReady(wave)
4893
- # IsWaveReady : Checks if wave data is ready
4933
+ # @!method IsWaveValid(wave)
4934
+ # IsWaveValid : Checks if wave data is valid (data loaded and parameters)
4894
4935
  # @param wave [Wave]
4895
4936
  # @return [bool]
4896
- [:IsWaveReady, :IsWaveReady, [Wave.by_value], :bool],
4937
+ [:IsWaveValid, :IsWaveValid, [Wave.by_value], :bool],
4897
4938
 
4898
4939
  # @!method LoadSound(fileName)
4899
4940
  # LoadSound : Load sound from file
@@ -4913,11 +4954,11 @@ module Raylib
4913
4954
  # @return [Sound]
4914
4955
  [:LoadSoundAlias, :LoadSoundAlias, [Sound.by_value], Sound.by_value],
4915
4956
 
4916
- # @!method IsSoundReady(sound)
4917
- # IsSoundReady : Checks if a sound is ready
4957
+ # @!method IsSoundValid(sound)
4958
+ # IsSoundValid : Checks if a sound is valid (data loaded and buffers initialized)
4918
4959
  # @param sound [Sound]
4919
4960
  # @return [bool]
4920
- [:IsSoundReady, :IsSoundReady, [Sound.by_value], :bool],
4961
+ [:IsSoundValid, :IsSoundValid, [Sound.by_value], :bool],
4921
4962
 
4922
4963
  # @!method UpdateSound(sound, data, sampleCount)
4923
4964
  # UpdateSound : Update sound buffer with new data
@@ -5059,11 +5100,11 @@ module Raylib
5059
5100
  # @return [Music]
5060
5101
  [:LoadMusicStreamFromMemory, :LoadMusicStreamFromMemory, [:pointer, :pointer, :int], Music.by_value],
5061
5102
 
5062
- # @!method IsMusicReady(music)
5063
- # IsMusicReady : Checks if a music stream is ready
5103
+ # @!method IsMusicValid(music)
5104
+ # IsMusicValid : Checks if a music stream is valid (context and buffers initialized)
5064
5105
  # @param music [Music]
5065
5106
  # @return [bool]
5066
- [:IsMusicReady, :IsMusicReady, [Music.by_value], :bool],
5107
+ [:IsMusicValid, :IsMusicValid, [Music.by_value], :bool],
5067
5108
 
5068
5109
  # @!method UnloadMusicStream(music)
5069
5110
  # UnloadMusicStream : Unload music stream
@@ -5155,11 +5196,11 @@ module Raylib
5155
5196
  # @return [AudioStream]
5156
5197
  [:LoadAudioStream, :LoadAudioStream, [:uint, :uint, :uint], AudioStream.by_value],
5157
5198
 
5158
- # @!method IsAudioStreamReady(stream)
5159
- # IsAudioStreamReady : Checks if an audio stream is ready
5199
+ # @!method IsAudioStreamValid(stream)
5200
+ # IsAudioStreamValid : Checks if an audio stream is valid (buffers initialized)
5160
5201
  # @param stream [AudioStream]
5161
5202
  # @return [bool]
5162
- [:IsAudioStreamReady, :IsAudioStreamReady, [AudioStream.by_value], :bool],
5203
+ [:IsAudioStreamValid, :IsAudioStreamValid, [AudioStream.by_value], :bool],
5163
5204
 
5164
5205
  # @!method UnloadAudioStream(stream)
5165
5206
  # UnloadAudioStream : Unload audio stream and free memory
data/lib/raymath.rb CHANGED
@@ -147,6 +147,13 @@ module Raylib
147
147
  # @return [float]
148
148
  [:Vector2DotProduct, :Vector2DotProduct, [Vector2.by_value, Vector2.by_value], :float],
149
149
 
150
+ # @!method Vector2CrossProduct(v1, v2)
151
+ # Vector2CrossProduct
152
+ # @param v1 [Vector2]
153
+ # @param v2 [Vector2]
154
+ # @return [float]
155
+ [:Vector2CrossProduct, :Vector2CrossProduct, [Vector2.by_value, Vector2.by_value], :float],
156
+
150
157
  # @!method Vector2Distance(v1, v2)
151
158
  # Vector2Distance
152
159
  # @param v1 [Vector2]
data/lib/rlgl.rb CHANGED
@@ -1041,13 +1041,14 @@ module Raylib
1041
1041
  # @return [unsigned int]
1042
1042
  [:rlLoadTextureDepth, :rlLoadTextureDepth, [:int, :int, :bool], :uint],
1043
1043
 
1044
- # @!method rlLoadTextureCubemap(data, size, format)
1044
+ # @!method rlLoadTextureCubemap(data, size, format, mipmapCount)
1045
1045
  # rlLoadTextureCubemap : Load texture cubemap data
1046
1046
  # @param data [const void *]
1047
1047
  # @param size [int]
1048
1048
  # @param format [int]
1049
+ # @param mipmapCount [int]
1049
1050
  # @return [unsigned int]
1050
- [:rlLoadTextureCubemap, :rlLoadTextureCubemap, [:pointer, :int, :int], :uint],
1051
+ [:rlLoadTextureCubemap, :rlLoadTextureCubemap, [:pointer, :int, :int, :int], :uint],
1051
1052
 
1052
1053
  # @!method rlUpdateTexture(id, offsetX, offsetY, width, height, format, data)
1053
1054
  # rlUpdateTexture : Update texture with new data on GPU
@@ -1192,6 +1193,14 @@ module Raylib
1192
1193
  # @return [void]
1193
1194
  [:rlSetUniformMatrix, :rlSetUniformMatrix, [:int, Matrix.by_value], :void],
1194
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
+
1195
1204
  # @!method rlSetUniformSampler(locIndex, textureId)
1196
1205
  # rlSetUniformSampler : Set shader value sampler
1197
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: 0.7.7
4
+ version: 0.7.9
5
5
  platform: ruby
6
6
  authors:
7
7
  - vaiorabbit
8
8
  autorequire:
9
9
  bindir: bin
10
10
  cert_chain: []
11
- date: 2024-09-16 00:00:00.000000000 Z
11
+ date: 2024-11-23 00:00:00.000000000 Z
12
12
  dependencies:
13
13
  - !ruby/object:Gem::Dependency
14
14
  name: ffi