raylib 5.5.0.2__cp312-cp312-win_amd64.whl → 5.5.0.3__cp312-cp312-win_amd64.whl

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raylib/physac.h.modified CHANGED
@@ -4,8 +4,8 @@
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  *
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  * DESCRIPTION:
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  *
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- * Physac is a small 2D physics engine written in pure C. The engine uses a fixed time-step thread loop
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- * to simulate physics. A physics step contains the following phases: get collision information,
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+ * Physac is a small 2D physics library written in pure C. The engine uses a fixed time-step thread loop
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+ * to simluate physics. A physics step contains the following phases: get collision information,
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  * apply dynamics, collision solving and position correction. It uses a very simple struct for physic
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  * bodies with a position vector to be used in any 3D rendering API.
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  *
@@ -16,41 +16,49 @@
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  * If not defined, the library is in header only mode and can be included in other headers
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  * or source files without problems. But only ONE file should hold the implementation.
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  *
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- * #define PHYSAC_DEBUG
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- * Show debug traces log messages about physic bodies creation/destruction, physic system errors,
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- * some calculations results and NULL reference exceptions.
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+ * #define PHYSAC_STATIC (defined by default)
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+ * The generated implementation will stay private inside implementation file and all
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+ * internal symbols and functions will only be visible inside that file.
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+ *
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+ * #define PHYSAC_NO_THREADS
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+ * The generated implementation won't include pthread library and user must create a secondary thread to call PhysicsThread().
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+ * It is so important that the thread where PhysicsThread() is called must not have v-sync or any other CPU limitation.
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  *
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- * #define PHYSAC_AVOID_TIMMING_SYSTEM
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- * Disables internal timming system, used by UpdatePhysics() to launch timmed physic steps,
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- * it allows just running UpdatePhysics() automatically on a separate thread at a desired time step.
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- * In case physics steps update needs to be controlled by user with a custom timming mechanism,
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- * just define this flag and the internal timming mechanism will be avoided, in that case,
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- * timming libraries are neither required by the module.
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+ * #define PHYSAC_STANDALONE
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+ * Avoid raylib.h header inclusion in this file. Data types defined on raylib are defined
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+ * internally in the library and input management and drawing functions must be provided by
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+ * the user (check library implementation for further details).
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+ *
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+ * #define PHYSAC_DEBUG
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+ * Traces log messages when creating and destroying physics bodies and detects errors in physics
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+ * calculations and reference exceptions; it is useful for debug purposes
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  *
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  * #define PHYSAC_MALLOC()
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- * #define PHYSAC_CALLOC()
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  * #define PHYSAC_FREE()
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  * You can define your own malloc/free implementation replacing stdlib.h malloc()/free() functions.
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  * Otherwise it will include stdlib.h and use the C standard library malloc()/free() function.
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  *
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- * COMPILATION:
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  *
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- * Use the following code to compile with GCC:
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- * gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static -lraylib -lopengl32 -lgdi32 -lwinmm -std=c99
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+ * NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations.
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+ * NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread)
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+ *
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+ * Use the following code to compile:
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+ * gcc -o $(NAME_PART).exe $(FILE_NAME) -s -static -lraylib -lpthread -lopengl32 -lgdi32 -lwinmm -std=c99
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  *
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- * VERSIONS HISTORY:
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- * 1.1 (20-Jan-2021) @raysan5: Library general revision
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- * Removed threading system (up to the user)
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- * Support MSVC C++ compilation using CLITERAL()
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- * Review DEBUG mechanism for TRACELOG() and all TRACELOG() messages
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- * Review internal variables/functions naming for consistency
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- * Allow option to avoid internal timming system, to allow app manage the steps
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- * 1.0 (12-Jun-2017) First release of the library
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+ * VERY THANKS TO:
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+ * - raysan5: helped with library design
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+ * - ficoos: added support for Linux
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+ * - R8D8: added support for Linux
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+ * - jubalh: fixed implementation of time calculations
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+ * - a3f: fixed implementation of time calculations
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+ * - define-private-public: added support for OSX
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+ * - pamarcos: fixed implementation of physics steps
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+ * - noshbar: fixed some memory leaks
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  *
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  *
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  * LICENSE: zlib/libpng
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  *
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- * Copyright (c) 2016-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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+ * Copyright (c) 2016-2025 Victor Fisac (github: @victorfisac)
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  *
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  * This software is provided "as-is", without any express or implied warranty. In no event
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  * will the authors be held liable for any damages arising from the use of this software.
@@ -68,39 +76,41 @@
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  * 3. This notice may not be removed or altered from any source distribution.
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  *
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  **********************************************************************************************/
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- // Function specifiers in case library is build/used as a shared library (Windows)
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- // NOTE: Microsoft specifiers to tell compiler that symbols are imported/exported from a .dll
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- // Allow custom memory allocators
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+ // #define PHYSAC_STATIC
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+ // #define PHYSAC_NO_THREADS
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+ // #define PHYSAC_STANDALONE
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+ // #define PHYSAC_DEBUG
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  //----------------------------------------------------------------------------------
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  // Defines and Macros
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  //----------------------------------------------------------------------------------
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  //----------------------------------------------------------------------------------
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- // Data Types Structure Definition
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+ // Types and Structures Definition
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+ // NOTE: Below types are required for PHYSAC_STANDALONE usage
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  //----------------------------------------------------------------------------------
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- typedef enum PhysicsShapeType { PHYSICS_CIRCLE = 0, PHYSICS_POLYGON } PhysicsShapeType;
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+ typedef enum PhysicsShapeType { PHYSICS_CIRCLE, PHYSICS_POLYGON } PhysicsShapeType;
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  // Previously defined to be used in PhysicsShape struct as circular dependencies
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  typedef struct PhysicsBodyData *PhysicsBody;
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- // Matrix2x2 type (used for polygon shape rotation matrix)
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- typedef struct Matrix2x2 {
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+ // Mat2 type (used for polygon shape rotation matrix)
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+ typedef struct Mat2 {
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  float m00;
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  float m01;
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  float m10;
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  float m11;
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- } Matrix2x2;
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- typedef struct PhysicsVertexData {
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- unsigned int vertexCount; // Vertex count (positions and normals)
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- Vector2 positions[24 /* Maximum number of vertex for polygons shapes*/]; // Vertex positions vectors
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- Vector2 normals[24 /* Maximum number of vertex for polygons shapes*/]; // Vertex normals vectors
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- } PhysicsVertexData;
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+ } Mat2;
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+ typedef struct PolygonData {
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+ unsigned int vertexCount; // Current used vertex and normals count
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+ Vector2 positions[24]; // Polygon vertex positions vectors
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+ Vector2 normals[24]; // Polygon vertex normals vectors
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+ } PolygonData;
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  typedef struct PhysicsShape {
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- PhysicsShapeType type; // Shape type (circle or polygon)
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- PhysicsBody body; // Shape physics body data pointer
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- PhysicsVertexData vertexData; // Shape vertices data (used for polygon shapes)
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- float radius; // Shape radius (used for circle shapes)
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- Matrix2x2 transform; // Vertices transform matrix 2x2
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+ PhysicsShapeType type; // Physics shape type (circle or polygon)
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+ PhysicsBody body; // Shape physics body reference
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+ float radius; // Circle shape radius (used for circle shapes)
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+ Mat2 transform; // Vertices transform matrix 2x2
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+ PolygonData vertexData; // Polygon shape vertices position and normals data (just used for polygon shapes)
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  } PhysicsShape;
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  typedef struct PhysicsBodyData {
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- unsigned int id; // Unique identifier
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+ unsigned int id; // Reference unique identifier
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  bool enabled; // Enabled dynamics state (collisions are calculated anyway)
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  Vector2 position; // Physics body shape pivot
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  Vector2 velocity; // Current linear velocity applied to position
@@ -118,10 +128,10 @@ typedef struct PhysicsBodyData {
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  bool useGravity; // Apply gravity force to dynamics
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  bool isGrounded; // Physics grounded on other body state
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  bool freezeOrient; // Physics rotation constraint
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- PhysicsShape shape; // Physics body shape information (type, radius, vertices, transform)
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+ PhysicsShape shape; // Physics body shape information (type, radius, vertices, normals)
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  } PhysicsBodyData;
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  typedef struct PhysicsManifoldData {
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- unsigned int id; // Unique identifier
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+ unsigned int id; // Reference unique identifier
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  PhysicsBody bodyA; // Manifold first physics body reference
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  PhysicsBody bodyB; // Manifold second physics body reference
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  float penetration; // Depth of penetration from collision
@@ -135,29 +145,25 @@ typedef struct PhysicsManifoldData {
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  //----------------------------------------------------------------------------------
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  // Module Functions Declaration
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  //----------------------------------------------------------------------------------
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- // Physics system management
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- void InitPhysics(void); // Initializes physics system
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- void UpdatePhysics(void); // Update physics system
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- void ResetPhysics(void); // Reset physics system (global variables)
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- void ClosePhysics(void); // Close physics system and unload used memory
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- void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default
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- void SetPhysicsGravity(float x, float y); // Sets physics global gravity force
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- // Physic body creation/destroy
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- PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters
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- PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); // Creates a new rectangle physics body with generic parameters
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- PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); // Creates a new polygon physics body with generic parameters
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- void DestroyPhysicsBody(PhysicsBody body); // Destroy a physics body
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- // Physic body forces
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- void PhysicsAddForce(PhysicsBody body, Vector2 force); // Adds a force to a physics body
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- void PhysicsAddTorque(PhysicsBody body, float amount); // Adds an angular force to a physics body
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- void PhysicsShatter(PhysicsBody body, Vector2 position, float force); // Shatters a polygon shape physics body to little physics bodies with explosion force
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- void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter
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- // Query physics info
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- PhysicsBody GetPhysicsBody(int index); // Returns a physics body of the bodies pool at a specific index
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- int GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies
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- int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
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- int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape
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- Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position)
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+ extern /* Functions visible from other files*/ void InitPhysics(void); // Initializes physics values, pointers and creates physics loop thread
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+ extern /* Functions visible from other files*/ void RunPhysicsStep(void); // Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop
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+ extern /* Functions visible from other files*/ void SetPhysicsTimeStep(double delta); // Sets physics fixed time step in milliseconds. 1.666666 by default
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+ extern /* Functions visible from other files*/ bool IsPhysicsEnabled(void); // Returns true if physics thread is currently enabled
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+ extern /* Functions visible from other files*/ void SetPhysicsGravity(float x, float y); // Sets physics global gravity force
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+ extern /* Functions visible from other files*/ PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density); // Creates a new circle physics body with generic parameters
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+ extern /* Functions visible from other files*/ PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density); // Creates a new rectangle physics body with generic parameters
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+ extern /* Functions visible from other files*/ PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density); // Creates a new polygon physics body with generic parameters
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+ extern /* Functions visible from other files*/ void PhysicsAddForce(PhysicsBody body, Vector2 force); // Adds a force to a physics body
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+ extern /* Functions visible from other files*/ void PhysicsAddTorque(PhysicsBody body, float amount); // Adds an angular force to a physics body
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+ extern /* Functions visible from other files*/ void PhysicsShatter(PhysicsBody body, Vector2 position, float force); // Shatters a polygon shape physics body to little physics bodies with explosion force
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+ extern /* Functions visible from other files*/ int GetPhysicsBodiesCount(void); // Returns the current amount of created physics bodies
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+ extern /* Functions visible from other files*/ PhysicsBody GetPhysicsBody(int index); // Returns a physics body of the bodies pool at a specific index
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+ extern /* Functions visible from other files*/ int GetPhysicsShapeType(int index); // Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
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+ extern /* Functions visible from other files*/ int GetPhysicsShapeVerticesCount(int index); // Returns the amount of vertices of a physics body shape
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+ extern /* Functions visible from other files*/ Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex); // Returns transformed position of a body shape (body position + vertex transformed position)
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+ extern /* Functions visible from other files*/ void SetPhysicsBodyRotation(PhysicsBody body, float radians); // Sets physics body shape transform based on radians parameter
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+ extern /* Functions visible from other files*/ void DestroyPhysicsBody(PhysicsBody body); // Unitializes and destroy a physics body
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+ extern /* Functions visible from other files*/ void ClosePhysics(void); // Unitializes physics pointers and closes physics loop thread
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  /***********************************************************************************
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  *
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  * PHYSAC IMPLEMENTATION
raylib/version.py CHANGED
@@ -1 +1 @@
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- __version__ = "5.5.0.2"
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+ __version__ = "5.5.0.3"
@@ -1,12 +1,10 @@
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- Metadata-Version: 2.1
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+ Metadata-Version: 2.4
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  Name: raylib
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- Version: 5.5.0.2
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+ Version: 5.5.0.3
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  Summary: Python CFFI bindings for Raylib
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  Home-page: https://github.com/electronstudio/raylib-python-cffi
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  Author: Electron Studio
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  Author-email: github@electronstudio.co.uk
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- License: EPL-2.0
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- Classifier: License :: OSI Approved :: Eclipse Public License 2.0 (EPL-2.0)
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  Classifier: Programming Language :: Python :: 3
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  Classifier: Programming Language :: Python :: 3.13
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  Classifier: Programming Language :: Python :: 3.12
@@ -15,6 +13,15 @@ Classifier: Programming Language :: Python :: 3.10
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  Description-Content-Type: text/markdown
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  License-File: LICENSE
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  Requires-Dist: cffi>=1.17.1
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+ Dynamic: author
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+ Dynamic: author-email
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+ Dynamic: classifier
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+ Dynamic: description
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+ Dynamic: description-content-type
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+ Dynamic: home-page
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+ Dynamic: license-file
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+ Dynamic: requires-dist
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+ Dynamic: summary
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  # Python Bindings for Raylib 5.5
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  ## Libraries: raymath, raygui, rlgl, physac and GLFW
@@ -23,7 +30,7 @@ Requires-Dist: cffi>=1.17.1
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  ![PyPI - Downloads](https://img.shields.io/pypi/dm/raylib)
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- Chatroom: [Discord](https://discord.gg/fKDwt85aX6)
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+ [![PyPI Downloads](https://static.pepy.tech/personalized-badge/raylib?period=total&units=NONE&left_color=BLACK&right_color=GREEN&left_text=downloads)](https://pepy.tech/projects/raylib)
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  HELP WANTED: [writing examples](https://github.com/electronstudio/raylib-python-cffi/issues/155)
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@@ -37,12 +44,9 @@ original Raylib.
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  * Docstrings and auto-completion.
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  * Type checking with Mypy
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-
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- [Full documentation](http://electronstudio.github.io/raylib-python-cffi)
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-
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  # Quickstart
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- `pip3 install raylib==5.5.0.0`
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+ `pip3 install raylib==5.5.0.3 --break-system-packages`
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  ```python
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  from pyray import *
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  init_window(800, 450, "Hello")
@@ -54,16 +58,34 @@ while not window_should_close():
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  close_window()
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  ```
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+ # Links
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+
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+ * [Tutorial video](https://www.youtube.com/watch?v=UoAsDlUwjy0&lc=UgxCR-tvnQJITZr2IvN4AaABAg)
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+ * [Full documentation](https://electronstudio.github.io/raylib-python-cffi)
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+ * [Imgui integration](https://github.com/Scr44gr/raylib-imgui)
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+ * [Examples](https://github.com/electronstudio/raylib-python-cffi/tree/master/examples)
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+ * [Blep's examples](https://github.com/blep/pyray_examples)
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+ * [Raylib Python Discord](https://discord.gg/fKDwt85aX6)
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+ * [Raylib General Discord](https://discord.com/invite/raylib)
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+ * [Python video player](https://github.com/anrayliu/pyvidplayer2)
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+ * [A Vector2 class](https://github.com/electronstudio/raylib-python-cffi/blob/master/examples/extra/vector2_extended.py)
72
+ * [Raylib C FAQ](https://github.com/raysan5/raylib/wiki/Frequently-Asked-Questions/)
73
+
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  # Installation
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- First make sure you have the latest pip installed:
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+ If you are on a modern Linux you will probably want to create a venv:
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+
78
+ python3 -m venv venv
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+ source venv/bin/activate
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+
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+ Then make sure you have the latest pip installed:
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  python3 -m pip install --upgrade pip
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  Then install
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  python3 -m pip install setuptools
66
- python3 -m pip install raylib==5.5.0.0
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+ python3 -m pip install raylib==5.5.0.3
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  On most platforms it should install a binary wheel. If yours isn't available then pip will attempt to build from
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  source, in which case you will need to have Raylib development libs installed, e.g.
@@ -85,7 +107,7 @@ Older MacOS requires building from source but this is usually simple:
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  brew install pkg-config
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  brew install raylib
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- python3 -m pip install raylib==5.5.0.0
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+ python3 -m pip install raylib==5.5.0.3
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  (I do have binaries for arm64 MacOS 11, 12 and 13 but I have no way of testing they work, so post an issue
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  if you want to test them.)
@@ -199,7 +221,7 @@ Point your browser to http://localhost:8000
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  Some features may not work, so you can disable them like this:
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  ```python
202
- if platform.system() != "Emscripten": # audio does not work on current version of emscripten
224
+ if platform.system() != "Emscripten": # audio may not work on current version of emscripten
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225
  init_audio_device()
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  ```
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@@ -0,0 +1,24 @@
1
+ pyray/__init__.py,sha256=StzNk52DgopNQJqwEGXwceddrk6N2DsevD6g9OETrUc,7267
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+ pyray/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
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+ raylib/SDL2.dll,sha256=GYTL99ZRdkJmhZQxEKKcCxl9LgoVx9uUq9xvTSiBids,1606144
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+ raylib/_raylib_cffi.cp312-win_amd64.pyd,sha256=VwoMhOxJvuUGnVsg6YtdH7VDKd9y6POPf4Lr49IEDBc,2249216
8
+ raylib/build.py,sha256=MEPPxc2x1YGEkA3PN_I2OHhCIMxGhLaeRBG6apyH07Q,14117
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+ raylib/colors.py,sha256=T9U1gPicGYVYLwpP73jH_J83FH1-6a9XT163M0sbJlU,1564
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+ raylib/defines.py,sha256=xnzePyv8fQ0MfB97Bfr-eBpK13yiyqf94uuqSpvjsnk,17262
11
+ raylib/enums.py,sha256=ZnEy3PN3DSNUI3ByjHigkcOnOlB-ffnSAFsIODDjFt8,19781
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+ raylib/glfw3.h.modified,sha256=TrGdiqAGcyxw9o1J6WG9u_mXpIGP_6TWSOXlCYuX_8w,218878
13
+ raylib/physac.h.modified,sha256=r5qyRtrNvNkJoXIpCWWRxnOtEoOf3UGlP_i6n4Q2hNA,11088
14
+ raylib/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
15
+ raylib/raygui.h.modified,sha256=-2b-sn_MmZArrL1B_RkhdTNSHVG2GD0T51jT131HsYU,46971
16
+ raylib/raylib.h.modified,sha256=YHK95LO30CVG45D3pBMPXz0iONML-03ax5i-I-SYR8g,106430
17
+ raylib/raymath.h.modified,sha256=PjqsLhL_BdRBq7jTRBEAmAxqK1K_6gYdL7be68iuFQU,28546
18
+ raylib/rlgl.h.modified,sha256=v6vluAiwLB_51VdYrHEkJYBBAakjZKNoXBL_VmOdfnA,37270
19
+ raylib/version.py,sha256=UT_RndOhlJNF6GSxtKc9s8aN8wLF-591ZWiFO5aIe28,23
20
+ raylib-5.5.0.3.dist-info/licenses/LICENSE,sha256=IrIDo_K_o1_ycu1XcC0VSu2JZuoJeMRM7KZljyxgvFE,14474
21
+ raylib-5.5.0.3.dist-info/METADATA,sha256=RZTLijCFHMrw_Mzi7tcihbtANMitTq9VDeEwYAq66RU,11272
22
+ raylib-5.5.0.3.dist-info/WHEEL,sha256=8UP9x9puWI0P1V_d7K2oMTBqfeLNm21CTzZ_Ptr0NXU,101
23
+ raylib-5.5.0.3.dist-info/top_level.txt,sha256=PnMBDWaUP4jsbn_NewagcC9FjHYpzSAIQuhxNzt9hkg,13
24
+ raylib-5.5.0.3.dist-info/RECORD,,
@@ -1,5 +1,5 @@
1
1
  Wheel-Version: 1.0
2
- Generator: setuptools (75.6.0)
2
+ Generator: setuptools (80.9.0)
3
3
  Root-Is-Purelib: false
4
4
  Tag: cp312-cp312-win_amd64
5
5
 
@@ -1,24 +0,0 @@
1
- pyray/__init__.py,sha256=uHz59JXErQKTRMR53ShB-H-UOjHJL6vbqOMgFfx5sXA,7274
2
- pyray/__init__.pyi,sha256=XB2h-WonyfVkAwpIVekd9LQzZAveghe2d0gYweOaDqk,187562
3
- pyray/py.typed,sha256=47DEQpj8HBSa-_TImW-5JCeuQeRkm5NMpJWZG3hSuFU,0
4
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