Improve building on Linux and fix duplicated API entries.
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7a14562f25
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3
makefile
3
makefile
@ -39,6 +39,9 @@ raylua_e: src/raylua.o src/raylua_e.o src/raylua_builder.o src/lib/miniz.o
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raylua.dll: src/raylua.o
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$(CC) -shared -fPIE -o $@ $^ $(LDFLAGS)
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raylua.so: src/raylua.o
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$(CC) -shared -fPIE -o $@ $^ $(LDFLAGS)
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src/raylua.o: luajit raylib src/autogen/boot.c src/autogen/bind.c
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src/raylua_builder.o: src/autogen/builder.c
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@ -230,7 +230,6 @@ void ImageDrawLine(Image *dst, int startPosX, int startPosY, int endPosX, int en
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void ImageDrawLineV(Image *dst, Vector2 start, Vector2 end, Color color);
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void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color);
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void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color);
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void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color);
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void ImageFlipVertical(Image *image);
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void ImageFlipHorizontal(Image *image);
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void ImageRotateCW(Image *image);
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@ -258,8 +257,6 @@ void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float sc
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void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);
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void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);
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void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint);
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void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint);
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Font GetFontDefault(void);
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Font LoadFont(const char *fileName);
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@ -352,7 +349,6 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vec
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bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB);
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bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2);
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bool CheckCollisionBoxSphere(BoundingBox box, Vector3 center, float radius);
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bool CheckCollisionRaySphere(Ray ray, Vector3 center, float radius);
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint);
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bool CheckCollisionRayBox(Ray ray, BoundingBox box);
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RayHitInfo GetCollisionRayModel(Ray ray, Model model);
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