Update raylib and raygui binding.
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parent
57f8548f4d
commit
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raygui
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raygui
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Subproject commit f5bd6c08f8d761b625890e4256339ff93c770ac1
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Subproject commit 28d7584fc1ad11aff3bb59de130ffca45b4dd7b3
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raylib
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raylib
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Subproject commit e25e380e80a117f2404d65b37700fb620dc1f990
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Subproject commit bc332018f67fc6dcefd9f236b9147f20f17f86ab
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@ -660,11 +660,8 @@ ffi.cdef [[
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-- Physac cdef
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ffi.cdef [[
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typedef enum PhysicsShapeType { PHYSICS_CIRCLE = 0, PHYSICS_POLYGON } PhysicsShapeType;
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typedef struct PhysicsBodyData *PhysicsBody;
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typedef enum PhysicsShapeType {
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PHYSICS_CIRCLE,
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PHYSICS_POLYGON
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} PhysicsShapeType;
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typedef struct Matrix2x2 {
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float m00;
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@ -673,18 +670,18 @@ ffi.cdef [[
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float m11;
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} Matrix2x2;
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typedef struct PolygonData {
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typedef struct PhysicsVertexData {
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unsigned int vertexCount;
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Vector2 positions[24];
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Vector2 normals[24];
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} PolygonData;
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} PhysicsVertexData;
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typedef struct PhysicsShape {
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PhysicsShapeType type;
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PhysicsBody body;
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PhysicsVertexData vertexData;
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float radius;
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Matrix2x2 transform;
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PolygonData vertexData;
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} PhysicsShape;
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typedef struct PhysicsBodyData {
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@ -708,6 +705,19 @@ ffi.cdef [[
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bool freezeOrient;
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PhysicsShape shape;
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} PhysicsBodyData;
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typedef struct PhysicsManifoldData {
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unsigned int id;
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PhysicsBody bodyA;
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PhysicsBody bodyB;
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float penetration;
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Vector2 normal;
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Vector2 contacts[2];
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unsigned int contactsCount;
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float restitution;
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float dynamicFriction;
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float staticFriction;
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} PhysicsManifoldData, *PhysicsManifold;
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]]
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-- gestures cdef
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@ -33,7 +33,6 @@
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#include <raygui.h>
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#define PHYSAC_IMPLEMENTATION
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#define PHYSAC_NO_THREADS
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#include <physac.h>
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#include "autogen/bind.c"
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@ -25,6 +25,7 @@ void *GetWindowHandle(void)
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int GetScreenWidth(void)
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int GetScreenHeight(void)
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int GetMonitorCount(void)
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int GetCurrentMonitor(void)
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Vector2 GetMonitorPosition(int monitor)
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int GetMonitorWidth(int monitor)
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int GetMonitorHeight(int monitor)
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@ -117,6 +118,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
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int GetGamepadButtonPressed(void)
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int GetGamepadAxisCount(int gamepad)
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float GetGamepadAxisMovement(int gamepad, int axis)
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int SetGamepadMappings(const char *mappings)
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bool IsMouseButtonPressed(int button)
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bool IsMouseButtonDown(int button)
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bool IsMouseButtonReleased(int button)
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@ -154,6 +156,7 @@ void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color colo
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void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
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void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
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void DrawLineStrip(Vector2 *points, int pointsCount, Color color)
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void DrawCircle(int centerX, int centerY, float radius, Color color)
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void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
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@ -347,6 +350,7 @@ void UnloadModelKeepMeshes(Model model)
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Mesh *LoadMeshes(const char *fileName, int *meshCount)
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bool ExportMesh(Mesh mesh, const char *fileName)
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void UnloadMesh(Mesh mesh)
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void UploadMesh(Mesh *mesh)
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Material *LoadMaterials(const char *fileName, int *materialCount)
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Material LoadMaterialDefault(void)
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void UnloadMaterial(Material material)
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@ -1,20 +1,19 @@
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void InitPhysics(void)
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void RunPhysicsStep(void)
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void UpdatePhysics(void)
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void ResetPhysics(void)
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void ClosePhysics(void)
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void SetPhysicsTimeStep(double delta)
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bool IsPhysicsEnabled(void)
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void SetPhysicsGravity(float x, float y)
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PhysicsBody CreatePhysicsBodyCircle(Vector2 pos, float radius, float density)
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PhysicsBody CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density)
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PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density)
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void DestroyPhysicsBody(PhysicsBody body)
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void PhysicsAddForce(PhysicsBody body, Vector2 force)
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void PhysicsAddTorque(PhysicsBody body, float amount)
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void PhysicsShatter(PhysicsBody body, Vector2 position, float force)
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int GetPhysicsBodiesCount(void)
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void SetPhysicsBodyRotation(PhysicsBody body, float radians)
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PhysicsBody GetPhysicsBody(int index)
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int GetPhysicsBodiesCount(void)
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int GetPhysicsShapeType(int index)
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int GetPhysicsShapeVerticesCount(int index)
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Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex)
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void SetPhysicsBodyRotation(PhysicsBody body, float radians)
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void DestroyPhysicsBody(PhysicsBody body)
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void ResetPhysics(void)
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void ClosePhysics(void)
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