Fix building on Linux.
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99a4f8b6ea
commit
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2
makefile
2
makefile
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@ -11,6 +11,8 @@ MODULES := rlgl physac
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ifeq ($(OS),Windows_NT)
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ifeq ($(OS),Windows_NT)
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LDFLAGS += -lopengl32 -lgdi32 -lwinmm -static
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LDFLAGS += -lopengl32 -lgdi32 -lwinmm -static
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else
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LDFLAGS += -ldl -lX11 -lpthread
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endif
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endif
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BOOT_FILES := src/raylib.lua src/raylua.lua
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BOOT_FILES := src/raylib.lua src/raylua.lua
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@ -77,8 +77,8 @@ for _,modname in ipairs(modules) do
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end)
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end)
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-- Strip spaces
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-- Strip spaces
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line = line:gsub("([(),*.]) +(%w)", function (a, b) return a .. b end)
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line = line:gsub("([(),*.])%s+(%w)", function (a, b) return a .. b end)
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line = line:gsub("(%w) +([(),*.])", function (a, b) return a .. b end)
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line = line:gsub("(%w)%s+([(),*.])", function (a, b) return a .. b end)
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proto[#proto + 1] = line:gsub(";", "")
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proto[#proto + 1] = line:gsub(";", "")
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end
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end
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@ -1,20 +1,20 @@
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void InitPhysics(void);
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void InitPhysics(void);
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void RunPhysicsStep(void);
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void RunPhysicsStep(void);
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void SetPhysicsTimeStep(double delta);
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void SetPhysicsTimeStep(double delta);
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bool IsPhysicsEnabled(void);
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bool IsPhysicsEnabled(void);
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void SetPhysicsGravity(float x, float y);
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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 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 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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PhysicsBody CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density);
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void PhysicsAddForce(PhysicsBody body, Vector2 force);
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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 PhysicsAddTorque(PhysicsBody body, float amount);
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void PhysicsShatter(PhysicsBody body, Vector2 position, float force);
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void PhysicsShatter(PhysicsBody body, Vector2 position, float force);
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int GetPhysicsBodiesCount(void);
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int GetPhysicsBodiesCount(void);
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PhysicsBody GetPhysicsBody(int index);
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PhysicsBody GetPhysicsBody(int index);
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int GetPhysicsShapeType(int index);
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int GetPhysicsShapeType(int index);
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int GetPhysicsShapeVerticesCount(int index);
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int GetPhysicsShapeVerticesCount(int index);
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Vector2 GetPhysicsShapeVertex(PhysicsBody body, int vertex);
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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 SetPhysicsBodyRotation(PhysicsBody body, float radians);
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void DestroyPhysicsBody(PhysicsBody body);
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void DestroyPhysicsBody(PhysicsBody body);
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void ResetPhysics(void);
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void ResetPhysics(void);
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void ClosePhysics(void);
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void ClosePhysics(void);
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