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raylib.c.v
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raylib.c.v
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module vraylib
import math
#flag linux -L @VMODROOT/lib/linux
#flag windows -L @VMODROOT/lib/windows
#flag darwin -L @VMODROOT/lib/darwin
#flag -lraylib
#flag -I@VMODROOT/include
#include <stdarg.h>
#include <raylib.h>
#include <rlgl.h>
#include <raymath.h>
pub const (
lightgray=Color{ 200, 200, 200, 255 }
gray=Color{ 130, 130, 130, 255 }
darkgray=Color{ 80, 80, 80, 255 }
yellow=Color{ 253, 249, 0, 255 }
gold=Color{ 255, 203, 0, 255 }
orange=Color{ 255, 161, 0, 255 }
pink=Color{ 255, 109, 194, 255 }
red=Color{ 230, 41, 55, 255 }
maroon=Color{ 190, 33, 55, 255 }
green=Color{ 0, 228, 48, 255 }
lime=Color{ 0, 158, 47, 255 }
darkgreen=Color{ 0, 117, 44, 255 }
skyblue=Color{ 102, 191, 255, 255 }
blue=Color{ 0, 121, 241, 255 }
darkblue=Color{ 0, 82, 172, 255 }
purple=Color{ 200, 122, 255, 255 }
violet=Color{ 135, 60, 190, 255 }
darkpurple=Color{ 112, 31, 126, 255 }
beige=Color{ 211, 176, 131, 255 }
brown=Color{ 127, 106, 79, 255 }
darkbrown=Color{ 76, 63, 47, 255 }
white=Color{ 255, 255, 255, 255 }
black=Color{ 0, 0, 0, 255 }
blank=Color{ 0, 0, 0, 0 }
magenta=Color{ 255, 0, 255, 255 }
raywhite=Color{ 245, 245, 245, 255 }
flag_vsync_hint = 64
flag_fullscreen_mode = 2
flag_window_resizable = 4
flag_window_undecorated = 8
flag_window_hidden = 128
flag_window_minimized = 512
flag_window_maximized = 1024
flag_window_unfocused = 2048
flag_window_topmost = 4096
flag_window_always_run = 256
flag_window_transparent = 16
flag_window_highdpi = 8192
flag_window_mouse_passthrough = 16384
flag_msaa_4x_hint = 32
flag_interlaced_hint = 65536
log_all = 0
log_trace = 1
log_debug = 2
log_info = 3
log_warning = 4
log_error = 5
log_fatal = 6
log_none = 7
key_null = 0
key_apostrophe = 39
key_comma = 44
key_minus = 45
key_period = 46
key_slash = 47
key_zero = 48
key_one = 49
key_two = 50
key_three = 51
key_four = 52
key_five = 53
key_six = 54
key_seven = 55
key_eight = 56
key_nine = 57
key_semicolon = 59
key_equal = 61
key_a = 65
key_b = 66
key_c = 67
key_d = 68
key_e = 69
key_f = 70
key_g = 71
key_h = 72
key_i = 73
key_j = 74
key_k = 75
key_l = 76
key_m = 77
key_n = 78
key_o = 79
key_p = 80
key_q = 81
key_r = 82
key_s = 83
key_t = 84
key_u = 85
key_v = 86
key_w = 87
key_x = 88
key_y = 89
key_z = 90
key_left_bracket = 91
key_backslash = 92
key_right_bracket = 93
key_grave = 96
key_space = 32
key_escape = 256
key_enter = 257
key_tab = 258
key_backspace = 259
key_insert = 260
key_delete = 261
key_right = 262
key_left = 263
key_down = 264
key_up = 265
key_page_up = 266
key_page_down = 267
key_home = 268
key_end = 269
key_caps_lock = 280
key_scroll_lock = 281
key_num_lock = 282
key_print_screen = 283
key_pause = 284
key_f1 = 290
key_f2 = 291
key_f3 = 292
key_f4 = 293
key_f5 = 294
key_f6 = 295
key_f7 = 296
key_f8 = 297
key_f9 = 298
key_f10 = 299
key_f11 = 300
key_f12 = 301
key_left_shift = 340
key_left_control = 341
key_left_alt = 342
key_left_super = 343
key_right_shift = 344
key_right_control = 345
key_right_alt = 346
key_right_super = 347
key_kb_menu = 348
key_kp_0 = 320
key_kp_1 = 321
key_kp_2 = 322
key_kp_3 = 323
key_kp_4 = 324
key_kp_5 = 325
key_kp_6 = 326
key_kp_7 = 327
key_kp_8 = 328
key_kp_9 = 329
key_kp_decimal = 330
key_kp_divide = 331
key_kp_multiply = 332
key_kp_subtract = 333
key_kp_add = 334
key_kp_enter = 335
key_kp_equal = 336
key_back = 4
key_menu = 82
key_volume_up = 24
key_volume_down = 25
mouse_button_left = 0
mouse_button_right = 1
mouse_button_middle = 2
mouse_button_side = 3
mouse_button_extra = 4
mouse_button_forward = 5
mouse_button_back = 6
mouse_cursor_default = 0
mouse_cursor_arrow = 1
mouse_cursor_ibeam = 2
mouse_cursor_crosshair = 3
mouse_cursor_pointing_hand = 4
mouse_cursor_resize_ew = 5
mouse_cursor_resize_ns = 6
mouse_cursor_resize_nwse = 7
mouse_cursor_resize_nesw = 8
mouse_cursor_resize_all = 9
mouse_cursor_not_allowed = 10
gamepad_button_unknown = 0
gamepad_button_left_face_up = 1
gamepad_button_left_face_right = 2
gamepad_button_left_face_down = 3
gamepad_button_left_face_left = 4
gamepad_button_right_face_up = 5
gamepad_button_right_face_right = 6
gamepad_button_right_face_down = 7
gamepad_button_right_face_left = 8
gamepad_button_left_trigger_1 = 9
gamepad_button_left_trigger_2 = 10
gamepad_button_right_trigger_1 = 11
gamepad_button_right_trigger_2 = 12
gamepad_button_middle_left = 13
gamepad_button_middle = 14
gamepad_button_middle_right = 15
gamepad_button_left_thumb = 16
gamepad_button_right_thumb = 17
gamepad_axis_left_x = 0
gamepad_axis_left_y = 1
gamepad_axis_right_x = 2
gamepad_axis_right_y = 3
gamepad_axis_left_trigger = 4
gamepad_axis_right_trigger = 5
material_map_albedo = 0
material_map_metalness = 1
material_map_normal = 2
material_map_roughness = 3
material_map_occlusion = 4
material_map_emission = 5
material_map_height = 6
material_map_cubemap = 7
material_map_irradiance = 8
material_map_prefilter = 9
material_map_brdf = 10
shader_loc_vertex_position = 0
shader_loc_vertex_texcoord01 = 1
shader_loc_vertex_texcoord02 = 2
shader_loc_vertex_normal = 3
shader_loc_vertex_tangent = 4
shader_loc_vertex_color = 5
shader_loc_matrix_mvp = 6
shader_loc_matrix_view = 7
shader_loc_matrix_projection = 8
shader_loc_matrix_model = 9
shader_loc_matrix_normal = 10
shader_loc_vector_view = 11
shader_loc_color_diffuse = 12
shader_loc_color_specular = 13
shader_loc_color_ambient = 14
shader_loc_map_albedo = 15
shader_loc_map_metalness = 16
shader_loc_map_normal = 17
shader_loc_map_roughness = 18
shader_loc_map_occlusion = 19
shader_loc_map_emission = 20
shader_loc_map_height = 21
shader_loc_map_cubemap = 22
shader_loc_map_irradiance = 23
shader_loc_map_prefilter = 24
shader_loc_map_brdf = 25
shader_uniform_float = 0
shader_uniform_vec2 = 1
shader_uniform_vec3 = 2
shader_uniform_vec4 = 3
shader_uniform_int = 4
shader_uniform_ivec2 = 5
shader_uniform_ivec3 = 6
shader_uniform_ivec4 = 7
shader_uniform_sampler2d = 8
shader_attrib_float = 0
shader_attrib_vec2 = 1
shader_attrib_vec3 = 2
shader_attrib_vec4 = 3
pixelformat_uncompressed_grayscale = 1
pixelformat_uncompressed_gray_alpha = 2
pixelformat_uncompressed_r5g6b5 = 3
pixelformat_uncompressed_r8g8b8 = 4
pixelformat_uncompressed_r5g5b5a1 = 5
pixelformat_uncompressed_r4g4b4a4 = 6
pixelformat_uncompressed_r8g8b8a8 = 7
pixelformat_uncompressed_r32 = 8
pixelformat_uncompressed_r32g32b32 = 9
pixelformat_uncompressed_r32g32b32a32 = 10
pixelformat_compressed_dxt1_rgb = 11
pixelformat_compressed_dxt1_rgba = 12
pixelformat_compressed_dxt3_rgba = 13
pixelformat_compressed_dxt5_rgba = 14
pixelformat_compressed_etc1_rgb = 15
pixelformat_compressed_etc2_rgb = 16
pixelformat_compressed_etc2_eac_rgba = 17
pixelformat_compressed_pvrt_rgb = 18
pixelformat_compressed_pvrt_rgba = 19
pixelformat_compressed_astc_4x4_rgba = 20
pixelformat_compressed_astc_8x8_rgba = 21
texture_filter_point = 0
texture_filter_bilinear = 1
texture_filter_trilinear = 2
texture_filter_anisotropic_4x = 3
texture_filter_anisotropic_8x = 4
texture_filter_anisotropic_16x = 5
texture_wrap_repeat = 0
texture_wrap_clamp = 1
texture_wrap_mirror_repeat = 2
texture_wrap_mirror_clamp = 3
cubemap_layout_auto_detect = 0
cubemap_layout_line_vertical = 1
cubemap_layout_line_horizontal = 2
cubemap_layout_cross_three_by_four = 3
cubemap_layout_cross_four_by_three = 4
cubemap_layout_panorama = 5
font_default = 0
font_bitmap = 1
font_sdf = 2
blend_alpha = 0
blend_additive = 1
blend_multiplied = 2
blend_add_colors = 3
blend_subtract_colors = 4
blend_alpha_premultiply = 5
blend_custom = 6
gesture_none = 0
gesture_tap = 1
gesture_doubletap = 2
gesture_hold = 4
gesture_drag = 8
gesture_swipe_right = 16
gesture_swipe_left = 32
gesture_swipe_up = 64
gesture_swipe_down = 128
gesture_pinch_in = 256
gesture_pinch_out = 512
camera_custom = 0
camera_free = 1
camera_orbital = 2
camera_first_person = 3
camera_third_person = 4
camera_perspective = 0
camera_orthographic = 1
npatch_nine_patch = 0
npatch_three_patch_vertical = 1
npatch_three_patch_horizontal = 2
)
type TraceLogCallback = voidptr
type LoadFileDataCallback = voidptr
type SaveFileDataCallback = voidptr
type LoadFileTextCallback = voidptr
type SaveFileTextCallback = voidptr
type AudioCallback = voidptr
struct C.Vector2 {
x f32
y f32
}
pub type Vector2 = C.Vector2
struct C.Vector3 {
x f32
y f32
z f32
}
pub type Vector3 = C.Vector3
struct C.Vector4 {
x f32
y f32
z f32
w f32
}
pub type Vector4 = C.Vector4
struct C.Matrix {
m0 f32
m4 f32
m8 f32
m12 f32
m1 f32
m5 f32
m9 f32
m13 f32
m2 f32
m6 f32
m10 f32
m14 f32
m3 f32
m7 f32
m11 f32
m15 f32
}
pub type Matrix = C.Matrix
struct C.Color {
r u8
g u8
b u8
a u8
}
pub type Color = C.Color
struct C.Rectangle {
x f32
y f32
width f32
height f32
}
pub type Rectangle = C.Rectangle
struct C.Image {
data voidptr
width int
height int
mipmaps int
format int
}
pub type Image = C.Image
struct C.Texture {
id u32
width int
height int
mipmaps int
format int
}
pub type Texture = C.Texture
struct C.RenderTexture {
id u32
texture Texture
depth Texture
}
pub type RenderTexture = C.RenderTexture
struct C.NPatchInfo {
source Rectangle
left int
top int
right int
bottom int
layout int
}
pub type NPatchInfo = C.NPatchInfo
struct C.GlyphInfo {
value int
offsetX int
offsetY int
advanceX int
image Image
}
pub type GlyphInfo = C.GlyphInfo
struct C.Font {
baseSize int
glyphCount int
glyphPadding int
texture Texture2D
recs &Rectangle
glyphs &GlyphInfo
}
pub type Font = C.Font
struct C.Camera3D {
position Vector3
target Vector3
up Vector3
fovy f32
projection int
}
pub type Camera3D = C.Camera3D
struct C.Camera2D {
offset Vector2
target Vector2
rotation f32
zoom f32
}
pub type Camera2D = C.Camera2D
struct C.Mesh {
vertexCount int
triangleCount int
vertices &f32
texcoords &f32
texcoords2 &f32
normals &f32
tangents &f32
colors &u8
indices &u8
animVertices &f32
animNormals &f32
boneIds &u8
boneWeights &f32
vaoId u32
vboId &u32
}
pub type Mesh = C.Mesh
struct C.Shader {
id u32
locs &int
}
pub type Shader = C.Shader
struct C.MaterialMap {
texture Texture2D
color Color
value f32
}
pub type MaterialMap = C.MaterialMap
struct C.Material {
shader Shader
maps &MaterialMap
params [4]f32
}
pub type Material = C.Material
struct C.Transform {
translation Vector3
rotation Quaternion
scale Vector3
}
pub type Transform = C.Transform
struct C.BoneInfo {
name [32]char
parent int
}
pub type BoneInfo = C.BoneInfo
struct C.Model {
transform Matrix
meshCount int
materialCount int
meshes &Mesh
materials &Material
meshMaterial &int
boneCount int
bones &BoneInfo
bindPose &Transform
}
pub type Model = C.Model
struct C.ModelAnimation {
boneCount int
frameCount int
bones &BoneInfo
framePoses &&Transform
}
pub type ModelAnimation = C.ModelAnimation
struct C.Ray {
position Vector3
direction Vector3
}
pub type Ray = C.Ray
struct C.RayCollision {
hit bool
distance f32
point Vector3
normal Vector3
}
pub type RayCollision = C.RayCollision
struct C.BoundingBox {
min Vector3
max Vector3
}
pub type BoundingBox = C.BoundingBox
struct C.Wave {
frameCount u32
sampleRate u32
sampleSize u32
channels u32
data voidptr
}
pub type Wave = C.Wave
struct C.AudioStream {
buffer &C.rAudioBuffer
processor &C.rAudioProcessor
sampleRate u32
sampleSize u32
channels u32
}
pub type AudioStream = C.AudioStream
struct C.Sound {
stream AudioStream
frameCount u32
}
pub type Sound = C.Sound
struct C.Music {
stream AudioStream
frameCount u32
looping bool
ctxType int
ctxData voidptr
}
pub type Music = C.Music
struct C.VrDeviceInfo {
hResolution int
vResolution int
hScreenSize f32
vScreenSize f32
vScreenCenter f32
eyeToScreenDistance f32
lensSeparationDistance f32
interpupillaryDistance f32
lensDistortionValues [4]f32
chromaAbCorrection [4]f32
}
pub type VrDeviceInfo = C.VrDeviceInfo
struct C.VrStereoConfig {
projection [2]Matrix
viewOffset [2]Matrix
leftLensCenter [2]f32
rightLensCenter [2]f32
leftScreenCenter [2]f32
rightScreenCenter [2]f32
scale [2]f32
scaleIn [2]f32
}
pub type VrStereoConfig = C.VrStereoConfig
struct C.FilePathList {
capacity u32
count u32
paths &&char
}
pub type FilePathList = C.FilePathList
pub type Quaternion = C.Vector4
pub type Texture2D = C.Texture
pub type TextureCubemap = C.Texture
pub type RenderTexture2D = C.RenderTexture
pub type Camera = C.Camera3D
fn C.InitWindow(width int,height int,title &char)
[inline]
pub fn init_window(width int,height int,title &char) {
C.InitWindow(width ,height ,title )
}
fn C.WindowShouldClose() bool
[inline]
pub fn window_should_close() bool{
return C.WindowShouldClose()
}
fn C.CloseWindow()
[inline]
pub fn close_window() {
C.CloseWindow()
}
fn C.IsWindowReady() bool
[inline]
pub fn is_window_ready() bool{
return C.IsWindowReady()
}
fn C.IsWindowFullscreen() bool
[inline]
pub fn is_window_fullscreen() bool{
return C.IsWindowFullscreen()
}
fn C.IsWindowHidden() bool
[inline]
pub fn is_window_hidden() bool{
return C.IsWindowHidden()
}
fn C.IsWindowMinimized() bool
[inline]
pub fn is_window_minimized() bool{
return C.IsWindowMinimized()
}
fn C.IsWindowMaximized() bool
[inline]
pub fn is_window_maximized() bool{
return C.IsWindowMaximized()
}
fn C.IsWindowFocused() bool
[inline]
pub fn is_window_focused() bool{
return C.IsWindowFocused()
}
fn C.IsWindowResized() bool
[inline]
pub fn is_window_resized() bool{
return C.IsWindowResized()
}
fn C.IsWindowState(flag u32) bool
[inline]
pub fn is_window_state(flag u32) bool{
return C.IsWindowState(flag )
}
fn C.SetWindowState(flags u32)
[inline]
pub fn set_window_state(flags u32) {
C.SetWindowState(flags )
}
fn C.ClearWindowState(flags u32)
[inline]
pub fn clear_window_state(flags u32) {
C.ClearWindowState(flags )
}
fn C.ToggleFullscreen()
[inline]
pub fn toggle_fullscreen() {
C.ToggleFullscreen()
}
fn C.MaximizeWindow()
[inline]
pub fn maximize_window() {
C.MaximizeWindow()
}
fn C.MinimizeWindow()
[inline]
pub fn minimize_window() {
C.MinimizeWindow()
}
fn C.RestoreWindow()
[inline]
pub fn restore_window() {
C.RestoreWindow()
}
fn C.SetWindowIcon(image Image)
[inline]
pub fn set_window_icon(image Image) {
C.SetWindowIcon(image )
}
fn C.SetWindowTitle(title &char)
[inline]
pub fn set_window_title(title &char) {
C.SetWindowTitle(title )
}
fn C.SetWindowPosition(x int,y int)
[inline]
pub fn set_window_position(x int,y int) {
C.SetWindowPosition(x ,y )
}
fn C.SetWindowMonitor(monitor int)
[inline]
pub fn set_window_monitor(monitor int) {
C.SetWindowMonitor(monitor )
}
fn C.SetWindowMinSize(width int,height int)
[inline]
pub fn set_window_min_size(width int,height int) {
C.SetWindowMinSize(width ,height )
}
fn C.SetWindowSize(width int,height int)
[inline]
pub fn set_window_size(width int,height int) {
C.SetWindowSize(width ,height )
}
fn C.SetWindowOpacity(opacity f32)
[inline]
pub fn set_window_opacity(opacity f32) {
C.SetWindowOpacity(opacity )
}
fn C.GetWindowHandle() voidptr
[inline]
pub fn get_window_handle() voidptr{
return C.GetWindowHandle()
}
fn C.GetScreenWidth() int
[inline]
pub fn get_screen_width() int{
return C.GetScreenWidth()
}
fn C.GetScreenHeight() int
[inline]
pub fn get_screen_height() int{
return C.GetScreenHeight()
}
fn C.GetRenderWidth() int
[inline]
pub fn get_render_width() int{
return C.GetRenderWidth()
}
fn C.GetRenderHeight() int
[inline]
pub fn get_render_height() int{
return C.GetRenderHeight()
}
fn C.GetMonitorCount() int
[inline]
pub fn get_monitor_count() int{
return C.GetMonitorCount()
}
fn C.GetCurrentMonitor() int
[inline]
pub fn get_current_monitor() int{
return C.GetCurrentMonitor()
}
fn C.GetMonitorPosition(monitor int) Vector2
[inline]
pub fn get_monitor_position(monitor int) Vector2{
return C.GetMonitorPosition(monitor )
}
fn C.GetMonitorWidth(monitor int) int
[inline]
pub fn get_monitor_width(monitor int) int{
return C.GetMonitorWidth(monitor )
}
fn C.GetMonitorHeight(monitor int) int
[inline]
pub fn get_monitor_height(monitor int) int{
return C.GetMonitorHeight(monitor )
}
fn C.GetMonitorPhysicalWidth(monitor int) int
[inline]
pub fn get_monitor_physical_width(monitor int) int{
return C.GetMonitorPhysicalWidth(monitor )
}
fn C.GetMonitorPhysicalHeight(monitor int) int
[inline]
pub fn get_monitor_physical_height(monitor int) int{
return C.GetMonitorPhysicalHeight(monitor )
}
fn C.GetMonitorRefreshRate(monitor int) int
[inline]
pub fn get_monitor_refresh_rate(monitor int) int{
return C.GetMonitorRefreshRate(monitor )
}
fn C.GetWindowPosition() Vector2
[inline]
pub fn get_window_position() Vector2{
return C.GetWindowPosition()
}
fn C.GetWindowScaleDPI() Vector2
[inline]
pub fn get_window_scale_d_p_i() Vector2{
return C.GetWindowScaleDPI()
}
fn C.GetMonitorName(monitor int) &char
[inline]
pub fn get_monitor_name(monitor int) &char{
return C.GetMonitorName(monitor )
}
fn C.SetClipboardText(text &char)
[inline]
pub fn set_clipboard_text(text &char) {
C.SetClipboardText(text )
}
fn C.GetClipboardText() &char
[inline]
pub fn get_clipboard_text() &char{
return C.GetClipboardText()
}
fn C.EnableEventWaiting()
[inline]
pub fn enable_event_waiting() {
C.EnableEventWaiting()
}
fn C.DisableEventWaiting()
[inline]
pub fn disable_event_waiting() {
C.DisableEventWaiting()
}
fn C.SwapScreenBuffer()
[inline]
pub fn swap_screen_buffer() {
C.SwapScreenBuffer()
}
fn C.PollInputEvents()
[inline]
pub fn poll_input_events() {
C.PollInputEvents()
}
fn C.WaitTime(seconds f64)
[inline]
pub fn wait_time(seconds f64) {
C.WaitTime(seconds )
}
fn C.ShowCursor()
[inline]
pub fn show_cursor() {
C.ShowCursor()
}
fn C.HideCursor()
[inline]
pub fn hide_cursor() {
C.HideCursor()
}
fn C.IsCursorHidden() bool
[inline]
pub fn is_cursor_hidden() bool{
return C.IsCursorHidden()
}
fn C.EnableCursor()
[inline]
pub fn enable_cursor() {
C.EnableCursor()
}
fn C.DisableCursor()
[inline]
pub fn disable_cursor() {
C.DisableCursor()
}
fn C.IsCursorOnScreen() bool
[inline]
pub fn is_cursor_on_screen() bool{
return C.IsCursorOnScreen()
}
fn C.ClearBackground(color Color)
[inline]
pub fn clear_background(color Color) {
C.ClearBackground(color )
}
fn C.BeginDrawing()
[inline]
pub fn begin_drawing() {
C.BeginDrawing()
}
fn C.EndDrawing()
[inline]
pub fn end_drawing() {