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@ -1,6 +1,6 @@ |
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/********************************************************************************************** |
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* |
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* raylib 1.4.0 (www.raylib.com) |
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* raylib 1.5.0 (www.raylib.com) |
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* |
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* A simple and easy-to-use library to learn videogames programming |
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* |
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@ -345,8 +345,8 @@ typedef struct Camera { |
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// Camera2D type, defines a 2d camera |
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typedef struct Camera2D { |
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Vector2 position; // Camera position |
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Vector2 origin; // Camera origin (for rotation and zoom) |
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Vector2 offset; // Camera offset (displacement from target) |
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Vector2 target; // Camera target (for rotation and zoom) |
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float rotation; // Camera rotation in degrees |
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float zoom; // Camera zoom (scaling), should be 1.0f by default |
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} Camera2D; |
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@ -375,7 +375,7 @@ typedef struct Mesh { |
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// Shader type (generic shader) |
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typedef struct Shader { |
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unsigned int id; // Shader program id |
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unsigned int id; // Shader program id |
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// Variable attributes |
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int vertexLoc; // Vertex attribute location point (vertex shader) |
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@ -411,9 +411,9 @@ typedef struct Material { |
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// 3d Model type |
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// TODO: Replace shader/testure by material |
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typedef struct Model { |
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Mesh mesh; |
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Matrix transform; |
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Material material; |
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Mesh mesh; // Vertex data buffers (RAM and VRAM) |
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Matrix transform; // Local transform matrix |
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Material material; // Shader and textures data |
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} Model; |
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// Ray type (useful for raycast) |
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@ -432,8 +432,8 @@ typedef struct Sound { |
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typedef struct Wave { |
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void *data; // Buffer data pointer |
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unsigned int dataSize; // Data size in bytes |
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unsigned int sampleRate; |
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short bitsPerSample; |
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unsigned int sampleRate; // Samples per second to be played |
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short bitsPerSample; // Sample size in bits |
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short channels; |
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} Wave; |
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@ -484,7 +484,7 @@ typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction; |
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// Gesture events |
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// NOTE: MAX_TOUCH_POINTS fixed to 2 |
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typedef struct { |
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typedef struct n">GestureEvent { |
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int touchAction; |
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int pointCount; |
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int pointerId[MAX_TOUCH_POINTS]; |
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