Documentation
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Index ¶
- Constants
- func AttachAudioMixedProcessor(processor AudioCallback)
- func BeginBlendMode(mode c.Int)
- func BeginDrawing()
- func BeginScissorMode(x c.Int, y c.Int, width c.Int, height c.Int)
- func ChangeDirectory(dirPath *c.Char) bool
- func CheckCollisionBoxes(box1 BoundingBox, box2 BoundingBox) bool
- func CheckCollisionRecs(rec1 Rectangle, rec2 Rectangle) bool
- func ClearWindowState(flags c.Uint)
- func CloseAudioDevice()
- func CloseWindow()
- func CodepointToUTF8(codepoint c.Int, utf8Size *c.Int) *c.Char
- func ColorIsEqual(col1 Color, col2 Color) bool
- func CompressData(data *uint8, dataSize c.Int, compDataSize *c.Int) *uint8
- func ComputeCRC32(data *uint8, dataSize c.Int) c.Uint
- func ComputeMD5(data *uint8, dataSize c.Int) *c.Uint
- func ComputeSHA1(data *uint8, dataSize c.Int) *c.Uint
- func ComputeSHA256(data *uint8, dataSize c.Int) *c.Uint
- func DecodeDataBase64(text *c.Char, outputSize *c.Int) *uint8
- func DecompressData(compData *uint8, compDataSize c.Int, dataSize *c.Int) *uint8
- func DetachAudioMixedProcessor(processor AudioCallback)
- func DirectoryExists(dirPath *c.Char) bool
- func DisableCursor()
- func DisableEventWaiting()
- func DrawCircle(centerX c.Int, centerY c.Int, radius c.Float, color Color)
- func DrawCircleLines(centerX c.Int, centerY c.Int, radius c.Float, color Color)
- func DrawEllipse(centerX c.Int, centerY c.Int, radiusH c.Float, radiusV c.Float, color Color)
- func DrawEllipseLines(centerX c.Int, centerY c.Int, radiusH c.Float, radiusV c.Float, color Color)
- func DrawFPS(posX c.Int, posY c.Int)
- func DrawGrid(slices c.Int, spacing c.Float)
- func DrawLine(startPosX c.Int, startPosY c.Int, endPosX c.Int, endPosY c.Int, color Color)
- func DrawPixel(posX c.Int, posY c.Int, color Color)
- func DrawRectangle(posX c.Int, posY c.Int, width c.Int, height c.Int, color Color)
- func DrawRectangleGradientH(posX c.Int, posY c.Int, width c.Int, height c.Int, left Color, right Color)
- func DrawRectangleGradientV(posX c.Int, posY c.Int, width c.Int, height c.Int, top Color, bottom Color)
- func DrawRectangleLines(posX c.Int, posY c.Int, width c.Int, height c.Int, color Color)
- func DrawText(text *c.Char, posX c.Int, posY c.Int, fontSize c.Int, color Color)
- func EnableCursor()
- func EnableEventWaiting()
- func EncodeDataBase64(data *uint8, dataSize c.Int, outputSize *c.Int) *c.Char
- func EndBlendMode()
- func EndDrawing()
- func EndMode2D()
- func EndMode3D()
- func EndScissorMode()
- func EndShaderMode()
- func EndTextureMode()
- func EndVrStereoMode()
- func ExportDataAsCode(data *uint8, dataSize c.Int, fileName *c.Char) bool
- func FileCopy(srcPath *c.Char, dstPath *c.Char) c.Int
- func FileExists(fileName *c.Char) bool
- func FileMove(srcPath *c.Char, dstPath *c.Char) c.Int
- func FileRemove(fileName *c.Char) c.Int
- func FileRename(fileName *c.Char, fileRename *c.Char) c.Int
- func FileTextFindIndex(fileName *c.Char, search *c.Char) c.Int
- func FileTextReplace(fileName *c.Char, search *c.Char, replacement *c.Char) c.Int
- func GetApplicationDirectory() *c.Char
- func GetCharPressed() c.Int
- func GetClipboardText() *c.Char
- func GetCodepoint(text *c.Char, codepointSize *c.Int) c.Int
- func GetCodepointCount(text *c.Char) c.Int
- func GetCodepointNext(text *c.Char, codepointSize *c.Int) c.Int
- func GetCodepointPrevious(text *c.Char, codepointSize *c.Int) c.Int
- func GetCurrentMonitor() c.Int
- func GetDirectoryFileCount(dirPath *c.Char) c.Uint
- func GetDirectoryFileCountEx(basePath *c.Char, filter *c.Char, scanSubdirs bool) c.Uint
- func GetDirectoryPath(filePath *c.Char) *c.Char
- func GetFPS() c.Int
- func GetFileExtension(fileName *c.Char) *c.Char
- func GetFileLength(fileName *c.Char) c.Int
- func GetFileModTime(fileName *c.Char) c.Long
- func GetFileName(filePath *c.Char) *c.Char
- func GetFileNameWithoutExt(filePath *c.Char) *c.Char
- func GetFrameTime() c.Float
- func GetGamepadAxisCount(gamepad c.Int) c.Int
- func GetGamepadAxisMovement(gamepad c.Int, axis c.Int) c.Float
- func GetGamepadButtonPressed() c.Int
- func GetGamepadName(gamepad c.Int) *c.Char
- func GetGestureDetected() c.Int
- func GetGestureDragAngle() c.Float
- func GetGestureHoldDuration() c.Float
- func GetGesturePinchAngle() c.Float
- func GetKeyName(key c.Int) *c.Char
- func GetKeyPressed() c.Int
- func GetMasterVolume() c.Float
- func GetMonitorCount() c.Int
- func GetMonitorHeight(monitor c.Int) c.Int
- func GetMonitorName(monitor c.Int) *c.Char
- func GetMonitorPhysicalHeight(monitor c.Int) c.Int
- func GetMonitorPhysicalWidth(monitor c.Int) c.Int
- func GetMonitorRefreshRate(monitor c.Int) c.Int
- func GetMonitorWidth(monitor c.Int) c.Int
- func GetMouseWheelMove() c.Float
- func GetMouseX() c.Int
- func GetMouseY() c.Int
- func GetPixelDataSize(width c.Int, height c.Int, format c.Int) c.Int
- func GetPrevDirectoryPath(dirPath *c.Char) *c.Char
- func GetRandomValue(min c.Int, max c.Int) c.Int
- func GetRenderHeight() c.Int
- func GetRenderWidth() c.Int
- func GetScreenHeight() c.Int
- func GetScreenWidth() c.Int
- func GetTextBetween(text *c.Char, begin *c.Char, end *c.Char) *c.Char
- func GetTime() c.Double
- func GetTouchPointCount() c.Int
- func GetTouchPointId(index c.Int) c.Int
- func GetTouchX() c.Int
- func GetTouchY() c.Int
- func GetWindowHandle() unsafe.Pointer
- func GetWorkingDirectory() *c.Char
- func HideCursor()
- func InitAudioDevice()
- func InitWindow(width c.Int, height c.Int, title *c.Char)
- func IsAudioDeviceReady() bool
- func IsCursorHidden() bool
- func IsCursorOnScreen() bool
- func IsFileDropped() bool
- func IsFileExtension(fileName *c.Char, ext *c.Char) bool
- func IsFileNameValid(fileName *c.Char) bool
- func IsGamepadAvailable(gamepad c.Int) bool
- func IsGamepadButtonDown(gamepad c.Int, button c.Int) bool
- func IsGamepadButtonPressed(gamepad c.Int, button c.Int) bool
- func IsGamepadButtonReleased(gamepad c.Int, button c.Int) bool
- func IsGamepadButtonUp(gamepad c.Int, button c.Int) bool
- func IsGestureDetected(gesture c.Uint) bool
- func IsKeyDown(key c.Int) bool
- func IsKeyPressed(key c.Int) bool
- func IsKeyPressedRepeat(key c.Int) bool
- func IsKeyReleased(key c.Int) bool
- func IsKeyUp(key c.Int) bool
- func IsMouseButtonDown(button c.Int) bool
- func IsMouseButtonPressed(button c.Int) bool
- func IsMouseButtonReleased(button c.Int) bool
- func IsMouseButtonUp(button c.Int) bool
- func IsPathFile(path *c.Char) bool
- func IsWindowFocused() bool
- func IsWindowFullscreen() bool
- func IsWindowHidden() bool
- func IsWindowMaximized() bool
- func IsWindowMinimized() bool
- func IsWindowReady() bool
- func IsWindowResized() bool
- func IsWindowState(flag c.Uint) bool
- func LoadCodepoints(text *c.Char, count *c.Int) *c.Int
- func LoadFileData(fileName *c.Char, dataSize *c.Int) *uint8
- func LoadFileText(fileName *c.Char) *c.Char
- func LoadRandomSequence(count c.Uint, min c.Int, max c.Int) *c.Int
- func LoadTextLines(text *c.Char, count *c.Int) **c.Char
- func LoadUTF8(codepoints *c.Int, length c.Int) *c.Char
- func MakeDirectory(dirPath *c.Char) c.Int
- func MaximizeWindow()
- func MeasureText(text *c.Char, fontSize c.Int) c.Int
- func MemAlloc(size c.Uint) unsafe.Pointer
- func MemFree(ptr unsafe.Pointer)
- func MemRealloc(ptr unsafe.Pointer, size c.Uint) unsafe.Pointer
- func MinimizeWindow()
- func OpenURL(url *c.Char)
- func PollInputEvents()
- func RestoreWindow()
- func SaveFileData(fileName *c.Char, data unsafe.Pointer, dataSize c.Int) bool
- func SaveFileText(fileName *c.Char, text *c.Char) bool
- func SetAudioStreamBufferSizeDefault(size c.Int)
- func SetAutomationEventBaseFrame(frame c.Int)
- func SetClipboardText(text *c.Char)
- func SetConfigFlags(flags c.Uint)
- func SetExitKey(key c.Int)
- func SetGamepadMappings(mappings *c.Char) c.Int
- func SetGamepadVibration(gamepad c.Int, leftMotor c.Float, rightMotor c.Float, duration c.Float)
- func SetGesturesEnabled(flags c.Uint)
- func SetLoadFileDataCallback(callback LoadFileDataCallback)
- func SetLoadFileTextCallback(callback LoadFileTextCallback)
- func SetMasterVolume(volume c.Float)
- func SetMouseCursor(cursor c.Int)
- func SetMouseOffset(offsetX c.Int, offsetY c.Int)
- func SetMousePosition(x c.Int, y c.Int)
- func SetMouseScale(scaleX c.Float, scaleY c.Float)
- func SetPixelColor(dstPtr unsafe.Pointer, color Color, format c.Int)
- func SetRandomSeed(seed c.Uint)
- func SetSaveFileDataCallback(callback SaveFileDataCallback)
- func SetSaveFileTextCallback(callback SaveFileTextCallback)
- func SetTargetFPS(fps c.Int)
- func SetTextLineSpacing(spacing c.Int)
- func SetTraceLogCallback(callback TraceLogCallback)
- func SetTraceLogLevel(logLevel c.Int)
- func SetWindowFocused()
- func SetWindowMaxSize(width c.Int, height c.Int)
- func SetWindowMinSize(width c.Int, height c.Int)
- func SetWindowMonitor(monitor c.Int)
- func SetWindowOpacity(opacity c.Float)
- func SetWindowPosition(x c.Int, y c.Int)
- func SetWindowSize(width c.Int, height c.Int)
- func SetWindowState(flags c.Uint)
- func SetWindowTitle(title *c.Char)
- func ShowCursor()
- func StartAutomationEventRecording()
- func StopAutomationEventRecording()
- func SwapScreenBuffer()
- func TakeScreenshot(fileName *c.Char)
- func TextAppend(text *c.Char, append *c.Char, position *c.Int)
- func TextCopy(dst *c.Char, src *c.Char) c.Int
- func TextFindIndex(text *c.Char, search *c.Char) c.Int
- func TextFormat(text *c.Char, __llgo_va_list ...any) *c.Char
- func TextInsert(text *c.Char, insert *c.Char, position c.Int) *c.Char
- func TextInsertAlloc(text *c.Char, insert *c.Char, position c.Int) *c.Char
- func TextIsEqual(text1 *c.Char, text2 *c.Char) bool
- func TextJoin(textList **c.Char, count c.Int, delimiter *c.Char) *c.Char
- func TextLength(text *c.Char) c.Uint
- func TextRemoveSpaces(text *c.Char) *c.Char
- func TextReplace(text *c.Char, search *c.Char, replacement *c.Char) *c.Char
- func TextReplaceAlloc(text *c.Char, search *c.Char, replacement *c.Char) *c.Char
- func TextReplaceBetween(text *c.Char, begin *c.Char, end *c.Char, replacement *c.Char) *c.Char
- func TextReplaceBetweenAlloc(text *c.Char, begin *c.Char, end *c.Char, replacement *c.Char) *c.Char
- func TextSplit(text *c.Char, delimiter c.Char, count *c.Int) **c.Char
- func TextSubtext(text *c.Char, position c.Int, length c.Int) *c.Char
- func TextToCamel(text *c.Char) *c.Char
- func TextToFloat(text *c.Char) c.Float
- func TextToInteger(text *c.Char) c.Int
- func TextToLower(text *c.Char) *c.Char
- func TextToPascal(text *c.Char) *c.Char
- func TextToSnake(text *c.Char) *c.Char
- func TextToUpper(text *c.Char) *c.Char
- func ToggleBorderlessWindowed()
- func ToggleFullscreen()
- func TraceLog(logLevel c.Int, text *c.Char, __llgo_va_list ...any)
- func UnloadCodepoints(codepoints *c.Int)
- func UnloadFileData(data *uint8)
- func UnloadFileText(text *c.Char)
- func UnloadRandomSequence(sequence *c.Int)
- func UnloadTextLines(text **c.Char, lineCount c.Int)
- func UnloadUTF8(text *c.Char)
- func UnloadWaveSamples(samples *c.Float)
- func WaitTime(seconds c.Double)
- func WindowShouldClose() bool
- type AudioCallback
- type AudioStream
- func (self AudioStream) AttachAudioStreamProcessor(processor AudioCallback)
- func (self AudioStream) DetachAudioStreamProcessor(processor AudioCallback)
- func (self AudioStream) IsAudioStreamPlaying() bool
- func (self AudioStream) IsAudioStreamProcessed() bool
- func (self AudioStream) IsAudioStreamValid() bool
- func (self AudioStream) Pause()
- func (self AudioStream) Play()
- func (self AudioStream) Resume()
- func (self AudioStream) SetAudioStreamCallback(callback AudioCallback)
- func (self AudioStream) SetAudioStreamPan(pan c.Float)
- func (self AudioStream) SetAudioStreamPitch(pitch c.Float)
- func (self AudioStream) SetAudioStreamVolume(volume c.Float)
- func (self AudioStream) Stop()
- func (self AudioStream) Unload()
- func (self AudioStream) Update(data unsafe.Pointer, frameCount c.Int)
- type AutomationEvent
- type AutomationEventList
- type BlendMode
- type BoneInfo
- type BoundingBox
- type Camera
- func (self Camera) DrawBillboard(texture Texture2D, position Vector3, scale c.Float, tint Color)
- func (self Camera) DrawBillboardPro(texture Texture2D, source Rectangle, position Vector3, up Vector3, ...)
- func (self Camera) DrawBillboardRec(texture Texture2D, source Rectangle, position Vector3, size Vector2, ...)
- func (self *Camera) Forward() Vector3
- func (self *Camera) GetCameraUp() Vector3
- func (self Camera) Matrix() Matrix
- func (self *Camera) MoveForward(distance c.Float, moveInWorldPlane bool)
- func (self *Camera) MoveRight(distance c.Float, moveInWorldPlane bool)
- func (self *Camera) MoveToTarget(delta c.Float)
- func (self *Camera) MoveUp(distance c.Float)
- func (self *Camera) Pitch(angle c.Float, lockView bool, rotateAroundTarget bool, rotateUp bool)
- func (self *Camera) ProjectionMatrix(aspect c.Float) Matrix
- func (self *Camera) Right() Vector3
- func (self *Camera) Roll(angle c.Float)
- func (self *Camera) Update(mode c.Int)
- func (self *Camera) UpdateCameraPro(movement Vector3, rotation Vector3, zoom c.Float)
- func (self *Camera) ViewMatrix() Matrix
- func (self *Camera) Yaw(angle c.Float, rotateAroundTarget bool)
- type Camera2D
- type Camera3D
- type CameraMode
- type CameraProjection
- type Color
- func (self Color) Alpha(alpha c.Float) Color
- func (self Color) AlphaBlend(src Color, tint Color) Color
- func (self Color) Brightness(factor c.Float) Color
- func (self Color) ClearBackground()
- func (self Color) Contrast(contrast c.Float) Color
- func (self Color) Fade(alpha c.Float) Color
- func (self Color) Lerp(color2 Color, factor c.Float) Color
- func (self Color) Normalize() Vector4
- func (self Color) ToHSV() Vector3
- func (self Color) ToInt() c.Int
- func (self *Color) UnloadImageColors()
- func (self *Color) UnloadImagePalette()
- type ConfigFlags
- type CubemapLayout
- type FilePathList
- type Float3
- type Float16
- type Font
- func (self Font) DrawTextCodepoint(codepoint c.Int, position Vector2, fontSize c.Float, tint Color)
- func (self Font) DrawTextCodepoints(codepoints *c.Int, codepointCount c.Int, position Vector2, fontSize c.Float, ...)
- func (self Font) DrawTextEx(text *c.Char, position Vector2, fontSize c.Float, spacing c.Float, tint Color)
- func (self Font) DrawTextPro(text *c.Char, position Vector2, origin Vector2, rotation c.Float, ...)
- func (self Font) ExportFontAsCode(fileName *c.Char) bool
- func (self Font) GlyphAtlasRec(codepoint c.Int) Rectangle
- func (self Font) GlyphIndex(codepoint c.Int) c.Int
- func (self Font) GlyphInfo(codepoint c.Int) GlyphInfo
- func (self Font) ImageTextEx(text *c.Char, fontSize c.Float, spacing c.Float, tint Color) Image
- func (self Font) IsFontValid() bool
- func (self Font) MeasureTextCodepoints(codepoints *c.Int, length c.Int, fontSize c.Float, spacing c.Float) Vector2
- func (self Font) MeasureTextEx(text *c.Char, fontSize c.Float, spacing c.Float) Vector2
- func (self Font) Unload()
- type FontType
- type GamepadAxis
- type GamepadButton
- type Gesture
- type GlyphInfo
- type Image
- func GenImageCellular(width c.Int, height c.Int, tileSize c.Int) Image
- func GenImageChecked(width c.Int, height c.Int, checksX c.Int, checksY c.Int, col1 Color, ...) Image
- func GenImageColor(width c.Int, height c.Int, color Color) Image
- func GenImageGradientLinear(width c.Int, height c.Int, direction c.Int, start Color, end Color) Image
- func GenImageGradientRadial(width c.Int, height c.Int, density c.Float, inner Color, outer Color) Image
- func GenImageGradientSquare(width c.Int, height c.Int, density c.Float, inner Color, outer Color) Image
- func GenImagePerlinNoise(width c.Int, height c.Int, offsetX c.Int, offsetY c.Int, scale c.Float) Image
- func GenImageText(width c.Int, height c.Int, text *c.Char) Image
- func GenImageWhiteNoise(width c.Int, height c.Int, factor c.Float) Image
- func GetClipboardImage() Image
- func ImageText(text *c.Char, fontSize c.Int, color Color) Image
- func LoadImage(fileName *c.Char) Image
- func LoadImageAnim(fileName *c.Char, frames *c.Int) Image
- func LoadImageAnimFromMemory(fileType *c.Char, fileData *uint8, dataSize c.Int, frames *c.Int) Image
- func LoadImageFromMemory(fileType *c.Char, fileData *uint8, dataSize c.Int) Image
- func LoadImageFromScreen() Image
- func LoadImageRaw(fileName *c.Char, width c.Int, height c.Int, format c.Int, headerSize c.Int) Image
- func (self Image) AlphaBorder(threshold c.Float) Rectangle
- func (self *Image) AlphaClear(color Color, threshold c.Float)
- func (self *Image) AlphaCrop(threshold c.Float)
- func (self *Image) AlphaMask(alphaMask Image)
- func (self *Image) AlphaPremultiply()
- func (self *Image) BlurGaussian(blurSize c.Int)
- func (self *Image) ClearBackground(color Color)
- func (self Image) Color(x c.Int, y c.Int) Color
- func (self *Image) ColorBrightness(brightness c.Int)
- func (self *Image) ColorContrast(contrast c.Float)
- func (self *Image) ColorGrayscale()
- func (self *Image) ColorInvert()
- func (self *Image) ColorReplace(color Color, replace Color)
- func (self *Image) ColorTint(color Color)
- func (self Image) Copy() Image
- func (self *Image) Crop(crop Rectangle)
- func (self *Image) Dither(rBpp c.Int, gBpp c.Int, bBpp c.Int, aBpp c.Int)
- func (self *Image) Draw(src Image, srcRec Rectangle, dstRec Rectangle, tint Color)
- func (self *Image) DrawCircle(centerX c.Int, centerY c.Int, radius c.Int, color Color)
- func (self *Image) DrawCircleLines(centerX c.Int, centerY c.Int, radius c.Int, color Color)
- func (self *Image) DrawCircleLinesV(center Vector2, radius c.Int, color Color)
- func (self *Image) DrawCircleV(center Vector2, radius c.Int, color Color)
- func (self *Image) DrawLine(startPosX c.Int, startPosY c.Int, endPosX c.Int, endPosY c.Int, color Color)
- func (self *Image) DrawLineEx(start Vector2, end Vector2, thick c.Int, color Color)
- func (self *Image) DrawLineV(start Vector2, end Vector2, color Color)
- func (self *Image) DrawPixel(posX c.Int, posY c.Int, color Color)
- func (self *Image) DrawPixelV(position Vector2, color Color)
- func (self *Image) DrawRectangle(posX c.Int, posY c.Int, width c.Int, height c.Int, color Color)
- func (self *Image) DrawRectangleLines(rec Rectangle, thick c.Int, color Color)
- func (self *Image) DrawRectangleRec(rec Rectangle, color Color)
- func (self *Image) DrawRectangleV(position Vector2, size Vector2, color Color)
- func (self *Image) DrawText(text *c.Char, posX c.Int, posY c.Int, fontSize c.Int, color Color)
- func (self *Image) DrawTextEx(font Font, text *c.Char, position Vector2, fontSize c.Float, spacing c.Float, ...)
- func (self *Image) DrawTriangle(v1 Vector2, v2 Vector2, v3 Vector2, color Color)
- func (self *Image) DrawTriangleEx(v1 Vector2, v2 Vector2, v3 Vector2, c1 Color, c2 Color, c3 Color)
- func (self *Image) DrawTriangleFan(points *Vector2, pointCount c.Int, color Color)
- func (self *Image) DrawTriangleLines(v1 Vector2, v2 Vector2, v3 Vector2, color Color)
- func (self *Image) DrawTriangleStrip(points *Vector2, pointCount c.Int, color Color)
- func (self Image) Export(fileName *c.Char) bool
- func (self Image) ExportImageAsCode(fileName *c.Char) bool
- func (self Image) ExportImageToMemory(fileType *c.Char, fileSize *c.Int) *uint8
- func (self *Image) FlipHorizontal()
- func (self *Image) FlipVertical()
- func (self Image) From(rec Rectangle) Image
- func (self Image) FromChannel(selectedChannel c.Int) Image
- func (self Image) GenMeshCubicmap(cubeSize Vector3) Mesh
- func (self Image) GenMeshHeightmap(size Vector3) Mesh
- func (self *Image) ImageFormat(newFormat c.Int)
- func (self *Image) ImageMipmaps()
- func (self Image) IsImageValid() bool
- func (self *Image) KernelConvolution(kernel *c.Float, kernelSize c.Int)
- func (self Image) LoadFontFrom(key Color, firstChar c.Int) Font
- func (self Image) LoadImageColors() *Color
- func (self Image) LoadImagePalette(maxPaletteSize c.Int, colorCount *c.Int) *Color
- func (self Image) LoadTextureCubemap(layout c.Int) TextureCubemap
- func (self Image) LoadTextureFrom() Texture2D
- func (self *Image) Resize(newWidth c.Int, newHeight c.Int)
- func (self *Image) ResizeCanvas(newWidth c.Int, newHeight c.Int, offsetX c.Int, offsetY c.Int, fill Color)
- func (self *Image) ResizeNN(newWidth c.Int, newHeight c.Int)
- func (self *Image) Rotate(degrees c.Int)
- func (self *Image) RotateCCW()
- func (self *Image) RotateCW()
- func (self Image) SetWindowIcon()
- func (self *Image) SetWindowIcons(count c.Int)
- func (self *Image) ToPOT(fill Color)
- func (self Image) Unload()
- type KeyboardKey
- type LoadFileDataCallback
- type LoadFileTextCallback
- type Material
- type MaterialMap
- type MaterialMapIndex
- type Matrix
- type Mesh
- func GenMeshCone(radius c.Float, height c.Float, slices c.Int) Mesh
- func GenMeshCube(width c.Float, height c.Float, length c.Float) Mesh
- func GenMeshCylinder(radius c.Float, height c.Float, slices c.Int) Mesh
- func GenMeshHemiSphere(radius c.Float, rings c.Int, slices c.Int) Mesh
- func GenMeshKnot(radius c.Float, size c.Float, radSeg c.Int, sides c.Int) Mesh
- func GenMeshPlane(width c.Float, length c.Float, resX c.Int, resZ c.Int) Mesh
- func GenMeshPoly(sides c.Int, radius c.Float) Mesh
- func GenMeshSphere(radius c.Float, rings c.Int, slices c.Int) Mesh
- func GenMeshTorus(radius c.Float, size c.Float, radSeg c.Int, sides c.Int) Mesh
- func (self Mesh) BoundingBox() BoundingBox
- func (self Mesh) Draw(material Material, transform Matrix)
- func (self Mesh) DrawMeshInstanced(material Material, transforms *Matrix, instances c.Int)
- func (self Mesh) Export(fileName *c.Char) bool
- func (self Mesh) ExportMeshAsCode(fileName *c.Char) bool
- func (self *Mesh) GenMeshTangents()
- func (self Mesh) LoadModelFrom() Model
- func (self Mesh) Unload()
- func (self Mesh) UpdateMeshBuffer(index c.Int, data unsafe.Pointer, dataSize c.Int, offset c.Int)
- func (self *Mesh) Upload(dynamic bool)
- type Model
- func (self Model) BoundingBox() BoundingBox
- func (self Model) Draw(position Vector3, scale c.Float, tint Color)
- func (self Model) DrawModelEx(position Vector3, rotationAxis Vector3, rotationAngle c.Float, scale Vector3, ...)
- func (self Model) DrawModelWires(position Vector3, scale c.Float, tint Color)
- func (self Model) DrawModelWiresEx(position Vector3, rotationAxis Vector3, rotationAngle c.Float, scale Vector3, ...)
- func (self Model) IsModelAnimationValid(anim ModelAnimation) bool
- func (self Model) IsModelValid() bool
- func (self *Model) SetModelMeshMaterial(meshId c.Int, materialId c.Int)
- func (self Model) Unload()
- func (self Model) UpdateModelAnimation(anim ModelAnimation, frame c.Float)
- func (self Model) UpdateModelAnimationEx(animA ModelAnimation, frameA c.Float, animB ModelAnimation, frameB c.Float, ...)
- type ModelAnimPose
- type ModelAnimation
- type ModelSkeleton
- type MouseButton
- type MouseCursor
- type Music
- func (self Music) IsMusicStreamPlaying() bool
- func (self Music) IsMusicValid() bool
- func (self Music) PauseMusicStream()
- func (self Music) PlayMusicStream()
- func (self Music) ResumeMusicStream()
- func (self Music) SeekMusicStream(position c.Float)
- func (self Music) SetMusicPan(pan c.Float)
- func (self Music) SetMusicPitch(pitch c.Float)
- func (self Music) SetMusicVolume(volume c.Float)
- func (self Music) StopMusicStream()
- func (self Music) TimeLength() c.Float
- func (self Music) TimePlayed() c.Float
- func (self Music) UnloadMusicStream()
- func (self Music) UpdateMusicStream()
- type NPatchInfo
- type NPatchLayout
- type PixelFormat
- type Quaternion
- type RAudioBuffer
- type RAudioProcessor
- type Ray
- func (self Ray) CollisionBox(box BoundingBox) RayCollision
- func (self Ray) CollisionMesh(mesh Mesh, transform Matrix) RayCollision
- func (self Ray) CollisionQuad(p1 Vector3, p2 Vector3, p3 Vector3, p4 Vector3) RayCollision
- func (self Ray) CollisionSphere(center Vector3, radius c.Float) RayCollision
- func (self Ray) CollisionTriangle(p1 Vector3, p2 Vector3, p3 Vector3) RayCollision
- func (self Ray) Draw(color Color)
- type RayCollision
- type Rectangle
- func (self Rectangle) DrawRectangleGradientEx(topLeft Color, bottomLeft Color, bottomRight Color, topRight Color)
- func (self Rectangle) DrawRectangleLinesEx(lineThick c.Float, color Color)
- func (self Rectangle) DrawRectanglePro(origin Vector2, rotation c.Float, color Color)
- func (self Rectangle) DrawRectangleRec(color Color)
- func (self Rectangle) DrawRectangleRounded(roundness c.Float, segments c.Int, color Color)
- func (self Rectangle) DrawRectangleRoundedLines(roundness c.Float, segments c.Int, color Color)
- func (self Rectangle) DrawRectangleRoundedLinesEx(roundness c.Float, segments c.Int, lineThick c.Float, color Color)
- type RenderTexture
- type RenderTexture2D
- type SaveFileDataCallback
- type SaveFileTextCallback
- type Shader
- func (self Shader) BeginShaderMode()
- func (self Shader) IsShaderValid() bool
- func (self Shader) Location(uniformName *c.Char) c.Int
- func (self Shader) LocationAttrib(attribName *c.Char) c.Int
- func (self Shader) SetShaderValue(locIndex c.Int, value unsafe.Pointer, uniformType c.Int)
- func (self Shader) SetShaderValueMatrix(locIndex c.Int, mat Matrix)
- func (self Shader) SetShaderValueTexture(locIndex c.Int, texture Texture2D)
- func (self Shader) SetShaderValueV(locIndex c.Int, value unsafe.Pointer, uniformType c.Int, count c.Int)
- func (self Shader) Unload()
- type ShaderAttributeDataType
- type ShaderLocationIndex
- type ShaderUniformDataType
- type Sound
- func (self Sound) IsSoundPlaying() bool
- func (self Sound) IsSoundValid() bool
- func (self Sound) LoadSoundAlias() Sound
- func (self Sound) Pause()
- func (self Sound) Play()
- func (self Sound) Resume()
- func (self Sound) SetSoundPan(pan c.Float)
- func (self Sound) SetSoundPitch(pitch c.Float)
- func (self Sound) SetSoundVolume(volume c.Float)
- func (self Sound) Stop()
- func (self Sound) Unload()
- func (self Sound) UnloadSoundAlias()
- func (self Sound) Update(data unsafe.Pointer, sampleCount c.Int)
- type Texture
- type Texture2D
- func (self Texture2D) DrawTexture(posX c.Int, posY c.Int, tint Color)
- func (self Texture2D) DrawTextureEx(position Vector2, rotation c.Float, scale c.Float, tint Color)
- func (self Texture2D) DrawTextureNPatch(nPatchInfo NPatchInfo, dest Rectangle, origin Vector2, rotation c.Float, ...)
- func (self Texture2D) DrawTexturePro(source Rectangle, dest Rectangle, origin Vector2, rotation c.Float, tint Color)
- func (self Texture2D) DrawTextureRec(source Rectangle, position Vector2, tint Color)
- func (self Texture2D) DrawTextureV(position Vector2, tint Color)
- func (self *Texture2D) GenTextureMipmaps()
- func (self Texture2D) IsTextureValid() bool
- func (self Texture2D) LoadImageFromTexture() Image
- func (self Texture2D) SetShapesTexture(source Rectangle)
- func (self Texture2D) SetTextureFilter(filter c.Int)
- func (self Texture2D) SetTextureWrap(wrap c.Int)
- func (self Texture2D) UnloadTexture()
- func (self Texture2D) UpdateTexture(pixels unsafe.Pointer)
- func (self Texture2D) UpdateTextureRec(rec Rectangle, pixels unsafe.Pointer)
- type TextureCubemap
- type TextureFilter
- type TextureWrap
- type TraceLogCallback
- type TraceLogLevel
- type Transform
- type Vector2
- func GetGestureDragVector() Vector2
- func GetGesturePinchVector() Vector2
- func GetMonitorPosition(monitor c.Int) Vector2
- func GetMouseDelta() Vector2
- func GetMousePosition() Vector2
- func GetMouseWheelMoveV() Vector2
- func GetTouchPosition(index c.Int) Vector2
- func GetWindowPosition() Vector2
- func GetWindowScaleDPI() Vector2
- func (self Vector2) CheckCollisionCircleLine(radius c.Float, p1 Vector2, p2 Vector2) bool
- func (self Vector2) CheckCollisionCircleRec(radius c.Float, rec Rectangle) bool
- func (self Vector2) CheckCollisionCircles(radius1 c.Float, center2 Vector2, radius2 c.Float) bool
- func (self Vector2) CheckCollisionLines(endPos1 Vector2, startPos2 Vector2, endPos2 Vector2, collisionPoint *Vector2) bool
- func (self Vector2) CheckCollisionPointCircle(center Vector2, radius c.Float) bool
- func (self Vector2) CheckCollisionPointLine(p1 Vector2, p2 Vector2, threshold c.Int) bool
- func (self Vector2) CheckCollisionPointPoly(points *Vector2, pointCount c.Int) bool
- func (self Vector2) CheckCollisionPointRec(rec Rectangle) bool
- func (self Vector2) CheckCollisionPointTriangle(p1 Vector2, p2 Vector2, p3 Vector2) bool
- func (self Vector2) DrawCircleGradient(radius c.Float, inner Color, outer Color)
- func (self Vector2) DrawCircleLinesV(radius c.Float, color Color)
- func (self Vector2) DrawCircleSector(radius c.Float, startAngle c.Float, endAngle c.Float, segments c.Int, ...)
- func (self Vector2) DrawCircleSectorLines(radius c.Float, startAngle c.Float, endAngle c.Float, segments c.Int, ...)
- func (self Vector2) DrawCircleV(radius c.Float, color Color)
- func (self Vector2) DrawEllipseLinesV(radiusH c.Float, radiusV c.Float, color Color)
- func (self Vector2) DrawEllipseV(radiusH c.Float, radiusV c.Float, color Color)
- func (self Vector2) DrawLineBezier(endPos Vector2, thick c.Float, color Color)
- func (self Vector2) DrawLineDashed(endPos Vector2, dashSize c.Int, spaceSize c.Int, color Color)
- func (self Vector2) DrawLineEx(endPos Vector2, thick c.Float, color Color)
- func (self *Vector2) DrawLineStrip(pointCount c.Int, color Color)
- func (self Vector2) DrawLineV(endPos Vector2, color Color)
- func (self Vector2) DrawPixelV(color Color)
- func (self Vector2) DrawPoly(sides c.Int, radius c.Float, rotation c.Float, color Color)
- func (self Vector2) DrawPolyLines(sides c.Int, radius c.Float, rotation c.Float, color Color)
- func (self Vector2) DrawPolyLinesEx(sides c.Int, radius c.Float, rotation c.Float, lineThick c.Float, color Color)
- func (self Vector2) DrawRectangleV(size Vector2, color Color)
- func (self Vector2) DrawRing(innerRadius c.Float, outerRadius c.Float, startAngle c.Float, endAngle c.Float, ...)
- func (self Vector2) DrawRingLines(innerRadius c.Float, outerRadius c.Float, startAngle c.Float, endAngle c.Float, ...)
- func (self *Vector2) DrawSplineBasis(pointCount c.Int, thick c.Float, color Color)
- func (self *Vector2) DrawSplineBezierCubic(pointCount c.Int, thick c.Float, color Color)
- func (self *Vector2) DrawSplineBezierQuadratic(pointCount c.Int, thick c.Float, color Color)
- func (self *Vector2) DrawSplineCatmullRom(pointCount c.Int, thick c.Float, color Color)
- func (self *Vector2) DrawSplineLinear(pointCount c.Int, thick c.Float, color Color)
- func (self Vector2) DrawSplineSegmentBasis(p2 Vector2, p3 Vector2, p4 Vector2, thick c.Float, color Color)
- func (self Vector2) DrawSplineSegmentBezierCubic(c2 Vector2, c3 Vector2, p4 Vector2, thick c.Float, color Color)
- func (self Vector2) DrawSplineSegmentBezierQuadratic(c2 Vector2, p3 Vector2, thick c.Float, color Color)
- func (self Vector2) DrawSplineSegmentCatmullRom(p2 Vector2, p3 Vector2, p4 Vector2, thick c.Float, color Color)
- func (self Vector2) DrawSplineSegmentLinear(p2 Vector2, thick c.Float, color Color)
- func (self Vector2) DrawTriangle(v2 Vector2, v3 Vector2, color Color)
- func (self *Vector2) DrawTriangleFan(pointCount c.Int, color Color)
- func (self Vector2) DrawTriangleLines(v2 Vector2, v3 Vector2, color Color)
- func (self *Vector2) DrawTriangleStrip(pointCount c.Int, color Color)
- func (self Vector2) ScreenToWorld2D(camera Camera2D) Vector2
- func (self Vector2) ScreenToWorldRay(camera Camera) Ray
- func (self Vector2) ScreenToWorldRayEx(camera Camera, width c.Int, height c.Int) Ray
- func (self Vector2) SplinePointBasis(p2 Vector2, p3 Vector2, p4 Vector2, t c.Float) Vector2
- func (self Vector2) SplinePointBezierCubic(c2 Vector2, c3 Vector2, p4 Vector2, t c.Float) Vector2
- func (self Vector2) SplinePointBezierQuad(c2 Vector2, p3 Vector2, t c.Float) Vector2
- func (self Vector2) SplinePointCatmullRom(p2 Vector2, p3 Vector2, p4 Vector2, t c.Float) Vector2
- func (self Vector2) SplinePointLinear(endPos Vector2, t c.Float) Vector2
- func (self Vector2) WorldToScreen2D(camera Camera2D) Vector2
- type Vector3
- func (self Vector3) CheckCollisionSpheres(radius1 c.Float, center2 Vector3, radius2 c.Float) bool
- func (self Vector3) DrawCapsule(endPos Vector3, radius c.Float, slices c.Int, rings c.Int, color Color)
- func (self Vector3) DrawCapsuleWires(endPos Vector3, radius c.Float, slices c.Int, rings c.Int, color Color)
- func (self Vector3) DrawCircle3D(radius c.Float, rotationAxis Vector3, rotationAngle c.Float, color Color)
- func (self Vector3) DrawCube(width c.Float, height c.Float, length c.Float, color Color)
- func (self Vector3) DrawCubeV(size Vector3, color Color)
- func (self Vector3) DrawCubeWires(width c.Float, height c.Float, length c.Float, color Color)
- func (self Vector3) DrawCubeWiresV(size Vector3, color Color)
- func (self Vector3) DrawCylinder(radiusTop c.Float, radiusBottom c.Float, height c.Float, slices c.Int, ...)
- func (self Vector3) DrawCylinderEx(endPos Vector3, startRadius c.Float, endRadius c.Float, sides c.Int, ...)
- func (self Vector3) DrawCylinderWires(radiusTop c.Float, radiusBottom c.Float, height c.Float, slices c.Int, ...)
- func (self Vector3) DrawCylinderWiresEx(endPos Vector3, startRadius c.Float, endRadius c.Float, sides c.Int, ...)
- func (self Vector3) DrawLine3D(endPos Vector3, color Color)
- func (self Vector3) DrawPlane(size Vector2, color Color)
- func (self Vector3) DrawPoint3D(color Color)
- func (self Vector3) DrawSphere(radius c.Float, color Color)
- func (self Vector3) DrawSphereEx(radius c.Float, rings c.Int, slices c.Int, color Color)
- func (self Vector3) DrawSphereWires(radius c.Float, rings c.Int, slices c.Int, color Color)
- func (self Vector3) DrawTriangle3D(v2 Vector3, v3 Vector3, color Color)
- func (self *Vector3) DrawTriangleStrip3D(pointCount c.Int, color Color)
- func (self Vector3) WorldToScreen(camera Camera) Vector2
- func (self Vector3) WorldToScreenEx(camera Camera, width c.Int, height c.Int) Vector2
- type Vector4
- type VrDeviceInfo
- type VrStereoConfig
- type Wave
- func (self Wave) Copy() Wave
- func (self *Wave) Crop(initFrame c.Int, finalFrame c.Int)
- func (self Wave) Export(fileName *c.Char) bool
- func (self Wave) ExportWaveAsCode(fileName *c.Char) bool
- func (self *Wave) Format(sampleRate c.Int, sampleSize c.Int, channels c.Int)
- func (self Wave) IsWaveValid() bool
- func (self Wave) LoadSoundFrom() Sound
- func (self Wave) LoadWaveSamples() *c.Float
- func (self Wave) Unload()
Constants ¶
const LLGoPackage = "link: $(pkg-config --libs raylib); -lraylib"
const RAYLIB_VERSION = "6.0"
const RAYLIB_VERSION_MAJOR = 6
const RAYLIB_VERSION_MINOR = 0
const RAYLIB_VERSION_PATCH = 0
Variables ¶
This section is empty.
Functions ¶
func AttachAudioMixedProcessor ¶
func AttachAudioMixedProcessor(processor AudioCallback)
func BeginBlendMode ¶
func BeginDrawing ¶
func BeginDrawing()
func ChangeDirectory ¶
func CheckCollisionBoxes ¶
func CheckCollisionBoxes(box1 BoundingBox, box2 BoundingBox) bool
func CheckCollisionRecs ¶
Basic shapes collision detection functions
func ClearWindowState ¶
func CloseAudioDevice ¶
func CloseAudioDevice()
func CloseWindow ¶
func CloseWindow()
func CompressData ¶
Compression/Encoding functionality
func DecompressData ¶
func DetachAudioMixedProcessor ¶
func DetachAudioMixedProcessor(processor AudioCallback)
func DirectoryExists ¶
func DisableCursor ¶
func DisableCursor()
func DisableEventWaiting ¶
func DisableEventWaiting()
func DrawCircleLines ¶
func DrawEllipse ¶
func DrawEllipseLines ¶
func DrawRectangle ¶
func DrawRectangleGradientH ¶
func DrawRectangleGradientV ¶
func DrawRectangleLines ¶
func EnableCursor ¶
func EnableCursor()
func EnableEventWaiting ¶
func EnableEventWaiting()
func EncodeDataBase64 ¶
func EndBlendMode ¶
func EndBlendMode()
func EndDrawing ¶
func EndDrawing()
func EndScissorMode ¶
func EndScissorMode()
func EndShaderMode ¶
func EndShaderMode()
func EndTextureMode ¶
func EndTextureMode()
func EndVrStereoMode ¶
func EndVrStereoMode()
func FileExists ¶
func FileTextReplace ¶
func GetApplicationDirectory ¶
func GetCharPressed ¶
func GetClipboardText ¶
func GetCurrentMonitor ¶
func GetDirectoryFileCountEx ¶
func GetFrameTime ¶
func GetGamepadButtonPressed ¶
func GetGestureDetected ¶
func GetGestureDragAngle ¶
func GetGestureHoldDuration ¶
func GetGesturePinchAngle ¶
func GetKeyPressed ¶
func GetMasterVolume ¶
func GetMonitorCount ¶
func GetMouseWheelMove ¶
func GetRenderHeight ¶
func GetRenderWidth ¶
func GetScreenHeight ¶
func GetScreenWidth ¶
func GetTouchPointCount ¶
func GetWindowHandle ¶
func GetWorkingDirectory ¶
func HideCursor ¶
func HideCursor()
func InitWindow ¶
Window-related functions
func IsAudioDeviceReady ¶
func IsAudioDeviceReady() bool
func IsCursorHidden ¶
func IsCursorHidden() bool
func IsCursorOnScreen ¶
func IsCursorOnScreen() bool
func IsFileDropped ¶
func IsFileDropped() bool
func IsFileNameValid ¶
func IsGamepadAvailable ¶
Input-related functions: gamepads
func IsGestureDetected ¶
func IsKeyPressedRepeat ¶
func IsKeyReleased ¶
func IsMouseButtonDown ¶
func IsMouseButtonPressed ¶
Input-related functions: mouse
func IsMouseButtonReleased ¶
func IsMouseButtonUp ¶
func IsPathFile ¶
func IsWindowFocused ¶
func IsWindowFocused() bool
func IsWindowFullscreen ¶
func IsWindowFullscreen() bool
func IsWindowHidden ¶
func IsWindowHidden() bool
func IsWindowMaximized ¶
func IsWindowMaximized() bool
func IsWindowMinimized ¶
func IsWindowMinimized() bool
func IsWindowReady ¶
func IsWindowReady() bool
func IsWindowResized ¶
func IsWindowResized() bool
func IsWindowState ¶
func LoadFileData ¶
File system management functions
func LoadTextLines ¶
Text strings management functions (no UTF-8 strings, only byte chars) WARNING 1: Most of these functions use internal static buffers[], it's recommended to store returned data on user-side for re-use WARNING 2: Some functions allocate memory internally for the returned strings, those strings must be freed by user using MemFree()
func MaximizeWindow ¶
func MaximizeWindow()
func MinimizeWindow ¶
func MinimizeWindow()
func PollInputEvents ¶
func PollInputEvents()
func RestoreWindow ¶
func RestoreWindow()
func SetClipboardText ¶
func SetConfigFlags ¶
func SetExitKey ¶
func SetGamepadVibration ¶
func SetGesturesEnabled ¶
------------------------------------------------------------------------------------ Gestures and Touch Handling Functions (Module: rgestures) ------------------------------------------------------------------------------------
func SetLoadFileDataCallback ¶
func SetLoadFileDataCallback(callback LoadFileDataCallback)
File access custom callbacks WARNING: Callbacks setup is intended for advanced users
func SetLoadFileTextCallback ¶
func SetLoadFileTextCallback(callback LoadFileTextCallback)
func SetMasterVolume ¶
func SetMouseCursor ¶
func SetSaveFileDataCallback ¶
func SetSaveFileDataCallback(callback SaveFileDataCallback)
func SetSaveFileTextCallback ¶
func SetSaveFileTextCallback(callback SaveFileTextCallback)
func SetTraceLogCallback ¶
func SetTraceLogCallback(callback TraceLogCallback)
func SetWindowFocused ¶
func SetWindowFocused()
func SetWindowMonitor ¶
func SetWindowOpacity ¶
func SetWindowState ¶
func SetWindowTitle ¶
func StartAutomationEventRecording ¶
func StartAutomationEventRecording()
func StopAutomationEventRecording ¶
func StopAutomationEventRecording()
func SwapScreenBuffer ¶
func SwapScreenBuffer()
Custom frame control functions NOTE: Those functions are intended for advanced users that want full control over the frame processing By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents() To avoid that behaviour and control frame processes manually, enable in config.h: SUPPORT_CUSTOM_FRAME_CONTROL
func TextReplaceAlloc ¶
func TextReplaceBetween ¶
func TextReplaceBetweenAlloc ¶
func ToggleBorderlessWindowed ¶
func ToggleBorderlessWindowed()
func ToggleFullscreen ¶
func ToggleFullscreen()
func UnloadCodepoints ¶
func UnloadFileData ¶
func UnloadFileData(data *uint8)
func UnloadFileText ¶
func UnloadRandomSequence ¶
func UnloadUTF8 ¶
func UnloadWaveSamples ¶
func WindowShouldClose ¶
func WindowShouldClose() bool
Types ¶
type AudioCallback ¶
------------------------------------------------------------------------------------ Audio Loading and Playing Functions (Module: audio) ------------------------------------------------------------------------------------
llgo:type C
type AudioStream ¶
type AudioStream struct {
Buffer *RAudioBuffer
Processor *RAudioProcessor
SampleRate c.Uint
SampleSize c.Uint
Channels c.Uint
}
AudioStream, custom audio stream
func LoadAudioStream ¶
AudioStream management functions
func (AudioStream) AttachAudioStreamProcessor ¶
func (self AudioStream) AttachAudioStreamProcessor(processor AudioCallback)
llgo:link AudioStream.AttachAudioStreamProcessor C.AttachAudioStreamProcessor
func (AudioStream) DetachAudioStreamProcessor ¶
func (self AudioStream) DetachAudioStreamProcessor(processor AudioCallback)
llgo:link AudioStream.DetachAudioStreamProcessor C.DetachAudioStreamProcessor
func (AudioStream) IsAudioStreamPlaying ¶
func (self AudioStream) IsAudioStreamPlaying() bool
llgo:link AudioStream.IsAudioStreamPlaying C.IsAudioStreamPlaying
func (AudioStream) IsAudioStreamProcessed ¶
func (self AudioStream) IsAudioStreamProcessed() bool
llgo:link AudioStream.IsAudioStreamProcessed C.IsAudioStreamProcessed
func (AudioStream) IsAudioStreamValid ¶
func (self AudioStream) IsAudioStreamValid() bool
llgo:link AudioStream.IsAudioStreamValid C.IsAudioStreamValid
func (AudioStream) Pause ¶
func (self AudioStream) Pause()
llgo:link AudioStream.Pause C.PauseAudioStream
func (AudioStream) Play ¶
func (self AudioStream) Play()
llgo:link AudioStream.Play C.PlayAudioStream
func (AudioStream) Resume ¶
func (self AudioStream) Resume()
llgo:link AudioStream.Resume C.ResumeAudioStream
func (AudioStream) SetAudioStreamCallback ¶
func (self AudioStream) SetAudioStreamCallback(callback AudioCallback)
llgo:link AudioStream.SetAudioStreamCallback C.SetAudioStreamCallback
func (AudioStream) SetAudioStreamPan ¶
func (self AudioStream) SetAudioStreamPan(pan c.Float)
llgo:link AudioStream.SetAudioStreamPan C.SetAudioStreamPan
func (AudioStream) SetAudioStreamPitch ¶
func (self AudioStream) SetAudioStreamPitch(pitch c.Float)
llgo:link AudioStream.SetAudioStreamPitch C.SetAudioStreamPitch
func (AudioStream) SetAudioStreamVolume ¶
func (self AudioStream) SetAudioStreamVolume(volume c.Float)
llgo:link AudioStream.SetAudioStreamVolume C.SetAudioStreamVolume
func (AudioStream) Stop ¶
func (self AudioStream) Stop()
llgo:link AudioStream.Stop C.StopAudioStream
func (AudioStream) Unload ¶
func (self AudioStream) Unload()
llgo:link AudioStream.Unload C.UnloadAudioStream
type AutomationEvent ¶
Automation event
func (AutomationEvent) Play ¶
func (self AutomationEvent) Play()
llgo:link AutomationEvent.Play C.PlayAutomationEvent
type AutomationEventList ¶
type AutomationEventList struct {
Capacity c.Uint
Count c.Uint
Events *AutomationEvent
}
Automation event list
func LoadAutomationEventList ¶
func LoadAutomationEventList(fileName *c.Char) AutomationEventList
Automation events functionality
func (AutomationEventList) Export ¶
func (self AutomationEventList) Export(fileName *c.Char) bool
llgo:link AutomationEventList.Export C.ExportAutomationEventList
func (*AutomationEventList) Set ¶
func (self *AutomationEventList) Set()
llgo:link (*AutomationEventList).Set C.SetAutomationEventList
func (AutomationEventList) Unload ¶
func (self AutomationEventList) Unload()
llgo:link AutomationEventList.Unload C.UnloadAutomationEventList
type BlendMode ¶
Color blending modes (pre-defined)
const ( // Blend textures considering alpha (default) BLEND_ALPHA BlendMode = 0 // Blend textures adding colors BLEND_ADDITIVE BlendMode = 1 // Blend textures multiplying colors BLEND_MULTIPLIED BlendMode = 2 // Blend textures adding colors (alternative) BLEND_ADD_COLORS BlendMode = 3 // Blend textures subtracting colors (alternative) BLEND_SUBTRACT_COLORS BlendMode = 4 // Blend premultiplied textures considering alpha BLEND_ALPHA_PREMULTIPLY BlendMode = 5 // Blend textures using custom src/dst factors (use rlSetBlendFactors()) BLEND_CUSTOM BlendMode = 6 // Blend textures using custom rgb/alpha separate src/dst factors (use rlSetBlendFactorsSeparate()) BLEND_CUSTOM_SEPARATE BlendMode = 7 )
type BoundingBox ¶
BoundingBox
func (BoundingBox) CheckCollisionBoxSphere ¶
func (self BoundingBox) CheckCollisionBoxSphere(center Vector3, radius c.Float) bool
llgo:link BoundingBox.CheckCollisionBoxSphere C.CheckCollisionBoxSphere
func (BoundingBox) Draw ¶
func (self BoundingBox) Draw(color Color)
llgo:link BoundingBox.Draw C.DrawBoundingBox
type Camera ¶
type Camera = Camera3D
func (Camera) DrawBillboard ¶
llgo:link Camera.DrawBillboard C.DrawBillboard
func (Camera) DrawBillboardPro ¶
func (self Camera) DrawBillboardPro(texture Texture2D, source Rectangle, position Vector3, up Vector3, size Vector2, origin Vector2, rotation c.Float, tint Color)
llgo:link Camera.DrawBillboardPro C.DrawBillboardPro
func (Camera) DrawBillboardRec ¶
func (self Camera) DrawBillboardRec(texture Texture2D, source Rectangle, position Vector3, size Vector2, tint Color)
llgo:link Camera.DrawBillboardRec C.DrawBillboardRec
func (*Camera) GetCameraUp ¶
llgo:link (*Camera).GetCameraUp C.GetCameraUp
func (*Camera) MoveToTarget ¶
llgo:link (*Camera).MoveToTarget C.CameraMoveToTarget
func (*Camera) ProjectionMatrix ¶
llgo:link (*Camera).ProjectionMatrix C.GetCameraProjectionMatrix
func (*Camera) Update ¶
------------------------------------------------------------------------------------ Camera System Functions (Module: rcamera) ------------------------------------------------------------------------------------
llgo:link (*Camera).Update C.UpdateCamera
func (*Camera) UpdateCameraPro ¶
llgo:link (*Camera).UpdateCameraPro C.UpdateCameraPro
func (*Camera) ViewMatrix ¶
llgo:link (*Camera).ViewMatrix C.GetCameraViewMatrix
type Camera2D ¶
Camera2D, defines position/orientation in 2d space
func (Camera2D) BeginMode2D ¶
func (self Camera2D) BeginMode2D()
llgo:link Camera2D.BeginMode2D C.BeginMode2D
func (Camera2D) CameraMatrix2D ¶
llgo:link Camera2D.CameraMatrix2D C.GetCameraMatrix2D
type Camera3D ¶
Camera, defines position/orientation in 3d space
func (Camera3D) BeginMode3D ¶
func (self Camera3D) BeginMode3D()
llgo:link Camera3D.BeginMode3D C.BeginMode3D
type CameraMode ¶
Camera system modes
const ( // Camera custom, controlled by user (UpdateCamera() does nothing) CAMERA_CUSTOM CameraMode = 0 // Camera free mode CAMERA_FREE CameraMode = 1 // Camera orbital, around target, zoom supported CAMERA_ORBITAL CameraMode = 2 // Camera first person CAMERA_FIRST_PERSON CameraMode = 3 // Camera third person CAMERA_THIRD_PERSON CameraMode = 4 )
type CameraProjection ¶
Camera projection
const ( // Perspective projection CAMERA_PERSPECTIVE CameraProjection = 0 // Orthographic projection CAMERA_ORTHOGRAPHIC CameraProjection = 1 )
type Color ¶
Color, 4 components, R8G8B8A8 (32bit)
func (Color) AlphaBlend ¶
llgo:link Color.AlphaBlend C.ColorAlphaBlend
func (Color) Brightness ¶
llgo:link Color.Brightness C.ColorBrightness
func (Color) ClearBackground ¶
func (self Color) ClearBackground()
Drawing-related functions
llgo:link Color.ClearBackground C.ClearBackground
func (*Color) UnloadImageColors ¶
func (self *Color) UnloadImageColors()
llgo:link (*Color).UnloadImageColors C.UnloadImageColors
func (*Color) UnloadImagePalette ¶
func (self *Color) UnloadImagePalette()
llgo:link (*Color).UnloadImagePalette C.UnloadImagePalette
type ConfigFlags ¶
---------------------------------------------------------------------------------- Enumerators Definition ---------------------------------------------------------------------------------- System/Window config flags NOTE: Every bit registers one state (use it with bit masks) By default all flags are set to 0
const ( // Set to try enabling V-Sync on GPU FLAG_VSYNC_HINT ConfigFlags = 64 // Set to run program in fullscreen FLAG_FULLSCREEN_MODE ConfigFlags = 2 // Set to allow resizable window FLAG_WINDOW_RESIZABLE ConfigFlags = 4 // Set to disable window decoration (frame and buttons) FLAG_WINDOW_UNDECORATED ConfigFlags = 8 // Set to hide window FLAG_WINDOW_HIDDEN ConfigFlags = 128 // Set to minimize window (iconify) FLAG_WINDOW_MINIMIZED ConfigFlags = 512 // Set to maximize window (expanded to monitor) FLAG_WINDOW_MAXIMIZED ConfigFlags = 1024 // Set to window non focused FLAG_WINDOW_UNFOCUSED ConfigFlags = 2048 // Set to window always on top FLAG_WINDOW_TOPMOST ConfigFlags = 4096 // Set to allow windows running while minimized FLAG_WINDOW_ALWAYS_RUN ConfigFlags = 256 // Set to allow transparent framebuffer FLAG_WINDOW_TRANSPARENT ConfigFlags = 16 // Set to support HighDPI FLAG_WINDOW_HIGHDPI ConfigFlags = 8192 // Set to support mouse passthrough, only supported when FLAG_WINDOW_UNDECORATED FLAG_WINDOW_MOUSE_PASSTHROUGH ConfigFlags = 16384 // Set to run program in borderless windowed mode FLAG_BORDERLESS_WINDOWED_MODE ConfigFlags = 32768 // Set to try enabling MSAA 4X FLAG_MSAA_4X_HINT ConfigFlags = 32 // Set to try enabling interlaced video format (for V3D) FLAG_INTERLACED_HINT ConfigFlags = 65536 )
type CubemapLayout ¶
Cubemap layouts
const ( // Automatically detect layout type CUBEMAP_LAYOUT_AUTO_DETECT CubemapLayout = 0 // Layout is defined by a vertical line with faces CUBEMAP_LAYOUT_LINE_VERTICAL CubemapLayout = 1 // Layout is defined by a horizontal line with faces CUBEMAP_LAYOUT_LINE_HORIZONTAL CubemapLayout = 2 // Layout is defined by a 3x4 cross with cubemap faces CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR CubemapLayout = 3 // Layout is defined by a 4x3 cross with cubemap faces CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE CubemapLayout = 4 )
type FilePathList ¶
File path list
func LoadDirectoryFiles ¶
func LoadDirectoryFiles(dirPath *c.Char) FilePathList
func LoadDirectoryFilesEx ¶
func LoadDroppedFiles ¶
func LoadDroppedFiles() FilePathList
func (FilePathList) UnloadDirectoryFiles ¶
func (self FilePathList) UnloadDirectoryFiles()
llgo:link FilePathList.UnloadDirectoryFiles C.UnloadDirectoryFiles
func (FilePathList) UnloadDroppedFiles ¶
func (self FilePathList) UnloadDroppedFiles()
llgo:link FilePathList.UnloadDroppedFiles C.UnloadDroppedFiles
type Font ¶
type Font struct {
BaseSize c.Int
GlyphCount c.Int
GlyphPadding c.Int
Texture Texture2D
Recs *Rectangle
Glyphs *GlyphInfo
}
Font, font texture and GlyphInfo array data
func LoadFontEx ¶
func LoadFontFromMemory ¶
func (Font) DrawTextCodepoint ¶
llgo:link Font.DrawTextCodepoint C.DrawTextCodepoint
func (Font) DrawTextCodepoints ¶
func (self Font) DrawTextCodepoints(codepoints *c.Int, codepointCount c.Int, position Vector2, fontSize c.Float, spacing c.Float, tint Color)
llgo:link Font.DrawTextCodepoints C.DrawTextCodepoints
func (Font) DrawTextEx ¶
func (self Font) DrawTextEx(text *c.Char, position Vector2, fontSize c.Float, spacing c.Float, tint Color)
llgo:link Font.DrawTextEx C.DrawTextEx
func (Font) DrawTextPro ¶
func (self Font) DrawTextPro(text *c.Char, position Vector2, origin Vector2, rotation c.Float, fontSize c.Float, spacing c.Float, tint Color)
llgo:link Font.DrawTextPro C.DrawTextPro
func (Font) ExportFontAsCode ¶
llgo:link Font.ExportFontAsCode C.ExportFontAsCode
func (Font) GlyphAtlasRec ¶
llgo:link Font.GlyphAtlasRec C.GetGlyphAtlasRec
func (Font) GlyphIndex ¶
llgo:link Font.GlyphIndex C.GetGlyphIndex
func (Font) ImageTextEx ¶
llgo:link Font.ImageTextEx C.ImageTextEx
func (Font) IsFontValid ¶
llgo:link Font.IsFontValid C.IsFontValid
func (Font) MeasureTextCodepoints ¶
func (self Font) MeasureTextCodepoints(codepoints *c.Int, length c.Int, fontSize c.Float, spacing c.Float) Vector2
llgo:link Font.MeasureTextCodepoints C.MeasureTextCodepoints
func (Font) MeasureTextEx ¶
llgo:link Font.MeasureTextEx C.MeasureTextEx
type GamepadAxis ¶
Gamepad axes
const ( // Gamepad left stick X axis GAMEPAD_AXIS_LEFT_X GamepadAxis = 0 // Gamepad left stick Y axis GAMEPAD_AXIS_LEFT_Y GamepadAxis = 1 // Gamepad right stick X axis GAMEPAD_AXIS_RIGHT_X GamepadAxis = 2 // Gamepad right stick Y axis GAMEPAD_AXIS_RIGHT_Y GamepadAxis = 3 // Gamepad back trigger left, pressure level: [1..-1] GAMEPAD_AXIS_LEFT_TRIGGER GamepadAxis = 4 // Gamepad back trigger right, pressure level: [1..-1] GAMEPAD_AXIS_RIGHT_TRIGGER GamepadAxis = 5 )
type GamepadButton ¶
Gamepad buttons
const ( // Unknown button, for error checking GAMEPAD_BUTTON_UNKNOWN GamepadButton = 0 // Gamepad left DPAD up button GAMEPAD_BUTTON_LEFT_FACE_UP GamepadButton = 1 // Gamepad left DPAD right button GAMEPAD_BUTTON_LEFT_FACE_RIGHT GamepadButton = 2 // Gamepad left DPAD down button GAMEPAD_BUTTON_LEFT_FACE_DOWN GamepadButton = 3 // Gamepad left DPAD left button GAMEPAD_BUTTON_LEFT_FACE_LEFT GamepadButton = 4 // Gamepad right button up (i.e. PS3: Triangle, Xbox: Y) GAMEPAD_BUTTON_RIGHT_FACE_UP GamepadButton = 5 // Gamepad right button right (i.e. PS3: Circle, Xbox: B) GAMEPAD_BUTTON_RIGHT_FACE_RIGHT GamepadButton = 6 // Gamepad right button down (i.e. PS3: Cross, Xbox: A) GAMEPAD_BUTTON_RIGHT_FACE_DOWN GamepadButton = 7 // Gamepad right button left (i.e. PS3: Square, Xbox: X) GAMEPAD_BUTTON_RIGHT_FACE_LEFT GamepadButton = 8 // Gamepad top/back trigger left (first), it could be a trailing button GAMEPAD_BUTTON_LEFT_TRIGGER_1 GamepadButton = 9 // Gamepad top/back trigger left (second), it could be a trailing button GAMEPAD_BUTTON_LEFT_TRIGGER_2 GamepadButton = 10 // Gamepad top/back trigger right (first), it could be a trailing button GAMEPAD_BUTTON_RIGHT_TRIGGER_1 GamepadButton = 11 // Gamepad top/back trigger right (second), it could be a trailing button GAMEPAD_BUTTON_RIGHT_TRIGGER_2 GamepadButton = 12 // Gamepad center buttons, left one (i.e. PS3: Select) GAMEPAD_BUTTON_MIDDLE_LEFT GamepadButton = 13 // Gamepad center buttons, middle one (i.e. PS3: PS, Xbox: XBOX) GAMEPAD_BUTTON_MIDDLE GamepadButton = 14 // Gamepad center buttons, right one (i.e. PS3: Start) GAMEPAD_BUTTON_MIDDLE_RIGHT GamepadButton = 15 // Gamepad joystick pressed button left GAMEPAD_BUTTON_LEFT_THUMB GamepadButton = 16 // Gamepad joystick pressed button right GAMEPAD_BUTTON_RIGHT_THUMB GamepadButton = 17 )
type Gesture ¶
Gesture NOTE: Provided as bit-wise flags to enable only desired gestures
const ( // No gesture GESTURE_NONE Gesture = 0 // Tap gesture GESTURE_TAP Gesture = 1 // Double tap gesture GESTURE_DOUBLETAP Gesture = 2 // Hold gesture GESTURE_HOLD Gesture = 4 // Drag gesture GESTURE_DRAG Gesture = 8 // Swipe right gesture GESTURE_SWIPE_RIGHT Gesture = 16 // Swipe left gesture GESTURE_SWIPE_LEFT Gesture = 32 // Swipe up gesture GESTURE_SWIPE_UP Gesture = 64 // Swipe down gesture GESTURE_SWIPE_DOWN Gesture = 128 // Pinch in gesture GESTURE_PINCH_IN Gesture = 256 // Pinch out gesture GESTURE_PINCH_OUT Gesture = 512 )
type GlyphInfo ¶
GlyphInfo, font characters glyphs info
func LoadFontData ¶
func (*GlyphInfo) GenImageFontAtlas ¶
func (self *GlyphInfo) GenImageFontAtlas(glyphRecs **Rectangle, glyphCount c.Int, fontSize c.Int, padding c.Int, packMethod c.Int) Image
llgo:link (*GlyphInfo).GenImageFontAtlas C.GenImageFontAtlas
func (*GlyphInfo) UnloadFontData ¶
llgo:link (*GlyphInfo).UnloadFontData C.UnloadFontData
type Image ¶
Image, pixel data stored in CPU memory (RAM)
func GenImageChecked ¶
func GenImageColor ¶
Image generation functions
func GenImageGradientLinear ¶
func GenImageGradientRadial ¶
func GenImageGradientSquare ¶
func GenImagePerlinNoise ¶
func GetClipboardImage ¶
func GetClipboardImage() Image
func LoadImageAnimFromMemory ¶
func LoadImageFromMemory ¶
func LoadImageFromScreen ¶
func LoadImageFromScreen() Image
func LoadImageRaw ¶
func (Image) AlphaBorder ¶
llgo:link Image.AlphaBorder C.GetImageAlphaBorder
func (*Image) AlphaClear ¶
llgo:link (*Image).AlphaClear C.ImageAlphaClear
func (*Image) AlphaPremultiply ¶
func (self *Image) AlphaPremultiply()
llgo:link (*Image).AlphaPremultiply C.ImageAlphaPremultiply
func (*Image) BlurGaussian ¶
llgo:link (*Image).BlurGaussian C.ImageBlurGaussian
func (*Image) ClearBackground ¶
Image drawing functions NOTE: Image software-rendering functions (CPU)
llgo:link (*Image).ClearBackground C.ImageClearBackground
func (*Image) ColorBrightness ¶
llgo:link (*Image).ColorBrightness C.ImageColorBrightness
func (*Image) ColorContrast ¶
llgo:link (*Image).ColorContrast C.ImageColorContrast
func (*Image) ColorGrayscale ¶
func (self *Image) ColorGrayscale()
llgo:link (*Image).ColorGrayscale C.ImageColorGrayscale
func (*Image) ColorInvert ¶
func (self *Image) ColorInvert()
llgo:link (*Image).ColorInvert C.ImageColorInvert
func (*Image) ColorReplace ¶
llgo:link (*Image).ColorReplace C.ImageColorReplace
func (*Image) DrawCircle ¶
llgo:link (*Image).DrawCircle C.ImageDrawCircle
func (*Image) DrawCircleLines ¶
llgo:link (*Image).DrawCircleLines C.ImageDrawCircleLines
func (*Image) DrawCircleLinesV ¶
llgo:link (*Image).DrawCircleLinesV C.ImageDrawCircleLinesV
func (*Image) DrawCircleV ¶
llgo:link (*Image).DrawCircleV C.ImageDrawCircleV
func (*Image) DrawLine ¶
func (self *Image) DrawLine(startPosX c.Int, startPosY c.Int, endPosX c.Int, endPosY c.Int, color Color)
llgo:link (*Image).DrawLine C.ImageDrawLine
func (*Image) DrawLineEx ¶
llgo:link (*Image).DrawLineEx C.ImageDrawLineEx
func (*Image) DrawPixelV ¶
llgo:link (*Image).DrawPixelV C.ImageDrawPixelV
func (*Image) DrawRectangle ¶
llgo:link (*Image).DrawRectangle C.ImageDrawRectangle
func (*Image) DrawRectangleLines ¶
llgo:link (*Image).DrawRectangleLines C.ImageDrawRectangleLines
func (*Image) DrawRectangleRec ¶
llgo:link (*Image).DrawRectangleRec C.ImageDrawRectangleRec
func (*Image) DrawRectangleV ¶
llgo:link (*Image).DrawRectangleV C.ImageDrawRectangleV
func (*Image) DrawTextEx ¶
func (self *Image) DrawTextEx(font Font, text *c.Char, position Vector2, fontSize c.Float, spacing c.Float, tint Color)
llgo:link (*Image).DrawTextEx C.ImageDrawTextEx
func (*Image) DrawTriangle ¶
llgo:link (*Image).DrawTriangle C.ImageDrawTriangle
func (*Image) DrawTriangleEx ¶
llgo:link (*Image).DrawTriangleEx C.ImageDrawTriangleEx
func (*Image) DrawTriangleFan ¶
llgo:link (*Image).DrawTriangleFan C.ImageDrawTriangleFan
func (*Image) DrawTriangleLines ¶
llgo:link (*Image).DrawTriangleLines C.ImageDrawTriangleLines
func (*Image) DrawTriangleStrip ¶
llgo:link (*Image).DrawTriangleStrip C.ImageDrawTriangleStrip
func (Image) ExportImageAsCode ¶
llgo:link Image.ExportImageAsCode C.ExportImageAsCode
func (Image) ExportImageToMemory ¶
llgo:link Image.ExportImageToMemory C.ExportImageToMemory
func (*Image) FlipHorizontal ¶
func (self *Image) FlipHorizontal()
llgo:link (*Image).FlipHorizontal C.ImageFlipHorizontal
func (*Image) FlipVertical ¶
func (self *Image) FlipVertical()
llgo:link (*Image).FlipVertical C.ImageFlipVertical
func (Image) FromChannel ¶
llgo:link Image.FromChannel C.ImageFromChannel
func (Image) GenMeshCubicmap ¶
llgo:link Image.GenMeshCubicmap C.GenMeshCubicmap
func (Image) GenMeshHeightmap ¶
llgo:link Image.GenMeshHeightmap C.GenMeshHeightmap
func (*Image) ImageFormat ¶
llgo:link (*Image).ImageFormat C.ImageFormat
func (*Image) ImageMipmaps ¶
func (self *Image) ImageMipmaps()
llgo:link (*Image).ImageMipmaps C.ImageMipmaps
func (Image) IsImageValid ¶
llgo:link Image.IsImageValid C.IsImageValid
func (*Image) KernelConvolution ¶
llgo:link (*Image).KernelConvolution C.ImageKernelConvolution
func (Image) LoadFontFrom ¶
llgo:link Image.LoadFontFrom C.LoadFontFromImage
func (Image) LoadImageColors ¶
llgo:link Image.LoadImageColors C.LoadImageColors
func (Image) LoadImagePalette ¶
llgo:link Image.LoadImagePalette C.LoadImagePalette
func (Image) LoadTextureCubemap ¶
func (self Image) LoadTextureCubemap(layout c.Int) TextureCubemap
llgo:link Image.LoadTextureCubemap C.LoadTextureCubemap
func (Image) LoadTextureFrom ¶
llgo:link Image.LoadTextureFrom C.LoadTextureFromImage
func (*Image) ResizeCanvas ¶
func (self *Image) ResizeCanvas(newWidth c.Int, newHeight c.Int, offsetX c.Int, offsetY c.Int, fill Color)
llgo:link (*Image).ResizeCanvas C.ImageResizeCanvas
func (*Image) RotateCCW ¶
func (self *Image) RotateCCW()
llgo:link (*Image).RotateCCW C.ImageRotateCCW
func (Image) SetWindowIcon ¶
func (self Image) SetWindowIcon()
llgo:link Image.SetWindowIcon C.SetWindowIcon
func (*Image) SetWindowIcons ¶
llgo:link (*Image).SetWindowIcons C.SetWindowIcons
type KeyboardKey ¶
Keyboard keys (US keyboard layout) NOTE: Use GetKeyPressed() to allow redefining required keys for alternative layouts
const ( // Key: NULL, used for no key pressed KEY_NULL KeyboardKey = 0 // Key: ' KEY_APOSTROPHE KeyboardKey = 39 // Key: , KEY_COMMA KeyboardKey = 44 // Key: - KEY_MINUS KeyboardKey = 45 // Key: . KEY_PERIOD KeyboardKey = 46 // Key: / KEY_SLASH KeyboardKey = 47 // Key: 0 KEY_ZERO KeyboardKey = 48 // Key: 1 KEY_ONE KeyboardKey = 49 // Key: 2 KEY_TWO KeyboardKey = 50 // Key: 3 KEY_THREE KeyboardKey = 51 // Key: 4 KEY_FOUR KeyboardKey = 52 // Key: 5 KEY_FIVE KeyboardKey = 53 // Key: 6 KEY_SIX KeyboardKey = 54 // Key: 7 KEY_SEVEN KeyboardKey = 55 // Key: 8 KEY_EIGHT KeyboardKey = 56 // Key: 9 KEY_NINE KeyboardKey = 57 // Key: ; KEY_SEMICOLON KeyboardKey = 59 // Key: = KEY_EQUAL KeyboardKey = 61 // Key: A | a KEY_A KeyboardKey = 65 // Key: B | b KEY_B KeyboardKey = 66 // Key: C | c KEY_C KeyboardKey = 67 // Key: D | d KEY_D KeyboardKey = 68 // Key: E | e KEY_E KeyboardKey = 69 // Key: F | f KEY_F KeyboardKey = 70 // Key: G | g KEY_G KeyboardKey = 71 // Key: H | h KEY_H KeyboardKey = 72 // Key: I | i KEY_I KeyboardKey = 73 // Key: J | j KEY_J KeyboardKey = 74 // Key: K | k KEY_K KeyboardKey = 75 // Key: L | l KEY_L KeyboardKey = 76 // Key: M | m KEY_M KeyboardKey = 77 // Key: N | n KEY_N KeyboardKey = 78 // Key: O | o KEY_O KeyboardKey = 79 // Key: P | p KEY_P KeyboardKey = 80 // Key: Q | q KEY_Q KeyboardKey = 81 // Key: R | r KEY_R KeyboardKey = 82 // Key: S | s KEY_S KeyboardKey = 83 // Key: T | t KEY_T KeyboardKey = 84 // Key: U | u KEY_U KeyboardKey = 85 // Key: V | v KEY_V KeyboardKey = 86 // Key: W | w KEY_W KeyboardKey = 87 // Key: X | x KEY_X KeyboardKey = 88 // Key: Y | y KEY_Y KeyboardKey = 89 // Key: Z | z KEY_Z KeyboardKey = 90 // Key: [ KEY_LEFT_BRACKET KeyboardKey = 91 // Key: '\' KEY_BACKSLASH KeyboardKey = 92 // Key: ] KEY_RIGHT_BRACKET KeyboardKey = 93 // Key: ` KEY_GRAVE KeyboardKey = 96 // Key: Space KEY_SPACE KeyboardKey = 32 // Key: Esc KEY_ESCAPE KeyboardKey = 256 // Key: Enter KEY_ENTER KeyboardKey = 257 // Key: Tab KEY_TAB KeyboardKey = 258 // Key: Backspace KEY_BACKSPACE KeyboardKey = 259 // Key: Ins KEY_INSERT KeyboardKey = 260 // Key: Del KEY_DELETE KeyboardKey = 261 // Key: Cursor right KEY_RIGHT KeyboardKey = 262 // Key: Cursor left KEY_LEFT KeyboardKey = 263 // Key: Cursor down KEY_DOWN KeyboardKey = 264 // Key: Cursor up KEY_UP KeyboardKey = 265 // Key: Page up KEY_PAGE_UP KeyboardKey = 266 // Key: Page down KEY_PAGE_DOWN KeyboardKey = 267 // Key: Home KEY_HOME KeyboardKey = 268 // Key: End KEY_END KeyboardKey = 269 // Key: Caps lock KEY_CAPS_LOCK KeyboardKey = 280 // Key: Scroll down KEY_SCROLL_LOCK KeyboardKey = 281 // Key: Num lock KEY_NUM_LOCK KeyboardKey = 282 // Key: Print screen KEY_PRINT_SCREEN KeyboardKey = 283 // Key: Pause KEY_PAUSE KeyboardKey = 284 // Key: F1 KEY_F1 KeyboardKey = 290 // Key: F2 KEY_F2 KeyboardKey = 291 // Key: F3 KEY_F3 KeyboardKey = 292 // Key: F4 KEY_F4 KeyboardKey = 293 // Key: F5 KEY_F5 KeyboardKey = 294 // Key: F6 KEY_F6 KeyboardKey = 295 // Key: F7 KEY_F7 KeyboardKey = 296 // Key: F8 KEY_F8 KeyboardKey = 297 // Key: F9 KEY_F9 KeyboardKey = 298 // Key: F10 KEY_F10 KeyboardKey = 299 // Key: F11 KEY_F11 KeyboardKey = 300 // Key: F12 KEY_F12 KeyboardKey = 301 // Key: Shift left KEY_LEFT_SHIFT KeyboardKey = 340 // Key: Control left KEY_LEFT_CONTROL KeyboardKey = 341 // Key: Alt left KEY_LEFT_ALT KeyboardKey = 342 // Key: Super left KEY_LEFT_SUPER KeyboardKey = 343 // Key: Shift right KEY_RIGHT_SHIFT KeyboardKey = 344 // Key: Control right KEY_RIGHT_CONTROL KeyboardKey = 345 // Key: Alt right KEY_RIGHT_ALT KeyboardKey = 346 // Key: Super right KEY_RIGHT_SUPER KeyboardKey = 347 // Key: KB menu KEY_KB_MENU KeyboardKey = 348 // Key: Keypad 0 KEY_KP_0 KeyboardKey = 320 // Key: Keypad 1 KEY_KP_1 KeyboardKey = 321 // Key: Keypad 2 KEY_KP_2 KeyboardKey = 322 // Key: Keypad 3 KEY_KP_3 KeyboardKey = 323 // Key: Keypad 4 KEY_KP_4 KeyboardKey = 324 // Key: Keypad 5 KEY_KP_5 KeyboardKey = 325 // Key: Keypad 6 KEY_KP_6 KeyboardKey = 326 // Key: Keypad 7 KEY_KP_7 KeyboardKey = 327 // Key: Keypad 8 KEY_KP_8 KeyboardKey = 328 // Key: Keypad 9 KEY_KP_9 KeyboardKey = 329 // Key: Keypad . KEY_KP_DECIMAL KeyboardKey = 330 // Key: Keypad / KEY_KP_DIVIDE KeyboardKey = 331 // Key: Keypad * KEY_KP_MULTIPLY KeyboardKey = 332 // Key: Keypad - KEY_KP_SUBTRACT KeyboardKey = 333 // Key: Keypad + KEY_KP_ADD KeyboardKey = 334 // Key: Keypad Enter KEY_KP_ENTER KeyboardKey = 335 // Key: Keypad = KEY_KP_EQUAL KeyboardKey = 336 // Key: Android back button KEY_BACK KeyboardKey = 4 // Key: Android menu button KEY_MENU KeyboardKey = 5 // Key: Android volume up button KEY_VOLUME_UP KeyboardKey = 24 // Key: Android volume down button KEY_VOLUME_DOWN KeyboardKey = 25 )
type LoadFileDataCallback ¶
llgo:type C
type LoadFileTextCallback ¶
llgo:type C
type Material ¶
type Material struct {
Shader Shader
Maps *MaterialMap
Params [4]c.Float
}
Material, includes shader and maps
func LoadMaterialDefault ¶
func LoadMaterialDefault() Material
func LoadMaterials ¶
Material loading/unloading functions
func (Material) IsMaterialValid ¶
llgo:link Material.IsMaterialValid C.IsMaterialValid
func (*Material) SetMaterialTexture ¶
llgo:link (*Material).SetMaterialTexture C.SetMaterialTexture
type MaterialMap ¶
MaterialMap
type MaterialMapIndex ¶
Material map index
const ( // Albedo material (same as: MATERIAL_MAP_DIFFUSE) MATERIAL_MAP_ALBEDO MaterialMapIndex = 0 // Metalness material (same as: MATERIAL_MAP_SPECULAR) MATERIAL_MAP_METALNESS MaterialMapIndex = 1 // Normal material MATERIAL_MAP_NORMAL MaterialMapIndex = 2 // Roughness material MATERIAL_MAP_ROUGHNESS MaterialMapIndex = 3 // Ambient occlusion material MATERIAL_MAP_OCCLUSION MaterialMapIndex = 4 // Emission material MATERIAL_MAP_EMISSION MaterialMapIndex = 5 // Heightmap material MATERIAL_MAP_HEIGHT MaterialMapIndex = 6 // Cubemap material (NOTE: Uses GL_TEXTURE_CUBE_MAP) MATERIAL_MAP_CUBEMAP MaterialMapIndex = 7 // Irradiance material (NOTE: Uses GL_TEXTURE_CUBE_MAP) MATERIAL_MAP_IRRADIANCE MaterialMapIndex = 8 // Prefilter material (NOTE: Uses GL_TEXTURE_CUBE_MAP) MATERIAL_MAP_PREFILTER MaterialMapIndex = 9 // Brdf material MATERIAL_MAP_BRDF MaterialMapIndex = 10 )
type Matrix ¶
type Matrix struct {
M0 c.Float
M4 c.Float
M8 c.Float
M12 c.Float
M1 c.Float
M5 c.Float
M9 c.Float
M13 c.Float
M2 c.Float
M6 c.Float
M10 c.Float
M14 c.Float
M3 c.Float
M7 c.Float
M11 c.Float
M15 c.Float
}
Matrix, 4x4 components, column major, OpenGL style, right-handed
type Mesh ¶
type Mesh struct {
VertexCount c.Int
TriangleCount c.Int
Vertices *c.Float
Texcoords *c.Float
Texcoords2 *c.Float
Normals *c.Float
Tangents *c.Float
Colors *uint8
Indices *uint16
BoneCount c.Int
BoneIndices *uint8
BoneWeights *c.Float
AnimVertices *c.Float
AnimNormals *c.Float
VaoId c.Uint
VboId *c.Uint
}
Mesh, vertex data and vao/vbo
func (Mesh) BoundingBox ¶
func (self Mesh) BoundingBox() BoundingBox
llgo:link Mesh.BoundingBox C.GetMeshBoundingBox
func (Mesh) DrawMeshInstanced ¶
llgo:link Mesh.DrawMeshInstanced C.DrawMeshInstanced
func (Mesh) ExportMeshAsCode ¶
llgo:link Mesh.ExportMeshAsCode C.ExportMeshAsCode
func (*Mesh) GenMeshTangents ¶
func (self *Mesh) GenMeshTangents()
llgo:link (*Mesh).GenMeshTangents C.GenMeshTangents
func (Mesh) LoadModelFrom ¶
llgo:link Mesh.LoadModelFrom C.LoadModelFromMesh
func (Mesh) UpdateMeshBuffer ¶
llgo:link Mesh.UpdateMeshBuffer C.UpdateMeshBuffer
type Model ¶
type Model struct {
Transform Matrix
MeshCount c.Int
MaterialCount c.Int
Meshes *Mesh
Materials *Material
MeshMaterial *c.Int
Skeleton ModelSkeleton
CurrentPose ModelAnimPose
BoneMatrices *Matrix
}
Model, meshes, materials and animation data
func (Model) BoundingBox ¶
func (self Model) BoundingBox() BoundingBox
llgo:link Model.BoundingBox C.GetModelBoundingBox
func (Model) DrawModelEx ¶
func (self Model) DrawModelEx(position Vector3, rotationAxis Vector3, rotationAngle c.Float, scale Vector3, tint Color)
llgo:link Model.DrawModelEx C.DrawModelEx
func (Model) DrawModelWires ¶
llgo:link Model.DrawModelWires C.DrawModelWires
func (Model) DrawModelWiresEx ¶
func (self Model) DrawModelWiresEx(position Vector3, rotationAxis Vector3, rotationAngle c.Float, scale Vector3, tint Color)
llgo:link Model.DrawModelWiresEx C.DrawModelWiresEx
func (Model) IsModelAnimationValid ¶
func (self Model) IsModelAnimationValid(anim ModelAnimation) bool
llgo:link Model.IsModelAnimationValid C.IsModelAnimationValid
func (Model) IsModelValid ¶
llgo:link Model.IsModelValid C.IsModelValid
func (*Model) SetModelMeshMaterial ¶
llgo:link (*Model).SetModelMeshMaterial C.SetModelMeshMaterial
func (Model) UpdateModelAnimation ¶
func (self Model) UpdateModelAnimation(anim ModelAnimation, frame c.Float)
llgo:link Model.UpdateModelAnimation C.UpdateModelAnimation
func (Model) UpdateModelAnimationEx ¶
func (self Model) UpdateModelAnimationEx(animA ModelAnimation, frameA c.Float, animB ModelAnimation, frameB c.Float, blend c.Float)
llgo:link Model.UpdateModelAnimationEx C.UpdateModelAnimationEx
type ModelAnimation ¶
type ModelAnimation struct {
Name [32]c.Char
BoneCount c.Int
KeyframeCount c.Int
KeyframePoses *ModelAnimPose
}
ModelAnimation, contains a full animation sequence
func LoadModelAnimations ¶
func LoadModelAnimations(fileName *c.Char, animCount *c.Int) *ModelAnimation
Model animations loading/unloading functions
func (*ModelAnimation) UnloadModelAnimations ¶
func (self *ModelAnimation) UnloadModelAnimations(animCount c.Int)
llgo:link (*ModelAnimation).UnloadModelAnimations C.UnloadModelAnimations
type ModelSkeleton ¶
type ModelSkeleton struct {
BoneCount c.Int
Bones *BoneInfo
BindPose ModelAnimPose
}
Skeleton, animation bones hierarchy
type MouseButton ¶
Mouse buttons
const ( // Mouse button left MOUSE_BUTTON_LEFT MouseButton = 0 // Mouse button right MOUSE_BUTTON_RIGHT MouseButton = 1 // Mouse button middle (pressed wheel) MOUSE_BUTTON_MIDDLE MouseButton = 2 // Mouse button side (advanced mouse device) MOUSE_BUTTON_SIDE MouseButton = 3 // Mouse button extra (advanced mouse device) MOUSE_BUTTON_EXTRA MouseButton = 4 // Mouse button forward (advanced mouse device) MOUSE_BUTTON_FORWARD MouseButton = 5 // Mouse button back (advanced mouse device) MOUSE_BUTTON_BACK MouseButton = 6 )
type MouseCursor ¶
Mouse cursor
const ( // Default pointer shape MOUSE_CURSOR_DEFAULT MouseCursor = 0 // Arrow shape MOUSE_CURSOR_ARROW MouseCursor = 1 // Text writing cursor shape MOUSE_CURSOR_IBEAM MouseCursor = 2 // Cross shape MOUSE_CURSOR_CROSSHAIR MouseCursor = 3 // Pointing hand cursor MOUSE_CURSOR_POINTING_HAND MouseCursor = 4 // Horizontal resize/move arrow shape MOUSE_CURSOR_RESIZE_EW MouseCursor = 5 // Vertical resize/move arrow shape MOUSE_CURSOR_RESIZE_NS MouseCursor = 6 // Top-left to bottom-right diagonal resize/move arrow shape MOUSE_CURSOR_RESIZE_NWSE MouseCursor = 7 // The top-right to bottom-left diagonal resize/move arrow shape MOUSE_CURSOR_RESIZE_NESW MouseCursor = 8 // The omnidirectional resize/move cursor shape MOUSE_CURSOR_RESIZE_ALL MouseCursor = 9 // The operation-not-allowed shape MOUSE_CURSOR_NOT_ALLOWED MouseCursor = 10 )
type Music ¶
type Music struct {
Stream AudioStream
FrameCount c.Uint
Looping bool
CtxType c.Int
CtxData unsafe.Pointer
}
Music, audio stream, anything longer than ~10 seconds should be streamed
func (Music) IsMusicStreamPlaying ¶
llgo:link Music.IsMusicStreamPlaying C.IsMusicStreamPlaying
func (Music) IsMusicValid ¶
llgo:link Music.IsMusicValid C.IsMusicValid
func (Music) PauseMusicStream ¶
func (self Music) PauseMusicStream()
llgo:link Music.PauseMusicStream C.PauseMusicStream
func (Music) PlayMusicStream ¶
func (self Music) PlayMusicStream()
llgo:link Music.PlayMusicStream C.PlayMusicStream
func (Music) ResumeMusicStream ¶
func (self Music) ResumeMusicStream()
llgo:link Music.ResumeMusicStream C.ResumeMusicStream
func (Music) SeekMusicStream ¶
llgo:link Music.SeekMusicStream C.SeekMusicStream
func (Music) SetMusicPan ¶
llgo:link Music.SetMusicPan C.SetMusicPan
func (Music) SetMusicPitch ¶
llgo:link Music.SetMusicPitch C.SetMusicPitch
func (Music) SetMusicVolume ¶
llgo:link Music.SetMusicVolume C.SetMusicVolume
func (Music) StopMusicStream ¶
func (self Music) StopMusicStream()
llgo:link Music.StopMusicStream C.StopMusicStream
func (Music) TimeLength ¶
llgo:link Music.TimeLength C.GetMusicTimeLength
func (Music) TimePlayed ¶
llgo:link Music.TimePlayed C.GetMusicTimePlayed
func (Music) UnloadMusicStream ¶
func (self Music) UnloadMusicStream()
llgo:link Music.UnloadMusicStream C.UnloadMusicStream
func (Music) UpdateMusicStream ¶
func (self Music) UpdateMusicStream()
llgo:link Music.UpdateMusicStream C.UpdateMusicStream
type NPatchInfo ¶
type NPatchInfo struct {
Source Rectangle
Left c.Int
Top c.Int
Right c.Int
Bottom c.Int
Layout c.Int
}
NPatchInfo, n-patch layout info
type NPatchLayout ¶
N-patch layout
const ( // Npatch layout: 3x3 tiles NPATCH_NINE_PATCH NPatchLayout = 0 // Npatch layout: 1x3 tiles NPATCH_THREE_PATCH_VERTICAL NPatchLayout = 1 // Npatch layout: 3x1 tiles NPATCH_THREE_PATCH_HORIZONTAL NPatchLayout = 2 )
type PixelFormat ¶
Pixel formats NOTE: Support depends on OpenGL version and platform
const ( // 8 bit per pixel (no alpha) PIXELFORMAT_UNCOMPRESSED_GRAYSCALE PixelFormat = 1 // 8*2 bpp (2 channels) PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA PixelFormat = 2 // 16 bpp PIXELFORMAT_UNCOMPRESSED_R5G6B5 PixelFormat = 3 // 24 bpp PIXELFORMAT_UNCOMPRESSED_R8G8B8 PixelFormat = 4 // 16 bpp (1 bit alpha) PIXELFORMAT_UNCOMPRESSED_R5G5B5A1 PixelFormat = 5 // 16 bpp (4 bit alpha) PIXELFORMAT_UNCOMPRESSED_R4G4B4A4 PixelFormat = 6 // 32 bpp PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 PixelFormat = 7 // 32 bpp (1 channel - float) PIXELFORMAT_UNCOMPRESSED_R32 PixelFormat = 8 // 32*3 bpp (3 channels - float) PIXELFORMAT_UNCOMPRESSED_R32G32B32 PixelFormat = 9 // 32*4 bpp (4 channels - float) PIXELFORMAT_UNCOMPRESSED_R32G32B32A32 PixelFormat = 10 // 16 bpp (1 channel - half float) PIXELFORMAT_UNCOMPRESSED_R16 PixelFormat = 11 // 16*3 bpp (3 channels - half float) PIXELFORMAT_UNCOMPRESSED_R16G16B16 PixelFormat = 12 // 16*4 bpp (4 channels - half float) PIXELFORMAT_UNCOMPRESSED_R16G16B16A16 PixelFormat = 13 // 4 bpp (no alpha) PIXELFORMAT_COMPRESSED_DXT1_RGB PixelFormat = 14 // 4 bpp (1 bit alpha) PIXELFORMAT_COMPRESSED_DXT1_RGBA PixelFormat = 15 // 8 bpp PIXELFORMAT_COMPRESSED_DXT3_RGBA PixelFormat = 16 // 8 bpp PIXELFORMAT_COMPRESSED_DXT5_RGBA PixelFormat = 17 // 4 bpp PIXELFORMAT_COMPRESSED_ETC1_RGB PixelFormat = 18 // 4 bpp PIXELFORMAT_COMPRESSED_ETC2_RGB PixelFormat = 19 // 8 bpp PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA PixelFormat = 20 // 4 bpp PIXELFORMAT_COMPRESSED_PVRT_RGB PixelFormat = 21 // 4 bpp PIXELFORMAT_COMPRESSED_PVRT_RGBA PixelFormat = 22 // 8 bpp PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA PixelFormat = 23 // 2 bpp PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA PixelFormat = 24 )
type RAudioBuffer ¶
type RAudioBuffer struct {
}
type RAudioProcessor ¶
type RAudioProcessor struct {
}
type Ray ¶
Ray, ray for raycasting
func (Ray) CollisionBox ¶
func (self Ray) CollisionBox(box BoundingBox) RayCollision
llgo:link Ray.CollisionBox C.GetRayCollisionBox
func (Ray) CollisionMesh ¶
func (self Ray) CollisionMesh(mesh Mesh, transform Matrix) RayCollision
llgo:link Ray.CollisionMesh C.GetRayCollisionMesh
func (Ray) CollisionQuad ¶
llgo:link Ray.CollisionQuad C.GetRayCollisionQuad
func (Ray) CollisionSphere ¶
func (self Ray) CollisionSphere(center Vector3, radius c.Float) RayCollision
llgo:link Ray.CollisionSphere C.GetRayCollisionSphere
func (Ray) CollisionTriangle ¶
func (self Ray) CollisionTriangle(p1 Vector3, p2 Vector3, p3 Vector3) RayCollision
llgo:link Ray.CollisionTriangle C.GetRayCollisionTriangle
type RayCollision ¶
RayCollision, ray hit information
type Rectangle ¶
Rectangle, 4 components
func GetCollisionRec ¶
func GetShapesTextureRectangle ¶
func GetShapesTextureRectangle() Rectangle
func (Rectangle) DrawRectangleGradientEx ¶
func (self Rectangle) DrawRectangleGradientEx(topLeft Color, bottomLeft Color, bottomRight Color, topRight Color)
llgo:link Rectangle.DrawRectangleGradientEx C.DrawRectangleGradientEx
func (Rectangle) DrawRectangleLinesEx ¶
llgo:link Rectangle.DrawRectangleLinesEx C.DrawRectangleLinesEx
func (Rectangle) DrawRectanglePro ¶
llgo:link Rectangle.DrawRectanglePro C.DrawRectanglePro
func (Rectangle) DrawRectangleRec ¶
llgo:link Rectangle.DrawRectangleRec C.DrawRectangleRec
func (Rectangle) DrawRectangleRounded ¶
llgo:link Rectangle.DrawRectangleRounded C.DrawRectangleRounded
func (Rectangle) DrawRectangleRoundedLines ¶
llgo:link Rectangle.DrawRectangleRoundedLines C.DrawRectangleRoundedLines
type RenderTexture ¶
RenderTexture, fbo for texture rendering
type RenderTexture2D ¶
type RenderTexture2D = RenderTexture
RenderTexture2D, same as RenderTexture
func LoadRenderTexture ¶
func LoadRenderTexture(width c.Int, height c.Int) RenderTexture2D
func (RenderTexture2D) BeginTextureMode ¶
func (self RenderTexture2D) BeginTextureMode()
llgo:link RenderTexture2D.BeginTextureMode C.BeginTextureMode
func (RenderTexture2D) IsRenderTextureValid ¶
func (self RenderTexture2D) IsRenderTextureValid() bool
llgo:link RenderTexture2D.IsRenderTextureValid C.IsRenderTextureValid
func (RenderTexture2D) UnloadRenderTexture ¶
func (self RenderTexture2D) UnloadRenderTexture()
llgo:link RenderTexture2D.UnloadRenderTexture C.UnloadRenderTexture
type SaveFileDataCallback ¶
type SaveFileDataCallback = func(_llcppg_param1 *c.Char, _llcppg_param2 unsafe.Pointer, _llcppg_param3 c.Int) bool
llgo:type C
type SaveFileTextCallback ¶
llgo:type C
type Shader ¶
Shader
func LoadShader ¶
Shader management functions NOTE: Shader functionality is not available on OpenGL 1.1
func (Shader) BeginShaderMode ¶
func (self Shader) BeginShaderMode()
llgo:link Shader.BeginShaderMode C.BeginShaderMode
func (Shader) IsShaderValid ¶
llgo:link Shader.IsShaderValid C.IsShaderValid
func (Shader) LocationAttrib ¶
llgo:link Shader.LocationAttrib C.GetShaderLocationAttrib
func (Shader) SetShaderValue ¶
llgo:link Shader.SetShaderValue C.SetShaderValue
func (Shader) SetShaderValueMatrix ¶
llgo:link Shader.SetShaderValueMatrix C.SetShaderValueMatrix
func (Shader) SetShaderValueTexture ¶
llgo:link Shader.SetShaderValueTexture C.SetShaderValueTexture
type ShaderAttributeDataType ¶
Shader attribute data types
const ( // Shader attribute type: float SHADER_ATTRIB_FLOAT ShaderAttributeDataType = 0 // Shader attribute type: vec2 (2 float) SHADER_ATTRIB_VEC2 ShaderAttributeDataType = 1 // Shader attribute type: vec3 (3 float) SHADER_ATTRIB_VEC3 ShaderAttributeDataType = 2 // Shader attribute type: vec4 (4 float) SHADER_ATTRIB_VEC4 ShaderAttributeDataType = 3 )
type ShaderLocationIndex ¶
Shader location index NOTE: Some locations are tried to be set automatically on shader loading, but only if default attributes/uniforms names are found, check config.h for names
const ( // Shader location: vertex attribute: position SHADER_LOC_VERTEX_POSITION ShaderLocationIndex = 0 // Shader location: vertex attribute: texcoord01 SHADER_LOC_VERTEX_TEXCOORD01 ShaderLocationIndex = 1 // Shader location: vertex attribute: texcoord02 SHADER_LOC_VERTEX_TEXCOORD02 ShaderLocationIndex = 2 // Shader location: vertex attribute: normal SHADER_LOC_VERTEX_NORMAL ShaderLocationIndex = 3 // Shader location: vertex attribute: tangent SHADER_LOC_VERTEX_TANGENT ShaderLocationIndex = 4 // Shader location: vertex attribute: color SHADER_LOC_VERTEX_COLOR ShaderLocationIndex = 5 // Shader location: matrix uniform: model-view-projection SHADER_LOC_MATRIX_MVP ShaderLocationIndex = 6 // Shader location: matrix uniform: view (camera transform) SHADER_LOC_MATRIX_VIEW ShaderLocationIndex = 7 // Shader location: matrix uniform: projection SHADER_LOC_MATRIX_PROJECTION ShaderLocationIndex = 8 // Shader location: matrix uniform: model (transform) SHADER_LOC_MATRIX_MODEL ShaderLocationIndex = 9 // Shader location: matrix uniform: normal SHADER_LOC_MATRIX_NORMAL ShaderLocationIndex = 10 // Shader location: vector uniform: view SHADER_LOC_VECTOR_VIEW ShaderLocationIndex = 11 // Shader location: vector uniform: diffuse color SHADER_LOC_COLOR_DIFFUSE ShaderLocationIndex = 12 // Shader location: vector uniform: specular color SHADER_LOC_COLOR_SPECULAR ShaderLocationIndex = 13 // Shader location: vector uniform: ambient color SHADER_LOC_COLOR_AMBIENT ShaderLocationIndex = 14 // Shader location: sampler2d texture: albedo (same as: SHADER_LOC_MAP_DIFFUSE) SHADER_LOC_MAP_ALBEDO ShaderLocationIndex = 15 // Shader location: sampler2d texture: metalness (same as: SHADER_LOC_MAP_SPECULAR) SHADER_LOC_MAP_METALNESS ShaderLocationIndex = 16 // Shader location: sampler2d texture: normal SHADER_LOC_MAP_NORMAL ShaderLocationIndex = 17 // Shader location: sampler2d texture: roughness SHADER_LOC_MAP_ROUGHNESS ShaderLocationIndex = 18 // Shader location: sampler2d texture: occlusion SHADER_LOC_MAP_OCCLUSION ShaderLocationIndex = 19 // Shader location: sampler2d texture: emission SHADER_LOC_MAP_EMISSION ShaderLocationIndex = 20 // Shader location: sampler2d texture: heightmap SHADER_LOC_MAP_HEIGHT ShaderLocationIndex = 21 // Shader location: samplerCube texture: cubemap SHADER_LOC_MAP_CUBEMAP ShaderLocationIndex = 22 // Shader location: samplerCube texture: irradiance SHADER_LOC_MAP_IRRADIANCE ShaderLocationIndex = 23 // Shader location: samplerCube texture: prefilter SHADER_LOC_MAP_PREFILTER ShaderLocationIndex = 24 // Shader location: sampler2d texture: brdf SHADER_LOC_MAP_BRDF ShaderLocationIndex = 25 // Shader location: vertex attribute: bone indices SHADER_LOC_VERTEX_BONEIDS ShaderLocationIndex = 26 // Shader location: vertex attribute: bone weights SHADER_LOC_VERTEX_BONEWEIGHTS ShaderLocationIndex = 27 // Shader location: matrix attribute: bone transforms (animation) SHADER_LOC_MATRIX_BONETRANSFORMS ShaderLocationIndex = 28 // Shader location: vertex attribute: instance transforms SHADER_LOC_VERTEX_INSTANCETRANSFORM ShaderLocationIndex = 29 )
type ShaderUniformDataType ¶
Shader uniform data type
const ( // Shader uniform type: float SHADER_UNIFORM_FLOAT ShaderUniformDataType = 0 // Shader uniform type: vec2 (2 float) SHADER_UNIFORM_VEC2 ShaderUniformDataType = 1 // Shader uniform type: vec3 (3 float) SHADER_UNIFORM_VEC3 ShaderUniformDataType = 2 // Shader uniform type: vec4 (4 float) SHADER_UNIFORM_VEC4 ShaderUniformDataType = 3 // Shader uniform type: int SHADER_UNIFORM_INT ShaderUniformDataType = 4 // Shader uniform type: ivec2 (2 int) SHADER_UNIFORM_IVEC2 ShaderUniformDataType = 5 // Shader uniform type: ivec3 (3 int) SHADER_UNIFORM_IVEC3 ShaderUniformDataType = 6 // Shader uniform type: ivec4 (4 int) SHADER_UNIFORM_IVEC4 ShaderUniformDataType = 7 // Shader uniform type: unsigned int SHADER_UNIFORM_UINT ShaderUniformDataType = 8 // Shader uniform type: uivec2 (2 unsigned int) SHADER_UNIFORM_UIVEC2 ShaderUniformDataType = 9 // Shader uniform type: uivec3 (3 unsigned int) SHADER_UNIFORM_UIVEC3 ShaderUniformDataType = 10 // Shader uniform type: uivec4 (4 unsigned int) SHADER_UNIFORM_UIVEC4 ShaderUniformDataType = 11 // Shader uniform type: sampler2d SHADER_UNIFORM_SAMPLER2D ShaderUniformDataType = 12 )
type Sound ¶
type Sound struct {
Stream AudioStream
FrameCount c.Uint
}
Sound
func (Sound) IsSoundPlaying ¶
llgo:link Sound.IsSoundPlaying C.IsSoundPlaying
func (Sound) IsSoundValid ¶
llgo:link Sound.IsSoundValid C.IsSoundValid
func (Sound) LoadSoundAlias ¶
llgo:link Sound.LoadSoundAlias C.LoadSoundAlias
func (Sound) Play ¶
func (self Sound) Play()
Wave/Sound management functions
llgo:link Sound.Play C.PlaySound
func (Sound) SetSoundPan ¶
llgo:link Sound.SetSoundPan C.SetSoundPan
func (Sound) SetSoundPitch ¶
llgo:link Sound.SetSoundPitch C.SetSoundPitch
func (Sound) SetSoundVolume ¶
llgo:link Sound.SetSoundVolume C.SetSoundVolume
func (Sound) UnloadSoundAlias ¶
func (self Sound) UnloadSoundAlias()
llgo:link Sound.UnloadSoundAlias C.UnloadSoundAlias
type Texture2D ¶
type Texture2D = Texture
Texture2D, same as Texture
func GetShapesTexture ¶
func GetShapesTexture() Texture2D
func LoadTexture ¶
Texture loading functions NOTE: These functions require GPU access
func (Texture2D) DrawTexture ¶
Texture drawing functions
llgo:link Texture2D.DrawTexture C.DrawTexture
func (Texture2D) DrawTextureEx ¶
llgo:link Texture2D.DrawTextureEx C.DrawTextureEx
func (Texture2D) DrawTextureNPatch ¶
func (self Texture2D) DrawTextureNPatch(nPatchInfo NPatchInfo, dest Rectangle, origin Vector2, rotation c.Float, tint Color)
llgo:link Texture2D.DrawTextureNPatch C.DrawTextureNPatch
func (Texture2D) DrawTexturePro ¶
func (self Texture2D) DrawTexturePro(source Rectangle, dest Rectangle, origin Vector2, rotation c.Float, tint Color)
llgo:link Texture2D.DrawTexturePro C.DrawTexturePro
func (Texture2D) DrawTextureRec ¶
llgo:link Texture2D.DrawTextureRec C.DrawTextureRec
func (Texture2D) DrawTextureV ¶
llgo:link Texture2D.DrawTextureV C.DrawTextureV
func (*Texture2D) GenTextureMipmaps ¶
func (self *Texture2D) GenTextureMipmaps()
Texture configuration functions
llgo:link (*Texture2D).GenTextureMipmaps C.GenTextureMipmaps
func (Texture2D) IsTextureValid ¶
llgo:link Texture2D.IsTextureValid C.IsTextureValid
func (Texture2D) LoadImageFromTexture ¶
llgo:link Texture2D.LoadImageFromTexture C.LoadImageFromTexture
func (Texture2D) SetShapesTexture ¶
------------------------------------------------------------------------------------ Basic Shapes Drawing Functions (Module: shapes) ------------------------------------------------------------------------------------ Set texture and rectangle to be used on shapes drawing NOTE: It can be useful when using basic shapes and one single font, defining a font char white rectangle would allow drawing everything in a single draw call
llgo:link Texture2D.SetShapesTexture C.SetShapesTexture
func (Texture2D) SetTextureFilter ¶
llgo:link Texture2D.SetTextureFilter C.SetTextureFilter
func (Texture2D) SetTextureWrap ¶
llgo:link Texture2D.SetTextureWrap C.SetTextureWrap
func (Texture2D) UnloadTexture ¶
func (self Texture2D) UnloadTexture()
llgo:link Texture2D.UnloadTexture C.UnloadTexture
func (Texture2D) UpdateTexture ¶
llgo:link Texture2D.UpdateTexture C.UpdateTexture
type TextureFilter ¶
Texture parameters: filter mode NOTE 1: Filtering considers mipmaps if available in the texture NOTE 2: Filter is accordingly set for minification and magnification
const ( // No filter, pixel approximation TEXTURE_FILTER_POINT TextureFilter = 0 // Linear filtering TEXTURE_FILTER_BILINEAR TextureFilter = 1 // Trilinear filtering (linear with mipmaps) TEXTURE_FILTER_TRILINEAR TextureFilter = 2 // Anisotropic filtering 4x TEXTURE_FILTER_ANISOTROPIC_4X TextureFilter = 3 // Anisotropic filtering 8x TEXTURE_FILTER_ANISOTROPIC_8X TextureFilter = 4 // Anisotropic filtering 16x TEXTURE_FILTER_ANISOTROPIC_16X TextureFilter = 5 )
type TextureWrap ¶
Texture parameters: wrap mode
const ( // Repeats texture in tiled mode TEXTURE_WRAP_REPEAT TextureWrap = 0 // Clamps texture to edge pixel in tiled mode TEXTURE_WRAP_CLAMP TextureWrap = 1 // Mirrors and repeats the texture in tiled mode TEXTURE_WRAP_MIRROR_REPEAT TextureWrap = 2 // Mirrors and clamps to border the texture in tiled mode TEXTURE_WRAP_MIRROR_CLAMP TextureWrap = 3 )
type TraceLogCallback ¶
Callbacks to hook some internal functions WARNING: These callbacks are intended for advanced users
llgo:type C
type TraceLogLevel ¶
Trace log level NOTE: Organized by priority level
const ( // Display all logs LOG_ALL TraceLogLevel = 0 // Trace logging, intended for internal use only LOG_TRACE TraceLogLevel = 1 // Debug logging, used for internal debugging, it should be disabled on release builds LOG_DEBUG TraceLogLevel = 2 // Info logging, used for program execution info LOG_INFO TraceLogLevel = 3 // Warning logging, used on recoverable failures LOG_WARNING TraceLogLevel = 4 // Error logging, used on unrecoverable failures LOG_ERROR TraceLogLevel = 5 // Fatal logging, used to abort program: exit(EXIT_FAILURE) LOG_FATAL TraceLogLevel = 6 // Disable logging LOG_NONE TraceLogLevel = 7 )
type Transform ¶
type Transform struct {
Translation Vector3
Rotation Quaternion
Scale Vector3
}
Transform, vertex transformation data
type Vector2 ¶
Vector2, 2 components
func GetGestureDragVector ¶
func GetGestureDragVector() Vector2
func GetGesturePinchVector ¶
func GetGesturePinchVector() Vector2
func GetMonitorPosition ¶
func GetMouseDelta ¶
func GetMouseDelta() Vector2
func GetMousePosition ¶
func GetMousePosition() Vector2
func GetMouseWheelMoveV ¶
func GetMouseWheelMoveV() Vector2
func GetTouchPosition ¶
func GetWindowPosition ¶
func GetWindowPosition() Vector2
func GetWindowScaleDPI ¶
func GetWindowScaleDPI() Vector2
func (Vector2) CheckCollisionCircleLine ¶
llgo:link Vector2.CheckCollisionCircleLine C.CheckCollisionCircleLine
func (Vector2) CheckCollisionCircleRec ¶
llgo:link Vector2.CheckCollisionCircleRec C.CheckCollisionCircleRec
func (Vector2) CheckCollisionCircles ¶
llgo:link Vector2.CheckCollisionCircles C.CheckCollisionCircles
func (Vector2) CheckCollisionLines ¶
func (self Vector2) CheckCollisionLines(endPos1 Vector2, startPos2 Vector2, endPos2 Vector2, collisionPoint *Vector2) bool
llgo:link Vector2.CheckCollisionLines C.CheckCollisionLines
func (Vector2) CheckCollisionPointCircle ¶
llgo:link Vector2.CheckCollisionPointCircle C.CheckCollisionPointCircle
func (Vector2) CheckCollisionPointLine ¶
llgo:link Vector2.CheckCollisionPointLine C.CheckCollisionPointLine
func (Vector2) CheckCollisionPointPoly ¶
llgo:link Vector2.CheckCollisionPointPoly C.CheckCollisionPointPoly
func (Vector2) CheckCollisionPointRec ¶
llgo:link Vector2.CheckCollisionPointRec C.CheckCollisionPointRec
func (Vector2) CheckCollisionPointTriangle ¶
llgo:link Vector2.CheckCollisionPointTriangle C.CheckCollisionPointTriangle
func (Vector2) DrawCircleGradient ¶
llgo:link Vector2.DrawCircleGradient C.DrawCircleGradient
func (Vector2) DrawCircleLinesV ¶
llgo:link Vector2.DrawCircleLinesV C.DrawCircleLinesV
func (Vector2) DrawCircleSector ¶
func (self Vector2) DrawCircleSector(radius c.Float, startAngle c.Float, endAngle c.Float, segments c.Int, color Color)
llgo:link Vector2.DrawCircleSector C.DrawCircleSector
func (Vector2) DrawCircleSectorLines ¶
func (self Vector2) DrawCircleSectorLines(radius c.Float, startAngle c.Float, endAngle c.Float, segments c.Int, color Color)
llgo:link Vector2.DrawCircleSectorLines C.DrawCircleSectorLines
func (Vector2) DrawCircleV ¶
llgo:link Vector2.DrawCircleV C.DrawCircleV
func (Vector2) DrawEllipseLinesV ¶
llgo:link Vector2.DrawEllipseLinesV C.DrawEllipseLinesV
func (Vector2) DrawEllipseV ¶
llgo:link Vector2.DrawEllipseV C.DrawEllipseV
func (Vector2) DrawLineBezier ¶
llgo:link Vector2.DrawLineBezier C.DrawLineBezier
func (Vector2) DrawLineDashed ¶
llgo:link Vector2.DrawLineDashed C.DrawLineDashed
func (Vector2) DrawLineEx ¶
llgo:link Vector2.DrawLineEx C.DrawLineEx
func (*Vector2) DrawLineStrip ¶
llgo:link (*Vector2).DrawLineStrip C.DrawLineStrip
func (Vector2) DrawPixelV ¶
llgo:link Vector2.DrawPixelV C.DrawPixelV
func (Vector2) DrawPolyLines ¶
llgo:link Vector2.DrawPolyLines C.DrawPolyLines
func (Vector2) DrawPolyLinesEx ¶
func (self Vector2) DrawPolyLinesEx(sides c.Int, radius c.Float, rotation c.Float, lineThick c.Float, color Color)
llgo:link Vector2.DrawPolyLinesEx C.DrawPolyLinesEx
func (Vector2) DrawRectangleV ¶
llgo:link Vector2.DrawRectangleV C.DrawRectangleV
func (Vector2) DrawRing ¶
func (self Vector2) DrawRing(innerRadius c.Float, outerRadius c.Float, startAngle c.Float, endAngle c.Float, segments c.Int, color Color)
llgo:link Vector2.DrawRing C.DrawRing
func (Vector2) DrawRingLines ¶
func (self Vector2) DrawRingLines(innerRadius c.Float, outerRadius c.Float, startAngle c.Float, endAngle c.Float, segments c.Int, color Color)
llgo:link Vector2.DrawRingLines C.DrawRingLines
func (*Vector2) DrawSplineBasis ¶
llgo:link (*Vector2).DrawSplineBasis C.DrawSplineBasis
func (*Vector2) DrawSplineBezierCubic ¶
llgo:link (*Vector2).DrawSplineBezierCubic C.DrawSplineBezierCubic
func (*Vector2) DrawSplineBezierQuadratic ¶
llgo:link (*Vector2).DrawSplineBezierQuadratic C.DrawSplineBezierQuadratic
func (*Vector2) DrawSplineCatmullRom ¶
llgo:link (*Vector2).DrawSplineCatmullRom C.DrawSplineCatmullRom
func (*Vector2) DrawSplineLinear ¶
Splines drawing functions
llgo:link (*Vector2).DrawSplineLinear C.DrawSplineLinear
func (Vector2) DrawSplineSegmentBasis ¶
func (self Vector2) DrawSplineSegmentBasis(p2 Vector2, p3 Vector2, p4 Vector2, thick c.Float, color Color)
llgo:link Vector2.DrawSplineSegmentBasis C.DrawSplineSegmentBasis
func (Vector2) DrawSplineSegmentBezierCubic ¶
func (self Vector2) DrawSplineSegmentBezierCubic(c2 Vector2, c3 Vector2, p4 Vector2, thick c.Float, color Color)
llgo:link Vector2.DrawSplineSegmentBezierCubic C.DrawSplineSegmentBezierCubic
func (Vector2) DrawSplineSegmentBezierQuadratic ¶
func (self Vector2) DrawSplineSegmentBezierQuadratic(c2 Vector2, p3 Vector2, thick c.Float, color Color)
llgo:link Vector2.DrawSplineSegmentBezierQuadratic C.DrawSplineSegmentBezierQuadratic
func (Vector2) DrawSplineSegmentCatmullRom ¶
func (self Vector2) DrawSplineSegmentCatmullRom(p2 Vector2, p3 Vector2, p4 Vector2, thick c.Float, color Color)
llgo:link Vector2.DrawSplineSegmentCatmullRom C.DrawSplineSegmentCatmullRom
func (Vector2) DrawSplineSegmentLinear ¶
llgo:link Vector2.DrawSplineSegmentLinear C.DrawSplineSegmentLinear
func (Vector2) DrawTriangle ¶
llgo:link Vector2.DrawTriangle C.DrawTriangle
func (*Vector2) DrawTriangleFan ¶
llgo:link (*Vector2).DrawTriangleFan C.DrawTriangleFan
func (Vector2) DrawTriangleLines ¶
llgo:link Vector2.DrawTriangleLines C.DrawTriangleLines
func (*Vector2) DrawTriangleStrip ¶
llgo:link (*Vector2).DrawTriangleStrip C.DrawTriangleStrip
func (Vector2) ScreenToWorld2D ¶
llgo:link Vector2.ScreenToWorld2D C.GetScreenToWorld2D
func (Vector2) ScreenToWorldRay ¶
llgo:link Vector2.ScreenToWorldRay C.GetScreenToWorldRay
func (Vector2) ScreenToWorldRayEx ¶
llgo:link Vector2.ScreenToWorldRayEx C.GetScreenToWorldRayEx
func (Vector2) SplinePointBasis ¶
llgo:link Vector2.SplinePointBasis C.GetSplinePointBasis
func (Vector2) SplinePointBezierCubic ¶
llgo:link Vector2.SplinePointBezierCubic C.GetSplinePointBezierCubic
func (Vector2) SplinePointBezierQuad ¶
llgo:link Vector2.SplinePointBezierQuad C.GetSplinePointBezierQuad
func (Vector2) SplinePointCatmullRom ¶
llgo:link Vector2.SplinePointCatmullRom C.GetSplinePointCatmullRom
func (Vector2) SplinePointLinear ¶
Spline segment point evaluation functions, for a given t [0.0f .. 1.0f]
llgo:link Vector2.SplinePointLinear C.GetSplinePointLinear
func (Vector2) WorldToScreen2D ¶
llgo:link Vector2.WorldToScreen2D C.GetWorldToScreen2D
type Vector3 ¶
Vector3, 3 components
func (Vector3) CheckCollisionSpheres ¶
Collision detection functions
llgo:link Vector3.CheckCollisionSpheres C.CheckCollisionSpheres
func (Vector3) DrawCapsule ¶
func (self Vector3) DrawCapsule(endPos Vector3, radius c.Float, slices c.Int, rings c.Int, color Color)
llgo:link Vector3.DrawCapsule C.DrawCapsule
func (Vector3) DrawCapsuleWires ¶
func (self Vector3) DrawCapsuleWires(endPos Vector3, radius c.Float, slices c.Int, rings c.Int, color Color)
llgo:link Vector3.DrawCapsuleWires C.DrawCapsuleWires
func (Vector3) DrawCircle3D ¶
func (self Vector3) DrawCircle3D(radius c.Float, rotationAxis Vector3, rotationAngle c.Float, color Color)
llgo:link Vector3.DrawCircle3D C.DrawCircle3D
func (Vector3) DrawCubeWires ¶
llgo:link Vector3.DrawCubeWires C.DrawCubeWires
func (Vector3) DrawCubeWiresV ¶
llgo:link Vector3.DrawCubeWiresV C.DrawCubeWiresV
func (Vector3) DrawCylinder ¶
func (self Vector3) DrawCylinder(radiusTop c.Float, radiusBottom c.Float, height c.Float, slices c.Int, color Color)
llgo:link Vector3.DrawCylinder C.DrawCylinder
func (Vector3) DrawCylinderEx ¶
func (self Vector3) DrawCylinderEx(endPos Vector3, startRadius c.Float, endRadius c.Float, sides c.Int, color Color)
llgo:link Vector3.DrawCylinderEx C.DrawCylinderEx
func (Vector3) DrawCylinderWires ¶
func (self Vector3) DrawCylinderWires(radiusTop c.Float, radiusBottom c.Float, height c.Float, slices c.Int, color Color)
llgo:link Vector3.DrawCylinderWires C.DrawCylinderWires
func (Vector3) DrawCylinderWiresEx ¶
func (self Vector3) DrawCylinderWiresEx(endPos Vector3, startRadius c.Float, endRadius c.Float, sides c.Int, color Color)
llgo:link Vector3.DrawCylinderWiresEx C.DrawCylinderWiresEx
func (Vector3) DrawLine3D ¶
Basic geometric 3D shapes drawing functions
llgo:link Vector3.DrawLine3D C.DrawLine3D
func (Vector3) DrawPoint3D ¶
llgo:link Vector3.DrawPoint3D C.DrawPoint3D
func (Vector3) DrawSphere ¶
llgo:link Vector3.DrawSphere C.DrawSphere
func (Vector3) DrawSphereEx ¶
llgo:link Vector3.DrawSphereEx C.DrawSphereEx
func (Vector3) DrawSphereWires ¶
llgo:link Vector3.DrawSphereWires C.DrawSphereWires
func (Vector3) DrawTriangle3D ¶
llgo:link Vector3.DrawTriangle3D C.DrawTriangle3D
func (*Vector3) DrawTriangleStrip3D ¶
llgo:link (*Vector3).DrawTriangleStrip3D C.DrawTriangleStrip3D
func (Vector3) WorldToScreen ¶
llgo:link Vector3.WorldToScreen C.GetWorldToScreen
type Vector4 ¶
Vector4, 4 components
func (Vector4) ColorFromNormalized ¶
llgo:link Vector4.ColorFromNormalized C.ColorFromNormalized
type VrDeviceInfo ¶
type VrDeviceInfo struct {
HResolution c.Int
VResolution c.Int
HScreenSize c.Float
VScreenSize c.Float
EyeToScreenDistance c.Float
LensSeparationDistance c.Float
InterpupillaryDistance c.Float
LensDistortionValues [4]c.Float
ChromaAbCorrection [4]c.Float
}
VrDeviceInfo, Head-Mounted-Display device parameters
func (VrDeviceInfo) LoadVrStereoConfig ¶
func (self VrDeviceInfo) LoadVrStereoConfig() VrStereoConfig
VR stereo config functions for VR simulator
llgo:link VrDeviceInfo.LoadVrStereoConfig C.LoadVrStereoConfig
type VrStereoConfig ¶
type VrStereoConfig struct {
Projection [2]Matrix
ViewOffset [2]Matrix
LeftLensCenter [2]c.Float
RightLensCenter [2]c.Float
LeftScreenCenter [2]c.Float
RightScreenCenter [2]c.Float
Scale [2]c.Float
ScaleIn [2]c.Float
}
VrStereoConfig, VR stereo rendering configuration for simulator
func (VrStereoConfig) BeginVrStereoMode ¶
func (self VrStereoConfig) BeginVrStereoMode()
llgo:link VrStereoConfig.BeginVrStereoMode C.BeginVrStereoMode
func (VrStereoConfig) Unload ¶
func (self VrStereoConfig) Unload()
llgo:link VrStereoConfig.Unload C.UnloadVrStereoConfig
type Wave ¶
type Wave struct {
FrameCount c.Uint
SampleRate c.Uint
SampleSize c.Uint
Channels c.Uint
Data unsafe.Pointer
}
Wave, audio wave data
func LoadWaveFromMemory ¶
func (Wave) ExportWaveAsCode ¶
llgo:link Wave.ExportWaveAsCode C.ExportWaveAsCode
func (Wave) IsWaveValid ¶
llgo:link Wave.IsWaveValid C.IsWaveValid
func (Wave) LoadSoundFrom ¶
llgo:link Wave.LoadSoundFrom C.LoadSoundFromWave
func (Wave) LoadWaveSamples ¶
llgo:link Wave.LoadWaveSamples C.LoadWaveSamples