/* * Copyright (c) 2024 The GoPlus Authors (goplus.org). All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package raylib import ( _ "unsafe" "github.com/goplus/llgo/c" ) const ( LLGoPackage = "link: $(pkg-config --libs raylib); -lraylib" ) // ----------------------------------------------------------------------------- // Vector2, 2 components type Vector2 struct { X float32 // Vector x component Y float32 // Vector y component } // Vector3, 3 components type Vector3 struct { X float32 // Vector x component Y float32 // Vector y component Z float32 // Vector z component } // Vector4, 4 components type Vector4 struct { X float32 // Vector x component Y float32 // Vector y component Z float32 // Vector z component W float32 // Vector w component } // Quaternion, 4 components (Vector4 alias) type Quaternion = Vector4 // ----------------------------------------------------------------------------- // Window-related functions //go:linkname InitWindow C.InitWindow func InitWindow(width, height c.Int, title *c.Char) //go:linkname CloseWindow C.CloseWindow func CloseWindow() //go:linkname WindowShouldClose C.WindowShouldClose func WindowShouldClose() bool //go:linkname IsWindowReady C.IsWindowReady func IsWindowReady() bool //go:linkname IsWindowFullscreen C.IsWindowFullscreen func IsWindowFullscreen() bool //go:linkname IsWindowHidden C.IsWindowHidden func IsWindowHidden() bool //go:linkname IsWindowMinimized C.IsWindowMinimized func IsWindowMinimized() bool //go:linkname IsWindowMaximized C.IsWindowMaximized func IsWindowMaximized() bool //go:linkname IsWindowFocused C.IsWindowFocused func IsWindowFocused() bool //go:linkname IsWindowResized C.IsWindowResized func IsWindowResized() bool //go:linkname IsWindowState C.IsWindowState func IsWindowState(flag c.Int) bool //go:linkname SetWindowState C.SetWindowState func SetWindowState(flags c.Int) //go:linkname ClearWindowState C.ClearWindowState func ClearWindowState(flags c.Int) //go:linkname ToggleFullscreen C.ToggleFullscreen func ToggleFullscreen() //go:linkname MaximizeWindow C.MaximizeWindow func MaximizeWindow() //go:linkname MinimizeWindow C.MinimizeWindow func MinimizeWindow() //go:linkname RestoreWindow C.RestoreWindow func RestoreWindow() //go:linkname SetWindowIcon C.SetWindowIcon func SetWindowIcon(icon Image) //go:linkname SetWindowIcons C.SetWindowIcons func SetWindowIcons(icons *Image, count c.Int) //go:linkname SetWindowTitle C.SetWindowTitle func SetWindowTitle(title *c.Char) //go:linkname SetWindowPosition C.SetWindowPosition func SetWindowPosition(x, y c.Int) //go:linkname SetWindowMonitor C.SetWindowMonitor func SetWindowMonitor(monitor c.Int) //go:linkname SetWindowMinSize C.SetWindowMinSize func SetWindowMinSize(width, height c.Int) //go:linkname SetWindowSize C.SetWindowSize func SetWindowSize(width, height c.Int) //go:linkname SetWindowOpacity C.SetWindowOpacity func SetWindowOpacity(opacity c.Float) //go:linkname SetWindowFocused C.SetWindowFocused func SetWindowFocused() //go:linkname GetWindowHandle C.GetWindowHandle func GetWindowHandle() c.Pointer //go:linkname GetScreenWidth C.GetScreenWidth func GetScreenWidth() c.Int //go:linkname GetScreenHeight C.GetScreenHeight func GetScreenHeight() c.Int // Get current render width (it considers HiDPI) // //go:linkname GetRenderWidth C.GetRenderWidth func GetRenderWidth() c.Int // Get current render height (it considers HiDPI) // //go:linkname GetRenderHeight C.GetRenderHeight func GetRenderHeight() c.Int // Get number of connected monitors // //go:linkname GetMonitorCount C.GetMonitorCount func GetMonitorCount() c.Int // Get current connected monitor // //go:linkname GetCurrentMonitor C.GetCurrentMonitor func GetCurrentMonitor() c.Int // Get specified monitor position // //go:linkname GetMonitorPosition C.GetMonitorPosition func GetMonitorPosition(monitor c.Int) Vector2 //go:linkname GetMonitorWidth C.GetMonitorWidth func GetMonitorWidth(monitor c.Int) c.Int //go:linkname GetMonitorHeight C.GetMonitorHeight func GetMonitorHeight(monitor c.Int) c.Int //go:linkname GetMonitorPhysicalWidth C.GetMonitorPhysicalWidth func GetMonitorPhysicalWidth(monitor c.Int) c.Int //go:linkname GetMonitorPhysicalHeight C.GetMonitorPhysicalHeight func GetMonitorPhysicalHeight(monitor c.Int) c.Int //go:linkname GetMonitorRefreshRate C.GetMonitorRefreshRate func GetMonitorRefreshRate(monitor c.Int) c.Int //go:linkname GetWindowPosition C.GetWindowPosition func GetWindowPosition() Vector2 //go:linkname GetWindowScaleDPI C.GetWindowScaleDPI func GetWindowScaleDPI() Vector2 //go:linkname GetMonitorName C.GetMonitorName func GetMonitorName(monitor c.Int) *c.Char //go:linkname SetClipboardText C.SetClipboardText func SetClipboardText(text *c.Char) //go:linkname GetClipboardText C.GetClipboardText func GetClipboardText() *c.Char // Enable waiting for events on EndDrawing(), no automatic event polling // //go:linkname EnableEventWaiting C.EnableEventWaiting func EnableEventWaiting() // Disable waiting for events on EndDrawing(), automatic events polling // //go:linkname DisableEventWaiting C.DisableEventWaiting func DisableEventWaiting() // ----------------------------------------------------------------------------- // Cursor-related functions //go:linkname ShowCursor C.ShowCursor func ShowCursor() //go:linkname HideCursor C.HideCursor func HideCursor() //go:linkname IsCursorHidden C.IsCursorHidden func IsCursorHidden() bool //go:linkname EnableCursor C.EnableCursor func EnableCursor() //go:linkname DisableCursor C.DisableCursor func DisableCursor() //go:linkname IsCursorOnScreen C.IsCursorOnScreen func IsCursorOnScreen() bool // ----------------------------------------------------------------------------- // Shader management functions // ----------------------------------------------------------------------------- // Screen-space-related functions // ----------------------------------------------------------------------------- // Timing-related functions // Set target FPS (maximum) // //go:linkname SetTargetFPS C.SetTargetFPS func SetTargetFPS(fps c.Int) // Returns current FPS // //go:linkname GetFPS C.GetFPS func GetFPS() c.Int // Returns time in seconds for last frame drawn (delta time) // //go:linkname GetFrameTime C.GetFrameTime func GetFrameTime() c.Float // Returns elapsed time in seconds since InitWindow() // //go:linkname GetTime C.GetTime func GetTime() c.Double // ----------------------------------------------------------------------------- // Custom frame control functions // NOTE: Those functions are intended for advance 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 // ----------------------------------------------------------------------------- // Random values generation functions // ----------------------------------------------------------------------------- // Misc. functions // ----------------------------------------------------------------------------- // Input-related functions: keyboard // ----------------------------------------------------------------------------- // Input-related functions: gamepads // ----------------------------------------------------------------------------- // Input-related functions: mouse // ----------------------------------------------------------------------------- // Input-related functions: touch // ----------------------------------------------------------------------------- // Gestures and Touch Handling Functions (Module: rgestures) // -----------------------------------------------------------------------------