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https://github.com/raylib-cs/raylib-cs
synced 2025-07-02 19:13:43 -04:00
BREAKING: Update names of methods, variables, and other elements (#181)
Breaking change to update naming across Raylib-cs to make it more consistent with C# naming conventions. --------- Co-authored-by: MrScautHD <65916181+MrScautHD@users.noreply.github.com>
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@ -398,52 +398,52 @@ namespace Raylib_cs
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/// <summary>
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/// HMD horizontal resolution in pixels
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/// </summary>
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public int hResolution;
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public int HResolution;
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/// <summary>
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/// HMD vertical resolution in pixels
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/// </summary>
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public int vResolution;
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public int VResolution;
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/// <summary>
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/// HMD horizontal size in meters
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/// </summary>
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public float hScreenSize;
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public float HScreenSize;
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/// <summary>
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/// HMD vertical size in meters
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/// </summary>
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public float vScreenSize;
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public float VScreenSize;
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/// <summary>
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/// HMD screen center in meters
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/// </summary>
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public float vScreenCenter;
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public float VScreenCenter;
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/// <summary>
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/// HMD distance between eye and display in meters
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/// </summary>
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public float eyeToScreenDistance;
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public float EyeToScreenDistance;
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/// <summary>
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/// HMD lens separation distance in meters
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/// </summary>
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public float lensSeparationDistance;
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public float LensSeparationDistance;
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/// <summary>
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/// HMD IPD (distance between pupils) in meters
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/// </summary>
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public float interpupillaryDistance;
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public float InterpupillaryDistance;
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/// <summary>
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/// HMD lens distortion constant parameters
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/// </summary>
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public fixed float lensDistortionValues[4];
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public fixed float LensDistortionValues[4];
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/// <summary>
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/// HMD chromatic aberration correction parameters
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/// </summary>
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public fixed float chromaAbCorrection[4];
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public fixed float ChromaAbCorrection[4];
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}
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/// <summary>
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@ -455,51 +455,51 @@ namespace Raylib_cs
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/// <summary>
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/// VR projection matrices (per eye)
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/// </summary>
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public Matrix4x4 projection1;
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public Matrix4x4 Projection1;
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/// <summary>
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/// VR projection matrices (per eye)
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/// </summary>
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public Matrix4x4 projection2;
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public Matrix4x4 Projection2;
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/// <summary>
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/// VR view offset matrices (per eye)
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/// </summary>
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public Matrix4x4 viewOffset1;
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public Matrix4x4 ViewOffset1;
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/// <summary>
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/// VR view offset matrices (per eye)
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/// </summary>
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public Matrix4x4 viewOffset2;
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public Matrix4x4 ViewOffset2;
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/// <summary>
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/// VR left lens center
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/// </summary>
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public Vector2 leftLensCenter;
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public Vector2 LeftLensCenter;
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/// <summary>
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/// VR right lens center
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/// </summary>
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public Vector2 rightLensCenter;
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public Vector2 RightLensCenter;
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/// <summary>
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/// VR left screen center
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/// </summary>
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public Vector2 leftScreenCenter;
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public Vector2 LeftScreenCenter;
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/// <summary>
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/// VR right screen center
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/// </summary>
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public Vector2 rightScreenCenter;
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public Vector2 RightScreenCenter;
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/// <summary>
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/// VR distortion scale
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/// </summary>
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public Vector2 scale;
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public Vector2 Scale;
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/// <summary>
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/// VR distortion scale in
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/// </summary>
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public Vector2 scaleIn;
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public Vector2 ScaleIn;
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}
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}
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