Reorganize types
- Move into types folder - Group types based on usage
This commit is contained in:
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9b1c2269f0
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26b0a0dac4
55 changed files with 1296 additions and 1396 deletions
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@ -1,31 +0,0 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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{
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/// <summary>Audio stream type
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/// NOTE: Useful to create custom audio streams not bound to a specific file</summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct AudioStream
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{
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/// <summary>
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/// Pointer to internal data(rAudioBuffer *) used by the audio system
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/// </summary>
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public IntPtr audioBuffer;
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/// <summary>
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/// Frequency (samples per second)
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/// </summary>
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public uint sampleRate;
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/// <summary>
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/// Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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/// </summary>
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public uint sampleSize;
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/// <summary>
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/// Number of channels (1-mono, 2-stereo)
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/// </summary>
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public uint channels;
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}
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}
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@ -1,36 +0,0 @@
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namespace Raylib_cs
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{
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/// <summary>Color blending modes (pre-defined)</summary>
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public enum BlendMode
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{
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/// <summary>
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/// Blend textures considering alpha (default)
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/// </summary>
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BLEND_ALPHA = 0,
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/// <summary>
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/// Blend textures adding colors
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/// </summary>
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BLEND_ADDITIVE,
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/// <summary>
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/// Blend textures multiplying colors
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/// </summary>
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BLEND_MULTIPLIED,
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/// <summary>
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/// Blend textures adding colors (alternative)
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/// </summary>
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BLEND_ADD_COLORS,
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/// <summary>
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/// Blend textures subtracting colors (alternative)
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/// </summary>
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BLEND_SUBTRACT_COLORS,
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/// <summary>
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/// Blend textures using custom src/dst factors (use rlSetBlendMode())
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/// </summary>
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BLEND_CUSTOM
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}
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}
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@ -1,22 +0,0 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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{
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/// <summary>
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/// Bone information
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct BoneInfo
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{
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/// <summary>
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/// Bone name (char[32])
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/// </summary>
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public IntPtr name;
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/// <summary>
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/// Bone parent
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/// </summary>
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public int parent;
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}
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}
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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{
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/// <summary>Bounding box type</summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct BoundingBox
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{
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/// <summary>
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/// Minimum vertex box-corner
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/// </summary>
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public Vector3 min;
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/// <summary>
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/// Maximum vertex box-corner
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/// </summary>
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public Vector3 max;
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public BoundingBox(Vector3 min, Vector3 max)
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{
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this.min = min;
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this.max = max;
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}
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}
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}
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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{
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/// <summary>Camera2D, defines position/orientation in 2d space</summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Camera2D
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{
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/// <summary>
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/// Camera offset (displacement from target)
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/// </summary>
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public Vector2 offset;
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/// <summary>
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/// Camera target (rotation and zoom origin)
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/// </summary>
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public Vector2 target;
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/// <summary>
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/// Camera rotation in degrees
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/// </summary>
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public float rotation;
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/// <summary>
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/// Camera zoom (scaling), should be 1.0f by default
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/// </summary>
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public float zoom;
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public Camera2D(Vector2 offset, Vector2 target, float rotation, float zoom)
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{
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this.offset = offset;
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this.target = target;
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this.rotation = rotation;
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this.zoom = zoom;
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}
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}
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}
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namespace Raylib_cs
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{
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/// <summary>Camera system modes</summary>
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public enum CameraMode
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{
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CAMERA_CUSTOM = 0,
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CAMERA_FREE,
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CAMERA_ORBITAL,
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CAMERA_FIRST_PERSON,
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CAMERA_THIRD_PERSON
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}
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}
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namespace Raylib_cs
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{
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/// <summary>Camera projection</summary>
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public enum CameraProjection
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{
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CAMERA_PERSPECTIVE = 0,
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CAMERA_ORTHOGRAPHIC
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}
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}
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namespace Raylib_cs
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{
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/// <summary>Cubemap layouts</summary>
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public enum CubemapLayout
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{
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/// <summary>
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/// Automatically detect layout type
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/// </summary>
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CUBEMAP_LAYOUT_AUTO_DETECT = 0,
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/// <summary>
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/// Layout is defined by a vertical line with faces
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/// </summary>
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CUBEMAP_LAYOUT_LINE_VERTICAL,
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/// <summary>
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/// Layout is defined by an horizontal line with faces
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/// </summary>
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CUBEMAP_LAYOUT_LINE_HORIZONTAL,
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/// <summary>
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/// Layout is defined by a 3x4 cross with cubemap faces
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/// </summary>
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CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,
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/// <summary>
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/// Layout is defined by a 4x3 cross with cubemap faces
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/// </summary>
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CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE,
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/// <summary>
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/// Layout is defined by a panorama image (equirectangular map)
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/// </summary>
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CUBEMAP_LAYOUT_PANORAMA
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}
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}
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using System;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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{
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/// <summary>
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/// Font, font texture and GlyphInfo array data
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Font
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{
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/// <summary>
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/// Base size (default chars height)
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/// </summary>
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public int baseSize;
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/// <summary>
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/// Number of characters
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/// </summary>
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public int glyphCount;
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/// <summary>
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/// Padding around the glyph characters
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/// </summary>
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public int glyphPadding;
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/// <summary>
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/// Texture atlas containing the glyphs
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/// </summary>
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public Texture2D texture;
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/// <summary>
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/// Rectangles in texture for the glyphs
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/// </summary>
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public IntPtr recs;
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/// <summary>
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/// Glyphs info data
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/// </summary>
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public IntPtr glyphs;
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}
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}
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namespace Raylib_cs
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{
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/// <summary>Font type, defines generation method</summary>
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public enum FontType
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{
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/// <summary>
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/// Default font generation, anti-aliased
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/// </summary>
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FONT_DEFAULT = 0,
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/// <summary>
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/// Bitmap font generation, no anti-aliasing
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/// </summary>
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FONT_BITMAP,
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/// <summary>
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/// SDF font generation, requires external shader
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/// </summary>
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FONT_SDF
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}
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}
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namespace Raylib_cs
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{
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/// <summary>Gamepad axis</summary>
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public enum GamepadAxis
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{
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/// <summary>
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/// Gamepad left stick X axis
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/// </summary>
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GAMEPAD_AXIS_LEFT_X = 0,
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/// <summary>
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/// Gamepad left stick Y axis
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/// </summary>
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GAMEPAD_AXIS_LEFT_Y = 1,
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/// <summary>
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/// Gamepad right stick X axis
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/// </summary>
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GAMEPAD_AXIS_RIGHT_X = 2,
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/// <summary>
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/// Gamepad right stick Y axis
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/// </summary>
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GAMEPAD_AXIS_RIGHT_Y = 3,
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/// <summary>
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/// Gamepad back trigger left, pressure level: [1..-1]
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/// </summary>
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GAMEPAD_AXIS_LEFT_TRIGGER = 4,
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/// <summary>
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/// Gamepad back trigger right, pressure level: [1..-1]
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/// </summary>
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GAMEPAD_AXIS_RIGHT_TRIGGER = 5
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}
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}
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namespace Raylib_cs
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{
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/// <summary>Gamepad buttons</summary>
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public enum GamepadButton
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{
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/// <summary>
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/// This is here just for error checking
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/// </summary>
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GAMEPAD_BUTTON_UNKNOWN = 0,
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/// <summary>
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/// Gamepad left DPAD up button
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/// </summary>
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GAMEPAD_BUTTON_LEFT_FACE_UP,
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/// <summary>
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/// Gamepad left DPAD right button
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/// </summary>
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GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
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/// <summary>
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/// Gamepad left DPAD down button
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/// </summary>
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GAMEPAD_BUTTON_LEFT_FACE_DOWN,
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/// <summary>
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/// Gamepad left DPAD left button
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/// </summary>
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GAMEPAD_BUTTON_LEFT_FACE_LEFT,
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/// <summary>
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/// Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
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/// </summary>
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GAMEPAD_BUTTON_RIGHT_FACE_UP,
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/// <summary>
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/// Gamepad right button right (i.e. PS3: Square, Xbox: X)
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/// </summary>
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GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
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/// <summary>
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/// Gamepad right button down (i.e. PS3: Cross, Xbox: A)
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/// </summary>
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GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
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/// <summary>
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/// Gamepad right button left (i.e. PS3: Circle, Xbox: B)
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/// </summary>
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GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
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// Triggers
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GAMEPAD_BUTTON_LEFT_TRIGGER_1,
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GAMEPAD_BUTTON_LEFT_TRIGGER_2,
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GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
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GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
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// These are buttons in the center of the gamepad
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/// <summary>
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/// PS3 Select
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/// </summary>
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GAMEPAD_BUTTON_MIDDLE_LEFT,
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/// <summary>
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/// PS Button/XBOX Button
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/// </summary>
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GAMEPAD_BUTTON_MIDDLE,
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/// <summary>
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/// PS3 Start
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/// </summary>
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GAMEPAD_BUTTON_MIDDLE_RIGHT,
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/// <summary>
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/// Left joystick press button
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/// </summary>
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GAMEPAD_BUTTON_LEFT_THUMB,
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/// <summary>
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/// Right joystick press button
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/// </summary>
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GAMEPAD_BUTTON_RIGHT_THUMB
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}
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}
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using System;
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namespace Raylib_cs
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{
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/// <summary>Gestures
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/// NOTE: It could be used as flags to enable only some gestures</summary>
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[Flags]
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public enum Gestures
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{
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GESTURE_NONE = 0,
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GESTURE_TAP = 1,
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GESTURE_DOUBLETAP = 2,
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GESTURE_HOLD = 4,
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GESTURE_DRAG = 8,
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GESTURE_SWIPE_RIGHT = 16,
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GESTURE_SWIPE_LEFT = 32,
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GESTURE_SWIPE_UP = 64,
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GESTURE_SWIPE_DOWN = 128,
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GESTURE_PINCH_IN = 256,
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GESTURE_PINCH_OUT = 512
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}
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}
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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{
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/// <summary>
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/// GlyphInfo, font characters glyphs info
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct GlyphInfo
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{
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/// <summary>
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/// Character value (Unicode)
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/// </summary>
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public int value;
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/// <summary>
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/// Character offset X when drawing
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/// </summary>
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public int offsetX;
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/// <summary>
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/// Character offset Y when drawing
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/// </summary>
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public int offsetY;
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/// <summary>
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/// Character advance position X
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/// </summary>
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public int advanceX;
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/// <summary>
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/// Character image data
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/// </summary>
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public Image image;
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}
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}
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using System;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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{
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/// <summary>
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/// Image type, bpp always RGBA (32bit)
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/// <br/>
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/// NOTE: Data stored in CPU memory (RAM)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Image
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{
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/// <summary>
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/// Image raw data (void *)
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/// </summary>
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public IntPtr data;
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/// <summary>
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/// Image base width
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/// </summary>
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public int width;
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/// <summary>
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/// Image base height
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/// </summary>
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public int height;
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/// <summary>
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/// Mipmap levels, 1 by default
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/// </summary>
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public int mipmaps;
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/// <summary>
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/// Data format (PixelFormat type)
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/// </summary>
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public PixelFormat format;
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}
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}
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@ -1,130 +0,0 @@
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namespace Raylib_cs
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{
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/// <summary>Keyboard keys (US keyboard layout)
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/// NOTE: Use GetKeyPressed() to allow redefining
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/// required keys for alternative layouts</summary>
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public enum KeyboardKey
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{
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/// <summary>
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/// NULL, used for no key pressed
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/// </summary>
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KEY_NULL = 0,
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// Alphanumeric keys
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KEY_APOSTROPHE = 39,
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KEY_COMMA = 44,
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KEY_MINUS = 45,
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KEY_PERIOD = 46,
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KEY_SLASH = 47,
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KEY_ZERO = 48,
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KEY_ONE = 49,
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KEY_TWO = 50,
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KEY_THREE = 51,
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KEY_FOUR = 52,
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KEY_FIVE = 53,
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KEY_SIX = 54,
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KEY_SEVEN = 55,
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KEY_EIGHT = 56,
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KEY_NINE = 57,
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KEY_SEMICOLON = 59,
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KEY_EQUAL = 61,
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KEY_A = 65,
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KEY_B = 66,
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KEY_C = 67,
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KEY_D = 68,
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KEY_E = 69,
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KEY_F = 70,
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KEY_G = 71,
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KEY_H = 72,
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KEY_I = 73,
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KEY_J = 74,
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KEY_K = 75,
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KEY_L = 76,
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KEY_M = 77,
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KEY_N = 78,
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KEY_O = 79,
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KEY_P = 80,
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KEY_Q = 81,
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KEY_R = 82,
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KEY_S = 83,
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KEY_T = 84,
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KEY_U = 85,
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KEY_V = 86,
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KEY_W = 87,
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KEY_X = 88,
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KEY_Y = 89,
|
||||
KEY_Z = 90,
|
||||
|
||||
// Function keys
|
||||
KEY_SPACE = 32,
|
||||
KEY_ESCAPE = 256,
|
||||
KEY_ENTER = 257,
|
||||
KEY_TAB = 258,
|
||||
KEY_BACKSPACE = 259,
|
||||
KEY_INSERT = 260,
|
||||
KEY_DELETE = 261,
|
||||
KEY_RIGHT = 262,
|
||||
KEY_LEFT = 263,
|
||||
KEY_DOWN = 264,
|
||||
KEY_UP = 265,
|
||||
KEY_PAGE_UP = 266,
|
||||
KEY_PAGE_DOWN = 267,
|
||||
KEY_HOME = 268,
|
||||
KEY_END = 269,
|
||||
KEY_CAPS_LOCK = 280,
|
||||
KEY_SCROLL_LOCK = 281,
|
||||
KEY_NUM_LOCK = 282,
|
||||
KEY_PRINT_SCREEN = 283,
|
||||
KEY_PAUSE = 284,
|
||||
KEY_F1 = 290,
|
||||
KEY_F2 = 291,
|
||||
KEY_F3 = 292,
|
||||
KEY_F4 = 293,
|
||||
KEY_F5 = 294,
|
||||
KEY_F6 = 295,
|
||||
KEY_F7 = 296,
|
||||
KEY_F8 = 297,
|
||||
KEY_F9 = 298,
|
||||
KEY_F10 = 299,
|
||||
KEY_F11 = 300,
|
||||
KEY_F12 = 301,
|
||||
KEY_LEFT_SHIFT = 340,
|
||||
KEY_LEFT_CONTROL = 341,
|
||||
KEY_LEFT_ALT = 342,
|
||||
KEY_LEFT_SUPER = 343,
|
||||
KEY_RIGHT_SHIFT = 344,
|
||||
KEY_RIGHT_CONTROL = 345,
|
||||
KEY_RIGHT_ALT = 346,
|
||||
KEY_RIGHT_SUPER = 347,
|
||||
KEY_KB_MENU = 348,
|
||||
KEY_LEFT_BRACKET = 91,
|
||||
KEY_BACKSLASH = 92,
|
||||
KEY_RIGHT_BRACKET = 93,
|
||||
KEY_GRAVE = 96,
|
||||
|
||||
// Keypad keys
|
||||
KEY_KP_0 = 320,
|
||||
KEY_KP_1 = 321,
|
||||
KEY_KP_2 = 322,
|
||||
KEY_KP_3 = 323,
|
||||
KEY_KP_4 = 324,
|
||||
KEY_KP_5 = 325,
|
||||
KEY_KP_6 = 326,
|
||||
KEY_KP_7 = 327,
|
||||
KEY_KP_8 = 328,
|
||||
KEY_KP_9 = 329,
|
||||
KEY_KP_DECIMAL = 330,
|
||||
KEY_KP_DIVIDE = 331,
|
||||
KEY_KP_MULTIPLY = 332,
|
||||
KEY_KP_SUBTRACT = 333,
|
||||
KEY_KP_ADD = 334,
|
||||
KEY_KP_ENTER = 335,
|
||||
KEY_KP_EQUAL = 336,
|
||||
|
||||
// Android key buttons
|
||||
KEY_BACK = 4,
|
||||
KEY_MENU = 82,
|
||||
KEY_VOLUME_UP = 24,
|
||||
KEY_VOLUME_DOWN = 25
|
||||
}
|
||||
}
|
||||
|
|
@ -1,27 +0,0 @@
|
|||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// Material type (generic)
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Material
|
||||
{
|
||||
/// <summary>
|
||||
/// Material shader
|
||||
/// </summary>
|
||||
public Shader shader;
|
||||
|
||||
/// <summary>
|
||||
/// Material maps (MaterialMap *)
|
||||
/// </summary>
|
||||
public IntPtr maps;
|
||||
|
||||
/// <summary>
|
||||
/// Material generic parameters (if required, float *)
|
||||
/// </summary>
|
||||
public IntPtr param;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,26 +0,0 @@
|
|||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// Material texture map
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct MaterialMap
|
||||
{
|
||||
/// <summary>
|
||||
/// Material map texture
|
||||
/// </summary>
|
||||
public Texture2D texture;
|
||||
|
||||
/// <summary>
|
||||
/// Material map color
|
||||
/// </summary>
|
||||
public Color color;
|
||||
|
||||
/// <summary>
|
||||
/// Material map value
|
||||
/// </summary>
|
||||
public float value;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,42 +0,0 @@
|
|||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Material map index</summary>
|
||||
public enum MaterialMapIndex
|
||||
{
|
||||
/// <summary>
|
||||
/// MAP_DIFFUSE
|
||||
/// </summary>
|
||||
MATERIAL_MAP_ALBEDO = 0,
|
||||
|
||||
/// <summary>
|
||||
/// MAP_SPECULAR
|
||||
/// </summary>
|
||||
MATERIAL_MAP_METALNESS = 1,
|
||||
|
||||
MATERIAL_MAP_NORMAL = 2,
|
||||
MATERIAL_MAP_ROUGHNESS = 3,
|
||||
MATERIAL_MAP_OCCLUSION,
|
||||
MATERIAL_MAP_EMISSION,
|
||||
MATERIAL_MAP_HEIGHT,
|
||||
|
||||
/// <summary>
|
||||
/// NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
/// </summary>
|
||||
MATERIAL_MAP_CUBEMAP,
|
||||
|
||||
/// <summary>
|
||||
/// NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
/// </summary>
|
||||
MATERIAL_MAP_IRRADIANCE,
|
||||
|
||||
/// <summary>
|
||||
/// NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
/// </summary>
|
||||
MATERIAL_MAP_PREFILTER,
|
||||
|
||||
MATERIAL_MAP_BRDF,
|
||||
|
||||
MATERIAL_MAP_DIFFUSE = MATERIAL_MAP_ALBEDO,
|
||||
MATERIAL_MAP_SPECULAR = MATERIAL_MAP_METALNESS,
|
||||
}
|
||||
}
|
||||
|
|
@ -1,30 +0,0 @@
|
|||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Model animation</summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ModelAnimation
|
||||
{
|
||||
/// <summary>
|
||||
/// Number of bones
|
||||
/// </summary>
|
||||
public int boneCount;
|
||||
|
||||
/// <summary>
|
||||
/// Number of animation frames
|
||||
/// </summary>
|
||||
public int frameCount;
|
||||
|
||||
/// <summary>
|
||||
/// Bones information (skeleton, BoneInfo *)
|
||||
/// </summary>
|
||||
public IntPtr bones;
|
||||
|
||||
/// <summary>
|
||||
/// Poses array by frame (Transform **)
|
||||
/// </summary>
|
||||
public IntPtr framePoses;
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue