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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-09-09 03:01:41 -04:00

Testing CBool type instead of bool

This commit is contained in:
2021-11-11 12:00:42 +00:00
parent 794b82de0e
commit 5014ebbfe0
3 changed files with 89 additions and 116 deletions

View File

@@ -200,8 +200,7 @@ namespace Raylib_cs
/// <summary>Enable vertex array (VAO, if supported)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool rlEnableVertexArray(uint vaoId);
public static extern CBool rlEnableVertexArray(uint vaoId);
/// <summary>Disable vertex array (VAO, if supported)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
@@ -353,8 +352,7 @@ namespace Raylib_cs
/// <summary>Check if stereo render is enabled</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool rlIsStereoRenderEnabled();
public static extern CBool rlIsStereoRenderEnabled();
/// <summary>Clear color buffer with color</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
@@ -439,8 +437,7 @@ namespace Raylib_cs
/// <summary>Check internal buffer overflow for a given number of vertex</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool rlCheckRenderBatchLimit(int vCount);
public static extern CBool rlCheckRenderBatchLimit(int vCount);
/// <summary>Set current texture for render batch and check buffers limits</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
@@ -455,11 +452,11 @@ namespace Raylib_cs
/// <summary>Load a vertex buffer attribute</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadVertexBuffer(IntPtr buffer, int size, bool dynamic);
public static extern uint rlLoadVertexBuffer(IntPtr buffer, int size, CBool dynamic);
/// <summary>Load a new attributes element buffer</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadVertexBufferElement(IntPtr buffer, int size, bool dynamic);
public static extern uint rlLoadVertexBufferElement(IntPtr buffer, int size, CBool dynamic);
/// <summary>Update GPU buffer with new data</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
@@ -472,7 +469,7 @@ namespace Raylib_cs
public static extern void rlUnloadVertexBuffer(uint vboId);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetVertexAttribute(uint index, int compSize, int type, bool normalized, int stride, IntPtr pointer);
public static extern void rlSetVertexAttribute(uint index, int compSize, int type, CBool normalized, int stride, IntPtr pointer);
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void rlSetVertexAttributeDivisor(uint index, int divisor);
@@ -503,7 +500,7 @@ namespace Raylib_cs
/// <summary>Load depth texture/renderbuffer (to be attached to fbo)</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint rlLoadTextureDepth(int width, int height, bool useRenderBuffer);
public static extern uint rlLoadTextureDepth(int width, int height, CBool useRenderBuffer);
/// <summary>Load texture cubemap
/// data refers to a void *</summary>
@@ -550,13 +547,11 @@ namespace Raylib_cs
/// <summary>Verify framebuffer is complete</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool rlFramebufferComplete(uint id);
public static extern CBool rlFramebufferComplete(uint id);
/// <summary>Delete framebuffer from GPU</summary>
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool rlUnloadFramebuffer(uint id);
public static extern CBool rlUnloadFramebuffer(uint id);
// Shaders management