Update types in Raylib.cs to 4.0
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1 changed files with 51 additions and 22 deletions
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@ -184,32 +184,32 @@ namespace Raylib_cs
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public struct NPatchInfo
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{
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/// <summary>
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/// Region in the texture
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/// Texture source rectangle
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/// </summary>
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public Rectangle sourceRec;
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public Rectangle source;
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/// <summary>
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/// left border offset
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/// Left border offset
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/// </summary>
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public int left;
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/// <summary>
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/// top border offset
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/// Top border offset
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/// </summary>
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public int top;
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/// <summary>
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/// right border offset
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/// Right border offset
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/// </summary>
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public int right;
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/// <summary>
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/// bottom border offset
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/// Bottom border offset
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/// </summary>
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public int bottom;
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/// <summary>
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/// layout of the n-patch: 3x3, 1x3 or 3x1
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/// Layout of the n-patch: 3x3, 1x3 or 3x1
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/// </summary>
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public NPatchLayout layout;
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}
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@ -247,7 +247,7 @@ namespace Raylib_cs
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}
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/// <summary>
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/// Font type, includes texture and charSet array data
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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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@ -260,31 +260,31 @@ namespace Raylib_cs
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/// <summary>
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/// Number of characters
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/// </summary>
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public int charsCount;
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public int glyphCount;
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/// <summary>
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/// Padding around the chars
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/// Padding around the glyph characters
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/// </summary>
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public int charsPadding;
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public int glyphPadding;
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/// <summary>
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/// Characters texture atals
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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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/// Characters rectangles in texture (Rectangle *)
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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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/// Characters info data (CharInfo *)
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/// Glyphs info data
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/// </summary>
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public IntPtr chars;
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public IntPtr glyphs;
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}
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/// <summary>
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/// Camera type, defines a camera position/orientation in 3d space
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/// Camera3D, defines position/orientation in 3d space
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Camera3D
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@ -324,7 +324,7 @@ namespace Raylib_cs
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}
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}
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/// <summary>Camera2D type, defines a 2d camera</summary>
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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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@ -514,7 +514,7 @@ namespace Raylib_cs
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}
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/// <summary>
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/// Transformation properties
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/// Transform, vectex transformation data
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Transform
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@ -629,7 +629,7 @@ namespace Raylib_cs
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public IntPtr framePoses;
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}
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/// <summary>Ray type (useful for raycast)</summary>
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/// <summary>Ray, ray for raycasting</summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct Ray
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{
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@ -762,9 +762,9 @@ namespace Raylib_cs
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public AudioStream stream;
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/// <summary>
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/// Total number of samples
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/// Total number of frames (considering channels)
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/// </summary>
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public uint sampleCount;
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public uint frameCount;
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}
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/// <summary>Music stream type (audio file streaming from memory)
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@ -780,7 +780,7 @@ namespace Raylib_cs
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/// <summary>
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/// Total number of samples
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/// </summary>
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public uint sampleCount;
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public uint frameCount;
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/// <summary>
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/// Music looping enable
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@ -1175,6 +1175,26 @@ namespace Raylib_cs
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/// Mouse button middle (pressed wheel)
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/// </summary>
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MOUSE_BUTTON_MIDDLE = 2,
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/// <summary>
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/// Mouse button side (advanced mouse device)
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/// </summary>
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MOUSE_BUTTON_SIDE = 3,
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/// <summary>
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/// Mouse button extra (advanced mouse device)
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/// </summary>
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MOUSE_BUTTON_EXTRA = 4,
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/// <summary>
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/// Mouse button fordward (advanced mouse device)
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/// </summary>
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MOUSE_BUTTON_FORWARD = 5,
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/// <summary>
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/// Mouse button back (advanced mouse device)
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/// </summary>
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MOUSE_BUTTON_BACK = 6,
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}
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/// <summary>Mouse cursor</summary>
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@ -1440,6 +1460,15 @@ namespace Raylib_cs
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SHADER_UNIFORM_SAMPLER2D
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}
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// Shader attribute data types
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public enum ShaderAttributeDataType
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{
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SHADER_ATTRIB_FLOAT = 0,
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SHADER_ATTRIB_VEC2,
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SHADER_ATTRIB_VEC3,
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SHADER_ATTRIB_VEC4
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}
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/// <summary>Pixel formats
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/// NOTE: Support depends on OpenGL version and platform</summary>
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public enum PixelFormat
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