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Update types in Raylib.cs to 4.0

This commit is contained in:
Rgebee 2021-10-22 18:50:42 +01:00
commit d7bdb7a20a

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@ -184,32 +184,32 @@ namespace Raylib_cs
public struct NPatchInfo
{
/// <summary>
/// Region in the texture
/// Texture source rectangle
/// </summary>
public Rectangle sourceRec;
public Rectangle source;
/// <summary>
/// left border offset
/// Left border offset
/// </summary>
public int left;
/// <summary>
/// top border offset
/// Top border offset
/// </summary>
public int top;
/// <summary>
/// right border offset
/// Right border offset
/// </summary>
public int right;
/// <summary>
/// bottom border offset
/// Bottom border offset
/// </summary>
public int bottom;
/// <summary>
/// layout of the n-patch: 3x3, 1x3 or 3x1
/// Layout of the n-patch: 3x3, 1x3 or 3x1
/// </summary>
public NPatchLayout layout;
}
@ -247,7 +247,7 @@ namespace Raylib_cs
}
/// <summary>
/// Font type, includes texture and charSet array data
/// Font, font texture and GlyphInfo array data
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct Font
@ -260,31 +260,31 @@ namespace Raylib_cs
/// <summary>
/// Number of characters
/// </summary>
public int charsCount;
public int glyphCount;
/// <summary>
/// Padding around the chars
/// Padding around the glyph characters
/// </summary>
public int charsPadding;
public int glyphPadding;
/// <summary>
/// Characters texture atals
/// Texture atlas containing the glyphs
/// </summary>
public Texture2D texture;
/// <summary>
/// Characters rectangles in texture (Rectangle *)
/// Rectangles in texture for the glyphs
/// </summary>
public IntPtr recs;
/// <summary>
/// Characters info data (CharInfo *)
/// Glyphs info data
/// </summary>
public IntPtr chars;
public IntPtr glyphs;
}
/// <summary>
/// Camera type, defines a camera position/orientation in 3d space
/// Camera3D, defines position/orientation in 3d space
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct Camera3D
@ -324,7 +324,7 @@ namespace Raylib_cs
}
}
/// <summary>Camera2D type, defines a 2d camera</summary>
/// <summary>Camera2D, defines position/orientation in 2d space</summary>
[StructLayout(LayoutKind.Sequential)]
public struct Camera2D
{
@ -514,7 +514,7 @@ namespace Raylib_cs
}
/// <summary>
/// Transformation properties
/// Transform, vectex transformation data
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public struct Transform
@ -629,7 +629,7 @@ namespace Raylib_cs
public IntPtr framePoses;
}
/// <summary>Ray type (useful for raycast)</summary>
/// <summary>Ray, ray for raycasting</summary>
[StructLayout(LayoutKind.Sequential)]
public struct Ray
{
@ -762,9 +762,9 @@ namespace Raylib_cs
public AudioStream stream;
/// <summary>
/// Total number of samples
/// Total number of frames (considering channels)
/// </summary>
public uint sampleCount;
public uint frameCount;
}
/// <summary>Music stream type (audio file streaming from memory)
@ -780,7 +780,7 @@ namespace Raylib_cs
/// <summary>
/// Total number of samples
/// </summary>
public uint sampleCount;
public uint frameCount;
/// <summary>
/// Music looping enable
@ -1175,6 +1175,26 @@ namespace Raylib_cs
/// Mouse button middle (pressed wheel)
/// </summary>
MOUSE_BUTTON_MIDDLE = 2,
/// <summary>
/// Mouse button side (advanced mouse device)
/// </summary>
MOUSE_BUTTON_SIDE = 3,
/// <summary>
/// Mouse button extra (advanced mouse device)
/// </summary>
MOUSE_BUTTON_EXTRA = 4,
/// <summary>
/// Mouse button fordward (advanced mouse device)
/// </summary>
MOUSE_BUTTON_FORWARD = 5,
/// <summary>
/// Mouse button back (advanced mouse device)
/// </summary>
MOUSE_BUTTON_BACK = 6,
}
/// <summary>Mouse cursor</summary>
@ -1440,6 +1460,15 @@ namespace Raylib_cs
SHADER_UNIFORM_SAMPLER2D
}
// Shader attribute data types
public enum ShaderAttributeDataType
{
SHADER_ATTRIB_FLOAT = 0,
SHADER_ATTRIB_VEC2,
SHADER_ATTRIB_VEC3,
SHADER_ATTRIB_VEC4
}
/// <summary>Pixel formats
/// NOTE: Support depends on OpenGL version and platform</summary>
public enum PixelFormat