raylib-zig/marshal.c
2024-02-10 19:13:34 +02:00

4036 lines
80 KiB
C

#define GRAPHICS_API_OPENGL_11
// #define RLGL_IMPLEMENTATION
#include "raylib.h"
#include "rlgl.h"
#include "raymath.h"
void mInitWindow(int width, int height, const char * title)
{
InitWindow(width, height, title);
}
void mCloseWindow(void)
{
CloseWindow();
}
bool mWindowShouldClose(void)
{
return WindowShouldClose();
}
bool mIsWindowReady(void)
{
return IsWindowReady();
}
bool mIsWindowFullscreen(void)
{
return IsWindowFullscreen();
}
bool mIsWindowHidden(void)
{
return IsWindowHidden();
}
bool mIsWindowMinimized(void)
{
return IsWindowMinimized();
}
bool mIsWindowMaximized(void)
{
return IsWindowMaximized();
}
bool mIsWindowFocused(void)
{
return IsWindowFocused();
}
bool mIsWindowResized(void)
{
return IsWindowResized();
}
bool mIsWindowState(unsigned int flag)
{
return IsWindowState(flag);
}
void mSetWindowState(unsigned int flags)
{
SetWindowState(flags);
}
void mClearWindowState(unsigned int flags)
{
ClearWindowState(flags);
}
void mToggleFullscreen(void)
{
ToggleFullscreen();
}
void mToggleBorderlessWindowed(void)
{
ToggleBorderlessWindowed();
}
void mMaximizeWindow(void)
{
MaximizeWindow();
}
void mMinimizeWindow(void)
{
MinimizeWindow();
}
void mRestoreWindow(void)
{
RestoreWindow();
}
void mSetWindowIcon(Image *image)
{
SetWindowIcon(*image);
}
void mSetWindowIcons(Image * images, int count)
{
SetWindowIcons(images, count);
}
void mSetWindowTitle(const char * title)
{
SetWindowTitle(title);
}
void mSetWindowPosition(int x, int y)
{
SetWindowPosition(x, y);
}
void mSetWindowMonitor(int monitor)
{
SetWindowMonitor(monitor);
}
void mSetWindowMinSize(int width, int height)
{
SetWindowMinSize(width, height);
}
void mSetWindowMaxSize(int width, int height)
{
SetWindowMaxSize(width, height);
}
void mSetWindowSize(int width, int height)
{
SetWindowSize(width, height);
}
void mSetWindowOpacity(float opacity)
{
SetWindowOpacity(opacity);
}
void mSetWindowFocused(void)
{
SetWindowFocused();
}
int mGetScreenWidth(void)
{
return GetScreenWidth();
}
int mGetScreenHeight(void)
{
return GetScreenHeight();
}
int mGetRenderWidth(void)
{
return GetRenderWidth();
}
int mGetRenderHeight(void)
{
return GetRenderHeight();
}
int mGetMonitorCount(void)
{
return GetMonitorCount();
}
int mGetCurrentMonitor(void)
{
return GetCurrentMonitor();
}
void mGetMonitorPosition(Vector2 *out, int monitor)
{
*out = GetMonitorPosition(monitor);
}
int mGetMonitorWidth(int monitor)
{
return GetMonitorWidth(monitor);
}
int mGetMonitorHeight(int monitor)
{
return GetMonitorHeight(monitor);
}
int mGetMonitorPhysicalWidth(int monitor)
{
return GetMonitorPhysicalWidth(monitor);
}
int mGetMonitorPhysicalHeight(int monitor)
{
return GetMonitorPhysicalHeight(monitor);
}
int mGetMonitorRefreshRate(int monitor)
{
return GetMonitorRefreshRate(monitor);
}
void mGetWindowPosition(Vector2 *out)
{
*out = GetWindowPosition();
}
void mGetWindowScaleDPI(Vector2 *out)
{
*out = GetWindowScaleDPI();
}
const char * mGetMonitorName(int monitor)
{
return GetMonitorName(monitor);
}
void mSetClipboardText(const char * text)
{
SetClipboardText(text);
}
const char * mGetClipboardText(void)
{
return GetClipboardText();
}
void mEnableEventWaiting(void)
{
EnableEventWaiting();
}
void mDisableEventWaiting(void)
{
DisableEventWaiting();
}
void mShowCursor(void)
{
ShowCursor();
}
void mHideCursor(void)
{
HideCursor();
}
bool mIsCursorHidden(void)
{
return IsCursorHidden();
}
void mEnableCursor(void)
{
EnableCursor();
}
void mDisableCursor(void)
{
DisableCursor();
}
bool mIsCursorOnScreen(void)
{
return IsCursorOnScreen();
}
void mClearBackground(Color *color)
{
ClearBackground(*color);
}
void mBeginDrawing(void)
{
BeginDrawing();
}
void mEndDrawing(void)
{
EndDrawing();
}
void mBeginMode2D(Camera2D *camera)
{
BeginMode2D(*camera);
}
void mEndMode2D(void)
{
EndMode2D();
}
void mBeginMode3D(Camera3D *camera)
{
BeginMode3D(*camera);
}
void mEndMode3D(void)
{
EndMode3D();
}
void mBeginTextureMode(RenderTexture2D *target)
{
BeginTextureMode(*target);
}
void mEndTextureMode(void)
{
EndTextureMode();
}
void mBeginShaderMode(Shader *shader)
{
BeginShaderMode(*shader);
}
void mEndShaderMode(void)
{
EndShaderMode();
}
void mBeginBlendMode(int mode)
{
BeginBlendMode(mode);
}
void mEndBlendMode(void)
{
EndBlendMode();
}
void mBeginScissorMode(int x, int y, int width, int height)
{
BeginScissorMode(x, y, width, height);
}
void mEndScissorMode(void)
{
EndScissorMode();
}
void mBeginVrStereoMode(VrStereoConfig *config)
{
BeginVrStereoMode(*config);
}
void mEndVrStereoMode(void)
{
EndVrStereoMode();
}
void mLoadVrStereoConfig(VrStereoConfig *out, VrDeviceInfo *device)
{
*out = LoadVrStereoConfig(*device);
}
void mUnloadVrStereoConfig(VrStereoConfig *config)
{
UnloadVrStereoConfig(*config);
}
void mLoadShader(Shader *out, const char * vsFileName, const char * fsFileName)
{
*out = LoadShader(vsFileName, fsFileName);
}
void mLoadShaderFromMemory(Shader *out, const char * vsCode, const char * fsCode)
{
*out = LoadShaderFromMemory(vsCode, fsCode);
}
bool mIsShaderReady(Shader *shader)
{
return IsShaderReady(*shader);
}
int mGetShaderLocation(Shader *shader, const char * uniformName)
{
return GetShaderLocation(*shader, uniformName);
}
int mGetShaderLocationAttrib(Shader *shader, const char * attribName)
{
return GetShaderLocationAttrib(*shader, attribName);
}
void mSetShaderValue(Shader *shader, int locIndex, const void * value, int uniformType)
{
SetShaderValue(*shader, locIndex, value, uniformType);
}
void mSetShaderValueV(Shader *shader, int locIndex, const void * value, int uniformType, int count)
{
SetShaderValueV(*shader, locIndex, value, uniformType, count);
}
void mSetShaderValueMatrix(Shader *shader, int locIndex, Matrix *mat)
{
SetShaderValueMatrix(*shader, locIndex, *mat);
}
void mSetShaderValueTexture(Shader *shader, int locIndex, Texture2D *texture)
{
SetShaderValueTexture(*shader, locIndex, *texture);
}
void mUnloadShader(Shader *shader)
{
UnloadShader(*shader);
}
void mGetMouseRay(Ray *out, Vector2 *mousePosition, Camera3D *camera)
{
*out = GetMouseRay(*mousePosition, *camera);
}
void mGetCameraMatrix(Matrix *out, Camera3D *camera)
{
*out = GetCameraMatrix(*camera);
}
void mGetCameraMatrix2D(Matrix *out, Camera2D *camera)
{
*out = GetCameraMatrix2D(*camera);
}
void mGetWorldToScreen(Vector2 *out, Vector3 *position, Camera3D *camera)
{
*out = GetWorldToScreen(*position, *camera);
}
void mGetScreenToWorld2D(Vector2 *out, Vector2 *position, Camera2D *camera)
{
*out = GetScreenToWorld2D(*position, *camera);
}
void mGetWorldToScreenEx(Vector2 *out, Vector3 *position, Camera3D *camera, int width, int height)
{
*out = GetWorldToScreenEx(*position, *camera, width, height);
}
void mGetWorldToScreen2D(Vector2 *out, Vector2 *position, Camera2D *camera)
{
*out = GetWorldToScreen2D(*position, *camera);
}
void mSetTargetFPS(int fps)
{
SetTargetFPS(fps);
}
float mGetFrameTime(void)
{
return GetFrameTime();
}
double mGetTime(void)
{
return GetTime();
}
int mGetFPS(void)
{
return GetFPS();
}
void mSwapScreenBuffer(void)
{
SwapScreenBuffer();
}
void mPollInputEvents(void)
{
PollInputEvents();
}
void mWaitTime(double seconds)
{
WaitTime(seconds);
}
void mSetRandomSeed(unsigned int seed)
{
SetRandomSeed(seed);
}
int mGetRandomValue(int min, int max)
{
return GetRandomValue(min, max);
}
int * mLoadRandomSequence(unsigned int count, int min, int max)
{
return LoadRandomSequence(count, min, max);
}
void mUnloadRandomSequence(int * sequence)
{
UnloadRandomSequence(sequence);
}
void mTakeScreenshot(const char * fileName)
{
TakeScreenshot(fileName);
}
void mOpenURL(const char * url)
{
OpenURL(url);
}
void mSetTraceLogLevel(int logLevel)
{
SetTraceLogLevel(logLevel);
}
void mSetLoadFileDataCallback(LoadFileDataCallback callback)
{
SetLoadFileDataCallback(callback);
}
void mSetSaveFileDataCallback(SaveFileDataCallback callback)
{
SetSaveFileDataCallback(callback);
}
void mSetLoadFileTextCallback(LoadFileTextCallback callback)
{
SetLoadFileTextCallback(callback);
}
void mSetSaveFileTextCallback(SaveFileTextCallback callback)
{
SetSaveFileTextCallback(callback);
}
bool mSaveFileData(const char * fileName, void * data, int dataSize)
{
return SaveFileData(fileName, data, dataSize);
}
bool mExportDataAsCode(const unsigned char * data, int dataSize, const char * fileName)
{
return ExportDataAsCode(data, dataSize, fileName);
}
char * mLoadFileText(const char * fileName)
{
return LoadFileText(fileName);
}
void mUnloadFileText(char * text)
{
UnloadFileText(text);
}
bool mSaveFileText(const char * fileName, char * text)
{
return SaveFileText(fileName, text);
}
bool mFileExists(const char * fileName)
{
return FileExists(fileName);
}
bool mDirectoryExists(const char * dirPath)
{
return DirectoryExists(dirPath);
}
bool mIsFileExtension(const char * fileName, const char * ext)
{
return IsFileExtension(fileName, ext);
}
int mGetFileLength(const char * fileName)
{
return GetFileLength(fileName);
}
const char * mGetFileExtension(const char * fileName)
{
return GetFileExtension(fileName);
}
const char * mGetFileName(const char * filePath)
{
return GetFileName(filePath);
}
const char * mGetFileNameWithoutExt(const char * filePath)
{
return GetFileNameWithoutExt(filePath);
}
const char * mGetDirectoryPath(const char * filePath)
{
return GetDirectoryPath(filePath);
}
const char * mGetPrevDirectoryPath(const char * dirPath)
{
return GetPrevDirectoryPath(dirPath);
}
const char * mGetWorkingDirectory(void)
{
return GetWorkingDirectory();
}
const char * mGetApplicationDirectory(void)
{
return GetApplicationDirectory();
}
bool mChangeDirectory(const char * dir)
{
return ChangeDirectory(dir);
}
bool mIsPathFile(const char * path)
{
return IsPathFile(path);
}
void mLoadDirectoryFiles(FilePathList *out, const char * dirPath)
{
*out = LoadDirectoryFiles(dirPath);
}
void mLoadDirectoryFilesEx(FilePathList *out, const char * basePath, const char * filter, bool scanSubdirs)
{
*out = LoadDirectoryFilesEx(basePath, filter, scanSubdirs);
}
void mUnloadDirectoryFiles(FilePathList *files)
{
UnloadDirectoryFiles(*files);
}
bool mIsFileDropped(void)
{
return IsFileDropped();
}
void mLoadDroppedFiles(FilePathList *out)
{
*out = LoadDroppedFiles();
}
void mUnloadDroppedFiles(FilePathList *files)
{
UnloadDroppedFiles(*files);
}
long mGetFileModTime(const char * fileName)
{
return GetFileModTime(fileName);
}
unsigned char * mCompressData(const unsigned char * data, int dataSize, int * compDataSize)
{
return CompressData(data, dataSize, compDataSize);
}
unsigned char * mDecompressData(const unsigned char * compData, int compDataSize, int * dataSize)
{
return DecompressData(compData, compDataSize, dataSize);
}
char * mEncodeDataBase64(const unsigned char * data, int dataSize, int * outputSize)
{
return EncodeDataBase64(data, dataSize, outputSize);
}
unsigned char * mDecodeDataBase64(const unsigned char * data, int * outputSize)
{
return DecodeDataBase64(data, outputSize);
}
void mLoadAutomationEventList(AutomationEventList *out, const char * fileName)
{
*out = LoadAutomationEventList(fileName);
}
void mUnloadAutomationEventList(AutomationEventList *list)
{
UnloadAutomationEventList(*list);
}
bool mExportAutomationEventList(AutomationEventList *list, const char * fileName)
{
return ExportAutomationEventList(*list, fileName);
}
void mSetAutomationEventList(AutomationEventList * list)
{
SetAutomationEventList(list);
}
void mSetAutomationEventBaseFrame(int frame)
{
SetAutomationEventBaseFrame(frame);
}
void mStartAutomationEventRecording(void)
{
StartAutomationEventRecording();
}
void mStopAutomationEventRecording(void)
{
StopAutomationEventRecording();
}
void mPlayAutomationEvent(AutomationEvent *event)
{
PlayAutomationEvent(*event);
}
bool mIsKeyPressed(int key)
{
return IsKeyPressed(key);
}
bool mIsKeyPressedRepeat(int key)
{
return IsKeyPressedRepeat(key);
}
bool mIsKeyDown(int key)
{
return IsKeyDown(key);
}
bool mIsKeyReleased(int key)
{
return IsKeyReleased(key);
}
bool mIsKeyUp(int key)
{
return IsKeyUp(key);
}
int mGetKeyPressed(void)
{
return GetKeyPressed();
}
int mGetCharPressed(void)
{
return GetCharPressed();
}
void mSetExitKey(int key)
{
SetExitKey(key);
}
bool mIsGamepadAvailable(int gamepad)
{
return IsGamepadAvailable(gamepad);
}
const char * mGetGamepadName(int gamepad)
{
return GetGamepadName(gamepad);
}
bool mIsGamepadButtonPressed(int gamepad, int button)
{
return IsGamepadButtonPressed(gamepad, button);
}
bool mIsGamepadButtonDown(int gamepad, int button)
{
return IsGamepadButtonDown(gamepad, button);
}
bool mIsGamepadButtonReleased(int gamepad, int button)
{
return IsGamepadButtonReleased(gamepad, button);
}
bool mIsGamepadButtonUp(int gamepad, int button)
{
return IsGamepadButtonUp(gamepad, button);
}
int mGetGamepadAxisCount(int gamepad)
{
return GetGamepadAxisCount(gamepad);
}
float mGetGamepadAxisMovement(int gamepad, int axis)
{
return GetGamepadAxisMovement(gamepad, axis);
}
int mSetGamepadMappings(const char * mappings)
{
return SetGamepadMappings(mappings);
}
bool mIsMouseButtonPressed(int button)
{
return IsMouseButtonPressed(button);
}
bool mIsMouseButtonDown(int button)
{
return IsMouseButtonDown(button);
}
bool mIsMouseButtonReleased(int button)
{
return IsMouseButtonReleased(button);
}
bool mIsMouseButtonUp(int button)
{
return IsMouseButtonUp(button);
}
int mGetMouseX(void)
{
return GetMouseX();
}
int mGetMouseY(void)
{
return GetMouseY();
}
void mGetMousePosition(Vector2 *out)
{
*out = GetMousePosition();
}
void mGetMouseDelta(Vector2 *out)
{
*out = GetMouseDelta();
}
void mSetMousePosition(int x, int y)
{
SetMousePosition(x, y);
}
void mSetMouseOffset(int offsetX, int offsetY)
{
SetMouseOffset(offsetX, offsetY);
}
void mSetMouseScale(float scaleX, float scaleY)
{
SetMouseScale(scaleX, scaleY);
}
float mGetMouseWheelMove(void)
{
return GetMouseWheelMove();
}
void mGetMouseWheelMoveV(Vector2 *out)
{
*out = GetMouseWheelMoveV();
}
void mSetMouseCursor(int cursor)
{
SetMouseCursor(cursor);
}
int mGetTouchX(void)
{
return GetTouchX();
}
int mGetTouchY(void)
{
return GetTouchY();
}
void mGetTouchPosition(Vector2 *out, int index)
{
*out = GetTouchPosition(index);
}
int mGetTouchPointId(int index)
{
return GetTouchPointId(index);
}
int mGetTouchPointCount(void)
{
return GetTouchPointCount();
}
void mSetGesturesEnabled(unsigned int flags)
{
SetGesturesEnabled(flags);
}
bool mIsGestureDetected(unsigned int gesture)
{
return IsGestureDetected(gesture);
}
int mGetGestureDetected(void)
{
return GetGestureDetected();
}
float mGetGestureHoldDuration(void)
{
return GetGestureHoldDuration();
}
void mGetGestureDragVector(Vector2 *out)
{
*out = GetGestureDragVector();
}
float mGetGestureDragAngle(void)
{
return GetGestureDragAngle();
}
void mGetGesturePinchVector(Vector2 *out)
{
*out = GetGesturePinchVector();
}
float mGetGesturePinchAngle(void)
{
return GetGesturePinchAngle();
}
void mUpdateCamera(Camera * camera, int mode)
{
UpdateCamera(camera, mode);
}
void mUpdateCameraPro(Camera * camera, Vector3 *movement, Vector3 *rotation, float zoom)
{
UpdateCameraPro(camera, *movement, *rotation, zoom);
}
void mSetShapesTexture(Texture2D *texture, Rectangle *source)
{
SetShapesTexture(*texture, *source);
}
void mGetShapesTexture(Texture2D *out)
{
*out = GetShapesTexture();
}
void mGetShapesTextureRectangle(Rectangle *out)
{
*out = GetShapesTextureRectangle();
}
void mDrawPixel(int posX, int posY, Color *color)
{
DrawPixel(posX, posY, *color);
}
void mDrawPixelV(Vector2 *position, Color *color)
{
DrawPixelV(*position, *color);
}
void mDrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color *color)
{
DrawLine(startPosX, startPosY, endPosX, endPosY, *color);
}
void mDrawLineV(Vector2 *startPos, Vector2 *endPos, Color *color)
{
DrawLineV(*startPos, *endPos, *color);
}
void mDrawLineEx(Vector2 *startPos, Vector2 *endPos, float thick, Color *color)
{
DrawLineEx(*startPos, *endPos, thick, *color);
}
void mDrawLineStrip(Vector2 * points, int pointCount, Color *color)
{
DrawLineStrip(points, pointCount, *color);
}
void mDrawLineBezier(Vector2 *startPos, Vector2 *endPos, float thick, Color *color)
{
DrawLineBezier(*startPos, *endPos, thick, *color);
}
void mDrawCircle(int centerX, int centerY, float radius, Color *color)
{
DrawCircle(centerX, centerY, radius, *color);
}
void mDrawCircleSector(Vector2 *center, float radius, float startAngle, float endAngle, int segments, Color *color)
{
DrawCircleSector(*center, radius, startAngle, endAngle, segments, *color);
}
void mDrawCircleSectorLines(Vector2 *center, float radius, float startAngle, float endAngle, int segments, Color *color)
{
DrawCircleSectorLines(*center, radius, startAngle, endAngle, segments, *color);
}
void mDrawCircleGradient(int centerX, int centerY, float radius, Color *color1, Color *color2)
{
DrawCircleGradient(centerX, centerY, radius, *color1, *color2);
}
void mDrawCircleV(Vector2 *center, float radius, Color *color)
{
DrawCircleV(*center, radius, *color);
}
void mDrawCircleLines(int centerX, int centerY, float radius, Color *color)
{
DrawCircleLines(centerX, centerY, radius, *color);
}
void mDrawCircleLinesV(Vector2 *center, float radius, Color *color)
{
DrawCircleLinesV(*center, radius, *color);
}
void mDrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color *color)
{
DrawEllipse(centerX, centerY, radiusH, radiusV, *color);
}
void mDrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color *color)
{
DrawEllipseLines(centerX, centerY, radiusH, radiusV, *color);
}
void mDrawRing(Vector2 *center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color *color)
{
DrawRing(*center, innerRadius, outerRadius, startAngle, endAngle, segments, *color);
}
void mDrawRingLines(Vector2 *center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color *color)
{
DrawRingLines(*center, innerRadius, outerRadius, startAngle, endAngle, segments, *color);
}
void mDrawRectangle(int posX, int posY, int width, int height, Color *color)
{
DrawRectangle(posX, posY, width, height, *color);
}
void mDrawRectangleV(Vector2 *position, Vector2 *size, Color *color)
{
DrawRectangleV(*position, *size, *color);
}
void mDrawRectangleRec(Rectangle *rec, Color *color)
{
DrawRectangleRec(*rec, *color);
}
void mDrawRectanglePro(Rectangle *rec, Vector2 *origin, float rotation, Color *color)
{
DrawRectanglePro(*rec, *origin, rotation, *color);
}
void mDrawRectangleGradientV(int posX, int posY, int width, int height, Color *color1, Color *color2)
{
DrawRectangleGradientV(posX, posY, width, height, *color1, *color2);
}
void mDrawRectangleGradientH(int posX, int posY, int width, int height, Color *color1, Color *color2)
{
DrawRectangleGradientH(posX, posY, width, height, *color1, *color2);
}
void mDrawRectangleGradientEx(Rectangle *rec, Color *col1, Color *col2, Color *col3, Color *col4)
{
DrawRectangleGradientEx(*rec, *col1, *col2, *col3, *col4);
}
void mDrawRectangleLines(int posX, int posY, int width, int height, Color *color)
{
DrawRectangleLines(posX, posY, width, height, *color);
}
void mDrawRectangleLinesEx(Rectangle *rec, float lineThick, Color *color)
{
DrawRectangleLinesEx(*rec, lineThick, *color);
}
void mDrawRectangleRounded(Rectangle *rec, float roundness, int segments, Color *color)
{
DrawRectangleRounded(*rec, roundness, segments, *color);
}
void mDrawRectangleRoundedLines(Rectangle *rec, float roundness, int segments, float lineThick, Color *color)
{
DrawRectangleRoundedLines(*rec, roundness, segments, lineThick, *color);
}
void mDrawTriangle(Vector2 *v1, Vector2 *v2, Vector2 *v3, Color *color)
{
DrawTriangle(*v1, *v2, *v3, *color);
}
void mDrawTriangleLines(Vector2 *v1, Vector2 *v2, Vector2 *v3, Color *color)
{
DrawTriangleLines(*v1, *v2, *v3, *color);
}
void mDrawTriangleFan(Vector2 * points, int pointCount, Color *color)
{
DrawTriangleFan(points, pointCount, *color);
}
void mDrawTriangleStrip(Vector2 * points, int pointCount, Color *color)
{
DrawTriangleStrip(points, pointCount, *color);
}
void mDrawPoly(Vector2 *center, int sides, float radius, float rotation, Color *color)
{
DrawPoly(*center, sides, radius, rotation, *color);
}
void mDrawPolyLines(Vector2 *center, int sides, float radius, float rotation, Color *color)
{
DrawPolyLines(*center, sides, radius, rotation, *color);
}
void mDrawPolyLinesEx(Vector2 *center, int sides, float radius, float rotation, float lineThick, Color *color)
{
DrawPolyLinesEx(*center, sides, radius, rotation, lineThick, *color);
}
void mDrawSplineLinear(Vector2 * points, int pointCount, float thick, Color *color)
{
DrawSplineLinear(points, pointCount, thick, *color);
}
void mDrawSplineBasis(Vector2 * points, int pointCount, float thick, Color *color)
{
DrawSplineBasis(points, pointCount, thick, *color);
}
void mDrawSplineCatmullRom(Vector2 * points, int pointCount, float thick, Color *color)
{
DrawSplineCatmullRom(points, pointCount, thick, *color);
}
void mDrawSplineBezierQuadratic(Vector2 * points, int pointCount, float thick, Color *color)
{
DrawSplineBezierQuadratic(points, pointCount, thick, *color);
}
void mDrawSplineBezierCubic(Vector2 * points, int pointCount, float thick, Color *color)
{
DrawSplineBezierCubic(points, pointCount, thick, *color);
}
void mDrawSplineSegmentLinear(Vector2 *p1, Vector2 *p2, float thick, Color *color)
{
DrawSplineSegmentLinear(*p1, *p2, thick, *color);
}
void mDrawSplineSegmentBasis(Vector2 *p1, Vector2 *p2, Vector2 *p3, Vector2 *p4, float thick, Color *color)
{
DrawSplineSegmentBasis(*p1, *p2, *p3, *p4, thick, *color);
}
void mDrawSplineSegmentCatmullRom(Vector2 *p1, Vector2 *p2, Vector2 *p3, Vector2 *p4, float thick, Color *color)
{
DrawSplineSegmentCatmullRom(*p1, *p2, *p3, *p4, thick, *color);
}
void mDrawSplineSegmentBezierQuadratic(Vector2 *p1, Vector2 *c2, Vector2 *p3, float thick, Color *color)
{
DrawSplineSegmentBezierQuadratic(*p1, *c2, *p3, thick, *color);
}
void mDrawSplineSegmentBezierCubic(Vector2 *p1, Vector2 *c2, Vector2 *c3, Vector2 *p4, float thick, Color *color)
{
DrawSplineSegmentBezierCubic(*p1, *c2, *c3, *p4, thick, *color);
}
void mGetSplinePointLinear(Vector2 *out, Vector2 *startPos, Vector2 *endPos, float t)
{
*out = GetSplinePointLinear(*startPos, *endPos, t);
}
void mGetSplinePointBasis(Vector2 *out, Vector2 *p1, Vector2 *p2, Vector2 *p3, Vector2 *p4, float t)
{
*out = GetSplinePointBasis(*p1, *p2, *p3, *p4, t);
}
void mGetSplinePointCatmullRom(Vector2 *out, Vector2 *p1, Vector2 *p2, Vector2 *p3, Vector2 *p4, float t)
{
*out = GetSplinePointCatmullRom(*p1, *p2, *p3, *p4, t);
}
void mGetSplinePointBezierQuad(Vector2 *out, Vector2 *p1, Vector2 *c2, Vector2 *p3, float t)
{
*out = GetSplinePointBezierQuad(*p1, *c2, *p3, t);
}
void mGetSplinePointBezierCubic(Vector2 *out, Vector2 *p1, Vector2 *c2, Vector2 *c3, Vector2 *p4, float t)
{
*out = GetSplinePointBezierCubic(*p1, *c2, *c3, *p4, t);
}
bool mCheckCollisionRecs(Rectangle *rec1, Rectangle *rec2)
{
return CheckCollisionRecs(*rec1, *rec2);
}
bool mCheckCollisionCircles(Vector2 *center1, float radius1, Vector2 *center2, float radius2)
{
return CheckCollisionCircles(*center1, radius1, *center2, radius2);
}
bool mCheckCollisionCircleRec(Vector2 *center, float radius, Rectangle *rec)
{
return CheckCollisionCircleRec(*center, radius, *rec);
}
bool mCheckCollisionPointRec(Vector2 *point, Rectangle *rec)
{
return CheckCollisionPointRec(*point, *rec);
}
bool mCheckCollisionPointCircle(Vector2 *point, Vector2 *center, float radius)
{
return CheckCollisionPointCircle(*point, *center, radius);
}
bool mCheckCollisionPointTriangle(Vector2 *point, Vector2 *p1, Vector2 *p2, Vector2 *p3)
{
return CheckCollisionPointTriangle(*point, *p1, *p2, *p3);
}
bool mCheckCollisionPointPoly(Vector2 *point, Vector2 * points, int pointCount)
{
return CheckCollisionPointPoly(*point, points, pointCount);
}
bool mCheckCollisionLines(Vector2 *startPos1, Vector2 *endPos1, Vector2 *startPos2, Vector2 *endPos2, Vector2 * collisionPoint)
{
return CheckCollisionLines(*startPos1, *endPos1, *startPos2, *endPos2, collisionPoint);
}
bool mCheckCollisionPointLine(Vector2 *point, Vector2 *p1, Vector2 *p2, int threshold)
{
return CheckCollisionPointLine(*point, *p1, *p2, threshold);
}
void mGetCollisionRec(Rectangle *out, Rectangle *rec1, Rectangle *rec2)
{
*out = GetCollisionRec(*rec1, *rec2);
}
void mLoadImage(Image *out, const char * fileName)
{
*out = LoadImage(fileName);
}
void mLoadImageRaw(Image *out, const char * fileName, int width, int height, int format, int headerSize)
{
*out = LoadImageRaw(fileName, width, height, format, headerSize);
}
void mLoadImageSvg(Image *out, const char * fileNameOrString, int width, int height)
{
*out = LoadImageSvg(fileNameOrString, width, height);
}
void mLoadImageAnim(Image *out, const char * fileName, int * frames)
{
*out = LoadImageAnim(fileName, frames);
}
void mLoadImageAnimFromMemory(Image *out, const char * fileType, const unsigned char * fileData, int dataSize, int * frames)
{
*out = LoadImageAnimFromMemory(fileType, fileData, dataSize, frames);
}
void mLoadImageFromMemory(Image *out, const char * fileType, const unsigned char * fileData, int dataSize)
{
*out = LoadImageFromMemory(fileType, fileData, dataSize);
}
void mLoadImageFromTexture(Image *out, Texture2D *texture)
{
*out = LoadImageFromTexture(*texture);
}
void mLoadImageFromScreen(Image *out)
{
*out = LoadImageFromScreen();
}
bool mIsImageReady(Image *image)
{
return IsImageReady(*image);
}
void mUnloadImage(Image *image)
{
UnloadImage(*image);
}
bool mExportImage(Image *image, const char * fileName)
{
return ExportImage(*image, fileName);
}
unsigned char * mExportImageToMemory(Image *image, const char * fileType, int * fileSize)
{
return ExportImageToMemory(*image, fileType, fileSize);
}
bool mExportImageAsCode(Image *image, const char * fileName)
{
return ExportImageAsCode(*image, fileName);
}
void mGenImageColor(Image *out, int width, int height, Color *color)
{
*out = GenImageColor(width, height, *color);
}
void mGenImageGradientLinear(Image *out, int width, int height, int direction, Color *start, Color *end)
{
*out = GenImageGradientLinear(width, height, direction, *start, *end);
}
void mGenImageGradientRadial(Image *out, int width, int height, float density, Color *inner, Color *outer)
{
*out = GenImageGradientRadial(width, height, density, *inner, *outer);
}
void mGenImageGradientSquare(Image *out, int width, int height, float density, Color *inner, Color *outer)
{
*out = GenImageGradientSquare(width, height, density, *inner, *outer);
}
void mGenImageChecked(Image *out, int width, int height, int checksX, int checksY, Color *col1, Color *col2)
{
*out = GenImageChecked(width, height, checksX, checksY, *col1, *col2);
}
void mGenImageWhiteNoise(Image *out, int width, int height, float factor)
{
*out = GenImageWhiteNoise(width, height, factor);
}
void mGenImagePerlinNoise(Image *out, int width, int height, int offsetX, int offsetY, float scale)
{
*out = GenImagePerlinNoise(width, height, offsetX, offsetY, scale);
}
void mGenImageCellular(Image *out, int width, int height, int tileSize)
{
*out = GenImageCellular(width, height, tileSize);
}
void mGenImageText(Image *out, int width, int height, const char * text)
{
*out = GenImageText(width, height, text);
}
void mImageCopy(Image *out, Image *image)
{
*out = ImageCopy(*image);
}
void mImageFromImage(Image *out, Image *image, Rectangle *rec)
{
*out = ImageFromImage(*image, *rec);
}
void mImageText(Image *out, const char * text, int fontSize, Color *color)
{
*out = ImageText(text, fontSize, *color);
}
void mImageTextEx(Image *out, Font *font, const char * text, float fontSize, float spacing, Color *tint)
{
*out = ImageTextEx(*font, text, fontSize, spacing, *tint);
}
void mImageFormat(Image * image, int newFormat)
{
ImageFormat(image, newFormat);
}
void mImageToPOT(Image * image, Color *fill)
{
ImageToPOT(image, *fill);
}
void mImageCrop(Image * image, Rectangle *crop)
{
ImageCrop(image, *crop);
}
void mImageAlphaCrop(Image * image, float threshold)
{
ImageAlphaCrop(image, threshold);
}
void mImageAlphaClear(Image * image, Color *color, float threshold)
{
ImageAlphaClear(image, *color, threshold);
}
void mImageAlphaMask(Image * image, Image *alphaMask)
{
ImageAlphaMask(image, *alphaMask);
}
void mImageAlphaPremultiply(Image * image)
{
ImageAlphaPremultiply(image);
}
void mImageBlurGaussian(Image * image, int blurSize)
{
ImageBlurGaussian(image, blurSize);
}
void mImageKernelConvolution(Image * image, float* kernel, int kernelSize)
{
ImageKernelConvolution(image, kernel, kernelSize);
}
void mImageResize(Image * image, int newWidth, int newHeight)
{
ImageResize(image, newWidth, newHeight);
}
void mImageResizeNN(Image * image, int newWidth, int newHeight)
{
ImageResizeNN(image, newWidth, newHeight);
}
void mImageResizeCanvas(Image * image, int newWidth, int newHeight, int offsetX, int offsetY, Color *fill)
{
ImageResizeCanvas(image, newWidth, newHeight, offsetX, offsetY, *fill);
}
void mImageMipmaps(Image * image)
{
ImageMipmaps(image);
}
void mImageDither(Image * image, int rBpp, int gBpp, int bBpp, int aBpp)
{
ImageDither(image, rBpp, gBpp, bBpp, aBpp);
}
void mImageFlipVertical(Image * image)
{
ImageFlipVertical(image);
}
void mImageFlipHorizontal(Image * image)
{
ImageFlipHorizontal(image);
}
void mImageRotate(Image * image, int degrees)
{
ImageRotate(image, degrees);
}
void mImageRotateCW(Image * image)
{
ImageRotateCW(image);
}
void mImageRotateCCW(Image * image)
{
ImageRotateCCW(image);
}
void mImageColorTint(Image * image, Color *color)
{
ImageColorTint(image, *color);
}
void mImageColorInvert(Image * image)
{
ImageColorInvert(image);
}
void mImageColorGrayscale(Image * image)
{
ImageColorGrayscale(image);
}
void mImageColorContrast(Image * image, float contrast)
{
ImageColorContrast(image, contrast);
}
void mImageColorBrightness(Image * image, int brightness)
{
ImageColorBrightness(image, brightness);
}
void mImageColorReplace(Image * image, Color *color, Color *replace)
{
ImageColorReplace(image, *color, *replace);
}
Color * mLoadImageColors(Image *image)
{
return LoadImageColors(*image);
}
Color * mLoadImagePalette(Image *image, int maxPaletteSize, int * colorCount)
{
return LoadImagePalette(*image, maxPaletteSize, colorCount);
}
void mUnloadImageColors(Color * colors)
{
UnloadImageColors(colors);
}
void mUnloadImagePalette(Color * colors)
{
UnloadImagePalette(colors);
}
void mGetImageAlphaBorder(Rectangle *out, Image *image, float threshold)
{
*out = GetImageAlphaBorder(*image, threshold);
}
void mGetImageColor(Color *out, Image *image, int x, int y)
{
*out = GetImageColor(*image, x, y);
}
void mImageClearBackground(Image * dst, Color *color)
{
ImageClearBackground(dst, *color);
}
void mImageDrawPixel(Image * dst, int posX, int posY, Color *color)
{
ImageDrawPixel(dst, posX, posY, *color);
}
void mImageDrawPixelV(Image * dst, Vector2 *position, Color *color)
{
ImageDrawPixelV(dst, *position, *color);
}
void mImageDrawLine(Image * dst, int startPosX, int startPosY, int endPosX, int endPosY, Color *color)
{
ImageDrawLine(dst, startPosX, startPosY, endPosX, endPosY, *color);
}
void mImageDrawLineV(Image * dst, Vector2 *start, Vector2 *end, Color *color)
{
ImageDrawLineV(dst, *start, *end, *color);
}
void mImageDrawCircle(Image * dst, int centerX, int centerY, int radius, Color *color)
{
ImageDrawCircle(dst, centerX, centerY, radius, *color);
}
void mImageDrawCircleV(Image * dst, Vector2 *center, int radius, Color *color)
{
ImageDrawCircleV(dst, *center, radius, *color);
}
void mImageDrawCircleLines(Image * dst, int centerX, int centerY, int radius, Color *color)
{
ImageDrawCircleLines(dst, centerX, centerY, radius, *color);
}
void mImageDrawCircleLinesV(Image * dst, Vector2 *center, int radius, Color *color)
{
ImageDrawCircleLinesV(dst, *center, radius, *color);
}
void mImageDrawRectangle(Image * dst, int posX, int posY, int width, int height, Color *color)
{
ImageDrawRectangle(dst, posX, posY, width, height, *color);
}
void mImageDrawRectangleV(Image * dst, Vector2 *position, Vector2 *size, Color *color)
{
ImageDrawRectangleV(dst, *position, *size, *color);
}
void mImageDrawRectangleRec(Image * dst, Rectangle *rec, Color *color)
{
ImageDrawRectangleRec(dst, *rec, *color);
}
void mImageDrawRectangleLines(Image * dst, Rectangle *rec, int thick, Color *color)
{
ImageDrawRectangleLines(dst, *rec, thick, *color);
}
void mImageDraw(Image * dst, Image *src, Rectangle *srcRec, Rectangle *dstRec, Color *tint)
{
ImageDraw(dst, *src, *srcRec, *dstRec, *tint);
}
void mImageDrawText(Image * dst, const char * text, int posX, int posY, int fontSize, Color *color)
{
ImageDrawText(dst, text, posX, posY, fontSize, *color);
}
void mImageDrawTextEx(Image * dst, Font *font, const char * text, Vector2 *position, float fontSize, float spacing, Color *tint)
{
ImageDrawTextEx(dst, *font, text, *position, fontSize, spacing, *tint);
}
void mLoadTexture(Texture2D *out, const char * fileName)
{
*out = LoadTexture(fileName);
}
void mLoadTextureFromImage(Texture2D *out, Image *image)
{
*out = LoadTextureFromImage(*image);
}
void mLoadTextureCubemap(Texture2D *out, Image *image, int layout)
{
*out = LoadTextureCubemap(*image, layout);
}
void mLoadRenderTexture(RenderTexture2D *out, int width, int height)
{
*out = LoadRenderTexture(width, height);
}
bool mIsTextureReady(Texture2D *texture)
{
return IsTextureReady(*texture);
}
void mUnloadTexture(Texture2D *texture)
{
UnloadTexture(*texture);
}
bool mIsRenderTextureReady(RenderTexture2D *target)
{
return IsRenderTextureReady(*target);
}
void mUnloadRenderTexture(RenderTexture2D *target)
{
UnloadRenderTexture(*target);
}
void mUpdateTexture(Texture2D *texture, const void * pixels)
{
UpdateTexture(*texture, pixels);
}
void mUpdateTextureRec(Texture2D *texture, Rectangle *rec, const void * pixels)
{
UpdateTextureRec(*texture, *rec, pixels);
}
void mGenTextureMipmaps(Texture2D * texture)
{
GenTextureMipmaps(texture);
}
void mSetTextureFilter(Texture2D *texture, int filter)
{
SetTextureFilter(*texture, filter);
}
void mSetTextureWrap(Texture2D *texture, int wrap)
{
SetTextureWrap(*texture, wrap);
}
void mDrawTexture(Texture2D *texture, int posX, int posY, Color *tint)
{
DrawTexture(*texture, posX, posY, *tint);
}
void mDrawTextureV(Texture2D *texture, Vector2 *position, Color *tint)
{
DrawTextureV(*texture, *position, *tint);
}
void mDrawTextureEx(Texture2D *texture, Vector2 *position, float rotation, float scale, Color *tint)
{
DrawTextureEx(*texture, *position, rotation, scale, *tint);
}
void mDrawTextureRec(Texture2D *texture, Rectangle *source, Vector2 *position, Color *tint)
{
DrawTextureRec(*texture, *source, *position, *tint);
}
void mDrawTexturePro(Texture2D *texture, Rectangle *source, Rectangle *dest, Vector2 *origin, float rotation, Color *tint)
{
DrawTexturePro(*texture, *source, *dest, *origin, rotation, *tint);
}
void mDrawTextureNPatch(Texture2D *texture, NPatchInfo *nPatchInfo, Rectangle *dest, Vector2 *origin, float rotation, Color *tint)
{
DrawTextureNPatch(*texture, *nPatchInfo, *dest, *origin, rotation, *tint);
}
void mFade(Color *out, Color *color, float alpha)
{
*out = Fade(*color, alpha);
}
int mColorToInt(Color *color)
{
return ColorToInt(*color);
}
void mColorNormalize(Vector4 *out, Color *color)
{
*out = ColorNormalize(*color);
}
void mColorFromNormalized(Color *out, Vector4 *normalized)
{
*out = ColorFromNormalized(*normalized);
}
void mColorToHSV(Vector3 *out, Color *color)
{
*out = ColorToHSV(*color);
}
void mColorFromHSV(Color *out, float hue, float saturation, float value)
{
*out = ColorFromHSV(hue, saturation, value);
}
void mColorTint(Color *out, Color *color, Color *tint)
{
*out = ColorTint(*color, *tint);
}
void mColorBrightness(Color *out, Color *color, float factor)
{
*out = ColorBrightness(*color, factor);
}
void mColorContrast(Color *out, Color *color, float contrast)
{
*out = ColorContrast(*color, contrast);
}
void mColorAlpha(Color *out, Color *color, float alpha)
{
*out = ColorAlpha(*color, alpha);
}
void mColorAlphaBlend(Color *out, Color *dst, Color *src, Color *tint)
{
*out = ColorAlphaBlend(*dst, *src, *tint);
}
void mGetColor(Color *out, unsigned int hexValue)
{
*out = GetColor(hexValue);
}
void mGetPixelColor(Color *out, void * srcPtr, int format)
{
*out = GetPixelColor(srcPtr, format);
}
void mSetPixelColor(void * dstPtr, Color *color, int format)
{
SetPixelColor(dstPtr, *color, format);
}
int mGetPixelDataSize(int width, int height, int format)
{
return GetPixelDataSize(width, height, format);
}
void mGetFontDefault(Font *out)
{
*out = GetFontDefault();
}
void mLoadFont(Font *out, const char * fileName)
{
*out = LoadFont(fileName);
}
void mLoadFontEx(Font *out, const char * fileName, int fontSize, int * codepoints, int codepointCount)
{
*out = LoadFontEx(fileName, fontSize, codepoints, codepointCount);
}
void mLoadFontFromImage(Font *out, Image *image, Color *key, int firstChar)
{
*out = LoadFontFromImage(*image, *key, firstChar);
}
void mLoadFontFromMemory(Font *out, const char * fileType, const unsigned char * fileData, int dataSize, int fontSize, int * codepoints, int codepointCount)
{
*out = LoadFontFromMemory(fileType, fileData, dataSize, fontSize, codepoints, codepointCount);
}
bool mIsFontReady(Font *font)
{
return IsFontReady(*font);
}
GlyphInfo * mLoadFontData(const unsigned char * fileData, int dataSize, int fontSize, int * codepoints, int codepointCount, int type)
{
return LoadFontData(fileData, dataSize, fontSize, codepoints, codepointCount, type);
}
void mUnloadFontData(GlyphInfo * glyphs, int glyphCount)
{
UnloadFontData(glyphs, glyphCount);
}
void mUnloadFont(Font *font)
{
UnloadFont(*font);
}
bool mExportFontAsCode(Font *font, const char * fileName)
{
return ExportFontAsCode(*font, fileName);
}
void mDrawFPS(int posX, int posY)
{
DrawFPS(posX, posY);
}
void mDrawText(const char * text, int posX, int posY, int fontSize, Color *color)
{
DrawText(text, posX, posY, fontSize, *color);
}
void mDrawTextEx(Font *font, const char * text, Vector2 *position, float fontSize, float spacing, Color *tint)
{
DrawTextEx(*font, text, *position, fontSize, spacing, *tint);
}
void mDrawTextPro(Font *font, const char * text, Vector2 *position, Vector2 *origin, float rotation, float fontSize, float spacing, Color *tint)
{
DrawTextPro(*font, text, *position, *origin, rotation, fontSize, spacing, *tint);
}
void mDrawTextCodepoint(Font *font, int codepoint, Vector2 *position, float fontSize, Color *tint)
{
DrawTextCodepoint(*font, codepoint, *position, fontSize, *tint);
}
void mDrawTextCodepoints(Font *font, const int * codepoints, int codepointCount, Vector2 *position, float fontSize, float spacing, Color *tint)
{
DrawTextCodepoints(*font, codepoints, codepointCount, *position, fontSize, spacing, *tint);
}
void mSetTextLineSpacing(int spacing)
{
SetTextLineSpacing(spacing);
}
int mMeasureText(const char * text, int fontSize)
{
return MeasureText(text, fontSize);
}
void mMeasureTextEx(Vector2 *out, Font *font, const char * text, float fontSize, float spacing)
{
*out = MeasureTextEx(*font, text, fontSize, spacing);
}
int mGetGlyphIndex(Font *font, int codepoint)
{
return GetGlyphIndex(*font, codepoint);
}
void mGetGlyphInfo(GlyphInfo *out, Font *font, int codepoint)
{
*out = GetGlyphInfo(*font, codepoint);
}
void mGetGlyphAtlasRec(Rectangle *out, Font *font, int codepoint)
{
*out = GetGlyphAtlasRec(*font, codepoint);
}
char * mLoadUTF8(const int * codepoints, int length)
{
return LoadUTF8(codepoints, length);
}
void mUnloadUTF8(char * text)
{
UnloadUTF8(text);
}
int * mLoadCodepoints(const char * text, int * count)
{
return LoadCodepoints(text, count);
}
void mUnloadCodepoints(int * codepoints)
{
UnloadCodepoints(codepoints);
}
int mGetCodepointCount(const char * text)
{
return GetCodepointCount(text);
}
int mGetCodepoint(const char * text, int * codepointSize)
{
return GetCodepoint(text, codepointSize);
}
int mGetCodepointNext(const char * text, int * codepointSize)
{
return GetCodepointNext(text, codepointSize);
}
int mGetCodepointPrevious(const char * text, int * codepointSize)
{
return GetCodepointPrevious(text, codepointSize);
}
const char * mCodepointToUTF8(int codepoint, int * utf8Size)
{
return CodepointToUTF8(codepoint, utf8Size);
}
int mTextCopy(char * dst, const char * src)
{
return TextCopy(dst, src);
}
bool mTextIsEqual(const char * text1, const char * text2)
{
return TextIsEqual(text1, text2);
}
unsigned int mTextLength(const char * text)
{
return TextLength(text);
}
const char * mTextSubtext(const char * text, int position, int length)
{
return TextSubtext(text, position, length);
}
char * mTextReplace(const char * text, const char * replace, const char * by)
{
return TextReplace(text, replace, by);
}
char * mTextInsert(const char * text, const char * insert, int position)
{
return TextInsert(text, insert, position);
}
int mTextFindIndex(const char * text, const char * find)
{
return TextFindIndex(text, find);
}
const char * mTextToUpper(const char * text)
{
return TextToUpper(text);
}
const char * mTextToLower(const char * text)
{
return TextToLower(text);
}
const char * mTextToPascal(const char * text)
{
return TextToPascal(text);
}
int mTextToInteger(const char * text)
{
return TextToInteger(text);
}
float mTextToFloat(const char * text)
{
return TextToFloat(text);
}
void mDrawLine3D(Vector3 *startPos, Vector3 *endPos, Color *color)
{
DrawLine3D(*startPos, *endPos, *color);
}
void mDrawPoint3D(Vector3 *position, Color *color)
{
DrawPoint3D(*position, *color);
}
void mDrawCircle3D(Vector3 *center, float radius, Vector3 *rotationAxis, float rotationAngle, Color *color)
{
DrawCircle3D(*center, radius, *rotationAxis, rotationAngle, *color);
}
void mDrawTriangle3D(Vector3 *v1, Vector3 *v2, Vector3 *v3, Color *color)
{
DrawTriangle3D(*v1, *v2, *v3, *color);
}
void mDrawTriangleStrip3D(Vector3 * points, int pointCount, Color *color)
{
DrawTriangleStrip3D(points, pointCount, *color);
}
void mDrawCube(Vector3 *position, float width, float height, float length, Color *color)
{
DrawCube(*position, width, height, length, *color);
}
void mDrawCubeV(Vector3 *position, Vector3 *size, Color *color)
{
DrawCubeV(*position, *size, *color);
}
void mDrawCubeWires(Vector3 *position, float width, float height, float length, Color *color)
{
DrawCubeWires(*position, width, height, length, *color);
}
void mDrawCubeWiresV(Vector3 *position, Vector3 *size, Color *color)
{
DrawCubeWiresV(*position, *size, *color);
}
void mDrawSphere(Vector3 *centerPos, float radius, Color *color)
{
DrawSphere(*centerPos, radius, *color);
}
void mDrawSphereEx(Vector3 *centerPos, float radius, int rings, int slices, Color *color)
{
DrawSphereEx(*centerPos, radius, rings, slices, *color);
}
void mDrawSphereWires(Vector3 *centerPos, float radius, int rings, int slices, Color *color)
{
DrawSphereWires(*centerPos, radius, rings, slices, *color);
}
void mDrawCylinder(Vector3 *position, float radiusTop, float radiusBottom, float height, int slices, Color *color)
{
DrawCylinder(*position, radiusTop, radiusBottom, height, slices, *color);
}
void mDrawCylinderEx(Vector3 *startPos, Vector3 *endPos, float startRadius, float endRadius, int sides, Color *color)
{
DrawCylinderEx(*startPos, *endPos, startRadius, endRadius, sides, *color);
}
void mDrawCylinderWires(Vector3 *position, float radiusTop, float radiusBottom, float height, int slices, Color *color)
{
DrawCylinderWires(*position, radiusTop, radiusBottom, height, slices, *color);
}
void mDrawCylinderWiresEx(Vector3 *startPos, Vector3 *endPos, float startRadius, float endRadius, int sides, Color *color)
{
DrawCylinderWiresEx(*startPos, *endPos, startRadius, endRadius, sides, *color);
}
void mDrawCapsule(Vector3 *startPos, Vector3 *endPos, float radius, int slices, int rings, Color *color)
{
DrawCapsule(*startPos, *endPos, radius, slices, rings, *color);
}
void mDrawCapsuleWires(Vector3 *startPos, Vector3 *endPos, float radius, int slices, int rings, Color *color)
{
DrawCapsuleWires(*startPos, *endPos, radius, slices, rings, *color);
}
void mDrawPlane(Vector3 *centerPos, Vector2 *size, Color *color)
{
DrawPlane(*centerPos, *size, *color);
}
void mDrawRay(Ray *ray, Color *color)
{
DrawRay(*ray, *color);
}
void mDrawGrid(int slices, float spacing)
{
DrawGrid(slices, spacing);
}
void mLoadModel(Model *out, const char * fileName)
{
*out = LoadModel(fileName);
}
void mLoadModelFromMesh(Model *out, Mesh *mesh)
{
*out = LoadModelFromMesh(*mesh);
}
bool mIsModelReady(Model *model)
{
return IsModelReady(*model);
}
void mUnloadModel(Model *model)
{
UnloadModel(*model);
}
void mGetModelBoundingBox(BoundingBox *out, Model *model)
{
*out = GetModelBoundingBox(*model);
}
void mDrawModel(Model *model, Vector3 *position, float scale, Color *tint)
{
DrawModel(*model, *position, scale, *tint);
}
void mDrawModelEx(Model *model, Vector3 *position, Vector3 *rotationAxis, float rotationAngle, Vector3 *scale, Color *tint)
{
DrawModelEx(*model, *position, *rotationAxis, rotationAngle, *scale, *tint);
}
void mDrawModelWires(Model *model, Vector3 *position, float scale, Color *tint)
{
DrawModelWires(*model, *position, scale, *tint);
}
void mDrawModelWiresEx(Model *model, Vector3 *position, Vector3 *rotationAxis, float rotationAngle, Vector3 *scale, Color *tint)
{
DrawModelWiresEx(*model, *position, *rotationAxis, rotationAngle, *scale, *tint);
}
void mDrawBoundingBox(BoundingBox *box, Color *color)
{
DrawBoundingBox(*box, *color);
}
void mDrawBillboard(Camera3D *camera, Texture2D *texture, Vector3 *position, float size, Color *tint)
{
DrawBillboard(*camera, *texture, *position, size, *tint);
}
void mDrawBillboardRec(Camera3D *camera, Texture2D *texture, Rectangle *source, Vector3 *position, Vector2 *size, Color *tint)
{
DrawBillboardRec(*camera, *texture, *source, *position, *size, *tint);
}
void mDrawBillboardPro(Camera3D *camera, Texture2D *texture, Rectangle *source, Vector3 *position, Vector3 *up, Vector2 *size, Vector2 *origin, float rotation, Color *tint)
{
DrawBillboardPro(*camera, *texture, *source, *position, *up, *size, *origin, rotation, *tint);
}
void mUploadMesh(Mesh * mesh, bool dynamic)
{
UploadMesh(mesh, dynamic);
}
void mUpdateMeshBuffer(Mesh *mesh, int index, const void * data, int dataSize, int offset)
{
UpdateMeshBuffer(*mesh, index, data, dataSize, offset);
}
void mUnloadMesh(Mesh *mesh)
{
UnloadMesh(*mesh);
}
void mDrawMesh(Mesh *mesh, Material *material, Matrix *transform)
{
DrawMesh(*mesh, *material, *transform);
}
void mDrawMeshInstanced(Mesh *mesh, Material *material, const Matrix * transforms, int instances)
{
DrawMeshInstanced(*mesh, *material, transforms, instances);
}
void mGetMeshBoundingBox(BoundingBox *out, Mesh *mesh)
{
*out = GetMeshBoundingBox(*mesh);
}
void mGenMeshTangents(Mesh * mesh)
{
GenMeshTangents(mesh);
}
bool mExportMesh(Mesh *mesh, const char * fileName)
{
return ExportMesh(*mesh, fileName);
}
bool mExportMeshAsCode(Mesh *mesh, const char * fileName)
{
return ExportMeshAsCode(*mesh, fileName);
}
void mGenMeshPoly(Mesh *out, int sides, float radius)
{
*out = GenMeshPoly(sides, radius);
}
void mGenMeshPlane(Mesh *out, float width, float length, int resX, int resZ)
{
*out = GenMeshPlane(width, length, resX, resZ);
}
void mGenMeshCube(Mesh *out, float width, float height, float length)
{
*out = GenMeshCube(width, height, length);
}
void mGenMeshSphere(Mesh *out, float radius, int rings, int slices)
{
*out = GenMeshSphere(radius, rings, slices);
}
void mGenMeshHemiSphere(Mesh *out, float radius, int rings, int slices)
{
*out = GenMeshHemiSphere(radius, rings, slices);
}
void mGenMeshCylinder(Mesh *out, float radius, float height, int slices)
{
*out = GenMeshCylinder(radius, height, slices);
}
void mGenMeshCone(Mesh *out, float radius, float height, int slices)
{
*out = GenMeshCone(radius, height, slices);
}
void mGenMeshTorus(Mesh *out, float radius, float size, int radSeg, int sides)
{
*out = GenMeshTorus(radius, size, radSeg, sides);
}
void mGenMeshKnot(Mesh *out, float radius, float size, int radSeg, int sides)
{
*out = GenMeshKnot(radius, size, radSeg, sides);
}
void mGenMeshHeightmap(Mesh *out, Image *heightmap, Vector3 *size)
{
*out = GenMeshHeightmap(*heightmap, *size);
}
void mGenMeshCubicmap(Mesh *out, Image *cubicmap, Vector3 *cubeSize)
{
*out = GenMeshCubicmap(*cubicmap, *cubeSize);
}
Material * mLoadMaterials(const char * fileName, int * materialCount)
{
return LoadMaterials(fileName, materialCount);
}
void mLoadMaterialDefault(Material *out)
{
*out = LoadMaterialDefault();
}
bool mIsMaterialReady(Material *material)
{
return IsMaterialReady(*material);
}
void mUnloadMaterial(Material *material)
{
UnloadMaterial(*material);
}
void mSetMaterialTexture(Material * material, int mapType, Texture2D *texture)
{
SetMaterialTexture(material, mapType, *texture);
}
void mSetModelMeshMaterial(Model * model, int meshId, int materialId)
{
SetModelMeshMaterial(model, meshId, materialId);
}
ModelAnimation * mLoadModelAnimations(const char * fileName, int * animCount)
{
return LoadModelAnimations(fileName, animCount);
}
void mUpdateModelAnimation(Model *model, ModelAnimation *anim, int frame)
{
UpdateModelAnimation(*model, *anim, frame);
}
void mUnloadModelAnimation(ModelAnimation *anim)
{
UnloadModelAnimation(*anim);
}
void mUnloadModelAnimations(ModelAnimation * animations, int animCount)
{
UnloadModelAnimations(animations, animCount);
}
bool mIsModelAnimationValid(Model *model, ModelAnimation *anim)
{
return IsModelAnimationValid(*model, *anim);
}
bool mCheckCollisionSpheres(Vector3 *center1, float radius1, Vector3 *center2, float radius2)
{
return CheckCollisionSpheres(*center1, radius1, *center2, radius2);
}
bool mCheckCollisionBoxes(BoundingBox *box1, BoundingBox *box2)
{
return CheckCollisionBoxes(*box1, *box2);
}
bool mCheckCollisionBoxSphere(BoundingBox *box, Vector3 *center, float radius)
{
return CheckCollisionBoxSphere(*box, *center, radius);
}
void mGetRayCollisionSphere(RayCollision *out, Ray *ray, Vector3 *center, float radius)
{
*out = GetRayCollisionSphere(*ray, *center, radius);
}
void mGetRayCollisionBox(RayCollision *out, Ray *ray, BoundingBox *box)
{
*out = GetRayCollisionBox(*ray, *box);
}
void mGetRayCollisionMesh(RayCollision *out, Ray *ray, Mesh *mesh, Matrix *transform)
{
*out = GetRayCollisionMesh(*ray, *mesh, *transform);
}
void mGetRayCollisionTriangle(RayCollision *out, Ray *ray, Vector3 *p1, Vector3 *p2, Vector3 *p3)
{
*out = GetRayCollisionTriangle(*ray, *p1, *p2, *p3);
}
void mGetRayCollisionQuad(RayCollision *out, Ray *ray, Vector3 *p1, Vector3 *p2, Vector3 *p3, Vector3 *p4)
{
*out = GetRayCollisionQuad(*ray, *p1, *p2, *p3, *p4);
}
void mInitAudioDevice(void)
{
InitAudioDevice();
}
void mCloseAudioDevice(void)
{
CloseAudioDevice();
}
bool mIsAudioDeviceReady(void)
{
return IsAudioDeviceReady();
}
void mSetMasterVolume(float volume)
{
SetMasterVolume(volume);
}
float mGetMasterVolume(void)
{
return GetMasterVolume();
}
void mLoadWave(Wave *out, const char * fileName)
{
*out = LoadWave(fileName);
}
void mLoadWaveFromMemory(Wave *out, const char * fileType, const unsigned char * fileData, int dataSize)
{
*out = LoadWaveFromMemory(fileType, fileData, dataSize);
}
bool mIsWaveReady(Wave *wave)
{
return IsWaveReady(*wave);
}
void mLoadSound(Sound *out, const char * fileName)
{
*out = LoadSound(fileName);
}
void mLoadSoundFromWave(Sound *out, Wave *wave)
{
*out = LoadSoundFromWave(*wave);
}
void mLoadSoundAlias(Sound *out, Sound *source)
{
*out = LoadSoundAlias(*source);
}
bool mIsSoundReady(Sound *sound)
{
return IsSoundReady(*sound);
}
void mUpdateSound(Sound *sound, const void * data, int sampleCount)
{
UpdateSound(*sound, data, sampleCount);
}
void mUnloadWave(Wave *wave)
{
UnloadWave(*wave);
}
void mUnloadSound(Sound *sound)
{
UnloadSound(*sound);
}
void mUnloadSoundAlias(Sound *alias)
{
UnloadSoundAlias(*alias);
}
bool mExportWave(Wave *wave, const char * fileName)
{
return ExportWave(*wave, fileName);
}
bool mExportWaveAsCode(Wave *wave, const char * fileName)
{
return ExportWaveAsCode(*wave, fileName);
}
void mPlaySound(Sound *sound)
{
PlaySound(*sound);
}
void mStopSound(Sound *sound)
{
StopSound(*sound);
}
void mPauseSound(Sound *sound)
{
PauseSound(*sound);
}
void mResumeSound(Sound *sound)
{
ResumeSound(*sound);
}
bool mIsSoundPlaying(Sound *sound)
{
return IsSoundPlaying(*sound);
}
void mSetSoundVolume(Sound *sound, float volume)
{
SetSoundVolume(*sound, volume);
}
void mSetSoundPitch(Sound *sound, float pitch)
{
SetSoundPitch(*sound, pitch);
}
void mSetSoundPan(Sound *sound, float pan)
{
SetSoundPan(*sound, pan);
}
void mWaveCopy(Wave *out, Wave *wave)
{
*out = WaveCopy(*wave);
}
void mWaveCrop(Wave * wave, int initSample, int finalSample)
{
WaveCrop(wave, initSample, finalSample);
}
void mWaveFormat(Wave * wave, int sampleRate, int sampleSize, int channels)
{
WaveFormat(wave, sampleRate, sampleSize, channels);
}
float * mLoadWaveSamples(Wave *wave)
{
return LoadWaveSamples(*wave);
}
void mUnloadWaveSamples(float * samples)
{
UnloadWaveSamples(samples);
}
void mLoadMusicStream(Music *out, const char * fileName)
{
*out = LoadMusicStream(fileName);
}
void mLoadMusicStreamFromMemory(Music *out, const char * fileType, const unsigned char * data, int dataSize)
{
*out = LoadMusicStreamFromMemory(fileType, data, dataSize);
}
bool mIsMusicReady(Music *music)
{
return IsMusicReady(*music);
}
void mUnloadMusicStream(Music *music)
{
UnloadMusicStream(*music);
}
void mPlayMusicStream(Music *music)
{
PlayMusicStream(*music);
}
bool mIsMusicStreamPlaying(Music *music)
{
return IsMusicStreamPlaying(*music);
}
void mUpdateMusicStream(Music *music)
{
UpdateMusicStream(*music);
}
void mStopMusicStream(Music *music)
{
StopMusicStream(*music);
}
void mPauseMusicStream(Music *music)
{
PauseMusicStream(*music);
}
void mResumeMusicStream(Music *music)
{
ResumeMusicStream(*music);
}
void mSeekMusicStream(Music *music, float position)
{
SeekMusicStream(*music, position);
}
void mSetMusicVolume(Music *music, float volume)
{
SetMusicVolume(*music, volume);
}
void mSetMusicPitch(Music *music, float pitch)
{
SetMusicPitch(*music, pitch);
}
void mSetMusicPan(Music *music, float pan)
{
SetMusicPan(*music, pan);
}
float mGetMusicTimeLength(Music *music)
{
return GetMusicTimeLength(*music);
}
float mGetMusicTimePlayed(Music *music)
{
return GetMusicTimePlayed(*music);
}
void mLoadAudioStream(AudioStream *out, unsigned int sampleRate, unsigned int sampleSize, unsigned int channels)
{
*out = LoadAudioStream(sampleRate, sampleSize, channels);
}
bool mIsAudioStreamReady(AudioStream *stream)
{
return IsAudioStreamReady(*stream);
}
void mUnloadAudioStream(AudioStream *stream)
{
UnloadAudioStream(*stream);
}
void mUpdateAudioStream(AudioStream *stream, const void * data, int frameCount)
{
UpdateAudioStream(*stream, data, frameCount);
}
bool mIsAudioStreamProcessed(AudioStream *stream)
{
return IsAudioStreamProcessed(*stream);
}
void mPlayAudioStream(AudioStream *stream)
{
PlayAudioStream(*stream);
}
void mPauseAudioStream(AudioStream *stream)
{
PauseAudioStream(*stream);
}
void mResumeAudioStream(AudioStream *stream)
{
ResumeAudioStream(*stream);
}
bool mIsAudioStreamPlaying(AudioStream *stream)
{
return IsAudioStreamPlaying(*stream);
}
void mStopAudioStream(AudioStream *stream)
{
StopAudioStream(*stream);
}
void mSetAudioStreamVolume(AudioStream *stream, float volume)
{
SetAudioStreamVolume(*stream, volume);
}
void mSetAudioStreamPitch(AudioStream *stream, float pitch)
{
SetAudioStreamPitch(*stream, pitch);
}
void mSetAudioStreamPan(AudioStream *stream, float pan)
{
SetAudioStreamPan(*stream, pan);
}
void mSetAudioStreamBufferSizeDefault(int size)
{
SetAudioStreamBufferSizeDefault(size);
}
void mSetAudioStreamCallback(AudioStream *stream, AudioCallback callback)
{
SetAudioStreamCallback(*stream, callback);
}
void mAttachAudioStreamProcessor(AudioStream *stream, AudioCallback processor)
{
AttachAudioStreamProcessor(*stream, processor);
}
void mDetachAudioStreamProcessor(AudioStream *stream, AudioCallback processor)
{
DetachAudioStreamProcessor(*stream, processor);
}
void mAttachAudioMixedProcessor(AudioCallback processor)
{
AttachAudioMixedProcessor(processor);
}
void mDetachAudioMixedProcessor(AudioCallback processor)
{
DetachAudioMixedProcessor(processor);
}
void mrlMatrixMode(int mode)
{
rlMatrixMode(mode);
}
void mrlPushMatrix(void)
{
rlPushMatrix();
}
void mrlPopMatrix(void)
{
rlPopMatrix();
}
void mrlLoadIdentity(void)
{
rlLoadIdentity();
}
void mrlTranslatef(float x, float y, float z)
{
rlTranslatef(x, y, z);
}
void mrlRotatef(float angle, float x, float y, float z)
{
rlRotatef(angle, x, y, z);
}
void mrlScalef(float x, float y, float z)
{
rlScalef(x, y, z);
}
void mrlMultMatrixf(const float * matf)
{
rlMultMatrixf(matf);
}
void mrlFrustum(double left, double right, double bottom, double top, double znear, double zfar)
{
rlFrustum(left, right, bottom, top, znear, zfar);
}
void mrlOrtho(double left, double right, double bottom, double top, double znear, double zfar)
{
rlOrtho(left, right, bottom, top, znear, zfar);
}
void mrlViewport(int x, int y, int width, int height)
{
rlViewport(x, y, width, height);
}
void mrlBegin(int mode)
{
rlBegin(mode);
}
void mrlEnd(void)
{
rlEnd();
}
void mrlVertex2i(int x, int y)
{
rlVertex2i(x, y);
}
void mrlVertex2f(float x, float y)
{
rlVertex2f(x, y);
}
void mrlVertex3f(float x, float y, float z)
{
rlVertex3f(x, y, z);
}
void mrlTexCoord2f(float x, float y)
{
rlTexCoord2f(x, y);
}
void mrlNormal3f(float x, float y, float z)
{
rlNormal3f(x, y, z);
}
void mrlColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
rlColor4ub(r, g, b, a);
}
void mrlColor3f(float x, float y, float z)
{
rlColor3f(x, y, z);
}
void mrlColor4f(float x, float y, float z, float w)
{
rlColor4f(x, y, z, w);
}
bool mrlEnableVertexArray(unsigned int vaoId)
{
return rlEnableVertexArray(vaoId);
}
void mrlDisableVertexArray(void)
{
rlDisableVertexArray();
}
void mrlEnableVertexBuffer(unsigned int id)
{
rlEnableVertexBuffer(id);
}
void mrlDisableVertexBuffer(void)
{
rlDisableVertexBuffer();
}
void mrlEnableVertexBufferElement(unsigned int id)
{
rlEnableVertexBufferElement(id);
}
void mrlDisableVertexBufferElement(void)
{
rlDisableVertexBufferElement();
}
void mrlEnableVertexAttribute(unsigned int index)
{
rlEnableVertexAttribute(index);
}
void mrlDisableVertexAttribute(unsigned int index)
{
rlDisableVertexAttribute(index);
}
void mrlActiveTextureSlot(int slot)
{
rlActiveTextureSlot(slot);
}
void mrlEnableTexture(unsigned int id)
{
rlEnableTexture(id);
}
void mrlDisableTexture(void)
{
rlDisableTexture();
}
void mrlEnableTextureCubemap(unsigned int id)
{
rlEnableTextureCubemap(id);
}
void mrlDisableTextureCubemap(void)
{
rlDisableTextureCubemap();
}
void mrlTextureParameters(unsigned int id, int param, int value)
{
rlTextureParameters(id, param, value);
}
void mrlCubemapParameters(unsigned int id, int param, int value)
{
rlCubemapParameters(id, param, value);
}
void mrlEnableShader(unsigned int id)
{
rlEnableShader(id);
}
void mrlDisableShader(void)
{
rlDisableShader();
}
void mrlEnableFramebuffer(unsigned int id)
{
rlEnableFramebuffer(id);
}
void mrlDisableFramebuffer(void)
{
rlDisableFramebuffer();
}
void mrlActiveDrawBuffers(int count)
{
rlActiveDrawBuffers(count);
}
void mrlBlitFramebuffer(int srcX, int srcY, int srcWidth, int srcHeight, int dstX, int dstY, int dstWidth, int dstHeight, int bufferMask)
{
rlBlitFramebuffer(srcX, srcY, srcWidth, srcHeight, dstX, dstY, dstWidth, dstHeight, bufferMask);
}
void mrlBindFramebuffer(unsigned int target, unsigned int framebuffer)
{
rlBindFramebuffer(target, framebuffer);
}
void mrlEnableColorBlend(void)
{
rlEnableColorBlend();
}
void mrlDisableColorBlend(void)
{
rlDisableColorBlend();
}
void mrlEnableDepthTest(void)
{
rlEnableDepthTest();
}
void mrlDisableDepthTest(void)
{
rlDisableDepthTest();
}
void mrlEnableDepthMask(void)
{
rlEnableDepthMask();
}
void mrlDisableDepthMask(void)
{
rlDisableDepthMask();
}
void mrlEnableBackfaceCulling(void)
{
rlEnableBackfaceCulling();
}
void mrlDisableBackfaceCulling(void)
{
rlDisableBackfaceCulling();
}
void mrlColorMask(bool r, bool g, bool b, bool a)
{
rlColorMask(r, g, b, a);
}
void mrlSetCullFace(int mode)
{
rlSetCullFace(mode);
}
void mrlEnableScissorTest(void)
{
rlEnableScissorTest();
}
void mrlDisableScissorTest(void)
{
rlDisableScissorTest();
}
void mrlScissor(int x, int y, int width, int height)
{
rlScissor(x, y, width, height);
}
void mrlEnableWireMode(void)
{
rlEnableWireMode();
}
void mrlEnablePointMode(void)
{
rlEnablePointMode();
}
void mrlDisableWireMode(void)
{
rlDisableWireMode();
}
void mrlSetLineWidth(float width)
{
rlSetLineWidth(width);
}
float mrlGetLineWidth(void)
{
return rlGetLineWidth();
}
void mrlEnableSmoothLines(void)
{
rlEnableSmoothLines();
}
void mrlDisableSmoothLines(void)
{
rlDisableSmoothLines();
}
void mrlEnableStereoRender(void)
{
rlEnableStereoRender();
}
void mrlDisableStereoRender(void)
{
rlDisableStereoRender();
}
bool mrlIsStereoRenderEnabled(void)
{
return rlIsStereoRenderEnabled();
}
void mrlClearColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
rlClearColor(r, g, b, a);
}
void mrlClearScreenBuffers(void)
{
rlClearScreenBuffers();
}
void mrlCheckErrors(void)
{
rlCheckErrors();
}
void mrlSetBlendMode(int mode)
{
rlSetBlendMode(mode);
}
void mrlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation)
{
rlSetBlendFactors(glSrcFactor, glDstFactor, glEquation);
}
void mrlSetBlendFactorsSeparate(int glSrcRGB, int glDstRGB, int glSrcAlpha, int glDstAlpha, int glEqRGB, int glEqAlpha)
{
rlSetBlendFactorsSeparate(glSrcRGB, glDstRGB, glSrcAlpha, glDstAlpha, glEqRGB, glEqAlpha);
}
void mrlglInit(int width, int height)
{
rlglInit(width, height);
}
void mrlglClose(void)
{
rlglClose();
}
void mrlLoadExtensions(void * loader)
{
rlLoadExtensions(loader);
}
int mrlGetVersion(void)
{
return rlGetVersion();
}
void mrlSetFramebufferWidth(int width)
{
rlSetFramebufferWidth(width);
}
int mrlGetFramebufferWidth(void)
{
return rlGetFramebufferWidth();
}
void mrlSetFramebufferHeight(int height)
{
rlSetFramebufferHeight(height);
}
int mrlGetFramebufferHeight(void)
{
return rlGetFramebufferHeight();
}
unsigned int mrlGetTextureIdDefault(void)
{
return rlGetTextureIdDefault();
}
unsigned int mrlGetShaderIdDefault(void)
{
return rlGetShaderIdDefault();
}
int * mrlGetShaderLocsDefault(void)
{
return rlGetShaderLocsDefault();
}
void mrlLoadRenderBatch(rlRenderBatch *out, int numBuffers, int bufferElements)
{
*out = rlLoadRenderBatch(numBuffers, bufferElements);
}
void mrlUnloadRenderBatch(rlRenderBatch *batch)
{
rlUnloadRenderBatch(*batch);
}
void mrlDrawRenderBatch(rlRenderBatch * batch)
{
rlDrawRenderBatch(batch);
}
void mrlSetRenderBatchActive(rlRenderBatch * batch)
{
rlSetRenderBatchActive(batch);
}
void mrlDrawRenderBatchActive(void)
{
rlDrawRenderBatchActive();
}
bool mrlCheckRenderBatchLimit(int vCount)
{
return rlCheckRenderBatchLimit(vCount);
}
void mrlSetTexture(unsigned int id)
{
rlSetTexture(id);
}
unsigned int mrlLoadVertexArray(void)
{
return rlLoadVertexArray();
}
unsigned int mrlLoadVertexBuffer(const void * buffer, int size, bool dynamic)
{
return rlLoadVertexBuffer(buffer, size, dynamic);
}
unsigned int mrlLoadVertexBufferElement(const void * buffer, int size, bool dynamic)
{
return rlLoadVertexBufferElement(buffer, size, dynamic);
}
void mrlUpdateVertexBuffer(unsigned int bufferId, const void * data, int dataSize, int offset)
{
rlUpdateVertexBuffer(bufferId, data, dataSize, offset);
}
void mrlUpdateVertexBufferElements(unsigned int id, const void * data, int dataSize, int offset)
{
rlUpdateVertexBufferElements(id, data, dataSize, offset);
}
void mrlUnloadVertexArray(unsigned int vaoId)
{
rlUnloadVertexArray(vaoId);
}
void mrlUnloadVertexBuffer(unsigned int vboId)
{
rlUnloadVertexBuffer(vboId);
}
void mrlSetVertexAttribute(unsigned int index, int compSize, int type, bool normalized, int stride, const void * pointer)
{
rlSetVertexAttribute(index, compSize, type, normalized, stride, pointer);
}
void mrlSetVertexAttributeDivisor(unsigned int index, int divisor)
{
rlSetVertexAttributeDivisor(index, divisor);
}
void mrlSetVertexAttributeDefault(int locIndex, const void * value, int attribType, int count)
{
rlSetVertexAttributeDefault(locIndex, value, attribType, count);
}
void mrlDrawVertexArray(int offset, int count)
{
rlDrawVertexArray(offset, count);
}
void mrlDrawVertexArrayElements(int offset, int count, const void * buffer)
{
rlDrawVertexArrayElements(offset, count, buffer);
}
void mrlDrawVertexArrayInstanced(int offset, int count, int instances)
{
rlDrawVertexArrayInstanced(offset, count, instances);
}
void mrlDrawVertexArrayElementsInstanced(int offset, int count, const void * buffer, int instances)
{
rlDrawVertexArrayElementsInstanced(offset, count, buffer, instances);
}
unsigned int mrlLoadTexture(const void * data, int width, int height, int format, int mipmapCount)
{
return rlLoadTexture(data, width, height, format, mipmapCount);
}
unsigned int mrlLoadTextureDepth(int width, int height, bool useRenderBuffer)
{
return rlLoadTextureDepth(width, height, useRenderBuffer);
}
unsigned int mrlLoadTextureCubemap(const void * data, int size, int format)
{
return rlLoadTextureCubemap(data, size, format);
}
void mrlUpdateTexture(unsigned int id, int offsetX, int offsetY, int width, int height, int format, const void * data)
{
rlUpdateTexture(id, offsetX, offsetY, width, height, format, data);
}
void mrlGetGlTextureFormats(int format, unsigned int * glInternalFormat, unsigned int * glFormat, unsigned int * glType)
{
rlGetGlTextureFormats(format, glInternalFormat, glFormat, glType);
}
const char * mrlGetPixelFormatName(unsigned int format)
{
return rlGetPixelFormatName(format);
}
void mrlUnloadTexture(unsigned int id)
{
rlUnloadTexture(id);
}
void mrlGenTextureMipmaps(unsigned int id, int width, int height, int format, int * mipmaps)
{
rlGenTextureMipmaps(id, width, height, format, mipmaps);
}
void * mrlReadTexturePixels(unsigned int id, int width, int height, int format)
{
return rlReadTexturePixels(id, width, height, format);
}
unsigned char * mrlReadScreenPixels(int width, int height)
{
return rlReadScreenPixels(width, height);
}
unsigned int mrlLoadFramebuffer(int width, int height)
{
return rlLoadFramebuffer(width, height);
}
void mrlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel)
{
rlFramebufferAttach(fboId, texId, attachType, texType, mipLevel);
}
bool mrlFramebufferComplete(unsigned int id)
{
return rlFramebufferComplete(id);
}
void mrlUnloadFramebuffer(unsigned int id)
{
rlUnloadFramebuffer(id);
}
unsigned int mrlLoadShaderCode(const char * vsCode, const char * fsCode)
{
return rlLoadShaderCode(vsCode, fsCode);
}
unsigned int mrlCompileShader(const char * shaderCode, int type)
{
return rlCompileShader(shaderCode, type);
}
unsigned int mrlLoadShaderProgram(unsigned int vShaderId, unsigned int fShaderId)
{
return rlLoadShaderProgram(vShaderId, fShaderId);
}
void mrlUnloadShaderProgram(unsigned int id)
{
rlUnloadShaderProgram(id);
}
int mrlGetLocationUniform(unsigned int shaderId, const char * uniformName)
{
return rlGetLocationUniform(shaderId, uniformName);
}
int mrlGetLocationAttrib(unsigned int shaderId, const char * attribName)
{
return rlGetLocationAttrib(shaderId, attribName);
}
void mrlSetUniform(int locIndex, const void * value, int uniformType, int count)
{
rlSetUniform(locIndex, value, uniformType, count);
}
void mrlSetUniformMatrix(int locIndex, Matrix *mat)
{
rlSetUniformMatrix(locIndex, *mat);
}
void mrlSetUniformSampler(int locIndex, unsigned int textureId)
{
rlSetUniformSampler(locIndex, textureId);
}
void mrlSetShader(unsigned int id, int * locs)
{
rlSetShader(id, locs);
}
unsigned int mrlLoadComputeShaderProgram(unsigned int shaderId)
{
return rlLoadComputeShaderProgram(shaderId);
}
void mrlComputeShaderDispatch(unsigned int groupX, unsigned int groupY, unsigned int groupZ)
{
rlComputeShaderDispatch(groupX, groupY, groupZ);
}
unsigned int mrlLoadShaderBuffer(unsigned int size, const void * data, int usageHint)
{
return rlLoadShaderBuffer(size, data, usageHint);
}
void mrlUnloadShaderBuffer(unsigned int ssboId)
{
rlUnloadShaderBuffer(ssboId);
}
void mrlUpdateShaderBuffer(unsigned int id, const void * data, unsigned int dataSize, unsigned int offset)
{
rlUpdateShaderBuffer(id, data, dataSize, offset);
}
void mrlBindShaderBuffer(unsigned int id, unsigned int index)
{
rlBindShaderBuffer(id, index);
}
void mrlReadShaderBuffer(unsigned int id, void * dest, unsigned int count, unsigned int offset)
{
rlReadShaderBuffer(id, dest, count, offset);
}
void mrlCopyShaderBuffer(unsigned int destId, unsigned int srcId, unsigned int destOffset, unsigned int srcOffset, unsigned int count)
{
rlCopyShaderBuffer(destId, srcId, destOffset, srcOffset, count);
}
unsigned int mrlGetShaderBufferSize(unsigned int id)
{
return rlGetShaderBufferSize(id);
}
void mrlBindImageTexture(unsigned int id, unsigned int index, int format, bool readonly)
{
rlBindImageTexture(id, index, format, readonly);
}
void mrlGetMatrixModelview(Matrix *out)
{
*out = rlGetMatrixModelview();
}
void mrlGetMatrixProjection(Matrix *out)
{
*out = rlGetMatrixProjection();
}
void mrlGetMatrixTransform(Matrix *out)
{
*out = rlGetMatrixTransform();
}
void mrlGetMatrixProjectionStereo(Matrix *out, int eye)
{
*out = rlGetMatrixProjectionStereo(eye);
}
void mrlGetMatrixViewOffsetStereo(Matrix *out, int eye)
{
*out = rlGetMatrixViewOffsetStereo(eye);
}
void mrlSetMatrixProjection(Matrix *proj)
{
rlSetMatrixProjection(*proj);
}
void mrlSetMatrixModelview(Matrix *view)
{
rlSetMatrixModelview(*view);
}
void mrlSetMatrixProjectionStereo(Matrix *right, Matrix *left)
{
rlSetMatrixProjectionStereo(*right, *left);
}
void mrlSetMatrixViewOffsetStereo(Matrix *right, Matrix *left)
{
rlSetMatrixViewOffsetStereo(*right, *left);
}
void mrlLoadDrawCube(void)
{
rlLoadDrawCube();
}
void mrlLoadDrawQuad(void)
{
rlLoadDrawQuad();
}
float mClamp(float value, float min, float max)
{
return Clamp(value, min, max);
}
float mLerp(float start, float end, float amount)
{
return Lerp(start, end, amount);
}
float mNormalize(float value, float start, float end)
{
return Normalize(value, start, end);
}
float mRemap(float value, float inputStart, float inputEnd, float outputStart, float outputEnd)
{
return Remap(value, inputStart, inputEnd, outputStart, outputEnd);
}
float mWrap(float value, float min, float max)
{
return Wrap(value, min, max);
}
int mFloatEquals(float x, float y)
{
return FloatEquals(x, y);
}
void mVector2Zero(Vector2 *out)
{
*out = Vector2Zero();
}
void mVector2One(Vector2 *out)
{
*out = Vector2One();
}
void mVector2Add(Vector2 *out, Vector2 *v1, Vector2 *v2)
{
*out = Vector2Add(*v1, *v2);
}
void mVector2AddValue(Vector2 *out, Vector2 *v, float add)
{
*out = Vector2AddValue(*v, add);
}
void mVector2Subtract(Vector2 *out, Vector2 *v1, Vector2 *v2)
{
*out = Vector2Subtract(*v1, *v2);
}
void mVector2SubtractValue(Vector2 *out, Vector2 *v, float sub)
{
*out = Vector2SubtractValue(*v, sub);
}
float mVector2Length(Vector2 *v)
{
return Vector2Length(*v);
}
float mVector2LengthSqr(Vector2 *v)
{
return Vector2LengthSqr(*v);
}
float mVector2DotProduct(Vector2 *v1, Vector2 *v2)
{
return Vector2DotProduct(*v1, *v2);
}
float mVector2Distance(Vector2 *v1, Vector2 *v2)
{
return Vector2Distance(*v1, *v2);
}
float mVector2DistanceSqr(Vector2 *v1, Vector2 *v2)
{
return Vector2DistanceSqr(*v1, *v2);
}
float mVector2Angle(Vector2 *v1, Vector2 *v2)
{
return Vector2Angle(*v1, *v2);
}
float mVector2LineAngle(Vector2 *start, Vector2 *end)
{
return Vector2LineAngle(*start, *end);
}
void mVector2Scale(Vector2 *out, Vector2 *v, float scale)
{
*out = Vector2Scale(*v, scale);
}
void mVector2Multiply(Vector2 *out, Vector2 *v1, Vector2 *v2)
{
*out = Vector2Multiply(*v1, *v2);
}
void mVector2Negate(Vector2 *out, Vector2 *v)
{
*out = Vector2Negate(*v);
}
void mVector2Divide(Vector2 *out, Vector2 *v1, Vector2 *v2)
{
*out = Vector2Divide(*v1, *v2);
}
void mVector2Normalize(Vector2 *out, Vector2 *v)
{
*out = Vector2Normalize(*v);
}
void mVector2Transform(Vector2 *out, Vector2 *v, Matrix *mat)
{
*out = Vector2Transform(*v, *mat);
}
void mVector2Lerp(Vector2 *out, Vector2 *v1, Vector2 *v2, float amount)
{
*out = Vector2Lerp(*v1, *v2, amount);
}
void mVector2Reflect(Vector2 *out, Vector2 *v, Vector2 *normal)
{
*out = Vector2Reflect(*v, *normal);
}
void mVector2Rotate(Vector2 *out, Vector2 *v, float angle)
{
*out = Vector2Rotate(*v, angle);
}
void mVector2MoveTowards(Vector2 *out, Vector2 *v, Vector2 *target, float maxDistance)
{
*out = Vector2MoveTowards(*v, *target, maxDistance);
}
void mVector2Invert(Vector2 *out, Vector2 *v)
{
*out = Vector2Invert(*v);
}
void mVector2Clamp(Vector2 *out, Vector2 *v, Vector2 *min, Vector2 *max)
{
*out = Vector2Clamp(*v, *min, *max);
}
void mVector2ClampValue(Vector2 *out, Vector2 *v, float min, float max)
{
*out = Vector2ClampValue(*v, min, max);
}
int mVector2Equals(Vector2 *p, Vector2 *q)
{
return Vector2Equals(*p, *q);
}
void mVector3Zero(Vector3 *out)
{
*out = Vector3Zero();
}
void mVector3One(Vector3 *out)
{
*out = Vector3One();
}
void mVector3Add(Vector3 *out, Vector3 *v1, Vector3 *v2)
{
*out = Vector3Add(*v1, *v2);
}
void mVector3AddValue(Vector3 *out, Vector3 *v, float add)
{
*out = Vector3AddValue(*v, add);
}
void mVector3Subtract(Vector3 *out, Vector3 *v1, Vector3 *v2)
{
*out = Vector3Subtract(*v1, *v2);
}
void mVector3SubtractValue(Vector3 *out, Vector3 *v, float sub)
{
*out = Vector3SubtractValue(*v, sub);
}
void mVector3Scale(Vector3 *out, Vector3 *v, float scalar)
{
*out = Vector3Scale(*v, scalar);
}
void mVector3Multiply(Vector3 *out, Vector3 *v1, Vector3 *v2)
{
*out = Vector3Multiply(*v1, *v2);
}
void mVector3CrossProduct(Vector3 *out, Vector3 *v1, Vector3 *v2)
{
*out = Vector3CrossProduct(*v1, *v2);
}
void mVector3Perpendicular(Vector3 *out, Vector3 *v)
{
*out = Vector3Perpendicular(*v);
}
float mVector3Length(const Vector3 *v)
{
return Vector3Length(*v);
}
float mVector3LengthSqr(const Vector3 *v)
{
return Vector3LengthSqr(*v);
}
float mVector3DotProduct(Vector3 *v1, Vector3 *v2)
{
return Vector3DotProduct(*v1, *v2);
}
float mVector3Distance(Vector3 *v1, Vector3 *v2)
{
return Vector3Distance(*v1, *v2);
}
float mVector3DistanceSqr(Vector3 *v1, Vector3 *v2)
{
return Vector3DistanceSqr(*v1, *v2);
}
float mVector3Angle(Vector3 *v1, Vector3 *v2)
{
return Vector3Angle(*v1, *v2);
}
void mVector3Negate(Vector3 *out, Vector3 *v)
{
*out = Vector3Negate(*v);
}
void mVector3Divide(Vector3 *out, Vector3 *v1, Vector3 *v2)
{
*out = Vector3Divide(*v1, *v2);
}
void mVector3Normalize(Vector3 *out, Vector3 *v)
{
*out = Vector3Normalize(*v);
}
void mVector3Project(Vector3 *out, Vector3 *v1, Vector3 *v2)
{
*out = Vector3Project(*v1, *v2);
}
void mVector3Reject(Vector3 *out, Vector3 *v1, Vector3 *v2)
{
*out = Vector3Reject(*v1, *v2);
}
void mVector3OrthoNormalize(Vector3 * v1, Vector3 * v2)
{
Vector3OrthoNormalize(v1, v2);
}
void mVector3Transform(Vector3 *out, Vector3 *v, Matrix *mat)
{
*out = Vector3Transform(*v, *mat);
}
void mVector3RotateByQuaternion(Vector3 *out, Vector3 *v, Vector4 *q)
{
*out = Vector3RotateByQuaternion(*v, *q);
}
void mVector3RotateByAxisAngle(Vector3 *out, Vector3 *v, Vector3 *axis, float angle)
{
*out = Vector3RotateByAxisAngle(*v, *axis, angle);
}
void mVector3Lerp(Vector3 *out, Vector3 *v1, Vector3 *v2, float amount)
{
*out = Vector3Lerp(*v1, *v2, amount);
}
void mVector3Reflect(Vector3 *out, Vector3 *v, Vector3 *normal)
{
*out = Vector3Reflect(*v, *normal);
}
void mVector3Min(Vector3 *out, Vector3 *v1, Vector3 *v2)
{
*out = Vector3Min(*v1, *v2);
}
void mVector3Max(Vector3 *out, Vector3 *v1, Vector3 *v2)
{
*out = Vector3Max(*v1, *v2);
}
void mVector3Barycenter(Vector3 *out, Vector3 *p, Vector3 *a, Vector3 *b, Vector3 *c)
{
*out = Vector3Barycenter(*p, *a, *b, *c);
}
void mVector3Unproject(Vector3 *out, Vector3 *source, Matrix *projection, Matrix *view)
{
*out = Vector3Unproject(*source, *projection, *view);
}
void mVector3ToFloatV(float3 *out, Vector3 *v)
{
*out = Vector3ToFloatV(*v);
}
void mVector3Invert(Vector3 *out, Vector3 *v)
{
*out = Vector3Invert(*v);
}
void mVector3Clamp(Vector3 *out, Vector3 *v, Vector3 *min, Vector3 *max)
{
*out = Vector3Clamp(*v, *min, *max);
}
void mVector3ClampValue(Vector3 *out, Vector3 *v, float min, float max)
{
*out = Vector3ClampValue(*v, min, max);
}
int mVector3Equals(Vector3 *p, Vector3 *q)
{
return Vector3Equals(*p, *q);
}
void mVector3Refract(Vector3 *out, Vector3 *v, Vector3 *n, float r)
{
*out = Vector3Refract(*v, *n, r);
}
float mMatrixDeterminant(Matrix *mat)
{
return MatrixDeterminant(*mat);
}
float mMatrixTrace(Matrix *mat)
{
return MatrixTrace(*mat);
}
void mMatrixTranspose(Matrix *out, Matrix *mat)
{
*out = MatrixTranspose(*mat);
}
void mMatrixInvert(Matrix *out, Matrix *mat)
{
*out = MatrixInvert(*mat);
}
void mMatrixIdentity(Matrix *out)
{
*out = MatrixIdentity();
}
void mMatrixAdd(Matrix *out, Matrix *left, Matrix *right)
{
*out = MatrixAdd(*left, *right);
}
void mMatrixSubtract(Matrix *out, Matrix *left, Matrix *right)
{
*out = MatrixSubtract(*left, *right);
}
void mMatrixMultiply(Matrix *out, Matrix *left, Matrix *right)
{
*out = MatrixMultiply(*left, *right);
}
void mMatrixTranslate(Matrix *out, float x, float y, float z)
{
*out = MatrixTranslate(x, y, z);
}
void mMatrixRotate(Matrix *out, Vector3 *axis, float angle)
{
*out = MatrixRotate(*axis, angle);
}
void mMatrixRotateX(Matrix *out, float angle)
{
*out = MatrixRotateX(angle);
}
void mMatrixRotateY(Matrix *out, float angle)
{
*out = MatrixRotateY(angle);
}
void mMatrixRotateZ(Matrix *out, float angle)
{
*out = MatrixRotateZ(angle);
}
void mMatrixRotateXYZ(Matrix *out, Vector3 *angle)
{
*out = MatrixRotateXYZ(*angle);
}
void mMatrixRotateZYX(Matrix *out, Vector3 *angle)
{
*out = MatrixRotateZYX(*angle);
}
void mMatrixScale(Matrix *out, float x, float y, float z)
{
*out = MatrixScale(x, y, z);
}
void mMatrixFrustum(Matrix *out, double left, double right, double bottom, double top, double near, double far)
{
*out = MatrixFrustum(left, right, bottom, top, near, far);
}
void mMatrixPerspective(Matrix *out, double fovY, double aspect, double nearPlane, double farPlane)
{
*out = MatrixPerspective(fovY, aspect, nearPlane, farPlane);
}
void mMatrixOrtho(Matrix *out, double left, double right, double bottom, double top, double nearPlane, double farPlane)
{
*out = MatrixOrtho(left, right, bottom, top, nearPlane, farPlane);
}
void mMatrixLookAt(Matrix *out, Vector3 *eye, Vector3 *target, Vector3 *up)
{
*out = MatrixLookAt(*eye, *target, *up);
}
void mMatrixToFloatV(float16 *out, Matrix *mat)
{
*out = MatrixToFloatV(*mat);
}
void mQuaternionAdd(Vector4 *out, Vector4 *q1, Vector4 *q2)
{
*out = QuaternionAdd(*q1, *q2);
}
void mQuaternionAddValue(Vector4 *out, Vector4 *q, float add)
{
*out = QuaternionAddValue(*q, add);
}
void mQuaternionSubtract(Vector4 *out, Vector4 *q1, Vector4 *q2)
{
*out = QuaternionSubtract(*q1, *q2);
}
void mQuaternionSubtractValue(Vector4 *out, Vector4 *q, float sub)
{
*out = QuaternionSubtractValue(*q, sub);
}
void mQuaternionIdentity(Vector4 *out)
{
*out = QuaternionIdentity();
}
float mQuaternionLength(Vector4 *q)
{
return QuaternionLength(*q);
}
void mQuaternionNormalize(Vector4 *out, Vector4 *q)
{
*out = QuaternionNormalize(*q);
}
void mQuaternionInvert(Vector4 *out, Vector4 *q)
{
*out = QuaternionInvert(*q);
}
void mQuaternionMultiply(Vector4 *out, Vector4 *q1, Vector4 *q2)
{
*out = QuaternionMultiply(*q1, *q2);
}
void mQuaternionScale(Vector4 *out, Vector4 *q, float mul)
{
*out = QuaternionScale(*q, mul);
}
void mQuaternionDivide(Vector4 *out, Vector4 *q1, Vector4 *q2)
{
*out = QuaternionDivide(*q1, *q2);
}
void mQuaternionLerp(Vector4 *out, Vector4 *q1, Vector4 *q2, float amount)
{
*out = QuaternionLerp(*q1, *q2, amount);
}
void mQuaternionNlerp(Vector4 *out, Vector4 *q1, Vector4 *q2, float amount)
{
*out = QuaternionNlerp(*q1, *q2, amount);
}
void mQuaternionSlerp(Vector4 *out, Vector4 *q1, Vector4 *q2, float amount)
{
*out = QuaternionSlerp(*q1, *q2, amount);
}
void mQuaternionFromVector3ToVector3(Vector4 *out, Vector3 *from, Vector3 *to)
{
*out = QuaternionFromVector3ToVector3(*from, *to);
}
void mQuaternionFromMatrix(Vector4 *out, Matrix *mat)
{
*out = QuaternionFromMatrix(*mat);
}
void mQuaternionToMatrix(Matrix *out, Vector4 *q)
{
*out = QuaternionToMatrix(*q);
}
void mQuaternionFromAxisAngle(Vector4 *out, Vector3 *axis, float angle)
{
*out = QuaternionFromAxisAngle(*axis, angle);
}
void mQuaternionToAxisAngle(Vector4 *q, Vector3 * outAxis, float * outAngle)
{
QuaternionToAxisAngle(*q, outAxis, outAngle);
}
void mQuaternionFromEuler(Vector4 *out, float pitch, float yaw, float roll)
{
*out = QuaternionFromEuler(pitch, yaw, roll);
}
void mQuaternionToEuler(Vector3 *out, Vector4 *q)
{
*out = QuaternionToEuler(*q);
}
void mQuaternionTransform(Vector4 *out, Vector4 *q, Matrix *mat)
{
*out = QuaternionTransform(*q, *mat);
}
int mQuaternionEquals(Vector4 *p, Vector4 *q)
{
return QuaternionEquals(*p, *q);
}