Ten more raylib examples, and the three small structs 3D needed

Three shapes, two text, three textures, one models and one core, picked for
binding surface rather than for how they look.

shapes-basic-shapes brings in six draw families nothing had called — the
circle and rectangle gradients, the triangles, all three poly draws — and is
the first call in the corpus to pass two Colors or three Vector2s at once.
shapes-collision-area is get-collision-rec, the only binding that takes two
Rectangles and answers a third, on a frame path. shapes-following-eyes is the
raymath gap measured rather than worked around: every line of it is vector
arithmetic written without a vector library, the way the C writes it.

text-input-box drains get-char-pressed's queue, which no example had read,
and needed a MouseCursor defenum for set-mouse-cursor. text-writing-anim
replaces TextSubtext — unbindable, it answers a pointer into a rotating
static buffer — with (string (slice b 0 n)), which is the same operation
without the shared state.

textures-image-generation runs nine Gen* calls and the
gen/upload/unload-image path, all procedural, no file on disk.
textures-fog-of-war needed a TextureFilter defenum: the smooth fog edge is
entirely :bilinear on a 25x15 render texture, and it is also the first
draw-texture-pro with a negative source height. textures-mouse-painting is
the same render texture used as a document rather than as scratch, plus the
round trip back off the GPU — load-image-from-texture, image-flip-vertical,
export-image — which nothing had run.

models-box-collisions is the counterexample to "a models example is a binding
exercise": nothing in it is a Model, and one BoundingBox defstruct un-refuses
four functions. core-3d-picking is the only caller anywhere for Ray and
RayCollision, and picking is the inverse of the get-world-to-screen the
corpus already had.

Added to vendor/raylib: defstructs BoundingBox, Ray and RayCollision;
defenums MouseCursor and TextureFilter with their mapping lines in bindings;
hand-written declare-c for SetMouseCursor, SetTextureFilter, DrawCubeV,
DrawSphere, DrawSphereWires, DrawRay and GetScreenToWorldRay, each excluded
from the generated half on the rule bindings already states. generated.flan
regenerated against raylib 5.5: 272 declarations, 117 refused, every
defstruct, hand-written declare-c and mapped constant agreeing with the
header.
This commit is contained in:
Joseph Ferano 2026-09-13 14:42:49 +07:00
parent b5d2b5eabd
commit d7ceec448e
13 changed files with 1537 additions and 5 deletions

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;;;; raylib [core] example - 3d picking
;;;;
;;;; examples/core/core_3d_picking.c. The one `core` example in this batch,
;;;; and it is here for surface and not for category: it is the only example
;;;; anywhere upstream that uses Ray and RayCollision without also loading a
;;;; Model, so it is the only way those two structs get a caller at all.
;;;;
;;;; Picking is the round trip the corpus was missing. core-world-screen.flan
;;;; already runs get-world-to-screen — a point in the scene to a pixel. This
;;;; is the inverse and it is a different shape: a pixel does not name a
;;;; point, it names a *line* through the scene, which is what a Ray is, and
;;;; the answer to "what did I click on" is where that line first meets
;;;; something, which is what a RayCollision is. Two structs the package could
;;;; not describe, for one operation that cannot be written without them.
;;;;
;;;; What was added, all in vendor/raylib/raylib.flan:
;;;;
;;;; - `Ray` — two Vector3s, origin and direction.
;;;; - `RayCollision` — a C `bool`, a float and two Vector3s. This is the
;;;; one of the three new structs a layout check can actually fail:
;;;; `hit` is one byte and `distance` is four, so there are three padding
;;;; bytes between them that a permutation destroys. BoundingBox's two
;;;; Vector3s are interchangeable and nothing would catch swapping them.
;;;; - `BoundingBox` — shared with examples/models-box-collisions.flan.
;;;; - get-screen-to-world-ray and draw-ray, hand-written beside
;;;; get-world-to-screen and the cube draws for the reasons `bindings`
;;;; gives: the first reads the same camera as its inverse, and the second
;;;; is inside a frame.
;;;;
;;;; get-ray-collision-box came free out of the generated half the moment Ray
;;;; and BoundingBox existed, along with the sphere, triangle and quad forms.
;;;; get-ray-collision-mesh is still refused and will stay refused: Mesh owns
;;;; seven arrays and a GPU handle, and describing it is a different job.
;;;;
;;;; raylib 5.5 renamed GetMouseRay to GetScreenToWorldRay and left the old
;;;; name as a #define. A #define is not a symbol, so there is nothing to bind
;;;; it to and nothing lost by not trying.
(import rl "vendor:raylib")
(defconst screen-width 800)
(defconst screen-height 450)
(defvar camera rl/Camera3D)
(defvar cube-position rl/Vector3)
(defvar cube-size rl/Vector3)
;; The picking ray, kept between frames because draw-ray draws it every frame
;; whether or not it hit anything — that is how the example shows where the
;; click went.
(defvar ray rl/Ray)
(defvar collision rl/RayCollision)
;; The same centre/size to min/max conversion as in
;; examples/models-box-collisions.flan. Written out here rather than shared
;; because an example is a single file the reader can follow end to end, and
;; a two-file port for eight expressions would cost more than it saves.
(defn box-around [centre rl/Vector3 size rl/Vector3] rl/BoundingBox
(rl/BoundingBox
{.min (rl/Vector3 {.x (- (.x centre) (/ (.x size) 2.0))
.y (- (.y centre) (/ (.y size) 2.0))
.z (- (.z centre) (/ (.z size) 2.0))})
.max (rl/Vector3 {.x (+ (.x centre) (/ (.x size) 2.0))
.y (+ (.y centre) (/ (.y size) 2.0))
.z (+ (.z centre) (/ (.z size) 2.0))})}))
(defn main [] ()
(rl/init-window screen-width screen-height
"raylib [core] example - 3d picking")
(defer (rl/close-window))
(set camera (rl/Camera3D {.position (rl/Vector3 {.x 10.0 .y 10.0 .z 10.0})
.target (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})
.up (rl/Vector3 {.x 0.0 .y 1.0 .z 0.0})
.fovy 45.0
.projection :perspective}))
(set cube-position (rl/Vector3 {.x 0.0 .y 1.0 .z 0.0}))
(set cube-size (rl/Vector3 {.x 2.0 .y 2.0 .z 2.0}))
;; Both start zeroed, which is the C's `= { 0 }`. A zero Ray draws as a
;; degenerate line at the origin and a zero RayCollision has hit false, so
;; neither needs a "not yet" flag beside it.
(set ray (rl/Ray {.position (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})
.direction (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})}))
(set collision (rl/RayCollision {.hit false .distance 0.0
.point (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})
.normal (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})}))
(rl/set-target-fps 60)
(until (rl/window-should-close?)
;; Update. The first-person controls only run while the cursor is
;; captured, which is what the right button toggles — otherwise the mouse
;; could not be used to aim at anything.
(when (rl/cursor-hidden?) (rl/update-camera (addr camera) :first-person))
(when (rl/mouse-button-pressed? :right)
(if (rl/cursor-hidden?) (rl/enable-cursor) (rl/disable-cursor)))
(when (rl/mouse-button-pressed? :left)
(if (not (.hit collision))
;; The pixel under the pointer, as a line through the scene, tested
;; against the cube's bounds.
(do
(set ray (rl/get-screen-to-world-ray (rl/get-mouse-position) camera))
(set collision
(rl/get-ray-collision-box ray (box-around cube-position cube-size))))
;; A second click deselects. Only `hit` is cleared; the ray stays put
;; and keeps being drawn, as in the C.
(set (.hit collision) false)))
;; Draw
(rl/begin-drawing)
(rl/clear-background rl/raywhite)
(rl/begin-mode-3d camera)
(if (.hit collision)
(do
(rl/draw-cube cube-position (.x cube-size) (.y cube-size) (.z cube-size)
rl/red)
(rl/draw-cube-wires cube-position (.x cube-size) (.y cube-size)
(.z cube-size) rl/maroon)
;; A slightly larger wireframe around the selection, which is the
;; whole visual feedback of the example.
(rl/draw-cube-wires cube-position (+ (.x cube-size) 0.2)
(+ (.y cube-size) 0.2) (+ (.z cube-size) 0.2)
rl/green))
(do
(rl/draw-cube cube-position (.x cube-size) (.y cube-size) (.z cube-size)
rl/gray)
(rl/draw-cube-wires cube-position (.x cube-size) (.y cube-size)
(.z cube-size) rl/darkgray)))
;; raylib draws the ray a thousand units long, so it reads as a line
;; crossing the scene rather than as a segment with an end.
(rl/draw-ray ray rl/maroon)
(rl/draw-grid 10 1.0)
(rl/end-mode-3d)
(rl/draw-text "Try clicking on the box with your mouse!" 240 10 20
rl/darkgray)
(when (.hit collision)
(rl/draw-text "BOX SELECTED"
(/ (- screen-width (rl/measure-text "BOX SELECTED" 30)) 2)
(i32 (* (f32 screen-height) 0.1)) 30 rl/green))
(rl/draw-text "Right click mouse to toggle camera controls" 10 430 10
rl/gray)
(rl/draw-fps 10 10)
(rl/end-drawing)))

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;;;; raylib [models] example - box collisions
;;;;
;;;; examples/models/models_box_collisions.c. The previous lane's finding was
;;;; that the whole models category is refused by the importer for want of a
;;;; defstruct, and that a models example is therefore mostly a binding
;;;; exercise. That is true of the twenty that load a Model — but not of this
;;;; one, which is why it is here: nothing in it is a Model, a Mesh or a
;;;; Material. It is two cubes, a sphere and one aggregate the package did not
;;;; describe.
;;;;
;;;; That aggregate is BoundingBox, and it is two Vector3s and nothing else —
;;;; no owned pointer, no array, no lifetime. One `defstruct` in
;;;; vendor/raylib/raylib.flan un-refuses four raylib functions at once
;;;; (CheckCollisionBoxes, CheckCollisionBoxSphere, DrawBoundingBox and
;;;; GetRayCollisionBox), and that is the cheapest widening of the 3D surface
;;;; available anywhere in the tree. Ray and RayCollision went in beside it
;;;; for examples/core-3d-picking.flan and for the same reason.
;;;;
;;;; So the answer to "is a models example just a binding exercise" is: the
;;;; ones that need Model are, and this one is the counterexample. What
;;;; separates them is not the category, it is whether the struct owns memory.
;;;;
;;;; What it also exercises, and what needed hand-writing rather than
;;;; generating: draw-cube-v, draw-sphere and draw-sphere-wires. All three
;;;; were in the generated half already, and all three moved to the
;;;; hand-written one here on `bindings`'s own rule — they are inside a frame,
;;;; in an example that ships in examples/. draw-cube-v in particular was
;;;; named there as generated *because nothing called it*; something calls it
;;;; now.
;;;;
;;;; The collision maths is written twice in the C, once per test, building
;;;; the player's box inline both times. It is a function here for the reason
;;;; the eyes example gives: two copies of the same eight expressions cannot
;;;; be checked against each other by reading them.
(import rl "vendor:raylib")
(defconst screen-width 800)
(defconst screen-height 450)
(defvar camera rl/Camera3D)
(defvar player-position rl/Vector3)
(defvar player-size rl/Vector3)
(defvar player-color rl/Color)
(defvar enemy-box-pos rl/Vector3)
(defvar enemy-box-size rl/Vector3)
(defvar enemy-sphere-pos rl/Vector3)
(defconst enemy-sphere-size f32 1.5)
;; A box centred on `centre` with the given extents. raylib's BoundingBox is
;; min-corner/max-corner, not centre/size, and every collision call in the
;; family takes the corner form — so this is the conversion the C writes out
;; longhand at each of its two call sites.
(defn box-around [centre rl/Vector3 size rl/Vector3] rl/BoundingBox
(rl/BoundingBox
{.min (rl/Vector3 {.x (- (.x centre) (/ (.x size) 2.0))
.y (- (.y centre) (/ (.y size) 2.0))
.z (- (.z centre) (/ (.z size) 2.0))})
.max (rl/Vector3 {.x (+ (.x centre) (/ (.x size) 2.0))
.y (+ (.y centre) (/ (.y size) 2.0))
.z (+ (.z centre) (/ (.z size) 2.0))})}))
(defn main [] ()
(rl/init-window screen-width screen-height
"raylib [models] example - box collisions")
(defer (rl/close-window))
;; The C writes this camera as a brace initialiser with a trailing 0 for the
;; projection, which is CAMERA_PERSPECTIVE. Named here, because the defenum
;; exists precisely so that the 0 does not have to be remembered.
(set camera (rl/Camera3D {.position (rl/Vector3 {.x 0.0 .y 10.0 .z 10.0})
.target (rl/Vector3 {.x 0.0 .y 0.0 .z 0.0})
.up (rl/Vector3 {.x 0.0 .y 1.0 .z 0.0})
.fovy 45.0
.projection :perspective}))
(set player-position (rl/Vector3 {.x 0.0 .y 1.0 .z 2.0}))
(set player-size (rl/Vector3 {.x 1.0 .y 2.0 .z 1.0}))
(set player-color rl/green)
(set enemy-box-pos (rl/Vector3 {.x -4.0 .y 1.0 .z 0.0}))
(set enemy-box-size (rl/Vector3 {.x 2.0 .y 2.0 .z 2.0}))
(set enemy-sphere-pos (rl/Vector3 {.x 4.0 .y 0.0 .z 0.0}))
(rl/set-target-fps 60)
(until (rl/window-should-close?)
;; Update. The arrow keys move on the XZ plane, and the C's else-if chain
;; means only one direction applies per frame — diagonal movement is not
;; possible, deliberately.
(cond
(rl/key-down? :right) (set (.x player-position) (+ (.x player-position) 0.2))
(rl/key-down? :left) (set (.x player-position) (- (.x player-position) 0.2))
(rl/key-down? :down) (set (.z player-position) (+ (.z player-position) 0.2))
(rl/key-down? :up) (set (.z player-position) (- (.z player-position) 0.2)))
(let [player-box (box-around player-position player-size)
hit (or (rl/check-collision-boxes player-box
(box-around enemy-box-pos enemy-box-size))
(rl/check-collision-box-sphere player-box enemy-sphere-pos
enemy-sphere-size))]
(set player-color (if hit rl/red rl/green)))
;; Draw
(rl/begin-drawing)
(rl/clear-background rl/raywhite)
(rl/begin-mode-3d camera)
(rl/draw-cube enemy-box-pos (.x enemy-box-size) (.y enemy-box-size)
(.z enemy-box-size) rl/gray)
(rl/draw-cube-wires enemy-box-pos (.x enemy-box-size) (.y enemy-box-size)
(.z enemy-box-size) rl/darkgray)
;; draw-sphere is draw-sphere-ex at 16 rings and 16 slices; the wires form
;; takes them because the tessellation is only visible in the wireframe.
(rl/draw-sphere enemy-sphere-pos enemy-sphere-size rl/gray)
(rl/draw-sphere-wires enemy-sphere-pos enemy-sphere-size 16 16 rl/darkgray)
(rl/draw-cube-v player-position player-size player-color)
(rl/draw-grid 10 1.0)
(rl/end-mode-3d)
(rl/draw-text "Move player with arrow keys to collide" 220 40 20 rl/gray)
(rl/draw-fps 10 10)
(rl/end-drawing)))

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;;;; raylib [shapes] example - basic shapes drawing
;;;;
;;;; examples/shapes/shapes_basic_shapes.c. Ported first of the shapes batch
;;;; because it is the widest single file in the category: six draw families
;;;; the corpus had never called — draw-circle-gradient, the two rectangle
;;;; gradients, draw-triangle and draw-triangle-lines, and all three of the
;;;; poly draws — in one frame, beside the four the core examples already
;;;; exercise. Every one of them came out of the generated half of the
;;;; bindings and none needed a new line anywhere; that is the result worth
;;;; recording, because the whole point of a committed generated.flan is that
;;;; a build with no FLAN_RAYLIB_H set can draw with all of it.
;;;;
;;;; What it is actually a test of. The gradient calls are the first thing in
;;;; the corpus to pass *two* Colors in one call, and draw-triangle is the
;;;; first to pass three Vector2s. A struct argument crosses the FFI by
;;;; pointer into a generated shim (vendor/raylib/raylib.flan's header note),
;;;; so the arity of that copying is what a call with several small structs in
;;;; a row puts under load. Nothing here can be asserted headless — every line
;;;; needs a GL context — so the check is the link and the screen, which is
;;;; what the Shapes comment in raylib.flan already says about this family.
;;;;
;;;; The one deliberate difference from the C: the C writes `screenWidth/4*2`
;;;; and `screenWidth/4.0f*3.0f` for the same column and gets 400 and 600 out
;;;; of integer and float division respectively. Both are written here as the
;;;; arithmetic they are, in the type the call wants, rather than copied with
;;;; a cast on the end — `(/ screen-width 5)` is an i32 division for the i32
;;;; parameters of draw-circle, and the poly centre is built from f32
;;;; literals because a Vector2 holds f32.
(import rl "vendor:raylib")
(defconst screen-width 800)
(defconst screen-height 450)
;; The three columns the C lays the shapes out in. The middle one is
;; screenWidth/4*2 and the right one screenWidth/4*3, which is 400 and 600.
(defconst col-left 160) ; screen-width / 5
(defconst col-mid 400)
(defconst col-right 600)
(defvar rotation f32)
(defn main [] ()
(rl/init-window screen-width screen-height
"raylib [shapes] example - basic shapes drawing")
(defer (rl/close-window))
(set rotation 0.0)
(rl/set-target-fps 60)
(until (rl/window-should-close?)
;; Update. The polygons spin; nothing else moves.
(set rotation (+ rotation 0.2))
;; Draw
(rl/begin-drawing)
(rl/clear-background rl/raywhite)
(rl/draw-text "some basic shapes available on raylib" 20 20 20 rl/darkgray)
;; Circles. The gradient one takes an inner and an outer colour and is the
;; first call in the corpus to pass two Colors at once.
(rl/draw-circle col-left 120 35.0 rl/darkblue)
(rl/draw-circle-gradient col-left 220 60.0 rl/green rl/skyblue)
(rl/draw-circle-lines col-left 340 80.0 rl/darkblue)
;; Rectangles. draw-rectangle-gradient-h runs the colour left to right;
;; the -v form runs it top to bottom and the -ex form takes all four
;; corners. The C uses the horizontal one here.
(rl/draw-rectangle (- col-mid 60) 100 120 60 rl/red)
(rl/draw-rectangle-gradient-h (- col-mid 90) 170 180 130 rl/maroon rl/gold)
;; raylib draws this with quads internally rather than with lines, which
;; is why its thickness does not follow the line width anywhere.
(rl/draw-rectangle-lines (- col-mid 40) 320 80 60 rl/orange)
;; Triangles. raylib wants the three vertices in counter-clockwise order
;; and draws nothing at all for a clockwise one, so the order here is not
;; cosmetic.
(rl/draw-triangle (rl/Vector2 {.x 600.0 .y 80.0})
(rl/Vector2 {.x 540.0 .y 150.0})
(rl/Vector2 {.x 660.0 .y 150.0})
rl/violet)
(rl/draw-triangle-lines (rl/Vector2 {.x 600.0 .y 160.0})
(rl/Vector2 {.x 580.0 .y 230.0})
(rl/Vector2 {.x 620.0 .y 230.0})
rl/darkblue)
;; Polygons, all three at the same centre and the same rotation, at three
;; radii, so the filled hexagon sits inside the two outlines.
(let [centre (rl/Vector2 {.x (f32 col-right) .y 330.0})]
(rl/draw-poly centre 6 80.0 rotation rl/brown)
(rl/draw-poly-lines centre 6 90.0 rotation rl/brown)
(rl/draw-poly-lines-ex centre 6 85.0 rotation 6.0 rl/beige))
;; The C draws every LINES-based shape together so raylib can batch them
;; into one pass. This last line is part of that comment and not an
;; afterthought, so it stays where the C has it.
(rl/draw-line 18 42 (- screen-width 18) 42 rl/black)
(rl/end-drawing)))

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;;;; raylib [shapes] example - collision area
;;;;
;;;; examples/shapes/shapes_collision_area.c. Picked for one call:
;;;; get-collision-rec, which is the only binding in the package that takes
;;;; two Rectangles and answers a third. Everything else in the corpus that
;;;; crosses a struct either passes one in (Camera2D, Color) or gets one back
;;;; (get-mouse-position, fade) — this is the first per-frame call doing both
;;;; at once, and the returned struct comes back through the shim's `out`
;;;; pointer rather than in registers, which is a different lowering again.
;;;;
;;;; It is also the only headless-adjacent thing in the file: both
;;;; collision-recs? and get-collision-rec are pure arithmetic over their
;;;; arguments and need no window at all. The acceptance table already asserts
;;;; the pair; what this adds is the same two calls on a frame path with one
;;;; rectangle driven by the mouse, where a permuted Rectangle would put the
;;;; green overlap patch somewhere the two boxes are not.
;;;;
;;;; Both TextFormats go through examples/digits.flan the way the core ports
;;;; do it: draw the literal part, then the number at x plus its width.
(import rl "vendor:raylib")
(import d "digits.flan")
(defconst screen-width 800)
(defconst screen-height 450)
;; The top strip the collision message is drawn into, and the floor box B is
;; not allowed above.
(defconst screen-upper-limit 40)
(defvar box-a rl/Rectangle) ; moves by itself, bounces off the sides
(defvar box-b rl/Rectangle) ; follows the mouse
(defvar box-collision rl/Rectangle) ; their overlap, valid only while touching
(defvar box-a-speed-x i32)
(defvar paused bool)
(defvar collision bool)
(defn main [] ()
(rl/init-window screen-width screen-height
"raylib [shapes] example - collision area")
(defer (rl/close-window))
(set box-a (rl/Rectangle {.x 10.0
.y (- (/ (f32 screen-height) 2.0) 50.0)
.width 200.0 .height 100.0}))
(set box-a-speed-x 4)
(set box-b (rl/Rectangle {.x (- (/ (f32 screen-width) 2.0) 30.0)
.y (- (/ (f32 screen-height) 2.0) 30.0)
.width 60.0 .height 60.0}))
;; A fresh Rectangle is four zeroes, which is the C's `= { 0 }`. It is never
;; drawn before the first collision sets it.
(set box-collision (rl/Rectangle {.x 0.0 .y 0.0 .width 0.0 .height 0.0}))
(set paused false)
(set collision false)
(rl/set-target-fps 60)
(until (rl/window-should-close?)
;; Update
(when (not paused)
(set (.x box-a) (+ (.x box-a) (f32 box-a-speed-x))))
;; Bounce at either edge. The test is on the far edge going right and on
;; the near one going left, so the box reverses on whichever it reaches.
(when (or (>= (+ (.x box-a) (.width box-a)) (f32 (rl/get-screen-width)))
(<= (.x box-a) 0.0))
(set box-a-speed-x (* box-a-speed-x -1)))
;; Box B is centred on the mouse and then clamped back inside the play
;; area — which is the window minus the top strip.
(set (.x box-b) (- (f32 (rl/get-mouse-x)) (/ (.width box-b) 2.0)))
(set (.y box-b) (- (f32 (rl/get-mouse-y)) (/ (.height box-b) 2.0)))
(if (>= (+ (.x box-b) (.width box-b)) (f32 (rl/get-screen-width)))
(set (.x box-b) (- (f32 (rl/get-screen-width)) (.width box-b)))
(when (<= (.x box-b) 0.0) (set (.x box-b) 0.0)))
(if (>= (+ (.y box-b) (.height box-b)) (f32 (rl/get-screen-height)))
(set (.y box-b) (- (f32 (rl/get-screen-height)) (.height box-b)))
(when (<= (.y box-b) (f32 screen-upper-limit))
(set (.y box-b) (f32 screen-upper-limit))))
(set collision (rl/collision-recs? box-a box-b))
;; Only meaningful while they touch: raylib answers a zero rectangle for
;; two boxes that do not, and the C leaves the previous one in place
;; rather than reading that back. This follows it.
(when collision (set box-collision (rl/get-collision-rec box-a box-b)))
(when (rl/key-pressed? :space) (set paused (not paused)))
;; Draw
(rl/begin-drawing)
(rl/clear-background rl/raywhite)
(rl/draw-rectangle 0 0 screen-width screen-upper-limit
(if collision rl/red rl/black))
(rl/draw-rectangle-rec box-a rl/gold)
(rl/draw-rectangle-rec box-b rl/blue)
(when collision
;; The overlap itself, drawn over both boxes. This patch landing
;; anywhere other than where the gold and the blue cross is what a
;; permuted Rectangle would look like.
(rl/draw-rectangle-rec box-collision rl/lime)
(rl/draw-text "COLLISION!"
(- (/ (rl/get-screen-width) 2)
(/ (rl/measure-text "COLLISION!" 20) 2))
(- (/ screen-upper-limit 2) 10) 20 rl/black)
;; The C's TextFormat("Collision Area: %i", ...). Both dimensions are
;; truncated to int before multiplying, as the C's two casts do.
(let [x (- (/ (rl/get-screen-width) 2) 100)
y (+ screen-upper-limit 10)]
(set x (+ x (d/draw-piece "Collision Area: " x y 20 rl/black)))
(d/draw-int (* (i32 (.width box-collision)) (i32 (.height box-collision)))
x y 20 rl/black)))
(rl/draw-text "Press SPACE to PAUSE/RESUME" 20 (- screen-height 35) 20
rl/lightgray)
(rl/draw-fps 10 10)
(rl/end-drawing)))

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;;;; raylib [shapes] example - following eyes
;;;;
;;;; examples/shapes/shapes_following_eyes.c. Ported for the thing it needs
;;;; that raylib does not supply: the whole update is vector arithmetic —
;;;; subtract two points, take the angle, walk back out along it — and every
;;;; one of those steps is raymath. raymath is `static inline` in
;;;; raymath.h, so Vector2Subtract and Vector2Angle have no symbol in
;;;; libraylib at all and there is nothing for declare-c to bind. NEXT.md
;;;; names this as one of the three open gaps.
;;;;
;;;; What that costs here is nothing, because the C does not use raymath
;;;; either — it writes the four subtractions out and calls atan2f, cosf and
;;;; sinf from libm, and Flan's prelude already declares all three as
;;;; atan2-f32, cos-f32 and sin-f32. So this file is the *measurement* of the
;;;; gap rather than a workaround for it: an example whose every line is
;;;; vector maths, written without a vector library, in the same shape the C
;;;; has. It reads fine. A Vector2Add would have saved two lines in the whole
;;;; file.
;;;;
;;;; The raylib call it does exercise is collision-point-circle?, which no
;;;; ported example had called, on a frame path, with the point coming
;;;; straight out of get-mouse-position — one struct out of raylib and back
;;;; into it untouched.
;;;;
;;;; The eye geometry, since the C hides it in a subtraction: the iris is
;;;; pinned inside a circle of (sclera - iris) radius about the sclera's
;;;; centre, so the iris disc is tangent to the sclera's edge at the extreme
;;;; rather than hanging over it.
(import rl "vendor:raylib")
(defconst screen-width 800)
(defconst screen-height 450)
(defconst sclera-radius f32 80.0)
(defconst iris-radius f32 24.0)
(defvar sclera-left rl/Vector2)
(defvar sclera-right rl/Vector2)
(defvar iris-left rl/Vector2)
(defvar iris-right rl/Vector2)
;; One eye's pupil, given where the mouse is and where the eye is. Answers the
;; mouse position unchanged while it is inside the eye, and the point on the
;; limit circle in that direction when it is outside.
;;
;; The C repeats this block twice with different variables; it is one function
;; here because the two copies are identical and a difference between them
;; would be invisible.
(defn track [mouse rl/Vector2 centre rl/Vector2] rl/Vector2
(let [limit (- sclera-radius iris-radius)]
(if (rl/collision-point-circle? mouse centre limit)
mouse
;; Outside: the direction from the eye to the mouse, and then `limit`
;; units back out along it. atan2 then cos/sin rather than a normalise,
;; because that is what the C does and because it needs no guard for a
;; zero-length vector — atan2(0,0) is 0 and the pupil sits at the right
;; of the eye, which is unreachable anyway since (0,0) is inside.
(let [dx (- (.x mouse) (.x centre))
dy (- (.y mouse) (.y centre))
angle (atan2-f32 dy dx)]
(rl/Vector2 {.x (+ (.x centre) (* limit (cos-f32 angle)))
.y (+ (.y centre) (* limit (sin-f32 angle)))})))))
(defn main [] ()
(rl/init-window screen-width screen-height
"raylib [shapes] example - following eyes")
(defer (rl/close-window))
;; The C reads these off get-screen-width/get-screen-height after the window
;; is open rather than off the constants, and so does this: on a high-DPI
;; display the two can differ.
(set sclera-left (rl/Vector2 {.x (- (/ (f32 (rl/get-screen-width)) 2.0) 100.0)
.y (/ (f32 (rl/get-screen-height)) 2.0)}))
(set sclera-right (rl/Vector2 {.x (+ (/ (f32 (rl/get-screen-width)) 2.0) 100.0)
.y (/ (f32 (rl/get-screen-height)) 2.0)}))
(set iris-left sclera-left)
(set iris-right sclera-right)
(rl/set-target-fps 60)
(until (rl/window-should-close?)
;; Update
(let [mouse (rl/get-mouse-position)]
(set iris-left (track mouse sclera-left))
(set iris-right (track mouse sclera-right)))
;; Draw
(rl/begin-drawing)
(rl/clear-background rl/raywhite)
;; White of the eye, iris, pupil — in that order, each over the last.
(rl/draw-circle-v sclera-left sclera-radius rl/lightgray)
(rl/draw-circle-v iris-left iris-radius rl/brown)
(rl/draw-circle-v iris-left 10.0 rl/black)
(rl/draw-circle-v sclera-right sclera-radius rl/lightgray)
(rl/draw-circle-v iris-right iris-radius rl/darkgreen)
(rl/draw-circle-v iris-right 10.0 rl/black)
(rl/draw-fps 10 10)
(rl/end-drawing)))

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;;;; raylib [text] example - input box
;;;;
;;;; examples/text/text_input_box.c. Two things in this file exist nowhere
;;;; else in the corpus.
;;;;
;;;; The first is get-char-pressed. Everything ported so far reads input as
;;;; state — key-down?, key-pressed?, the mouse position — and this is the
;;;; only example that drains a *queue*: raylib buffers the characters the
;;;; platform produced since the last frame, already through the keyboard
;;;; layout and the dead keys, and hands them back one at a time until it
;;;; answers 0. The loop that empties it is the point of the example, and a
;;;; program that read the queue once per frame instead would silently drop
;;;; the second character of a fast pair. It is a plain i32 out of the
;;;; generated bindings; nothing needed adding for it.
;;;;
;;;; The second is set-mouse-cursor, which needed a new defenum. raylib's
;;;; header says `int cursor` and means one of eleven MOUSE_CURSOR_ values, so
;;;; the Flan face is `MouseCursor` — hand-written in raylib.flan beside the
;;;; other cursor calls, excluded from the generated half, and mapped in
;;;; `bindings` so the eleven members are checked against the header. See the
;;;; comment there: this call is made on every frame off a hover test, and the
;;;; failure an i32 would allow is not a crash but a pointer in the wrong
;;;; shape, which nothing reports.
;;;;
;;;; The text buffer, and what it says about strings. The C keeps a
;;;; `char name[MAX_INPUT_CHARS + 1]` and maintains the NUL itself; here it is
;;;; a `[9 u8]` with no terminator, and every use is `(string (slice name 0
;;;; letter-count))`. A Flan string is a pointer and a length, and the shim
;;;; that calls DrawText copies it and NUL-terminates the copy
;;;; (lib/shim.ml) — so the extra byte the C needs has no counterpart here and
;;;; the buffer is exactly as long as the characters it can hold. The two
;;;; draws and the measure all take the same slice, so they cannot disagree
;;;; about where the text ends.
;;;;
;;;; Dropped from the C: its IsAnyKeyPressed helper, which is defined at the
;;;; bottom of the file and called from nowhere.
(import rl "vendor:raylib")
(import d "digits.flan")
(defconst screen-width 800)
(defconst screen-height 450)
(defconst max-input-chars 9)
;; No +1: see the header comment. There is no NUL to leave room for.
(defvar name [9 u8])
(defvar letter-count i32)
(defvar text-box rl/Rectangle)
(defvar mouse-on-text bool)
(defvar frames-counter i32)
(defn main [] ()
(rl/init-window screen-width screen-height
"raylib [text] example - input box")
(defer (rl/close-window))
(set name (array max-input-chars u8))
(set letter-count 0)
(set text-box (rl/Rectangle {.x (- (/ (f32 screen-width) 2.0) 100.0)
.y 180.0 .width 225.0 .height 50.0}))
(set mouse-on-text false)
(set frames-counter 0)
(rl/set-target-fps 60)
(until (rl/window-should-close?)
;; Update
(set mouse-on-text
(rl/collision-point-rec? (rl/get-mouse-position) text-box))
(if mouse-on-text
(do
(rl/set-mouse-cursor :ibeam)
;; Drain the character queue. raylib answers 0 when it is empty, and
;; more than one character can arrive in a single frame — holding a
;; key with the platform's repeat on is the ordinary way that happens.
(let [key (rl/get-char-pressed)]
(while (> key 0)
;; 32..125 is the printable ASCII range the C accepts. Anything
;; outside it — an accented letter, a control character — is
;; dropped rather than stored, because the buffer is bytes and a
;; codepoint above 127 would need more than one of them.
(when (and (>= key 32) (<= key 125) (< letter-count max-input-chars))
(set (at name letter-count) (u8 key))
(set letter-count (+ letter-count 1)))
(set key (rl/get-char-pressed))))
(when (rl/key-pressed? :backspace)
(set letter-count (- letter-count 1))
(when (< letter-count 0) (set letter-count 0))))
(rl/set-mouse-cursor :default))
;; The blink phase only runs while the box has focus, so the underscore is
;; always visible on the frame the pointer arrives.
(if mouse-on-text
(set frames-counter (+ frames-counter 1))
(set frames-counter 0))
;; Draw
(rl/begin-drawing)
(rl/clear-background rl/raywhite)
(rl/draw-text "PLACE MOUSE OVER INPUT BOX!" 240 140 20 rl/gray)
(rl/draw-rectangle-rec text-box rl/lightgray)
(rl/draw-rectangle-lines (i32 (.x text-box)) (i32 (.y text-box))
(i32 (.width text-box)) (i32 (.height text-box))
(if mouse-on-text rl/red rl/darkgray))
(let [typed (string (slice name 0 letter-count))]
(rl/draw-text typed (+ (i32 (.x text-box)) 5) (+ (i32 (.y text-box)) 8)
40 rl/maroon)
;; The C's TextFormat("INPUT CHARS: %i/%i", ...), reassembled out of
;; examples/digits.flan the way the other ports do it. `typed` is a view
;; of `name` and not of the runtime's shared format buffer, so it
;; survives the two numbers being formatted — which a value from
;; i64->bytes would not.
(let [x 315]
(set x (+ x (d/draw-piece "INPUT CHARS: " x 250 20 rl/darkgray)))
(set x (+ x (d/draw-int letter-count x 250 20 rl/darkgray)))
(set x (+ x (d/draw-piece "/" x 250 20 rl/darkgray)))
(d/draw-int max-input-chars x 250 20 rl/darkgray))
(when mouse-on-text
(if (< letter-count max-input-chars)
;; Twenty frames on, twenty frames off, at the pen position after
;; whatever has been typed.
(when (= (% (/ frames-counter 20) 2) 0)
(rl/draw-text "_"
(+ (i32 (.x text-box)) 8 (rl/measure-text typed 40))
(+ (i32 (.y text-box)) 12) 40 rl/maroon))
(rl/draw-text "Press BACKSPACE to delete chars..." 230 300 20
rl/gray))))
(rl/end-drawing)))

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;;;; raylib [text] example - text writing anim
;;;;
;;;; examples/text/text_writing_anim.c. Sixty lines of C whose whole substance
;;;; is one call this package cannot bind:
;;;;
;;;; DrawText(TextSubtext(message, 0, framesCounter/10), ...)
;;;;
;;;; TextSubtext is in raylib.h and is not in the bindings, on the rule
;;;; raylib.flan states for the whole Text* family: it answers a `char *` into
;;;; a rotating static buffer, and declare-c refuses a returned pointer to
;;;; memory the caller does not own. There is no missing line to add — the
;;;; binding would be wrong at any signature.
;;;;
;;;; And it does not matter, because Flan has the operation as a primitive.
;;;; `(slice a lo hi)` takes a view of an array, `(string b)` reinterprets the
;;;; bytes as a string at no cost, and `(string (slice message 0 n))` is
;;;; TextSubtext with the static buffer removed — no copy, no shared state, no
;;;; rotation to run out of. Porting the example is therefore how the gap gets
;;;; *closed* rather than reported: the C's workaround for not having slices
;;;; is the thing Flan did not need.
;;;;
;;;; The one place they differ, and it is why the clamp below is here rather
;;;; than in the C: TextSubtext clips its length to the string, so the C can
;;;; pass a counter that runs past the end for ever and see nothing happen.
;;;; `slice` does not clip — an out-of-range bound is an error, and a bound
;;;; computed at run time is checked at run time — so the length has to be
;;;; brought inside the string before the call. That is a better failure than
;;;; the C's, and it costs one `min`.
;;;;
;;;; The message is a `[u8]` and not a `string` because `slice` takes an array
;;;; or a slice; `(bytes "…")` is the bridge in the other direction from
;;;; `(string …)` and costs nothing either. The embedded newline is written as
;;;; an escape, and raylib's draw-text breaks the line on it.
(import rl "vendor:raylib")
(defconst screen-width 800)
(defconst screen-height 450)
(defconst message
"This sample illustrates a text writing\nanimation effect! Check it out! ;)")
(defvar frames-counter i32)
(defn main [] ()
(rl/init-window screen-width screen-height
"raylib [text] example - text writing anim")
(defer (rl/close-window))
(set frames-counter 0)
(rl/set-target-fps 60)
(until (rl/window-should-close?)
;; Update. Holding space runs the counter eight times faster; enter starts
;; it over.
(if (rl/key-down? :space)
(set frames-counter (+ frames-counter 8))
(set frames-counter (+ frames-counter 1)))
(when (rl/key-pressed? :enter) (set frames-counter 0))
;; Draw
(rl/begin-drawing)
(rl/clear-background rl/raywhite)
;; One character every ten frames. The clamp is the whole difference from
;; the C — see the header comment.
(let [b (bytes message)
n (min (i32 (len b)) (/ frames-counter 10))]
(rl/draw-text (string (slice b 0 n)) 210 160 20 rl/maroon))
(rl/draw-text "PRESS [ENTER] to RESTART!" 240 260 20 rl/lightgray)
(rl/draw-text "HOLD [SPACE] to SPEED UP!" 239 300 20 rl/lightgray)
(rl/end-drawing)))

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;;;; raylib [textures] example - fog of war
;;;;
;;;; examples/textures/textures_fog_of_war.c. Picked because it is the only
;;;; example in the whole upstream tree where a *texture filter* is the point
;;;; rather than a detail. The fog is drawn into a render texture one pixel
;;;; per tile — 25 by 15 — and then stretched to 800x450 on the way to the
;;;; screen, and the smooth edge between seen and unseen is entirely the
;;;; bilinear sampler doing the interpolation. With the default :point filter
;;;; the same program draws 32-pixel squares.
;;;;
;;;; That is what needed adding: `TextureFilter`, a new defenum in
;;;; vendor/raylib/raylib.flan, with set-texture-filter moved from the
;;;; generated half to the hand-written one and mapped in `bindings` so its
;;;; six members are checked against raylib.h. The header says `int filter`
;;;; and there is nothing in an `int` to say that 1 is the interesting value;
;;;; `:bilinear` says it.
;;;;
;;;; The three other things it exercises, none of which needed a line:
;;;;
;;;; - A render texture used as a *scratch surface* rather than as a
;;;; post-processing pass. core-scissor-test clipped the real framebuffer;
;;;; this draws a whole second frame into a 25x15 target and then samples
;;;; it. begin-texture-mode/end-texture-mode were already bound.
;;;; - draw-texture-pro with a NEGATIVE source height. A render texture's
;;;; rows come out of GL bottom-up, so every program that samples one has
;;;; to flip it, and raylib's convention for that is a source rectangle
;;;; with a negative height rather than a separate flag. Nothing in the
;;;; corpus had passed one. A Rectangle whose `height` field had been
;;;; permuted with `width` would draw the fog mirrored and the wrong way
;;;; up at once.
;;;; - clear-background with `blank` — alpha 0 — inside a texture mode, so
;;;; the untouched parts of the fog target are transparent and the map
;;;; shows through.
;;;;
;;;; The C's Map struct with its two calloc'd `unsigned char *` is two `[375
;;;; u8]` globals here. The dimensions are compile-time constants in the C
;;;; too (the #defines and the two assignments right after), so nothing is
;;;; lost by fixing them, and a global cannot hold a Vec in any case
;;;; (PORTING.md §3). 375 is 25*15, written out because Flan's array length
;;;; must be a literal.
(import rl "vendor:raylib")
(import d "digits.flan")
(defconst screen-width 800)
(defconst screen-height 450)
(defconst map-tile-size 32)
(defconst player-size 16)
;; How far the player sees, in tiles. The C's loop runs from -this to +this
;; exclusive, so the lit patch is 2*this tiles across and not 2*this+1 — an
;; asymmetry in the original that is kept rather than tidied, because tidying
;; it would change the picture.
(defconst player-tile-visibility 2)
(defconst tiles-x 25)
(defconst tiles-y 15)
;; 0 or 1, picked once: which of the two blues a tile is drawn in.
(defvar tile-ids [375 u8])
;; 0 = never seen (solid black), 1 = visible now (no fog), 2 = seen before
;; (mostly black). The three-way state is why this is a byte per tile and not
;; a bit.
(defvar tile-fog [375 u8])
(defvar player-position rl/Vector2)
(defvar player-tile-x i32)
(defvar player-tile-y i32)
(defvar fog-of-war rl/RenderTexture2D)
(defn main [] ()
(rl/init-window screen-width screen-height
"raylib [textures] example - fog of war")
(defer (rl/close-window))
(set tile-ids (array 375 u8))
(set tile-fog (array 375 u8))
(dotimes [i (* tiles-x tiles-y)]
(set (at tile-ids i) (u8 (rl/get-random-value 0 1))))
(set player-position (rl/Vector2 {.x 180.0 .y 130.0}))
(set player-tile-x 0)
(set player-tile-y 0)
;; One texel per tile. The stretch to full size on draw is where the
;; smoothing happens, which is why the target is this small on purpose.
(set fog-of-war (rl/load-render-texture tiles-x tiles-y))
(defer (rl/unload-render-texture fog-of-war))
(rl/set-texture-filter (.texture fog-of-war) :bilinear)
(rl/set-target-fps 60)
(until (rl/window-should-close?)
;; Update
(when (rl/key-down? :right) (set (.x player-position) (+ (.x player-position) 5.0)))
(when (rl/key-down? :left) (set (.x player-position) (- (.x player-position) 5.0)))
(when (rl/key-down? :down) (set (.y player-position) (+ (.y player-position) 5.0)))
(when (rl/key-down? :up) (set (.y player-position) (- (.y player-position) 5.0)))
;; Keep the player inside the tilemap. The far edge is measured against
;; the player's far side, which is why player-size is subtracted.
(let [max-x (f32 (- (* tiles-x map-tile-size) player-size))
max-y (f32 (- (* tiles-y map-tile-size) player-size))]
(set (.x player-position) (clamp (.x player-position) 0.0 max-x))
(set (.y player-position) (clamp (.y player-position) 0.0 max-y)))
;; Everything lit on the previous frame drops to "seen before". The lit
;; tiles are then set back to 1 below, so a tile still in view never
;; spends a frame dimmed.
(dotimes [i (* tiles-x tiles-y)]
(when (= (at tile-fog i) 1) (set (at tile-fog i) 2)))
;; Which tile the player's centre is standing on.
(set player-tile-x
(i32 (/ (+ (.x player-position) (f32 (/ map-tile-size 2)))
(f32 map-tile-size))))
(set player-tile-y
(i32 (/ (+ (.y player-position) (f32 (/ map-tile-size 2)))
(f32 map-tile-size))))
;; Light the square around the player, skipping anything off the map.
;; Without that test this reads and writes outside the array, which in the
;; C is undefined and here is a bounds trap — the same bug, reported.
(let [y (- player-tile-y player-tile-visibility)]
(while (< y (+ player-tile-y player-tile-visibility))
(let [x (- player-tile-x player-tile-visibility)]
(while (< x (+ player-tile-x player-tile-visibility))
(when (and (>= x 0) (< x tiles-x) (>= y 0) (< y tiles-y))
(set (at tile-fog (+ (* y tiles-x) x)) 1))
(set x (+ x 1))))
(set y (+ y 1))))
;; Draw the fog into its own little target first, at one pixel per tile.
;; blank is alpha 0, so a tile that is neither unseen nor remembered
;; leaves nothing behind and the map below shows through unmodified.
(rl/begin-texture-mode fog-of-war)
(rl/clear-background rl/blank)
(dotimes [y tiles-y]
(dotimes [x tiles-x]
;; A tile in view (1) draws nothing at all and stays transparent.
(let [f (at tile-fog (+ (* y tiles-x) x))]
(when (!= f 1)
(rl/draw-rectangle x y 1 1
(if (= f 0) rl/black (rl/fade rl/black 0.8)))))))
(rl/end-texture-mode)
(rl/begin-drawing)
(rl/clear-background rl/raywhite)
;; The map itself, in full size.
(dotimes [y tiles-y]
(dotimes [x tiles-x]
(rl/draw-rectangle (* x map-tile-size) (* y map-tile-size)
map-tile-size map-tile-size
(if (= (at tile-ids (+ (* y tiles-x) x)) 0)
rl/blue
(rl/fade rl/blue 0.9)))
(rl/draw-rectangle-lines (* x map-tile-size) (* y map-tile-size)
map-tile-size map-tile-size
(rl/fade rl/darkblue 0.5))))
(rl/draw-rectangle-v player-position
(rl/Vector2 {.x (f32 player-size) .y (f32 player-size)})
rl/red)
;; The fog, stretched over the whole map. The negative source height is
;; the flip — see the header comment.
(rl/draw-texture-pro
(.texture fog-of-war)
(rl/Rectangle {.x 0.0 .y 0.0
.width (f32 (.width (.texture fog-of-war)))
.height (- 0.0 (f32 (.height (.texture fog-of-war))))})
(rl/Rectangle {.x 0.0 .y 0.0
.width (f32 (* tiles-x map-tile-size))
.height (f32 (* tiles-y map-tile-size))})
(rl/Vector2 {.x 0.0 .y 0.0})
0.0
rl/white)
;; The C's TextFormat("Current tile: [%i,%i]", ...). Each number is drawn
;; before the next is formatted, which examples/digits.flan requires:
;; both share one static buffer in the runtime.
(let [x 10]
(set x (+ x (d/draw-piece "Current tile: [" x 10 20 rl/raywhite)))
(set x (+ x (d/draw-int player-tile-x x 10 20 rl/raywhite)))
(set x (+ x (d/draw-piece "," x 10 20 rl/raywhite)))
(set x (+ x (d/draw-int player-tile-y x 10 20 rl/raywhite)))
(d/draw-piece "]" x 10 20 rl/raywhite))
(rl/draw-text "ARROW KEYS to move" 10 (- screen-height 25) 20 rl/raywhite)
(rl/end-drawing)))

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;;;; raylib [textures] example - procedural images generation
;;;;
;;;; examples/textures/textures_image_generation.c. The strongest single pick
;;;; in the textures category and the reason is arithmetic: eight of the nine
;;;; textures come from a Gen* call that no program in this tree had ever
;;;; made, and none of the nine needs a file on disk. Every other textures
;;;; example loads a .png out of its resources directory; this one builds all
;;;; of its pixels.
;;;;
;;;; What it puts under load that nothing else does. An Image is the one
;;;; struct in raylib.flan that carries a pointer to memory raylib owns —
;;;; `data (Ptr u8)` — and it is returned by value, so every one of these nine
;;;; calls hands back a 24-byte aggregate through the shim's out-pointer with
;;;; a live heap block inside it. The corpus had crossed an Image before
;;;; (image-from-image has a headless acceptance case) but never nine in a row
;;;; and never on the load-then-upload-then-free path a real program uses:
;;;; gen, load-texture-from-image to get it onto the GPU, unload-image to give
;;;; the CPU copy back. Getting that order wrong is a leak rather than a
;;;; crash, which is exactly the sort of thing a ported example is for.
;;;;
;;;; Nothing needed adding. All nine generators and load-texture-from-image
;;;; came out of the generated half of the bindings; the only parameter that
;;;; looks like it wants an enum is gen-image-gradient-linear's `direction`,
;;;; which is an angle in degrees and not a flag, so an i32 is its true face.
;;;;
;;;; The C's `switch (currentTexture)` is a `cond` here. Flan has no switch
;;;; and the chain reads the same; the C's `default: break` is the `else`
;;;; branch (`:else`), unreachable because the index is taken modulo the count.
(import rl "vendor:raylib")
(defconst screen-width 800)
(defconst screen-height 450)
;; Nine and not eight: the linear gradient appears three times, at three
;; angles, because a vertical, a horizontal and a diagonal gradient are the
;; same generator with a different `direction`.
(defconst num-textures 9)
(defvar textures [9 rl/Texture2D])
(defvar current-texture i32)
;; Generate on the CPU, upload, drop the pixels. The texture holds a GL name
;; and nothing of the Image, so the CPU copy can go as soon as the upload is
;; done — which is why the C frees all nine in a block immediately after the
;; nine uploads and this does it one at a time. Holding all nine 800x450 RGBA
;; images at once would be 14 MB for no reason.
;;
;; A top-level defn and not a local closure: Flan's `fn` takes its types from
;; the position it is written in, so it needs a parameter of (Fn [T ...] R) to
;; land in, and a `let` binding is not one.
(defn upload [img rl/Image] rl/Texture2D
(let [t (rl/load-texture-from-image img)]
(rl/unload-image img)
t))
(defn main [] ()
(rl/init-window screen-width screen-height
"raylib [textures] example - procedural images generation")
(defer (rl/close-window))
(set textures (array num-textures rl/Texture2D))
;; 0 degrees runs the gradient top to bottom, 90 left to right, 45 corner
;; to corner.
(set (at textures 0)
(upload (rl/gen-image-gradient-linear screen-width screen-height 0
rl/red rl/blue)))
(set (at textures 1)
(upload (rl/gen-image-gradient-linear screen-width screen-height 90
rl/red rl/blue)))
(set (at textures 2)
(upload (rl/gen-image-gradient-linear screen-width screen-height 45
rl/red rl/blue)))
;; density 0 means the falloff reaches the edge of the image.
(set (at textures 3)
(upload (rl/gen-image-gradient-radial screen-width screen-height 0.0
rl/white rl/black)))
(set (at textures 4)
(upload (rl/gen-image-gradient-square screen-width screen-height 0.0
rl/white rl/black)))
;; 32 checks each way, so each square is 25 by 14 pixels.
(set (at textures 5)
(upload (rl/gen-image-checked screen-width screen-height 32 32
rl/red rl/blue)))
;; `factor` is the fraction of pixels that come out white.
(set (at textures 6)
(upload (rl/gen-image-white-noise screen-width screen-height 0.5)))
(set (at textures 7)
(upload (rl/gen-image-perlin-noise screen-width screen-height 50 50 4.0)))
;; `tile-size` is the cell spacing, in pixels.
(set (at textures 8)
(upload (rl/gen-image-cellular screen-width screen-height 32)))
(defer (dotimes [i num-textures] (rl/unload-texture (at textures i))))
(set current-texture 0)
(rl/set-target-fps 60)
(until (rl/window-should-close?)
;; Update
(when (or (rl/mouse-button-pressed? :left) (rl/key-pressed? :right))
(set current-texture (% (+ current-texture 1) num-textures)))
;; Draw
(rl/begin-drawing)
(rl/clear-background rl/raywhite)
(rl/draw-texture (at textures current-texture) 0 0 rl/white)
(rl/draw-rectangle 30 400 325 30 (rl/fade rl/skyblue 0.5))
(rl/draw-rectangle-lines 30 400 325 30 (rl/fade rl/white 0.5))
(rl/draw-text "MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES"
40 410 10 rl/white)
;; The C's switch. Each label is positioned so its right edge lands in the
;; same place, which is why the x differs per line.
(cond
(= current-texture 0) (rl/draw-text "VERTICAL GRADIENT" 560 10 20 rl/raywhite)
(= current-texture 1) (rl/draw-text "HORIZONTAL GRADIENT" 540 10 20 rl/raywhite)
(= current-texture 2) (rl/draw-text "DIAGONAL GRADIENT" 540 10 20 rl/raywhite)
(= current-texture 3) (rl/draw-text "RADIAL GRADIENT" 580 10 20 rl/lightgray)
(= current-texture 4) (rl/draw-text "SQUARE GRADIENT" 580 10 20 rl/lightgray)
(= current-texture 5) (rl/draw-text "CHECKED" 680 10 20 rl/raywhite)
(= current-texture 6) (rl/draw-text "WHITE NOISE" 640 10 20 rl/red)
(= current-texture 7) (rl/draw-text "PERLIN NOISE" 640 10 20 rl/red)
:else (rl/draw-text "CELLULAR" 670 10 20 rl/raywhite))
(rl/end-drawing)))

View File

@ -0,0 +1,255 @@
;;;; raylib [textures] example - mouse painting
;;;;
;;;; examples/textures/textures_mouse_painting.c. The one example in the
;;;; category that takes a picture back OFF the GPU and writes it to disk, and
;;;; that round trip is why it is here:
;;;;
;;;; load-image-from-texture → image-flip-vertical → export-image
;;;;
;;;; Nothing in the corpus had run it. image-from-image has a headless
;;;; acceptance case and sand.flan loads images the other way, but the path
;;;; that reads a render target's pixels back into CPU memory, corrects for
;;;; GL's bottom-up rows and encodes a PNG had never been exercised at all.
;;;; All three came out of the generated half of the bindings; nothing needed
;;;; adding for this file.
;;;;
;;;; The flip is the same fact as the negative source height in
;;;; examples/textures-fog-of-war.flan, met from the other side: on screen the
;;;; canvas is drawn with a negative-height source rectangle so GL's bottom-up
;;;; rows come out the right way up, and on save there is no source rectangle
;;;; to negate, so the pixels are turned over in memory instead. A program
;;;; that did one and not the other would show a correct picture and save an
;;;; upside-down one — which is exactly the bug the C's comment warns about.
;;;;
;;;; The other thing this puts under load is the render texture as *persistent
;;;; state*. The fog-of-war target is rebuilt from nothing every frame; this
;;;; one is the document — it is cleared once before the loop and every stroke
;;;; after that accumulates in it. Between the two the corpus has both ways a
;;;; render texture gets used.
;;;;
;;;; Two deviations from the C, both in the same place and both deliberate.
;;;; The C computes colorMouseHover with a `for` whose `else` clause resets it
;;;; on every miss and whose `break` leaves it set on a hit, so the value that
;;;; survives depends on the loop exiting early — it works, but only because
;;;; of the break. Here the reset is before the loop and the loop only ever
;;;; sets it, which is the same result said plainly. And "no colour hovered"
;;;; is -1 in both, tested with `>= 0` before it is used as an index.
(import rl "vendor:raylib")
(defconst screen-width 800)
(defconst screen-height 450)
(defconst max-colors-count 23)
;; The palette strip along the top. colors[0] is also the canvas's clear
;; colour and the "eraser", which is why raywhite is first and not simply
;; another entry.
(defvar colors [23 rl/Color])
(defvar colors-recs [23 rl/Rectangle])
(defvar color-selected i32)
(defvar color-selected-prev i32)
(defvar color-mouse-hover i32)
(defvar brush-size f32)
(defvar mouse-was-pressed bool)
(defvar btn-save-rec rl/Rectangle)
(defvar btn-save-mouse-hover bool)
(defvar show-save-message bool)
(defvar save-message-counter i32)
(defvar target rl/RenderTexture2D)
(defn main [] ()
(rl/init-window screen-width screen-height
"raylib [textures] example - mouse painting")
(defer (rl/close-window))
(set colors (array max-colors-count rl/Color))
(set (at colors 0) rl/raywhite)
(set (at colors 1) rl/yellow)
(set (at colors 2) rl/gold)
(set (at colors 3) rl/orange)
(set (at colors 4) rl/pink)
(set (at colors 5) rl/red)
(set (at colors 6) rl/maroon)
(set (at colors 7) rl/green)
(set (at colors 8) rl/lime)
(set (at colors 9) rl/darkgreen)
(set (at colors 10) rl/skyblue)
(set (at colors 11) rl/blue)
(set (at colors 12) rl/darkblue)
(set (at colors 13) rl/purple)
(set (at colors 14) rl/violet)
(set (at colors 15) rl/darkpurple)
(set (at colors 16) rl/beige)
(set (at colors 17) rl/brown)
(set (at colors 18) rl/darkbrown)
(set (at colors 19) rl/lightgray)
(set (at colors 20) rl/gray)
(set (at colors 21) rl/darkgray)
(set (at colors 22) rl/black)
;; 30 wide with a 2-pixel gap, starting 10 from the left.
(set colors-recs (array max-colors-count rl/Rectangle))
(dotimes [i max-colors-count]
(set (at colors-recs i)
(rl/Rectangle {.x (+ 10.0 (* 32.0 (f32 i)))
.y 10.0 .width 30.0 .height 30.0})))
(set color-selected 0)
(set color-selected-prev 0)
(set color-mouse-hover 0)
(set brush-size 20.0)
(set mouse-was-pressed false)
(set btn-save-rec (rl/Rectangle {.x 750.0 .y 10.0 .width 40.0 .height 30.0}))
(set btn-save-mouse-hover false)
(set show-save-message false)
(set save-message-counter 0)
;; The canvas. It is the document, not a scratch buffer: nothing clears it
;; again until the user presses C.
(set target (rl/load-render-texture screen-width screen-height))
(defer (rl/unload-render-texture target))
(rl/begin-texture-mode target)
(rl/clear-background (at colors 0))
(rl/end-texture-mode)
;; 120 and not 60: the stroke is a circle stamped at the mouse position once
;; per frame, so the gaps between stamps during a fast drag are a function
;; of the frame rate. The C's comment says as much.
(rl/set-target-fps 120)
(until (rl/window-should-close?)
;; Update
(let [mouse-pos (rl/get-mouse-position)]
(if (rl/key-pressed? :right)
(set color-selected (+ color-selected 1))
(when (rl/key-pressed? :left)
(set color-selected (- color-selected 1))))
(set color-selected (clamp color-selected 0 (- max-colors-count 1)))
;; Which swatch the pointer is over, or -1. See the header comment: the
;; reset is here rather than in an else branch inside the loop.
(set color-mouse-hover -1)
(dotimes [i max-colors-count]
(when (rl/collision-point-rec? mouse-pos (at colors-recs i))
(set color-mouse-hover i)
(break)))
(when (and (>= color-mouse-hover 0) (rl/mouse-button-pressed? :left))
(set color-selected color-mouse-hover)
(set color-selected-prev color-selected))
(set brush-size (clamp (+ brush-size (* (rl/get-mouse-wheel-move) 5.0))
2.0 50.0))
(when (rl/key-pressed? :c)
(rl/begin-texture-mode target)
(rl/clear-background (at colors 0))
(rl/end-texture-mode))
;; Paint. The gesture test is what makes the example work on a
;; touchscreen, where there is no mouse button to hold.
(when (or (rl/mouse-button-down? :left)
(= (rl/get-gesture-detected) :drag))
(rl/begin-texture-mode target)
;; Above y=50 is the palette strip, and a stroke there would paint
;; under the toolbar where it could never be seen.
(when (> (.y mouse-pos) 50.0)
(rl/draw-circle (i32 (.x mouse-pos)) (i32 (.y mouse-pos))
brush-size (at colors color-selected)))
(rl/end-texture-mode))
;; Right button erases, which is painting in the clear colour. The
;; selected swatch is parked while the button is held so the toolbar
;; shows what is being drawn, and restored on release.
(if (rl/mouse-button-down? :right)
(do
(when (not mouse-was-pressed)
(set color-selected-prev color-selected)
(set color-selected 0))
(set mouse-was-pressed true)
(rl/begin-texture-mode target)
(when (> (.y mouse-pos) 50.0)
(rl/draw-circle (i32 (.x mouse-pos)) (i32 (.y mouse-pos))
brush-size (at colors 0)))
(rl/end-texture-mode))
(when (and (rl/mouse-button-released? :right) mouse-was-pressed)
(set color-selected color-selected-prev)
(set mouse-was-pressed false)))
(set btn-save-mouse-hover (rl/collision-point-rec? mouse-pos btn-save-rec))
;; The round trip. See the header comment for why the flip is here and
;; not on the draw.
(when (or (and btn-save-mouse-hover (rl/mouse-button-released? :left))
(rl/key-pressed? :s))
(let [image (rl/load-image-from-texture (.texture target))]
(rl/image-flip-vertical (addr image))
(rl/export-image image "my_amazing_texture_painting.png")
(rl/unload-image image))
(set show-save-message true))
(when show-save-message
(set save-message-counter (+ save-message-counter 1))
(when (> save-message-counter 240)
(set show-save-message false)
(set save-message-counter 0)))
;; Draw
(rl/begin-drawing)
(rl/clear-background rl/raywhite)
;; The canvas, flipped by the negative source height.
(rl/draw-texture-rec (.texture target)
(rl/Rectangle {.x 0.0 .y 0.0
.width (f32 (.width (.texture target)))
.height (- 0.0 (f32 (.height (.texture target))))})
(rl/Vector2 {.x 0.0 .y 0.0})
rl/white)
;; The brush preview, drawn on the screen and not into the canvas.
(when (> (.y mouse-pos) 50.0)
(if (rl/mouse-button-down? :right)
(rl/draw-circle-lines (i32 (.x mouse-pos)) (i32 (.y mouse-pos))
brush-size rl/gray)
(rl/draw-circle (rl/get-mouse-x) (rl/get-mouse-y)
brush-size (at colors color-selected))))
;; The toolbar, over the canvas.
(rl/draw-rectangle 0 0 (rl/get-screen-width) 50 rl/raywhite)
(rl/draw-line 0 50 (rl/get-screen-width) 50 rl/lightgray)
(dotimes [i max-colors-count]
(rl/draw-rectangle-rec (at colors-recs i) (at colors i)))
;; The first swatch is raywhite on raywhite, so it needs an outline to
;; be visible at all.
(rl/draw-rectangle-lines 10 10 30 30 rl/lightgray)
(when (>= color-mouse-hover 0)
(rl/draw-rectangle-rec (at colors-recs color-mouse-hover)
(rl/fade rl/white 0.6)))
(let [r (at colors-recs color-selected)]
(rl/draw-rectangle-lines-ex
(rl/Rectangle {.x (- (.x r) 2.0) .y (- (.y r) 2.0)
.width (+ (.width r) 4.0) .height (+ (.height r) 4.0)})
2.0 rl/black))
(rl/draw-rectangle-lines-ex btn-save-rec 2.0
(if btn-save-mouse-hover rl/red rl/black))
(rl/draw-text "SAVE!" 755 20 10
(if btn-save-mouse-hover rl/red rl/black))
(when show-save-message
(rl/draw-rectangle 0 0 (rl/get-screen-width) (rl/get-screen-height)
(rl/fade rl/raywhite 0.8))
(rl/draw-rectangle 0 150 (rl/get-screen-width) 80 rl/black)
(rl/draw-text "IMAGE SAVED: my_amazing_texture_painting.png"
150 180 20 rl/raywhite))
(rl/end-drawing))))

View File

@ -115,6 +115,27 @@ exclude SetExitKey
exclude UpdateCamera
exclude GetWorldToScreen
# The second batch of ported examples widened both halves of that split, and
# each of these is here for one of the two reasons above and no new one.
#
# - SetMouseCursor and SetTextureFilter take an `int` in the header and one
# of a closed set of names in fact, so their Flan face is a defenum and
# not the C signature — the same trade SetExitKey makes.
# - DrawCubeV, DrawSphere, DrawSphereWires and DrawRay are inside a frame,
# in examples/models-box-collisions.flan and examples/core-3d-picking.flan.
# draw-cube-v moving here is the one place this batch *narrows* the split
# the paragraph above names: it was generated because nothing called it,
# and something calls it now.
# - GetScreenToWorldRay goes with GetWorldToScreen for the reason given
# there. They are inverses over the same camera.
exclude SetMouseCursor
exclude SetTextureFilter
exclude DrawCubeV
exclude DrawSphere
exclude DrawSphereWires
exclude DrawRay
exclude GetScreenToWorldRay
# ── What the package's constants are called in C ────────────────────
#
# enum <FlanEnum> <C_PREFIX> every member of that defenum
@ -146,6 +167,8 @@ enum CameraMode CAMERA_
enum GamepadButton GAMEPAD_BUTTON_
enum GamepadAxis GAMEPAD_AXIS_
enum Gesture GESTURE_
enum MouseCursor MOUSE_CURSOR_
enum TextureFilter TEXTURE_FILTER_
# raylib writes GESTURE_DOUBLETAP as one word where every other member of that
# enum is underscored. This is the narrow exception and not a general escape

View File

@ -60,6 +60,7 @@
(declare-c begin-blend-mode [mode i32] "BeginBlendMode")
(declare-c end-blend-mode [] "EndBlendMode")
(declare-c end-vr-stereo-mode [] "EndVrStereoMode")
(declare-c get-screen-to-world-ray-ex [position Vector2 camera Camera3D width i32 height i32] Ray "GetScreenToWorldRayEx")
(declare-c get-world-to-screen-ex [position Vector3 camera Camera3D width i32 height i32] Vector2 "GetWorldToScreenEx")
(declare-c swap-screen-buffer [] "SwapScreenBuffer")
(declare-c poll-input-events [] "PollInputEvents")
@ -106,7 +107,6 @@
(declare-c set-mouse-offset [offset-x i32 offset-y i32] "SetMouseOffset")
(declare-c set-mouse-scale [scale-x f32 scale-y f32] "SetMouseScale")
(declare-c get-mouse-wheel-move-v [] Vector2 "GetMouseWheelMoveV")
(declare-c set-mouse-cursor [cursor i32] "SetMouseCursor")
(declare-c update-camera-pro [camera (Ptr Camera3D) movement Vector3 rotation Vector3 zoom f32] "UpdateCameraPro")
(declare-c draw-line-strip [points (Ptr Vector2) point-count i32 color Color] "DrawLineStrip")
(declare-c draw-line-bezier [start-pos Vector2 end-pos Vector2 thick f32 color Color] "DrawLineBezier")
@ -206,7 +206,6 @@
(declare-c update-texture [texture Texture2D pixels (Ptr u8)] "UpdateTexture")
(declare-c update-texture-rec [texture Texture2D rec Rectangle pixels (Ptr u8)] "UpdateTextureRec")
(declare-c gen-texture-mipmaps [texture (Ptr Texture2D)] "GenTextureMipmaps")
(declare-c set-texture-filter [texture Texture2D filter i32] "SetTextureFilter")
(declare-c set-texture-wrap [texture Texture2D wrap i32] "SetTextureWrap")
(declare-c color-is-equal [col-1 Color col-2 Color] bool "ColorIsEqual")
(declare-c color-to-int [color Color] i32 "ColorToInt")
@ -247,11 +246,8 @@
(declare-c draw-circle-3d [center Vector3 radius f32 rotation-axis Vector3 rotation-angle f32 color Color] "DrawCircle3D")
(declare-c draw-triangle-3d [v-1 Vector3 v-2 Vector3 v-3 Vector3 color Color] "DrawTriangle3D")
(declare-c draw-triangle-strip-3d [points (Ptr Vector3) point-count i32 color Color] "DrawTriangleStrip3D")
(declare-c draw-cube-v [position Vector3 size Vector3 color Color] "DrawCubeV")
(declare-c draw-cube-wires-v [position Vector3 size Vector3 color Color] "DrawCubeWiresV")
(declare-c draw-sphere [center-pos Vector3 radius f32 color Color] "DrawSphere")
(declare-c draw-sphere-ex [center-pos Vector3 radius f32 rings i32 slices i32 color Color] "DrawSphereEx")
(declare-c draw-sphere-wires [center-pos Vector3 radius f32 rings i32 slices i32 color Color] "DrawSphereWires")
(declare-c draw-cylinder [position Vector3 radius-top f32 radius-bottom f32 height f32 slices i32 color Color] "DrawCylinder")
(declare-c draw-cylinder-ex [start-pos Vector3 end-pos Vector3 start-radius f32 end-radius f32 sides i32 color Color] "DrawCylinderEx")
(declare-c draw-cylinder-wires [position Vector3 radius-top f32 radius-bottom f32 height f32 slices i32 color Color] "DrawCylinderWires")
@ -259,10 +255,17 @@
(declare-c draw-capsule [start-pos Vector3 end-pos Vector3 radius f32 slices i32 rings i32 color Color] "DrawCapsule")
(declare-c draw-capsule-wires [start-pos Vector3 end-pos Vector3 radius f32 slices i32 rings i32 color Color] "DrawCapsuleWires")
(declare-c draw-plane [center-pos Vector3 size Vector2 color Color] "DrawPlane")
(declare-c draw-bounding-box [box BoundingBox color Color] "DrawBoundingBox")
(declare-c draw-billboard [camera Camera3D texture Texture2D position Vector3 scale f32 tint Color] "DrawBillboard")
(declare-c draw-billboard-rec [camera Camera3D texture Texture2D source Rectangle position Vector3 size Vector2 tint Color] "DrawBillboardRec")
(declare-c draw-billboard-pro [camera Camera3D texture Texture2D source Rectangle position Vector3 up Vector3 size Vector2 origin Vector2 rotation f32 tint Color] "DrawBillboardPro")
(declare-c check-collision-spheres [center-1 Vector3 radius-1 f32 center-2 Vector3 radius-2 f32] bool "CheckCollisionSpheres")
(declare-c check-collision-boxes [box-1 BoundingBox box-2 BoundingBox] bool "CheckCollisionBoxes")
(declare-c check-collision-box-sphere [box BoundingBox center Vector3 radius f32] bool "CheckCollisionBoxSphere")
(declare-c get-ray-collision-sphere [ray Ray center Vector3 radius f32] RayCollision "GetRayCollisionSphere")
(declare-c get-ray-collision-box [ray Ray box BoundingBox] RayCollision "GetRayCollisionBox")
(declare-c get-ray-collision-triangle [ray Ray p-1 Vector3 p-2 Vector3 p-3 Vector3] RayCollision "GetRayCollisionTriangle")
(declare-c get-ray-collision-quad [ray Ray p-1 Vector3 p-2 Vector3 p-3 Vector3 p-4 Vector3] RayCollision "GetRayCollisionQuad")
(declare-c load-wave-from-memory [file-type string file-data (Ptr u8) data-size i32] Wave "LoadWaveFromMemory")
(declare-c update-sound [sound Sound data (Ptr u8) sample-count i32] "UpdateSound")
(declare-c export-wave-as-code [wave Wave file-name string] bool "ExportWaveAsCode")

View File

@ -158,6 +158,22 @@
(declare-c hide-cursor [] "HideCursor")
(declare-c cursor-hidden? [] bool "IsCursorHidden")
;; The shape the pointer takes. raylib's SetMouseCursor says `int` and means
;; one of these eleven, so the Flan face is the enum for the same reason
;; set-exit-key takes a Key: the call is made every frame from a hover test,
;; and `(rl/set-mouse-cursor :ibeam)` is checked against the members where an
;; i32 would take any number at all — including the one off-by-one that picks
;; the arrow instead of the I-beam and looks like nothing at all went wrong.
;;
;; All eleven are here and not a subset, unlike Key: the enum is closed and
;; eleven members is the whole of it.
(defenum MouseCursor
[default 0 arrow 1 ibeam 2 crosshair 3 pointing-hand 4
resize-ew 5 resize-ns 6 resize-nwse 7 resize-nesw 8 resize-all 9
not-allowed 10])
(declare-c set-mouse-cursor [cursor MouseCursor] "SetMouseCursor")
;; ── Colours ─────────────────────────────────────────────────────────
;;
;; A Color is four bytes in RGBA order, so it is *not* the little-endian
@ -352,10 +368,57 @@
[position Vector3 width f32 height f32 length f32 color Color]
"DrawCubeWires")
(declare-c draw-cube-v [position Vector3 size Vector3 color Color] "DrawCubeV")
;; DrawSphere is DrawSphereEx with rings and slices fixed at 16; the wires
;; form takes them because the wireframe is the only place the tessellation is
;; visible. Both are here rather than generated for the reason above: they are
;; inside a frame, in an example that ships in examples/.
(declare-c draw-sphere
[center Vector3 radius f32 color Color]
"DrawSphere")
(declare-c draw-sphere-wires
[center Vector3 radius f32 rings i32 slices i32 color Color]
"DrawSphereWires")
;; `slices` squares each way from the origin, `spacing` world units apart, on
;; the XZ plane.
(declare-c draw-grid [slices i32 spacing f32] "DrawGrid")
;; ── Rays and boxes ──────────────────────────────────────────────────
;;
;; Three small aggregates, added together because the picking call produces
;; all three: a Ray goes in, a BoundingBox says what to test it against, and
;; a RayCollision comes back. Every field is read off raylib.h 5.5 and every
;; one of them is a Vector3 or a scalar — there is no owned memory anywhere
;; here, which is exactly what separates these three from Model and Mesh, and
;; why these could be described and those still cannot.
;;
;; What the layout check can and cannot say about them, on the same rule the
;; Camera3D note states: BoundingBox's two Vector3s are the same type, so a
;; permuted BoundingBox has the identical layout and nothing would catch it.
;; RayCollision is the opposite and is the one worth having checked — `hit` is
;; a C `bool`, one byte, and `distance` is a float, so the three padding bytes
;; between them are a real claim about the struct that a permutation breaks.
(defstruct BoundingBox [min Vector3 max Vector3])
(defstruct Ray [position Vector3 direction Vector3])
(defstruct RayCollision
[hit bool distance f32 point Vector3 normal Vector3])
;; The inverse of get-world-to-screen above, and hand-written beside it for
;; the reason stated there: the two read the same camera and the same window
;; dimensions, so they belong to the same half of the file. raylib 5.5 keeps
;; GetMouseRay as a #define onto this name; the define is not a symbol and
;; there is nothing to bind it to.
(declare-c get-screen-to-world-ray
[position Vector2 camera Camera3D] Ray
"GetScreenToWorldRay")
;; Per-frame and inside BeginMode3D, like the cube draws. raylib draws the
;; ray as a line a thousand units long, so it is a debugging aid and not
;; geometry with an end.
(declare-c draw-ray [ray Ray color Color] "DrawRay")
;; ── Shapes ──────────────────────────────────────────────────────────
;;
;; Rectangle intersection, which raylib computes from all four fields in
@ -459,6 +522,27 @@
(declare-c unload-texture [texture Texture2D] "UnloadTexture")
;; How a texture is sampled when it is drawn at anything other than its own
;; size. The header says `int` on SetTextureFilter and means one of these six.
;;
;; The value of the enum face here is not a typo caught at the call site so
;; much as a *readable* one: the fog-of-war example renders its fog into a
;; 25x15 render texture and scales it to 800x450, and the entire visual point
;; of the example is that `:bilinear` smooths the tile edges where the
;; default `:point` would show 32-pixel squares. A bare `1` in that call says
;; nothing; the member name says the whole thing.
;;
;; TEXTURE_FILTER_ANISOTROPIC_* are the mipmapped modes and need a texture
;; with mipmaps generated, which nothing here makes — they are listed because
;; the enum is closed, not because anything calls them.
(defenum TextureFilter
[point 0 bilinear 1 trilinear 2
anisotropic-4x 3 anisotropic-8x 4 anisotropic-16x 5])
(declare-c set-texture-filter
[texture Texture2D filter TextureFilter]
"SetTextureFilter")
(declare-c draw-texture
[texture Texture2D x i32 y i32 tint Color]
"DrawTexture")