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90 lines 3.1 KiBTomoModified 2025-12-22 raw
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# Raylib wrapper for some functions and structs
use -lraylib
use <raylib.h>
use <raymath.h>

struct Color(r,g,b:Byte,a=Byte(255))
struct Rectangle(x,y,width,height:Num32)
    func draw(r:Rectangle, color:Color)
        DrawRectangleRec(r, color)

struct Vector2(x,y:Num32)
    ZERO := Vector2(0, 0)
    func plus(a,b:Vector2->Vector2; inline)
        return Vector2(a.x+b.x, a.y+b.y)
    func minus(a,b:Vector2->Vector2; inline)
        return Vector2(a.x-b.x, a.y-b.y)
    func times(a,b:Vector2->Vector2; inline)
        return Vector2(a.x*b.x, a.y*b.y)
    func negative(v:Vector2->Vector2; inline)
        return Vector2(-v.x, -v.y)
    func dot(a,b:Vector2->Num32; inline)
        return ((a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y))
    func cross(a,b:Vector2->Num32; inline)
        return a.x*b.y - a.y*b.x
    func scaled_by(v:Vector2, k:Num32->Vector2; inline)
        return Vector2(v.x*k, v.y*k)
    func divided_by(v:Vector2, divisor:Num32->Vector2; inline)
        return Vector2(v.x/divisor, v.y/divisor)
    func length(v:Vector2->Num32; inline)
        return (v.x*v.x + v.y*v.y).sqrt()
    func dist(a,b:Vector2->Num32; inline)
        return a.minus(b).length()
    func angle(v:Vector2->Num32; inline)
        return Num32.atan2(v.y, v.x)
    func norm(v:Vector2->Vector2; inline)
        if v.x == 0 and v.y == 0
            return v
        len := v.length()
        return Vector2(v.x/len, v.y/len)
    func rotated(v:Vector2, radians:Num32 -> Vector2)
        cos := radians.cos() or return v
        sin := radians.sin() or return v
        return Vector2(cos*v.x - sin*v.y, sin*v.x + cos*v.y)
    func mix(a,b:Vector2, amount:Num32 -> Vector2)
        return Vector2(
            amount.mix(a.x, b.x),
            amount.mix(a.y, b.y),
        )

func InitWindow(width:Int32, height:Int32, title:CString)
    C_code `InitWindow(@width, @height, @title);`

func SetTargetFPS(fps:Int32)
    C_code `SetTargetFPS(@fps);`

func WindowShouldClose(->Bool)
    return C_code:Bool`WindowShouldClose()`

func GetFrameTime(->Num32)
    return C_code:Num32`GetFrameTime()`

func BeginDrawing()
    C_code `BeginDrawing();`

func EndDrawing()
    C_code `EndDrawing();`

func CloseWindow()
    C_code `CloseWindow();`

func ClearBackground(color:Color)
    C_code `ClearBackground((Color){@color.r, @color.g, @color.b, @color.a});`

func DrawRectangle(x,y,width,height:Int32, color:Color)
    C_code `DrawRectangleRec((Rectangle){@x,@y,@width,@height},(Color){@color.r, @color.g, @color.b, @color.a});`

func DrawRectangleRec(rec:Rectangle, color:Color)
    C_code `DrawRectangleRec((Rectangle){@rec.x,@rec.y,@rec.width,@rec.height},(Color){@color.r, @color.g, @color.b, @color.a});`

func DrawRectangleV(pos:Vector2, size:Vector2, color:Color)
    C_code `DrawRectangleV((Vector2){@pos.x,@pos.y}, (Vector2){@size.x,@size.y},(Color){@color.r, @color.g, @color.b, @color.a});`

func DrawText(text:CString, x,y:Int32, text_height:Int32, color:Color)
    C_code `DrawText(@text, @x, @y, @text_height, (Color){@color.r, @color.g, @color.b, @color.a});`

func GetScreenWidth(->Int32)
    return C_code:Int32`GetScreenWidth()`

func GetScreenHeight(->Int32)
    return C_code:Int32`GetScreenHeight()`