h-raylib-4.6.0.3: Raylib bindings for Haskell
Safe HaskellSafe-Inferred
LanguageHaskell2010

Raylib.Types

Synopsis

Documentation

data KeyboardKey Source #

data ShaderLocationIndex Source #

data PixelFormat Source #

data CameraProjection Source #

data MusicContextType Source #

data RLGLVersion Source #

OpenGL version

Constructors

RLOpenGL11

OpenGL 1.1

RLOpenGL21

OpenGL 2.1 (GLSL 120)

RLOpenGL33

OpenGL 3.3 (GLSL 330)

RLOpenGL43

OpenGL 4.3 (using GLSL 330)

RLOpenGLES20

OpenGL ES 2.0 (GLSL 100)

data RLTraceLogLevel Source #

Trace log level. NOTE: Organized by priority level

Constructors

RLLogAll

Display all logs

RLLogTrace

Trace logging, intended for internal use only

RLLogDebug

Debug logging, used for internal debugging, it should be disabled on release builds

RLLogInfo

Info logging, used for program execution info

RLLogWarning

Warning logging, used on recoverable failures

RLLogError

Error logging, used on unrecoverable failures

RLLogFatal

Fatal logging, used to abort program: exit(EXIT_FAILURE)

RLLogNone

Disable logging

data RLPixelFormat Source #

Texture pixel formats. NOTE: Support depends on OpenGL version

data RLTextureFilter Source #

Texture parameters: filter mode. NOTE 1: Filtering considers mipmaps if available in the texture. NOTE 2: Filter is accordingly set for minification and magnification.

Constructors

RLTextureFilterPoint

No filter, just pixel approximation

RLTextureFilterBilinear

Linear filtering

RLTextureFilterTrilinear

Trilinear filtering (linear with mipmaps)

RLTextureFilterAnisotropic4x

Anisotropic filtering 4x

RLTextureFilterAnisotropic8x

Anisotropic filtering 8x

RLTextureFilterAnisotropic16x

Anisotropic filtering 16x

data RLBlendMode Source #

Color blending modes (pre-defined)

Constructors

RlBlendAlpha

Blend textures considering alpha (default)

RlBlendAdditive

Blend textures adding colors

RlBlendMultiplied

Blend textures multiplying colors

RlBlendAddColors

Blend textures adding colors (alternative)

RlBlendSubtractColors

Blend textures subtracting colors (alternative)

RlBlendAlphaPremultiply

Blend premultiplied textures considering alpha

RlBlendCustom

Blend textures using custom src/dst factors (use rlSetBlendFactors())

RlBlendCustomSeparate

Blend textures using custom src/dst factors (use rlSetBlendFactorsSeparate())

data RLShaderLocationIndex Source #

Shader location point type

Constructors

RLShaderLocVertexPosition

Shader location: vertex attribute: position

RLShaderLocVertexTexcoord01

Shader location: vertex attribute: texcoord01

RLShaderLocVertexTexcoord02

Shader location: vertex attribute: texcoord02

RLShaderLocVertexNormal

Shader location: vertex attribute: normal

RLShaderLocVertexTangent

Shader location: vertex attribute: tangent

RLShaderLocVertexColor

Shader location: vertex attribute: color

RLShaderLocMatrixMVP

Shader location: matrix uniform: model-view-projection

RLShaderLocMatrixView

Shader location: matrix uniform: view (camera transform)

RLShaderLocMatrixProjection

Shader location: matrix uniform: projection

RLShaderLocMatrixModel

Shader location: matrix uniform: model (transform)

RLShaderLocMatrixNormal

Shader location: matrix uniform: normal

RLShaderLocVectorView

Shader location: vector uniform: view

RLShaderLocColorDiffuse

Shader location: vector uniform: diffuse color

RLShaderLocColorSpecular

Shader location: vector uniform: specular color

RLShaderLocColorAmbient

Shader location: vector uniform: ambient color

RLShaderLocMapAlbedo

Shader location: sampler2d texture: albedo (same as: RL_SHADER_LOC_MAP_DIFFUSE)

RLShaderLocMapMetalness

Shader location: sampler2d texture: metalness (same as: RL_SHADER_LOC_MAP_SPECULAR)

RLShaderLocMapNormal

Shader location: sampler2d texture: normal

RLShaderLocMapRoughness

Shader location: sampler2d texture: roughness

RLShaderLocMapOcclusion

Shader location: sampler2d texture: occlusion

RLShaderLocMapEmission

Shader location: sampler2d texture: emission

RLShaderLocMapHeight

Shader location: sampler2d texture: height

RLShaderLocMapCubemap

Shader location: samplerCube texture: cubemap

RLShaderLocMapIrradiance

Shader location: samplerCube texture: irradiance

RLShaderLocMapPrefilter

Shader location: samplerCube texture: prefilter

RLShaderLocMapBRDF

Shader location: sampler2d texture: brdf

Instances

Instances details
Storable RLShaderLocationIndex Source # 
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Defined in Raylib.Types

Enum RLShaderLocationIndex Source # 
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Show RLShaderLocationIndex Source # 
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Eq RLShaderLocationIndex Source # 
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data RLShaderUniformDataType Source #

Shader uniform data type

Constructors

RLShaderUniformFloat

Shader uniform type: float

RLShaderUniformVec2

Shader uniform type: vec2 (2 float)

RLShaderUniformVec3

Shader uniform type: vec3 (3 float)

RLShaderUniformVec4

Shader uniform type: vec4 (4 float)

RLShaderUniformInt

Shader uniform type: int

RLShaderUniformIVec2

Shader uniform type: ivec2 (2 int)

RLShaderUniformIVec3

Shader uniform type: ivec3 (3 int)

RLShaderUniformIVec4

Shader uniform type: ivec4 (4 int)

RLShaderUniformSampler2D

Shader uniform type: sampler2d

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Instances details
Storable RLShaderUniformDataType Source # 
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Enum RLShaderUniformDataType Source # 
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Show RLShaderUniformDataType Source # 
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Eq RLShaderUniformDataType Source # 
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data RLShaderAttributeDataType Source #

Shader attribute data types

Constructors

RLShaderAttribFloat

Shader attribute type: float

RLShaderAttribVec2

Shader attribute type: vec2 (2 float)

RLShaderAttribVec3

Shader attribute type: vec3 (3 float)

RLShaderAttribVec4

Shader attribute type: vec4 (4 float)

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Instances details
Storable RLShaderAttributeDataType Source # 
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Enum RLShaderAttributeDataType Source # 
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Show RLShaderAttributeDataType Source # 
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Eq RLShaderAttributeDataType Source # 
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data RLFramebufferAttachType Source #

Framebuffer attachment type. NOTE: By default up to 8 color channels are defined, but it can be more

Constructors

RLAttachmentColorChannel0

Framebuffer attachment type: color 0

RLAttachmentColorChannel1

Framebuffer attachment type: color 1

RLAttachmentColorChannel2

Framebuffer attachment type: color 2

RLAttachmentColorChannel3

Framebuffer attachment type: color 3

RLAttachmentColorChannel4

Framebuffer attachment type: color 4

RLAttachmentColorChannel5

Framebuffer attachment type: color 5

RLAttachmentColorChannel6

Framebuffer attachment type: color 6

RLAttachmentColorChannel7

Framebuffer attachment type: color 7

RLAttachmentDepth

Framebuffer attachment type: depth

RLAttachmentStencil

Framebuffer attachment type: stencil

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Instances details
Storable RLFramebufferAttachType Source # 
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Enum RLFramebufferAttachType Source # 
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Show RLFramebufferAttachType Source # 
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Eq RLFramebufferAttachType Source # 
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data RLFramebufferAttachTextureType Source #

Framebuffer texture attachment type

Constructors

RLAttachmentCubemapPositiveX

Framebuffer texture attachment type: cubemap, +X side

RLAttachmentCubemapNegativeX

Framebuffer texture attachment type: cubemap, -X side

RLAttachmentCubemapPositiveY

Framebuffer texture attachment type: cubemap, +Y side

RLAttachmentCubemapNegativeY

Framebuffer texture attachment type: cubemap, -Y side

RLAttachmentCubemapPositiveZ

Framebuffer texture attachment type: cubemap, +Z side

RLAttachmentCubemapNegativeZ

Framebuffer texture attachment type: cubemap, -Z side

RLAttachmentTexture2D

Framebuffer texture attachment type: texture2d

RLAttachmentRenderBuffer

Framebuffer texture attachment type: renderbuffer

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Instances details
Storable RLFramebufferAttachTextureType Source # 
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Enum RLFramebufferAttachTextureType Source # 
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Show RLFramebufferAttachTextureType Source # 
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Eq RLFramebufferAttachTextureType Source # 
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data RLDrawMode Source #

Primitive assembly draw modes

Constructors

RLLines

GL_LINES

RLTriangles

GL_TRIANGLES

RLQuads

GL_QUADS

data RLTextureParam Source #

Texture parameters (equivalent to OpenGL defines)

Constructors

RLTextureParamWrapS

GL_TEXTURE_WRAP_S

RLTextureParamWrapT

GL_TEXTURE_WRAP_T

RLTextureParamMagFilter

GL_TEXTURE_MAG_FILTER

RLTextureParamMinFilter

GL_TEXTURE_MIN_FILTER

RLTextureParamFilterNearest

GL_NEAREST

RLTextureParamFilterLinear

GL_LINEAR

RLTextureParamFilterMipNearest

GL_NEAREST_MIPMAP_NEAREST

RLTextureParamFilterNearestMipLinear

GL_NEAREST_MIPMAP_LINEAR

RLTextureParamFilterLinearMipNearest

GL_LINEAR_MIPMAP_NEAREST

RLTextureParamFilterMipLinear

GL_LINEAR_MIPMAP_LINEAR

RLTextureParamFilterAnisotropic

Anisotropic filter (custom identifier)

RLTextureParamMipmapBiasRatio

Texture mipmap bias, percentage ratio (custom identifier)

data RLBufferHint Source #

GL buffer usage hint

Constructors

RLBufferHintStreamDraw

GL_STREAM_DRAW

RLBufferHintStreamRead

GL_STREAM_READ

RLBufferHintStreamCopy

GL_STREAM_COPY

RLBufferHintStaticDraw

GL_STATIC_DRAW

RLBufferHintStaticRead

GL_STATIC_READ

RLBufferHintStaticCopy

GL_STATIC_COPY

RLBufferHintDynamicDraw

GL_DYNAMIC_DRAW

RLBufferHintDynamicRead

GL_DYNAMIC_READ

RLBufferHintDynamicCopy

GL_DYNAMIC_COPY

data Vector2 Source #

Constructors

Vector2 

Instances

Instances details
Storable Vector2 Source # 
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Show Vector2 Source # 
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Eq Vector2 Source # 
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(==) :: Vector2 -> Vector2 -> Bool #

(/=) :: Vector2 -> Vector2 -> Bool #

Freeable Vector2 Source # 
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Vector Vector2 Source # 
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Defined in Raylib.Util.Math

data Vector3 Source #

Constructors

Vector3 

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Storable Vector3 Source # 
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Show Vector3 Source # 
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Eq Vector3 Source # 
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(==) :: Vector3 -> Vector3 -> Bool #

(/=) :: Vector3 -> Vector3 -> Bool #

Freeable Vector3 Source # 
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Vector Vector3 Source # 
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Defined in Raylib.Util.Math

data Vector4 Source #

Constructors

Vector4 

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Instances details
Storable Vector4 Source # 
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Show Vector4 Source # 
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Eq Vector4 Source # 
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(==) :: Vector4 -> Vector4 -> Bool #

(/=) :: Vector4 -> Vector4 -> Bool #

Freeable Vector4 Source # 
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Vector Vector4 Source # 
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Defined in Raylib.Util.Math

data Matrix Source #

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Instances details
Storable Matrix Source # 
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Show Matrix Source # 
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Eq Matrix Source # 
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(==) :: Matrix -> Matrix -> Bool #

(/=) :: Matrix -> Matrix -> Bool #

Freeable Matrix Source # 
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data Color Source #

Constructors

Color 

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Instances details
Storable Color Source # 
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Methods

sizeOf :: Color -> Int #

alignment :: Color -> Int #

peekElemOff :: Ptr Color -> Int -> IO Color #

pokeElemOff :: Ptr Color -> Int -> Color -> IO () #

peekByteOff :: Ptr b -> Int -> IO Color #

pokeByteOff :: Ptr b -> Int -> Color -> IO () #

peek :: Ptr Color -> IO Color #

poke :: Ptr Color -> Color -> IO () #

Show Color Source # 
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Methods

showsPrec :: Int -> Color -> ShowS #

show :: Color -> String #

showList :: [Color] -> ShowS #

Eq Color Source # 
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(==) :: Color -> Color -> Bool #

(/=) :: Color -> Color -> Bool #

Freeable Color Source # 
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data Rectangle Source #

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Storable Rectangle Source # 
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Show Rectangle Source # 
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Eq Rectangle Source # 
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Freeable Rectangle Source # 
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data Image Source #

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Storable Image Source # 
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sizeOf :: Image -> Int #

alignment :: Image -> Int #

peekElemOff :: Ptr Image -> Int -> IO Image #

pokeElemOff :: Ptr Image -> Int -> Image -> IO () #

peekByteOff :: Ptr b -> Int -> IO Image #

pokeByteOff :: Ptr b -> Int -> Image -> IO () #

peek :: Ptr Image -> IO Image #

poke :: Ptr Image -> Image -> IO () #

Show Image Source # 
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showsPrec :: Int -> Image -> ShowS #

show :: Image -> String #

showList :: [Image] -> ShowS #

Eq Image Source # 
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(==) :: Image -> Image -> Bool #

(/=) :: Image -> Image -> Bool #

Freeable Image Source # 
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data Texture Source #

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Storable Texture Source # 
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Show Texture Source # 
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Eq Texture Source # 
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(==) :: Texture -> Texture -> Bool #

(/=) :: Texture -> Texture -> Bool #

Freeable Texture Source # 
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data Font Source #

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Instances details
Storable Font Source # 
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sizeOf :: Font -> Int #

alignment :: Font -> Int #

peekElemOff :: Ptr Font -> Int -> IO Font #

pokeElemOff :: Ptr Font -> Int -> Font -> IO () #

peekByteOff :: Ptr b -> Int -> IO Font #

pokeByteOff :: Ptr b -> Int -> Font -> IO () #

peek :: Ptr Font -> IO Font #

poke :: Ptr Font -> Font -> IO () #

Show Font Source # 
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showsPrec :: Int -> Font -> ShowS #

show :: Font -> String #

showList :: [Font] -> ShowS #

Eq Font Source # 
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(==) :: Font -> Font -> Bool #

(/=) :: Font -> Font -> Bool #

Freeable Font Source # 
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rlFreeDependents :: Font -> Ptr Font -> IO () Source #

rlFree :: Font -> Ptr Font -> IO () Source #

data Camera3D Source #

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Instances details
Storable Camera3D Source # 
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Show Camera3D Source # 
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Eq Camera3D Source # 
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Freeable Camera3D Source # 
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data Camera2D Source #

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Storable Camera2D Source # 
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Show Camera2D Source # 
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Eq Camera2D Source # 
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Freeable Camera2D Source # 
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data Mesh Source #

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Storable Mesh Source # 
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sizeOf :: Mesh -> Int #

alignment :: Mesh -> Int #

peekElemOff :: Ptr Mesh -> Int -> IO Mesh #

pokeElemOff :: Ptr Mesh -> Int -> Mesh -> IO () #

peekByteOff :: Ptr b -> Int -> IO Mesh #

pokeByteOff :: Ptr b -> Int -> Mesh -> IO () #

peek :: Ptr Mesh -> IO Mesh #

poke :: Ptr Mesh -> Mesh -> IO () #

Show Mesh Source # 
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showsPrec :: Int -> Mesh -> ShowS #

show :: Mesh -> String #

showList :: [Mesh] -> ShowS #

Eq Mesh Source # 
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(==) :: Mesh -> Mesh -> Bool #

(/=) :: Mesh -> Mesh -> Bool #

Freeable Mesh Source # 
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rlFreeDependents :: Mesh -> Ptr Mesh -> IO () Source #

rlFree :: Mesh -> Ptr Mesh -> IO () Source #

data Shader Source #

Constructors

Shader 

Fields

Instances

Instances details
Storable Shader Source # 
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Show Shader Source # 
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Eq Shader Source # 
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(==) :: Shader -> Shader -> Bool #

(/=) :: Shader -> Shader -> Bool #

Freeable Shader Source # 
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data Material Source #

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Storable Material Source # 
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Show Material Source # 
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Eq Material Source # 
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Freeable Material Source # 
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data Transform Source #

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Storable Transform Source # 
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Show Transform Source # 
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Eq Transform Source # 
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Freeable Transform Source # 
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data BoneInfo Source #

Constructors

BoneInfo 

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Instances details
Storable BoneInfo Source # 
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Show BoneInfo Source # 
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Eq BoneInfo Source # 
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Freeable BoneInfo Source # 
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data Model Source #

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Instances details
Storable Model Source # 
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sizeOf :: Model -> Int #

alignment :: Model -> Int #

peekElemOff :: Ptr Model -> Int -> IO Model #

pokeElemOff :: Ptr Model -> Int -> Model -> IO () #

peekByteOff :: Ptr b -> Int -> IO Model #

pokeByteOff :: Ptr b -> Int -> Model -> IO () #

peek :: Ptr Model -> IO Model #

poke :: Ptr Model -> Model -> IO () #

Show Model Source # 
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showsPrec :: Int -> Model -> ShowS #

show :: Model -> String #

showList :: [Model] -> ShowS #

Eq Model Source # 
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(==) :: Model -> Model -> Bool #

(/=) :: Model -> Model -> Bool #

Freeable Model Source # 
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data Ray Source #

Constructors

Ray 

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Instances details
Storable Ray Source # 
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sizeOf :: Ray -> Int #

alignment :: Ray -> Int #

peekElemOff :: Ptr Ray -> Int -> IO Ray #

pokeElemOff :: Ptr Ray -> Int -> Ray -> IO () #

peekByteOff :: Ptr b -> Int -> IO Ray #

pokeByteOff :: Ptr b -> Int -> Ray -> IO () #

peek :: Ptr Ray -> IO Ray #

poke :: Ptr Ray -> Ray -> IO () #

Show Ray Source # 
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showsPrec :: Int -> Ray -> ShowS #

show :: Ray -> String #

showList :: [Ray] -> ShowS #

Eq Ray Source # 
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(==) :: Ray -> Ray -> Bool #

(/=) :: Ray -> Ray -> Bool #

Freeable Ray Source # 
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rlFreeDependents :: Ray -> Ptr Ray -> IO () Source #

rlFree :: Ray -> Ptr Ray -> IO () Source #

data Wave Source #

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Instances details
Storable Wave Source # 
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sizeOf :: Wave -> Int #

alignment :: Wave -> Int #

peekElemOff :: Ptr Wave -> Int -> IO Wave #

pokeElemOff :: Ptr Wave -> Int -> Wave -> IO () #

peekByteOff :: Ptr b -> Int -> IO Wave #

pokeByteOff :: Ptr b -> Int -> Wave -> IO () #

peek :: Ptr Wave -> IO Wave #

poke :: Ptr Wave -> Wave -> IO () #

Show Wave Source # 
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showsPrec :: Int -> Wave -> ShowS #

show :: Wave -> String #

showList :: [Wave] -> ShowS #

Eq Wave Source # 
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(==) :: Wave -> Wave -> Bool #

(/=) :: Wave -> Wave -> Bool #

Freeable Wave Source # 
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rlFreeDependents :: Wave -> Ptr Wave -> IO () Source #

rlFree :: Wave -> Ptr Wave -> IO () Source #

data RAudioBuffer Source #

data Sound Source #

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Instances details
Storable Sound Source # 
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sizeOf :: Sound -> Int #

alignment :: Sound -> Int #

peekElemOff :: Ptr Sound -> Int -> IO Sound #

pokeElemOff :: Ptr Sound -> Int -> Sound -> IO () #

peekByteOff :: Ptr b -> Int -> IO Sound #

pokeByteOff :: Ptr b -> Int -> Sound -> IO () #

peek :: Ptr Sound -> IO Sound #

poke :: Ptr Sound -> Sound -> IO () #

Show Sound Source # 
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showsPrec :: Int -> Sound -> ShowS #

show :: Sound -> String #

showList :: [Sound] -> ShowS #

Eq Sound Source # 
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(==) :: Sound -> Sound -> Bool #

(/=) :: Sound -> Sound -> Bool #

Freeable Sound Source # 
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data Music Source #

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Instances details
Storable Music Source # 
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sizeOf :: Music -> Int #

alignment :: Music -> Int #

peekElemOff :: Ptr Music -> Int -> IO Music #

pokeElemOff :: Ptr Music -> Int -> Music -> IO () #

peekByteOff :: Ptr b -> Int -> IO Music #

pokeByteOff :: Ptr b -> Int -> Music -> IO () #

peek :: Ptr Music -> IO Music #

poke :: Ptr Music -> Music -> IO () #

Show Music Source # 
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showsPrec :: Int -> Music -> ShowS #

show :: Music -> String #

showList :: [Music] -> ShowS #

Eq Music Source # 
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(==) :: Music -> Music -> Bool #

(/=) :: Music -> Music -> Bool #

Freeable Music Source # 
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data VrDeviceInfo Source #

data RLVertexBuffer Source #

Dynamic vertex buffers (position + texcoords + colors + indices arrays)

Constructors

RLVertexBuffer 

Fields

data RLDrawCall Source #

Draw call type. NOTE: Only texture changes register a new draw, other state-change-related elements are not used at this moment (vaoId, shaderId, matrices), raylib just forces a batch draw call if any of those state changes happen (this is done in the core module).

Constructors

RLDrawCall 

Fields

Instances

Instances details
Storable RLDrawCall Source # 
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Show RLDrawCall Source # 
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Eq RLDrawCall Source # 
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Freeable RLDrawCall Source # 
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data RLRenderBatch Source #

Constructors

RLRenderBatch 

Fields

type AudioCallback = FunPtr (Ptr () -> CUInt -> IO ()) Source #