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// GENERATED CODE: DO NOT MODIFY
#include <string>
#include <napi.h>
#include <iostream>
#include <cstring>
#include "raylib.h"
#include "raymath.h"
#include "../extras/reasings.h"
#include "../extras/rlgl.h"
// Suppress MSVC security warnings for raygui.h
#ifdef _MSC_VER
#define _CRT_SECURE_NO_WARNINGS
#pragma warning(push)
#pragma warning(disable: 4996) // Disable deprecated function warnings
#endif
#define RAYGUI_IMPLEMENTATION
#include "../extras/raygui.h"
#ifdef _MSC_VER
#pragma warning(pop)
#endif
using namespace Napi;
inline Napi::Value ToValue(Napi::Env env, bool value) {
return Napi::Boolean::New(env, value);
}
inline Napi::Value ToValue(Napi::Env env, const char* value) {
return Napi::String::New(env, value);
}
inline Napi::Value ToValue(Napi::Env env, const std::string& value) {
return Napi::String::New(env, value);
}
inline Napi::Value ToValue(Napi::Env env, char* value) {
return Napi::String::New(env, value);
}
inline Napi::Value ToValue(Napi::Env env, int value) {
return Napi::Number::New(env, value);
}
inline Napi::Value ToValue(Napi::Env env, unsigned int value) {
return Napi::Number::New(env, value);
}
inline Napi::Value ToValue(Napi::Env env, long value) {
return Napi::Number::New(env, value);
}
inline Napi::Value ToValue(Napi::Env env, double value) {
return Napi::Number::New(env, value);
}
inline Napi::Value ToValue(Napi::Env env, float value) {
return Napi::Number::New(env, value);
}
inline Napi::Value ToValue(Napi::Env env, void * value) {
return Napi::Number::New(env, (int64_t) value);
}
inline Napi::Value ToValue(Napi::Env env, unsigned long long value) {
return Napi::BigInt::New(env, (uint64_t) value);
}
inline float floatFromValue(const Napi::CallbackInfo& info, int index) {
return info[index].As<Napi::Number>().FloatValue();
}
inline int intFromValue(const Napi::CallbackInfo& info, int index) {
return info[index].As<Napi::Number>().Int32Value();
}
inline double doubleFromValue(const Napi::CallbackInfo& info, int index) {
return info[index].As<Napi::Number>().DoubleValue();
}
uintptr_t pointerFromValue(const Napi::CallbackInfo& info, int index) {
if (info[index].IsBuffer()) {
return (uintptr_t) info[index].As<Napi::Buffer<char>>().Data();
}
if (info[index].IsTypedArray()) {
Napi::TypedArray typedArray = info[index].As<Napi::TypedArray>();
Napi::ArrayBuffer buffer = typedArray.ArrayBuffer();
return (uintptr_t) ((unsigned char*)buffer.Data() + typedArray.ByteOffset());
}
if (info[index].IsArrayBuffer()) {
return (uintptr_t) info[index].As<Napi::ArrayBuffer>().Data();
}
if (info[index].IsDataView()) {
Napi::DataView dataView = info[index].As<Napi::DataView>();
Napi::ArrayBuffer buffer = dataView.ArrayBuffer();
return (uintptr_t) ((unsigned char*)buffer.Data() + dataView.ByteOffset());
}
return (uintptr_t) info[index].As<Napi::Number>().Int64Value();
}
inline unsigned char unsignedcharFromValue(const Napi::CallbackInfo& info, int index) {
return info[index].As<Napi::Number>().Uint32Value();
}
inline unsigned int unsignedintFromValue(const Napi::CallbackInfo& info, int index) {
return info[index].As<Napi::Number>().Uint32Value();
}
inline unsigned long long unsignedlonglongFromValue(const Napi::CallbackInfo& info, int index) {
return (unsigned long long) info[index].As<Napi::BigInt>().Uint64Value(0);
}
inline bool boolFromValue(const Napi::CallbackInfo& info, int index) {
return info[index].As<Napi::Boolean>();
}
inline const char * stringFromValue(const Napi::CallbackInfo& info, int index) {
std::string val = info[index].As<Napi::String>().Utf8Value();
const std::string::size_type size = val.size();
char *buffer = new char[size + 1]; //we need extra char for NUL
memcpy(buffer, val.c_str(), size + 1);
return buffer;
}
inline char charFromValue(const Napi::CallbackInfo& info, int index) {
return info[index].As<Napi::Number>().Uint32Value();
}
// exception for this constructor, which has different input depending on platform
inline rlVertexBuffer rlVertexBufferFromValue(const Napi::CallbackInfo& info, int index) {
return {
intFromValue(info, index + 0), // elementCount
(float *) pointerFromValue(info, index + 1), // vertices
(float *) pointerFromValue(info, index + 2), // texcoords
(float *) pointerFromValue(info, index + 3), // normals
(unsigned char*) pointerFromValue(info, index + 4), // colors
#if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_33)
(unsigned int*) pointerFromValue(info, index + 5), // indices
#endif
#if defined(GRAPHICS_API_OPENGL_ES2)
(unsigned short *) pointerFromValue(info, index + 5), // indices
#endif
unsignedintFromValue(info, index + 6), // vaoId
{unsignedintFromValue(info, index + 7), unsignedintFromValue(info, index + 8), unsignedintFromValue(info, index + 9), unsignedintFromValue(info, index + 10), unsignedintFromValue(info, index + 11)} // vboId[5]
};
}
// Convert structs from Napi::Values in info[] arguments
inline Vector2 Vector2FromValue(const Napi::CallbackInfo& info, int index) {
return {
floatFromValue(info, index + 0),
floatFromValue(info, index + 1)
};
}
inline Vector3 Vector3FromValue(const Napi::CallbackInfo& info, int index) {
return {
floatFromValue(info, index + 0),
floatFromValue(info, index + 1),
floatFromValue(info, index + 2)
};
}
inline Vector4 Vector4FromValue(const Napi::CallbackInfo& info, int index) {
return {
floatFromValue(info, index + 0),
floatFromValue(info, index + 1),
floatFromValue(info, index + 2),
floatFromValue(info, index + 3)
};
}
inline Matrix MatrixFromValue(const Napi::CallbackInfo& info, int index) {
return {
floatFromValue(info, index + 0),
floatFromValue(info, index + 1),
floatFromValue(info, index + 2),
floatFromValue(info, index + 3),
floatFromValue(info, index + 4),
floatFromValue(info, index + 5),
floatFromValue(info, index + 6),
floatFromValue(info, index + 7),
floatFromValue(info, index + 8),
floatFromValue(info, index + 9),
floatFromValue(info, index + 10),
floatFromValue(info, index + 11),
floatFromValue(info, index + 12),
floatFromValue(info, index + 13),
floatFromValue(info, index + 14),
floatFromValue(info, index + 15)
};
}
inline Color ColorFromValue(const Napi::CallbackInfo& info, int index) {
return {
unsignedcharFromValue(info, index + 0),
unsignedcharFromValue(info, index + 1),
unsignedcharFromValue(info, index + 2),
unsignedcharFromValue(info, index + 3)
};
}
inline Rectangle RectangleFromValue(const Napi::CallbackInfo& info, int index) {
return {
floatFromValue(info, index + 0),
floatFromValue(info, index + 1),
floatFromValue(info, index + 2),
floatFromValue(info, index + 3)
};
}
inline Image ImageFromValue(const Napi::CallbackInfo& info, int index) {
return {
(void *) pointerFromValue(info, index + 0),
intFromValue(info, index + 1),
intFromValue(info, index + 2),
intFromValue(info, index + 3),
intFromValue(info, index + 4)
};
}
inline Texture TextureFromValue(const Napi::CallbackInfo& info, int index) {
return {
unsignedintFromValue(info, index + 0),
intFromValue(info, index + 1),
intFromValue(info, index + 2),
intFromValue(info, index + 3),
intFromValue(info, index + 4)
};
}
inline RenderTexture RenderTextureFromValue(const Napi::CallbackInfo& info, int index) {
return {
unsignedintFromValue(info, index + 0),
TextureFromValue(info, index + 1),
TextureFromValue(info, index + 6)
};
}
inline NPatchInfo NPatchInfoFromValue(const Napi::CallbackInfo& info, int index) {
return {
RectangleFromValue(info, index + 0),
intFromValue(info, index + 4),
intFromValue(info, index + 5),
intFromValue(info, index + 6),
intFromValue(info, index + 7),
intFromValue(info, index + 8)
};
}
inline GlyphInfo GlyphInfoFromValue(const Napi::CallbackInfo& info, int index) {
return {
intFromValue(info, index + 0),
intFromValue(info, index + 1),
intFromValue(info, index + 2),
intFromValue(info, index + 3),
ImageFromValue(info, index + 4)
};
}
inline Font FontFromValue(const Napi::CallbackInfo& info, int index) {
return {
intFromValue(info, index + 0),
intFromValue(info, index + 1),
intFromValue(info, index + 2),
TextureFromValue(info, index + 3),
(Rectangle *) pointerFromValue(info, index + 8),
(GlyphInfo *) pointerFromValue(info, index + 9)
};
}
inline Camera3D Camera3DFromValue(const Napi::CallbackInfo& info, int index) {
return {
Vector3FromValue(info, index + 0),
Vector3FromValue(info, index + 3),
Vector3FromValue(info, index + 6),
floatFromValue(info, index + 9),
intFromValue(info, index + 10)
};
}
inline Camera2D Camera2DFromValue(const Napi::CallbackInfo& info, int index) {
return {
Vector2FromValue(info, index + 0),
Vector2FromValue(info, index + 2),
floatFromValue(info, index + 4),
floatFromValue(info, index + 5)
};
}
inline Mesh MeshFromValue(const Napi::CallbackInfo& info, int index) {
return {
intFromValue(info, index + 0),
intFromValue(info, index + 1),
(float *) pointerFromValue(info, index + 2),
(float *) pointerFromValue(info, index + 3),
(float *) pointerFromValue(info, index + 4),
(float *) pointerFromValue(info, index + 5),
(float *) pointerFromValue(info, index + 6),
(unsigned char *) pointerFromValue(info, index + 7),
(unsigned short *) pointerFromValue(info, index + 8),
(float *) pointerFromValue(info, index + 9),
(float *) pointerFromValue(info, index + 10),
(unsigned char *) pointerFromValue(info, index + 11),
(float *) pointerFromValue(info, index + 12),
(Matrix *) pointerFromValue(info, index + 13),
intFromValue(info, index + 14),
unsignedintFromValue(info, index + 15),
(unsigned int *) pointerFromValue(info, index + 16)
};
}
inline Shader ShaderFromValue(const Napi::CallbackInfo& info, int index) {
return {
unsignedintFromValue(info, index + 0),
(int *) pointerFromValue(info, index + 1)
};
}
inline MaterialMap MaterialMapFromValue(const Napi::CallbackInfo& info, int index) {
return {
TextureFromValue(info, index + 0),
ColorFromValue(info, index + 5),
floatFromValue(info, index + 9)
};
}
inline Transform TransformFromValue(const Napi::CallbackInfo& info, int index) {
return {
Vector3FromValue(info, index + 0),
Vector4FromValue(info, index + 3),
Vector3FromValue(info, index + 7)
};
}
inline Model ModelFromValue(const Napi::CallbackInfo& info, int index) {
return {
MatrixFromValue(info, index + 0),
intFromValue(info, index + 16),
intFromValue(info, index + 17),
(Mesh *) pointerFromValue(info, index + 18),
(Material *) pointerFromValue(info, index + 19),
(int *) pointerFromValue(info, index + 20),
intFromValue(info, index + 21),
(BoneInfo *) pointerFromValue(info, index + 22),
(Transform *) pointerFromValue(info, index + 23)
};
}
inline Ray RayFromValue(const Napi::CallbackInfo& info, int index) {
return {
Vector3FromValue(info, index + 0),
Vector3FromValue(info, index + 3)
};
}
inline RayCollision RayCollisionFromValue(const Napi::CallbackInfo& info, int index) {
return {
boolFromValue(info, index + 0),
floatFromValue(info, index + 1),
Vector3FromValue(info, index + 2),
Vector3FromValue(info, index + 5)
};
}
inline BoundingBox BoundingBoxFromValue(const Napi::CallbackInfo& info, int index) {
return {
Vector3FromValue(info, index + 0),
Vector3FromValue(info, index + 3)
};
}
inline Wave WaveFromValue(const Napi::CallbackInfo& info, int index) {
return {
unsignedintFromValue(info, index + 0),
unsignedintFromValue(info, index + 1),
unsignedintFromValue(info, index + 2),
unsignedintFromValue(info, index + 3),
(void *) pointerFromValue(info, index + 4)
};
}
inline AudioStream AudioStreamFromValue(const Napi::CallbackInfo& info, int index) {
return {
(rAudioBuffer *) pointerFromValue(info, index + 0),
(rAudioProcessor *) pointerFromValue(info, index + 1),
unsignedintFromValue(info, index + 2),
unsignedintFromValue(info, index + 3),
unsignedintFromValue(info, index + 4)
};
}
inline Sound SoundFromValue(const Napi::CallbackInfo& info, int index) {
return {
AudioStreamFromValue(info, index + 0),
unsignedintFromValue(info, index + 5)
};
}
inline Music MusicFromValue(const Napi::CallbackInfo& info, int index) {
return {
AudioStreamFromValue(info, index + 0),
unsignedintFromValue(info, index + 5),
boolFromValue(info, index + 6),
intFromValue(info, index + 7),
(void *) pointerFromValue(info, index + 8)
};
}
inline FilePathList FilePathListFromValue(const Napi::CallbackInfo& info, int index) {
return {
unsignedintFromValue(info, index + 0),
unsignedintFromValue(info, index + 1),
(char **) pointerFromValue(info, index + 2)
};
}
inline AutomationEventList AutomationEventListFromValue(const Napi::CallbackInfo& info, int index) {
return {
unsignedintFromValue(info, index + 0),
unsignedintFromValue(info, index + 1),
(AutomationEvent *) pointerFromValue(info, index + 2)
};
}
inline rlDrawCall rlDrawCallFromValue(const Napi::CallbackInfo& info, int index) {
return {
intFromValue(info, index + 0),
intFromValue(info, index + 1),
intFromValue(info, index + 2),
unsignedintFromValue(info, index + 3)
};
}
inline rlRenderBatch rlRenderBatchFromValue(const Napi::CallbackInfo& info, int index) {
return {
intFromValue(info, index + 0),
intFromValue(info, index + 1),
(rlVertexBuffer *) pointerFromValue(info, index + 2),
(rlDrawCall *) pointerFromValue(info, index + 3),
intFromValue(info, index + 4),
floatFromValue(info, index + 5)
};
}
// Convert structs to Napi::Objects for output to JS
inline Napi::Value ToValue(Napi::Env env, Vector2 obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("x", ToValue(env, obj.x));
out.Set("y", ToValue(env, obj.y));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Vector3 obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("x", ToValue(env, obj.x));
out.Set("y", ToValue(env, obj.y));
out.Set("z", ToValue(env, obj.z));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Vector4 obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("x", ToValue(env, obj.x));
out.Set("y", ToValue(env, obj.y));
out.Set("z", ToValue(env, obj.z));
out.Set("w", ToValue(env, obj.w));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Matrix obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("m0", ToValue(env, obj.m0));
out.Set("m4", ToValue(env, obj.m4));
out.Set("m8", ToValue(env, obj.m8));
out.Set("m12", ToValue(env, obj.m12));
out.Set("m1", ToValue(env, obj.m1));
out.Set("m5", ToValue(env, obj.m5));
out.Set("m9", ToValue(env, obj.m9));
out.Set("m13", ToValue(env, obj.m13));
out.Set("m2", ToValue(env, obj.m2));
out.Set("m6", ToValue(env, obj.m6));
out.Set("m10", ToValue(env, obj.m10));
out.Set("m14", ToValue(env, obj.m14));
out.Set("m3", ToValue(env, obj.m3));
out.Set("m7", ToValue(env, obj.m7));
out.Set("m11", ToValue(env, obj.m11));
out.Set("m15", ToValue(env, obj.m15));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Color obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("r", ToValue(env, obj.r));
out.Set("g", ToValue(env, obj.g));
out.Set("b", ToValue(env, obj.b));
out.Set("a", ToValue(env, obj.a));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Rectangle obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("x", ToValue(env, obj.x));
out.Set("y", ToValue(env, obj.y));
out.Set("width", ToValue(env, obj.width));
out.Set("height", ToValue(env, obj.height));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Image obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("data", ToValue(env, obj.data));
out.Set("width", ToValue(env, obj.width));
out.Set("height", ToValue(env, obj.height));
out.Set("mipmaps", ToValue(env, obj.mipmaps));
out.Set("format", ToValue(env, obj.format));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Texture obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("id", ToValue(env, obj.id));
out.Set("width", ToValue(env, obj.width));
out.Set("height", ToValue(env, obj.height));
out.Set("mipmaps", ToValue(env, obj.mipmaps));
out.Set("format", ToValue(env, obj.format));
return out;
}
inline Napi::Value ToValue(Napi::Env env, RenderTexture obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("id", ToValue(env, obj.id));
out.Set("texture", ToValue(env, obj.texture));
out.Set("depth", ToValue(env, obj.depth));
return out;
}
inline Napi::Value ToValue(Napi::Env env, NPatchInfo obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("source", ToValue(env, obj.source));
out.Set("left", ToValue(env, obj.left));
out.Set("top", ToValue(env, obj.top));
out.Set("right", ToValue(env, obj.right));
out.Set("bottom", ToValue(env, obj.bottom));
out.Set("layout", ToValue(env, obj.layout));
return out;
}
inline Napi::Value ToValue(Napi::Env env, GlyphInfo obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("value", ToValue(env, obj.value));
out.Set("offsetX", ToValue(env, obj.offsetX));
out.Set("offsetY", ToValue(env, obj.offsetY));
out.Set("advanceX", ToValue(env, obj.advanceX));
out.Set("image", ToValue(env, obj.image));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Font obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("baseSize", ToValue(env, obj.baseSize));
out.Set("glyphCount", ToValue(env, obj.glyphCount));
out.Set("glyphPadding", ToValue(env, obj.glyphPadding));
out.Set("texture", ToValue(env, obj.texture));
out.Set("recs", ToValue(env, obj.recs));
out.Set("glyphs", ToValue(env, obj.glyphs));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Camera3D obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("position", ToValue(env, obj.position));
out.Set("target", ToValue(env, obj.target));
out.Set("up", ToValue(env, obj.up));
out.Set("fovy", ToValue(env, obj.fovy));
out.Set("projection", ToValue(env, obj.projection));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Camera2D obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("offset", ToValue(env, obj.offset));
out.Set("target", ToValue(env, obj.target));
out.Set("rotation", ToValue(env, obj.rotation));
out.Set("zoom", ToValue(env, obj.zoom));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Mesh obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("vertexCount", ToValue(env, obj.vertexCount));
out.Set("triangleCount", ToValue(env, obj.triangleCount));
out.Set("vertices", ToValue(env, obj.vertices));
out.Set("texcoords", ToValue(env, obj.texcoords));
out.Set("texcoords2", ToValue(env, obj.texcoords2));
out.Set("normals", ToValue(env, obj.normals));
out.Set("tangents", ToValue(env, obj.tangents));
out.Set("colors", ToValue(env, obj.colors));
out.Set("indices", ToValue(env, obj.indices));
out.Set("animVertices", ToValue(env, obj.animVertices));
out.Set("animNormals", ToValue(env, obj.animNormals));
out.Set("boneIds", ToValue(env, obj.boneIds));
out.Set("boneWeights", ToValue(env, obj.boneWeights));
out.Set("boneMatrices", ToValue(env, obj.boneMatrices));
out.Set("boneCount", ToValue(env, obj.boneCount));
out.Set("vaoId", ToValue(env, obj.vaoId));
out.Set("vboId", ToValue(env, obj.vboId));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Shader obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("id", ToValue(env, obj.id));
out.Set("locs", ToValue(env, obj.locs));
return out;
}
inline Napi::Value ToValue(Napi::Env env, MaterialMap obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("texture", ToValue(env, obj.texture));
out.Set("color", ToValue(env, obj.color));
out.Set("value", ToValue(env, obj.value));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Transform obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("translation", ToValue(env, obj.translation));
out.Set("rotation", ToValue(env, obj.rotation));
out.Set("scale", ToValue(env, obj.scale));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Model obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("transform", ToValue(env, obj.transform));
out.Set("meshCount", ToValue(env, obj.meshCount));
out.Set("materialCount", ToValue(env, obj.materialCount));
out.Set("meshes", ToValue(env, obj.meshes));
out.Set("materials", ToValue(env, obj.materials));
out.Set("meshMaterial", ToValue(env, obj.meshMaterial));
out.Set("boneCount", ToValue(env, obj.boneCount));
out.Set("bones", ToValue(env, obj.bones));
out.Set("bindPose", ToValue(env, obj.bindPose));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Ray obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("position", ToValue(env, obj.position));
out.Set("direction", ToValue(env, obj.direction));
return out;
}
inline Napi::Value ToValue(Napi::Env env, RayCollision obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("hit", ToValue(env, obj.hit));
out.Set("distance", ToValue(env, obj.distance));
out.Set("point", ToValue(env, obj.point));
out.Set("normal", ToValue(env, obj.normal));
return out;
}
inline Napi::Value ToValue(Napi::Env env, BoundingBox obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("min", ToValue(env, obj.min));
out.Set("max", ToValue(env, obj.max));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Wave obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("frameCount", ToValue(env, obj.frameCount));
out.Set("sampleRate", ToValue(env, obj.sampleRate));
out.Set("sampleSize", ToValue(env, obj.sampleSize));
out.Set("channels", ToValue(env, obj.channels));
out.Set("data", ToValue(env, obj.data));
return out;
}
inline Napi::Value ToValue(Napi::Env env, AudioStream obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("buffer", ToValue(env, obj.buffer));
out.Set("processor", ToValue(env, obj.processor));
out.Set("sampleRate", ToValue(env, obj.sampleRate));
out.Set("sampleSize", ToValue(env, obj.sampleSize));
out.Set("channels", ToValue(env, obj.channels));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Sound obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("stream", ToValue(env, obj.stream));
out.Set("frameCount", ToValue(env, obj.frameCount));
return out;
}
inline Napi::Value ToValue(Napi::Env env, Music obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("stream", ToValue(env, obj.stream));
out.Set("frameCount", ToValue(env, obj.frameCount));
out.Set("looping", ToValue(env, obj.looping));
out.Set("ctxType", ToValue(env, obj.ctxType));
out.Set("ctxData", ToValue(env, obj.ctxData));
return out;
}
inline Napi::Value ToValue(Napi::Env env, FilePathList obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("capacity", ToValue(env, obj.capacity));
out.Set("count", ToValue(env, obj.count));
out.Set("paths", ToValue(env, obj.paths));
return out;
}
inline Napi::Value ToValue(Napi::Env env, AutomationEventList obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("capacity", ToValue(env, obj.capacity));
out.Set("count", ToValue(env, obj.count));
out.Set("events", ToValue(env, obj.events));
return out;
}
inline Napi::Value ToValue(Napi::Env env, rlVertexBuffer obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("elementCount", ToValue(env, obj.elementCount));
out.Set("vertices", ToValue(env, obj.vertices));
out.Set("texcoords", ToValue(env, obj.texcoords));
out.Set("normals", ToValue(env, obj.normals));
out.Set("indices", ToValue(env, obj.indices));
out.Set("vaoId", ToValue(env, obj.vaoId));
out.Set("vaoId", ToValue(env, obj.vaoId));
out.Set("vboId", ToValue(env, obj.vboId));
return out;
}
inline Napi::Value ToValue(Napi::Env env, rlDrawCall obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("mode", ToValue(env, obj.mode));
out.Set("vertexCount", ToValue(env, obj.vertexCount));
out.Set("vertexAlignment", ToValue(env, obj.vertexAlignment));
out.Set("textureId", ToValue(env, obj.textureId));
return out;
}
inline Napi::Value ToValue(Napi::Env env, rlRenderBatch obj) {
Napi::Object out = Napi::Object::New(env);
out.Set("bufferCount", ToValue(env, obj.bufferCount));
out.Set("currentBuffer", ToValue(env, obj.currentBuffer));
out.Set("vertexBuffer", ToValue(env, obj.vertexBuffer));
out.Set("draws", ToValue(env, obj.draws));
out.Set("drawCounter", ToValue(env, obj.drawCounter));
out.Set("currentDepth", ToValue(env, obj.currentDepth));
return out;
}
inline Texture2D Texture2DFromValue(const Napi::CallbackInfo& info, int index) {
return (Texture2D) TextureFromValue(info, index);
}
inline RenderTexture2D RenderTexture2DFromValue(const Napi::CallbackInfo& info, int index) {
return (RenderTexture2D) RenderTextureFromValue(info, index);
}
inline Camera CameraFromValue(const Napi::CallbackInfo& info, int index) {
return Camera3DFromValue(info, index);
}
inline AutomationEvent AutomationEventFromValue(const Napi::CallbackInfo &info, int index)
{
return {
unsignedintFromValue(info, index + 0),
unsignedintFromValue(info, index + 1),
{intFromValue(info, index + 2), intFromValue(info, index + 3), intFromValue(info, index + 4), intFromValue(info, index + 5)},
};
}
inline ModelAnimation ModelAnimationFromValue(const Napi::CallbackInfo& info, int index) {
return {
intFromValue(info, index + 0),
intFromValue(info, index + 1),
(BoneInfo *) pointerFromValue(info, index + 2),
(Transform **) pointerFromValue(info, index + 3),
charFromValue(info ,index+4)
};
}
// Raylib API function bindings
Napi::Value BindWindowShouldClose(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
WindowShouldClose(
)
);
}
Napi::Value BindIsWindowReady(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
IsWindowReady(
)
);
}
Napi::Value BindIsWindowFullscreen(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
IsWindowFullscreen(
)
);
}
Napi::Value BindIsWindowHidden(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
IsWindowHidden(
)
);
}
Napi::Value BindIsWindowMinimized(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
IsWindowMinimized(
)
);
}
Napi::Value BindIsWindowMaximized(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
IsWindowMaximized(
)
);
}
Napi::Value BindIsWindowFocused(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
IsWindowFocused(
)
);
}
Napi::Value BindIsWindowResized(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
IsWindowResized(
)
);
}
Napi::Value BindIsWindowState(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
IsWindowState(
unsignedintFromValue(info, 0)
)
);
}
Napi::Value BindGetWindowHandle(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetWindowHandle(
)
);
}
Napi::Value BindGetScreenWidth(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetScreenWidth(
)
);
}
Napi::Value BindGetScreenHeight(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetScreenHeight(
)
);
}
Napi::Value BindGetRenderWidth(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetRenderWidth(
)
);
}
Napi::Value BindGetRenderHeight(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetRenderHeight(
)
);
}
Napi::Value BindGetMonitorCount(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetMonitorCount(
)
);
}
Napi::Value BindGetCurrentMonitor(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetCurrentMonitor(
)
);
}
Napi::Value BindGetMonitorPosition(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetMonitorPosition(
intFromValue(info, 0)
)
);
}
Napi::Value BindGetMonitorWidth(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetMonitorWidth(
intFromValue(info, 0)
)
);
}
Napi::Value BindGetMonitorHeight(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetMonitorHeight(
intFromValue(info, 0)
)
);
}
Napi::Value BindGetMonitorPhysicalWidth(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetMonitorPhysicalWidth(
intFromValue(info, 0)
)
);
}
Napi::Value BindGetMonitorPhysicalHeight(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetMonitorPhysicalHeight(
intFromValue(info, 0)
)
);
}
Napi::Value BindGetMonitorRefreshRate(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetMonitorRefreshRate(
intFromValue(info, 0)
)
);
}
Napi::Value BindGetWindowPosition(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetWindowPosition(
)
);
}
Napi::Value BindGetWindowScaleDPI(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetWindowScaleDPI(
)
);
}
Napi::Value BindGetMonitorName(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetMonitorName(
intFromValue(info, 0)
)
);
}
Napi::Value BindGetClipboardText(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetClipboardText(
)
);
}
Napi::Value BindGetClipboardImage(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
GetClipboardImage(
)
);
}
Napi::Value BindIsCursorHidden(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
IsCursorHidden(
)
);
}
Napi::Value BindIsCursorOnScreen(const Napi::CallbackInfo& info) {
return ToValue(info.Env(),
IsCursorOnScreen(