allocators property

Map<String, RaylibTempAllocatorBase<RaylibTempBase<RaylibBase>, dynamic, dynamic>> get allocators

All built-in allocators keyed by name, iterated during dispose.

Implementation

Map<String, RaylibTempAllocatorBase> get allocators => {
  String$.name: String$,

  Bool$.name: Bool$,
  Ptr$Bool$.name: Ptr$Bool$,

  Int$.name: Int$,
  Ptr$Int$.name: Ptr$Int$,
  UnsignedInt$.name: UnsignedInt$,
  Ptr$UnsignedInt$.name: Ptr$UnsignedInt$,
  Int8$.name: Int8$,
  Ptr$Int8$.name: Ptr$Int8$,
  Uint8$.name: Uint8$,
  Ptr$Uint8$.name: Ptr$Uint8$,
  Int16$.name: Int16$,
  Ptr$Int16$.name: Ptr$Int16$,
  Uint16$.name: Uint16$,
  Ptr$Uint16$.name: Ptr$Uint16$,
  Int32$.name: Int32$,
  Ptr$Int32$.name: Ptr$Int32$,
  Uint32$.name: Uint32$,
  Ptr$Uint32$.name: Ptr$Uint32$,
  Int64$.name: Int64$,
  Ptr$Int64$.name: Ptr$Int64$,
  Uint64$.name: Uint64$,
  Ptr$Uint64$.name: Ptr$Uint64$,
  Float32$.name: Float32$,
  Ptr$Float32$.name: Ptr$Float32$,
  Float64$.name: Float64$,
  Ptr$Float64$.name: Ptr$Float64$,
  Char$.name: Char$,
  Ptr$Char$.name: Ptr$Char$,
  UnsignedChar$.name: UnsignedChar$,
  Ptr$UnsignedChar$.name: Ptr$UnsignedChar$,
  UnsignedShort$.name: UnsignedShort$,
  Ptr$UnsignedShort$.name: Ptr$UnsignedShort$,
  Short$.name: Short$,
  Ptr$Short$.name: Ptr$Short$,

  AutomationEventList$.name: AutomationEventList$,
  Ptr$AutomationEventList$.name: Ptr$AutomationEventList$,
  AutomationEvent$.name: AutomationEvent$,
  Ptr$AutomationEvent$.name: Ptr$AutomationEvent$,
  AudioStream$.name: AudioStream$,
  Ptr$AudioStream$.name: Ptr$AudioStream$,
  BoneInfo$.name: BoneInfo$,
  Ptr$BoneInfo$.name: Ptr$BoneInfo$,
  BoundingBox$.name: BoundingBox$,
  Ptr$BoundingBox$.name: Ptr$BoundingBox$,
  Camera2D$.name: Camera2D$,
  Ptr$Camera2D$.name: Ptr$Camera2D$,
  Camera3D$.name: Camera3D$,
  Ptr$Camera3D$.name: Ptr$Camera3D$,
  Color$.name: Color$,
  Ptr$Color$.name: Ptr$Color$,
  FilePathList$.name: FilePathList$,
  Ptr$FilePathList$.name: Ptr$FilePathList$,
  Font$.name: Font$,
  Ptr$Font$.name: Ptr$Font$,
  GlyphInfo$.name: GlyphInfo$,
  Ptr$GlyphInfo$.name: Ptr$GlyphInfo$,
  Image$.name: Image$,
  Ptr$Image$.name: Ptr$Image$,
  Light$.name: Light$,
  Ptr$Light$.name: Ptr$Light$,
  Material$.name: Material$,
  Ptr$Material$.name: Ptr$Material$,
  MaterialMap$.name: MaterialMap$,
  Ptr$MaterialMap$.name: Ptr$MaterialMap$,
  Matrix$.name: Matrix$,
  Ptr$Matrix$.name: Ptr$Matrix$,
  Mesh$.name: Mesh$,
  Ptr$Mesh$.name: Ptr$Mesh$,
  Model$.name: Model$,
  Ptr$Model$.name: Ptr$Model$,
  ModelAnimation$.name: ModelAnimation$,
  Ptr$ModelAnimation$.name: Ptr$ModelAnimation$,
  Music$.name: Music$,
  Ptr$Music$.name: Ptr$Music$,
  NPatchInfo$.name: NPatchInfo$,
  Ptr$NPatchInfo$.name: Ptr$NPatchInfo$,
  Quaternion$.name: Quaternion$,
  Ptr$Quaternion$.name: Ptr$Quaternion$,
  Rectangle$.name: Rectangle$,
  Ptr$Rectangle$.name: Ptr$Rectangle$,
  RlDrawCall$.name: RlDrawCall$,
  Ptr$RlDrawCall$.name: Ptr$RlDrawCall$,
  RlRenderBatch$.name: RlRenderBatch$,
  Ptr$RlRenderBatch$.name: Ptr$RlRenderBatch$,
  RlVertexBuffer$.name: RlVertexBuffer$,
  Ptr$RlVertexBuffer$.name: Ptr$RlVertexBuffer$,
  Ray$.name: Ray$,
  Ptr$Ray$.name: Ptr$Ray$,
  RayCollision$.name: RayCollision$,
  Ptr$RayCollision$.name: Ptr$RayCollision$,
  RenderTexture$.name: RenderTexture$,
  Ptr$RenderTexture$.name: Ptr$RenderTexture$,
  Shader$.name: Shader$,
  Ptr$Shader$.name: Ptr$Shader$,
  Sound$.name: Sound$,
  Ptr$Sound$.name: Ptr$Sound$,
  Texture$.name: Texture$,
  Ptr$Texture$.name: Ptr$Texture$,
  Transform$.name: Transform$,
  Ptr$Transform$.name: Ptr$Transform$,
  Vector2$.name: Vector2$,
  Ptr$Vector2$.name: Ptr$Vector2$,
  Vector3$.name: Vector3$,
  Ptr$Vector3$.name: Ptr$Vector3$,
  Vector4$.name: Vector4$,
  Ptr$Vector4$.name: Ptr$Vector4$,
  VrDeviceInfo$.name: VrDeviceInfo$,
  Ptr$VrDeviceInfo$.name: Ptr$VrDeviceInfo$,
  VrStereoConfig$.name: VrStereoConfig$,
  Ptr$VrStereoConfig$.name: Ptr$VrStereoConfig$,
  Wave$.name: Wave$,
  Ptr$Wave$.name: Ptr$Wave$,
};