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$Wave$,
};