load method
Override to perform one-time module initialization. Called by doLoad.
Implementation
@override
void load() {
super.load();
TypedDataList$ = .new(this);
String$ = .new(this, 'String\$',
slotCount: options.stringCount,
);
Bool$ = .new(this, 'Bool\$',
byteSize: WasmSize.Int32,
pointerFactory: WasmBoolPointer.new,
printerFunc: (ptr) => ptr.value.toString(),
);
Ptr$Bool$ = .new(this, 'Ptr\$Bool\$',
pointerFactory: (ptr) => .new(ptr, Bool$.pointerFactory),
rawArrayFunc: Bool$.RawArray,
);
Int8$ = WasmLitIntAlloc(this, 'Int8\$',
byteSize: WasmSize.Int8,
pointerFactory: WasmInt8Pointer.new,
fromList: (list) => .fromList(list.cast<int>().toList()),
asView: (ptr, len) => WasmMemory.heapI8.buffer.asInt8List(ptr, len),
fromBuffer: (buf, offset, len) => buf.asInt8List(offset, len),
);
Ptr$Int8$ = .new(this, 'Ptr\$Int8\$',
pointerFactory: (ptr) => .new(ptr, Int8$.pointerFactory),
rawArrayFunc: Int8$.RawArray,
);
Uint8$ = WasmLitIntAlloc(this, 'Uint8\$',
byteSize: WasmSize.Uint8,
pointerFactory: WasmUint8Pointer.new,
fromList: (list) => .fromList(list.cast<int>().toList()),
asView: (ptr, len) => WasmMemory.heapU8.buffer.asUint8List(ptr, len),
fromBuffer: (buf, offset, len) => buf.asUint8List(offset, len),
);
Ptr$Uint8$ = .new(this, 'Ptr\$Uint8\$',
pointerFactory: (ptr) => .new(ptr, Uint8$.pointerFactory),
rawArrayFunc: Uint8$.RawArray,
);
Int16$ = WasmLitIntAlloc(this, 'Int16\$',
byteSize: WasmSize.Int16,
pointerFactory: WasmInt16Pointer.new,
fromList: (list) => .fromList(list.cast<int>().toList()),
asView: (ptr, len) => WasmMemory.heapI16.buffer.asInt16List(ptr, len),
fromBuffer: (buf, offset, len) => buf.asInt16List(offset, len),
);
Ptr$Int16$ = .new(this, 'Ptr\$Int16\$',
pointerFactory: (ptr) => .new(ptr, Int16$.pointerFactory),
rawArrayFunc: Int16$.RawArray,
);
Uint16$ = WasmLitIntAlloc(this, 'Uint16\$',
byteSize: WasmSize.Uint16,
pointerFactory: WasmUint16Pointer.new,
fromList: (list) => .fromList(list.cast<int>().toList()),
asView: (ptr, len) => WasmMemory.heapU16.buffer.asUint16List(ptr, len),
fromBuffer: (buf, offset, len) => buf.asUint16List(offset, len),
);
Ptr$Uint16$ = .new(this, 'Ptr\$Uint16\$',
pointerFactory: (ptr) => .new(ptr, Uint16$.pointerFactory),
rawArrayFunc: Uint16$.RawArray,
);
Int32$ = WasmLitIntAlloc(this, 'Int32\$',
byteSize: WasmSize.Int32,
pointerFactory: WasmInt32Pointer.new,
fromList: (list) => .fromList(list.cast<int>().toList()),
asView: (ptr, len) => WasmMemory.heapI32.buffer.asInt32List(ptr, len),
fromBuffer: (buf, offset, len) => buf.asInt32List(offset, len),
);
Ptr$Int32$ = .new(this, 'Ptr\$Int32\$',
pointerFactory: (ptr) => .new(ptr, Int32$.pointerFactory),
rawArrayFunc: Int32$.RawArray,
);
Uint32$ = WasmLitIntAlloc(this, 'Uint32\$',
byteSize: WasmSize.Uint32,
pointerFactory: WasmUint32Pointer.new,
fromList: (list) => .fromList(list.cast<int>().toList()),
asView: (ptr, len) => WasmMemory.heapU32.buffer.asUint32List(ptr, len),
fromBuffer: (buf, offset, len) => buf.asUint32List(offset, len),
);
Ptr$Uint32$ = .new(this, 'Ptr\$Uint32\$',
pointerFactory: (ptr) => .new(ptr, Uint32$.pointerFactory),
rawArrayFunc: Uint32$.RawArray,
);
Int64$ = WasmLitIntAlloc(this, 'Int64\$',
byteSize: WasmSize.Int64,
pointerFactory: WasmInt64Pointer.new,
fromList: (list) => .fromList(list.cast<int>().toList()),
asView: (ptr, len) => WasmMemory.heapI64.buffer.asInt64List(ptr, len),
fromBuffer: (buf, offset, len) => buf.asInt64List(offset, len),
);
Ptr$Int64$ = .new(this, 'Ptr\$Int64\$',
pointerFactory: (ptr) => .new(ptr, Int64$.pointerFactory),
rawArrayFunc: Int64$.RawArray,
);
Uint64$ = WasmLitIntAlloc(this, 'Uint64\$',
byteSize: WasmSize.Uint64,
pointerFactory: WasmUint64Pointer.new,
fromList: (list) => .fromList(list.cast<int>().toList()),
asView: (ptr, len) => WasmMemory.heapU64.buffer.asUint64List(ptr, len),
fromBuffer: (buf, offset, len) => buf.asUint64List(offset, len),
);
Ptr$Uint64$ = .new(this, 'Ptr\$Uint64\$',
pointerFactory: (ptr) => .new(ptr, Uint64$.pointerFactory),
rawArrayFunc: Uint64$.RawArray,
);
Float32$ = WasmLitFloatAlloc(this, 'Float32\$',
byteSize: WasmSize.Float32,
pointerFactory: WasmFloat32Pointer.new,
fromList: (list) => .fromList(list.cast<double>().toList()),
asView: (ptr, len) => WasmMemory.heapF32.buffer.asFloat32List(ptr, len),
fromBuffer: (buf, offset, len) => buf.asFloat32List(offset, len),
);
Ptr$Float32$ = .new(this, 'Ptr\$Float32\$',
pointerFactory: (ptr) => .new(ptr, Float32$.pointerFactory),
rawArrayFunc: Float32$.RawArray,
);
Float64$ = WasmLitFloatAlloc(this, 'Float64\$',
byteSize: WasmSize.Float64,
pointerFactory: WasmFloat64Pointer.new,
fromList: (list) => .fromList(list.cast<double>().toList()),
asView: (ptr, len) => WasmMemory.heapF64.buffer.asFloat64List(ptr, len),
fromBuffer: (buf, offset, len) => buf.asFloat64List(offset, len),
);
Ptr$Float64$ = .new(this, 'Ptr\$Float64\$',
pointerFactory: (ptr) => .new(ptr, Float64$.pointerFactory),
rawArrayFunc: Float64$.RawArray,
);
AudioStream$ = .new(this, 'AudioStream\$',
byteSize: AudioStreamD.byteSize,
factory: AudioStreamD.new
);
Ptr$AudioStream$ = .new(this, 'Ptr\$AudioStream\$',
pointerFactory: (ptr) => .new(ptr, AudioStream$.pointerFactory),
valueFunc: AudioStream$.Value,
rawArrayFunc: AudioStream$.RawArray,
);
AutomationEventList$ = .new(this, 'AutomationEventList\$',
byteSize: AutomationEventListD.byteSize,
factory: AutomationEventListD.new
);
Ptr$AutomationEventList$ = .new(this, 'Ptr\$AutomationEventList\$',
pointerFactory: (ptr) => .new(ptr, AutomationEventList$.pointerFactory),
valueFunc: AutomationEventList$.Value,
rawArrayFunc: AutomationEventList$.RawArray,
);
AutomationEvent$ = .new(this, 'AutomationEvent\$',
byteSize: AutomationEventD.byteSize,
factory: AutomationEventD.new
);
Ptr$AutomationEvent$ = .new(this, 'Ptr\$AutomationEvent\$',
pointerFactory: (ptr) => .new(ptr, AutomationEvent$.pointerFactory),
valueFunc: AutomationEvent$.Value,
rawArrayFunc: AutomationEvent$.RawArray,
);
BoneInfo$ = .new(this, 'BoneInfo\$',
byteSize: BoneInfoD.byteSize,
factory: BoneInfoD.new
);
Ptr$BoneInfo$ = .new(this, 'Ptr\$BoneInfo\$',
pointerFactory: (ptr) => .new(ptr, BoneInfo$.pointerFactory),
valueFunc: BoneInfo$.Value,
rawArrayFunc: BoneInfo$.RawArray,
);
BoundingBox$ = .new(this, 'BoundingBox\$',
byteSize: BoundingBoxD.byteSize,
factory: BoundingBoxD.new
);
Ptr$BoundingBox$ = .new(this, 'Ptr\$BoundingBox\$',
pointerFactory: (ptr) => .new(ptr, BoundingBox$.pointerFactory),
valueFunc: BoundingBox$.Value,
rawArrayFunc: BoundingBox$.RawArray,
);
Camera2D$ = .new(this, 'Camera2D\$',
byteSize: Camera2DD.byteSize,
factory: Camera2DD.new
);
Ptr$Camera2D$ = .new(this, 'Ptr\$Camera2D\$',
pointerFactory: (ptr) => .new(ptr, Camera2D$.pointerFactory),
valueFunc: Camera2D$.Value,
rawArrayFunc: Camera2D$.RawArray,
);
Camera3D$ = .new(this, 'Camera3D\$',
byteSize: Camera3DD.byteSize,
factory: Camera3DD.new
);
Ptr$Camera3D$ = .new(this, 'Ptr\$Camera3D\$',
pointerFactory: (ptr) => .new(ptr, Camera3D$.pointerFactory),
valueFunc: Camera3D$.Value,
rawArrayFunc: Camera3D$.RawArray,
);
Color$ = .new(this, 'Color\$',
byteSize: ColorD.byteSize,
factory: ColorD.new
);
Ptr$Color$ = .new(this, 'Ptr\$Color\$',
pointerFactory: (ptr) => .new(ptr, Color$.pointerFactory),
valueFunc: Color$.Value,
rawArrayFunc: Color$.RawArray,
);
FilePathList$ = .new(this, 'FilePathList\$',
byteSize: FilePathListD.byteSize,
factory: FilePathListD.new
);
Ptr$FilePathList$ = .new(this, 'Ptr\$FilePathList\$',
pointerFactory: (ptr) => .new(ptr, FilePathList$.pointerFactory),
valueFunc: FilePathList$.Value,
rawArrayFunc: FilePathList$.RawArray,
);
Font$ = .new(this, 'Font\$',
byteSize: FontD.byteSize,
factory: FontD.new
);
Ptr$Font$ = .new(this, 'Ptr\$Font\$',
pointerFactory: (ptr) => .new(ptr, Font$.pointerFactory),
valueFunc: Font$.Value,
rawArrayFunc: Font$.RawArray,
);
GlyphInfo$ = .new(this, 'GlyphInfo\$',
byteSize: GlyphInfoD.byteSize,
factory: GlyphInfoD.new
);
Ptr$GlyphInfo$ = .new(this, 'Ptr\$GlyphInfo\$',
pointerFactory: (ptr) => .new(ptr, GlyphInfo$.pointerFactory),
valueFunc: GlyphInfo$.Value,
rawArrayFunc: GlyphInfo$.RawArray,
);
Image$ = .new(this, 'Image\$',
byteSize: ImageD.byteSize,
factory: ImageD.new
);
Ptr$Image$ = .new(this, 'Ptr\$Image\$',
pointerFactory: (ptr) => .new(ptr, Image$.pointerFactory),
valueFunc: Image$.Value,
rawArrayFunc: Image$.RawArray,
);
Light$ = .new(this, 'Light\$',
byteSize: LightD.byteSize,
factory: LightD.new
);
Ptr$Light$ = .new(this, 'Ptr\$Light\$',
pointerFactory: (ptr) => .new(ptr, Light$.pointerFactory),
valueFunc: Light$.Value,
rawArrayFunc: Light$.RawArray,
);
MaterialMap$ = .new(this, 'MaterialMap\$',
byteSize: MaterialMapD.byteSize,
factory: MaterialMapD.new
);
Ptr$MaterialMap$ = .new(this, 'Ptr\$MaterialMap\$',
pointerFactory: (ptr) => .new(ptr, MaterialMap$.pointerFactory),
valueFunc: MaterialMap$.Value,
rawArrayFunc: MaterialMap$.RawArray,
);
Material$ = .new(this, 'Material\$',
byteSize: MaterialD.byteSize,
factory: MaterialD.new
);
Ptr$Material$ = .new(this, 'Ptr\$Material\$',
pointerFactory: (ptr) => .new(ptr, Material$.pointerFactory),
valueFunc: Material$.Value,
rawArrayFunc: Material$.RawArray,
);
Matrix$ = .new(this, 'Matrix\$',
byteSize: MatrixD.byteSize,
factory: MatrixD.new
);
Ptr$Matrix$ = .new(this, 'Ptr\$Matrix\$',
pointerFactory: (ptr) => .new(ptr, Matrix$.pointerFactory),
valueFunc: Matrix$.Value,
rawArrayFunc: Matrix$.RawArray,
);
Mesh$ = .new(this, 'Mesh\$',
byteSize: MeshD.byteSize,
factory: MeshD.new
);
Ptr$Mesh$ = .new(this, 'Ptr\$Mesh\$',
pointerFactory: (ptr) => .new(ptr, Mesh$.pointerFactory),
valueFunc: Mesh$.Value,
rawArrayFunc: Mesh$.RawArray,
);
ModelAnimation$ = .new(this, 'ModelAnimation\$',
byteSize: ModelAnimationD.byteSize,
factory: ModelAnimationD.new
);
Ptr$ModelAnimation$ = .new(this, 'Ptr\$ModelAnimation\$',
pointerFactory: (ptr) => .new(ptr, ModelAnimation$.pointerFactory),
valueFunc: ModelAnimation$.Value,
rawArrayFunc: ModelAnimation$.RawArray,
);
Model$ = .new(this, 'Model\$',
byteSize: ModelD.byteSize,
factory: ModelD.new
);
Ptr$Model$ = .new(this, 'Ptr\$Model\$',
pointerFactory: (ptr) => .new(ptr, Model$.pointerFactory),
valueFunc: Model$.Value,
rawArrayFunc: Model$.RawArray,
);
Music$ = .new(this, 'Music\$',
byteSize: MusicD.byteSize,
factory: MusicD.new
);
Ptr$Music$ = .new(this, 'Ptr\$Music\$',
pointerFactory: (ptr) => .new(ptr, Music$.pointerFactory),
valueFunc: Music$.Value,
rawArrayFunc: Music$.RawArray,
);
NPatchInfo$ = .new(this, 'NPatchInfo\$',
byteSize: NPatchInfoD.byteSize,
factory: NPatchInfoD.new
);
Ptr$NPatchInfo$ = .new(this, 'Ptr\$NPatchInfo\$',
pointerFactory: (ptr) => .new(ptr, NPatchInfo$.pointerFactory),
valueFunc: NPatchInfo$.Value,
rawArrayFunc: NPatchInfo$.RawArray,
);
Quaternion$ = .new(this, 'Quaternion\$',
byteSize: QuaternionD.byteSize,
factory: QuaternionD.new
);
Ptr$Quaternion$ = .new(this, 'Ptr\$Quaternion\$',
pointerFactory: (ptr) => .new(ptr, Quaternion$.pointerFactory),
valueFunc: Quaternion$.Value,
rawArrayFunc: Quaternion$.RawArray,
);
RayCollision$ = .new(this, 'RayCollision\$',
byteSize: RayCollisionD.byteSize,
factory: RayCollisionD.new
);
Ptr$RayCollision$ = .new(this, 'Ptr\$RayCollision\$',
pointerFactory: (ptr) => .new(ptr, RayCollision$.pointerFactory),
valueFunc: RayCollision$.Value,
rawArrayFunc: RayCollision$.RawArray,
);
Ray$ = .new(this, 'Ray\$',
byteSize: RayD.byteSize,
factory: RayD.new
);
Ptr$Ray$ = .new(this, 'Ptr\$Ray\$',
pointerFactory: (ptr) => .new(ptr, Ray$.pointerFactory),
valueFunc: Ray$.Value,
rawArrayFunc: Ray$.RawArray,
);
Rectangle$ = .new(this, 'Rectangle\$',
byteSize: RectangleD.byteSize,
factory: RectangleD.new
);
Ptr$Rectangle$ = .new(this, 'Ptr\$Rectangle\$',
pointerFactory: (ptr) => .new(ptr, Rectangle$.pointerFactory),
valueFunc: Rectangle$.Value,
rawArrayFunc: Rectangle$.RawArray,
);
RlDrawCall$ = .new(this, 'RlDrawCall\$',
byteSize: RlDrawCallD.byteSize,
factory: RlDrawCallD.new
);
Ptr$RlDrawCall$ = .new(this, 'Ptr\$RlDrawCall\$',
pointerFactory: (ptr) => .new(ptr, RlDrawCall$.pointerFactory),
valueFunc: RlDrawCall$.Value,
rawArrayFunc: RlDrawCall$.RawArray,
);
RlRenderBatch$ = .new(this, 'RlRenderBatch\$',
byteSize: RlRenderBatchD.byteSize,
factory: RlRenderBatchD.new
);
Ptr$RlRenderBatch$ = .new(this, 'Ptr\$RlRenderBatch\$',
pointerFactory: (ptr) => .new(ptr, RlRenderBatch$.pointerFactory),
valueFunc: RlRenderBatch$.Value,
rawArrayFunc: RlRenderBatch$.RawArray,
);
RlVertexBuffer$ = .new(this, 'RlVertexBuffer\$',
byteSize: RlVertexBufferD.byteSize,
factory: RlVertexBufferD.new
);
Ptr$RlVertexBuffer$ = .new(this, 'Ptr\$RlVertexBuffer\$',
pointerFactory: (ptr) => .new(ptr, RlVertexBuffer$.pointerFactory),
valueFunc: RlVertexBuffer$.Value,
rawArrayFunc: RlVertexBuffer$.RawArray,
);
RenderTexture$ = .new(this, 'RenderTexture\$',
byteSize: RenderTextureD.byteSize,
factory: RenderTextureD.new
);
Ptr$RenderTexture$ = .new(this, 'Ptr\$RenderTexture\$',
pointerFactory: (ptr) => .new(ptr, RenderTexture$.pointerFactory),
valueFunc: RenderTexture$.Value,
rawArrayFunc: RenderTexture$.RawArray,
);
Shader$ = .new(this, 'Shader\$',
byteSize: ShaderD.byteSize,
factory: ShaderD.new
);
Ptr$Shader$ = .new(this, 'Ptr\$Shader\$',
pointerFactory: (ptr) => .new(ptr, Shader$.pointerFactory),
valueFunc: Shader$.Value,
rawArrayFunc: Shader$.RawArray,
);
Sound$ = .new(this, 'Sound\$',
byteSize: SoundD.byteSize,
factory: SoundD.new
);
Ptr$Sound$ = .new(this, 'Ptr\$Sound\$',
pointerFactory: (ptr) => .new(ptr, Sound$.pointerFactory),
valueFunc: Sound$.Value,
rawArrayFunc: Sound$.RawArray,
);
Texture$ = .new(this, 'Texture\$',
byteSize: TextureD.byteSize,
factory: TextureD.new
);
Ptr$Texture$ = .new(this, 'Ptr\$Texture\$',
pointerFactory: (ptr) => .new(ptr, Texture$.pointerFactory),
valueFunc: Texture$.Value,
rawArrayFunc: Texture$.RawArray,
);
Transform$ = .new(this, 'Transform\$',
byteSize: TransformD.byteSize,
factory: TransformD.new
);
Ptr$Transform$ = .new(this, 'Ptr\$Transform\$',
pointerFactory: (ptr) => .new(ptr, Transform$.pointerFactory),
valueFunc: Transform$.Value,
rawArrayFunc: Transform$.RawArray,
);
Vector2$ = .new(this, 'Vector2\$',
byteSize: Vector2D.byteSize,
factory: Vector2D.new
);
Ptr$Vector2$ = .new(this, 'Ptr\$Vector2\$',
pointerFactory: (ptr) => .new(ptr, Vector2$.pointerFactory),
valueFunc: Vector2$.Value,
rawArrayFunc: Vector2$.RawArray,
);
Vector3$ = .new(this, 'Vector3\$',
byteSize: Vector3D.byteSize,
factory: Vector3D.new
);
Ptr$Vector3$ = .new(this, 'Ptr\$Vector3\$',
pointerFactory: (ptr) => .new(ptr, Vector3$.pointerFactory),
valueFunc: Vector3$.Value,
rawArrayFunc: Vector3$.RawArray,
);
Vector4$ = .new(this, 'Vector4\$',
byteSize: Vector4D.byteSize,
factory: Vector4D.new
);
Ptr$Vector4$ = .new(this, 'Ptr\$Vector4\$',
pointerFactory: (ptr) => .new(ptr, Vector4$.pointerFactory),
valueFunc: Vector4$.Value,
rawArrayFunc: Vector4$.RawArray,
);
VrDeviceInfo$ = .new(this, 'VrDeviceInfo\$',
byteSize: VrDeviceInfoD.byteSize,
factory: VrDeviceInfoD.new
);
Ptr$VrDeviceInfo$ = .new(this, 'Ptr\$VrDeviceInfo\$',
pointerFactory: (ptr) => .new(ptr, VrDeviceInfo$.pointerFactory),
valueFunc: VrDeviceInfo$.Value,
rawArrayFunc: VrDeviceInfo$.RawArray,
);
VrStereoConfig$ = .new(this, 'VrStereoConfig\$',
byteSize: VrStereoConfigD.byteSize,
factory: VrStereoConfigD.new
);
Ptr$VrStereoConfig$ = .new(this, 'Ptr\$VrStereoConfig\$',
pointerFactory: (ptr) => .new(ptr, VrStereoConfig$.pointerFactory),
valueFunc: VrStereoConfig$.Value,
rawArrayFunc: VrStereoConfig$.RawArray,
);
Wave$ = .new(this, 'Wave\$',
byteSize: WaveD.byteSize,
factory: WaveD.new
);
Ptr$Wave$ = .new(this, 'Ptr\$Wave\$',
pointerFactory: (ptr) => .new(ptr, Wave$.pointerFactory),
valueFunc: Wave$.Value,
rawArrayFunc: Wave$.RawArray,
);
}