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Merge branch 'master' into android

This commit is contained in:
anggape 2023-08-08 11:58:33 +07:00
commit 03bf98a929
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3 changed files with 53 additions and 5 deletions

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@ -1,7 +1,7 @@
--- ---
name: new issue template name: new issue template
about: generic template for new issues about: generic template for new issues
title: "[module] Short description of the issue/bug/feature" title: "Short description of the issue/bug/feature"
labels: '' labels: ''
assignees: '' assignees: ''
--- ---
@ -14,11 +14,14 @@ Before submitting a new issue, please verify and check:
### Issue description ### Issue description
*Briefly describe the issue you are experiencing (or the feature you want to see added to Raylib-cs). Tell us what you were trying to do and what happened instead. You can also ask questions on the [raylib discord server](https://discord.gg/raylib).* *Briefly describe the issue you are experiencing (or the feature you want to see added to Raylib-cs). Tell us
what you were trying to do and what happened instead. You can also ask questions on the
[raylib discord server](https://discord.gg/raylib).*
### Environment ### Environment
*Provide your Platform, Operating System, OpenGL version, GPU, Raylib-cs version, Raylib version (if applicable), and details of where or how you experienced the issue.* *Provide your Platform, Operating System, OpenGL version, GPU, Raylib-cs version, Raylib version (if applicable),
and details of where or how you experienced the issue.*
### Issue screenshot ### Issue screenshot
@ -26,4 +29,5 @@ Before submitting a new issue, please verify and check:
### Code example ### Code example
*Provide minimal reproduction code to test the issue. Please, format the code properly and try to keep it as simple as possible, just focusing on the experienced issue.* *Provide minimal reproduction code to test the issue. Please, format the code properly and try to keep it as simple
as possible, just focusing on the experienced issue.*

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@ -19,7 +19,7 @@ Raylib-cs targets net5.0 and net6.0.
This is the prefered method to get started. This is the prefered method to get started.
``` ```
dotnet add package Raylib-cs --version 4.5.0.2 dotnet add package Raylib-cs
``` ```
[![NuGet](https://img.shields.io/nuget/dt/raylib-cs)](https://www.nuget.org/packages/Raylib-cs/) [![NuGet](https://img.shields.io/nuget/dt/raylib-cs)](https://www.nuget.org/packages/Raylib-cs/)

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@ -38,6 +38,20 @@ namespace Raylib_cs
using var str1 = text.ToUTF8Buffer(); using var str1 = text.ToUTF8Buffer();
SetClipboardText(str1.AsPointer()); SetClipboardText(str1.AsPointer());
} }
/// <summary>Open URL with default system browser (if available)</summary>
public static void OpenURL(string url)
{
using var str1 = url.ToUTF8Buffer();
OpenURL(str1.AsPointer());
}
/// <summary>Set internal gamepad mappings (SDL_GameControllerDB)</summary>
public static int SetGamepadMappings(string mappings)
{
using var str1 = mappings.ToUTF8Buffer();
return SetGamepadMappings(str1.AsPointer());
}
/// <summary>Load shader from files and bind default locations</summary> /// <summary>Load shader from files and bind default locations</summary>
public static Shader LoadShader(string vsFileName, string fsFileName) public static Shader LoadShader(string vsFileName, string fsFileName)
@ -652,6 +666,36 @@ namespace Raylib_cs
return LoadTexture(str1.AsPointer()); return LoadTexture(str1.AsPointer());
} }
/// <summary>Update GPU texture with new data</summary>
public static void UpdateTexture<T>(Texture2D texture, T[] pixels) where T : unmanaged
{
UpdateTexture(texture, (ReadOnlySpan<T>)pixels);
}
/// <summary>Update GPU texture with new data</summary>
public static void UpdateTexture<T>(Texture2D texture, ReadOnlySpan<T> pixels) where T : unmanaged
{
fixed (void* pixelPtr = pixels)
{
UpdateTexture(texture, pixelPtr);
}
}
/// <summary>Update GPU texture rectangle with new data</summary>
public static void UpdateTextureRec<T>(Texture2D texture, Rectangle rec, T[] pixels) where T : unmanaged
{
UpdateTextureRec(texture, rec, (ReadOnlySpan<T>)pixels);
}
/// <summary>Update GPU texture rectangle with new data</summary>
public static void UpdateTextureRec<T>(Texture2D texture, Rectangle rec, ReadOnlySpan<T> pixels) where T : unmanaged
{
fixed (void* pixelPtr = pixels)
{
UpdateTextureRec(texture, rec, pixelPtr);
}
}
/// <summary>Generate GPU mipmaps for a texture</summary> /// <summary>Generate GPU mipmaps for a texture</summary>
public static void GenTextureMipmaps(ref Texture2D texture) public static void GenTextureMipmaps(ref Texture2D texture)
{ {