Merge branch 'master' into android
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commit
03bf98a929
3 changed files with 53 additions and 5 deletions
12
.github/ISSUE_TEMPLATE/new-issue-template.md
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.github/ISSUE_TEMPLATE/new-issue-template.md
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@ -1,7 +1,7 @@
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---
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---
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name: new issue template
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name: new issue template
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about: generic template for new issues
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about: generic template for new issues
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title: "[module] Short description of the issue/bug/feature"
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title: "Short description of the issue/bug/feature"
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labels: ''
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labels: ''
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assignees: ''
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assignees: ''
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---
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---
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@ -14,11 +14,14 @@ Before submitting a new issue, please verify and check:
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### Issue description
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### Issue description
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*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).*
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*Briefly describe the issue you are experiencing (or the feature you want to see added to Raylib-cs). Tell us
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what you were trying to do and what happened instead. You can also ask questions on the
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[raylib discord server](https://discord.gg/raylib).*
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### Environment
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### Environment
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*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.*
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*Provide your Platform, Operating System, OpenGL version, GPU, Raylib-cs version, Raylib version (if applicable),
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and details of where or how you experienced the issue.*
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### Issue screenshot
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### Issue screenshot
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@ -26,4 +29,5 @@ Before submitting a new issue, please verify and check:
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### Code example
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### Code example
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*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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*Provide minimal reproduction code to test the issue. Please, format the code properly and try to keep it as simple
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as possible, just focusing on the experienced issue.*
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@ -19,7 +19,7 @@ Raylib-cs targets net5.0 and net6.0.
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This is the prefered method to get started.
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This is the prefered method to get started.
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```
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```
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dotnet add package Raylib-cs --version 4.5.0.2
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dotnet add package Raylib-cs
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```
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```
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[](https://www.nuget.org/packages/Raylib-cs/)
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[](https://www.nuget.org/packages/Raylib-cs/)
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@ -38,6 +38,20 @@ namespace Raylib_cs
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUTF8Buffer();
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SetClipboardText(str1.AsPointer());
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SetClipboardText(str1.AsPointer());
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}
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}
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/// <summary>Open URL with default system browser (if available)</summary>
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public static void OpenURL(string url)
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{
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using var str1 = url.ToUTF8Buffer();
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OpenURL(str1.AsPointer());
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}
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/// <summary>Set internal gamepad mappings (SDL_GameControllerDB)</summary>
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public static int SetGamepadMappings(string mappings)
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{
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using var str1 = mappings.ToUTF8Buffer();
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return SetGamepadMappings(str1.AsPointer());
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}
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/// <summary>Load shader from files and bind default locations</summary>
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/// <summary>Load shader from files and bind default locations</summary>
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public static Shader LoadShader(string vsFileName, string fsFileName)
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public static Shader LoadShader(string vsFileName, string fsFileName)
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@ -652,6 +666,36 @@ namespace Raylib_cs
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return LoadTexture(str1.AsPointer());
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return LoadTexture(str1.AsPointer());
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}
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}
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/// <summary>Update GPU texture with new data</summary>
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public static void UpdateTexture<T>(Texture2D texture, T[] pixels) where T : unmanaged
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{
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UpdateTexture(texture, (ReadOnlySpan<T>)pixels);
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}
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/// <summary>Update GPU texture with new data</summary>
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public static void UpdateTexture<T>(Texture2D texture, ReadOnlySpan<T> pixels) where T : unmanaged
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{
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fixed (void* pixelPtr = pixels)
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{
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UpdateTexture(texture, pixelPtr);
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}
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}
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/// <summary>Update GPU texture rectangle with new data</summary>
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public static void UpdateTextureRec<T>(Texture2D texture, Rectangle rec, T[] pixels) where T : unmanaged
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{
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UpdateTextureRec(texture, rec, (ReadOnlySpan<T>)pixels);
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}
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/// <summary>Update GPU texture rectangle with new data</summary>
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public static void UpdateTextureRec<T>(Texture2D texture, Rectangle rec, ReadOnlySpan<T> pixels) where T : unmanaged
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{
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fixed (void* pixelPtr = pixels)
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{
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UpdateTextureRec(texture, rec, pixelPtr);
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}
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}
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/// <summary>Generate GPU mipmaps for a texture</summary>
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/// <summary>Generate GPU mipmaps for a texture</summary>
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public static void GenTextureMipmaps(ref Texture2D texture)
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public static void GenTextureMipmaps(ref Texture2D texture)
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{
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{
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