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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-09-09 03:01:41 -04:00

Rename RaylibUtils.cs to Raylib.Utils

now a partial class
This commit is contained in:
2021-12-05 01:46:35 +11:00
parent 2e8f9d08ae
commit 04b5fe2130

View File

@@ -1,39 +1,12 @@
using System; using System;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using Raylib_cs;
namespace Raylib_cs namespace Raylib_cs
{ {
[StructLayout(LayoutKind.Sequential)]
public readonly struct CBool
{
private readonly byte value;
private CBool(bool value)
{
this.value = Convert.ToByte(value);
}
public static implicit operator CBool(bool value)
{
return new CBool(value);
}
public static implicit operator bool(CBool x)
{
return Convert.ToBoolean(x.value);
}
public override string ToString()
{
return Convert.ToBoolean(value).ToString();
}
}
/// <summary> /// <summary>
/// Utility functions for parts of the api that are not easy to interact with via pinvoke. /// Utility functions for parts of the api that are not easy to interact with via pinvoke.
/// </summary> /// </summary>
public static unsafe class Utils public static unsafe partial class Raylib
{ {
public static string SubText(this string input, int position, int length) public static string SubText(this string input, int position, int length)
{ {
@@ -43,7 +16,7 @@ namespace Raylib_cs
public static string[] GetDroppedFiles() public static string[] GetDroppedFiles()
{ {
int count; int count;
var buffer = Raylib.GetDroppedFiles(&count); var buffer = GetDroppedFiles(&count);
var files = new string[count]; var files = new string[count];
for (var i = 0; i < count; i++) for (var i = 0; i < count; i++)
@@ -51,7 +24,7 @@ namespace Raylib_cs
files[i] = Marshal.PtrToStringUTF8((IntPtr)buffer[i]); files[i] = Marshal.PtrToStringUTF8((IntPtr)buffer[i]);
} }
Raylib.ClearDroppedFiles(); ClearDroppedFiles();
return files; return files;
} }
@@ -68,7 +41,7 @@ namespace Raylib_cs
public static void SetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex, ref Texture2D texture) public static void SetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex, ref Texture2D texture)
{ {
Raylib.SetMaterialTexture(ref model.materials[materialIndex], (int)mapIndex, texture); SetMaterialTexture(ref model.materials[materialIndex], (int)mapIndex, texture);
} }
public static void SetMaterialShader(ref Model model, int materialIndex, ref Shader shader) public static void SetMaterialShader(ref Model model, int materialIndex, ref Shader shader)
@@ -87,14 +60,14 @@ namespace Raylib_cs
{ {
fixed (T* valuePtr = values) fixed (T* valuePtr = values)
{ {
Raylib.SetShaderValueV(shader, uniformLoc, valuePtr, uniformType, count); SetShaderValueV(shader, uniformLoc, valuePtr, uniformType, count);
} }
} }
public static void SetShaderValue<T>(Shader shader, int uniformLoc, T value, ShaderUniformDataType uniformType) public static void SetShaderValue<T>(Shader shader, int uniformLoc, T value, ShaderUniformDataType uniformType)
where T : unmanaged where T : unmanaged
{ {
Raylib.SetShaderValue(shader, uniformLoc, &value, uniformType); SetShaderValue(shader, uniformLoc, &value, uniformType);
} }
public static void SetShaderValue<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType) public static void SetShaderValue<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType)
@@ -108,7 +81,7 @@ namespace Raylib_cs
{ {
fixed (T* valuePtr = values) fixed (T* valuePtr = values)
{ {
Raylib.SetShaderValue(shader, uniformLoc, valuePtr, uniformType); SetShaderValue(shader, uniformLoc, valuePtr, uniformType);
} }
} }
} }