Rename RaylibUtils.cs to Raylib.Utils
now a partial class
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1 changed files with 7 additions and 34 deletions
88
Raylib-cs/Raylib.Utils.cs
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88
Raylib-cs/Raylib.Utils.cs
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using System;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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{
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/// <summary>
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/// Utility functions for parts of the api that are not easy to interact with via pinvoke.
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/// </summary>
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public static unsafe partial class Raylib
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{
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public static string SubText(this string input, int position, int length)
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{
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return input.Substring(position, Math.Min(length, input.Length));
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}
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public static string[] GetDroppedFiles()
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{
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int count;
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var buffer = GetDroppedFiles(&count);
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var files = new string[count];
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for (var i = 0; i < count; i++)
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{
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files[i] = Marshal.PtrToStringUTF8((IntPtr)buffer[i]);
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}
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ClearDroppedFiles();
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return files;
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}
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public static Material GetMaterial(ref Model model, int materialIndex)
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{
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return model.materials[materialIndex];
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}
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public static Texture2D GetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex)
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{
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return model.materials[materialIndex].maps[(int)mapIndex].texture;
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}
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public static void SetMaterialTexture(ref Model model, int materialIndex, MaterialMapIndex mapIndex, ref Texture2D texture)
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{
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SetMaterialTexture(ref model.materials[materialIndex], (int)mapIndex, texture);
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}
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public static void SetMaterialShader(ref Model model, int materialIndex, ref Shader shader)
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{
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model.materials[materialIndex].shader = shader;
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}
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public static void SetShaderValueV<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType, int count)
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where T : unmanaged
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{
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SetShaderValueV(shader, uniformLoc, (Span<T>)values, uniformType, count);
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}
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public static void SetShaderValueV<T>(Shader shader, int uniformLoc, Span<T> values, ShaderUniformDataType uniformType, int count)
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where T : unmanaged
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{
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fixed (T* valuePtr = values)
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{
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SetShaderValueV(shader, uniformLoc, valuePtr, uniformType, count);
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}
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}
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public static void SetShaderValue<T>(Shader shader, int uniformLoc, T value, ShaderUniformDataType uniformType)
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where T : unmanaged
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{
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SetShaderValue(shader, uniformLoc, &value, uniformType);
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}
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public static void SetShaderValue<T>(Shader shader, int uniformLoc, T[] values, ShaderUniformDataType uniformType)
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where T : unmanaged
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{
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SetShaderValue(shader, uniformLoc, (Span<T>)values, uniformType);
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}
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public static void SetShaderValue<T>(Shader shader, int uniformLoc, Span<T> values, ShaderUniformDataType uniformType)
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where T : unmanaged
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{
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fixed (T* valuePtr = values)
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{
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SetShaderValue(shader, uniformLoc, valuePtr, uniformType);
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}
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}
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}
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}
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