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
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@@ -1,39 +1,12 @@
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using System;
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using System.Runtime.InteropServices;
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using Raylib_cs;
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namespace Raylib_cs
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{
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[StructLayout(LayoutKind.Sequential)]
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public readonly struct CBool
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{
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private readonly byte value;
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private CBool(bool value)
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{
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this.value = Convert.ToByte(value);
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}
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public static implicit operator CBool(bool value)
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{
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return new CBool(value);
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}
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public static implicit operator bool(CBool x)
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{
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return Convert.ToBoolean(x.value);
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}
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public override string ToString()
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{
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return Convert.ToBoolean(value).ToString();
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}
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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 class Utils
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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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@@ -43,7 +16,7 @@ namespace Raylib_cs
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public static string[] GetDroppedFiles()
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{
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int count;
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var buffer = Raylib.GetDroppedFiles(&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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@@ -51,7 +24,7 @@ namespace Raylib_cs
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files[i] = Marshal.PtrToStringUTF8((IntPtr)buffer[i]);
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}
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Raylib.ClearDroppedFiles();
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ClearDroppedFiles();
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return files;
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}
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@@ -68,7 +41,7 @@ namespace Raylib_cs
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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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Raylib.SetMaterialTexture(ref model.materials[materialIndex], (int)mapIndex, texture);
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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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@@ -87,14 +60,14 @@ namespace Raylib_cs
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{
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fixed (T* valuePtr = values)
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{
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Raylib.SetShaderValueV(shader, uniformLoc, valuePtr, uniformType, count);
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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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Raylib.SetShaderValue(shader, uniformLoc, &value, uniformType);
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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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@@ -108,7 +81,7 @@ namespace Raylib_cs
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{
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fixed (T* valuePtr = values)
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{
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Raylib.SetShaderValue(shader, uniformLoc, valuePtr, uniformType);
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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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