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Upgrade Raylib to 6.0 (#337)

* Updated target to Raylib 6 + synced invoke called with the changes in C. [WARNING: Breaking changes!]

* Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers

* Additional resources from the Raylib repo.

* Fixed additional pinvokes to match with the new raylib bindings. [Warning breaking changes!]

* Fixing the QOL utils

* Fixing the Mesh struct

* Applying changes after review. Merged resources.LICENSE + raylib-cs.Native.csproj only targets dotnet8

* Updated README to reflect .NET 10 and Raylib 6 compatibility changes.

* Updated shader colors, adjusted car model scale, disabled HDR in SkyboxDemo, and fixed camera mode assignment. Removed unused `Capacity` field in FilePathList struct.

* Improved XML comments for consistency, fixed spacing and formatting across examples, added new resources to `resources.LICENSE`.

* Updated XML comment for `GetDirectoryFileCountEx` to clarify behavior and filtering options.

* Updated and clarified XML comments for methods and parameters, improved naming consistency, and refined shader-related functions. Renamed enums in `Shader.cs` for so it is inline with the upstream.

* Improved XML comments for clarity and consistency in `Model.cs` and `Mesh.cs`, updated method and variable names for better readability, and adjusted logic in span creation methods.

* Corrected XML comment capitalization in `Model.cs`.

---------

Co-authored-by: Meatcorps <info@meatcorps.nl>
This commit is contained in:
Dennis Steffen 2026-05-24 08:21:12 +02:00 committed by GitHub
commit 21d83c60a9
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GPG key ID: B5690EEEBB952194
189 changed files with 43644 additions and 380 deletions

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@ -1,19 +1,24 @@
/*******************************************************************************************
*
* raylib [core] example - Gamepad input
*
* NOTE: This example requires a Gamepad connected to the system
* raylib is configured to work with the following gamepads:
* - Xbox 360 Controller (Xbox 360, Xbox One)
* - PLAYSTATION(R)3 Controller
* Check raylib.h for buttons configuration
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
*
* raylib [core] example - input gamepad
*
* Example complexity rating: [] 1/4
*
* NOTE: This example requires a Gamepad connected to the system
* raylib is configured to work with the following gamepads:
* - Xbox 360 Controller (Xbox 360, Xbox One)
* - PLAYSTATION(R)3 Controller
* Check raylib.h for buttons configuration
*
* Example originally created with raylib 1.1, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using Raylib_cs;
@ -25,10 +30,10 @@ public class InputGamepad
{
// NOTE: Gamepad name ID depends on drivers and OS
// These are some possible names the gamepads could have.
public const string XBOX360_LEGACY_NAME_ID = "Xbox Controller";
public const string XBOX360_NAME_ID = "Xbox 360 Controller";
public const string XBOX360_NAME_ID_RPI = "Microsoft X-Box 360 pad";
public const string PS3_NAME_ID = "PLAYSTATION(R)3 Controller";
public const string XBOX_ALIAS_1 = "xbox";
public const string XBOX_ALIAS_2 = "x-box";
public const string PS_ALIAS_1 = "playstation";
public const string PS_ALIAS_2 = "sony";
public static int Main()
{
@ -47,12 +52,32 @@ public class InputGamepad
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
int gamepad = 0;
Rectangle vibrateButton = new Rectangle();
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
// ...
if (IsKeyPressed(KeyboardKey.Left) && gamepad > 0)
{
gamepad--;
}
if (IsKeyPressed(KeyboardKey.Right))
{
gamepad++;
}
Vector2 mousePosition = GetMousePosition();
vibrateButton = new Rectangle(10, 70.0f + 20 * GetGamepadAxisCount(gamepad) + 20, 75, 24);
if (IsMouseButtonPressed(MouseButton.Left) && CheckCollisionPointRec(mousePosition, vibrateButton))
{
SetGamepadVibration(gamepad, 1.0f, 1.0f, 1.0f);
}
//----------------------------------------------------------------------------------
// Draw
@ -60,50 +85,49 @@ public class InputGamepad
BeginDrawing();
ClearBackground(Color.RayWhite);
if (IsGamepadAvailable(0))
if (IsGamepadAvailable(gamepad))
{
string gamepadName = GetGamepadName_(0);
DrawText($"GP1: {gamepadName}", 10, 10, 10, Color.Black);
string gamepadName = GetGamepadName_(gamepad);
DrawText($"GP{gamepad}: {gamepadName}", 10, 10, 10, Color.Black);
if (gamepadName == XBOX360_LEGACY_NAME_ID ||
gamepadName == XBOX360_NAME_ID ||
gamepadName == XBOX360_NAME_ID_RPI)
if (gamepadName.Contains(XBOX_ALIAS_1, StringComparison.OrdinalIgnoreCase) ||
gamepadName.Contains(XBOX_ALIAS_2, StringComparison.OrdinalIgnoreCase))
{
DrawTexture(texXboxPad, 0, 0, Color.DarkGray);
// Draw buttons: xbox home
if (IsGamepadButtonDown(0, GamepadButton.Middle))
if (IsGamepadButtonDown(gamepad, GamepadButton.Middle))
{
DrawCircle(394, 89, 19, Color.Red);
}
// Draw buttons: basic
if (IsGamepadButtonDown(0, GamepadButton.MiddleRight))
if (IsGamepadButtonDown(gamepad, GamepadButton.MiddleRight))
{
DrawCircle(436, 150, 9, Color.Red);
}
if (IsGamepadButtonDown(0, GamepadButton.MiddleLeft))
if (IsGamepadButtonDown(gamepad, GamepadButton.MiddleLeft))
{
DrawCircle(352, 150, 9, Color.Red);
}
if (IsGamepadButtonDown(0, GamepadButton.RightFaceLeft))
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceLeft))
{
DrawCircle(501, 151, 15, Color.Blue);
}
if (IsGamepadButtonDown(0, GamepadButton.RightFaceDown))
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceDown))
{
DrawCircle(536, 187, 15, Color.Lime);
}
if (IsGamepadButtonDown(0, GamepadButton.RightFaceRight))
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceRight))
{
DrawCircle(572, 151, 15, Color.Maroon);
}
if (IsGamepadButtonDown(0, GamepadButton.RightFaceUp))
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceUp))
{
DrawCircle(536, 115, 15, Color.Gold);
}
@ -111,33 +135,33 @@ public class InputGamepad
// Draw buttons: d-pad
DrawRectangle(317, 202, 19, 71, Color.Black);
DrawRectangle(293, 228, 69, 19, Color.Black);
if (IsGamepadButtonDown(0, GamepadButton.LeftFaceUp))
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceUp))
{
DrawRectangle(317, 202, 19, 26, Color.Red);
}
if (IsGamepadButtonDown(0, GamepadButton.LeftFaceDown))
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceDown))
{
DrawRectangle(317, 202 + 45, 19, 26, Color.Red);
}
if (IsGamepadButtonDown(0, GamepadButton.LeftFaceLeft))
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceLeft))
{
DrawRectangle(292, 228, 25, 19, Color.Red);
}
if (IsGamepadButtonDown(0, GamepadButton.LeftFaceRight))
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceRight))
{
DrawRectangle(292 + 44, 228, 26, 19, Color.Red);
}
// Draw buttons: left-right back
if (IsGamepadButtonDown(0, GamepadButton.LeftTrigger1))
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftTrigger1))
{
DrawCircle(259, 61, 20, Color.Red);
}
if (IsGamepadButtonDown(0, GamepadButton.RightTrigger1))
if (IsGamepadButtonDown(gamepad, GamepadButton.RightTrigger1))
{
DrawCircle(536, 61, 20, Color.Red);
}
@ -146,8 +170,8 @@ public class InputGamepad
DrawCircle(259, 152, 39, Color.Black);
DrawCircle(259, 152, 34, Color.LightGray);
DrawCircle(
259 + (int)(GetGamepadAxisMovement(0, GamepadAxis.LeftX) * 20),
152 + (int)(GetGamepadAxisMovement(0, GamepadAxis.LeftY) * 20),
259 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.LeftX) * 20),
152 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.LeftY) * 20),
25,
Color.Black
);
@ -156,36 +180,36 @@ public class InputGamepad
DrawCircle(461, 237, 38, Color.Black);
DrawCircle(461, 237, 33, Color.LightGray);
DrawCircle(
461 + (int)(GetGamepadAxisMovement(0, GamepadAxis.RightX) * 20),
237 + (int)(GetGamepadAxisMovement(0, GamepadAxis.RightY) * 20),
461 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.RightX) * 20),
237 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.RightY) * 20),
25, Color.Black
);
// Draw axis: left-right triggers
float leftTriggerX = GetGamepadAxisMovement(0, GamepadAxis.LeftTrigger);
float rightTriggerX = GetGamepadAxisMovement(0, GamepadAxis.RightTrigger);
float leftTriggerX = GetGamepadAxisMovement(gamepad, GamepadAxis.LeftTrigger);
float rightTriggerX = GetGamepadAxisMovement(gamepad, GamepadAxis.RightTrigger);
DrawRectangle(170, 30, 15, 70, Color.Gray);
DrawRectangle(604, 30, 15, 70, Color.Gray);
DrawRectangle(170, 30, 15, (int)(((1.0f + leftTriggerX) / 2.0f) * 70), Color.Red);
DrawRectangle(604, 30, 15, (int)(((1.0f + rightTriggerX) / 2.0f) * 70), Color.Red);
}
else if (gamepadName == PS3_NAME_ID)
else if (gamepadName.Contains(PS_ALIAS_1, StringComparison.OrdinalIgnoreCase) || gamepadName.Contains(PS_ALIAS_2, StringComparison.OrdinalIgnoreCase))
{
DrawTexture(texPs3Pad, 0, 0, Color.DarkGray);
// Draw buttons: ps
if (IsGamepadButtonDown(0, GamepadButton.Middle))
if (IsGamepadButtonDown(gamepad, GamepadButton.Middle))
{
DrawCircle(396, 222, 13, Color.Red);
}
// Draw buttons: basic
if (IsGamepadButtonDown(0, GamepadButton.MiddleLeft))
if (IsGamepadButtonDown(gamepad, GamepadButton.MiddleLeft))
{
DrawRectangle(328, 170, 32, 13, Color.Red);
}
if (IsGamepadButtonDown(0, GamepadButton.MiddleRight))
if (IsGamepadButtonDown(gamepad, GamepadButton.MiddleRight))
{
DrawTriangle(
new Vector2(436, 168),
@ -195,22 +219,22 @@ public class InputGamepad
);
}
if (IsGamepadButtonDown(0, GamepadButton.RightFaceUp))
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceUp))
{
DrawCircle(557, 144, 13, Color.Lime);
}
if (IsGamepadButtonDown(0, GamepadButton.RightFaceRight))
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceRight))
{
DrawCircle(586, 173, 13, Color.Red);
}
if (IsGamepadButtonDown(0, GamepadButton.RightFaceDown))
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceDown))
{
DrawCircle(557, 203, 13, Color.Violet);
}
if (IsGamepadButtonDown(0, GamepadButton.RightFaceLeft))
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceLeft))
{
DrawCircle(527, 173, 13, Color.Pink);
}
@ -218,33 +242,33 @@ public class InputGamepad
// Draw buttons: d-pad
DrawRectangle(225, 132, 24, 84, Color.Black);
DrawRectangle(195, 161, 84, 25, Color.Black);
if (IsGamepadButtonDown(0, GamepadButton.LeftFaceUp))
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceUp))
{
DrawRectangle(225, 132, 24, 29, Color.Red);
}
if (IsGamepadButtonDown(0, GamepadButton.LeftFaceDown))
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceDown))
{
DrawRectangle(225, 132 + 54, 24, 30, Color.Red);
}
if (IsGamepadButtonDown(0, GamepadButton.LeftFaceLeft))
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceLeft))
{
DrawRectangle(195, 161, 30, 25, Color.Red);
}
if (IsGamepadButtonDown(0, GamepadButton.LeftFaceRight))
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceRight))
{
DrawRectangle(195 + 54, 161, 30, 25, Color.Red);
}
// Draw buttons: left-right back buttons
if (IsGamepadButtonDown(0, GamepadButton.LeftTrigger1))
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftTrigger1))
{
DrawCircle(239, 82, 20, Color.Red);
}
if (IsGamepadButtonDown(0, GamepadButton.RightTrigger1))
if (IsGamepadButtonDown(gamepad, GamepadButton.RightTrigger1))
{
DrawCircle(557, 82, 20, Color.Red);
}
@ -253,8 +277,8 @@ public class InputGamepad
DrawCircle(319, 255, 35, Color.Black);
DrawCircle(319, 255, 31, Color.LightGray);
DrawCircle(
319 + (int)(GetGamepadAxisMovement(0, GamepadAxis.LeftX) * 20),
255 + (int)(GetGamepadAxisMovement(0, GamepadAxis.LeftY) * 20),
319 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.LeftX) * 20),
255 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.LeftY) * 20),
25,
Color.Black
);
@ -263,15 +287,15 @@ public class InputGamepad
DrawCircle(475, 255, 35, Color.Black);
DrawCircle(475, 255, 31, Color.LightGray);
DrawCircle(
475 + (int)(GetGamepadAxisMovement(0, GamepadAxis.RightX) * 20),
255 + (int)(GetGamepadAxisMovement(0, GamepadAxis.RightY) * 20),
475 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.RightX) * 20),
255 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.RightY) * 20),
25,
Color.Black
);
// Draw axis: left-right triggers
float leftTriggerX = GetGamepadAxisMovement(0, GamepadAxis.LeftTrigger);
float rightTriggerX = GetGamepadAxisMovement(0, GamepadAxis.RightTrigger);
float leftTriggerX = GetGamepadAxisMovement(gamepad, GamepadAxis.LeftTrigger);
float rightTriggerX = GetGamepadAxisMovement(gamepad, GamepadAxis.RightTrigger);
DrawRectangle(169, 48, 15, 70, Color.Gray);
DrawRectangle(611, 48, 15, 70, Color.Gray);
DrawRectangle(169, 48, 15, (int)(((1.0f - leftTriggerX) / 2.0f) * 70), Color.Red);
@ -283,12 +307,12 @@ public class InputGamepad
// TODO: Draw generic gamepad
}
DrawText($"DETECTED AXIS [{GetGamepadAxisCount(0)}]:", 10, 50, 10, Color.Maroon);
DrawText($"DETECTED AXIS [{GetGamepadAxisCount(gamepad)}]:", 10, 50, 10, Color.Maroon);
for (int i = 0; i < GetGamepadAxisCount(0); i++)
for (int i = 0; i < GetGamepadAxisCount(gamepad); i++)
{
DrawText(
$"AXIS {i}: {GetGamepadAxisMovement(0, (GamepadAxis)i)}",
$"AXIS {i}: {GetGamepadAxisMovement(gamepad, (GamepadAxis)i)}",
20,
70 + 20 * i,
10,
@ -296,6 +320,10 @@ public class InputGamepad
);
}
DrawRectangleRec(vibrateButton, Color.SkyBlue);
DrawText("VIBRATE", (int)(vibrateButton.X + 14), (int)(vibrateButton.Y + 1), 10, Color.DarkGray);
if (GetGamepadButtonPressed() != (int)GamepadButton.Unknown)
{
DrawText($"DETECTED BUTTON: {GetGamepadButtonPressed()}", 10, 430, 10, Color.Red);
@ -307,7 +335,7 @@ public class InputGamepad
}
else
{
DrawText("GP1: NOT DETECTED", 10, 10, 10, Color.Gray);
DrawText($"GP{gamepad}: NOT DETECTED", 10, 10, 10, Color.Gray);
DrawTexture(texXboxPad, 0, 0, Color.LightGray);
}