mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-04-05 11:19:39 -04:00
Organising bindings
- Seperated bidning extensions into seperate file. This will make it easier when generating them. - Added minor fixes I found while using bindings.
This commit is contained in:
parent
d6b62b4e9b
commit
27a555bc97
@ -1,5 +1,3 @@
|
||||
// Easings - https://github.com/raysan5/raylib/blob/master/src/easings.h
|
||||
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
@ -7,8 +5,6 @@ namespace Raylib
|
||||
{
|
||||
public static partial class Raylib
|
||||
{
|
||||
#region Raylib-cs Functions
|
||||
|
||||
// Linear Easing functions
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern float EaseLinearNone(float t, float b, float c, float d);
|
||||
@ -101,7 +97,5 @@ namespace Raylib
|
||||
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern float EaseElasticInOut(float t, float b, float c, float d);
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
336
Bindings/Extensions.cs
Normal file
336
Bindings/Extensions.cs
Normal file
@ -0,0 +1,336 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib
|
||||
{
|
||||
public struct Tween
|
||||
{
|
||||
public delegate float Callback(float t, float b, float c, float d);
|
||||
public Callback easer;
|
||||
public float start;
|
||||
public float end;
|
||||
public float currentTime;
|
||||
public float duration;
|
||||
public bool completed;
|
||||
|
||||
public Tween(Callback easer, float start, float end, float duration)
|
||||
{
|
||||
this.easer = easer;
|
||||
this.start = start;
|
||||
this.end = end;
|
||||
this.currentTime = 0f;
|
||||
this.duration = duration;
|
||||
this.completed = false;
|
||||
}
|
||||
|
||||
public void Reset()
|
||||
{
|
||||
currentTime = 0f;
|
||||
completed = false;
|
||||
}
|
||||
|
||||
public float Apply(float dt)
|
||||
{
|
||||
currentTime += dt;
|
||||
if (currentTime > duration)
|
||||
{
|
||||
currentTime = duration;
|
||||
completed = true;
|
||||
}
|
||||
return easer(currentTime, start, end - start, duration);
|
||||
}
|
||||
}
|
||||
|
||||
public partial struct Color
|
||||
{
|
||||
public Color(byte r, byte g, byte b, byte a)
|
||||
{
|
||||
this.r = r;
|
||||
this.g = g;
|
||||
this.b = b;
|
||||
this.a = a;
|
||||
}
|
||||
|
||||
public Color(int r, int g, int b, int a)
|
||||
{
|
||||
this.r = Convert.ToByte(r);
|
||||
this.g = Convert.ToByte(g);
|
||||
this.b = Convert.ToByte(b);
|
||||
this.a = Convert.ToByte(a);
|
||||
}
|
||||
|
||||
internal string DebugDisplayString
|
||||
{
|
||||
get
|
||||
{
|
||||
return string.Concat(
|
||||
r.ToString(), " ",
|
||||
g.ToString(), " ",
|
||||
b.ToString(), " ",
|
||||
a.ToString()
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs linear interpolation of <see cref="Color"/>.
|
||||
/// </summary>
|
||||
/// <param name="value1">Source <see cref="Color"/>.</param>
|
||||
/// <param name="value2">Destination <see cref="Color"/>.</param>
|
||||
/// <param name="amount">Interpolation factor.</param>
|
||||
/// <returns>Interpolated <see cref="Color"/>.</returns>
|
||||
public static Color Lerp(Color value1, Color value2, float amount)
|
||||
{
|
||||
amount = Raylib.Clamp(amount, 0.0f, 1.0f);
|
||||
return new Color(
|
||||
(int) Raylib.Lerp(value1.r, value2.r, amount),
|
||||
(int) Raylib.Lerp(value1.g, value2.g, amount),
|
||||
(int) Raylib.Lerp(value1.b, value2.b, amount),
|
||||
(int) Raylib.Lerp(value1.a, value2.a, amount)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Utlity for accessing math functions through struct
|
||||
public partial struct Vector2
|
||||
{
|
||||
public float X {get{return x;} set {x = value;}}
|
||||
public float Y {get{return y;} set {y = value;}}
|
||||
|
||||
public Vector2(float x, float y)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public Vector2(float value)
|
||||
{
|
||||
this.x = value;
|
||||
this.y = value;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj) => (obj is Vector2) && Equals((Vector2)obj);
|
||||
public override int GetHashCode() => x.GetHashCode() + y.GetHashCode();
|
||||
|
||||
public float Length() => Raylib.Vector2Length(this);
|
||||
public float LengthSquared() => (x * x) + (y * y);
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "Vector2(" + x + " " + y + ")";
|
||||
}
|
||||
|
||||
// common values
|
||||
public static Vector2 Zero { get { return Raylib.Vector2Zero(); } }
|
||||
public static Vector2 One { get { return Raylib.Vector2One(); } }
|
||||
public static Vector2 UnitX { get { return new Vector2(1, 0); } }
|
||||
public static Vector2 UnitY { get { return new Vector2(0, 1); } }
|
||||
|
||||
// convienient operators
|
||||
public static bool operator ==(Vector2 v1, Vector2 v2) => (v1.x == v2.x && v1.y == v2.y);
|
||||
public static bool operator !=(Vector2 v1, Vector2 v2) => !(v1 == v2);
|
||||
public static bool operator >(Vector2 v1, Vector2 v2) => v1.x > v2.x && v1.y > v2.y;
|
||||
public static bool operator <(Vector2 v1, Vector2 v2) => v1.x < v2.x && v1.y < v2.y;
|
||||
public static Vector2 operator +(Vector2 v1, Vector2 v2) => Raylib.Vector2Add(v1, v2);
|
||||
public static Vector2 operator -(Vector2 v1, Vector2 v2) => Raylib.Vector2Subtract(v1, v2);
|
||||
public static Vector2 operator *(Vector2 v1, Vector2 v2) => Raylib.Vector2Multiplyv(v1, v2);
|
||||
public static Vector2 operator *(Vector2 v, float scale) => Raylib.Vector2Scale(v, scale);
|
||||
public static Vector2 operator *(float scale, Vector2 v) => Raylib.Vector2Scale(v, scale);
|
||||
public static Vector2 operator /(Vector2 v1, Vector2 v2) => Raylib.Vector2DivideV(v1, v2);
|
||||
public static Vector2 operator /(Vector2 v1, float div) => Raylib.Vector2Divide(v1, div);
|
||||
public static Vector2 operator -(Vector2 v1) => Raylib.Vector2Negate(v1);
|
||||
|
||||
public static Vector2 Lerp(Vector2 value1, Vector2 value2, float amount)
|
||||
{
|
||||
return new Vector2(
|
||||
Raylib.Lerp(value1.X, value2.X, amount),
|
||||
Raylib.Lerp(value1.Y, value2.Y, amount)
|
||||
);
|
||||
}
|
||||
|
||||
public static float Length(Vector2 v)
|
||||
{
|
||||
return Raylib.Vector2Length(v);
|
||||
}
|
||||
|
||||
public static float Dot(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return Raylib.Vector2DotProduct(v1, v2);
|
||||
}
|
||||
|
||||
public static void Dot(ref Vector2 v1, ref Vector2 v2, out float result)
|
||||
{
|
||||
result = Raylib.Vector2DotProduct(v1, v2);
|
||||
}
|
||||
|
||||
public static float DotProduct(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return Raylib.Vector2DotProduct(v1, v2);
|
||||
}
|
||||
|
||||
public static float Distance(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return Raylib.Vector2Distance(v1, v2);
|
||||
}
|
||||
|
||||
public static float DistanceSquared(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
float a = v1.X - v2.X, b = v1.Y - v2.Y;
|
||||
return (a * a) + (b * b);
|
||||
}
|
||||
|
||||
public static float Angle(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return Raylib.Vector2Angle(v1, v2);
|
||||
}
|
||||
|
||||
public static Vector2 Scale(Vector2 v, float scale)
|
||||
{
|
||||
return Raylib.Vector2Scale(v, scale);
|
||||
}
|
||||
|
||||
public static Vector2 Negate(Vector2 v)
|
||||
{
|
||||
return Raylib.Vector2Negate(v);
|
||||
}
|
||||
|
||||
public static Vector2 Divide(Vector2 v, float div)
|
||||
{
|
||||
return Raylib.Vector2Divide(v, div);
|
||||
}
|
||||
|
||||
public static void Normalize(ref Vector2 v)
|
||||
{
|
||||
v = Raylib.Vector2Normalize(v);
|
||||
}
|
||||
|
||||
public static Vector2 Normalize(Vector2 v)
|
||||
{
|
||||
return Raylib.Vector2Normalize(v);
|
||||
}
|
||||
|
||||
// Creates a new <see cref="Vector2"/> that contains a maximal values from the two vectors.
|
||||
public static Vector2 Max(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return new Vector2(
|
||||
v1.X > v2.X ? v1.X : v2.X,
|
||||
v1.Y > v2.Y ? v1.Y : v2.Y
|
||||
);
|
||||
}
|
||||
|
||||
// Creates a new <see cref="Vector2"/> that contains a minimal values from the two vectors.
|
||||
public static Vector2 Min(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return new Vector2(
|
||||
v1.X < v2.X ? v1.X : v2.X,
|
||||
v1.Y < v2.Y ? v1.Y : v2.Y
|
||||
);
|
||||
}
|
||||
|
||||
// Clamps the specified value within a range.
|
||||
public static Vector2 Clamp(Vector2 value1, Vector2 min, Vector2 max)
|
||||
{
|
||||
return new Vector2(
|
||||
Raylib.Clamp(value1.X, min.X, max.X),
|
||||
Raylib.Clamp(value1.Y, min.Y, max.Y)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Vector3 type
|
||||
public partial struct Vector3
|
||||
{
|
||||
// captial option for xna/fna/monogame compatability
|
||||
public float X { get => x; set => x = value; }
|
||||
public float Y { get => y; set => y = value; }
|
||||
public float Z { get => z; set => z = value; }
|
||||
|
||||
public Vector3(float x, float y, float z)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
public Vector3(float value)
|
||||
{
|
||||
this.x = value;
|
||||
this.y = value;
|
||||
this.z = value;
|
||||
}
|
||||
|
||||
// extensions
|
||||
public override bool Equals(object obj) => (obj is Vector3) && Equals((Vector3)obj);
|
||||
public override int GetHashCode() => x.GetHashCode() + y.GetHashCode() + z.GetHashCode();
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "Vector3(" + x + " " + y + " " + z + ")";
|
||||
}
|
||||
|
||||
// common values
|
||||
public static Vector3 Zero { get { return Raylib.Vector3Zero(); } }
|
||||
public static Vector3 One { get { return Raylib.Vector3One(); } }
|
||||
public static Vector3 UnitX { get { return new Vector3(1, 0, 0); } }
|
||||
public static Vector3 UnitY { get { return new Vector3(0, 1, 0); } }
|
||||
public static Vector3 UnitZ { get { return new Vector3(0, 0, 1); } }
|
||||
|
||||
// convienient operators
|
||||
public static bool operator ==(Vector3 v1, Vector3 v2) => (v1.x == v2.x && v1.y == v2.y && v1.z == v2.z);
|
||||
public static bool operator !=(Vector3 v1, Vector3 v2) => !(v1 == v2);
|
||||
public static bool operator >(Vector3 v1, Vector3 v2) => v1.x > v2.x && v1.y > v2.y && v1.z > v2.z;
|
||||
public static bool operator <(Vector3 v1, Vector3 v2) => v1.x < v2.x && v1.y < v2.y && v1.z < v2.z;
|
||||
public static Vector3 operator +(Vector3 v1, Vector3 v2) => Raylib.Vector3Add(v1, v2);
|
||||
public static Vector3 operator -(Vector3 v1, Vector3 v2) => Raylib.Vector3Subtract(v1, v2);
|
||||
public static Vector3 operator *(Vector3 v1, Vector3 v2) => Raylib.Vector3MultiplyV(v1, v2);
|
||||
public static Vector3 operator *(Vector3 v, float scale) => Raylib.Vector3Scale(v, scale);
|
||||
public static Vector3 operator *(float scale, Vector3 v) => Raylib.Vector3Scale(v, scale);
|
||||
public static Vector3 operator /(Vector3 v1, Vector3 v2) => Raylib.Vector3DivideV(v1, v2);
|
||||
public static Vector3 operator /(Vector3 v1, float div) => Raylib.Vector3Divide(v1, div);
|
||||
public static Vector3 operator -(Vector3 v1) => Raylib.Vector3Negate(v1);
|
||||
|
||||
public static Vector3 Lerp(Vector3 value1, Vector3 value2, float amount)
|
||||
{
|
||||
return new Vector3(
|
||||
Raylib.Lerp(value1.X, value2.X, amount),
|
||||
Raylib.Lerp(value1.Y, value2.Y, amount),
|
||||
Raylib.Lerp(value1.Z, value2.Z, amount)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Vector4 type
|
||||
public partial struct Vector4
|
||||
{
|
||||
public Vector4(float x, float y, float z, float w)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.w = w;
|
||||
}
|
||||
|
||||
public Vector4(float value)
|
||||
{
|
||||
this.x = value;
|
||||
this.y = value;
|
||||
this.z = value;
|
||||
this.w = value;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj) => (obj is Vector4) && Equals((Vector4)obj);
|
||||
public override int GetHashCode() => x.GetHashCode() + y.GetHashCode() + z.GetHashCode() + w.GetHashCode();
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "Vector4(" + x + " " + y + " " + z + " " + w + ")";
|
||||
}
|
||||
|
||||
// convienient operators
|
||||
public static bool operator ==(Vector4 v1, Vector4 v2) => (v1.x == v2.x && v1.y == v2.y && v1.z == v2.z && v1.w == v2.w);
|
||||
public static bool operator !=(Vector4 v1, Vector4 v2) => !(v1 == v2);
|
||||
public static bool operator >(Vector4 v1, Vector4 v2) => v1.x > v2.x && v1.y > v2.y && v1.z > v2.z && v2.w > v2.w;
|
||||
public static bool operator <(Vector4 v1, Vector4 v2) => v1.x < v2.x && v1.y < v2.y && v1.z < v2.z && v1.w < v2.w;
|
||||
}
|
||||
}
|
@ -1,5 +1,3 @@
|
||||
// Physac - https://github.com/raysan5/raylib/blob/master/src/physac.h
|
||||
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
@ -27,31 +25,63 @@ namespace Raylib
|
||||
public float m11;
|
||||
}
|
||||
|
||||
// [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
|
||||
[StructLayout(LayoutKind.Explicit, Size = 388)]
|
||||
public unsafe struct PolygonData
|
||||
// @TODO Custom array marshall issue https://github.com/ChrisDill/Raylib-cs/issues/9
|
||||
// hack same as raylib.cs _MaterialMap_e_FixedBuffer
|
||||
// no easy way to marshall arrays of custom types. no idea why?!?!
|
||||
// Span<T> seems to need ref struct.
|
||||
public unsafe struct _Polygon_e_FixedBuffer
|
||||
{
|
||||
[FieldOffset(0)]
|
||||
public uint vertexCount; // Current used vertex and normals count
|
||||
[FieldOffset(4)]
|
||||
public unsafe Vector2* positions;
|
||||
[FieldOffset(196)]
|
||||
public unsafe Vector2* normals;
|
||||
public Vector2 v0;
|
||||
public Vector2 v1;
|
||||
public Vector2 v2;
|
||||
public Vector2 v3;
|
||||
public Vector2 v4;
|
||||
public Vector2 v5;
|
||||
public Vector2 v6;
|
||||
public Vector2 v7;
|
||||
public Vector2 v8;
|
||||
public Vector2 v9;
|
||||
public Vector2 v10;
|
||||
public Vector2 v11;
|
||||
public Vector2 v12;
|
||||
public Vector2 v13;
|
||||
public Vector2 v14;
|
||||
public Vector2 v15;
|
||||
public Vector2 v16;
|
||||
public Vector2 v17;
|
||||
public Vector2 v18;
|
||||
public Vector2 v19;
|
||||
public Vector2 v20;
|
||||
public Vector2 v21;
|
||||
public Vector2 v22;
|
||||
public Vector2 v23;
|
||||
public Vector2 v24;
|
||||
|
||||
public Vector2 this[int index]
|
||||
{
|
||||
get
|
||||
{
|
||||
fixed (Vector2* e = &v0)
|
||||
return e[index];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
|
||||
[StructLayout(LayoutKind.Explicit, Size = 424)]
|
||||
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
|
||||
public struct PolygonData
|
||||
{
|
||||
public uint vertexCount; // Current used vertex and normals count
|
||||
public _Polygon_e_FixedBuffer positions; // Polygon vertex positions vectors
|
||||
public _Polygon_e_FixedBuffer normals; // Polygon vertex normals vectors
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
|
||||
public struct PhysicsShape
|
||||
{
|
||||
[FieldOffset(0)]
|
||||
public PhysicsShapeType type; // Physics shape type (circle or polygon)
|
||||
[FieldOffset(8)]
|
||||
public IntPtr body; // Shape physics body reference
|
||||
[FieldOffset(16)]
|
||||
public float radius; // Circle shape radius (used for circle shapes)
|
||||
[FieldOffset(20)]
|
||||
public Mat2 transform; // Vertices transform matrix 2x2
|
||||
[FieldOffset(36)]
|
||||
public PolygonData vertexData; // Polygon shape vertices position and normals data (just used for polygon shapes)
|
||||
}
|
||||
|
||||
@ -59,6 +89,7 @@ namespace Raylib
|
||||
public partial struct PhysicsBodyData
|
||||
{
|
||||
public uint id;
|
||||
[MarshalAs(UnmanagedType.Bool)]
|
||||
public bool enabled;
|
||||
public Vector2 position;
|
||||
public Vector2 velocity;
|
||||
@ -73,48 +104,26 @@ namespace Raylib
|
||||
public float staticFriction;
|
||||
public float dynamicFriction;
|
||||
public float restitution;
|
||||
[MarshalAs(UnmanagedType.Bool)]
|
||||
public bool useGravity;
|
||||
[MarshalAs(UnmanagedType.Bool)]
|
||||
public bool isGrounded;
|
||||
[MarshalAs(UnmanagedType.Bool)]
|
||||
public bool freezeOrient;
|
||||
public PhysicsShape shape;
|
||||
|
||||
// convert c bool(stored as byte) to bool
|
||||
/*public bool enabled
|
||||
{
|
||||
get { return Convert.ToBoolean(bEnabled); }
|
||||
set {
|
||||
bEnabled = Convert.ToByte(value); }
|
||||
}
|
||||
|
||||
public bool useGravity
|
||||
{
|
||||
get { return Convert.ToBoolean(bUseGravity); }
|
||||
set { bUseGravity = Convert.ToByte(value); }
|
||||
}
|
||||
|
||||
public bool isGrounded
|
||||
{
|
||||
get { return bIsGrounded != 0; }
|
||||
set { bIsGrounded = (byte)(value ? 1 : 0); }
|
||||
}
|
||||
|
||||
public bool freezeOrient
|
||||
{
|
||||
get { return Convert.ToBoolean(bFreezeOrient); }
|
||||
set { bFreezeOrient = Convert.ToByte(value); }
|
||||
}*/
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
|
||||
public unsafe struct PhysicsManifoldData
|
||||
public struct PhysicsManifoldData
|
||||
{
|
||||
public uint id; // Reference unique identifier
|
||||
public IntPtr bodyA; // Manifold first physics body reference
|
||||
public IntPtr bodyB; // Manifold second physics body reference
|
||||
public uint id; // Reference unique identifier
|
||||
public IntPtr bodyA; // Manifold first physics body reference
|
||||
public IntPtr bodyB; // Manifold second physics body reference
|
||||
public float penetration; // Depth of penetration from collision
|
||||
public Vector2 normal; // Normal direction vector from 'a' to 'b'
|
||||
public unsafe Vector2* contacts; // Points of contact during collision
|
||||
public uint contactsCount; // Current collision number of contacts
|
||||
public Vector2 contactsA; // Points of contact during collision
|
||||
public Vector2 contactsB; // Points of contact during collision
|
||||
public uint contactsCount; // Current collision number of contacts
|
||||
public float restitution; // Mixed restitution during collision
|
||||
public float dynamicFriction; // Mixed dynamic friction during collision
|
||||
public float staticFriction; // Mixed static friction during collision
|
||||
|
@ -1,207 +1,129 @@
|
||||
// Raygui - https://github.com/raysan5/raygui/blob/master/src/raygui.h
|
||||
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
|
||||
namespace Raylib
|
||||
{
|
||||
#region Raylib-cs Enums
|
||||
|
||||
// Gui properties enumeration
|
||||
enum GuiProperty
|
||||
// Gui global state enum
|
||||
enum GuiControlState
|
||||
{
|
||||
//--------------------------------------------
|
||||
// NOTE: This first set of properties is for general style,
|
||||
// following control-specific properties overwritte those styles
|
||||
DEFAULT_BACKGROUND_COLOR = 0,
|
||||
DEFAULT_LINES_COLOR,
|
||||
DEFAULT_TEXT_FONT,
|
||||
DEFAULT_TEXT_SIZE,
|
||||
DEFAULT_BORDER_WIDTH,
|
||||
DEFAULT_BORDER_COLOR_NORMAL,
|
||||
DEFAULT_BASE_COLOR_NORMAL,
|
||||
DEFAULT_TEXT_COLOR_NORMAL,
|
||||
DEFAULT_BORDER_COLOR_FOCUSED,
|
||||
DEFAULT_BASE_COLOR_FOCUSED,
|
||||
DEFAULT_TEXT_COLOR_FOCUSED,
|
||||
DEFAULT_BORDER_COLOR_PRESSED,
|
||||
DEFAULT_BASE_COLOR_PRESSED,
|
||||
DEFAULT_TEXT_COLOR_PRESSED,
|
||||
DEFAULT_BORDER_COLOR_DISABLED,
|
||||
DEFAULT_BASE_COLOR_DISABLED,
|
||||
DEFAULT_TEXT_COLOR_DISABLED,
|
||||
//--------------------------------------------
|
||||
// Label
|
||||
LABEL_TEXT_COLOR_NORMAL,
|
||||
LABEL_TEXT_COLOR_FOCUSED,
|
||||
LABEL_TEXT_COLOR_PRESSED,
|
||||
LABEL_TEXT_COLOR_DISABLED,
|
||||
// Button
|
||||
BUTTON_BORDER_WIDTH,
|
||||
BUTTON_BORDER_COLOR_NORMAL,
|
||||
BUTTON_BASE_COLOR_NORMAL,
|
||||
BUTTON_TEXT_COLOR_NORMAL,
|
||||
BUTTON_BORDER_COLOR_FOCUSED,
|
||||
BUTTON_BASE_COLOR_FOCUSED,
|
||||
BUTTON_TEXT_COLOR_FOCUSED,
|
||||
BUTTON_BORDER_COLOR_PRESSED,
|
||||
BUTTON_BASE_COLOR_PRESSED,
|
||||
BUTTON_TEXT_COLOR_PRESSED,
|
||||
BUTTON_BORDER_COLOR_DISABLED,
|
||||
BUTTON_BASE_COLOR_DISABLED,
|
||||
BUTTON_TEXT_COLOR_DISABLED,
|
||||
// Toggle
|
||||
TOGGLE_BORDER_WIDTH,
|
||||
TOGGLE_BORDER_COLOR_NORMAL,
|
||||
TOGGLE_BASE_COLOR_NORMAL,
|
||||
TOGGLE_TEXT_COLOR_NORMAL,
|
||||
TOGGLE_BORDER_COLOR_FOCUSED,
|
||||
TOGGLE_BASE_COLOR_FOCUSED,
|
||||
TOGGLE_TEXT_COLOR_FOCUSED,
|
||||
TOGGLE_BORDER_COLOR_PRESSED,
|
||||
TOGGLE_BASE_COLOR_PRESSED,
|
||||
TOGGLE_TEXT_COLOR_PRESSED,
|
||||
TOGGLE_BORDER_COLOR_DISABLED,
|
||||
TOGGLE_BASE_COLOR_DISABLED,
|
||||
TOGGLE_TEXT_COLOR_DISABLED,
|
||||
TOGGLEGROUP_PADDING,
|
||||
// Slider
|
||||
SLIDER_BORDER_WIDTH,
|
||||
SLIDER_SLIDER_WIDTH,
|
||||
SLIDER_BORDER_COLOR_NORMAL,
|
||||
SLIDER_BASE_COLOR_NORMAL,
|
||||
SLIDER_BORDER_COLOR_FOCUSED,
|
||||
SLIDER_BASE_COLOR_FOCUSED,
|
||||
SLIDER_BORDER_COLOR_PRESSED,
|
||||
SLIDER_BASE_COLOR_PRESSED,
|
||||
SLIDER_BORDER_COLOR_DISABLED,
|
||||
SLIDER_BASE_COLOR_DISABLED,
|
||||
// SliderBar
|
||||
SLIDERBAR_INNER_PADDING,
|
||||
SLIDERBAR_BORDER_WIDTH,
|
||||
SLIDERBAR_BORDER_COLOR_NORMAL,
|
||||
SLIDERBAR_BASE_COLOR_NORMAL,
|
||||
SLIDERBAR_BORDER_COLOR_FOCUSED,
|
||||
SLIDERBAR_BASE_COLOR_FOCUSED,
|
||||
SLIDERBAR_BORDER_COLOR_PRESSED,
|
||||
SLIDERBAR_BASE_COLOR_PRESSED,
|
||||
SLIDERBAR_BORDER_COLOR_DISABLED,
|
||||
SLIDERBAR_BASE_COLOR_DISABLED,
|
||||
// ProgressBar
|
||||
PROGRESSBAR_INNER_PADDING,
|
||||
PROGRESSBAR_BORDER_WIDTH,
|
||||
PROGRESSBAR_BORDER_COLOR_NORMAL,
|
||||
PROGRESSBAR_BASE_COLOR_NORMAL,
|
||||
PROGRESSBAR_BORDER_COLOR_FOCUSED,
|
||||
PROGRESSBAR_BASE_COLOR_FOCUSED,
|
||||
PROGRESSBAR_BORDER_COLOR_PRESSED,
|
||||
PROGRESSBAR_BASE_COLOR_PRESSED,
|
||||
PROGRESSBAR_BORDER_COLOR_DISABLED,
|
||||
PROGRESSBAR_BASE_COLOR_DISABLED,
|
||||
// ValueBox
|
||||
VALUEBOX_BUTTON_PADDING,
|
||||
VALUEBOX_BUTTONS_WIDTH,
|
||||
VALUEBOX_BORDER_COLOR_NORMAL,
|
||||
VALUEBOX_BASE_COLOR_NORMAL,
|
||||
VALUEBOX_TEXT_COLOR_NORMAL,
|
||||
VALUEBOX_BORDER_COLOR_FOCUSED,
|
||||
VALUEBOX_BASE_COLOR_FOCUSED,
|
||||
VALUEBOX_TEXT_COLOR_FOCUSED,
|
||||
VALUEBOX_BORDER_COLOR_PRESSED,
|
||||
VALUEBOX_BASE_COLOR_PRESSED,
|
||||
VALUEBOX_TEXT_COLOR_PRESSED,
|
||||
VALUEBOX_BORDER_COLOR_DISABLED,
|
||||
VALUEBOX_BASE_COLOR_DISABLED,
|
||||
VALUEBOX_TEXT_COLOR_DISABLED,
|
||||
// ComboBox
|
||||
COMBOBOX_BORDER_WIDTH,
|
||||
COMBOBOX_BUTTON_PADDING,
|
||||
COMBOBOX_SELECTOR_WIDTH,
|
||||
COMBOBOX_BORDER_COLOR_NORMAL,
|
||||
COMBOBOX_BASE_COLOR_NORMAL,
|
||||
COMBOBOX_TEXT_COLOR_NORMAL,
|
||||
COMBOBOX_BORDER_COLOR_FOCUSED,
|
||||
COMBOBOX_BASE_COLOR_FOCUSED,
|
||||
COMBOBOX_TEXT_COLOR_FOCUSED,
|
||||
COMBOBOX_BORDER_COLOR_PRESSED,
|
||||
COMBOBOX_BASE_COLOR_PRESSED,
|
||||
COMBOBOX_TEXT_COLOR_PRESSED,
|
||||
COMBOBOX_BORDER_COLOR_DISABLED,
|
||||
COMBOBOX_BASE_COLOR_DISABLED,
|
||||
COMBOBOX_TEXT_COLOR_DISABLED,
|
||||
// CheckBox
|
||||
CHECKBOX_BORDER_WIDTH,
|
||||
CHECKBOX_INNER_PADDING,
|
||||
CHECKBOX_BORDER_COLOR_NORMAL,
|
||||
CHECKBOX_BASE_COLOR_NORMAL,
|
||||
CHECKBOX_BORDER_COLOR_FOCUSED,
|
||||
CHECKBOX_BASE_COLOR_FOCUSED,
|
||||
CHECKBOX_BORDER_COLOR_PRESSED,
|
||||
CHECKBOX_BASE_COLOR_PRESSED,
|
||||
CHECKBOX_BORDER_COLOR_DISABLED,
|
||||
CHECKBOX_BASE_COLOR_DISABLED,
|
||||
// TextBox
|
||||
TEXTBOX_BORDER_WIDTH,
|
||||
TEXTBOX_BORDER_COLOR_NORMAL,
|
||||
TEXTBOX_BASE_COLOR_NORMAL,
|
||||
TEXTBOX_TEXT_COLOR_NORMAL,
|
||||
TEXTBOX_BORDER_COLOR_FOCUSED,
|
||||
TEXTBOX_BASE_COLOR_FOCUSED,
|
||||
TEXTBOX_TEXT_COLOR_FOCUSED,
|
||||
TEXTBOX_BORDER_COLOR_PRESSED,
|
||||
TEXTBOX_BASE_COLOR_PRESSED,
|
||||
TEXTBOX_TEXT_COLOR_PRESSED,
|
||||
TEXTBOX_BORDER_COLOR_DISABLED,
|
||||
TEXTBOX_BASE_COLOR_DISABLED,
|
||||
TEXTBOX_TEXT_COLOR_DISABLED,
|
||||
// ColorPicker
|
||||
COLORPICKER_BARS_THICK,
|
||||
COLORPICKER_BARS_PADDING,
|
||||
COLORPICKER_BORDER_COLOR_NORMAL,
|
||||
COLORPICKER_BASE_COLOR_NORMAL,
|
||||
COLORPICKER_BORDER_COLOR_FOCUSED,
|
||||
COLORPICKER_BASE_COLOR_FOCUSED,
|
||||
COLORPICKER_BORDER_COLOR_PRESSED,
|
||||
COLORPICKER_BASE_COLOR_PRESSED,
|
||||
COLORPICKER_BORDER_COLOR_DISABLED,
|
||||
COLORPICKER_BASE_COLOR_DISABLED,
|
||||
// ListView
|
||||
LISTVIEW_ELEMENTS_HEIGHT,
|
||||
LISTVIEW_ELEMENTS_PADDING,
|
||||
LISTVIEW_BAR_WIDTH,
|
||||
LISTVIEW_BORDER_COLOR_NORMAL,
|
||||
LISTVIEW_BASE_COLOR_NORMAL,
|
||||
LISTVIEW_TEXT_COLOR_NORMAL,
|
||||
LISTVIEW_BORDER_COLOR_FOCUSED,
|
||||
LISTVIEW_BASE_COLOR_FOCUSED,
|
||||
LISTVIEW_TEXT_COLOR_FOCUSED,
|
||||
LISTVIEW_BORDER_COLOR_PRESSED,
|
||||
LISTVIEW_BASE_COLOR_PRESSED,
|
||||
LISTVIEW_TEXT_COLOR_PRESSED,
|
||||
LISTVIEW_BORDER_COLOR_DISABLED,
|
||||
LISTVIEW_BASE_COLOR_DISABLED,
|
||||
LISTVIEW_TEXT_COLOR_DISABLED
|
||||
GUI_STATE_NORMAL = 0,
|
||||
GUI_STATE_FOCUSED,
|
||||
GUI_STATE_PRESSED,
|
||||
GUI_STATE_DISABLED,
|
||||
}
|
||||
|
||||
// GUI controls state
|
||||
public enum GuiControlState
|
||||
// Gui standard controls
|
||||
enum GuiControlStandard
|
||||
{
|
||||
DISABLED = 0,
|
||||
NORMAL,
|
||||
FOCUSED,
|
||||
PRESSED
|
||||
DEFAULT = 0,
|
||||
LABEL, // LABELBUTTON
|
||||
BUTTON, // IMAGEBUTTON
|
||||
TOGGLE, // TOGGLEGROUP
|
||||
SLIDER, // SLIDERBAR
|
||||
PROGRESSBAR,
|
||||
CHECKBOX,
|
||||
COMBOBOX,
|
||||
DROPDOWNBOX,
|
||||
TEXTBOX, // VALUEBOX, SPINNER
|
||||
LISTVIEW,
|
||||
COLORPICKER
|
||||
}
|
||||
|
||||
#endregion
|
||||
// Gui default properties for every control
|
||||
enum GuiControlProperty
|
||||
{
|
||||
BORDER_COLOR_NORMAL = 0,
|
||||
BASE_COLOR_NORMAL,
|
||||
TEXT_COLOR_NORMAL,
|
||||
BORDER_COLOR_FOCUSED,
|
||||
BASE_COLOR_FOCUSED,
|
||||
TEXT_COLOR_FOCUSED,
|
||||
BORDER_COLOR_PRESSED,
|
||||
BASE_COLOR_PRESSED,
|
||||
TEXT_COLOR_PRESSED,
|
||||
BORDER_COLOR_DISABLED,
|
||||
BASE_COLOR_DISABLED,
|
||||
TEXT_COLOR_DISABLED,
|
||||
BORDER_WIDTH,
|
||||
INNER_PADDING,
|
||||
RESERVED01,
|
||||
RESERVED02
|
||||
}
|
||||
|
||||
// Gui extended properties depending on control type
|
||||
// NOTE: We reserve a fixed size of additional properties per control (8)
|
||||
|
||||
// Default properties
|
||||
enum GuiDefaultProperty
|
||||
{
|
||||
TEXT_SIZE = 16,
|
||||
TEXT_SPACING,
|
||||
LINES_COLOR,
|
||||
BACKGROUND_COLOR,
|
||||
}
|
||||
|
||||
// Toggle / ToggleGroup
|
||||
enum GuiToggleProperty
|
||||
{
|
||||
GROUP_PADDING = 16,
|
||||
}
|
||||
|
||||
// Slider / SliderBar
|
||||
enum GuiSliderProperty
|
||||
{
|
||||
SLIDER_WIDTH = 16,
|
||||
EX_TEXT_PADDING
|
||||
}
|
||||
|
||||
// TextBox / ValueBox / Spinner
|
||||
enum GuiTextBoxProperty
|
||||
{
|
||||
MULTILINE_PADDING = 16,
|
||||
SPINNER_BUTTON_WIDTH,
|
||||
SPINNER_BUTTON_PADDING,
|
||||
SPINNER_BUTTON_BORDER_WIDTH
|
||||
}
|
||||
|
||||
// CheckBox
|
||||
enum GuiCheckBoxProperty
|
||||
{
|
||||
CHECK_TEXT_PADDING = 16
|
||||
}
|
||||
|
||||
// ComboBox
|
||||
enum GuiComboBoxProperty
|
||||
{
|
||||
SELECTOR_WIDTH = 16,
|
||||
SELECTOR_PADDING
|
||||
}
|
||||
|
||||
// DropdownBox
|
||||
enum GuiDropdownBoxProperty
|
||||
{
|
||||
ARROW_RIGHT_PADDING = 16,
|
||||
}
|
||||
|
||||
// ColorPicker
|
||||
enum GuiColorPickerProperty
|
||||
{
|
||||
COLOR_SELECTOR_SIZE = 16,
|
||||
BAR_WIDTH, // Lateral bar width
|
||||
BAR_PADDING, // Lateral bar separation from panel
|
||||
BAR_SELECTOR_HEIGHT, // Lateral bar selector height
|
||||
BAR_SELECTOR_PADDING // Lateral bar selector outer padding
|
||||
}
|
||||
|
||||
// ListView
|
||||
enum GuiListViewProperty
|
||||
{
|
||||
ELEMENTS_HEIGHT = 16,
|
||||
ELEMENTS_PADDING,
|
||||
SCROLLBAR_WIDTH,
|
||||
}
|
||||
|
||||
public static partial class Raylib
|
||||
{
|
||||
#region Raylib-cs Variables
|
||||
|
||||
#endregion
|
||||
|
||||
#region Raylib-cs Functions
|
||||
|
||||
// Global gui modification functions
|
||||
// Enable gui controls (global state)
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
@ -211,6 +133,22 @@ namespace Raylib
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void GuiDisable();
|
||||
|
||||
// Lock gui controls (global state)
|
||||
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void GuiLock();
|
||||
|
||||
// Unlock gui controls (global state)
|
||||
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void GuiUnlock();
|
||||
|
||||
// Set gui state (global state)
|
||||
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void GuiState(int state);
|
||||
|
||||
// Set gui custom font (global state)
|
||||
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void GuiFont(Font font);
|
||||
|
||||
// Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void GuiFade(float alpha);
|
||||
@ -218,11 +156,11 @@ namespace Raylib
|
||||
// Style set/get functions
|
||||
// Set one style property
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void GuiSetStyleProperty(int guiProperty, int value);
|
||||
public static extern void GuiSetStyle(int control, int property, int value);
|
||||
|
||||
// Get one style property
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern int GuiGetStyleProperty(int guiProperty);
|
||||
public static extern int GuiGetStyle(int control, int property);
|
||||
|
||||
// Container/separator controls, useful for controls organization
|
||||
// Window Box control, shows a window that can be closed
|
||||
@ -300,11 +238,11 @@ namespace Raylib
|
||||
|
||||
// Text Box control, updates input text
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern bool GuiTextBox(Rectangle bounds, char text, int textSize, bool freeEdit);
|
||||
public static extern bool GuiTextBox(Rectangle bounds, StringBuilder text, int textSize, bool freeEdit);
|
||||
|
||||
// Text Box control with multiple lines
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern bool GuiTextBoxMulti(Rectangle bounds, string text, int textSize, bool editMode);
|
||||
public static extern bool GuiTextBoxMulti(Rectangle bounds, StringBuilder text, int textSize, bool editMode);
|
||||
|
||||
// Slider control, returns selected value
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
@ -350,7 +288,5 @@ namespace Raylib
|
||||
// Message Box control, displays a message
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern bool GuiMessageBox(Rectangle bounds, string windowTitle, string message);
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
@ -1,13 +1,9 @@
|
||||
// Raylib - https://github.com/raysan5/raylib/blob/master/src/raylib.h
|
||||
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Security;
|
||||
|
||||
namespace Raylib
|
||||
{
|
||||
#region Raylib-cs Enums
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Enumerators Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -426,35 +422,15 @@ namespace Raylib
|
||||
NPT_3PATCH_HORIZONTAL // Npatch defined by 3x1 tiles
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Raylib-cs Types
|
||||
|
||||
// Color type, RGBA (32bit)
|
||||
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
|
||||
public struct Color
|
||||
public partial struct Color
|
||||
{
|
||||
public byte r;
|
||||
public byte g;
|
||||
public byte b;
|
||||
public byte a;
|
||||
|
||||
public Color(byte r, byte g, byte b, byte a)
|
||||
{
|
||||
this.r = r;
|
||||
this.g = g;
|
||||
this.b = b;
|
||||
this.a = a;
|
||||
}
|
||||
|
||||
public Color(int r, int g, int b, int a)
|
||||
{
|
||||
this.r = Convert.ToByte(r);
|
||||
this.g = Convert.ToByte(g);
|
||||
this.b = Convert.ToByte(b);
|
||||
this.a = Convert.ToByte(a);
|
||||
}
|
||||
|
||||
// extension to access colours from struct
|
||||
// Custom raylib color palette for amazing visuals
|
||||
public static Color LIGHTGRAY = new Color(200, 200, 200, 255);
|
||||
@ -648,6 +624,7 @@ namespace Raylib
|
||||
public float value;
|
||||
}
|
||||
|
||||
// @TODO Custom array marshall issue https://github.com/ChrisDill/Raylib-cs/issues/9
|
||||
public unsafe struct _MaterialMap_e_FixedBuffer
|
||||
{
|
||||
public MaterialMap maps0;
|
||||
@ -782,24 +759,52 @@ namespace Raylib
|
||||
public fixed float chromaAbCorrection[4];
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
[SuppressUnmanagedCodeSecurity]
|
||||
public static partial class Raylib
|
||||
{
|
||||
#region Raylib-cs Variables
|
||||
|
||||
|
||||
// Used by DllImport to load the native library.
|
||||
public const string nativeLibName = "raylib";
|
||||
public const float DEG2RAD = (float)Math.PI / 180.0f;
|
||||
public const float RAD2DEG = 180.0f / (float)Math.PI;
|
||||
|
||||
// Custom raylib color palette for amazing visuals
|
||||
public static Color LIGHTGRAY = new Color(200, 200, 200, 255);
|
||||
public static Color GRAY = new Color(130, 130, 130, 255);
|
||||
public static Color DARKGRAY = new Color(80, 80, 80, 255);
|
||||
public static Color YELLOW = new Color(253, 249, 0, 255);
|
||||
public static Color GOLD = new Color(255, 203, 0, 255);
|
||||
public static Color ORANGE = new Color(255, 161, 0, 255);
|
||||
public static Color PINK = new Color(255, 109, 194, 255);
|
||||
public static Color RED = new Color(230, 41, 55, 255);
|
||||
public static Color MAROON = new Color(190, 33, 55, 255);
|
||||
public static Color GREEN = new Color(0, 228, 48, 255);
|
||||
public static Color LIME = new Color(0, 158, 47, 255);
|
||||
public static Color DARKGREEN = new Color(0, 117, 44, 255);
|
||||
public static Color SKYBLUE = new Color(102, 191, 255, 255);
|
||||
public static Color BLUE = new Color(0, 121, 241, 255);
|
||||
public static Color DARKBLUE = new Color(0, 82, 172, 255);
|
||||
public static Color PURPLE = new Color(200, 122, 255, 255);
|
||||
public static Color VIOLET = new Color(135, 60, 190, 255);
|
||||
public static Color DARKPURPLE = new Color(112, 31, 126, 255);
|
||||
public static Color BEIGE = new Color(211, 176, 131, 255);
|
||||
public static Color BROWN = new Color(127, 106, 79, 255);
|
||||
public static Color DARKBROWN = new Color(76, 63, 47, 255);
|
||||
public static Color WHITE = new Color(255, 255, 255, 255);
|
||||
public static Color BLACK = new Color(0, 0, 0, 255);
|
||||
public static Color BLANK = new Color(0, 0, 0, 0);
|
||||
public static Color MAGENTA = new Color(255, 0, 255, 255);
|
||||
public static Color RAYWHITE = new Color(245, 245, 245, 255);
|
||||
|
||||
public const int MAX_SHADER_LOCATIONS = 32;
|
||||
public const int MAX_MATERIAL_MAPS = 12;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Raylib-cs Functions
|
||||
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Window and Graphics Device Functions (Module: core)
|
||||
@ -890,12 +895,12 @@ namespace Raylib
|
||||
public static extern IntPtr GetWindowHandle();
|
||||
|
||||
// Get current clipboard text
|
||||
//[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
//public static extern string GetClipboard();
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern string GetClipboard();
|
||||
|
||||
// Set current clipboard text
|
||||
//[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
//public static extern void SetClipboard(string text);
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void SetClipboard(string text);
|
||||
|
||||
// Cursor-related functions
|
||||
// Shows cursor
|
||||
@ -1165,11 +1170,11 @@ namespace Raylib
|
||||
|
||||
// Detect if a gamepad button has been released once
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern bool IsGamepadButtonReleased(int gamepad, int button);
|
||||
public static extern bool IsGamepadButtonReleased(GamepadNumber gamepad, int button);
|
||||
|
||||
// Detect if a gamepad button is NOT being pressed
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern bool IsGamepadButtonUp(int gamepad, int button);
|
||||
public static extern bool IsGamepadButtonUp(GamepadNumber gamepad, int button);
|
||||
|
||||
// Get the last gamepad button pressed
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
@ -1684,6 +1689,10 @@ namespace Raylib
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);
|
||||
|
||||
// Draw texture quad with tiling and offset parameters
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint);
|
||||
|
||||
// Draw a part of a texture defined by a rectangle with 'pro' parameters
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);
|
||||
@ -2308,7 +2317,5 @@ namespace Raylib
|
||||
// Set pitch for audio stream (1.0 is base level)
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern void SetAudioStreamPitch(AudioStream stream, float pitch);
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
19
Bindings/Raylib.projitems
Normal file
19
Bindings/Raylib.projitems
Normal file
@ -0,0 +1,19 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<MSBuildAllProjects>$(MSBuildAllProjects);$(MSBuildThisFileFullPath)</MSBuildAllProjects>
|
||||
<HasSharedItems>true</HasSharedItems>
|
||||
<SharedGUID>f660ff67-d70e-4ae0-9080-d922243e9b6e</SharedGUID>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Label="Configuration">
|
||||
<Import_RootNamespace>Raylib</Import_RootNamespace>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Easings.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Extensions.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Physac.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Raygui.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Raylib.cs" />
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Raymath.cs" />
|
||||
</ItemGroup>
|
||||
</Project>
|
13
Bindings/Raylib.shproj
Normal file
13
Bindings/Raylib.shproj
Normal file
@ -0,0 +1,13 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>f660ff67-d70e-4ae0-9080-d922243e9b6e</ProjectGuid>
|
||||
<MinimumVisualStudioVersion>14.0</MinimumVisualStudioVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.Default.props" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props" />
|
||||
<PropertyGroup />
|
||||
<Import Project="Raylib.projitems" Label="Shared" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets" />
|
||||
</Project>
|
@ -1,328 +1,33 @@
|
||||
// Raymath - https://github.com/raysan5/raylib/blob/master/src/raymath.h
|
||||
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib
|
||||
{
|
||||
#region Raylib-cs Types
|
||||
|
||||
// Vector2 type
|
||||
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
|
||||
public struct Vector2
|
||||
public partial struct Vector2
|
||||
{
|
||||
public float x;
|
||||
public float y;
|
||||
|
||||
public Vector2(float x, float y)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
}
|
||||
|
||||
public Vector2(float value)
|
||||
{
|
||||
this.x = value;
|
||||
this.y = value;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
return (obj is Vector2) && Equals((Vector2)obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return x.GetHashCode() + y.GetHashCode();
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "Vector2(" + x + " " + y + ")";
|
||||
}
|
||||
|
||||
public static Vector2 Zero
|
||||
{
|
||||
get { return Raylib.Vector2Zero(); }
|
||||
}
|
||||
|
||||
public static Vector2 One
|
||||
{
|
||||
get { return Raylib.Vector2One(); }
|
||||
}
|
||||
|
||||
public static Vector2 UnitX
|
||||
{
|
||||
get { return new Vector2(1, 0); }
|
||||
}
|
||||
|
||||
public static Vector2 UnitY
|
||||
{
|
||||
get { return new Vector2(0, 1); }
|
||||
}
|
||||
|
||||
public static float Length(Vector2 v)
|
||||
{
|
||||
return Raylib.Vector2Length(v);
|
||||
}
|
||||
|
||||
public static float DotProduct(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return Raylib.Vector2DotProduct(v1, v2);
|
||||
}
|
||||
|
||||
public static float Distance(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return Raylib.Vector2Distance(v1, v2);
|
||||
}
|
||||
|
||||
public static float Angle(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return Raylib.Vector2Angle(v1, v2);
|
||||
}
|
||||
|
||||
public static Vector2 Scale(Vector2 v, float scale)
|
||||
{
|
||||
return Raylib.Vector2Scale(v, scale);
|
||||
}
|
||||
|
||||
public static Vector2 Negate(Vector2 v)
|
||||
{
|
||||
return Raylib.Vector2Negate(v);
|
||||
}
|
||||
|
||||
public static Vector2 Divide(Vector2 v, float div)
|
||||
{
|
||||
return Raylib.Vector2Divide(v, div);
|
||||
}
|
||||
|
||||
public static Vector2 Normalize(Vector2 v)
|
||||
{
|
||||
return Raylib.Vector2Normalize(v);
|
||||
}
|
||||
|
||||
#region Public Static Operators
|
||||
|
||||
public static bool operator ==(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return (v1.x == v2.x && v1.y == v2.y);
|
||||
}
|
||||
|
||||
public static bool operator !=(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return !(v1 == v2);
|
||||
}
|
||||
|
||||
public static bool operator >(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return v1.x > v2.x && v1.y > v2.y;
|
||||
}
|
||||
|
||||
public static bool operator <(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return v1.x < v2.x && v1.y < v2.y;
|
||||
}
|
||||
|
||||
public static Vector2 operator +(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return Raylib.Vector2Add(v1, v2);
|
||||
}
|
||||
|
||||
public static Vector2 operator -(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return Raylib.Vector2Subtract(v1, v2);
|
||||
}
|
||||
|
||||
public static Vector2 operator *(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return Raylib.Vector2Multiplyv(v1, v2);
|
||||
}
|
||||
|
||||
public static Vector2 operator *(Vector2 v, float scale)
|
||||
{
|
||||
return Raylib.Vector2Scale(v, scale);
|
||||
}
|
||||
|
||||
public static Vector2 operator /(Vector2 v1, Vector2 v2)
|
||||
{
|
||||
return Raylib.Vector2DivideV(v1, v2);
|
||||
}
|
||||
|
||||
public static Vector2 operator /(Vector2 v1, float div)
|
||||
{
|
||||
return Raylib.Vector2Divide(v1, div);
|
||||
}
|
||||
|
||||
public static Vector2 operator -(Vector2 v1)
|
||||
{
|
||||
return Raylib.Vector2Negate(v1);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
// Vector3 type
|
||||
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
|
||||
public struct Vector3
|
||||
public partial struct Vector3
|
||||
{
|
||||
public float x;
|
||||
public float y;
|
||||
public float z;
|
||||
|
||||
public Vector3(float x, float y, float z)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
}
|
||||
|
||||
public Vector3(float value)
|
||||
{
|
||||
this.x = value;
|
||||
this.y = value;
|
||||
this.z = value;
|
||||
}
|
||||
|
||||
// extensions
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
return (obj is Vector3) && Equals((Vector3)obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return x.GetHashCode() + y.GetHashCode() + z.GetHashCode();
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "Vector3(" + x + " " + y + " " + z + ")";
|
||||
}
|
||||
|
||||
public static Vector3 Zero
|
||||
{
|
||||
get { return Raylib.Vector3Zero(); }
|
||||
}
|
||||
|
||||
public static Vector3 One
|
||||
{
|
||||
get { return Raylib.Vector3One(); }
|
||||
}
|
||||
|
||||
public static Vector3 UnitX
|
||||
{
|
||||
get { return new Vector3(1, 0, 0); }
|
||||
}
|
||||
|
||||
public static Vector3 UnitY
|
||||
{
|
||||
get { return new Vector3(0, 1, 0); }
|
||||
}
|
||||
|
||||
public static Vector3 UnitZ
|
||||
{
|
||||
get { return new Vector3(0, 0, 1); }
|
||||
}
|
||||
|
||||
#region Public Static Operators
|
||||
|
||||
public static bool operator ==(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
return (v1.x == v2.x && v1.y == v2.y && v1.z == v2.z);
|
||||
}
|
||||
|
||||
public static bool operator !=(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
return !(v1 == v2);
|
||||
}
|
||||
|
||||
public static bool operator >(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
return v1.x > v2.x && v1.y > v2.y && v1.z > v2.z;
|
||||
}
|
||||
|
||||
public static bool operator <(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
return v1.x < v2.x && v1.y < v2.y && v1.z < v2.z;
|
||||
}
|
||||
|
||||
public static Vector3 operator +(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
return Raylib.Vector3Add(v1, v2);
|
||||
}
|
||||
|
||||
public static Vector3 operator -(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
return Raylib.Vector3Subtract(v1, v2);
|
||||
}
|
||||
|
||||
public static Vector3 operator *(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
return Raylib.Vector3MultiplyV(v1, v2);
|
||||
}
|
||||
|
||||
public static Vector3 operator *(Vector3 v, float scale)
|
||||
{
|
||||
return Raylib.Vector3Scale(v, scale);
|
||||
}
|
||||
|
||||
public static Vector3 operator /(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
return Raylib.Vector3DivideV(v1, v2);
|
||||
}
|
||||
|
||||
public static Vector3 operator /(Vector3 v1, float div)
|
||||
{
|
||||
return Raylib.Vector3Divide(v1, div);
|
||||
}
|
||||
|
||||
public static Vector3 operator -(Vector3 v1)
|
||||
{
|
||||
return Raylib.Vector3Negate(v1);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
// Vector4 type
|
||||
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
|
||||
public struct Vector4
|
||||
public partial struct Vector4
|
||||
{
|
||||
public float x;
|
||||
public float y;
|
||||
public float z;
|
||||
public float w;
|
||||
|
||||
public Vector4(float x, float y, float z, float w)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
this.w = w;
|
||||
}
|
||||
|
||||
public Vector4(float value)
|
||||
{
|
||||
this.x = value;
|
||||
this.y = value;
|
||||
this.z = value;
|
||||
this.w = value;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
return (obj is Vector4) && Equals((Vector4)obj);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return x.GetHashCode() + y.GetHashCode() + z.GetHashCode() + w.GetHashCode();
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "Vector4(" + x + " " + y + " " + z + " " + w + ")";
|
||||
}
|
||||
}
|
||||
|
||||
// Matrix type (OpenGL style 4x4 - right handed, column major)
|
||||
@ -355,16 +60,32 @@ namespace Raylib
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public static partial class Raylib
|
||||
{
|
||||
#region Raylib-cs Functions
|
||||
|
||||
// Clamp float value
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern float Clamp(float value, float min, float max);
|
||||
|
||||
/// <summary>
|
||||
/// Linearly interpolates between two values.
|
||||
/// </summary>
|
||||
/// <param name="value1">Source value.</param>
|
||||
/// <param name="value2">Source value.</param>
|
||||
/// <param name="amount">
|
||||
/// Value between 0 and 1 indicating the weight of value2.
|
||||
/// </param>
|
||||
/// <returns>Interpolated value.</returns>
|
||||
/// <remarks>
|
||||
/// This method performs the linear interpolation based on the following formula.
|
||||
/// <c>value1 + (value2 - value1) * amount</c>
|
||||
/// Passing amount a value of 0 will cause value1 to be returned, a value of 1 will
|
||||
/// cause value2 to be returned.
|
||||
/// </remarks>
|
||||
public static float Lerp(float value1, float value2, float amount)
|
||||
{
|
||||
return value1 + (value2 - value1) * amount;
|
||||
}
|
||||
|
||||
// Vector with components value 0.0f
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern Vector2 Vector2Zero();
|
||||
@ -672,7 +393,5 @@ namespace Raylib
|
||||
// Transform a quaternion given a transformation matrix
|
||||
[DllImport(nativeLibName,CallingConvention = CallingConvention.Cdecl)]
|
||||
public static extern Quaternion QuaternionTransform(Quaternion q, Matrix mat);
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user