mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-09-09 03:01:41 -04:00
Merge branch 'master' into dev
This commit is contained in:
@@ -12,10 +12,12 @@
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<PropertyGroup>
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<TargetRaylibTag>4.5.0</TargetRaylibTag>
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<Version>4.5.0.2</Version>
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<PackageVersion>4.5.0.2</PackageVersion>
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<Version>4.5.0.3</Version>
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<PackageVersion>4.5.0.3</PackageVersion>
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<Authors>Chris Dill, Raysan5</Authors>
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<PackProject>true</PackProject>
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<IncludeSymbols>true</IncludeSymbols>
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<SymbolPackageFormat>snupkg</SymbolPackageFormat>
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<PackageLicenseExpression>Zlib</PackageLicenseExpression>
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<Title>Raylib-cs</Title>
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<Description>C# bindings for raylib - A simple and easy-to-use library to learn videogames programming</Description>
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@@ -23,6 +25,7 @@
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<PackageTags>raylib;bindings;gamedev</PackageTags>
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<RepositoryType>git</RepositoryType>
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<RepositoryUrl>https://github.com/ChrisDill/Raylib-cs/</RepositoryUrl>
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<PublishRepositoryUrl>true</PublishRepositoryUrl>
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<PackageReadmeFile>README.md</PackageReadmeFile>
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<PackageProjectUrl>https://www.raylib.com/</PackageProjectUrl>
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<GenerateDocumentationFile>true</GenerateDocumentationFile>
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@@ -35,6 +38,7 @@
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<ItemGroup>
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<PackageReference Include="System.Numerics.Vectors" Version="4.5.0" />
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<PackageReference Include="Microsoft.SourceLink.GitHub" Version="1.1.1" PrivateAssets="All"/>
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</ItemGroup>
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<ItemGroup>
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@@ -38,6 +38,20 @@ namespace Raylib_cs
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using var str1 = text.ToUTF8Buffer();
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SetClipboardText(str1.AsPointer());
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}
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/// <summary>Open URL with default system browser (if available)</summary>
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public static void OpenURL(string url)
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{
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using var str1 = url.ToUTF8Buffer();
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OpenURL(str1.AsPointer());
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}
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/// <summary>Set internal gamepad mappings (SDL_GameControllerDB)</summary>
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public static int SetGamepadMappings(string mappings)
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{
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using var str1 = mappings.ToUTF8Buffer();
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return SetGamepadMappings(str1.AsPointer());
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}
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/// <summary>Load shader from files and bind default locations</summary>
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public static Shader LoadShader(string vsFileName, string fsFileName)
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@@ -652,6 +666,36 @@ namespace Raylib_cs
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return LoadTexture(str1.AsPointer());
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}
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/// <summary>Update GPU texture with new data</summary>
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public static void UpdateTexture<T>(Texture2D texture, T[] pixels) where T : unmanaged
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{
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UpdateTexture(texture, (ReadOnlySpan<T>)pixels);
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}
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/// <summary>Update GPU texture with new data</summary>
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public static void UpdateTexture<T>(Texture2D texture, ReadOnlySpan<T> pixels) where T : unmanaged
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{
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fixed (void* pixelPtr = pixels)
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{
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UpdateTexture(texture, pixelPtr);
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}
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}
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/// <summary>Update GPU texture rectangle with new data</summary>
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public static void UpdateTextureRec<T>(Texture2D texture, Rectangle rec, T[] pixels) where T : unmanaged
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{
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UpdateTextureRec(texture, rec, (ReadOnlySpan<T>)pixels);
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}
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/// <summary>Update GPU texture rectangle with new data</summary>
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public static void UpdateTextureRec<T>(Texture2D texture, Rectangle rec, ReadOnlySpan<T> pixels) where T : unmanaged
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{
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fixed (void* pixelPtr = pixels)
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{
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UpdateTextureRec(texture, rec, pixelPtr);
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}
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}
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/// <summary>Generate GPU mipmaps for a texture</summary>
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public static void GenTextureMipmaps(ref Texture2D texture)
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{
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