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https://github.com/raylib-cs/raylib-cs
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Merge branch 'master' into dev
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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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