WASM support, using official binaries (#341)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * fix: Examples.csproj runs the download task when building locally
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27 changed files with 403 additions and 364 deletions
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@ -298,19 +298,6 @@ public static unsafe partial class Rlgl
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[UnmanagedCallConv(CallConvs = [typeof(CallConvCdecl)])]
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public static partial void DisableVertexAttribute(uint index);
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/// <summary>Enable attribute state pointer<br/>
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/// NOTE: Only available for GRAPHICS_API_OPENGL_11</summary>
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[LibraryImport(NativeLibName, EntryPoint = "rlEnableStatePointer")]
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[UnmanagedCallConv(CallConvs = [typeof(CallConvCdecl)])]
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public static partial void EnableStatePointer(int vertexAttribType, void* buffer);
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/// <summary>Disable attribute state pointer<br/>
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/// NOTE: Only available for GRAPHICS_API_OPENGL_11</summary>
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[LibraryImport(NativeLibName, EntryPoint = "rlDisableStatePointer")]
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[UnmanagedCallConv(CallConvs = [typeof(CallConvCdecl)])]
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public static partial void DisableStatePointer(int vertexAttribType);
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// Textures state
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/// <summary>Select and active a texture slot</summary>
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@ -757,7 +744,7 @@ public static unsafe partial class Rlgl
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/// <summary>Load depth texture/renderbuffer (to be attached to fbo)</summary>
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[LibraryImport(NativeLibName, EntryPoint = "rlLoadTextureDepth")]
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[UnmanagedCallConv(CallConvs = [typeof(CallConvCdecl)])]
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public static partial uint LoadTextureDepth(int width, int height, CBool useRenderBuffer);
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public static partial uint LoadTextureDepth(int width, int height, int useRenderBuffer);
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/// <summary>Load texture cubemap data</summary>
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[LibraryImport(NativeLibName, EntryPoint = "rlLoadTextureCubemap")]
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@ -826,8 +813,8 @@ public static unsafe partial class Rlgl
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public static partial void FramebufferAttach(
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uint fboId,
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uint texId,
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FramebufferAttachType attachType,
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FramebufferAttachTextureType texType,
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int attachType,
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int texType,
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int mipLevel
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);
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