Add .editorconfig and apply formatting
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32 changed files with 6831 additions and 6808 deletions
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@ -1,123 +1,122 @@
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using System;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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namespace Raylib_cs;
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/// <summary>
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/// Wave type, defines audio wave data
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Wave
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{
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/// <summary>
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/// Wave type, defines audio wave data
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/// Number of samples
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Wave
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{
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/// <summary>
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/// Number of samples
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/// </summary>
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public uint SampleCount;
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/// <summary>
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/// Frequency (samples per second)
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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/// </summary>
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public uint SampleSize;
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/// <summary>
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/// Number of channels (1-mono, 2-stereo)
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/// </summary>
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public uint Channels;
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//TODO: SPAN<byte> ?
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/// <summary>
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/// Buffer data pointer
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/// </summary>
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public void* Data;
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}
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public uint SampleCount;
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/// <summary>
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/// Audio stream type<br/>
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/// NOTE: Useful to create custom audio streams not bound to a specific file
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/// Frequency (samples per second)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct AudioStream
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{
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//TODO: convert
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/// <summary>
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/// Pointer to internal data(rAudioBuffer *) used by the audio system
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/// </summary>
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public IntPtr Buffer;
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/// <summary>
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/// Pointer to internal data processor, useful for audio effects
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/// </summary>
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public IntPtr Processor;
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/// <summary>
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/// Frequency (samples per second)
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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/// </summary>
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public uint SampleSize;
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/// <summary>
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/// Number of channels (1-mono, 2-stereo)
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/// </summary>
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public uint Channels;
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}
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public uint SampleRate;
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/// <summary>
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/// Sound source type
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/// Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct Sound
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{
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/// <summary>
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/// Audio stream
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/// </summary>
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public AudioStream Stream;
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/// <summary>
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/// Total number of frames (considering channels)
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/// </summary>
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public uint FrameCount;
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}
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public uint SampleSize;
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/// <summary>
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/// Music stream type (audio file streaming from memory)<br/>
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/// NOTE: Anything longer than ~10 seconds should be streamed
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/// Number of channels (1-mono, 2-stereo)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Music
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{
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/// <summary>
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/// Audio stream
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/// </summary>
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public AudioStream Stream;
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public uint Channels;
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/// <summary>
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/// Total number of samples
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/// </summary>
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public uint FrameCount;
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/// <summary>
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/// Music looping enable
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/// </summary>
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public CBool Looping;
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/// <summary>
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/// Type of music context (audio filetype)
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/// </summary>
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public int CtxType;
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//TODO span
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/// <summary>
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/// Audio context data, depends on type
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/// </summary>
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public void* CtxData;
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}
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//TODO: SPAN<byte> ?
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/// <summary>
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/// Buffer data pointer
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/// </summary>
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public void* Data;
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}
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/// <summary>
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/// Audio stream type<br/>
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/// NOTE: Useful to create custom audio streams not bound to a specific file
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct AudioStream
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{
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//TODO: convert
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/// <summary>
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/// Pointer to internal data(rAudioBuffer *) used by the audio system
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/// </summary>
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public IntPtr Buffer;
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/// <summary>
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/// Pointer to internal data processor, useful for audio effects
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/// </summary>
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public IntPtr Processor;
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/// <summary>
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/// Frequency (samples per second)
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/// </summary>
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public uint SampleRate;
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/// <summary>
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/// Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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/// </summary>
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public uint SampleSize;
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/// <summary>
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/// Number of channels (1-mono, 2-stereo)
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/// </summary>
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public uint Channels;
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}
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/// <summary>
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/// Sound source type
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct Sound
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{
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/// <summary>
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/// Audio stream
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/// </summary>
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public AudioStream Stream;
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/// <summary>
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/// Total number of frames (considering channels)
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/// </summary>
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public uint FrameCount;
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}
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/// <summary>
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/// Music stream type (audio file streaming from memory)<br/>
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/// NOTE: Anything longer than ~10 seconds should be streamed
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Music
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{
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/// <summary>
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/// Audio stream
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/// </summary>
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public AudioStream Stream;
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/// <summary>
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/// Total number of samples
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/// </summary>
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public uint FrameCount;
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/// <summary>
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/// Music looping enable
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/// </summary>
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public CBool Looping;
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/// <summary>
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/// Type of music context (audio filetype)
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/// </summary>
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public int CtxType;
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//TODO span
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/// <summary>
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/// Audio context data, depends on type
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/// </summary>
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public void* CtxData;
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}
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