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https://github.com/raylib-cs/raylib-cs
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Add .editorconfig and apply formatting
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@ -1,94 +1,93 @@
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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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/// Font type, defines generation method
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/// </summary>
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public enum FontType
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{
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/// <summary>
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/// Font type, defines generation method
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/// Default font generation, anti-aliased
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/// </summary>
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public enum FontType
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{
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/// <summary>
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/// Default font generation, anti-aliased
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/// </summary>
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FONT_DEFAULT = 0,
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/// <summary>
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/// Bitmap font generation, no anti-aliasing
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/// </summary>
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FONT_BITMAP,
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/// <summary>
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/// SDF font generation, requires external shader
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/// </summary>
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FONT_SDF
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}
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FONT_DEFAULT = 0,
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/// <summary>
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/// GlyphInfo, font characters glyphs info
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/// Bitmap font generation, no anti-aliasing
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct GlyphInfo
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{
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/// <summary>
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/// Character value (Unicode)
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/// </summary>
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public int Value;
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/// <summary>
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/// Character offset X when drawing
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/// </summary>
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public int OffsetX;
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/// <summary>
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/// Character offset Y when drawing
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/// </summary>
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public int OffsetY;
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/// <summary>
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/// Character advance position X
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/// </summary>
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public int AdvanceX;
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/// <summary>
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/// Character image data
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/// </summary>
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public Image Image;
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}
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FONT_BITMAP,
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/// <summary>
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/// Font, font texture and GlyphInfo array data
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/// SDF font generation, requires external shader
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Font
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{
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/// <summary>
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/// Base size (default chars height)
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/// </summary>
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public int BaseSize;
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/// <summary>
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/// Number of characters
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/// </summary>
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public int GlyphCount;
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/// <summary>
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/// Padding around the glyph characters
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/// </summary>
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public int GlyphPadding;
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/// <summary>
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/// Texture atlas containing the glyphs
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/// </summary>
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public Texture2D Texture;
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/// <summary>
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/// Rectangles in texture for the glyphs
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/// </summary>
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public Rectangle* Recs;
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/// <summary>
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/// Glyphs info data
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/// </summary>
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public GlyphInfo* Glyphs;
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}
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FONT_SDF
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}
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/// <summary>
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/// GlyphInfo, font characters glyphs info
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct GlyphInfo
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{
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/// <summary>
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/// Character value (Unicode)
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/// </summary>
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public int Value;
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/// <summary>
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/// Character offset X when drawing
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/// </summary>
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public int OffsetX;
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/// <summary>
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/// Character offset Y when drawing
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/// </summary>
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public int OffsetY;
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/// <summary>
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/// Character advance position X
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/// </summary>
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public int AdvanceX;
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/// <summary>
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/// Character image data
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/// </summary>
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public Image Image;
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}
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/// <summary>
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/// Font, font texture and GlyphInfo array data
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Font
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{
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/// <summary>
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/// Base size (default chars height)
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/// </summary>
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public int BaseSize;
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/// <summary>
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/// Number of characters
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/// </summary>
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public int GlyphCount;
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/// <summary>
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/// Padding around the glyph characters
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/// </summary>
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public int GlyphPadding;
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/// <summary>
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/// Texture atlas containing the glyphs
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/// </summary>
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public Texture2D Texture;
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/// <summary>
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/// Rectangles in texture for the glyphs
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/// </summary>
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public Rectangle* Recs;
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/// <summary>
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/// Glyphs info data
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/// </summary>
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public GlyphInfo* Glyphs;
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}
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