mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-10-13 04:51:53 -04:00
Explicit core types and autonomous types. (#304)
* All the "var" variables were changed to explicit types on the raylib class * "MakeDirectory" overload, and string version of "GetApplicationDirectory" and "GetWorkingDirectory" methods * Added "Dimensions" property to "Texture2D" * New overloads for the "LoadFileData" and "SaveFileData" methods * Raymath's const "NativeLibName" is now referencing to "Raylib.NativeLibName" * Color constructors are more readable * Added "Dimensions" property to "Image" * Changed all the "var" for explicit types on the "Logging" class * Changed "Int64" for "long" on CBool, and using constructor on the operators instead setting the value manually * Added indexer to "FilePathLists" * Changed all "var" for explicit types on "Utf8Buffer" * New "GetRandomSequence" method overloads in "Raylib.Utils" acepting "int" and "float" * Added new extension "byte.Lerp" * Added new extension "Log" for "TraceLogLevel" * Constructors on Color no longer just truncate the float value, but also round it (+ 0.5f) * New static method on Color, "Color.Lerp" * Added static method "FromHSV" to Color * Added new getter method "GetHSV" on Color * Added index security on the FilePathList indexer * Added Rectangle extension * Added "MoveTowards" extensions to RaylibExtensions * Added "TranslateLocal" and "TranslateGlobal" to Transform * Removed unnecessary "partial" declarations * Updating calls and docs * Moved the "AudioCallback" delegate into the "AudioMixed.cs" File * Properties and structs marked as read-only on the "Model.cs" file * Updated the "README.md" to mentions Raylib-cs targets net6.0 and net8.0 (and also explicitly added that the "STAThread" attribute comes from the "System" namespace) * Added a few sizing utils to "Rectangle" * Added "GetScreenCenter" to "Raylib.Utils"
This commit is contained in:
@@ -1,4 +1,4 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFrameworks>net6.0;net8.0</TargetFrameworks>
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<EnableDefaultItems>false</EnableDefaultItems>
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@@ -49,9 +49,6 @@
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<ItemGroup>
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<Compile Include="interop\*.cs" />
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<Compile Include="types\*.cs" />
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<Compile Include="types\native\CBool.cs" />
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<Compile Include="types\native\AnsiBuffer.cs" />
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<Compile Include="types\native\Utf8Buffer.cs" />
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<Compile Include="types\native\FilePathList.cs" />
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<Compile Include="types\native\*.cs" />
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</ItemGroup>
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</Project>
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|
@@ -1,7 +1,7 @@
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using System;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using System.Numerics;
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using System.Security;
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using System;
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namespace Raylib_cs;
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|
@@ -1,5 +1,5 @@
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using System.Numerics;
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using System.Runtime.InteropServices;
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using System.Numerics;
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using System.Security;
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namespace Raylib_cs;
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@@ -21,7 +21,7 @@ public static unsafe partial class Raymath
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/// <summary>
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/// Used by DllImport to load the native library
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/// </summary>
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public const string NativeLibName = "raylib";
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public const string NativeLibName = Raylib.NativeLibName;
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/// <summary>Clamp float value</summary>
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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@@ -37,12 +37,9 @@ public static unsafe partial class Raymath
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/// <summary>Remap input value within input range to output range</summary>
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern float Remap(
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float value,
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float inputStart,
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float inputEnd,
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float outputStart,
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float outputEnd
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public static extern float Remap(float value,
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float inputStart, float inputEnd,
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float outputStart, float outputEnd
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);
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/// <summary>Wrap input value from min to max</summary>
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|
@@ -1,10 +0,0 @@
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using System;
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namespace Raylib_cs;
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/// <summary>
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/// Audio stream processor.
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/// Used with Raylib.AttachAudioMixedProcessor()
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/// and Raylib.DetachAudioMixedProcessor()
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/// </summary>
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public delegate void AudioCallback<T>(Span<T> buffer);
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@@ -1,17 +1,22 @@
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System;
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namespace Raylib_cs;
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/// <summary>
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/// Audio stream processor.
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/// Used with <see cref="Raylib.AttachAudioMixedProcessor(AudioCallback{float})"/>
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/// and <see cref="Raylib.DetachAudioMixedProcessor(AudioCallback{float})"/>
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/// </summary>
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public delegate void AudioCallback<T>(Span<T> buffer);
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internal static unsafe class AudioMixed
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{
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public static AudioCallback<float> Callback = null;
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[UnmanagedCallersOnly(CallConvs = new[]
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{
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typeof(CallConvCdecl),
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})]
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[UnmanagedCallersOnly(CallConvs = new Type[]
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{ typeof(CallConvCdecl) })]
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public static void Processor(void* buffer, uint frames)
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{
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// The buffer is stereo audio, so we need to double our frame count.
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|
@@ -8,9 +8,9 @@ namespace Raylib_cs;
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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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public struct AudioStream
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{
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//TODO: convert
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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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|
@@ -31,5 +31,5 @@ public unsafe struct AutomationEventList
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public AutomationEvent* Events;
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/// <inheritdoc cref="Events"/>
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public ReadOnlySpan<AutomationEvent> EventsAsSpan => new(Events, (int)Count);
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public readonly ReadOnlySpan<AutomationEvent> EventsAsSpan => new ReadOnlySpan<AutomationEvent>(Events, (int)Count);
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}
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|
@@ -7,7 +7,7 @@ namespace Raylib_cs;
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/// Camera2D, defines position/orientation in 2d space
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct Camera2D
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public struct Camera2D
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{
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/// <summary>
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/// Camera offset (displacement from target)
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|
@@ -28,7 +28,7 @@ public enum CameraProjection
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/// Camera3D, defines position/orientation in 3d space
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct Camera3D
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public struct Camera3D
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{
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/// <summary>
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/// Camera position
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|
@@ -1,5 +1,5 @@
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using System;
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using System.Runtime.InteropServices;
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using System;
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namespace Raylib_cs;
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@@ -7,7 +7,7 @@ namespace Raylib_cs;
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/// Color type, RGBA (32bit)
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public partial struct Color
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public struct Color
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{
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public byte R;
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public byte G;
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@@ -96,28 +96,133 @@ public partial struct Color
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/// </summary>
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public Color(float r, float g, float b, float a)
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{
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// X = (byte)Math.Clamp(MathF.Round(x * 255), 0f, 255f);
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this.R = (byte)((r < 0) ? 0 : ((r > 1) ? 255 : ((r * 255) + .5f)));
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this.G = (byte)((g < 0) ? 0 : ((g > 1) ? 255 : ((g * 255) + .5f)));
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this.B = (byte)((b < 0) ? 0 : ((b > 1) ? 255 : ((b * 255) + .5f)));
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this.A = (byte)((a < 0) ? 0 : ((a > 1) ? 255 : ((a * 255) + .5f)));
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this.R = (byte)(Math.Clamp(r, 0.0f, 1.0f) * 255);
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this.G = (byte)(Math.Clamp(g, 0.0f, 1.0f) * 255);
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this.B = (byte)(Math.Clamp(b, 0.0f, 1.0f) * 255);
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this.A = (byte)(Math.Clamp(a, 0.0f, 1.0f) * 255);
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}
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/// <summary>
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/// <inheritdoc cref="Color(byte, byte, byte)"/>.
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/// Accepts <see cref="float"/>'s, upscales and clamps them to the range 0..255.
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/// Accepts <see cref="float"/>'s, upscales and clamps them to the range 0...255.
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/// Then they are converted to <see cref="byte"/>'s by rounding.
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/// </summary>
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public Color(float r, float g, float b)
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{
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// X = (byte)Math.Clamp(MathF.Round(x * 255), 0f, 255f);
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this.R = (byte)((r < 0) ? 0 : ((r > 1) ? 255 : ((r * 255) + .5f)));
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this.G = (byte)((g < 0) ? 0 : ((g > 1) ? 255 : ((g * 255) + .5f)));
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this.B = (byte)((b < 0) ? 0 : ((b > 1) ? 255 : ((b * 255) + .5f)));
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this.R = (byte)(Math.Clamp(r, 0.0f, 1.0f) * 255);
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this.G = (byte)(Math.Clamp(g, 0.0f, 1.0f) * 255);
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this.B = (byte)(Math.Clamp(b, 0.0f, 1.0f) * 255);
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this.A = 255;
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}
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public override string ToString()
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public readonly void GetHSV(out float h, out float s, out float v)
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{
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float rf = this.R / 255f;
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float gf = this.G / 255f;
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float bf = this.B / 255f;
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float max = MathF.Max(rf, MathF.Max(gf, bf));
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float min = MathF.Min(rf, MathF.Min(gf, bf));
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float delta = max - min;
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// Value
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v = max;
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// Saturation
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s = (max == 0f) ? 0f : delta / max;
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// Hue
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if (delta == 0f)
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{
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h = 0f;
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}
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else if (max == rf)
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{
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h = 60f * (((gf - bf) / delta) % 6f);
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}
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else if (max == gf)
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{
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h = 60f * (((bf - rf) / delta) + 2f);
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}
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else // max == bf
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{
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h = 60f * (((rf - gf) / delta) + 4f);
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}
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// Keep h inside 0 and 360
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if (h < 0f)
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{
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h += 360f;
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}
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}
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public static Color FromHSV(float h, float s, float v)
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{
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float c = v * s;
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float x = c * (1f - MathF.Abs((h / 60f) % 2f - 1f));
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float m = v - c;
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float rf, gf, bf;
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if (h < 60f)
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{
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rf = c;
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gf = x;
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bf = 0;
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}
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else if (h < 120f)
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{
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rf = x;
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gf = c;
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bf = 0;
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}
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else if (h < 180f)
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{
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rf = 0;
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gf = c;
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bf = x;
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}
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else if (h < 240f)
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{
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rf = 0;
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gf = x;
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bf = c;
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}
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else if (h < 300f)
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{
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rf = x;
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gf = 0;
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bf = c;
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}
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else
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{
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rf = c;
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gf = 0;
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bf = x;
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}
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byte r = (byte)((rf + m) * 255f + 0.5f);
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byte g = (byte)((gf + m) * 255f + 0.5f);
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byte b = (byte)((bf + m) * 255f + 0.5f);
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return new Color(r, g, b, byte.MaxValue);
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}
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public static Color Lerp(Color origin, Color target, float t)
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{
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byte r = LerpB(origin.R, target.R, t);
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byte g = LerpB(origin.R, target.G, t);
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byte b = LerpB(origin.R, target.B, t);
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byte a = LerpB(origin.R, target.A, t);
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return new Color(r, g, b, a);
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}
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// Lerp byte
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private static byte LerpB(byte a, byte b, float t)
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{
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return (byte)(a + (b - a) * t);
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}
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public readonly override string ToString()
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{
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return $"{{R:{R} G:{G} B:{B} A:{A}}}";
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||||
}
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|
@@ -59,7 +59,7 @@ public partial struct GlyphInfo
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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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||||
public unsafe struct Font
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||||
{
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/// <summary>
|
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/// Base size (default chars height)
|
||||
|
@@ -1,4 +1,5 @@
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Raylib_cs;
|
||||
|
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@@ -133,7 +134,7 @@ public enum PixelFormat
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/// Image, pixel data stored in CPU memory (RAM)
|
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/// </summary>
|
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[StructLayout(LayoutKind.Sequential)]
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public unsafe partial struct Image
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public unsafe struct Image
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{
|
||||
/// <summary>
|
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/// Image raw data
|
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@@ -159,4 +160,9 @@ public unsafe partial struct Image
|
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/// Data format (PixelFormat type)
|
||||
/// </summary>
|
||||
public PixelFormat Format;
|
||||
|
||||
/// <summary>
|
||||
/// Get width and height packed in a Vector2
|
||||
/// </summary>
|
||||
public readonly Vector2 Dimensions => new Vector2(Width, Height);
|
||||
}
|
||||
|
@@ -29,7 +29,7 @@ internal readonly struct Native
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential, Pack = 4)]
|
||||
struct VaListLinuxX64
|
||||
internal struct VaListLinuxX64
|
||||
{
|
||||
uint _gpOffset;
|
||||
uint _fpOffset;
|
||||
@@ -42,10 +42,10 @@ struct VaListLinuxX64
|
||||
/// </summary>
|
||||
public static unsafe class Logging
|
||||
{
|
||||
[UnmanagedCallersOnly(CallConvs = new[] { typeof(System.Runtime.CompilerServices.CallConvCdecl) })]
|
||||
[UnmanagedCallersOnly(CallConvs = new Type[] { typeof(System.Runtime.CompilerServices.CallConvCdecl) })]
|
||||
public static unsafe void LogConsole(int msgType, sbyte* text, sbyte* args)
|
||||
{
|
||||
var message = GetLogMessage(new IntPtr(text), new IntPtr(args));
|
||||
string message = GetLogMessage(new IntPtr(text), new IntPtr(args));
|
||||
Console.WriteLine(message);
|
||||
}
|
||||
|
||||
@@ -62,13 +62,13 @@ public static unsafe class Logging
|
||||
return LinuxX64LogCallback(format, args);
|
||||
}
|
||||
|
||||
var byteLength = VsnPrintf(IntPtr.Zero, UIntPtr.Zero, format, args) + 1;
|
||||
int byteLength = VsnPrintf(IntPtr.Zero, UIntPtr.Zero, format, args) + 1;
|
||||
if (byteLength <= 1)
|
||||
{
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
var buffer = Marshal.AllocHGlobal(byteLength);
|
||||
IntPtr buffer = Marshal.AllocHGlobal(byteLength);
|
||||
VsPrintf(buffer, format, args);
|
||||
|
||||
string result = Marshal.PtrToStringUTF8(buffer);
|
||||
@@ -77,12 +77,12 @@ public static unsafe class Logging
|
||||
return result;
|
||||
}
|
||||
|
||||
static string AppleLogCallback(IntPtr format, IntPtr args)
|
||||
private static string AppleLogCallback(IntPtr format, IntPtr args)
|
||||
{
|
||||
IntPtr buffer = IntPtr.Zero;
|
||||
try
|
||||
{
|
||||
var count = Native.VasPrintfApple(ref buffer, format, args);
|
||||
int count = Native.VasPrintfApple(ref buffer, format, args);
|
||||
if (count == -1)
|
||||
{
|
||||
return string.Empty;
|
||||
@@ -95,10 +95,10 @@ public static unsafe class Logging
|
||||
}
|
||||
}
|
||||
|
||||
static string LinuxX64LogCallback(IntPtr format, IntPtr args)
|
||||
private static string LinuxX64LogCallback(IntPtr format, IntPtr args)
|
||||
{
|
||||
// The args pointer cannot be reused between two calls. We need to make a copy of the underlying structure.
|
||||
var listStructure = Marshal.PtrToStructure<VaListLinuxX64>(args);
|
||||
VaListLinuxX64 listStructure = Marshal.PtrToStructure<VaListLinuxX64>(args);
|
||||
IntPtr listPointer = IntPtr.Zero;
|
||||
int byteLength = 0;
|
||||
string result = "";
|
||||
@@ -125,9 +125,9 @@ public static unsafe class Logging
|
||||
}
|
||||
|
||||
// https://github.com/dotnet/runtime/issues/51052
|
||||
static int VsnPrintf(IntPtr buffer, UIntPtr size, IntPtr format, IntPtr args)
|
||||
private static int VsnPrintf(IntPtr buffer, UIntPtr size, IntPtr format, IntPtr args)
|
||||
{
|
||||
var os = Environment.OSVersion;
|
||||
OperatingSystem os = Environment.OSVersion;
|
||||
if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
|
||||
{
|
||||
return Native.VsnPrintfWindows(buffer, size, format, args);
|
||||
@@ -144,7 +144,7 @@ public static unsafe class Logging
|
||||
}
|
||||
|
||||
// https://github.com/dotnet/runtime/issues/51052
|
||||
static int VsPrintf(IntPtr buffer, IntPtr format, IntPtr args)
|
||||
private static int VsPrintf(IntPtr buffer, IntPtr format, IntPtr args)
|
||||
{
|
||||
if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
|
||||
{
|
||||
|
@@ -48,7 +48,7 @@ public enum MaterialMapIndex
|
||||
/// Material texture map
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public partial struct MaterialMap
|
||||
public struct MaterialMap
|
||||
{
|
||||
/// <summary>
|
||||
/// Material map texture
|
||||
@@ -70,14 +70,14 @@ public partial struct MaterialMap
|
||||
/// Material type (generic)
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe partial struct Material
|
||||
public unsafe struct Material
|
||||
{
|
||||
/// <summary>
|
||||
/// Material shader
|
||||
/// </summary>
|
||||
public Shader Shader;
|
||||
|
||||
//TODO: convert
|
||||
// TODO: convert
|
||||
/// <summary>
|
||||
/// Material maps
|
||||
/// </summary>
|
||||
|
@@ -9,7 +9,7 @@ namespace Raylib_cs;
|
||||
/// NOTE: Data stored in CPU memory (and GPU)
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe partial struct Mesh
|
||||
public unsafe struct Mesh
|
||||
{
|
||||
/// <summary>
|
||||
/// Creates a mesh ready for default vertex data allocation
|
||||
@@ -136,7 +136,7 @@ public unsafe partial struct Mesh
|
||||
/// </summary>
|
||||
public readonly Span<T> TexCoordsAs<T>() where T : unmanaged
|
||||
{
|
||||
return new(TexCoords, 2 * VertexCount * sizeof(float) / sizeof(T));
|
||||
return new Span<T>(TexCoords, 2 * VertexCount * sizeof(float) / sizeof(T));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -144,7 +144,7 @@ public unsafe partial struct Mesh
|
||||
/// </summary>
|
||||
public readonly Span<T> TexCoords2As<T>() where T : unmanaged
|
||||
{
|
||||
return new(TexCoords2, 2 * VertexCount * sizeof(float) / sizeof(T));
|
||||
return new Span<T>(TexCoords2, 2 * VertexCount * sizeof(float) / sizeof(T));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -152,7 +152,7 @@ public unsafe partial struct Mesh
|
||||
/// </summary>
|
||||
public readonly Span<T> NormalsAs<T>() where T : unmanaged
|
||||
{
|
||||
return new(Normals, 3 * VertexCount * sizeof(float) / sizeof(T));
|
||||
return new Span<T>(Normals, 3 * VertexCount * sizeof(float) / sizeof(T));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -160,7 +160,7 @@ public unsafe partial struct Mesh
|
||||
/// </summary>
|
||||
public readonly Span<T> TangentsAs<T>() where T : unmanaged
|
||||
{
|
||||
return new(Tangents, 4 * VertexCount * sizeof(float) / sizeof(T));
|
||||
return new Span<T>(Tangents, 4 * VertexCount * sizeof(float) / sizeof(T));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -168,7 +168,7 @@ public unsafe partial struct Mesh
|
||||
/// </summary>
|
||||
public readonly Span<T> ColorsAs<T>() where T : unmanaged
|
||||
{
|
||||
return new(Colors, 4 * VertexCount * sizeof(byte) / sizeof(T));
|
||||
return new Span<T>(Colors, 4 * VertexCount * sizeof(byte) / sizeof(T));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -176,7 +176,7 @@ public unsafe partial struct Mesh
|
||||
/// </summary>
|
||||
public readonly Span<T> IndicesAs<T>() where T : unmanaged
|
||||
{
|
||||
return new(Indices, 3 * TriangleCount * sizeof(ushort) / sizeof(T));
|
||||
return new Span<T>(Indices, 3 * TriangleCount * sizeof(ushort) / sizeof(T));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@@ -8,7 +8,7 @@ namespace Raylib_cs;
|
||||
/// Bone information
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe partial struct BoneInfo
|
||||
public unsafe struct BoneInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// Bone name (char[32])
|
||||
@@ -25,7 +25,7 @@ public unsafe partial struct BoneInfo
|
||||
/// Model type
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe partial struct Model
|
||||
public unsafe struct Model
|
||||
{
|
||||
/// <summary>
|
||||
/// Local transform matrix
|
||||
@@ -79,7 +79,7 @@ public unsafe partial struct Model
|
||||
/// Model animation
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe partial struct ModelAnimation
|
||||
public unsafe struct ModelAnimation
|
||||
{
|
||||
/// <summary>
|
||||
/// Number of bones
|
||||
@@ -97,7 +97,7 @@ public unsafe partial struct ModelAnimation
|
||||
public readonly BoneInfo* Bones;
|
||||
|
||||
/// <inheritdoc cref="Bones"/>
|
||||
public ReadOnlySpan<BoneInfo> BoneInfo => new(Bones, BoneCount);
|
||||
public readonly ReadOnlySpan<BoneInfo> BoneInfo => new ReadOnlySpan<BoneInfo>(Bones, BoneCount);
|
||||
|
||||
/// <summary>
|
||||
/// Poses array by frame (Transform **)
|
||||
@@ -110,9 +110,9 @@ public unsafe partial struct ModelAnimation
|
||||
public fixed sbyte Name[32];
|
||||
|
||||
/// <inheritdoc cref="FramePoses"/>
|
||||
public FramePosesCollection FramePosesColl => new(FramePoses, FrameCount, BoneCount);
|
||||
public readonly FramePosesCollection FramePosesColl => new FramePosesCollection(FramePoses, FrameCount, BoneCount);
|
||||
|
||||
public struct FramePosesCollection
|
||||
public readonly struct FramePosesCollection
|
||||
{
|
||||
readonly Transform** _framePoses;
|
||||
|
||||
@@ -120,9 +120,9 @@ public unsafe partial struct ModelAnimation
|
||||
|
||||
readonly int _boneCount;
|
||||
|
||||
public FramePoses this[int index] => new(_framePoses[index], _boneCount);
|
||||
public readonly FramePoses this[int index] => new FramePoses(_framePoses[index], _boneCount);
|
||||
|
||||
public Transform this[int index1, int index2] => new FramePoses(_framePoses[index1], _boneCount)[index2];
|
||||
public readonly Transform this[int index1, int index2] => new FramePoses(_framePoses[index1], _boneCount)[index2];
|
||||
|
||||
internal FramePosesCollection(Transform** framePoses, int frameCount, int boneCount)
|
||||
{
|
||||
@@ -133,13 +133,13 @@ public unsafe partial struct ModelAnimation
|
||||
}
|
||||
}
|
||||
|
||||
public unsafe struct FramePoses
|
||||
public readonly unsafe struct FramePoses
|
||||
{
|
||||
readonly Transform* _poses;
|
||||
|
||||
readonly int _count;
|
||||
|
||||
public ref Transform this[int index] => ref _poses[index];
|
||||
public readonly ref Transform this[int index] => ref _poses[index];
|
||||
|
||||
internal FramePoses(Transform* poses, int count)
|
||||
{
|
||||
|
@@ -7,7 +7,7 @@ namespace Raylib_cs;
|
||||
/// NOTE: Anything longer than ~10 seconds should be streamed
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe partial struct Music
|
||||
public unsafe struct Music
|
||||
{
|
||||
/// <summary>
|
||||
/// Audio stream
|
||||
@@ -29,7 +29,7 @@ public unsafe partial struct Music
|
||||
/// </summary>
|
||||
public int CtxType;
|
||||
|
||||
//TODO span
|
||||
// TODO span
|
||||
/// <summary>
|
||||
/// Audio context data, depends on type
|
||||
/// </summary>
|
||||
|
@@ -27,7 +27,7 @@ public enum NPatchLayout
|
||||
/// N-Patch layout info
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public partial struct NPatchInfo
|
||||
public struct NPatchInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture source rectangle
|
||||
|
@@ -7,7 +7,7 @@ namespace Raylib_cs;
|
||||
/// Ray, ray for raycasting
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public partial struct Ray
|
||||
public struct Ray
|
||||
{
|
||||
/// <summary>
|
||||
/// Ray position (origin)
|
||||
@@ -30,7 +30,7 @@ public partial struct Ray
|
||||
/// Raycast hit information
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public partial struct RayCollision
|
||||
public struct RayCollision
|
||||
{
|
||||
/// <summary>
|
||||
/// Did the ray hit something?
|
||||
|
@@ -1,6 +1,6 @@
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Numerics;
|
||||
using System;
|
||||
|
||||
namespace Raylib_cs;
|
||||
|
||||
@@ -9,14 +9,14 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Initialize window and OpenGL context</summary>
|
||||
public static void InitWindow(int width, int height, string title)
|
||||
{
|
||||
using var str1 = title.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = title.ToUtf8Buffer();
|
||||
InitWindow(width, height, str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Set title for window (only PLATFORM_DESKTOP)</summary>
|
||||
public static void SetWindowTitle(string title)
|
||||
{
|
||||
using var str1 = title.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = title.ToUtf8Buffer();
|
||||
SetWindowTitle(str1.AsPointer());
|
||||
}
|
||||
|
||||
@@ -35,94 +35,94 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Set clipboard text content</summary>
|
||||
public static void SetClipboardText(string text)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
SetClipboardText(str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Open URL with default system browser (if available)</summary>
|
||||
public static void OpenURL(string url)
|
||||
{
|
||||
using var str1 = url.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = url.ToUtf8Buffer();
|
||||
OpenURL(str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Set internal gamepad mappings (SDL_GameControllerDB)</summary>
|
||||
public static int SetGamepadMappings(string mappings)
|
||||
{
|
||||
using var str1 = mappings.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = mappings.ToUtf8Buffer();
|
||||
return SetGamepadMappings(str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Load shader from files and bind default locations</summary>
|
||||
public static Shader LoadShader(string vsFileName, string fsFileName)
|
||||
{
|
||||
using var str1 = vsFileName.ToAnsiBuffer();
|
||||
using var str2 = fsFileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = vsFileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str2 = fsFileName.ToAnsiBuffer();
|
||||
return LoadShader(str1.AsPointer(), str2.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Load shader from code string and bind default locations</summary>
|
||||
public static Shader LoadShaderFromMemory(string vsCode, string fsCode)
|
||||
{
|
||||
using var str1 = vsCode.ToUtf8Buffer();
|
||||
using var str2 = fsCode.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = vsCode.ToUtf8Buffer();
|
||||
using Utf8Buffer str2 = fsCode.ToUtf8Buffer();
|
||||
return LoadShaderFromMemory(str1.AsPointer(), str2.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Get shader uniform location</summary>
|
||||
public static int GetShaderLocation(Shader shader, string uniformName)
|
||||
{
|
||||
using var str1 = uniformName.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = uniformName.ToUtf8Buffer();
|
||||
return GetShaderLocation(shader, str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Get shader attribute location</summary>
|
||||
public static int GetShaderLocationAttrib(Shader shader, string attribName)
|
||||
{
|
||||
using var str1 = attribName.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = attribName.ToUtf8Buffer();
|
||||
return GetShaderLocationAttrib(shader, str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Takes a screenshot of current screen (saved a .png)</summary>
|
||||
public static void TakeScreenshot(string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
TakeScreenshot(str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Check file extension</summary>
|
||||
public static CBool IsFileExtension(string fileName, string ext)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using var str2 = ext.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str2 = ext.ToAnsiBuffer();
|
||||
return IsFileExtension(str1.AsPointer(), str2.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Get file modification time (last write time)</summary>
|
||||
public static long GetFileModTime(string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return GetFileModTime(str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Load image from file into CPU memory (RAM)</summary>
|
||||
public static Image LoadImage(string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return LoadImage(str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Load image from RAW file data</summary>
|
||||
public static Image LoadImageRaw(string fileName, int width, int height, PixelFormat format, int headerSize)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return LoadImageRaw(str1.AsPointer(), width, height, format, headerSize);
|
||||
}
|
||||
|
||||
/// <summary>Load image sequence from file (frames appended to image.data)</summary>
|
||||
public static Image LoadImageAnim(string fileName, out int frames)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
fixed (int* p = &frames)
|
||||
{
|
||||
return LoadImageAnim(str1.AsPointer(), p);
|
||||
@@ -134,7 +134,7 @@ public static unsafe partial class Raylib
|
||||
/// </summary>
|
||||
public static Image LoadImageFromMemory(string fileType, byte[] fileData)
|
||||
{
|
||||
using var fileTypeNative = fileType.ToAnsiBuffer();
|
||||
using AnsiBuffer fileTypeNative = fileType.ToAnsiBuffer();
|
||||
fixed (byte* fileDataNative = fileData)
|
||||
{
|
||||
Image image = LoadImageFromMemory(fileTypeNative.AsPointer(), fileDataNative, fileData.Length);
|
||||
@@ -145,21 +145,21 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Export image data to file</summary>
|
||||
public static CBool ExportImage(Image image, string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return ExportImage(image, str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Export image as code file defining an array of bytes</summary>
|
||||
public static CBool ExportImageAsCode(Image image, string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return ExportImageAsCode(image, str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)</summary>
|
||||
public static void TraceLog(TraceLogLevel logLevel, string text)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
TraceLog(logLevel, str1.AsPointer());
|
||||
}
|
||||
|
||||
@@ -228,25 +228,71 @@ public static unsafe partial class Raylib
|
||||
return (T*)MemAlloc(count * (uint)sizeof(T));
|
||||
}
|
||||
|
||||
/// <summary>Save data to file from an unmanaged type</summary>
|
||||
/// <returns>True if the operation was successfully</returns>
|
||||
public static CBool SaveFileData<T>(T data, string fileName) where T : unmanaged
|
||||
{
|
||||
using AnsiBuffer ansiBuffer = fileName.ToAnsiBuffer();
|
||||
return SaveFileData(ansiBuffer.AsPointer(), &data, sizeof(T));
|
||||
}
|
||||
|
||||
/// <summary>Save data to file from an unmanaged type</summary>
|
||||
/// <returns>True if the operation was successfully</returns>
|
||||
public static CBool SaveFileData<T>(T[] data, string fileName) where T : unmanaged
|
||||
{
|
||||
if (data == null || data.Length == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
fixed (T* ptr = data)
|
||||
{
|
||||
using AnsiBuffer ansiBuffer = fileName.ToAnsiBuffer();
|
||||
return SaveFileData(ansiBuffer.AsPointer(), ptr, sizeof(T) * data.Length);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Load file data as byte array (read)</summary>
|
||||
public static byte* LoadFileData(string fileName, ref int bytesRead)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
fixed (int* p = &bytesRead)
|
||||
{
|
||||
return LoadFileData(str1.AsPointer(), p);
|
||||
}
|
||||
}
|
||||
|
||||
public static byte[] LoadFileData(string fileName)
|
||||
{
|
||||
int length = 0;
|
||||
byte* data = LoadFileData(fileName, ref length);
|
||||
byte[] arr = new byte[length];
|
||||
Marshal.Copy((IntPtr)data, arr, 0, length);
|
||||
UnloadFileData(data);
|
||||
return arr;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load file data as an array of unmanaged types
|
||||
/// </summary>
|
||||
public static T[] LoadFileData<T>(string fileName) where T : unmanaged
|
||||
{
|
||||
int length = 0;
|
||||
byte* data = LoadFileData(fileName, ref length);
|
||||
Span<T> values = new Span<T>(data, length / sizeof(T));
|
||||
T[] arr = values.ToArray();
|
||||
UnloadFileData(data);
|
||||
return arr;
|
||||
}
|
||||
|
||||
/// <summary>Get dropped files names (memory should be freed)</summary>
|
||||
public static string[] GetDroppedFiles()
|
||||
{
|
||||
var filePathList = LoadDroppedFiles();
|
||||
var files = new string[filePathList.Count];
|
||||
FilePathList filePathList = LoadDroppedFiles();
|
||||
string[] files = new string[filePathList.Count];
|
||||
|
||||
for (var i = 0; i < filePathList.Count; i++)
|
||||
for (uint i = 0; i < filePathList.Count; i++)
|
||||
{
|
||||
files[i] = Marshal.PtrToStringUTF8((IntPtr)filePathList.Paths[i]);
|
||||
files[i] = filePathList[i];
|
||||
}
|
||||
UnloadDroppedFiles(filePathList);
|
||||
|
||||
@@ -426,21 +472,21 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Generate image: grayscale image from text data</summary>
|
||||
public static Image GenImageText(int width, int height, string text)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
return GenImageText(width, height, str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Create an image from text (default font)</summary>
|
||||
public static Image ImageText(string text, int fontSize, Color color)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
return ImageText(str1.AsPointer(), fontSize, color);
|
||||
}
|
||||
|
||||
/// <summary>Create an image from text (custom sprite font)</summary>
|
||||
public static Image ImageTextEx(Font font, string text, float fontSize, float spacing, Color tint)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
return ImageTextEx(font, str1.AsPointer(), fontSize, spacing, tint);
|
||||
}
|
||||
|
||||
@@ -749,6 +795,22 @@ public static unsafe partial class Raylib
|
||||
}
|
||||
}
|
||||
|
||||
public static void ImageDrawCircleLines(ref Image dst, int centerX, int centerY, int radius, Color color)
|
||||
{
|
||||
fixed (Image* p = &dst)
|
||||
{
|
||||
ImageDrawCircleLines(p, centerX, centerY, radius, color);
|
||||
}
|
||||
}
|
||||
|
||||
public static void ImageDrawCircleLinesV(ref Image dst, Vector2 center, int radius, Color color)
|
||||
{
|
||||
fixed (Image* p = &dst)
|
||||
{
|
||||
ImageDrawCircleLinesV(p, center, radius, color);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Draw circle within an image (Vector version)</summary>
|
||||
public static void ImageDrawCircleV(ref Image dst, Vector2 center, int radius, Color color)
|
||||
{
|
||||
@@ -857,7 +919,7 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Draw text (using default font) within an image (destination)</summary>
|
||||
public static void ImageDrawText(ref Image dst, string text, int x, int y, int fontSize, Color color)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
fixed (Image* p = &dst)
|
||||
{
|
||||
ImageDrawText(p, str1.AsPointer(), x, y, fontSize, color);
|
||||
@@ -875,7 +937,7 @@ public static unsafe partial class Raylib
|
||||
Color color
|
||||
)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
fixed (Image* p = &dst)
|
||||
{
|
||||
ImageDrawTextEx(p, font, str1.AsPointer(), position, fontSize, spacing, color);
|
||||
@@ -885,7 +947,7 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Load texture from file into GPU memory (VRAM)</summary>
|
||||
public static Texture2D LoadTexture(string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return LoadTexture(str1.AsPointer());
|
||||
}
|
||||
|
||||
@@ -931,7 +993,7 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Load font from file into GPU memory (VRAM)</summary>
|
||||
public static Font LoadFont(string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return LoadFont(str1.AsPointer());
|
||||
}
|
||||
|
||||
@@ -941,7 +1003,7 @@ public static unsafe partial class Raylib
|
||||
/// </summary>
|
||||
public static Font LoadFontEx(string fileName, int fontSize, int[] codepoints, int codepointCount)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
fixed (int* p = codepoints)
|
||||
{
|
||||
return LoadFontEx(str1.AsPointer(), fontSize, p, codepointCount);
|
||||
@@ -959,7 +1021,7 @@ public static unsafe partial class Raylib
|
||||
int codepointCount
|
||||
)
|
||||
{
|
||||
using var fileTypeNative = fileType.ToAnsiBuffer();
|
||||
using AnsiBuffer fileTypeNative = fileType.ToAnsiBuffer();
|
||||
fixed (byte* fileDataNative = fileData)
|
||||
{
|
||||
fixed (int* fontCharsNative = codepoints)
|
||||
@@ -972,7 +1034,6 @@ public static unsafe partial class Raylib
|
||||
fontCharsNative,
|
||||
codepointCount
|
||||
);
|
||||
|
||||
return font;
|
||||
}
|
||||
}
|
||||
@@ -1017,7 +1078,7 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Load model animations from file</summary>
|
||||
public static ModelAnimation* LoadModelAnimations(string fileName, ref int animCount)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
fixed (int* p = &animCount)
|
||||
{
|
||||
return LoadModelAnimations(str1.AsPointer(), p);
|
||||
@@ -1126,21 +1187,14 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Draw text (using default font)</summary>
|
||||
public static void DrawText(string text, int posX, int posY, int fontSize, Color color)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
DrawText(str1.AsPointer(), posX, posY, fontSize, color);
|
||||
}
|
||||
|
||||
/// <summary>Draw text using font and additional parameters</summary>
|
||||
public static void DrawTextEx(
|
||||
Font font,
|
||||
string text,
|
||||
Vector2 position,
|
||||
float fontSize,
|
||||
float spacing,
|
||||
Color tint
|
||||
)
|
||||
public static void DrawTextEx(Font font, string text, Vector2 position, float fontSize, float spacing, Color tint)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
DrawTextEx(font, str1.AsPointer(), position, fontSize, spacing, tint);
|
||||
}
|
||||
|
||||
@@ -1156,32 +1210,32 @@ public static unsafe partial class Raylib
|
||||
Color tint
|
||||
)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
DrawTextPro(font, str1.AsPointer(), position, origin, rotation, fontSize, spacing, tint);
|
||||
}
|
||||
|
||||
/// <summary>Measure string width for default font</summary>
|
||||
public static int MeasureText(string text, int fontSize)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
return MeasureText(str1.AsPointer(), fontSize);
|
||||
}
|
||||
|
||||
/// <summary>Measure string size for Font</summary>
|
||||
public static Vector2 MeasureTextEx(Font font, string text, float fontSize, float spacing)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
return MeasureTextEx(font, str1.AsPointer(), fontSize, spacing);
|
||||
}
|
||||
|
||||
/// <summary>Get all codepoints in a string, codepoints count returned by parameters</summary>
|
||||
public static int[] LoadCodepoints(string text, ref int count)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
fixed (int* c = &count)
|
||||
{
|
||||
var pointsPtr = LoadCodepoints(str1.AsPointer(), c);
|
||||
var codepoints = new ReadOnlySpan<int>(pointsPtr, count).ToArray();
|
||||
int* pointsPtr = LoadCodepoints(str1.AsPointer(), c);
|
||||
int[] codepoints = new ReadOnlySpan<int>(pointsPtr, count).ToArray();
|
||||
UnloadCodepoints(pointsPtr);
|
||||
return codepoints;
|
||||
}
|
||||
@@ -1190,14 +1244,14 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Get total number of codepoints in a UTF8 encoded string</summary>
|
||||
public static int GetCodepointCount(string text)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
return GetCodepointCount(str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure</summary>
|
||||
public static int GetCodepoint(string text, ref int codepointSize)
|
||||
{
|
||||
using var str1 = text.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = text.ToUtf8Buffer();
|
||||
fixed (int* p = &codepointSize)
|
||||
{
|
||||
return GetCodepoint(str1.AsPointer(), p);
|
||||
@@ -1209,7 +1263,7 @@ public static unsafe partial class Raylib
|
||||
{
|
||||
fixed (int* l1 = &utf8Size)
|
||||
{
|
||||
var ptr = CodepointToUTF8(codepoint, l1);
|
||||
sbyte* ptr = CodepointToUTF8(codepoint, l1);
|
||||
return Utf8StringUtils.GetUTF8String(ptr);
|
||||
}
|
||||
}
|
||||
@@ -1219,8 +1273,8 @@ public static unsafe partial class Raylib
|
||||
{
|
||||
fixed (int* c1 = codepoints)
|
||||
{
|
||||
var ptr = LoadUTF8(c1, length);
|
||||
var text = Utf8StringUtils.GetUTF8String(ptr);
|
||||
sbyte* ptr = LoadUTF8(c1, length);
|
||||
string text = Utf8StringUtils.GetUTF8String(ptr);
|
||||
MemFree(ptr);
|
||||
return text;
|
||||
}
|
||||
@@ -1229,21 +1283,21 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Draw a model (with texture if set)</summary>
|
||||
public static Model LoadModel(string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return LoadModel(str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Export mesh data to file, returns true on success</summary>
|
||||
public static CBool ExportMesh(Mesh mesh, string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return ExportMesh(mesh, str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Export mesh as code file (.h) defining multiple arrays of vertex attributes</summary>
|
||||
public static CBool ExportMeshAsCode(Mesh mesh, string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return ExportMeshAsCode(mesh, str1.AsPointer());
|
||||
}
|
||||
|
||||
@@ -1268,19 +1322,16 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Load wave data from file</summary>
|
||||
public static Wave LoadWave(string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return LoadWave(str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load wave from managed memory, fileType refers to extension: i.e. ".wav"
|
||||
/// </summary>
|
||||
public static Wave LoadWaveFromMemory(
|
||||
string fileType,
|
||||
byte[] fileData
|
||||
)
|
||||
public static Wave LoadWaveFromMemory(string fileType, byte[] fileData)
|
||||
{
|
||||
using var fileTypeNative = fileType.ToAnsiBuffer();
|
||||
using AnsiBuffer fileTypeNative = fileType.ToAnsiBuffer();
|
||||
|
||||
fixed (byte* fileDataNative = fileData)
|
||||
{
|
||||
@@ -1297,40 +1348,37 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Load sound from file</summary>
|
||||
public static Sound LoadSound(string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return LoadSound(str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Export wave data to file</summary>
|
||||
public static CBool ExportWave(Wave wave, string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return ExportWave(wave, str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Export wave sample data to code (.h)</summary>
|
||||
public static CBool ExportWaveAsCode(Wave wave, string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return ExportWaveAsCode(wave, str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Load music stream from file</summary>
|
||||
public static Music LoadMusicStream(string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer str1 = fileName.ToAnsiBuffer();
|
||||
return LoadMusicStream(str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load music stream from managed memory, fileType refers to extension: i.e. ".wav"
|
||||
/// </summary>
|
||||
public static Music LoadMusicStreamFromMemory(
|
||||
string fileType,
|
||||
byte[] fileData
|
||||
)
|
||||
public static Music LoadMusicStreamFromMemory(string fileType, byte[] fileData)
|
||||
{
|
||||
using var fileTypeNative = fileType.ToAnsiBuffer();
|
||||
using AnsiBuffer fileTypeNative = fileType.ToAnsiBuffer();
|
||||
|
||||
fixed (byte* fileDataNative = fileData)
|
||||
{
|
||||
@@ -1408,14 +1456,14 @@ public static unsafe partial class Raylib
|
||||
/// <summary>Load automation events list from file, NULL for empty list, capacity = MAX_AUTOMATION_EVENTS</summary>
|
||||
public static AutomationEventList LoadAutomationEventList(string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = fileName.ToUtf8Buffer();
|
||||
return LoadAutomationEventList(str1.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>Export automation events list as text file</summary>
|
||||
public static CBool ExportAutomationEventList(AutomationEventList list, string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToUtf8Buffer();
|
||||
using Utf8Buffer str1 = fileName.ToUtf8Buffer();
|
||||
return ExportAutomationEventList(list, str1.AsPointer());
|
||||
}
|
||||
|
||||
@@ -1427,4 +1475,98 @@ public static unsafe partial class Raylib
|
||||
SetAutomationEventList(p);
|
||||
}
|
||||
}
|
||||
|
||||
public static int MakeDirectory(string path)
|
||||
{
|
||||
using AnsiBuffer pathBuffer = path.ToAnsiBuffer();
|
||||
return MakeDirectory(pathBuffer.AsPointer());
|
||||
}
|
||||
|
||||
public static string GetApplicationDirectoryString()
|
||||
{
|
||||
return new string(GetApplicationDirectory());
|
||||
}
|
||||
|
||||
public static string GetWorkingDirectoryString()
|
||||
{
|
||||
return new string(GetWorkingDirectory());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load a sequence of random numbers, store them and return them but not before unloading them.
|
||||
/// </summary>
|
||||
/// <param name="count">Amount of random numbers to load</param>
|
||||
/// <param name="min">Minimum random value</param>
|
||||
/// <param name="max">Maximum random value</param>
|
||||
/// <returns>An array filled with the random numbers</returns>
|
||||
public static int[] GetRandomSequence(uint count, int min, int max)
|
||||
{
|
||||
int temp = min;
|
||||
min = Math.Min(min, max);
|
||||
max = Math.Max(temp, max);
|
||||
int* sequence = LoadRandomSequence(count, min, max);
|
||||
int[] output = new int[count];
|
||||
//Marshal.Copy((IntPtr)sequence, output, 0, count);
|
||||
for (uint i = 0; i < count; i++)
|
||||
{
|
||||
output[i] = sequence[i];
|
||||
}
|
||||
UnloadRandomSequence(sequence);
|
||||
return output;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Load a sequence of random numbers, store them and return them but not before unloading them.
|
||||
/// </summary>
|
||||
/// <param name="count">Amount of random numbers to load</param>
|
||||
/// <param name="min">Minimum random value</param>
|
||||
/// <param name="max">Maximum random value</param>
|
||||
/// <returns>An array filled with the random numbers</returns>
|
||||
public static float[] GetRandomSequence(uint count, float min, float max)
|
||||
{
|
||||
float temp = min;
|
||||
min = Math.Min(min, max);
|
||||
max = Math.Max(temp, max);
|
||||
const int maxi = 100000;
|
||||
int* sequence = LoadRandomSequence(count, 0, maxi);
|
||||
float[] output = new float[count];
|
||||
for (uint i = 0; i < count; i++)
|
||||
{
|
||||
int val = sequence[i];
|
||||
float norm = (float)val / (float)maxi;
|
||||
output[i] = Raymath.Lerp(min, max, norm);
|
||||
}
|
||||
return output;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a file in the specified path to save the specified text
|
||||
/// </summary>
|
||||
public static void SaveFileText(string fileName, string text)
|
||||
{
|
||||
using AnsiBuffer fileBuffer = fileName.ToAnsiBuffer();
|
||||
using AnsiBuffer textBuffer = text.ToAnsiBuffer();
|
||||
SaveFileText(fileBuffer.AsPointer(), textBuffer.AsPointer());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads text from a file, reads it, saves it, unloads the file, and returns the loaded text.
|
||||
/// </summary>
|
||||
/// <returns>The text content of the file on the given path</returns>
|
||||
public static string LoadFileText(string fileName)
|
||||
{
|
||||
using AnsiBuffer nameBuffer = fileName.ToAnsiBuffer();
|
||||
sbyte* data = LoadFileText(nameBuffer.AsPointer());
|
||||
string text = new string(data);
|
||||
UnloadFileText(data);
|
||||
return text;
|
||||
}
|
||||
|
||||
public static Vector2 GetScreenCenter()
|
||||
{
|
||||
Vector2 center = new Vector2();
|
||||
center.X = GetScreenWidth() / 2.0f;
|
||||
center.Y = GetScreenHeight() / 2.0f;
|
||||
return center;
|
||||
}
|
||||
}
|
||||
|
98
Raylib-cs/types/Raymath.Utils.cs
Normal file
98
Raylib-cs/types/Raymath.Utils.cs
Normal file
@@ -0,0 +1,98 @@
|
||||
using System;
|
||||
|
||||
namespace Raylib_cs;
|
||||
|
||||
public static partial class Raymath
|
||||
{
|
||||
public static float Clamp01(float value) => Clamp(value, 0.0f, 1.0f);
|
||||
|
||||
/// <summary>
|
||||
/// Loops the value, so that it is never larger than length and never smaller than 0
|
||||
/// </summary>
|
||||
public static float Repeat(float value, float length)
|
||||
{
|
||||
return Clamp(value - MathF.Floor(value / length) * length, 0f, length);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Same as Lerp but makes sure the values interpolate correctly when they wrap around
|
||||
/// 360 degrees.
|
||||
/// </summary>
|
||||
/// <param name="a">The start angle. A float expressed in degrees.</param>
|
||||
/// <param name="b">The end angle. A float expressed in degrees.</param>
|
||||
/// <param name="t">The interpolation value between the start and end angles.
|
||||
/// This value is clamped to the range [0, 1].</param>
|
||||
/// <returns>Returns the interpolated float result between angle a and angle b,
|
||||
/// based on the interpolation value t.</returns>
|
||||
public static float LerpAngle(float a, float b, float t)
|
||||
{
|
||||
float num = Repeat(b - a, 360f);
|
||||
if (num > 180f)
|
||||
{
|
||||
num -= 360f;
|
||||
}
|
||||
|
||||
return a + num * Clamp01(t);
|
||||
}
|
||||
|
||||
public static int Sign(float value) => MathF.Sign(value);
|
||||
|
||||
/// <summary>
|
||||
/// Returns a value that increments and decrements between zero and the
|
||||
/// length. It follows the triangle wave formula where the bottom is set to zero
|
||||
/// and the peak is set to length.
|
||||
/// </summary>
|
||||
public static float PingPong(float t, float length)
|
||||
{
|
||||
t = Repeat(t, length * 2f);
|
||||
return length - MathF.Abs(t - length);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves a value current towards target.
|
||||
/// </summary>
|
||||
/// <param name="current">The current value.</param>
|
||||
/// <param name="target">The value to move towards.</param>
|
||||
/// <param name="maxDelta">The maximum change applied to the current value.</param>
|
||||
public static float MoveTowards(float current, float target, float maxDelta)
|
||||
{
|
||||
if (MathF.Abs(target - current) <= maxDelta)
|
||||
{
|
||||
return target;
|
||||
}
|
||||
|
||||
return current + Sign(target - current) * maxDelta;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the shortest difference between two angles.
|
||||
/// </summary>
|
||||
/// <param name="current">The current angle in degrees.</param>
|
||||
/// <param name="target">The target angle in degrees.</param>
|
||||
/// <returns>A value between -179 and 180, in degrees.</returns>
|
||||
public static float DeltaAngle(float current, float target)
|
||||
{
|
||||
float num = Repeat(target - current, 360f);
|
||||
if (num > 180f)
|
||||
{
|
||||
num -= 360f;
|
||||
}
|
||||
|
||||
return num;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
|
||||
/// </summary>
|
||||
public static float MoveTowardsAngle(float current, float target, float maxDelta)
|
||||
{
|
||||
float num = DeltaAngle(current, target);
|
||||
if (0f - maxDelta < num && num < maxDelta)
|
||||
{
|
||||
return target;
|
||||
}
|
||||
|
||||
target = current + num;
|
||||
return MoveTowards(current, target, maxDelta);
|
||||
}
|
||||
}
|
@@ -7,7 +7,7 @@ namespace Raylib_cs;
|
||||
/// Rectangle type
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public partial struct Rectangle
|
||||
public struct Rectangle
|
||||
{
|
||||
public float X;
|
||||
public float Y;
|
||||
@@ -72,7 +72,42 @@ public partial struct Rectangle
|
||||
}
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
public readonly Vector2 Center
|
||||
{
|
||||
get
|
||||
{
|
||||
Vector2 center = new Vector2();
|
||||
center.X = X + (Width / 2.0f);
|
||||
center.Y = Y + (Height / 2.0f);
|
||||
return center;
|
||||
}
|
||||
}
|
||||
|
||||
public readonly void GetIntegerValues(out int x, out int y, out int width, out int height)
|
||||
{
|
||||
x = (int)this.X;
|
||||
y = (int)this.Y;
|
||||
width = (int)this.Width;
|
||||
height = (int)this.Height;
|
||||
}
|
||||
|
||||
public void Grow(float growth)
|
||||
{
|
||||
X -= growth;
|
||||
Y -= growth;
|
||||
Width += growth * 2.0f;
|
||||
Height += growth * 2.0f;
|
||||
}
|
||||
|
||||
public void Shrink(float shrink)
|
||||
{
|
||||
X += shrink;
|
||||
Y += shrink;
|
||||
Width -= shrink * 2.0f;
|
||||
Height -= shrink * 2.0f;
|
||||
}
|
||||
|
||||
public readonly override string ToString()
|
||||
{
|
||||
return $"{{X:{X} Y:{Y} Width:{Width} Height:{Height}}}";
|
||||
}
|
||||
|
@@ -7,7 +7,7 @@ namespace Raylib_cs;
|
||||
/// RenderBatch type
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe partial struct RenderBatch
|
||||
public unsafe struct RenderBatch
|
||||
{
|
||||
/// <summary>
|
||||
/// Number of vertex buffers (multi-buffering support)
|
||||
@@ -44,7 +44,7 @@ public unsafe partial struct RenderBatch
|
||||
/// Dynamic vertex buffers (position + texcoords + colors + indices arrays)
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe partial struct VertexBuffer
|
||||
public unsafe struct VertexBuffer
|
||||
{
|
||||
/// <summary>
|
||||
/// Number of elements in the buffer (QUADS)
|
||||
|
@@ -6,7 +6,7 @@ namespace Raylib_cs;
|
||||
/// RenderTexture2D type, for texture rendering
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public partial struct RenderTexture2D
|
||||
public struct RenderTexture2D
|
||||
{
|
||||
/// <summary>
|
||||
/// OpenGL Framebuffer Object (FBO) id
|
||||
|
@@ -76,7 +76,7 @@ public enum ShaderUniformDataType
|
||||
/// Shader type (generic)
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe partial struct Shader
|
||||
public unsafe struct Shader
|
||||
{
|
||||
/// <summary>
|
||||
/// Shader program id
|
||||
|
@@ -6,7 +6,7 @@ namespace Raylib_cs;
|
||||
/// Sound source type
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public partial struct Sound
|
||||
public struct Sound
|
||||
{
|
||||
/// <summary>
|
||||
/// Audio stream
|
||||
|
@@ -1,4 +1,5 @@
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Raylib_cs;
|
||||
|
||||
@@ -102,7 +103,7 @@ public enum CubemapLayout
|
||||
/// NOTE: Data stored in GPU memory
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public partial struct Texture2D
|
||||
public struct Texture2D
|
||||
{
|
||||
/// <summary>
|
||||
/// OpenGL texture id
|
||||
@@ -128,4 +129,9 @@ public partial struct Texture2D
|
||||
/// Data format (PixelFormat type)
|
||||
/// </summary>
|
||||
public PixelFormat Format;
|
||||
|
||||
/// <summary>
|
||||
/// Get width and height packed in a Vector2
|
||||
/// </summary>
|
||||
public readonly Vector2 Dimensions => new Vector2(Width, Height);
|
||||
}
|
||||
|
@@ -7,7 +7,7 @@ namespace Raylib_cs;
|
||||
/// Transform, vertex transformation data
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public partial struct Transform
|
||||
public struct Transform
|
||||
{
|
||||
/// <summary>
|
||||
/// Translation
|
||||
@@ -23,4 +23,14 @@ public partial struct Transform
|
||||
/// Scale
|
||||
/// </summary>
|
||||
public Vector3 Scale;
|
||||
|
||||
public void TranslateLocal(Vector3 translation)
|
||||
{
|
||||
Translation += Vector3.Transform(translation, Rotation);
|
||||
}
|
||||
|
||||
public void TranslateGlobal(Vector3 translation)
|
||||
{
|
||||
Translation += translation;
|
||||
}
|
||||
}
|
||||
|
@@ -6,7 +6,7 @@ namespace Raylib_cs;
|
||||
/// Wave type, defines audio wave data
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe partial struct Wave
|
||||
public unsafe struct Wave
|
||||
{
|
||||
/// <summary>
|
||||
/// Number of samples
|
||||
@@ -28,7 +28,7 @@ public unsafe partial struct Wave
|
||||
/// </summary>
|
||||
public uint Channels;
|
||||
|
||||
//TODO: SPAN<byte> ?
|
||||
// TODO: SPAN<byte>?
|
||||
/// <summary>
|
||||
/// Buffer data pointer
|
||||
/// </summary>
|
||||
|
@@ -1,5 +1,5 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using System;
|
||||
|
||||
namespace Raylib_cs;
|
||||
|
||||
|
@@ -1,4 +1,3 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs;
|
||||
@@ -13,8 +12,8 @@ public readonly struct CBool
|
||||
* which can be later implicitely cast onto any type during usage.
|
||||
*
|
||||
* It is wise to note that C booleans are any numeric value, but allocating an
|
||||
* Int64 for every CBool instance is.. well, wildly memory-inefficient. Yes, the
|
||||
* process is basically treated as a 0-cost instantiation, but it's better to rely
|
||||
* Int64 (long) for every CBool instance is.. well, wildly memory-inefficient. Yes,
|
||||
* the process is basically treated as a 0-cost instantiation, but it's better to rely
|
||||
* on explicit motivation than to blindly trust the runtime judgement on its memory
|
||||
* management.
|
||||
*
|
||||
@@ -30,7 +29,7 @@ public readonly struct CBool
|
||||
{
|
||||
this.Value = (sbyte)(value ? 1 : 0);
|
||||
}
|
||||
public CBool(Int64 value)
|
||||
public CBool(long value)
|
||||
{
|
||||
this.Value = (sbyte)(value != 0 ? 1 : 0);
|
||||
}
|
||||
@@ -45,20 +44,20 @@ public readonly struct CBool
|
||||
// Allows for CBools to be implicitely assigned to a native boolean variable.
|
||||
public static implicit operator bool(CBool x)
|
||||
{
|
||||
return x.Value != 0 ? true : false;
|
||||
return x.Value != 0;
|
||||
}
|
||||
|
||||
// Native -> CBool
|
||||
// Allows native booleans to be implicitely constructed into CBools while passing parameters.
|
||||
public static implicit operator CBool(bool x)
|
||||
{
|
||||
return new CBool { Value = (sbyte)(x ? 1 : 0) };
|
||||
return new CBool(x);
|
||||
}
|
||||
|
||||
// Same goes for integer numeric values (any value, so an Int64 is used).
|
||||
public static implicit operator CBool(Int64 x)
|
||||
public static implicit operator CBool(long x)
|
||||
{
|
||||
return new CBool { Value = (sbyte)(x != 0 ? 1 : 0) };
|
||||
return new CBool(x);
|
||||
}
|
||||
|
||||
/* Arithmetic overloads
|
||||
|
@@ -22,4 +22,19 @@ public unsafe struct FilePathList
|
||||
/// Filepaths entries
|
||||
/// </summary>
|
||||
public byte** Paths;
|
||||
|
||||
public string this[uint i]
|
||||
{
|
||||
get
|
||||
{
|
||||
if (i >= 0 && i < Count)
|
||||
{
|
||||
return Marshal.PtrToStringUTF8((System.IntPtr)Paths[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new System.IndexOutOfRangeException();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -41,10 +41,10 @@ public static class Utf8StringUtils
|
||||
return null;
|
||||
}
|
||||
|
||||
var length = Encoding.UTF8.GetByteCount(text);
|
||||
int length = Encoding.UTF8.GetByteCount(text);
|
||||
|
||||
var byteArray = new byte[length + 1];
|
||||
var wrote = Encoding.UTF8.GetBytes(text, 0, text.Length, byteArray, 0);
|
||||
byte[] byteArray = new byte[length + 1];
|
||||
int wrote = Encoding.UTF8.GetBytes(text, 0, text.Length, byteArray, 0);
|
||||
byteArray[wrote] = 0;
|
||||
|
||||
return byteArray;
|
||||
|
Reference in New Issue
Block a user