mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-09-09 03:01:41 -04:00
Split Enums, Structs & Classes into own files
This commit is contained in:
31
Raylib-cs/AudioStream.cs
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31
Raylib-cs/AudioStream.cs
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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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{
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/// <summary>Audio stream type
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/// NOTE: Useful to create custom audio streams not bound to a specific file</summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct AudioStream
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{
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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 audioBuffer;
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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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}
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36
Raylib-cs/BlendMode.cs
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36
Raylib-cs/BlendMode.cs
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@@ -0,0 +1,36 @@
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namespace Raylib_cs
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{
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/// <summary>Color blending modes (pre-defined)</summary>
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public enum BlendMode
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{
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/// <summary>
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/// Blend textures considering alpha (default)
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/// </summary>
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BLEND_ALPHA = 0,
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/// <summary>
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/// Blend textures adding colors
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/// </summary>
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BLEND_ADDITIVE,
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/// <summary>
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/// Blend textures multiplying colors
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/// </summary>
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BLEND_MULTIPLIED,
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/// <summary>
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/// Blend textures adding colors (alternative)
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/// </summary>
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BLEND_ADD_COLORS,
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/// <summary>
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/// Blend textures subtracting colors (alternative)
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/// </summary>
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BLEND_SUBTRACT_COLORS,
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/// <summary>
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/// Blend textures using custom src/dst factors (use rlSetBlendMode())
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/// </summary>
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BLEND_CUSTOM
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}
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}
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22
Raylib-cs/BoneInfo.cs
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22
Raylib-cs/BoneInfo.cs
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@@ -0,0 +1,22 @@
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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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{
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/// <summary>
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/// Bone information
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/// </summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct BoneInfo
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{
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/// <summary>
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/// Bone name (char[32])
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/// </summary>
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public IntPtr name;
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/// <summary>
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/// Bone parent
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/// </summary>
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public int parent;
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}
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}
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26
Raylib-cs/BoundingBox.cs
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26
Raylib-cs/BoundingBox.cs
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@@ -0,0 +1,26 @@
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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{
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/// <summary>Bounding box type</summary>
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[StructLayout(LayoutKind.Sequential)]
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public struct BoundingBox
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{
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/// <summary>
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/// Minimum vertex box-corner
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/// </summary>
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public Vector3 min;
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/// <summary>
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/// Maximum vertex box-corner
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/// </summary>
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public Vector3 max;
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public BoundingBox(Vector3 min, Vector3 max)
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{
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this.min = min;
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this.max = max;
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}
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}
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}
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38
Raylib-cs/Camera2D.cs
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38
Raylib-cs/Camera2D.cs
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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{
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/// <summary>Camera2D, defines position/orientation in 2d space</summary>
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[StructLayout(LayoutKind.Sequential)]
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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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/// </summary>
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public Vector2 offset;
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/// <summary>
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/// Camera target (rotation and zoom origin)
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/// </summary>
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public Vector2 target;
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/// <summary>
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/// Camera rotation in degrees
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/// </summary>
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public float rotation;
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/// <summary>
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/// Camera zoom (scaling), should be 1.0f by default
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/// </summary>
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public float zoom;
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public Camera2D(Vector2 offset, Vector2 target, float rotation, float zoom)
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{
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this.offset = offset;
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this.target = target;
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this.rotation = rotation;
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this.zoom = zoom;
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}
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}
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}
|
46
Raylib-cs/Camera3D.cs
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46
Raylib-cs/Camera3D.cs
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using System.Numerics;
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using System.Runtime.InteropServices;
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namespace Raylib_cs
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{
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/// <summary>
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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 struct Camera3D
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{
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/// <summary>
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/// Camera position
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/// </summary>
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public Vector3 position;
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/// <summary>
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/// Camera target it looks-at
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/// </summary>
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public Vector3 target;
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/// <summary>
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/// Camera up vector (rotation over its axis)
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/// </summary>
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public Vector3 up;
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/// <summary>
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/// Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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/// </summary>
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public float fovy;
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/// <summary>
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/// Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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/// </summary>
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public CameraProjection projection;
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public Camera3D(Vector3 position, Vector3 target, Vector3 up, float fovy, CameraProjection projection)
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{
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this.position = position;
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this.target = target;
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this.up = up;
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this.fovy = fovy;
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this.projection = projection;
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}
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}
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}
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12
Raylib-cs/CameraMode.cs
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12
Raylib-cs/CameraMode.cs
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@@ -0,0 +1,12 @@
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namespace Raylib_cs
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{
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/// <summary>Camera system modes</summary>
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public enum CameraMode
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{
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CAMERA_CUSTOM = 0,
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CAMERA_FREE,
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CAMERA_ORBITAL,
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CAMERA_FIRST_PERSON,
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CAMERA_THIRD_PERSON
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}
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}
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9
Raylib-cs/CameraProjection.cs
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9
Raylib-cs/CameraProjection.cs
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@@ -0,0 +1,9 @@
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namespace Raylib_cs
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{
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/// <summary>Camera projection</summary>
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public enum CameraProjection
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{
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CAMERA_PERSPECTIVE = 0,
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CAMERA_ORTHOGRAPHIC
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}
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}
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67
Raylib-cs/Color.cs
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67
Raylib-cs/Color.cs
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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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{
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/// <summary>
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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 struct Color
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{
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public byte r;
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public byte g;
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public byte b;
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public byte a;
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// Example - Color.RED instead of RED
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// Custom raylib color palette for amazing visuals
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public static Color LIGHTGRAY = new Color(200, 200, 200, 255);
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public static Color GRAY = new Color(130, 130, 130, 255);
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public static Color DARKGRAY = new Color(80, 80, 80, 255);
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public static Color YELLOW = new Color(253, 249, 0, 255);
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public static Color GOLD = new Color(255, 203, 0, 255);
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public static Color ORANGE = new Color(255, 161, 0, 255);
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public static Color PINK = new Color(255, 109, 194, 255);
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public static Color RED = new Color(230, 41, 55, 255);
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public static Color MAROON = new Color(190, 33, 55, 255);
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public static Color GREEN = new Color(0, 228, 48, 255);
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public static Color LIME = new Color(0, 158, 47, 255);
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public static Color DARKGREEN = new Color(0, 117, 44, 255);
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public static Color SKYBLUE = new Color(102, 191, 255, 255);
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public static Color BLUE = new Color(0, 121, 241, 255);
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public static Color DARKBLUE = new Color(0, 82, 172, 255);
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public static Color PURPLE = new Color(200, 122, 255, 255);
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public static Color VIOLET = new Color(135, 60, 190, 255);
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public static Color DARKPURPLE = new Color(112, 31, 126, 255);
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public static Color BEIGE = new Color(211, 176, 131, 255);
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public static Color BROWN = new Color(127, 106, 79, 255);
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public static Color DARKBROWN = new Color(76, 63, 47, 255);
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public static Color WHITE = new Color(255, 255, 255, 255);
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public static Color BLACK = new Color(0, 0, 0, 255);
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public static Color BLANK = new Color(0, 0, 0, 0);
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public static Color MAGENTA = new Color(255, 0, 255, 255);
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public static Color RAYWHITE = new Color(245, 245, 245, 255);
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public Color(byte r, byte g, byte b, byte a)
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{
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this.r = r;
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this.g = g;
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this.b = b;
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this.a = a;
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}
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public Color(int r, int g, int b, int a)
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{
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this.r = Convert.ToByte(r);
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this.g = Convert.ToByte(g);
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this.b = Convert.ToByte(b);
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this.a = Convert.ToByte(a);
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}
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public override string ToString()
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{
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return string.Concat(r.ToString(), " ", g.ToString(), " ", b.ToString(), " ", a.ToString());
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}
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}
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}
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81
Raylib-cs/ConfigFlags.cs
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81
Raylib-cs/ConfigFlags.cs
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using System;
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namespace Raylib_cs
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{
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/// <summary>System config flags
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/// NOTE: Every bit registers one state (use it with bit masks)
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/// By default all flags are set to 0</summary>
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[Flags]
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public enum ConfigFlags
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{
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/// <summary>
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/// Set to try enabling V-Sync on GPU
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/// </summary>
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FLAG_VSYNC_HINT = 0x00000040,
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/// <summary>
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/// Set to run program in fullscreen
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/// </summary>
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FLAG_FULLSCREEN_MODE = 0x00000002,
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/// <summary>
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/// Set to allow resizable window
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/// </summary>
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FLAG_WINDOW_RESIZABLE = 0x00000004,
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/// <summary>
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/// Set to disable window decoration (frame and buttons)
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/// </summary>
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FLAG_WINDOW_UNDECORATED = 0x00000008,
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/// <summary>
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/// Set to hide window
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/// </summary>
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FLAG_WINDOW_HIDDEN = 0x00000080,
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/// <summary>
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/// Set to minimize window (iconify)
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/// </summary>
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FLAG_WINDOW_MINIMIZED = 0x00000200,
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/// <summary>
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/// Set to maximize window (expanded to monitor)
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/// </summary>
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FLAG_WINDOW_MAXIMIZED = 0x00000400,
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/// <summary>
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/// Set to window non focused
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/// </summary>
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FLAG_WINDOW_UNFOCUSED = 0x00000800,
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/// <summary>
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/// Set to window always on top
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/// </summary>
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FLAG_WINDOW_TOPMOST = 0x00001000,
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/// <summary>
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/// Set to allow windows running while minimized
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/// </summary>
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||||
FLAG_WINDOW_ALWAYS_RUN = 0x00000100,
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||||
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||||
/// <summary>
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||||
/// Set to allow transparent framebuffer
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/// </summary>
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||||
FLAG_WINDOW_TRANSPARENT = 0x00000010,
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||||
|
||||
/// <summary>
|
||||
/// Set to support HighDPI
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||||
/// </summary>
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||||
FLAG_WINDOW_HIGHDPI = 0x00002000,
|
||||
|
||||
/// <summary>
|
||||
/// Set to try enabling MSAA 4X
|
||||
/// </summary>
|
||||
FLAG_MSAA_4X_HINT = 0x00000020,
|
||||
|
||||
/// <summary>
|
||||
/// Set to try enabling interlaced video format (for V3D)
|
||||
/// </summary>
|
||||
FLAG_INTERLACED_HINT = 0x00010000,
|
||||
}
|
||||
}
|
36
Raylib-cs/CubemapLayout.cs
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36
Raylib-cs/CubemapLayout.cs
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@@ -0,0 +1,36 @@
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namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Cubemap layouts</summary>
|
||||
public enum CubemapLayout
|
||||
{
|
||||
/// <summary>
|
||||
/// Automatically detect layout type
|
||||
/// </summary>
|
||||
CUBEMAP_LAYOUT_AUTO_DETECT = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Layout is defined by a vertical line with faces
|
||||
/// </summary>
|
||||
CUBEMAP_LAYOUT_LINE_VERTICAL,
|
||||
|
||||
/// <summary>
|
||||
/// Layout is defined by an horizontal line with faces
|
||||
/// </summary>
|
||||
CUBEMAP_LAYOUT_LINE_HORIZONTAL,
|
||||
|
||||
/// <summary>
|
||||
/// Layout is defined by a 3x4 cross with cubemap faces
|
||||
/// </summary>
|
||||
CUBEMAP_LAYOUT_CROSS_THREE_BY_FOUR,
|
||||
|
||||
/// <summary>
|
||||
/// Layout is defined by a 4x3 cross with cubemap faces
|
||||
/// </summary>
|
||||
CUBEMAP_LAYOUT_CROSS_FOUR_BY_THREE,
|
||||
|
||||
/// <summary>
|
||||
/// Layout is defined by a panorama image (equirectangular map)
|
||||
/// </summary>
|
||||
CUBEMAP_LAYOUT_PANORAMA
|
||||
}
|
||||
}
|
42
Raylib-cs/Font.cs
Normal file
42
Raylib-cs/Font.cs
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@@ -0,0 +1,42 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// Font, font texture and GlyphInfo array data
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Font
|
||||
{
|
||||
/// <summary>
|
||||
/// Base size (default chars height)
|
||||
/// </summary>
|
||||
public int baseSize;
|
||||
|
||||
/// <summary>
|
||||
/// Number of characters
|
||||
/// </summary>
|
||||
public int glyphCount;
|
||||
|
||||
/// <summary>
|
||||
/// Padding around the glyph characters
|
||||
/// </summary>
|
||||
public int glyphPadding;
|
||||
|
||||
/// <summary>
|
||||
/// Texture atlas containing the glyphs
|
||||
/// </summary>
|
||||
public Texture2D texture;
|
||||
|
||||
/// <summary>
|
||||
/// Rectangles in texture for the glyphs
|
||||
/// </summary>
|
||||
public IntPtr recs;
|
||||
|
||||
/// <summary>
|
||||
/// Glyphs info data
|
||||
/// </summary>
|
||||
public IntPtr glyphs;
|
||||
}
|
||||
}
|
21
Raylib-cs/FontType.cs
Normal file
21
Raylib-cs/FontType.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Font type, defines generation method</summary>
|
||||
public enum FontType
|
||||
{
|
||||
/// <summary>
|
||||
/// Default font generation, anti-aliased
|
||||
/// </summary>
|
||||
FONT_DEFAULT = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Bitmap font generation, no anti-aliasing
|
||||
/// </summary>
|
||||
FONT_BITMAP,
|
||||
|
||||
/// <summary>
|
||||
/// SDF font generation, requires external shader
|
||||
/// </summary>
|
||||
FONT_SDF
|
||||
}
|
||||
}
|
36
Raylib-cs/GamepadAxis.cs
Normal file
36
Raylib-cs/GamepadAxis.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Gamepad axis</summary>
|
||||
public enum GamepadAxis
|
||||
{
|
||||
/// <summary>
|
||||
/// Gamepad left stick X axis
|
||||
/// </summary>
|
||||
GAMEPAD_AXIS_LEFT_X = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad left stick Y axis
|
||||
/// </summary>
|
||||
GAMEPAD_AXIS_LEFT_Y = 1,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad right stick X axis
|
||||
/// </summary>
|
||||
GAMEPAD_AXIS_RIGHT_X = 2,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad right stick Y axis
|
||||
/// </summary>
|
||||
GAMEPAD_AXIS_RIGHT_Y = 3,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad back trigger left, pressure level: [1..-1]
|
||||
/// </summary>
|
||||
GAMEPAD_AXIS_LEFT_TRIGGER = 4,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad back trigger right, pressure level: [1..-1]
|
||||
/// </summary>
|
||||
GAMEPAD_AXIS_RIGHT_TRIGGER = 5
|
||||
}
|
||||
}
|
84
Raylib-cs/GamepadButton.cs
Normal file
84
Raylib-cs/GamepadButton.cs
Normal file
@@ -0,0 +1,84 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Gamepad buttons</summary>
|
||||
public enum GamepadButton
|
||||
{
|
||||
/// <summary>
|
||||
/// This is here just for error checking
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_UNKNOWN = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad left DPAD up button
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_LEFT_FACE_UP,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad left DPAD right button
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad left DPAD down button
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_LEFT_FACE_DOWN,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad left DPAD left button
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_LEFT_FACE_LEFT,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad right button up (i.e. PS3: Triangle, Xbox: Y)
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_RIGHT_FACE_UP,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad right button right (i.e. PS3: Square, Xbox: X)
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad right button down (i.e. PS3: Cross, Xbox: A)
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
|
||||
|
||||
/// <summary>
|
||||
/// Gamepad right button left (i.e. PS3: Circle, Xbox: B)
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
|
||||
|
||||
// Triggers
|
||||
GAMEPAD_BUTTON_LEFT_TRIGGER_1,
|
||||
GAMEPAD_BUTTON_LEFT_TRIGGER_2,
|
||||
GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
|
||||
GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
|
||||
|
||||
// These are buttons in the center of the gamepad
|
||||
|
||||
/// <summary>
|
||||
/// PS3 Select
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_MIDDLE_LEFT,
|
||||
|
||||
/// <summary>
|
||||
/// PS Button/XBOX Button
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_MIDDLE,
|
||||
|
||||
/// <summary>
|
||||
/// PS3 Start
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_MIDDLE_RIGHT,
|
||||
|
||||
/// <summary>
|
||||
/// Left joystick press button
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_LEFT_THUMB,
|
||||
|
||||
/// <summary>
|
||||
/// Right joystick press button
|
||||
/// </summary>
|
||||
GAMEPAD_BUTTON_RIGHT_THUMB
|
||||
}
|
||||
}
|
22
Raylib-cs/Gestures.cs
Normal file
22
Raylib-cs/Gestures.cs
Normal file
@@ -0,0 +1,22 @@
|
||||
using System;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Gestures
|
||||
/// NOTE: It could be used as flags to enable only some gestures</summary>
|
||||
[Flags]
|
||||
public enum Gestures
|
||||
{
|
||||
GESTURE_NONE = 0,
|
||||
GESTURE_TAP = 1,
|
||||
GESTURE_DOUBLETAP = 2,
|
||||
GESTURE_HOLD = 4,
|
||||
GESTURE_DRAG = 8,
|
||||
GESTURE_SWIPE_RIGHT = 16,
|
||||
GESTURE_SWIPE_LEFT = 32,
|
||||
GESTURE_SWIPE_UP = 64,
|
||||
GESTURE_SWIPE_DOWN = 128,
|
||||
GESTURE_PINCH_IN = 256,
|
||||
GESTURE_PINCH_OUT = 512
|
||||
}
|
||||
}
|
36
Raylib-cs/GlyphInfo.cs
Normal file
36
Raylib-cs/GlyphInfo.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// GlyphInfo, font characters glyphs info
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct GlyphInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// Character value (Unicode)
|
||||
/// </summary>
|
||||
public int value;
|
||||
|
||||
/// <summary>
|
||||
/// Character offset X when drawing
|
||||
/// </summary>
|
||||
public int offsetX;
|
||||
|
||||
/// <summary>
|
||||
/// Character offset Y when drawing
|
||||
/// </summary>
|
||||
public int offsetY;
|
||||
|
||||
/// <summary>
|
||||
/// Character advance position X
|
||||
/// </summary>
|
||||
public int advanceX;
|
||||
|
||||
/// <summary>
|
||||
/// Character image data
|
||||
/// </summary>
|
||||
public Image image;
|
||||
}
|
||||
}
|
39
Raylib-cs/Image.cs
Normal file
39
Raylib-cs/Image.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// Image type, bpp always RGBA (32bit)
|
||||
/// <br/>
|
||||
/// NOTE: Data stored in CPU memory (RAM)
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Image
|
||||
{
|
||||
/// <summary>
|
||||
/// Image raw data (void *)
|
||||
/// </summary>
|
||||
public IntPtr data;
|
||||
|
||||
/// <summary>
|
||||
/// Image base width
|
||||
/// </summary>
|
||||
public int width;
|
||||
|
||||
/// <summary>
|
||||
/// Image base height
|
||||
/// </summary>
|
||||
public int height;
|
||||
|
||||
/// <summary>
|
||||
/// Mipmap levels, 1 by default
|
||||
/// </summary>
|
||||
public int mipmaps;
|
||||
|
||||
/// <summary>
|
||||
/// Data format (PixelFormat type)
|
||||
/// </summary>
|
||||
public PixelFormat format;
|
||||
}
|
||||
}
|
130
Raylib-cs/KeyboardKey.cs
Normal file
130
Raylib-cs/KeyboardKey.cs
Normal file
@@ -0,0 +1,130 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Keyboard keys (US keyboard layout)
|
||||
/// NOTE: Use GetKeyPressed() to allow redefining
|
||||
/// required keys for alternative layouts</summary>
|
||||
public enum KeyboardKey
|
||||
{
|
||||
/// <summary>
|
||||
/// NULL, used for no key pressed
|
||||
/// </summary>
|
||||
KEY_NULL = 0,
|
||||
|
||||
// Alphanumeric keys
|
||||
KEY_APOSTROPHE = 39,
|
||||
KEY_COMMA = 44,
|
||||
KEY_MINUS = 45,
|
||||
KEY_PERIOD = 46,
|
||||
KEY_SLASH = 47,
|
||||
KEY_ZERO = 48,
|
||||
KEY_ONE = 49,
|
||||
KEY_TWO = 50,
|
||||
KEY_THREE = 51,
|
||||
KEY_FOUR = 52,
|
||||
KEY_FIVE = 53,
|
||||
KEY_SIX = 54,
|
||||
KEY_SEVEN = 55,
|
||||
KEY_EIGHT = 56,
|
||||
KEY_NINE = 57,
|
||||
KEY_SEMICOLON = 59,
|
||||
KEY_EQUAL = 61,
|
||||
KEY_A = 65,
|
||||
KEY_B = 66,
|
||||
KEY_C = 67,
|
||||
KEY_D = 68,
|
||||
KEY_E = 69,
|
||||
KEY_F = 70,
|
||||
KEY_G = 71,
|
||||
KEY_H = 72,
|
||||
KEY_I = 73,
|
||||
KEY_J = 74,
|
||||
KEY_K = 75,
|
||||
KEY_L = 76,
|
||||
KEY_M = 77,
|
||||
KEY_N = 78,
|
||||
KEY_O = 79,
|
||||
KEY_P = 80,
|
||||
KEY_Q = 81,
|
||||
KEY_R = 82,
|
||||
KEY_S = 83,
|
||||
KEY_T = 84,
|
||||
KEY_U = 85,
|
||||
KEY_V = 86,
|
||||
KEY_W = 87,
|
||||
KEY_X = 88,
|
||||
KEY_Y = 89,
|
||||
KEY_Z = 90,
|
||||
|
||||
// Function keys
|
||||
KEY_SPACE = 32,
|
||||
KEY_ESCAPE = 256,
|
||||
KEY_ENTER = 257,
|
||||
KEY_TAB = 258,
|
||||
KEY_BACKSPACE = 259,
|
||||
KEY_INSERT = 260,
|
||||
KEY_DELETE = 261,
|
||||
KEY_RIGHT = 262,
|
||||
KEY_LEFT = 263,
|
||||
KEY_DOWN = 264,
|
||||
KEY_UP = 265,
|
||||
KEY_PAGE_UP = 266,
|
||||
KEY_PAGE_DOWN = 267,
|
||||
KEY_HOME = 268,
|
||||
KEY_END = 269,
|
||||
KEY_CAPS_LOCK = 280,
|
||||
KEY_SCROLL_LOCK = 281,
|
||||
KEY_NUM_LOCK = 282,
|
||||
KEY_PRINT_SCREEN = 283,
|
||||
KEY_PAUSE = 284,
|
||||
KEY_F1 = 290,
|
||||
KEY_F2 = 291,
|
||||
KEY_F3 = 292,
|
||||
KEY_F4 = 293,
|
||||
KEY_F5 = 294,
|
||||
KEY_F6 = 295,
|
||||
KEY_F7 = 296,
|
||||
KEY_F8 = 297,
|
||||
KEY_F9 = 298,
|
||||
KEY_F10 = 299,
|
||||
KEY_F11 = 300,
|
||||
KEY_F12 = 301,
|
||||
KEY_LEFT_SHIFT = 340,
|
||||
KEY_LEFT_CONTROL = 341,
|
||||
KEY_LEFT_ALT = 342,
|
||||
KEY_LEFT_SUPER = 343,
|
||||
KEY_RIGHT_SHIFT = 344,
|
||||
KEY_RIGHT_CONTROL = 345,
|
||||
KEY_RIGHT_ALT = 346,
|
||||
KEY_RIGHT_SUPER = 347,
|
||||
KEY_KB_MENU = 348,
|
||||
KEY_LEFT_BRACKET = 91,
|
||||
KEY_BACKSLASH = 92,
|
||||
KEY_RIGHT_BRACKET = 93,
|
||||
KEY_GRAVE = 96,
|
||||
|
||||
// Keypad keys
|
||||
KEY_KP_0 = 320,
|
||||
KEY_KP_1 = 321,
|
||||
KEY_KP_2 = 322,
|
||||
KEY_KP_3 = 323,
|
||||
KEY_KP_4 = 324,
|
||||
KEY_KP_5 = 325,
|
||||
KEY_KP_6 = 326,
|
||||
KEY_KP_7 = 327,
|
||||
KEY_KP_8 = 328,
|
||||
KEY_KP_9 = 329,
|
||||
KEY_KP_DECIMAL = 330,
|
||||
KEY_KP_DIVIDE = 331,
|
||||
KEY_KP_MULTIPLY = 332,
|
||||
KEY_KP_SUBTRACT = 333,
|
||||
KEY_KP_ADD = 334,
|
||||
KEY_KP_ENTER = 335,
|
||||
KEY_KP_EQUAL = 336,
|
||||
|
||||
// Android key buttons
|
||||
KEY_BACK = 4,
|
||||
KEY_MENU = 82,
|
||||
KEY_VOLUME_UP = 24,
|
||||
KEY_VOLUME_DOWN = 25
|
||||
}
|
||||
}
|
27
Raylib-cs/Material.cs
Normal file
27
Raylib-cs/Material.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// Material type (generic)
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Material
|
||||
{
|
||||
/// <summary>
|
||||
/// Material shader
|
||||
/// </summary>
|
||||
public Shader shader;
|
||||
|
||||
/// <summary>
|
||||
/// Material maps (MaterialMap *)
|
||||
/// </summary>
|
||||
public IntPtr maps;
|
||||
|
||||
/// <summary>
|
||||
/// Material generic parameters (if required, float *)
|
||||
/// </summary>
|
||||
public IntPtr param;
|
||||
}
|
||||
}
|
26
Raylib-cs/MaterialMap.cs
Normal file
26
Raylib-cs/MaterialMap.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// Material texture map
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct MaterialMap
|
||||
{
|
||||
/// <summary>
|
||||
/// Material map texture
|
||||
/// </summary>
|
||||
public Texture2D texture;
|
||||
|
||||
/// <summary>
|
||||
/// Material map color
|
||||
/// </summary>
|
||||
public Color color;
|
||||
|
||||
/// <summary>
|
||||
/// Material map value
|
||||
/// </summary>
|
||||
public float value;
|
||||
}
|
||||
}
|
42
Raylib-cs/MaterialMapIndex.cs
Normal file
42
Raylib-cs/MaterialMapIndex.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Material map index</summary>
|
||||
public enum MaterialMapIndex
|
||||
{
|
||||
/// <summary>
|
||||
/// MAP_DIFFUSE
|
||||
/// </summary>
|
||||
MATERIAL_MAP_ALBEDO = 0,
|
||||
|
||||
/// <summary>
|
||||
/// MAP_SPECULAR
|
||||
/// </summary>
|
||||
MATERIAL_MAP_METALNESS = 1,
|
||||
|
||||
MATERIAL_MAP_NORMAL = 2,
|
||||
MATERIAL_MAP_ROUGHNESS = 3,
|
||||
MATERIAL_MAP_OCCLUSION,
|
||||
MATERIAL_MAP_EMISSION,
|
||||
MATERIAL_MAP_HEIGHT,
|
||||
|
||||
/// <summary>
|
||||
/// NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
/// </summary>
|
||||
MATERIAL_MAP_CUBEMAP,
|
||||
|
||||
/// <summary>
|
||||
/// NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
/// </summary>
|
||||
MATERIAL_MAP_IRRADIANCE,
|
||||
|
||||
/// <summary>
|
||||
/// NOTE: Uses GL_TEXTURE_CUBE_MAP
|
||||
/// </summary>
|
||||
MATERIAL_MAP_PREFILTER,
|
||||
|
||||
MATERIAL_MAP_BRDF,
|
||||
|
||||
MATERIAL_MAP_DIFFUSE = MATERIAL_MAP_ALBEDO,
|
||||
MATERIAL_MAP_SPECULAR = MATERIAL_MAP_METALNESS,
|
||||
}
|
||||
}
|
100
Raylib-cs/Mesh.cs
Normal file
100
Raylib-cs/Mesh.cs
Normal file
@@ -0,0 +1,100 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// Vertex data definning a mesh
|
||||
/// NOTE: Data stored in CPU memory (and GPU)
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Mesh
|
||||
{
|
||||
/// <summary>
|
||||
/// Number of vertices stored in arrays
|
||||
/// </summary>
|
||||
public int vertexCount;
|
||||
|
||||
/// <summary>
|
||||
/// Number of triangles stored (indexed or not)
|
||||
/// </summary>
|
||||
public int triangleCount;
|
||||
|
||||
#region Default vertex data
|
||||
|
||||
/// <summary>
|
||||
/// Vertex position (XYZ - 3 components per vertex) (shader-location = 0, float *)
|
||||
/// </summary>
|
||||
public IntPtr vertices;
|
||||
|
||||
/// <summary>
|
||||
/// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1, float *)
|
||||
/// </summary>
|
||||
public IntPtr texcoords;
|
||||
|
||||
/// <summary>
|
||||
/// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5, float *)
|
||||
/// </summary>
|
||||
public IntPtr texcoords2;
|
||||
|
||||
/// <summary>
|
||||
/// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2, float *)
|
||||
/// </summary>
|
||||
public IntPtr normals;
|
||||
|
||||
/// <summary>
|
||||
/// Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4, float *)
|
||||
/// </summary>
|
||||
public IntPtr tangents;
|
||||
|
||||
/// <summary>
|
||||
/// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3, unsigned char *)
|
||||
/// </summary>
|
||||
public IntPtr colors;
|
||||
|
||||
/// <summary>
|
||||
/// Vertex indices (in case vertex data comes indexed, unsigned short *)
|
||||
/// </summary>
|
||||
public IntPtr indices;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Animation vertex data
|
||||
|
||||
/// <summary>
|
||||
/// Animated vertex positions (after bones transformations, float *)
|
||||
/// </summary>
|
||||
public IntPtr animVertices;
|
||||
|
||||
/// <summary>
|
||||
/// Animated normals (after bones transformations, float *)
|
||||
/// </summary>
|
||||
public IntPtr animNormals;
|
||||
|
||||
/// <summary>
|
||||
/// Vertex bone ids, up to 4 bones influence by vertex (skinning, int *)
|
||||
/// </summary>
|
||||
public IntPtr boneIds;
|
||||
|
||||
/// <summary>
|
||||
/// Vertex bone weight, up to 4 bones influence by vertex (skinning, float *)
|
||||
/// </summary>
|
||||
public IntPtr boneWeights;
|
||||
|
||||
#endregion
|
||||
|
||||
#region OpenGL identifiers
|
||||
|
||||
/// <summary>
|
||||
/// OpenGL Vertex Array Object id
|
||||
/// </summary>
|
||||
public uint vaoId;
|
||||
|
||||
/// <summary>
|
||||
/// OpenGL Vertex Buffer Objects id (default vertex data, uint[])
|
||||
/// </summary>
|
||||
public IntPtr vboId;
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
58
Raylib-cs/Model.cs
Normal file
58
Raylib-cs/Model.cs
Normal file
@@ -0,0 +1,58 @@
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// Model type
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Model
|
||||
{
|
||||
/// <summary>
|
||||
/// Local transform matrix
|
||||
/// </summary>
|
||||
public Matrix4x4 transform;
|
||||
|
||||
/// <summary>
|
||||
/// Number of meshes
|
||||
/// </summary>
|
||||
public int meshCount;
|
||||
|
||||
/// <summary>
|
||||
/// Number of materials
|
||||
/// </summary>
|
||||
public int materialCount;
|
||||
|
||||
/// <summary>
|
||||
/// Meshes array (Mesh *)
|
||||
/// </summary>
|
||||
public IntPtr meshes;
|
||||
|
||||
/// <summary>
|
||||
/// Materials array (Material *)
|
||||
/// </summary>
|
||||
public IntPtr materials;
|
||||
|
||||
/// <summary>
|
||||
/// Mesh material number (int *)
|
||||
/// </summary>
|
||||
public IntPtr meshMaterial;
|
||||
|
||||
/// <summary>
|
||||
/// Number of bones
|
||||
/// </summary>
|
||||
public int boneCount;
|
||||
|
||||
/// <summary>
|
||||
/// Bones information (skeleton, BoneInfo *)
|
||||
/// </summary>
|
||||
public IntPtr bones;
|
||||
|
||||
/// <summary>
|
||||
/// Bones base transformation (pose, Transform *)
|
||||
/// </summary>
|
||||
public IntPtr bindPose;
|
||||
}
|
||||
}
|
30
Raylib-cs/ModelAnimation.cs
Normal file
30
Raylib-cs/ModelAnimation.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Model animation</summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ModelAnimation
|
||||
{
|
||||
/// <summary>
|
||||
/// Number of bones
|
||||
/// </summary>
|
||||
public int boneCount;
|
||||
|
||||
/// <summary>
|
||||
/// Number of animation frames
|
||||
/// </summary>
|
||||
public int frameCount;
|
||||
|
||||
/// <summary>
|
||||
/// Bones information (skeleton, BoneInfo *)
|
||||
/// </summary>
|
||||
public IntPtr bones;
|
||||
|
||||
/// <summary>
|
||||
/// Poses array by frame (Transform **)
|
||||
/// </summary>
|
||||
public IntPtr framePoses;
|
||||
}
|
||||
}
|
45
Raylib-cs/MouseButton.cs
Normal file
45
Raylib-cs/MouseButton.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Mouse buttons</summary>
|
||||
public enum MouseButton
|
||||
{
|
||||
/// <summary>
|
||||
/// Mouse button left
|
||||
/// </summary>
|
||||
MOUSE_BUTTON_LEFT = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Mouse button right
|
||||
/// </summary>
|
||||
MOUSE_BUTTON_RIGHT = 1,
|
||||
|
||||
/// <summary>
|
||||
/// Mouse button middle (pressed wheel)
|
||||
/// </summary>
|
||||
MOUSE_BUTTON_MIDDLE = 2,
|
||||
|
||||
/// <summary>
|
||||
/// Mouse button side (advanced mouse device)
|
||||
/// </summary>
|
||||
MOUSE_BUTTON_SIDE = 3,
|
||||
|
||||
/// <summary>
|
||||
/// Mouse button extra (advanced mouse device)
|
||||
/// </summary>
|
||||
MOUSE_BUTTON_EXTRA = 4,
|
||||
|
||||
/// <summary>
|
||||
/// Mouse button fordward (advanced mouse device)
|
||||
/// </summary>
|
||||
MOUSE_BUTTON_FORWARD = 5,
|
||||
|
||||
/// <summary>
|
||||
/// Mouse button back (advanced mouse device)
|
||||
/// </summary>
|
||||
MOUSE_BUTTON_BACK = 6,
|
||||
|
||||
MOUSE_LEFT_BUTTON = MOUSE_BUTTON_LEFT,
|
||||
MOUSE_RIGHT_BUTTON = MOUSE_BUTTON_RIGHT,
|
||||
MOUSE_MIDDLE_BUTTON = MOUSE_BUTTON_MIDDLE,
|
||||
}
|
||||
}
|
61
Raylib-cs/MouseCursor.cs
Normal file
61
Raylib-cs/MouseCursor.cs
Normal file
@@ -0,0 +1,61 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Mouse cursor</summary>
|
||||
public enum MouseCursor
|
||||
{
|
||||
/// <summary>
|
||||
/// Default pointer shape
|
||||
/// </summary>
|
||||
MOUSE_CURSOR_DEFAULT = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Arrow shape
|
||||
/// </summary>
|
||||
MOUSE_CURSOR_ARROW = 1,
|
||||
|
||||
/// <summary>
|
||||
/// Text writing cursor shape
|
||||
/// </summary>
|
||||
MOUSE_CURSOR_IBEAM = 2,
|
||||
|
||||
/// <summary>
|
||||
/// Cross shape
|
||||
/// </summary>
|
||||
MOUSE_CURSOR_CROSSHAIR = 3,
|
||||
|
||||
/// <summary>
|
||||
/// Pointing hand cursor
|
||||
/// </summary>
|
||||
MOUSE_CURSOR_POINTING_HAND = 4,
|
||||
|
||||
/// <summary>
|
||||
/// Horizontal resize/move arrow shape
|
||||
/// </summary>
|
||||
MOUSE_CURSOR_RESIZE_EW = 5,
|
||||
|
||||
/// <summary>
|
||||
/// Vertical resize/move arrow shape
|
||||
/// </summary>
|
||||
MOUSE_CURSOR_RESIZE_NS = 6,
|
||||
|
||||
/// <summary>
|
||||
/// Top-left to bottom-right diagonal resize/move arrow shape
|
||||
/// </summary>
|
||||
MOUSE_CURSOR_RESIZE_NWSE = 7,
|
||||
|
||||
/// <summary>
|
||||
/// The top-right to bottom-left diagonal resize/move arrow shape
|
||||
/// </summary>
|
||||
MOUSE_CURSOR_RESIZE_NESW = 8,
|
||||
|
||||
/// <summary>
|
||||
/// The omni-directional resize/move cursor shape
|
||||
/// </summary>
|
||||
MOUSE_CURSOR_RESIZE_ALL = 9,
|
||||
|
||||
/// <summary>
|
||||
/// The operation-not-allowed shape
|
||||
/// </summary>
|
||||
MOUSE_CURSOR_NOT_ALLOWED = 10
|
||||
}
|
||||
}
|
36
Raylib-cs/Music.cs
Normal file
36
Raylib-cs/Music.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Music stream type (audio file streaming from memory)
|
||||
/// NOTE: Anything longer than ~10 seconds should be streamed</summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Music
|
||||
{
|
||||
/// <summary>
|
||||
/// Audio stream
|
||||
/// </summary>
|
||||
public AudioStream stream;
|
||||
|
||||
/// <summary>
|
||||
/// Total number of samples
|
||||
/// </summary>
|
||||
public uint frameCount;
|
||||
|
||||
/// <summary>
|
||||
/// Music looping enable
|
||||
/// </summary>
|
||||
public byte looping;
|
||||
|
||||
/// <summary>
|
||||
/// Type of music context (audio filetype)
|
||||
/// </summary>
|
||||
public int ctxType;
|
||||
|
||||
/// <summary>
|
||||
/// Audio context data, depends on type (void *)
|
||||
/// </summary>
|
||||
public IntPtr ctxData;
|
||||
}
|
||||
}
|
41
Raylib-cs/NPatchInfo.cs
Normal file
41
Raylib-cs/NPatchInfo.cs
Normal file
@@ -0,0 +1,41 @@
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// N-Patch layout info
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct NPatchInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture source rectangle
|
||||
/// </summary>
|
||||
public Rectangle source;
|
||||
|
||||
/// <summary>
|
||||
/// Left border offset
|
||||
/// </summary>
|
||||
public int left;
|
||||
|
||||
/// <summary>
|
||||
/// Top border offset
|
||||
/// </summary>
|
||||
public int top;
|
||||
|
||||
/// <summary>
|
||||
/// Right border offset
|
||||
/// </summary>
|
||||
public int right;
|
||||
|
||||
/// <summary>
|
||||
/// Bottom border offset
|
||||
/// </summary>
|
||||
public int bottom;
|
||||
|
||||
/// <summary>
|
||||
/// Layout of the n-patch: 3x3, 1x3 or 3x1
|
||||
/// </summary>
|
||||
public NPatchLayout layout;
|
||||
}
|
||||
}
|
21
Raylib-cs/NPatchLayout.cs
Normal file
21
Raylib-cs/NPatchLayout.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>N-patch layout</summary>
|
||||
public enum NPatchLayout
|
||||
{
|
||||
/// <summary>
|
||||
/// Npatch defined by 3x3 tiles
|
||||
/// </summary>
|
||||
NPATCH_NINE_PATCH = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Npatch defined by 1x3 tiles
|
||||
/// </summary>
|
||||
NPATCH_THREE_PATCH_VERTICAL,
|
||||
|
||||
/// <summary>
|
||||
/// Npatch defined by 3x1 tiles
|
||||
/// </summary>
|
||||
NPATCH_THREE_PATCH_HORIZONTAL
|
||||
}
|
||||
}
|
112
Raylib-cs/PixelFormat.cs
Normal file
112
Raylib-cs/PixelFormat.cs
Normal file
@@ -0,0 +1,112 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Pixel formats
|
||||
/// NOTE: Support depends on OpenGL version and platform</summary>
|
||||
public enum PixelFormat
|
||||
{
|
||||
/// <summary>
|
||||
/// 8 bit per pixel (no alpha)
|
||||
/// </summary>
|
||||
PIXELFORMAT_UNCOMPRESSED_GRAYSCALE = 1,
|
||||
|
||||
/// <summary>
|
||||
/// 8*2 bpp (2 channels)
|
||||
/// </summary>
|
||||
PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA,
|
||||
|
||||
/// <summary>
|
||||
/// 16 bpp
|
||||
/// </summary>
|
||||
PIXELFORMAT_UNCOMPRESSED_R5G6B5,
|
||||
|
||||
/// <summary>
|
||||
/// 24 bpp
|
||||
/// </summary>
|
||||
PIXELFORMAT_UNCOMPRESSED_R8G8B8,
|
||||
|
||||
/// <summary>
|
||||
/// 16 bpp (1 bit alpha)
|
||||
/// </summary>
|
||||
PIXELFORMAT_UNCOMPRESSED_R5G5B5A1,
|
||||
|
||||
/// <summary>
|
||||
/// 16 bpp (4 bit alpha)
|
||||
/// </summary>
|
||||
PIXELFORMAT_UNCOMPRESSED_R4G4B4A4,
|
||||
|
||||
/// <summary>
|
||||
/// 32 bpp
|
||||
/// </summary>
|
||||
PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
|
||||
/// <summary>
|
||||
/// 32 bpp (1 channel - float)
|
||||
/// </summary>
|
||||
PIXELFORMAT_UNCOMPRESSED_R32,
|
||||
|
||||
/// <summary>
|
||||
/// 32*3 bpp (3 channels - float)
|
||||
/// </summary>
|
||||
PIXELFORMAT_UNCOMPRESSED_R32G32B32,
|
||||
|
||||
/// <summary>
|
||||
/// 32*4 bpp (4 channels - float)
|
||||
/// </summary>
|
||||
PIXELFORMAT_UNCOMPRESSED_R32G32B32A32,
|
||||
|
||||
/// <summary>
|
||||
/// 4 bpp (no alpha)
|
||||
/// </summary>
|
||||
PIXELFORMAT_COMPRESSED_DXT1_RGB,
|
||||
|
||||
/// <summary>
|
||||
/// 4 bpp (1 bit alpha)
|
||||
/// </summary>
|
||||
PIXELFORMAT_COMPRESSED_DXT1_RGBA,
|
||||
|
||||
/// <summary>
|
||||
/// 8 bpp
|
||||
/// </summary>
|
||||
PIXELFORMAT_COMPRESSED_DXT3_RGBA,
|
||||
|
||||
/// <summary>
|
||||
/// 8 bpp
|
||||
/// </summary>
|
||||
PIXELFORMAT_COMPRESSED_DXT5_RGBA,
|
||||
|
||||
/// <summary>
|
||||
/// 4 bpp
|
||||
/// </summary>
|
||||
PIXELFORMAT_COMPRESSED_ETC1_RGB,
|
||||
|
||||
/// <summary>
|
||||
/// 4 bpp
|
||||
/// </summary>
|
||||
PIXELFORMAT_COMPRESSED_ETC2_RGB,
|
||||
|
||||
/// <summary>
|
||||
/// 8 bpp
|
||||
/// </summary>
|
||||
PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA,
|
||||
|
||||
/// <summary>
|
||||
/// 4 bpp
|
||||
/// </summary>
|
||||
PIXELFORMAT_COMPRESSED_PVRT_RGB,
|
||||
|
||||
/// <summary>
|
||||
/// 4 bpp
|
||||
/// </summary>
|
||||
PIXELFORMAT_COMPRESSED_PVRT_RGBA,
|
||||
|
||||
/// <summary>
|
||||
/// 8 bpp
|
||||
/// </summary>
|
||||
PIXELFORMAT_COMPRESSED_ASTC_4x4_RGBA,
|
||||
|
||||
/// <summary>
|
||||
/// 2 bpp
|
||||
/// </summary>
|
||||
PIXELFORMAT_COMPRESSED_ASTC_8x8_RGBA
|
||||
}
|
||||
}
|
26
Raylib-cs/Ray.cs
Normal file
26
Raylib-cs/Ray.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Ray, ray for raycasting</summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Ray
|
||||
{
|
||||
/// <summary>
|
||||
/// Ray position (origin)
|
||||
/// </summary>
|
||||
public Vector3 position;
|
||||
|
||||
/// <summary>
|
||||
/// Ray direction
|
||||
/// </summary>
|
||||
public Vector3 direction;
|
||||
|
||||
public Ray(Vector3 position, Vector3 direction)
|
||||
{
|
||||
this.position = position;
|
||||
this.direction = direction;
|
||||
}
|
||||
}
|
||||
}
|
30
Raylib-cs/RayCollision.cs
Normal file
30
Raylib-cs/RayCollision.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Raycast hit information</summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct RayCollision
|
||||
{
|
||||
/// <summary>
|
||||
/// Did the ray hit something?
|
||||
/// </summary>
|
||||
public byte hit;
|
||||
|
||||
/// <summary>
|
||||
/// Distance to nearest hit
|
||||
/// </summary>
|
||||
public float distance;
|
||||
|
||||
/// <summary>
|
||||
/// Position of nearest hit
|
||||
/// </summary>
|
||||
public Vector3 point;
|
||||
|
||||
/// <summary>
|
||||
/// Surface normal of hit
|
||||
/// </summary>
|
||||
public Vector3 normal;
|
||||
}
|
||||
}
|
@@ -28,15 +28,13 @@
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Compile Include="Easings.cs"/>
|
||||
<Compile Include="Raylib.cs"/>
|
||||
<Compile Include="Raymath.cs"/>
|
||||
<Compile Include="Rlgl.cs"/>
|
||||
<None Include="../Logo/raylib-cs_64x64.png" Pack="true" PackagePath=""/>
|
||||
<Compile Include="./**/*.cs" />
|
||||
<None Include="../Logo/raylib-cs_64x64.png" Pack="true" PackagePath="" />
|
||||
<Compile Remove="obj\**" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="System.Numerics.Vectors" Version="4.5.0"/>
|
||||
<PackageReference Include="System.Numerics.Vectors" Version="4.5.0" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
|
1777
Raylib-cs/Raylib.cs
1777
Raylib-cs/Raylib.cs
File diff suppressed because it is too large
Load Diff
24
Raylib-cs/Rectangle.cs
Normal file
24
Raylib-cs/Rectangle.cs
Normal file
@@ -0,0 +1,24 @@
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// Rectangle type
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Rectangle
|
||||
{
|
||||
public float x;
|
||||
public float y;
|
||||
public float width;
|
||||
public float height;
|
||||
|
||||
public Rectangle(float x, float y, float width, float height)
|
||||
{
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
}
|
||||
}
|
||||
}
|
26
Raylib-cs/RenderTexture2D.cs
Normal file
26
Raylib-cs/RenderTexture2D.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// RenderTexture2D type, for texture rendering
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct RenderTexture2D
|
||||
{
|
||||
/// <summary>
|
||||
/// OpenGL Framebuffer Object (FBO) id
|
||||
/// </summary>
|
||||
public uint id;
|
||||
|
||||
/// <summary>
|
||||
/// Color buffer attachment texture
|
||||
/// </summary>
|
||||
public Texture2D texture;
|
||||
|
||||
/// <summary>
|
||||
/// Depth buffer attachment texture
|
||||
/// </summary>
|
||||
public Texture2D depth;
|
||||
}
|
||||
}
|
22
Raylib-cs/Shader.cs
Normal file
22
Raylib-cs/Shader.cs
Normal file
@@ -0,0 +1,22 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// Shader type (generic)
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Shader
|
||||
{
|
||||
/// <summary>
|
||||
/// Shader program id
|
||||
/// </summary>
|
||||
public uint id;
|
||||
|
||||
/// <summary>
|
||||
/// Shader locations array (MAX_SHADER_LOCATIONS, int *)
|
||||
/// </summary>
|
||||
public IntPtr locs;
|
||||
}
|
||||
}
|
10
Raylib-cs/ShaderAttributeDataType.cs
Normal file
10
Raylib-cs/ShaderAttributeDataType.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
public enum ShaderAttributeDataType
|
||||
{
|
||||
SHADER_ATTRIB_FLOAT = 0,
|
||||
SHADER_ATTRIB_VEC2,
|
||||
SHADER_ATTRIB_VEC3,
|
||||
SHADER_ATTRIB_VEC4
|
||||
}
|
||||
}
|
36
Raylib-cs/ShaderLocationIndex.cs
Normal file
36
Raylib-cs/ShaderLocationIndex.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Shader location index</summary>
|
||||
public enum ShaderLocationIndex
|
||||
{
|
||||
SHADER_LOC_VERTEX_POSITION = 0,
|
||||
SHADER_LOC_VERTEX_TEXCOORD01,
|
||||
SHADER_LOC_VERTEX_TEXCOORD02,
|
||||
SHADER_LOC_VERTEX_NORMAL,
|
||||
SHADER_LOC_VERTEX_TANGENT,
|
||||
SHADER_LOC_VERTEX_COLOR,
|
||||
SHADER_LOC_MATRIX_MVP,
|
||||
SHADER_LOC_MATRIX_VIEW,
|
||||
SHADER_LOC_MATRIX_PROJECTION,
|
||||
SHADER_LOC_MATRIX_MODEL,
|
||||
SHADER_LOC_MATRIX_NORMAL,
|
||||
SHADER_LOC_VECTOR_VIEW,
|
||||
SHADER_LOC_COLOR_DIFFUSE,
|
||||
SHADER_LOC_COLOR_SPECULAR,
|
||||
SHADER_LOC_COLOR_AMBIENT,
|
||||
SHADER_LOC_MAP_ALBEDO,
|
||||
SHADER_LOC_MAP_METALNESS,
|
||||
SHADER_LOC_MAP_NORMAL,
|
||||
SHADER_LOC_MAP_ROUGHNESS,
|
||||
SHADER_LOC_MAP_OCCLUSION,
|
||||
SHADER_LOC_MAP_EMISSION,
|
||||
SHADER_LOC_MAP_HEIGHT,
|
||||
SHADER_LOC_MAP_CUBEMAP,
|
||||
SHADER_LOC_MAP_IRRADIANCE,
|
||||
SHADER_LOC_MAP_PREFILTER,
|
||||
SHADER_LOC_MAP_BRDF,
|
||||
|
||||
SHADER_LOC_MAP_DIFFUSE = SHADER_LOC_MAP_ALBEDO,
|
||||
SHADER_LOC_MAP_SPECULAR = SHADER_LOC_MAP_METALNESS,
|
||||
}
|
||||
}
|
16
Raylib-cs/ShaderUniformDataType.cs
Normal file
16
Raylib-cs/ShaderUniformDataType.cs
Normal file
@@ -0,0 +1,16 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Shader uniform data type</summary>
|
||||
public enum ShaderUniformDataType
|
||||
{
|
||||
SHADER_UNIFORM_FLOAT = 0,
|
||||
SHADER_UNIFORM_VEC2,
|
||||
SHADER_UNIFORM_VEC3,
|
||||
SHADER_UNIFORM_VEC4,
|
||||
SHADER_UNIFORM_INT,
|
||||
SHADER_UNIFORM_IVEC2,
|
||||
SHADER_UNIFORM_IVEC3,
|
||||
SHADER_UNIFORM_IVEC4,
|
||||
SHADER_UNIFORM_SAMPLER2D
|
||||
}
|
||||
}
|
19
Raylib-cs/Sound.cs
Normal file
19
Raylib-cs/Sound.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Sound source type</summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Sound
|
||||
{
|
||||
/// <summary>
|
||||
/// Audio stream
|
||||
/// </summary>
|
||||
public AudioStream stream;
|
||||
|
||||
/// <summary>
|
||||
/// Total number of frames (considering channels)
|
||||
/// </summary>
|
||||
public uint frameCount;
|
||||
}
|
||||
}
|
38
Raylib-cs/Texture2D.cs
Normal file
38
Raylib-cs/Texture2D.cs
Normal file
@@ -0,0 +1,38 @@
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// Texture2D type
|
||||
/// <br />
|
||||
/// NOTE: Data stored in GPU memory
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Texture2D
|
||||
{
|
||||
/// <summary>
|
||||
/// OpenGL texture id
|
||||
/// </summary>
|
||||
public uint id;
|
||||
|
||||
/// <summary>
|
||||
/// Texture base width
|
||||
/// </summary>
|
||||
public int width;
|
||||
|
||||
/// <summary>
|
||||
/// Texture base height
|
||||
/// </summary>
|
||||
public int height;
|
||||
|
||||
/// <summary>
|
||||
/// Mipmap levels, 1 by default
|
||||
/// </summary>
|
||||
public int mipmaps;
|
||||
|
||||
/// <summary>
|
||||
/// Data format (PixelFormat type)
|
||||
/// </summary>
|
||||
public PixelFormat format;
|
||||
}
|
||||
}
|
38
Raylib-cs/TextureFilter.cs
Normal file
38
Raylib-cs/TextureFilter.cs
Normal file
@@ -0,0 +1,38 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Texture parameters: filter mode
|
||||
/// NOTE 1: Filtering considers mipmaps if available in the texture
|
||||
/// NOTE 2: Filter is accordingly set for minification and magnification</summary>
|
||||
public enum TextureFilter
|
||||
{
|
||||
/// <summary>
|
||||
/// No filter, just pixel aproximation
|
||||
/// </summary>
|
||||
TEXTURE_FILTER_POINT = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Linear filtering
|
||||
/// </summary>
|
||||
TEXTURE_FILTER_BILINEAR,
|
||||
|
||||
/// <summary>
|
||||
/// Trilinear filtering (linear with mipmaps)
|
||||
/// </summary>
|
||||
TEXTURE_FILTER_TRILINEAR,
|
||||
|
||||
/// <summary>
|
||||
/// Anisotropic filtering 4x
|
||||
/// </summary>
|
||||
TEXTURE_FILTER_ANISOTROPIC_4X,
|
||||
|
||||
/// <summary>
|
||||
/// Anisotropic filtering 8x
|
||||
/// </summary>
|
||||
TEXTURE_FILTER_ANISOTROPIC_8X,
|
||||
|
||||
/// <summary>
|
||||
/// Anisotropic filtering 16x
|
||||
/// </summary>
|
||||
TEXTURE_FILTER_ANISOTROPIC_16X,
|
||||
}
|
||||
}
|
26
Raylib-cs/TextureWrap.cs
Normal file
26
Raylib-cs/TextureWrap.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Texture parameters: wrap mode</summary>
|
||||
public enum TextureWrap
|
||||
{
|
||||
/// <summary>
|
||||
/// Repeats texture in tiled mode
|
||||
/// </summary>
|
||||
TEXTURE_WRAP_REPEAT = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Clamps texture to edge pixel in tiled mode
|
||||
/// </summary>
|
||||
TEXTURE_WRAP_CLAMP,
|
||||
|
||||
/// <summary>
|
||||
/// Mirrors and repeats the texture in tiled mode
|
||||
/// </summary>
|
||||
TEXTURE_WRAP_MIRROR_REPEAT,
|
||||
|
||||
/// <summary>
|
||||
/// Mirrors and clamps to border the texture in tiled mode
|
||||
/// </summary>
|
||||
TEXTURE_WRAP_MIRROR_CLAMP
|
||||
}
|
||||
}
|
47
Raylib-cs/TraceLogLevel.cs
Normal file
47
Raylib-cs/TraceLogLevel.cs
Normal file
@@ -0,0 +1,47 @@
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Trace log level
|
||||
/// NOTE: Organized by priority level</summary>
|
||||
public enum TraceLogLevel
|
||||
{
|
||||
/// <summary>
|
||||
/// Display all logs
|
||||
/// </summary>
|
||||
LOG_ALL = 0,
|
||||
|
||||
/// <summary>
|
||||
/// Trace logging, intended for internal use only
|
||||
/// </summary>
|
||||
LOG_TRACE,
|
||||
|
||||
/// <summary>
|
||||
/// Debug logging, used for internal debugging, it should be disabled on release builds
|
||||
/// </summary>
|
||||
LOG_DEBUG,
|
||||
|
||||
/// <summary>
|
||||
/// Info logging, used for program execution info
|
||||
/// </summary>
|
||||
LOG_INFO,
|
||||
|
||||
/// <summary>
|
||||
/// Warning logging, used on recoverable failures
|
||||
/// </summary>
|
||||
LOG_WARNING,
|
||||
|
||||
/// <summary>
|
||||
/// Error logging, used on unrecoverable failures
|
||||
/// </summary>
|
||||
LOG_ERROR,
|
||||
|
||||
/// <summary>
|
||||
/// Fatal logging, used to abort program: exit(EXIT_FAILURE)
|
||||
/// </summary>
|
||||
LOG_FATAL,
|
||||
|
||||
/// <summary>
|
||||
/// Disable logging
|
||||
/// </summary>
|
||||
LOG_NONE
|
||||
}
|
||||
}
|
27
Raylib-cs/Transform.cs
Normal file
27
Raylib-cs/Transform.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>
|
||||
/// Transform, vectex transformation data
|
||||
/// </summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Transform
|
||||
{
|
||||
/// <summary>
|
||||
/// Translation
|
||||
/// </summary>
|
||||
public Vector3 translation;
|
||||
|
||||
/// <summary>
|
||||
/// Rotation
|
||||
/// </summary>
|
||||
public Vector4 rotation;
|
||||
|
||||
/// <summary>
|
||||
/// Scale
|
||||
/// </summary>
|
||||
public Vector3 scale;
|
||||
}
|
||||
}
|
59
Raylib-cs/VrDeviceInfo.cs
Normal file
59
Raylib-cs/VrDeviceInfo.cs
Normal file
@@ -0,0 +1,59 @@
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Head-Mounted-Display device parameters</summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public unsafe struct VrDeviceInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// HMD horizontal resolution in pixels
|
||||
/// </summary>
|
||||
public int hResolution;
|
||||
|
||||
/// <summary>
|
||||
/// HMD vertical resolution in pixels
|
||||
/// </summary>
|
||||
public int vResolution;
|
||||
|
||||
/// <summary>
|
||||
/// HMD horizontal size in meters
|
||||
/// </summary>
|
||||
public float hScreenSize;
|
||||
|
||||
/// <summary>
|
||||
/// HMD vertical size in meters
|
||||
/// </summary>
|
||||
public float vScreenSize;
|
||||
|
||||
/// <summary>
|
||||
/// HMD screen center in meters
|
||||
/// </summary>
|
||||
public float vScreenCenter;
|
||||
|
||||
/// <summary>
|
||||
/// HMD distance between eye and display in meters
|
||||
/// </summary>
|
||||
public float eyeToScreenDistance;
|
||||
|
||||
/// <summary>
|
||||
/// HMD lens separation distance in meters
|
||||
/// </summary>
|
||||
public float lensSeparationDistance;
|
||||
|
||||
/// <summary>
|
||||
/// HMD IPD (distance between pupils) in meters
|
||||
/// </summary>
|
||||
public float interpupillaryDistance;
|
||||
|
||||
/// <summary>
|
||||
/// HMD lens distortion constant parameters
|
||||
/// </summary>
|
||||
public fixed float lensDistortionValues[4];
|
||||
|
||||
/// <summary>
|
||||
/// HMD chromatic aberration correction parameters
|
||||
/// </summary>
|
||||
public fixed float chromaAbCorrection[4];
|
||||
}
|
||||
}
|
60
Raylib-cs/VrStereoConfig.cs
Normal file
60
Raylib-cs/VrStereoConfig.cs
Normal file
@@ -0,0 +1,60 @@
|
||||
using System.Numerics;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>VR Stereo rendering configuration for simulator</summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct VrStereoConfig
|
||||
{
|
||||
/// <summary>
|
||||
/// VR projection matrices (per eye)
|
||||
/// </summary>
|
||||
public Matrix4x4 projection1;
|
||||
|
||||
/// <summary>
|
||||
/// VR projection matrices (per eye)
|
||||
/// </summary>
|
||||
public Matrix4x4 projection2;
|
||||
|
||||
/// <summary>
|
||||
/// VR view offset matrices (per eye)
|
||||
/// </summary>
|
||||
public Matrix4x4 viewOffset1;
|
||||
|
||||
/// <summary>
|
||||
/// VR view offset matrices (per eye)
|
||||
/// </summary>
|
||||
public Matrix4x4 viewOffset2;
|
||||
|
||||
/// <summary>
|
||||
/// VR left lens center
|
||||
/// </summary>
|
||||
public Vector2 leftLensCenter;
|
||||
|
||||
/// <summary>
|
||||
/// VR right lens center
|
||||
/// </summary>
|
||||
public Vector2 rightLensCenter;
|
||||
|
||||
/// <summary>
|
||||
/// VR left screen center
|
||||
/// </summary>
|
||||
public Vector2 leftScreenCenter;
|
||||
|
||||
/// <summary>
|
||||
/// VR right screen center
|
||||
/// </summary>
|
||||
public Vector2 rightScreenCenter;
|
||||
|
||||
/// <summary>
|
||||
/// VR distortion scale
|
||||
/// </summary>
|
||||
public Vector2 scale;
|
||||
|
||||
/// <summary>
|
||||
/// VR distortion scale in
|
||||
/// </summary>
|
||||
public Vector2 scaleIn;
|
||||
}
|
||||
}
|
35
Raylib-cs/Wave.cs
Normal file
35
Raylib-cs/Wave.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace Raylib_cs
|
||||
{
|
||||
/// <summary>Wave type, defines audio wave data</summary>
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct Wave
|
||||
{
|
||||
/// <summary>
|
||||
/// Number of samples
|
||||
/// </summary>
|
||||
public uint sampleCount;
|
||||
|
||||
/// <summary>
|
||||
/// Frequency (samples per second)
|
||||
/// </summary>
|
||||
public uint sampleRate;
|
||||
|
||||
/// <summary>
|
||||
/// Bit depth (bits per sample): 8, 16, 32 (24 not supported)
|
||||
/// </summary>
|
||||
public uint sampleSize;
|
||||
|
||||
/// <summary>
|
||||
/// Number of channels (1-mono, 2-stereo)
|
||||
/// </summary>
|
||||
public uint channels;
|
||||
|
||||
/// <summary>
|
||||
/// Buffer data pointer (void *)
|
||||
/// </summary>
|
||||
public IntPtr data;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user