Watch
2
0
Fork
You've already forked raylib-cs
0

chore: rebase to main with translation ports

This commit is contained in:
tiger tiger tiger 2026-07-17 07:49:07 +02:00
commit 8024c6ac40
134 changed files with 15456 additions and 10650 deletions

View file

@ -1,21 +1,17 @@
/*******************************************************************************************
*
* raylib [core] example - Basic window
* raylib [core] example - basic screen manager
*
* Welcome to raylib!
* Example complexity rating: [] 1/4
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
* NOTE: This example illustrates a very simple screen manager based on a states machines
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
* Enjoy using raylib. :)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2021-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -23,7 +19,7 @@ using static Raylib_cs.Raylib;
namespace Examples.Core;
enum GameScreen
internal enum GameScreen
{
Logo = 0,
Title,
@ -31,143 +27,160 @@ enum GameScreen
Ending
}
public class BasicScreenManager
public partial class BasicScreenManager : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Core / Basic Screen Manager";
public string Title => "raylib [core] example - basic screen manager";
private GameScreen currentScreen;
private int framesCounter;
public void Init()
{
currentScreen = GameScreen.Logo;
// TODO: Initialize all required variables and load all required data here!
framesCounter = 0; // Useful to count frames
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
switch (currentScreen)
{
case GameScreen.Logo:
{
// TODO: Update LOGO screen variables here!
framesCounter++; // Count frames
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (framesCounter > 120)
{
currentScreen = GameScreen.Title;
}
}
break;
case GameScreen.Title:
{
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
{
currentScreen = GameScreen.Gameplay;
}
}
break;
case GameScreen.Gameplay:
{
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
{
currentScreen = GameScreen.Ending;
}
}
break;
case GameScreen.Ending:
{
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
{
currentScreen = GameScreen.Title;
}
}
break;
default:
break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
switch (currentScreen)
{
case GameScreen.Logo:
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, Color.LightGray);
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, Color.Gray);
}
break;
case GameScreen.Title:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
DrawText("TITLE SCREEN", 20, 20, 40, Color.DarkGreen);
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, Color.DarkGreen);
}
break;
case GameScreen.Gameplay:
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Purple);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, Color.Maroon);
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, Color.Maroon);
}
break;
case GameScreen.Ending:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Blue);
DrawText("ENDING SCREEN", 20, 20, 40, Color.DarkBlue);
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, Color.DarkBlue);
}
break;
default:
break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
// TODO: Unload all loaded data (textures, fonts, audio) here!
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager");
GameScreen currentScreen = GameScreen.Logo;
// TODO: Initialize all required variables and load all required data here!
// Useful to count frames
int framesCounter = 0;
SetTargetFPS(60); // Set desired framerate (frames-per-second)
//--------------------------------------------------------------------------------------
var game = new BasicScreenManager();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
switch (currentScreen)
{
case GameScreen.Logo:
{
// TODO: Update LOGO screen variables here!
// Count frames
framesCounter++;
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (framesCounter > 120)
{
currentScreen = GameScreen.Title;
}
}
break;
case GameScreen.Title:
{
// TODO: Update TITLE screen variables here!
// Press enter to change to GAMEPLAY screen
if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
{
currentScreen = GameScreen.Gameplay;
}
}
break;
case GameScreen.Gameplay:
{
// TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen
if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
{
currentScreen = GameScreen.Ending;
}
}
break;
case GameScreen.Ending:
{
// TODO: Update ENDING screen variables here!
// Press enter to return to TITLE screen
if (IsKeyPressed(KeyboardKey.Enter) || IsGestureDetected(Gesture.Tap))
{
currentScreen = GameScreen.Title;
}
}
break;
default:
break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
switch (currentScreen)
{
case GameScreen.Logo:
{
// TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, Color.LightGray);
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, Color.Gray);
}
break;
case GameScreen.Title:
{
// TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
DrawText("TITLE SCREEN", 20, 20, 40, Color.DarkGreen);
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, Color.DarkGreen);
}
break;
case GameScreen.Gameplay:
{
// TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Purple);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, Color.Maroon);
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, Color.Maroon);
}
break;
case GameScreen.Ending:
{
// TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Blue);
DrawText("ENDING SCREEN", 20, 20, 40, Color.DarkBlue);
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, Color.DarkBlue);
}
break;
default:
break;
}
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
// TODO: Unload all loaded data (textures, fonts, audio) here!
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;