WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
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Examples/Core/Camera2dMouseZoom.cs
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Examples/Core/Camera2dMouseZoom.cs
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/*******************************************************************************************
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*
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* raylib [core] example - 2d camera mouse zoom
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 4.2, last time updated with raylib 4.2
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*
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* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2022-2025 Jeffery Myers (@JeffM2501)
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*
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********************************************************************************************/
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using static Raylib_cs.Raymath;
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namespace Examples.Core;
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public partial class Camera2dMouseZoom : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Core / Camera 2D Mouse Zoom";
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public string Title => "raylib [core] example - 2d camera mouse zoom";
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private Camera2D camera;
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private int zoomMode; // 0-Mouse Wheel, 1-Mouse Move
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public void Init()
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{
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camera = new Camera2D();
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camera.Zoom = 1.0f;
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zoomMode = 0;
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KeyboardKey.One))
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{
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zoomMode = 0;
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}
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else if (IsKeyPressed(KeyboardKey.Two))
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{
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zoomMode = 1;
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}
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// Translate based on mouse right click
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if (IsMouseButtonDown(MouseButton.Left))
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{
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Vector2 delta = GetMouseDelta();
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delta = Vector2Scale(delta, -1.0f / camera.Zoom);
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camera.Target = Vector2Add(camera.Target, delta);
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}
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if (zoomMode == 0)
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{
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// Zoom based on mouse wheel
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float wheel = GetMouseWheelMove();
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if (wheel != 0)
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{
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// Get the world point that is under the mouse
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Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera);
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// Set the offset to where the mouse is
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camera.Offset = GetMousePosition();
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// Set the target to match, so that the camera maps the world space point
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// under the cursor to the screen space point under the cursor at any zoom
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camera.Target = mouseWorldPos;
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// Zoom increment
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// Uses log scaling to provide consistent zoom speed
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float scale = 0.2f * wheel;
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camera.Zoom = Clamp(MathF.Exp(MathF.Log(camera.Zoom) + scale), 0.125f, 64.0f);
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}
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}
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else
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{
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// Zoom based on mouse right click
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if (IsMouseButtonPressed(MouseButton.Right))
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{
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// Get the world point that is under the mouse
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Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera);
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// Set the offset to where the mouse is
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camera.Offset = GetMousePosition();
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// Set the target to match, so that the camera maps the world space point
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// under the cursor to the screen space point under the cursor at any zoom
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camera.Target = mouseWorldPos;
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}
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if (IsMouseButtonDown(MouseButton.Right))
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{
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// Zoom increment
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// Uses log scaling to provide consistent zoom speed
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float deltaX = GetMouseDelta().X;
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float scale = 0.005f * deltaX;
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camera.Zoom = Clamp(MathF.Exp(MathF.Log(camera.Zoom) + scale), 0.125f, 64.0f);
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginMode2D(camera);
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// Draw the 3d grid, rotated 90 degrees and centered around 0,0
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// just so we have something in the XY plane
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Rlgl.PushMatrix();
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Rlgl.Translatef(0, 25 * 50, 0);
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Rlgl.Rotatef(90, 1, 0, 0);
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DrawGrid(100, 50);
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Rlgl.PopMatrix();
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// Draw a reference circle
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DrawCircle(GetScreenWidth() / 2, GetScreenHeight() / 2, 50, Color.Maroon);
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EndMode2D();
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// Draw mouse reference
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//Vector2 mousePos = GetWorldToScreen2D(GetMousePosition(), camera)
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DrawCircleV(GetMousePosition(), 4, Color.DarkGray);
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DrawTextEx(GetFontDefault(), $"[{GetMouseX()}, {GetMouseY()}]",
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Vector2Add(GetMousePosition(), new Vector2(-44, -24)), 20, 2, Color.Black);
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DrawText("[1][2] Select mouse zoom mode (Wheel or Move)", 20, 20, 20, Color.DarkGray);
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if (zoomMode == 0)
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{
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DrawText("Mouse left button drag to move, mouse wheel to zoom", 20, 50, 20, Color.DarkGray);
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}
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else
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{
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DrawText("Mouse left button drag to move, mouse press and move to zoom", 20, 50, 20, Color.DarkGray);
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera mouse zoom");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new Camera2dMouseZoom();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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