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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/*******************************************************************************************
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*
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* raylib [core] example - Custom logging
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* raylib [core] example - custom logging
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*
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* This example has been created using raylib 2.1 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 2.5, last time updated with raylib 2.5
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*
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* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2018 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
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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) 2018-2025 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System;
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using System.Runtime.InteropServices;
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using static Raylib_cs.Raylib;
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namespace Examples.Core;
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public unsafe class CustomLogging
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public unsafe partial class CustomLogging : 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 / Custom Logging";
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public string Title => "raylib [core] example - custom logging";
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[UnmanagedCallersOnly(CallConvs = new[] { typeof(System.Runtime.CompilerServices.CallConvCdecl) })]
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private static void LogCustom(int logLevel, sbyte* text, sbyte* args)
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{
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#if BROWSER
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// WebAssembly can't invoke the C varargs vsprintf/vsnprintf that Logging.GetLogMessage relies on
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// (the wasm runtime traps with "function signature mismatch"), so log the raw, unformatted text.
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string message = Marshal.PtrToStringUTF8(new IntPtr(text)) ?? string.Empty;
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#else
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var message = Logging.GetLogMessage(new IntPtr(text), new IntPtr(args));
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/*Console.ForegroundColor = (TraceLogLevel)logLevel switch
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@ -36,50 +50,64 @@ public unsafe class CustomLogging
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TraceLogLevel.LOG_NONE => ConsoleColor.White,
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_ => throw new ArgumentOutOfRangeException(nameof(logLevel), logLevel, null)
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};*/
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#endif
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Console.WriteLine($"Custom " + message);
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// Console.ResetColor();
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}
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public void Init()
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{
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// First thing we do is setting our custom logger to ensure everything raylib logs
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// will use our own logger instead of its internal one
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SetTraceLogCallback(&LogCustom);
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}
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public void Update()
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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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DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, Color.LightGray);
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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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#if !BROWSER
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// Restore the default formatting logger on desktop. On WebAssembly we leave the (wasm-safe)
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// custom logger in place — Logging.LogConsole formats via vsprintf, which traps on wasm.
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SetTraceLogCallback(&Logging.LogConsole);
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#endif
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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// First thing we do is setting our custom logger to ensure everything raylib logs
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// will use our own logger instead of its internal one
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SetTraceLogCallback(&LogCustom);
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InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
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SetTargetFPS(60);
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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 CustomLogging();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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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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DrawText("Check out the console output to see the custom logger in action!", 60, 200, 20, Color.LightGray);
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EndDrawing();
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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();
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SetTraceLogCallback(&Logging.LogConsole);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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