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 - Storage save/load values
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* raylib [core] example - storage values
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*
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* This example has been created using raylib 1.4 (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: [★★☆☆] 2/4
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Example originally created with raylib 1.4, last time updated with raylib 4.2
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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) 2015-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Core;
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public class StorageValues
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public partial class StorageValues : 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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private const string storageDataFile = "storage.data";
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// NOTE: Storage positions must start with 0, directly related to file memory layout
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enum StorageData
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private enum StorageData
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{
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Score,
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HiScore
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}
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public string Name => "Core / Storage Values";
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public string Title => "raylib [core] example - storage values";
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private int score = 0;
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private int hiscore = 0;
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private int framesCounter = 0;
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public void Init()
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{
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score = 0;
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hiscore = 0;
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framesCounter = 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.R))
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{
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score = GetRandomValue(1000, 2000);
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hiscore = GetRandomValue(2000, 4000);
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}
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if (IsKeyPressed(KeyboardKey.Enter))
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{
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SaveStorageValue(storageDataFile, (int)StorageData.Score, score);
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SaveStorageValue(storageDataFile, (int)StorageData.HiScore, hiscore);
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}
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else if (IsKeyPressed(KeyboardKey.Space))
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{
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// NOTE: If requested position could not be found, value 0 is returned
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score = LoadStorageValue(storageDataFile, (int)StorageData.Score);
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hiscore = LoadStorageValue(storageDataFile, (int)StorageData.HiScore);
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}
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framesCounter++;
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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($"SCORE: {score}", 280, 130, 40, Color.Maroon);
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DrawText($"HI-SCORE: {hiscore}", 210, 200, 50, Color.Black);
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DrawText($"frames: {framesCounter}", 10, 10, 20, Color.Lime);
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DrawText("Press R to generate random numbers", 220, 40, 20, Color.LightGray);
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DrawText("Press ENTER to SAVE values", 250, 310, 20, Color.LightGray);
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DrawText("Press SPACE to LOAD values", 252, 350, 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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}
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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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const string storageDataFile = "storage.data";
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InitWindow(screenWidth, screenHeight, "raylib [core] example - storage values");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
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int score = 0;
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int hiscore = 0;
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int framesCounter = 0;
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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 StorageValues();
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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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if (IsKeyPressed(KeyboardKey.R))
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{
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score = GetRandomValue(1000, 2000);
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hiscore = GetRandomValue(2000, 4000);
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}
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if (IsKeyPressed(KeyboardKey.Enter))
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{
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SaveStorageValue(storageDataFile, (int)StorageData.Score, score);
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SaveStorageValue(storageDataFile, (int)StorageData.HiScore, hiscore);
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}
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else if (IsKeyPressed(KeyboardKey.Space))
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{
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// NOTE: If requested position could not be found, value 0 is returned
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score = LoadStorageValue(storageDataFile, (int)StorageData.Score);
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hiscore = LoadStorageValue(storageDataFile, (int)StorageData.HiScore);
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}
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framesCounter++;
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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($"SCORE: {score}", 280, 130, 40, Color.Maroon);
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DrawText($"HI-SCORE: {hiscore}", 210, 200, 50, Color.Black);
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DrawText($"frames: {framesCounter}", 10, 10, 20, Color.Lime);
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DrawText("Press R to generate random numbers", 220, 40, 20, Color.LightGray);
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DrawText("Press ENTER to SAVE values", 250, 310, 20, Color.LightGray);
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DrawText("Press SPACE to LOAD values", 252, 350, 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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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{
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using var fileNameBuffer = fileName.ToUtf8Buffer();
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bool success = false;
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int dataSize = 0;
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int newDataSize = 0;
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var success = false;
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var dataSize = 0;
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var newDataSize = 0;
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byte* fileData = LoadFileData(fileNameBuffer.AsPointer(), &dataSize);
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var fileData = LoadFileData(fileNameBuffer.AsPointer(), &dataSize);
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byte* newFileData = null;
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if (fileData != null)
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@ -115,13 +142,13 @@ public class StorageValues
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if (newFileData != null)
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{
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// RL_REALLOC succeded
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int* dataPtr = (int*)newFileData;
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var dataPtr = (int*)newFileData;
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dataPtr[position] = value;
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}
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else
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{
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// RL_REALLOC failed
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int positionInBytes = position * sizeof(int);
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var positionInBytes = position * sizeof(int);
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TraceLog(
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TraceLogLevel.Warning,
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@$"FILEIO: [{fileName}] Failed to realloc data ({dataSize}),
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newDataSize = dataSize;
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// Replace value on selected position
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int* dataPtr = (int*)newFileData;
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var dataPtr = (int*)newFileData;
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dataPtr[position] = value;
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}
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dataSize = (position + 1) * sizeof(int);
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fileData = (byte*)MemAlloc((uint)dataSize);
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int* dataPtr = (int*)fileData;
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var dataPtr = (int*)fileData;
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dataPtr[position] = value;
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success = SaveFileData(fileNameBuffer.AsPointer(), fileData, dataSize);
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{
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using var fileNameBuffer = fileName.ToUtf8Buffer();
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int value = 0;
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int dataSize = 0;
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byte* fileData = LoadFileData(fileNameBuffer.AsPointer(), &dataSize);
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var value = 0;
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var dataSize = 0;
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var fileData = LoadFileData(fileNameBuffer.AsPointer(), &dataSize);
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if (fileData != null)
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{
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@ -188,7 +215,7 @@ public class StorageValues
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}
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else
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{
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int* dataPtr = (int*)fileData;
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var dataPtr = (int*)fileData;
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value = dataPtr[position];
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}
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