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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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@ -1,95 +1,158 @@
/*******************************************************************************************
*
* raylib [shapes] example - draw circle sector (with gui options)
* raylib [shapes] example - circle sector drawing
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2018 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shapes;
public class DrawCircleSector
public partial class DrawCircleSector : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shapes / Draw Circle Sector";
public string Title => "raylib [shapes] example - circle sector drawing";
private Vector2 center;
private float outerRadius;
private float startAngle;
private float endAngle;
private float segments;
private float minSegments;
public void Init()
{
center = new((GetScreenWidth() - 300) / 2.0f, GetScreenHeight() / 2.0f);
outerRadius = 180.0f;
startAngle = 0.0f;
endAngle = 180.0f;
segments = 10.0f;
minSegments = 4;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
// NOTE: All variables update happens inside GUI control functions
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawLine(500, 0, 500, GetScreenHeight(), Fade(Color.LightGray, 0.6f));
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(Color.LightGray, 0.3f));
DrawCircleSector(center, outerRadius, startAngle, endAngle, (int)segments, Fade(Color.Maroon, 0.3f));
DrawCircleSectorLines(
center,
outerRadius,
startAngle,
endAngle,
(int)segments,
Fade(Color.Maroon, 0.6f)
);
// Draw GUI controls
//------------------------------------------------------------------------------
GuiSliderBar(new Rectangle(600, 40, 120, 20), "StartAngle", $"{startAngle:F2}", ref startAngle, 0, 720);
GuiSliderBar(new Rectangle(600, 70, 120, 20), "EndAngle", $"{endAngle:F2}", ref endAngle, 0, 720);
GuiSliderBar(new Rectangle(600, 140, 120, 20), "Radius", $"{outerRadius:F2}", ref outerRadius, 0, 200);
GuiSliderBar(new Rectangle(600, 170, 120, 20), "Segments", $"{segments:F2}", ref segments, 0, 100);
//------------------------------------------------------------------------------
minSegments = MathF.Truncate(MathF.Ceiling((endAngle - startAngle) / 90));
var color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 200, 10, color);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
//----------------------------------------------------------------------------------
// Minimal raygui-like widgets (plain raylib re-implementation)
//----------------------------------------------------------------------------------
private static void GuiSliderBar(Rectangle bounds, string textLeft, string textRight, ref float value, float minValue, float maxValue)
{
Vector2 mouse = GetMousePosition();
bool hover = CheckCollisionPointRec(mouse, bounds);
if (hover && IsMouseButtonDown(MouseButton.Left))
{
value = minValue + ((mouse.X - bounds.X) / bounds.Width) * (maxValue - minValue);
if (value < minValue)
{
value = minValue;
}
if (value > maxValue)
{
value = maxValue;
}
}
DrawRectangleRec(bounds, Color.LightGray);
float pct = (value - minValue) / (maxValue - minValue);
DrawRectangleRec(new Rectangle(bounds.X, bounds.Y, bounds.Width * pct, bounds.Height), Color.SkyBlue);
DrawRectangleLinesEx(bounds, 1, Color.Gray);
if (!string.IsNullOrEmpty(textLeft))
{
DrawText(textLeft, (int)bounds.X - MeasureText(textLeft, 10) - 5, (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
if (!string.IsNullOrEmpty(textRight))
{
DrawText(textRight, (int)(bounds.X + bounds.Width + 5), (int)(bounds.Y + bounds.Height / 2 - 5), 10, Color.DarkGray);
}
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - circle sector drawing");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
Vector2 center = new((GetScreenWidth() - 300) / 2, GetScreenHeight() / 2);
float outerRadius = 180.0f;
int startAngle = 0;
int endAngle = 180;
int segments = 0;
int minSegments = 4;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new DrawCircleSector();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// NOTE: All variables update happens inside GUI control functions
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawLine(500, 0, 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.6f));
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.3f));
DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, ColorAlpha(Color.Maroon, 0.3f));
DrawCircleSectorLines(
center,
outerRadius,
startAngle,
endAngle,
segments,
ColorAlpha(Color.Maroon, 0.6f)
);
// Draw GUI controls
//------------------------------------------------------------------------------
/*startAngle = GuiSliderBar(new Rectangle( 600, 40, 120, 20), "StartAngle", startAngle, 0, 720, true );
endAngle = GuiSliderBar(new Rectangle( 600, 70, 120, 20), "EndAngle", endAngle, 0, 720, true);
outerRadius = GuiSliderBar(new Rectangle( 600, 140, 120, 20), "Radius", outerRadius, 0, 200, true);
segments = GuiSliderBar(new Rectangle( 600, 170, 120, 20), "Segments", segments, 0, 100, true);*/
//------------------------------------------------------------------------------
minSegments = (int)MathF.Ceiling((endAngle - startAngle) / 90);
Color color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 270, 10, color);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}