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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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/*******************************************************************************************
*
* raylib [shapes] example - easings testbed
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Juan Miguel López (@flashback-fx) and reviewed by 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) 2019-2025 Juan Miguel López (@flashback-fx) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using Examples.Shared;
namespace Examples.Shapes;
public partial class EasingsTestbed : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int FONT_SIZE = 20;
private const float D_STEP = 20.0f;
private const float D_STEP_FINE = 2.0f;
private const float D_MIN = 1.0f;
private const float D_MAX = 10000.0f;
public string Name => "Shapes / Easings Testbed";
public string Title => "raylib [shapes] example - easings testbed";
// Easing types
private const int EASE_LINEAR_NONE = 0;
private const int NUM_EASING_TYPES = 27;
private const int EASING_NONE = NUM_EASING_TYPES;
// NoEase function, used when "no easing" is selected for any axis
// It just ignores all parameters besides b
private static float NoEase(float t, float b, float c, float d)
{
// Hack to avoid compiler warning (about unused variables)
float burn = t + b + c + d;
d += burn;
return b;
}
// Easing functions reference data
private string[] easingNames;
private Func<float, float, float, float, float>[] easingFuncs;
private Vector2 ballPosition;
private float t; // Current time (in any unit measure, but same unit as duration)
private float d; // Total time it should take to complete (duration)
private bool paused;
private bool boundedT; // If true, t will stop when d >= td, otherwise t will keep adding td to its value every loop
private int easingX; // Easing selected for x axis
private int easingY; // Easing selected for y axis
public void Init()
{
easingNames = new string[]
{
"EaseLinearNone", "EaseLinearIn", "EaseLinearOut", "EaseLinearInOut",
"EaseSineIn", "EaseSineOut", "EaseSineInOut",
"EaseCircIn", "EaseCircOut", "EaseCircInOut",
"EaseCubicIn", "EaseCubicOut", "EaseCubicInOut",
"EaseQuadIn", "EaseQuadOut", "EaseQuadInOut",
"EaseExpoIn", "EaseExpoOut", "EaseExpoInOut",
"EaseBackIn", "EaseBackOut", "EaseBackInOut",
"EaseBounceOut", "EaseBounceIn", "EaseBounceInOut",
"EaseElasticIn", "EaseElasticOut", "EaseElasticInOut",
"None",
};
easingFuncs = new Func<float, float, float, float, float>[]
{
Easings.EaseLinearNone, Easings.EaseLinearIn, Easings.EaseLinearOut, Easings.EaseLinearInOut,
Easings.EaseSineIn, Easings.EaseSineOut, Easings.EaseSineInOut,
Easings.EaseCircIn, Easings.EaseCircOut, Easings.EaseCircInOut,
Easings.EaseCubicIn, Easings.EaseCubicOut, Easings.EaseCubicInOut,
Easings.EaseQuadIn, Easings.EaseQuadOut, Easings.EaseQuadInOut,
Easings.EaseExpoIn, Easings.EaseExpoOut, Easings.EaseExpoInOut,
Easings.EaseBackIn, Easings.EaseBackOut, Easings.EaseBackInOut,
Easings.EaseBounceOut, Easings.EaseBounceIn, Easings.EaseBounceInOut,
Easings.EaseElasticIn, Easings.EaseElasticOut, Easings.EaseElasticInOut,
NoEase,
};
ballPosition = new Vector2(100.0f, 100.0f);
t = 0.0f;
d = 300.0f;
paused = true;
boundedT = true;
easingX = EASING_NONE;
easingY = EASING_NONE;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.T))
{
boundedT = !boundedT;
}
// Choose easing for the X axis
if (IsKeyPressed(KeyboardKey.Right))
{
easingX++;
if (easingX > EASING_NONE)
{
easingX = 0;
}
}
else if (IsKeyPressed(KeyboardKey.Left))
{
if (easingX == 0)
{
easingX = EASING_NONE;
}
else
{
easingX--;
}
}
// Choose easing for the Y axis
if (IsKeyPressed(KeyboardKey.Down))
{
easingY++;
if (easingY > EASING_NONE)
{
easingY = 0;
}
}
else if (IsKeyPressed(KeyboardKey.Up))
{
if (easingY == 0)
{
easingY = EASING_NONE;
}
else
{
easingY--;
}
}
// Change d (duration) value
if (IsKeyPressed(KeyboardKey.W) && (d < D_MAX - D_STEP))
{
d += D_STEP;
}
else if (IsKeyPressed(KeyboardKey.Q) && (d > D_MIN + D_STEP))
{
d -= D_STEP;
}
if (IsKeyDown(KeyboardKey.S) && (d < D_MAX - D_STEP_FINE))
{
d += D_STEP_FINE;
}
else if (IsKeyDown(KeyboardKey.A) && (d > D_MIN + D_STEP_FINE))
{
d -= D_STEP_FINE;
}
// Play, pause and restart controls
if (IsKeyPressed(KeyboardKey.Space) || IsKeyPressed(KeyboardKey.T) ||
IsKeyPressed(KeyboardKey.Right) || IsKeyPressed(KeyboardKey.Left) ||
IsKeyPressed(KeyboardKey.Down) || IsKeyPressed(KeyboardKey.Up) ||
IsKeyPressed(KeyboardKey.W) || IsKeyPressed(KeyboardKey.Q) ||
IsKeyDown(KeyboardKey.S) || IsKeyDown(KeyboardKey.A) ||
(IsKeyPressed(KeyboardKey.Enter) && (boundedT == true) && (t >= d)))
{
t = 0.0f;
ballPosition.X = 100.0f;
ballPosition.Y = 100.0f;
paused = true;
}
if (IsKeyPressed(KeyboardKey.Enter))
{
paused = !paused;
}
// Movement computation
if (!paused && ((boundedT && t < d) || !boundedT))
{
ballPosition.X = easingFuncs[easingX](t, 100.0f, 700.0f - 170.0f, d);
ballPosition.Y = easingFuncs[easingY](t, 100.0f, 400.0f - 170.0f, d);
t += 1.0f;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw information text
DrawText($"Easing x: {easingNames[easingX]}", 20, FONT_SIZE, FONT_SIZE, Color.LightGray);
DrawText($"Easing y: {easingNames[easingY]}", 20, FONT_SIZE * 2, FONT_SIZE, Color.LightGray);
DrawText($"t ({(boundedT == true ? 'b' : 'u')}) = {t:F2} d = {d:F2}", 20, FONT_SIZE * 3, FONT_SIZE, Color.LightGray);
// Draw instructions text
DrawText("Use ENTER to play or pause movement, use SPACE to restart", 20, GetScreenHeight() - FONT_SIZE * 2, FONT_SIZE, Color.LightGray);
DrawText("Use Q and W or A and S keys to change duration", 20, GetScreenHeight() - FONT_SIZE * 3, FONT_SIZE, Color.LightGray);
DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 20, GetScreenHeight() - FONT_SIZE * 4, FONT_SIZE, Color.LightGray);
DrawText("Use UP or DOWN keys to choose easing for the y axis", 20, GetScreenHeight() - FONT_SIZE * 5, FONT_SIZE, Color.LightGray);
// Draw ball
DrawCircleV(ballPosition, 16.0f, Color.Maroon);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings testbed");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new EasingsTestbed();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}