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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282
Examples/Shapes/RectangleAdvanced.cs
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Examples/Shapes/RectangleAdvanced.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - rectangle advanced
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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* Example contributed by Everton Jr. (@evertonse) 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) 2024-2025 Everton Jr. (@evertonse) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using static Raylib_cs.Rlgl;
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namespace Examples.Shapes;
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public partial class RectangleAdvanced : 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 => "Shapes / Rectangle Advanced";
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public string Title => "raylib [shapes] example - rectangle advanced";
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public void Init()
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{
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}
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public void Update()
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{
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// Update rectangle bounds
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//----------------------------------------------------------------------------------
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float width = GetScreenWidth() / 2.0f, height = GetScreenHeight() / 6.0f;
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Rectangle rec = new Rectangle(
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GetScreenWidth() / 2.0f - width / 2,
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GetScreenHeight() / 2.0f - 5 * (height / 2),
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width, height
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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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// Draw All Rectangles with different roundess for each side and different gradients
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DrawRectangleRoundedGradientH(rec, 0.8f, 0.8f, 36, Color.Blue, Color.Red);
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rec.Y += rec.Height + 1;
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DrawRectangleRoundedGradientH(rec, 0.5f, 1.0f, 36, Color.Red, Color.Pink);
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rec.Y += rec.Height + 1;
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DrawRectangleRoundedGradientH(rec, 1.0f, 0.5f, 36, Color.Red, Color.Blue);
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rec.Y += rec.Height + 1;
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DrawRectangleRoundedGradientH(rec, 0.0f, 1.0f, 36, Color.Blue, Color.Black);
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rec.Y += rec.Height + 1;
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DrawRectangleRoundedGradientH(rec, 1.0f, 0.0f, 36, Color.Blue, Color.Pink);
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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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//--------------------------------------------------------------------------------------
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// Module Functions Definition
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//--------------------------------------------------------------------------------------
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// Draw rectangle with rounded edges and horizontal gradient, with options to choose side of roundness
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// NOTE: Adapted from both 'DrawRectangleRounded()' and 'DrawRectangleGradientH()' raylib [rshapes] implementations
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private static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float roundnessRight, int segments, Color left, Color right)
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{
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// Neither side is rounded
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if ((roundnessLeft <= 0.0f && roundnessRight <= 0.0f) || (rec.Width < 1) || (rec.Height < 1))
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{
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DrawRectangleGradientEx(rec, left, left, right, right);
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return;
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}
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if (roundnessLeft >= 1.0f)
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{
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roundnessLeft = 1.0f;
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}
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if (roundnessRight >= 1.0f)
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{
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roundnessRight = 1.0f;
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}
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// Calculate corner radius both from right and left
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float recSize = rec.Width > rec.Height ? rec.Height : rec.Width;
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float radiusLeft = (recSize * roundnessLeft) / 2;
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float radiusRight = (recSize * roundnessRight) / 2;
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if (radiusLeft <= 0.0f)
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{
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radiusLeft = 0.0f;
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}
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if (radiusRight <= 0.0f)
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{
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radiusRight = 0.0f;
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}
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if (radiusRight <= 0.0f && radiusLeft <= 0.0f)
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{
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return;
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}
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float stepLength = 90.0f / (float)segments;
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/*
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Diagram Copied here for reference, original at 'DrawRectangleRounded()' source code
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P0____________________P1
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/| |\
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/1| 2 |3\
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P7 /__|____________________|__\ P2
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| |P8 P9| |
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| 8 | 9 | 4 |
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| __|____________________|__ |
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P6 \ |P11 P10| / P3
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\7| 6 |5/
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\|____________________|/
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P5 P4
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*/
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// Coordinates of the 12 points also adapted from `DrawRectangleRounded`
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Vector2[] point = new Vector2[12]
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{
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// PO, P1, P2
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new Vector2(rec.X + radiusLeft, rec.Y), new Vector2((rec.X + rec.Width) - radiusRight, rec.Y), new Vector2(rec.X + rec.Width, rec.Y + radiusRight),
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// P3, P4
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new Vector2(rec.X + rec.Width, (rec.Y + rec.Height) - radiusRight), new Vector2((rec.X + rec.Width) - radiusRight, rec.Y + rec.Height),
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// P5, P6, P7
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new Vector2(rec.X + radiusLeft, rec.Y + rec.Height), new Vector2(rec.X, (rec.Y + rec.Height) - radiusLeft), new Vector2(rec.X, rec.Y + radiusLeft),
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// P8, P9
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new Vector2(rec.X + radiusLeft, rec.Y + radiusLeft), new Vector2((rec.X + rec.Width) - radiusRight, rec.Y + radiusRight),
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// P10, P11
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new Vector2((rec.X + rec.Width) - radiusRight, (rec.Y + rec.Height) - radiusRight), new Vector2(rec.X + radiusLeft, (rec.Y + rec.Height) - radiusLeft)
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};
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Vector2[] centers = new Vector2[4] { point[8], point[9], point[10], point[11] };
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float[] angles = new float[4] { 180.0f, 270.0f, 0.0f, 90.0f };
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// Here we use the 'Diagram' to guide ourselves to which point receives what color
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// By choosing the color correctly associated with a point the gradient effect
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// will naturally come from OpenGL interpolation
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// But this time instead of Quad, we think in triangles
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Begin(DrawMode.Triangles);
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
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for (int k = 0; k < 4; ++k)
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{
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Color color = new Color(0, 0, 0, 0);
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float radius = 0.0f;
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if (k == 0)
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{
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color = left;
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radius = radiusLeft;
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} // [1] Upper Left Corner
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if (k == 1)
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{
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color = right;
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radius = radiusRight;
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} // [3] Upper Right Corner
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if (k == 2)
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{
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color = right;
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radius = radiusRight;
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} // [5] Lower Right Corner
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if (k == 3)
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{
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color = left;
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radius = radiusLeft;
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} // [7] Lower Left Corner
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float angle = angles[k];
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Vector2 center = centers[k];
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for (int i = 0; i < segments; i++)
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{
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Color4ub(color.R, color.G, color.B, color.A);
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Vertex2f(center.X, center.Y);
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Vertex2f(center.X + MathF.Cos(DEG2RAD * (angle + stepLength)) * radius, center.Y + MathF.Sin(DEG2RAD * (angle + stepLength)) * radius);
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Vertex2f(center.X + MathF.Cos(DEG2RAD * angle) * radius, center.Y + MathF.Sin(DEG2RAD * angle) * radius);
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angle += stepLength;
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}
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}
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// [2] Upper Rectangle
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Color4ub(left.R, left.G, left.B, left.A);
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Vertex2f(point[0].X, point[0].Y);
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Vertex2f(point[8].X, point[8].Y);
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Color4ub(right.R, right.G, right.B, right.A);
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Vertex2f(point[9].X, point[9].Y);
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Vertex2f(point[1].X, point[1].Y);
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Color4ub(left.R, left.G, left.B, left.A);
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Vertex2f(point[0].X, point[0].Y);
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Color4ub(right.R, right.G, right.B, right.A);
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Vertex2f(point[9].X, point[9].Y);
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// [4] Right Rectangle
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Color4ub(right.R, right.G, right.B, right.A);
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Vertex2f(point[9].X, point[9].Y);
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Vertex2f(point[10].X, point[10].Y);
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Vertex2f(point[3].X, point[3].Y);
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Vertex2f(point[2].X, point[2].Y);
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Vertex2f(point[9].X, point[9].Y);
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Vertex2f(point[3].X, point[3].Y);
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// [6] Bottom Rectangle
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Color4ub(left.R, left.G, left.B, left.A);
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Vertex2f(point[11].X, point[11].Y);
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Vertex2f(point[5].X, point[5].Y);
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Color4ub(right.R, right.G, right.B, right.A);
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Vertex2f(point[4].X, point[4].Y);
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Vertex2f(point[10].X, point[10].Y);
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Color4ub(left.R, left.G, left.B, left.A);
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Vertex2f(point[11].X, point[11].Y);
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Color4ub(right.R, right.G, right.B, right.A);
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Vertex2f(point[4].X, point[4].Y);
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// [8] Left Rectangle
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Color4ub(left.R, left.G, left.B, left.A);
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Vertex2f(point[7].X, point[7].Y);
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Vertex2f(point[6].X, point[6].Y);
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Vertex2f(point[11].X, point[11].Y);
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Vertex2f(point[8].X, point[8].Y);
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Vertex2f(point[7].X, point[7].Y);
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Vertex2f(point[11].X, point[11].Y);
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// [9] Middle Rectangle
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Color4ub(left.R, left.G, left.B, left.A);
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Vertex2f(point[8].X, point[8].Y);
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Vertex2f(point[11].X, point[11].Y);
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Color4ub(right.R, right.G, right.B, right.A);
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Vertex2f(point[10].X, point[10].Y);
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Vertex2f(point[9].X, point[9].Y);
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Color4ub(left.R, left.G, left.B, left.A);
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Vertex2f(point[8].X, point[8].Y);
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Color4ub(right.R, right.G, right.B, right.A);
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Vertex2f(point[10].X, point[10].Y);
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End();
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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 [shapes] example - rectangle advanced");
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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 RectangleAdvanced();
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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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