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 [text] example - Font loading
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* raylib [text] example - font loading
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*
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* raylib can load fonts from multiple file formats:
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* NOTE: raylib can load fonts from multiple input file formats:
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*
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* - TTF/OTF > Sprite font atlas is generated on loading, user can configure
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* some of the generation parameters (size, characters to include)
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* - BMFonts > Angel code font fileformat, sprite font image must be provided
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* together with the .fnt file, font generation cna not be configured
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* together with the .fnt file, font generation can not be configured
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* - XNA Spritefont > Sprite font image, following XNA Spritefont conventions,
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* Characters in image must follow some spacing and order rules
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*
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* This example has been created using raylib 2.6 (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 originally created with raylib 1.4, last time updated with raylib 3.0
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*
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* Copyright (c) 2016-2019 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) 2016-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Text;
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public class FontLoading
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public partial class FontLoading : IExample
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{
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public static int Main()
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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 => "Text / Font Loading";
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public string Title => "raylib [text] example - font loading";
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private string msg;
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private Font fontBm;
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private Font fontTtf;
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private bool useTtf;
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public void Init()
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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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InitWindow(screenWidth, screenHeight, "raylib [text] example - font loading");
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// Define characters to draw
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// NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally
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string msg = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
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msg = "!#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
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// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
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// BMFont (AngelCode) : Font data and image atlas have been generated using external program
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Font fontBm = LoadFont("resources/fonts/pixantiqua.fnt");
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fontBm = LoadFont("resources/fonts/pixantiqua.fnt"); // Requires "resources/fonts/pixantiqua.png"
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// TTF font : Font data and atlas are generated directly from TTF
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// NOTE: We define a font base size of 32 pixels tall and up-to 250 characters
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Font fontTtf = LoadFontEx("resources/fonts/pixantiqua.ttf", 32, null, 250);
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fontTtf = LoadFontEx("resources/fonts/pixantiqua.ttf", 32, null, 250);
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bool useTtf = false;
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SetTextLineSpacing(16); // Set line spacing for multiline text (when line breaks are included '\n')
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SetTargetFPS(60);
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useTtf = false;
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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 (IsKeyDown(KeyboardKey.Space))
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{
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useTtf = true;
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}
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else
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{
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useTtf = false;
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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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DrawText("Hold SPACE to use TTF generated font", 20, 20, 20, Color.LightGray);
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if (!useTtf)
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{
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DrawTextEx(fontBm, msg, new Vector2(20.0f, 100.0f), fontBm.BaseSize, 2, Color.Maroon);
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DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, Color.Gray);
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}
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else
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{
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DrawTextEx(fontTtf, msg, new Vector2(20.0f, 100.0f), fontTtf.BaseSize, 2, Color.Lime);
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DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, Color.Gray);
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}
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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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UnloadFont(fontBm); // AngelCode Font unloading
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UnloadFont(fontTtf); // TTF Font unloading
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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 [text] example - font loading");
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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 FontLoading();
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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 (IsKeyDown(KeyboardKey.Space))
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{
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useTtf = true;
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}
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else
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{
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useTtf = false;
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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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DrawText("Hold SPACE to use TTF generated font", 20, 20, 20, Color.LightGray);
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if (!useTtf)
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{
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DrawTextEx(fontBm, msg, new Vector2(20.0f, 100.0f), fontBm.BaseSize, 2, Color.Maroon);
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DrawText("Using BMFont (Angelcode) imported", 20, GetScreenHeight() - 30, 20, Color.Gray);
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}
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else
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{
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DrawTextEx(fontTtf, msg, new Vector2(20.0f, 100.0f), fontTtf.BaseSize, 2, Color.Lime);
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DrawText("Using TTF font generated", 20, GetScreenHeight() - 30, 20, Color.Gray);
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}
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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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UnloadFont(fontBm);
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UnloadFont(fontTtf);
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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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