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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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tiger tiger tiger 2026-07-30 19:34:34 +02:00 committed by GitHub
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@ -1,48 +1,55 @@
/*******************************************************************************************
*
* raylib [text] example - raylib font loading and usage
* raylib [text] example - sprite fonts
*
* Example complexity rating: [] 1/4
*
* NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!)
* To view details and credits for those fonts, check raylib license file
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.7, last time updated with raylib 3.7
*
* Copyright (c) 2017 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) 2017-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Text;
public class RaylibFonts
public partial class RaylibFonts : IExample
{
public const int MaxFonts = 8;
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Text / Raylib Fonts";
public string Title => "raylib [text] example - sprite fonts";
private Font[] fonts;
private string[] messages;
private int[] spacings;
private Vector2[] positions;
private Color[] colors;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Font[] fonts = new Font[MaxFonts];
fonts = new Font[MaxFonts];
fonts[0] = LoadFont("resources/fonts/alagard.png");
fonts[1] = LoadFont("resources/fonts/pixelplay.png");
fonts[2] = LoadFont("resources/fonts/mecha.png");
fonts[3] = LoadFont("resources/fonts/setback.png");
fonts[4] = LoadFont("resources/fonts/romulus.png");
fonts[5] = LoadFont("resources/fonts/pixantiqua.png");
fonts[6] = LoadFont("resources/fonts/alpha_beta.png");
fonts[7] = LoadFont("resources/fonts/jupiter_crash.png");
fonts[0] = LoadFont("resources/sprite_fonts/alagard.png");
fonts[1] = LoadFont("resources/sprite_fonts/pixelplay.png");
fonts[2] = LoadFont("resources/sprite_fonts/mecha.png");
fonts[3] = LoadFont("resources/sprite_fonts/setback.png");
fonts[4] = LoadFont("resources/sprite_fonts/romulus.png");
fonts[5] = LoadFont("resources/sprite_fonts/pixantiqua.png");
fonts[6] = LoadFont("resources/sprite_fonts/alpha_beta.png");
fonts[7] = LoadFont("resources/sprite_fonts/jupiter_crash.png");
string[] messages = new string[MaxFonts] {
messages = new string[MaxFonts] {
"ALAGARD FONT designed by Hewett Tsoi",
"PIXELPLAY FONT designed by Aleksander Shevchuk",
"MECHA FONT designed by Captain Falcon",
@ -53,12 +60,12 @@ public class RaylibFonts
"JUPITER_CRASH FONT designed by Brian Kent (AEnigma)"
};
int[] spacings = new int[MaxFonts] { 2, 4, 8, 4, 3, 4, 4, 1 };
Vector2[] positions = new Vector2[MaxFonts];
spacings = new int[MaxFonts] { 2, 4, 8, 4, 3, 4, 4, 1 };
positions = new Vector2[MaxFonts];
for (int i = 0; i < MaxFonts; i++)
for (var i = 0; i < MaxFonts; i++)
{
float halfWidth = MeasureTextEx(fonts[i], messages[i], fonts[i].BaseSize * 2, spacings[i]).X / 2;
var halfWidth = MeasureTextEx(fonts[i], messages[i], fonts[i].BaseSize * 2, spacings[i]).X / 2;
positions[i].X = screenWidth / 2 - halfWidth;
positions[i].Y = 60 + fonts[i].BaseSize + 45 * i;
}
@ -68,7 +75,7 @@ public class RaylibFonts
positions[4].Y += 2;
positions[7].Y -= 8;
Color[] colors = new Color[MaxFonts] {
colors = new Color[MaxFonts] {
Color.Maroon,
Color.Orange,
Color.DarkGreen,
@ -78,44 +85,61 @@ public class RaylibFonts
Color.Gold,
Color.Red
};
//--------------------------------------------------------------------------------------
}
// Main game loop
while (!WindowShouldClose())
public void Update()
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("free sprite fonts included with raylib", 220, 20, 20, Color.DarkGray);
DrawLine(220, 50, 600, 50, Color.DarkGray);
for (var i = 0; i < MaxFonts; i++)
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText("free fonts included with raylib", 250, 20, 20, Color.DarkGray);
DrawLine(220, 50, 590, 50, Color.DarkGray);
for (int i = 0; i < MaxFonts; i++)
{
DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].BaseSize * 2, spacings[i], colors[i]);
}
EndDrawing();
//----------------------------------------------------------------------------------
DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].BaseSize * 2, spacings[i], colors[i]);
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < MaxFonts; i++)
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
// Fonts unloading
for (var i = 0; i < MaxFonts; i++)
{
UnloadFont(fonts[i]);
}
}
CloseWindow();
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite fonts");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new RaylibFonts();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}