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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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/*******************************************************************************************
*
* raylib [textures] example - gif player
*
* Example complexity rating: [] 3/4
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* 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) 2021-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
namespace Examples.Textures;
public partial class GifPlayer : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MaxFrameDelay = 20;
private const int MinFrameDelay = 1;
public string Name => "Textures / Gif Player";
public string Title => "raylib [textures] example - gif player";
private int animFrames;
private Image imScarfyAnim;
private Texture2D texScarfyAnim;
private uint nextFrameDataOffset; // Current byte offset to next frame in image.data
private int currentAnimFrame; // Current animation frame to load and draw
private int frameDelay; // Frame delay to switch between animation frames
private int frameCounter; // General frames counter
public void Init()
{
animFrames = 0;
// Load all GIF animation frames into a single Image
// NOTE: GIF data is always loaded as RGBA (32bit) by default
// NOTE: Frames are just appended one after another in image.data memory
imScarfyAnim = LoadImageAnim("resources/scarfy_run.gif", out animFrames);
// Load texture from image
// NOTE: We will update this texture when required with next frame data
// WARNING: It's not recommended to use this technique for sprites animation,
// use spritesheets instead, like illustrated in textures_sprite_anim example
texScarfyAnim = LoadTextureFromImage(imScarfyAnim);
nextFrameDataOffset = 0;
currentAnimFrame = 0;
frameDelay = 8;
frameCounter = 0;
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
frameCounter++;
if (frameCounter >= frameDelay)
{
// Move to next frame
// NOTE: If final frame is reached we return to first frame
currentAnimFrame++;
if (currentAnimFrame >= animFrames)
{
currentAnimFrame = 0;
}
// Get memory offset position for next frame data in image.data
nextFrameDataOffset = (uint)(imScarfyAnim.Width * imScarfyAnim.Height * 4 * currentAnimFrame);
// Update GPU texture data with next frame image data
// WARNING: Data size (frame size) and pixel format must match already created texture
UpdateTexture(texScarfyAnim, (byte*)imScarfyAnim.Data + nextFrameDataOffset);
frameCounter = 0;
}
// Control frames delay
if (IsKeyPressed(KeyboardKey.Right))
{
frameDelay++;
}
else if (IsKeyPressed(KeyboardKey.Left))
{
frameDelay--;
}
if (frameDelay > MaxFrameDelay)
{
frameDelay = MaxFrameDelay;
}
else if (frameDelay < MinFrameDelay)
{
frameDelay = MinFrameDelay;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
DrawText($"TOTAL GIF FRAMES: {animFrames:D2}", 50, 30, 20, Color.LightGray);
DrawText($"CURRENT FRAME: {currentAnimFrame:D2}", 50, 60, 20, Color.Gray);
DrawText($"CURRENT FRAME IMAGE.DATA OFFSET: {nextFrameDataOffset:D2}", 50, 90, 20, Color.Gray);
DrawText("FRAMES DELAY: ", 100, 305, 10, Color.DarkGray);
DrawText($"{frameDelay:D2} frames", 620, 305, 10, Color.DarkGray);
DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 350, 10, Color.DarkGray);
for (var i = 0; i < MaxFrameDelay; i++)
{
if (i < frameDelay)
{
DrawRectangle(190 + 21 * i, 300, 20, 20, Color.Red);
}
DrawRectangleLines(190 + 21 * i, 300, 20, 20, Color.Maroon);
}
DrawTexture(texScarfyAnim, GetScreenWidth() / 2 - texScarfyAnim.Width / 2, 140, Color.White);
DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(texScarfyAnim); // Unload texture
UnloadImage(imScarfyAnim); // Unload image (contains all frames)
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - gif player");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new GifPlayer();
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;
}
}