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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 [textures] example - Image loading and drawing on it
* raylib [textures] example - image drawing
*
* Example complexity rating: [] 2/4
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.4, last time updated with raylib 1.4
*
* Copyright (c) 2016 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) 2016-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Textures;
public class ImageDrawing
public partial class ImageDrawing : IExample
{
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Textures / Image Drawing";
public string Title => "raylib [textures] example - image drawing";
private Texture2D texture;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image cat = LoadImage("resources/cat.png");
ImageCrop(ref cat, new Rectangle(100, 10, 280, 380));
ImageFlipHorizontal(ref cat);
ImageResize(ref cat, 150, 200);
var cat = LoadImage("resources/cat.png"); // Load image in CPU memory (RAM)
ImageCrop(ref cat, new Rectangle(100, 10, 280, 380)); // Crop an image piece
ImageFlipHorizontal(ref cat); // Flip cropped image horizontally
ImageResize(ref cat, 150, 200); // Resize flipped-cropped image
Image parrots = LoadImage("resources/parrots.png");
var parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
// Draw one image over the other with a scaling of 1.5f
Rectangle src = new(0, 0, cat.Width, cat.Height);
ImageDraw(ref parrots, cat, src, new Rectangle(30, 40, cat.Width * 1.5f, cat.Height * 1.5f), Color.White);
ImageCrop(ref parrots, new Rectangle(0, 50, parrots.Width, parrots.Height - 100));
ImageCrop(ref parrots, new Rectangle(0, 50, parrots.Width, parrots.Height - 100)); // Crop resulting image
// Draw on the image with a few image draw methods
ImageDrawPixel(ref parrots, 10, 10, Color.RayWhite);
ImageDrawCircle(ref parrots, 10, 10, 5, Color.RayWhite);
ImageDrawCircleLines(ref parrots, 10, 10, 5, Color.RayWhite);
ImageDrawRectangle(ref parrots, 5, 20, 10, 10, Color.RayWhite);
UnloadImage(cat);
UnloadImage(cat); // Unload image from RAM
// Load custom font for frawing on image
Font font = LoadFont("resources/fonts/custom_jupiter_crash.png");
// Load custom font for drawing on image
var font = LoadFont("resources/custom_jupiter_crash.png");
// Draw over image using custom font
ImageDrawTextEx(ref parrots, font, "PARROTS & CAT", new Vector2(300, 230), font.BaseSize, -2, Color.White);
// Unload custom spritefont (already drawn used on image)
UnloadFont(font);
UnloadFont(font); // Unload custom font (already drawn used on image)
Texture2D texture = LoadTextureFromImage(parrots);
UnloadImage(parrots);
texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
}
public void Update()
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
var x = screenWidth / 2 - texture.Width / 2;
var y = screenHeight / 2 - texture.Height / 2;
DrawTexture(texture, x, y - 40, Color.White);
DrawRectangleLines(x, y - 40, texture.Width, texture.Height, Color.DarkGray);
DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, Color.DarkGray);
DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(texture); // Texture unloading
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing");
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
var game = new ImageDrawing();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
int x = screenWidth / 2 - texture.Width / 2;
int y = screenHeight / 2 - texture.Height / 2;
DrawTexture(texture, x, y - 40, Color.White);
DrawRectangleLines(x, y - 40, texture.Width, texture.Height, Color.DarkGray);
DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, Color.DarkGray);
string text = "Source images have been cropped, scaled, flipped and copied one over the other.";
DrawText(text, 90, 370, 10, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;