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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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@ -1,34 +1,40 @@
/*******************************************************************************************
*
* raylib [texture] example - Image text drawing using TTF generated spritefont
* raylib [textures] example - image text
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example complexity rating: [] 2/4
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.8, last time updated with raylib 4.0
*
* 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.Textures;
public class ImageText
public partial class ImageText : IExample
{
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
private const int screenWidth = 800;
private const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [texture] example - image text drawing");
public string Name => "Textures / Image Text";
public string Title => "raylib [textures] example - image text";
private Font font;
private Texture2D texture;
private Vector2 position;
private bool showFont;
public void Init()
{
var parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
// TTF Font loading with custom generation parameters
Font font = LoadFontEx("resources/fonts/KAISG.ttf", 64, null, 95);
Image parrots = LoadImage("resources/parrots.png");
font = LoadFontEx("resources/fonts/KAISG.ttf", 64, null, 0);
// Draw over image using custom font
ImageDrawTextEx(
@ -38,69 +44,89 @@ public class ImageText
new Vector2(20, 20),
font.BaseSize,
0,
Color.White
Color.Red
);
// Image converted to texture, uploaded to GPU memory (VRAM)
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
Vector2 position = new(
position = new(
screenWidth / 2 - texture.Width / 2,
screenHeight / 2 - texture.Height / 2 - 20
);
bool showFont = false;
showFont = false;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.Space))
{
showFont = true;
}
else
{
showFont = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (!showFont)
{
// Draw texture with text already drawn inside
DrawTextureV(texture, position, Color.White);
// Draw text directly using sprite font
Vector2 textPosition = new(position.X + 20, position.Y + 20 + 280);
DrawTextEx(font, "[Parrots font drawing]", textPosition, font.BaseSize, 0, Color.White);
}
else
{
DrawTexture(font.Texture, screenWidth / 2 - font.Texture.Width / 2, 50, Color.Black);
}
DrawText("PRESS SPACE to SHOW FONT ATLAS USED", 290, 420, 10, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(texture); // Texture unloading
UnloadFont(font); // Unload custom font
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image text");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new ImageText();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyDown(KeyboardKey.Space))
{
showFont = true;
}
else
{
showFont = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
if (!showFont)
{
// Draw texture with text already drawn inside
DrawTextureV(texture, position, Color.White);
// Draw text directly using sprite font
Vector2 textPosition = new(position.X + 20, position.Y + 20 + 280);
DrawTextEx(font, "[Parrots font drawing]", textPosition, font.BaseSize, 0, Color.White);
}
else
{
DrawTexture(font.Texture, screenWidth / 2 - font.Texture.Width / 2, 50, Color.Black);
}
DrawText("PRESS SPACE to SEE USED SPRITEFONT ", 290, 420, 10, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture);
UnloadFont(font);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;