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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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@ -1,112 +1,141 @@
/*******************************************************************************************
*
* raylib [textures] example - Load textures from raw data
* raylib [textures] example - raw data
*
* Example complexity rating: [] 3/4
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.3, last time updated with raylib 3.5
*
* Copyright (c) 2015 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) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using static Raylib_cs.Raylib;
namespace Examples.Textures;
public class RawData
public partial class RawData : IExample
{
public unsafe static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Textures / Raw Data";
public string Title => "raylib [textures] example - raw data";
private Texture2D fudesumi;
private Texture2D checkedTex;
public unsafe void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
// Load RAW image data (512x512, 32bit RGBA, no file header)
Image fudesumiRaw = LoadImageRaw(
var fudesumiRaw = LoadImageRaw(
"resources/fudesumi.raw",
384,
512,
PixelFormat.UncompressedR8G8B8A8,
0
);
Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw);
UnloadImage(fudesumiRaw);
fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
// Generate a checked texture by code
int width = 960;
int height = 480;
var imWidth = 960;
var imHeight = 480;
// Store pixel data
Color* pixels = (Color*)Raylib.MemAlloc((uint)(width * height * sizeof(Color)));
for (int y = 0; y < height; y++)
// Dynamic memory allocation to store pixels data (Color type)
// WARNING: Using raylib provided MemAlloc() that uses default raylib
// internal memory allocator, so this data can be freed using UnloadImage()
// that also uses raylib internal memory de-allocator
var pixels = (Color*)Raylib.MemAlloc((uint)(imWidth * imHeight * sizeof(Color)));
for (var y = 0; y < imHeight; y++)
{
for (int x = 0; x < width; x++)
for (var x = 0; x < imWidth; x++)
{
if (((x / 32 + y / 32) / 1) % 2 == 0)
{
pixels[y * width + x] = Color.Orange;
pixels[y * imWidth + x] = Color.Orange;
}
else
{
pixels[y * width + x] = Color.Gold;
pixels[y * imWidth + x] = Color.Gold;
}
}
}
// Load pixels data into an image structure and create texture
Image checkedIm = new Image
// NOTE: We can assign pixels directly to data because Color is R8G8B8A8
// data structure defining that pixelformat, format must be set properly
var checkedIm = new Image
{
Data = pixels,
Width = width,
Height = height,
Width = imWidth,
Height = imHeight,
Format = PixelFormat.UncompressedR8G8B8A8,
Mipmaps = 1,
};
Texture2D checkedTex = LoadTextureFromImage(checkedIm);
Raylib.MemFree(pixels);
checkedTex = LoadTextureFromImage(checkedIm);
Raylib.MemFree(pixels); // Unload CPU (RAM) image data (pixels)
}
public void Update()
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
var x = screenWidth / 2 - checkedTex.Width / 2;
var y = screenHeight / 2 - checkedTex.Height / 2;
DrawTexture(checkedTex, x, y, Fade(Color.White, 0.5f));
DrawTexture(fudesumi, 430, -30, Color.White);
DrawText("CHECKED TEXTURE ", 84, 85, 30, Color.Brown);
DrawText("GENERATED by CODE", 72, 148, 30, Color.Brown);
DrawText("and RAW IMAGE LOADING", 46, 210, 30, Color.Brown);
DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, Color.Brown);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(fudesumi); // Texture unloading
UnloadTexture(checkedTex); // Texture unloading
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - raw data");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
var game = new RawData();
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 - checkedTex.Width / 2;
int y = screenHeight / 2 - checkedTex.Height / 2;
DrawTexture(checkedTex, x, y, ColorAlpha(Color.White, 0.5f));
DrawTexture(fudesumi, 430, -30, Color.White);
DrawText("CHECKED TEXTURE ", 84, 85, 30, Color.Brown);
DrawText("GENERATED by CODE", 72, 148, 30, Color.Brown);
DrawText("and RAW IMAGE LOADING", 46, 210, 30, Color.Brown);
DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, Color.Brown);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(fudesumi);
UnloadTexture(checkedTex);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;