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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/*******************************************************************************************
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*
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* raylib [textures] example - Retrieve image data from texture: GetTextureData()
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* raylib [textures] example - to image
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example originally created with raylib 1.3, last time updated with raylib 4.0
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public class ToImage
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public partial class ToImage : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Textures / Texture to Image";
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public string Title => "raylib [textures] example - to image";
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private Texture2D texture;
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public void Init()
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{
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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var image = LoadImage("resources/raylib-cs_logo.png"); // Load image data into CPU memory (RAM)
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texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (RAM -> VRAM)
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UnloadImage(image); // Unload image data from CPU memory (RAM)
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image = LoadImageFromTexture(texture); // Load image from GPU texture (VRAM -> RAM)
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UnloadTexture(texture); // Unload texture from GPU memory (VRAM)
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texture = LoadTextureFromImage(image); // Recreate texture from retrieved image data (RAM -> VRAM)
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UnloadImage(image); // Unload retrieved image data from CPU memory (RAM)
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}
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public void Update()
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{
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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var x = screenWidth / 2 - texture.Width / 2;
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var y = screenHeight / 2 - texture.Height / 2;
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DrawTexture(texture, x, y, Color.White);
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DrawText("this IS a texture loaded from an image!", 300, 370, 10, Color.Gray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadTexture(texture); // Texture unloading
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - to image");
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image image = LoadImage("resources/raylib-cs_logo.png");
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Texture2D texture = LoadTextureFromImage(image);
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UnloadImage(image);
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image = LoadImageFromTexture(texture);
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UnloadTexture(texture);
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texture = LoadTextureFromImage(image);
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UnloadImage(image);
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//---------------------------------------------------------------------------------------
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var game = new ToImage();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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int x = screenWidth / 2 - texture.Width / 2;
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int y = screenHeight / 2 - texture.Height / 2;
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DrawTexture(texture, x, y, Color.White);
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DrawText("this IS a texture loaded from an image!", 300, 370, 10, Color.Gray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture);
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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