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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-09-09 03:01:41 -04:00

Apply master changes and fix utf8 buffer naming

This commit is contained in:
2023-08-13 10:28:05 +01:00
18 changed files with 102 additions and 65 deletions

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@@ -9,14 +9,14 @@ namespace Raylib_cs
/// <summary>Initialize window and OpenGL context</summary>
public static void InitWindow(int width, int height, string title)
{
using var str1 = title.ToUTF8Buffer();
using var str1 = title.ToUtf8Buffer();
InitWindow(width, height, str1.AsPointer());
}
/// <summary>Set title for window (only PLATFORM_DESKTOP)</summary>
public static void SetWindowTitle(string title)
{
using var str1 = title.ToUTF8Buffer();
using var str1 = title.ToUtf8Buffer();
SetWindowTitle(str1.AsPointer());
}
@@ -35,94 +35,94 @@ namespace Raylib_cs
/// <summary>Set clipboard text content</summary>
public static void SetClipboardText(string text)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
SetClipboardText(str1.AsPointer());
}
/// <summary>Open URL with default system browser (if available)</summary>
public static void OpenURL(string url)
{
using var str1 = url.ToUTF8Buffer();
using var str1 = url.ToUtf8Buffer();
OpenURL(str1.AsPointer());
}
/// <summary>Set internal gamepad mappings (SDL_GameControllerDB)</summary>
public static int SetGamepadMappings(string mappings)
{
using var str1 = mappings.ToUTF8Buffer();
using var str1 = mappings.ToUtf8Buffer();
return SetGamepadMappings(str1.AsPointer());
}
/// <summary>Load shader from files and bind default locations</summary>
public static Shader LoadShader(string vsFileName, string fsFileName)
{
using var str1 = vsFileName.ToUTF8Buffer();
using var str2 = fsFileName.ToUTF8Buffer();
using var str1 = vsFileName.ToAnsiBuffer();
using var str2 = fsFileName.ToAnsiBuffer();
return LoadShader(str1.AsPointer(), str2.AsPointer());
}
/// <summary>Load shader from code string and bind default locations</summary>
public static Shader LoadShaderFromMemory(string vsCode, string fsCode)
{
using var str1 = vsCode.ToUTF8Buffer();
using var str2 = fsCode.ToUTF8Buffer();
using var str1 = vsCode.ToUtf8Buffer();
using var str2 = fsCode.ToUtf8Buffer();
return LoadShaderFromMemory(str1.AsPointer(), str2.AsPointer());
}
/// <summary>Get shader uniform location</summary>
public static int GetShaderLocation(Shader shader, string uniformName)
{
using var str1 = uniformName.ToUTF8Buffer();
using var str1 = uniformName.ToUtf8Buffer();
return GetShaderLocation(shader, str1.AsPointer());
}
/// <summary>Get shader attribute location</summary>
public static int GetShaderLocationAttrib(Shader shader, string attribName)
{
using var str1 = attribName.ToUTF8Buffer();
using var str1 = attribName.ToUtf8Buffer();
return GetShaderLocationAttrib(shader, str1.AsPointer());
}
/// <summary>Takes a screenshot of current screen (saved a .png)</summary>
public static void TakeScreenshot(string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
TakeScreenshot(str1.AsPointer());
}
/// <summary>Check file extension</summary>
public static CBool IsFileExtension(string fileName, string ext)
{
using var str1 = fileName.ToUTF8Buffer();
using var str2 = ext.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
using var str2 = ext.ToAnsiBuffer();
return IsFileExtension(str1.AsPointer(), str2.AsPointer());
}
/// <summary>Get file modification time (last write time)</summary>
public static long GetFileModTime(string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return GetFileModTime(str1.AsPointer());
}
/// <summary>Load image from file into CPU memory (RAM)</summary>
public static Image LoadImage(string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return LoadImage(str1.AsPointer());
}
/// <summary>Load image from RAW file data</summary>
public static Image LoadImageRaw(string fileName, int width, int height, PixelFormat format, int headerSize)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return LoadImageRaw(str1.AsPointer(), width, height, format, headerSize);
}
/// <summary>Load image sequence from file (frames appended to image.data)</summary>
public static Image LoadImageAnim(string fileName, out int frames)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
fixed (int* p = &frames)
{
return LoadImageAnim(str1.AsPointer(), p);
@@ -134,7 +134,7 @@ namespace Raylib_cs
/// </summary>
public static Image LoadImageFromMemory(string fileType, byte[] fileData)
{
using var fileTypeNative = fileType.ToUTF8Buffer();
using var fileTypeNative = fileType.ToAnsiBuffer();
fixed (byte* fileDataNative = fileData)
{
Image image = LoadImageFromMemory(fileTypeNative.AsPointer(), fileDataNative, fileData.Length);
@@ -145,21 +145,21 @@ namespace Raylib_cs
/// <summary>Export image data to file</summary>
public static CBool ExportImage(Image image, string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return ExportImage(image, str1.AsPointer());
}
/// <summary>Export image as code file defining an array of bytes</summary>
public static CBool ExportImageAsCode(Image image, string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return ExportImageAsCode(image, str1.AsPointer());
}
/// <summary>Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)</summary>
public static void TraceLog(TraceLogLevel logLevel, string text)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
TraceLog(logLevel, str1.AsPointer());
}
@@ -225,7 +225,7 @@ namespace Raylib_cs
/// <summary>Load file data as byte array (read)</summary>
public static byte* LoadFileData(string fileName, ref uint bytesRead)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
fixed (uint* p = &bytesRead)
{
return LoadFileData(str1.AsPointer(), p);
@@ -291,14 +291,14 @@ namespace Raylib_cs
/// <summary>Create an image from text (default font)</summary>
public static Image ImageText(string text, int fontSize, Color color)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
return ImageText(str1.AsPointer(), fontSize, color);
}
/// <summary>Create an image from text (custom sprite font)</summary>
public static Image ImageTextEx(Font font, string text, float fontSize, float spacing, Color tint)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
return ImageTextEx(font, str1.AsPointer(), fontSize, spacing, tint);
}
@@ -634,7 +634,7 @@ namespace Raylib_cs
/// <summary>Draw text (using default font) within an image (destination)</summary>
public static void ImageDrawText(ref Image dst, string text, int x, int y, int fontSize, Color color)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
fixed (Image* p = &dst)
{
ImageDrawText(p, str1.AsPointer(), x, y, fontSize, color);
@@ -652,7 +652,7 @@ namespace Raylib_cs
Color color
)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
fixed (Image* p = &dst)
{
ImageDrawTextEx(p, font, str1.AsPointer(), position, fontSize, spacing, color);
@@ -662,7 +662,7 @@ namespace Raylib_cs
/// <summary>Load texture from file into GPU memory (VRAM)</summary>
public static Texture2D LoadTexture(string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return LoadTexture(str1.AsPointer());
}
@@ -708,14 +708,14 @@ namespace Raylib_cs
/// <summary>Load font from file into GPU memory (VRAM)</summary>
public static Font LoadFont(string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return LoadFont(str1.AsPointer());
}
/// <summary>Load font from file with extended parameters</summary>
public static Font LoadFontEx(string fileName, int fontSize, int[] fontChars, int glyphCount)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
fixed (int* p = fontChars)
{
return LoadFontEx(str1.AsPointer(), fontSize, p, glyphCount);
@@ -733,7 +733,7 @@ namespace Raylib_cs
int glyphCount
)
{
using var fileTypeNative = fileType.ToUTF8Buffer();
using var fileTypeNative = fileType.ToAnsiBuffer();
fixed (byte* fileDataNative = fileData)
{
fixed (int* fontCharsNative = fontChars)
@@ -791,7 +791,7 @@ namespace Raylib_cs
/// <summary>Load model animations from file</summary>
public static ReadOnlySpan<ModelAnimation> LoadModelAnimations(string fileName, ref uint animCount)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
fixed (uint* p = &animCount)
{
ModelAnimation* modelAnimations = LoadModelAnimations(str1.AsPointer(), p);
@@ -862,7 +862,7 @@ namespace Raylib_cs
/// <summary>Draw text (using default font)</summary>
public static void DrawText(string text, int posX, int posY, int fontSize, Color color)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
DrawText(str1.AsPointer(), posX, posY, fontSize, color);
}
@@ -876,7 +876,7 @@ namespace Raylib_cs
Color tint
)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
DrawTextEx(font, str1.AsPointer(), position, fontSize, spacing, tint);
}
@@ -892,28 +892,28 @@ namespace Raylib_cs
Color tint
)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
DrawTextPro(font, str1.AsPointer(), position, origin, rotation, fontSize, spacing, tint);
}
/// <summary>Measure string width for default font</summary>
public static int MeasureText(string text, int fontSize)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
return MeasureText(str1.AsPointer(), fontSize);
}
/// <summary>Measure string size for Font</summary>
public static Vector2 MeasureTextEx(Font font, string text, float fontSize, float spacing)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
return MeasureTextEx(font, str1.AsPointer(), fontSize, spacing);
}
/// <summary>Get all codepoints in a string, codepoints count returned by parameters</summary>
public static int[] LoadCodepoints(string text, ref int count)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
fixed (int* c = &count)
{
var pointsPtr = LoadCodepoints(str1.AsPointer(), c);
@@ -926,14 +926,14 @@ namespace Raylib_cs
/// <summary>Get total number of codepoints in a UTF8 encoded string</summary>
public static int GetCodepointCount(string text)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
return GetCodepointCount(str1.AsPointer());
}
/// <summary>Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure</summary>
public static int GetCodepoint(string text, ref int codepointSize)
{
using var str1 = text.ToUTF8Buffer();
using var str1 = text.ToUtf8Buffer();
fixed (int* p = &codepointSize)
{
return GetCodepoint(str1.AsPointer(), p);
@@ -965,14 +965,14 @@ namespace Raylib_cs
/// <summary>Draw a model (with texture if set)</summary>
public static Model LoadModel(string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return LoadModel(str1.AsPointer());
}
/// <summary>Export mesh data to file, returns true on success</summary>
public static CBool ExportMesh(Mesh mesh, string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return ExportMesh(mesh, str1.AsPointer());
}
@@ -997,7 +997,7 @@ namespace Raylib_cs
/// <summary>Load wave data from file</summary>
public static Wave LoadWave(string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return LoadWave(str1.AsPointer());
}
@@ -1009,7 +1009,7 @@ namespace Raylib_cs
byte[] fileData
)
{
using var fileTypeNative = fileType.ToUTF8Buffer();
using var fileTypeNative = fileType.ToAnsiBuffer();
fixed (byte* fileDataNative = fileData)
{
@@ -1026,28 +1026,28 @@ namespace Raylib_cs
/// <summary>Load sound from file</summary>
public static Sound LoadSound(string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return LoadSound(str1.AsPointer());
}
/// <summary>Export wave data to file</summary>
public static CBool ExportWave(Wave wave, string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return ExportWave(wave, str1.AsPointer());
}
/// <summary>Export wave sample data to code (.h)</summary>
public static CBool ExportWaveAsCode(Wave wave, string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return ExportWaveAsCode(wave, str1.AsPointer());
}
/// <summary>Load music stream from file</summary>
public static Music LoadMusicStream(string fileName)
{
using var str1 = fileName.ToUTF8Buffer();
using var str1 = fileName.ToAnsiBuffer();
return LoadMusicStream(str1.AsPointer());
}
@@ -1059,7 +1059,7 @@ namespace Raylib_cs
byte[] fileData
)
{
using var fileTypeNative = fileType.ToUTF8Buffer();
using var fileTypeNative = fileType.ToAnsiBuffer();
fixed (byte* fileDataNative = fileData)
{

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@@ -13,7 +13,8 @@ namespace Raylib_cs
public float Width;
public float Height;
public Rectangle(float x, float y, float width, float height) {
public Rectangle(float x, float y, float width, float height)
{
this.X = x;
this.Y = y;
this.Width = width;

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@@ -0,0 +1,36 @@
using System;
using System.Runtime.InteropServices;
namespace Raylib_cs
{
/// <summary>
/// Converts text to a Ansi buffer for passing to native code
/// </summary>
public readonly ref struct AnsiBuffer
{
private readonly IntPtr data;
public AnsiBuffer(string text)
{
data = Marshal.StringToHGlobalAnsi(text);
}
public unsafe sbyte* AsPointer()
{
return (sbyte*)data.ToPointer();
}
public void Dispose()
{
Marshal.FreeHGlobal(data);
}
}
public static class AnsiStringUtils
{
public static AnsiBuffer ToAnsiBuffer(this string text)
{
return new AnsiBuffer(text);
}
}
}

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@@ -1,19 +1,19 @@
using System;
using System.Text;
using System;
using System.Runtime.InteropServices;
using System.Text;
namespace Raylib_cs
{
/// <summary>
/// Converts text to a UTF8 buffer for passing to native code
/// </summary>
public ref struct UTF8Buffer
public readonly ref struct Utf8Buffer
{
private IntPtr _data;
private readonly IntPtr _data;
public UTF8Buffer(string text)
public Utf8Buffer(string text)
{
_data = Marshal.StringToHGlobalAnsi(text);
_data = Marshal.StringToCoTaskMemUTF8(text);
}
public unsafe sbyte* AsPointer()
@@ -23,15 +23,15 @@ namespace Raylib_cs
public void Dispose()
{
Marshal.FreeHGlobal(_data);
Marshal.ZeroFreeCoTaskMemUTF8(_data);
}
}
public static class Utf8StringUtils
{
public static UTF8Buffer ToUTF8Buffer(this string text)
public static Utf8Buffer ToUtf8Buffer(this string text)
{
return new UTF8Buffer(text);
return new Utf8Buffer(text);
}
public static byte[] ToUtf8String(this string text)