Apply master changes and fix utf8 buffer naming
@@ -1,4 +1,4 @@
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# Raylib-cs
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@@ -1,7 +1,6 @@
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>net6.0</TargetFramework>
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<ApplicationIcon>../Logo/raylib-cs.ico</ApplicationIcon>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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@@ -32,7 +32,7 @@
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</PropertyGroup>
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<ItemGroup>
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<None Include="../Logo/raylib-cs_64x64.png" Pack="true" PackagePath="" />
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<None Include="logo/raylib-cs_64x64.png" Pack="true" PackagePath="" />
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<None Include="../README.md" Pack="true" PackagePath="" />
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</ItemGroup>
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@@ -53,7 +53,8 @@
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<Compile Include="interop\*.cs" />
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<Compile Include="types\*.cs" />
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<Compile Include="types\native\CBool.cs" />
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<Compile Include="types\native\UTF8Buffer.cs" />
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<Compile Include="types\native\AnsiBuffer.cs" />
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<Compile Include="types\native\Utf8Buffer.cs" />
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<Compile Include="types\native\FilePathList.cs" />
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</ItemGroup>
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</Project>
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Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 22 KiB |
Before Width: | Height: | Size: 139 KiB After Width: | Height: | Size: 139 KiB |
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Before Width: | Height: | Size: 256 B After Width: | Height: | Size: 256 B |
Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.4 KiB |
Before Width: | Height: | Size: 507 B After Width: | Height: | Size: 507 B |
Before Width: | Height: | Size: 464 B After Width: | Height: | Size: 464 B |
Before Width: | Height: | Size: 446 B After Width: | Height: | Size: 446 B |
Before Width: | Height: | Size: 832 B After Width: | Height: | Size: 832 B |
@@ -9,14 +9,14 @@ namespace Raylib_cs
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/// <summary>Initialize window and OpenGL context</summary>
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public static void InitWindow(int width, int height, string title)
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{
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using var str1 = title.ToUTF8Buffer();
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using var str1 = title.ToUtf8Buffer();
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InitWindow(width, height, str1.AsPointer());
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}
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/// <summary>Set title for window (only PLATFORM_DESKTOP)</summary>
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public static void SetWindowTitle(string title)
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{
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using var str1 = title.ToUTF8Buffer();
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using var str1 = title.ToUtf8Buffer();
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SetWindowTitle(str1.AsPointer());
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}
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@@ -35,94 +35,94 @@ namespace Raylib_cs
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/// <summary>Set clipboard text content</summary>
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public static void SetClipboardText(string text)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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SetClipboardText(str1.AsPointer());
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}
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/// <summary>Open URL with default system browser (if available)</summary>
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public static void OpenURL(string url)
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{
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using var str1 = url.ToUTF8Buffer();
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using var str1 = url.ToUtf8Buffer();
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OpenURL(str1.AsPointer());
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}
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/// <summary>Set internal gamepad mappings (SDL_GameControllerDB)</summary>
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public static int SetGamepadMappings(string mappings)
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{
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using var str1 = mappings.ToUTF8Buffer();
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using var str1 = mappings.ToUtf8Buffer();
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return SetGamepadMappings(str1.AsPointer());
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}
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/// <summary>Load shader from files and bind default locations</summary>
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public static Shader LoadShader(string vsFileName, string fsFileName)
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{
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using var str1 = vsFileName.ToUTF8Buffer();
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using var str2 = fsFileName.ToUTF8Buffer();
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using var str1 = vsFileName.ToAnsiBuffer();
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using var str2 = fsFileName.ToAnsiBuffer();
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return LoadShader(str1.AsPointer(), str2.AsPointer());
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}
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/// <summary>Load shader from code string and bind default locations</summary>
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public static Shader LoadShaderFromMemory(string vsCode, string fsCode)
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{
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using var str1 = vsCode.ToUTF8Buffer();
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using var str2 = fsCode.ToUTF8Buffer();
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using var str1 = vsCode.ToUtf8Buffer();
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using var str2 = fsCode.ToUtf8Buffer();
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return LoadShaderFromMemory(str1.AsPointer(), str2.AsPointer());
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}
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/// <summary>Get shader uniform location</summary>
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public static int GetShaderLocation(Shader shader, string uniformName)
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{
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using var str1 = uniformName.ToUTF8Buffer();
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using var str1 = uniformName.ToUtf8Buffer();
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return GetShaderLocation(shader, str1.AsPointer());
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}
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/// <summary>Get shader attribute location</summary>
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public static int GetShaderLocationAttrib(Shader shader, string attribName)
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{
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using var str1 = attribName.ToUTF8Buffer();
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using var str1 = attribName.ToUtf8Buffer();
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return GetShaderLocationAttrib(shader, str1.AsPointer());
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}
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/// <summary>Takes a screenshot of current screen (saved a .png)</summary>
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public static void TakeScreenshot(string fileName)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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TakeScreenshot(str1.AsPointer());
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}
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/// <summary>Check file extension</summary>
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public static CBool IsFileExtension(string fileName, string ext)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str2 = ext.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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using var str2 = ext.ToAnsiBuffer();
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return IsFileExtension(str1.AsPointer(), str2.AsPointer());
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}
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/// <summary>Get file modification time (last write time)</summary>
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public static long GetFileModTime(string fileName)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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return GetFileModTime(str1.AsPointer());
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}
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/// <summary>Load image from file into CPU memory (RAM)</summary>
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public static Image LoadImage(string fileName)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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return LoadImage(str1.AsPointer());
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}
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/// <summary>Load image from RAW file data</summary>
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public static Image LoadImageRaw(string fileName, int width, int height, PixelFormat format, int headerSize)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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return LoadImageRaw(str1.AsPointer(), width, height, format, headerSize);
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}
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/// <summary>Load image sequence from file (frames appended to image.data)</summary>
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public static Image LoadImageAnim(string fileName, out int frames)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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fixed (int* p = &frames)
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{
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return LoadImageAnim(str1.AsPointer(), p);
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@@ -134,7 +134,7 @@ namespace Raylib_cs
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/// </summary>
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public static Image LoadImageFromMemory(string fileType, byte[] fileData)
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{
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using var fileTypeNative = fileType.ToUTF8Buffer();
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using var fileTypeNative = fileType.ToAnsiBuffer();
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fixed (byte* fileDataNative = fileData)
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{
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Image image = LoadImageFromMemory(fileTypeNative.AsPointer(), fileDataNative, fileData.Length);
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@@ -145,21 +145,21 @@ namespace Raylib_cs
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/// <summary>Export image data to file</summary>
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public static CBool ExportImage(Image image, string fileName)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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return ExportImage(image, str1.AsPointer());
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}
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/// <summary>Export image as code file defining an array of bytes</summary>
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public static CBool ExportImageAsCode(Image image, string fileName)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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return ExportImageAsCode(image, str1.AsPointer());
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}
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/// <summary>Show trace log messages (LOG_DEBUG, LOG_INFO, LOG_WARNING, LOG_ERROR)</summary>
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public static void TraceLog(TraceLogLevel logLevel, string text)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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TraceLog(logLevel, str1.AsPointer());
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}
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@@ -225,7 +225,7 @@ namespace Raylib_cs
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/// <summary>Load file data as byte array (read)</summary>
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public static byte* LoadFileData(string fileName, ref uint bytesRead)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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fixed (uint* p = &bytesRead)
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{
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return LoadFileData(str1.AsPointer(), p);
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@@ -291,14 +291,14 @@ namespace Raylib_cs
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/// <summary>Create an image from text (default font)</summary>
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public static Image ImageText(string text, int fontSize, Color color)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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return ImageText(str1.AsPointer(), fontSize, color);
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}
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/// <summary>Create an image from text (custom sprite font)</summary>
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public static Image ImageTextEx(Font font, string text, float fontSize, float spacing, Color tint)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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return ImageTextEx(font, str1.AsPointer(), fontSize, spacing, tint);
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}
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@@ -634,7 +634,7 @@ namespace Raylib_cs
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/// <summary>Draw text (using default font) within an image (destination)</summary>
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public static void ImageDrawText(ref Image dst, string text, int x, int y, int fontSize, Color color)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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fixed (Image* p = &dst)
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{
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ImageDrawText(p, str1.AsPointer(), x, y, fontSize, color);
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@@ -652,7 +652,7 @@ namespace Raylib_cs
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Color color
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)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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fixed (Image* p = &dst)
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{
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ImageDrawTextEx(p, font, str1.AsPointer(), position, fontSize, spacing, color);
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@@ -662,7 +662,7 @@ namespace Raylib_cs
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/// <summary>Load texture from file into GPU memory (VRAM)</summary>
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public static Texture2D LoadTexture(string fileName)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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return LoadTexture(str1.AsPointer());
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}
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@@ -708,14 +708,14 @@ namespace Raylib_cs
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/// <summary>Load font from file into GPU memory (VRAM)</summary>
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public static Font LoadFont(string fileName)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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return LoadFont(str1.AsPointer());
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}
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/// <summary>Load font from file with extended parameters</summary>
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public static Font LoadFontEx(string fileName, int fontSize, int[] fontChars, int glyphCount)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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fixed (int* p = fontChars)
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{
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return LoadFontEx(str1.AsPointer(), fontSize, p, glyphCount);
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@@ -733,7 +733,7 @@ namespace Raylib_cs
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int glyphCount
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)
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{
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using var fileTypeNative = fileType.ToUTF8Buffer();
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using var fileTypeNative = fileType.ToAnsiBuffer();
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fixed (byte* fileDataNative = fileData)
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{
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fixed (int* fontCharsNative = fontChars)
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@@ -791,7 +791,7 @@ namespace Raylib_cs
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/// <summary>Load model animations from file</summary>
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public static ReadOnlySpan<ModelAnimation> LoadModelAnimations(string fileName, ref uint animCount)
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{
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using var str1 = fileName.ToUTF8Buffer();
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using var str1 = fileName.ToAnsiBuffer();
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fixed (uint* p = &animCount)
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{
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ModelAnimation* modelAnimations = LoadModelAnimations(str1.AsPointer(), p);
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@@ -862,7 +862,7 @@ namespace Raylib_cs
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/// <summary>Draw text (using default font)</summary>
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public static void DrawText(string text, int posX, int posY, int fontSize, Color color)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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DrawText(str1.AsPointer(), posX, posY, fontSize, color);
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}
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@@ -876,7 +876,7 @@ namespace Raylib_cs
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Color tint
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)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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DrawTextEx(font, str1.AsPointer(), position, fontSize, spacing, tint);
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}
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@@ -892,28 +892,28 @@ namespace Raylib_cs
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Color tint
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)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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DrawTextPro(font, str1.AsPointer(), position, origin, rotation, fontSize, spacing, tint);
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}
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/// <summary>Measure string width for default font</summary>
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public static int MeasureText(string text, int fontSize)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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return MeasureText(str1.AsPointer(), fontSize);
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}
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/// <summary>Measure string size for Font</summary>
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public static Vector2 MeasureTextEx(Font font, string text, float fontSize, float spacing)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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return MeasureTextEx(font, str1.AsPointer(), fontSize, spacing);
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}
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/// <summary>Get all codepoints in a string, codepoints count returned by parameters</summary>
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public static int[] LoadCodepoints(string text, ref int count)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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fixed (int* c = &count)
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{
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var pointsPtr = LoadCodepoints(str1.AsPointer(), c);
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@@ -926,14 +926,14 @@ namespace Raylib_cs
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/// <summary>Get total number of codepoints in a UTF8 encoded string</summary>
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public static int GetCodepointCount(string text)
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{
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using var str1 = text.ToUTF8Buffer();
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using var str1 = text.ToUtf8Buffer();
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return GetCodepointCount(str1.AsPointer());
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}
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/// <summary>Get next codepoint in a UTF-8 encoded string, 0x3f('?') is returned on failure</summary>
|
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public static int GetCodepoint(string text, ref int codepointSize)
|
||||
{
|
||||
using var str1 = text.ToUTF8Buffer();
|
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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>
|
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public static Model LoadModel(string fileName)
|
||||
{
|
||||
using var str1 = fileName.ToUTF8Buffer();
|
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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)
|
||||
{
|
||||
|
@@ -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;
|
||||
|
36
Raylib-cs/types/native/AnsiBuffer.cs
Normal file
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
@@ -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)
|