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https://github.com/raylib-cs/raylib-cs
synced 2025-06-30 19:03:42 -04:00
fix for dropfiles
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@ -35,12 +35,14 @@ public partial class core_drop_files
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// Main game loop
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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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if (IsFileDropped())
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{
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droppedFiles = GetDroppedFiles(ref count);
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}
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// Update
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//----------------------------------------------------------------------------------
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if (IsFileDropped())
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{
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droppedFiles = GetDroppedFiles();
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count = droppedFiles.Length;
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}
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//----------------------------------------------------------------------------------
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// Draw
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@ -105,9 +105,9 @@ public partial class models_material_pbr
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// Send to material PBR shader camera view position
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float[] cameraPos = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(model.material.shader, model.material.shader.locs[(int)ShaderLocationIndex.LOC_VECTOR_VIEW], cameraPos, 3);
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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@ -138,7 +138,6 @@ public partial class models_material_pbr
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// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
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// NOTE: PBR shader is loaded inside this function
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// NOTE: PBR shader is loaded inside this function
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unsafe public static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
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{
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@ -152,7 +151,7 @@ public partial class models_material_pbr
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// Get required locations points for PBR material
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// NOTE: Those location names must be available and used in the shader code
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
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mat.shader.locs[(int)ShaderLocationIndex.LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
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@ -32,20 +32,20 @@ public partial class models_mesh_picking
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// Define the camera to look into our 3d world
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Camera3D camera;
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camera.position = new Vector3( 20.0f, 20.0f, 20.0f ); // Camera3D position
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camera.target = new Vector3( 0.0f, 8.0f, 0.0f ); // Camera3D looking at point
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camera.up = new Vector3( 0.0f, 1.6f, 0.0f ); // Camera3D up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera3D field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera3D mode type
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camera.position = new Vector3( 20.0f, 20.0f, 20.0f ); // Camera3D position
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camera.target = new Vector3( 0.0f, 8.0f, 0.0f ); // Camera3D looking at point
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camera.up = new Vector3( 0.0f, 1.6f, 0.0f ); // Camera3D up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera3D field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera3D mode type
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Ray ray; // Picking ray
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Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
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Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
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tower.material.maps[(int)MAP_ALBEDO].texture = texture; // Set model diffuse texture
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Vector3 towerPos = new Vector3( 0.0f, 0.0f, 0.0f ); // Set model position
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BoundingBox towerBBox = MeshBoundingBox(tower.mesh); // Get mesh bounding box
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Vector3 towerPos = new Vector3( 0.0f, 0.0f, 0.0f ); // Set model position
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BoundingBox towerBBox = MeshBoundingBox(tower.mesh); // Get mesh bounding box
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bool hitMeshBBox = false;
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bool hitTriangle = false;
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@ -59,13 +59,16 @@ public partial class models_mesh_picking
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SetCameraMode(camera, (int)CAMERA_FREE); // Set a free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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//----------------------------------------------------------------------------------
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// Main game loop
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//--------------------------------------------------------------------------------------
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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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UpdateCamera(ref camera); // Update camera
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//----------------------------------------------------------------------------------
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera); // Update camera
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// Display information about closest hit
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RayHitInfo nearestHit = new RayHitInfo();
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@ -121,7 +124,6 @@ public partial class models_mesh_picking
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} hitMeshBBox = false;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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@ -44,8 +44,7 @@ public partial class text_ttf_loading
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int currentFontFilter = 0; // FILTER_POINT
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// NOTE: Drag and drop support only available for desktop platforms: Windows, Linux, OSX
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int count = 0;
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string[] droppedFiles;
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string[] droppedFiles;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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@ -83,12 +82,13 @@ public partial class text_ttf_loading
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// Load a dropped TTF file dynamically (at current fontSize)
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if (IsFileDropped())
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{
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droppedFiles = GetDroppedFiles(ref count);
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droppedFiles = GetDroppedFiles();
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if (count == 1) // Only support one ttf file dropped
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if (droppedFiles.Length == 1) // Only support one ttf file dropped
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{
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UnloadFont(font);
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font = LoadFontEx(droppedFiles[0], (int)fontSize, 0, null);
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font = LoadFontEx(droppedFiles[0].ToString(), (int)fontSize, 0, null);
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ClearDroppedFiles();
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}
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}
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@ -108,11 +108,12 @@ public partial class text_ttf_loading
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DrawTextEx(font, msg, fontPosition, fontSize, 0, BLACK);
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// TODO: It seems texSize measurement is not accurate due to chars offsets...
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//TODO also fix the format text parts
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//DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED);
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DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY);
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DrawText(FormatText("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY);
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DrawText(FormatText("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY);
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// DrawText(FormatText("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY);
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// DrawText(FormatText("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY);
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DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY);
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if (currentFontFilter == 0) DrawText("POINT", 570, 400, 20, BLACK);
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