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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-06-30 19:03:42 -04:00

Moving Physac and Raygui into their own libraries and marking them as experimental.

- Both bindings have causes confusion and issues in project setup. Moving them into separate libraries should make things clearer and easier to maintain.
This commit is contained in:
2020-04-28 20:52:23 +01:00
parent bbda84cafb
commit def2598e05
6 changed files with 69 additions and 25 deletions

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/* Physac.cs
*
* Copyright 2020 Chris Dill
*
* Release under zLib License.
* See LICENSE for details.
*/
using System;
using System.Runtime.InteropServices;
using System.Security;
namespace Raylib_cs
{
public enum PhysicsShapeType
{
PHYSICS_CIRCLE,
PHYSICS_POLYGON
}
// Mat2 type (used for polygon shape rotation matrix)
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
public struct Mat2
{
public float m00;
public float m01;
public float m10;
public float m11;
}
// @TODO Custom array marshall issue https://github.com/ChrisDill/Raylib-cs/issues/9
// Hack same as raylib.cs _MaterialMap_e_FixedBuffer
// No easy way to marshall arrays of custom types. no idea why?
public unsafe struct _Polygon_e_FixedBuffer
{
public Vector2 v0;
public Vector2 v1;
public Vector2 v2;
public Vector2 v3;
public Vector2 v4;
public Vector2 v5;
public Vector2 v6;
public Vector2 v7;
public Vector2 v8;
public Vector2 v9;
public Vector2 v10;
public Vector2 v11;
public Vector2 v12;
public Vector2 v13;
public Vector2 v14;
public Vector2 v15;
public Vector2 v16;
public Vector2 v17;
public Vector2 v18;
public Vector2 v19;
public Vector2 v20;
public Vector2 v21;
public Vector2 v22;
public Vector2 v23;
public Vector2 v24;
public Vector2 this[int index]
{
get
{
fixed (Vector2* e = &v0)
return e[index];
}
}
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
public struct PolygonData
{
public uint vertexCount; // Current used vertex and normals count
public _Polygon_e_FixedBuffer positions; // Polygon vertex positions vectors
public _Polygon_e_FixedBuffer normals; // Polygon vertex normals vectors
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
public struct PhysicsShape
{
public PhysicsShapeType type; // Physics shape type (circle or polygon)
public IntPtr body; // Shape physics body reference
public float radius; // Circle shape radius (used for circle shapes)
public Mat2 transform; // Vertices transform matrix 2x2
public PolygonData vertexData; // Polygon shape vertices position and normals data (just used for polygon shapes)
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
public partial struct PhysicsBodyData
{
public uint id;
[MarshalAs(UnmanagedType.Bool)]
public bool enabled;
public Vector2 position;
public Vector2 velocity;
public Vector2 force;
public float angularVelocity;
public float torque;
public float orient;
public float inertia;
public float inverseInertia;
public float mass;
public float inverseMass;
public float staticFriction;
public float dynamicFriction;
public float restitution;
[MarshalAs(UnmanagedType.Bool)]
public bool useGravity;
[MarshalAs(UnmanagedType.Bool)]
public bool isGrounded;
[MarshalAs(UnmanagedType.Bool)]
public bool freezeOrient;
public PhysicsShape shape;
}
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
public struct PhysicsManifoldData
{
public uint id; // Reference unique identifier
public IntPtr bodyA; // Manifold first physics body reference
public IntPtr bodyB; // Manifold second physics body reference
public float penetration; // Depth of penetration from collision
public Vector2 normal; // Normal direction vector from 'a' to 'b'
public Vector2 contactsA; // Points of contact during collision
public Vector2 contactsB; // Points of contact during collision
public uint contactsCount; // Current collision number of contacts
public float restitution; // Mixed restitution during collision
public float dynamicFriction; // Mixed dynamic friction during collision
public float staticFriction; // Mixed static friction during collision
}
[SuppressUnmanagedCodeSecurity]
public static class Physac
{
// Used by DllImport to load the native library.
public const string nativeLibName = "physac";
public const int PHYSAC_MAX_BODIES = 64;
public const int PHYSAC_MAX_MANIFOLDS = 4096;
public const int PHYSAC_MAX_VERTICES = 24;
public const int PHYSAC_CIRCLE_VERTICES = 24;
public const int PHYSAC_COLLISION_ITERATIONS = 100;
public const float PHYSAC_PENETRATION_ALLOWANCE = 0.05f;
public const float PHYSAC_PENETRATION_CORRECTION = 0.4f;
// Initializes physics values, pointers and creates physics loop thread
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void InitPhysics();
// Run physics step, to be used if PHYSICS_NO_THREADS is set in your main loop
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void RunPhysicsStep();
// Sets physics fixed time step in milliseconds. 1.666666 by default
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void SetPhysicsTimeStep(double delta);
// Returns true if physics thread is currently enabled
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern bool IsPhysicsEnabled();
// Sets physics global gravity force
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void SetPhysicsGravity(float x, float y);
// Creates a new circle physics body with generic parameters
// IntPtr refers to a PhysicsBodyData *
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr CreatePhysicsBodyCircle(Vector2 pos, float radius, float density);
// Creates a new rectangle physics body with generic parameters
// IntPtr refers to a PhysicsBodyData *
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr CreatePhysicsBodyRectangle(Vector2 pos, float width, float height, float density);
// Creates a new polygon physics body with generic parameters
// IntPtr refers to a PhysicsBodyData *
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr CreatePhysicsBodyPolygon(Vector2 pos, float radius, int sides, float density);
// Adds a force to a physics body
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void PhysicsAddForce(PhysicsBodyData body, Vector2 force);
// Adds an angular force to a physics body
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void PhysicsAddTorque(PhysicsBodyData body, float amount);
// Shatters a polygon shape physics body to little physics bodies with explosion force
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void PhysicsShatter(PhysicsBodyData body, Vector2 position, float force);
// Returns the current amount of created physics bodies
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int GetPhysicsBodiesCount();
// Returns a physics body of the bodies pool at a specific index
// IntPtr refers to a PhysicsBodyData *
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr GetPhysicsBody(int index);
// Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int GetPhysicsShapeType(int index);
// Returns the amount of vertices of a physics body shape
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int GetPhysicsShapeVerticesCount(int index);
// Returns transformed position of a body shape (body position + vertex transformed position)
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Vector2 GetPhysicsShapeVertex(PhysicsBodyData body, int vertex);
// Sets physics body shape transform based on radians parameter
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void SetPhysicsBodyRotation(PhysicsBodyData body, float radians);
// Unitializes and destroy a physics body
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void DestroyPhysicsBody(PhysicsBodyData body);
// Destroys created physics bodies and manifolds and resets global values
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void ResetPhysics();
// Unitializes physics pointers and closes physics loop thread
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void ClosePhysics();
}
}

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@ -1,444 +0,0 @@
/* Raygui.cs
*
* Copyright 2020 Chris Dill
*
* Release under zLib License.
* See LICENSE for details.
*/
using System.Runtime.InteropServices;
using System.Security;
using System.Text;
namespace Raylib_cs
{
// Style property
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Ansi)]
struct GuiStyleProp
{
ushort controlId;
ushort propertyId;
int propertyValue;
}
// Gui global state enum
public enum GuiControlState
{
GUI_STATE_NORMAL = 0,
GUI_STATE_FOCUSED,
GUI_STATE_PRESSED,
GUI_STATE_DISABLED,
}
// Gui global text alignment
public enum GuiTextAlignment
{
GUI_TEXT_ALIGN_LEFT = 0,
GUI_TEXT_ALIGN_CENTER,
GUI_TEXT_ALIGN_RIGHT,
}
// Gui standard controls
public enum GuiControlStandard
{
DEFAULT = 0,
LABEL, // LABELBUTTON
BUTTON, // IMAGEBUTTON
TOGGLE, // TOGGLEGROUP
SLIDER, // SLIDERBAR
PROGRESSBAR,
CHECKBOX,
COMBOBOX,
DROPDOWNBOX,
TEXTBOX, // TEXTBOXMULTI
VALUEBOX,
SPINNER,
LISTVIEW,
COLORPICKER,
SCROLLBAR,
STATUSBAR
}
// Gui default properties for every control
public enum GuiControlProperty
{
BORDER_COLOR_NORMAL = 0,
BASE_COLOR_NORMAL,
TEXT_COLOR_NORMAL,
BORDER_COLOR_FOCUSED,
BASE_COLOR_FOCUSED,
TEXT_COLOR_FOCUSED,
BORDER_COLOR_PRESSED,
BASE_COLOR_PRESSED,
TEXT_COLOR_PRESSED,
BORDER_COLOR_DISABLED,
BASE_COLOR_DISABLED,
TEXT_COLOR_DISABLED,
BORDER_WIDTH,
TEXT_PADDING,
TEXT_ALIGNMENT,
RESERVED
}
// Gui extended properties depending on control type
// NOTE: We reserve a fixed size of additional properties per control
// Default properties
public enum GuiDefaultProperty
{
TEXT_SIZE = 16,
TEXT_SPACING,
LINE_COLOR,
BACKGROUND_COLOR,
}
// Toggle / ToggleGroup
public enum GuiToggleProperty
{
GROUP_PADDING = 16,
}
// Slider / SliderBar
public enum GuiSliderProperty
{
SLIDER_WIDTH = 16,
TEXT_PADDING
}
// ProgressBar
public enum GuiProgressBarProperty
{
PROGRESS_PADDING = 16,
}
// CheckBox
public enum GuiCheckBoxProperty
{
CHECK_PADDING = 16
}
// ComboBox
public enum GuiComboBoxProperty
{
SELECTOR_WIDTH = 16,
SELECTOR_PADDING
}
// DropdownBox
public enum GuiDropdownBoxProperty
{
ARROW_PADDING = 16,
DROPDOWN_ITEMS_PADDING
}
// TextBox / TextBoxMulti / ValueBox / Spinner
public enum GuiTextBoxProperty
{
TEXT_INNER_PADDING = 16,
TEXT_LINES_PADDING,
COLOR_SELECTED_FG,
COLOR_SELECTED_BG
}
// Spinner
public enum GuiSpinnerProperty
{
SPIN_BUTTON_WIDTH = 16,
SPIN_BUTTON_PADDING,
}
// ScrollBar
public enum GuiScrollBarProperty
{
ARROWS_SIZE = 16,
ARROWS_VISIBLE,
SCROLL_SLIDER_PADDING,
SCROLL_SLIDER_SIZE,
SCROLL_PADDING,
SCROLL_SPEED,
}
// ScrollBar side
public enum GuiScrollBarSide
{
SCROLLBAR_LEFT_SIDE = 0,
SCROLLBAR_RIGHT_SIDE
}
// ListView
public enum GuiListViewProperty
{
LIST_ITEMS_HEIGHT = 16,
LIST_ITEMS_PADDING,
SCROLLBAR_WIDTH,
SCROLLBAR_SIDE,
}
// ColorPicker
public enum GuiColorPickerProperty
{
COLOR_SELECTOR_SIZE = 16,
HUEBAR_WIDTH, // Right hue bar width
HUEBAR_PADDING, // Right hue bar separation from panel
HUEBAR_SELECTOR_HEIGHT, // Right hue bar selector height
HUEBAR_SELECTOR_OVERFLOW // Right hue bar selector overflow
}
[SuppressUnmanagedCodeSecurity]
public static class Raygui
{
// Used by DllImport to load the native library.
public const string nativeLibName = "raygui";
public const string RAYGUI_VERSION = "2.6-dev";
public const int NUM_CONTROLS = 16; // Number of standard controls
public const int NUM_PROPS_DEFAULT = 16; // Number of standard properties
public const int NUM_PROPS_EXTENDED = 8; // Number of extended properties
public const int TEXTEDIT_CURSOR_BLINK_FRAMES = 20; // Text edit controls cursor blink timming
// Global gui modification functions
// Enable gui controls (global state)
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiEnable();
// Disable gui controls (global state)
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiDisable();
// Lock gui controls (global state)
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiLock();
// Unlock gui controls (global state)
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiUnlock();
// Set gui controls alpha (global state), alpha goes from 0.0f to 1.0f
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiFade(float alpha);
// Set gui state (global state)
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiSetState(int state);
// Get gui state (global state)
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int GuiGetState();
// Get gui custom font (global state)
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiSetFont(Font font);
// Set gui custom font (global state)
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Font GuiGetFont();
// Style set/get functions
// Set one style property
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiSetStyle(GuiControlStandard control, GuiControlProperty property, int value);
// Get one style property
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int GuiGetStyle(GuiControlStandard control, GuiControlProperty property);
// Container/separator controls, useful for controls organization
// Window Box control, shows a window that can be closed
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiWindowBox(Rectangle bounds, string text);
// Group Box control with title name
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiGroupBox(Rectangle bounds, string text);
// Line separator control
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiLine(Rectangle bounds, string text);
// Panel control, useful to group controls
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiPanel(Rectangle bounds);
// Scroll Panel control
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Rectangle GuiScrollPanel(Rectangle bounds, Rectangle content, ref Vector2 scroll);
// Basic controls set
// Label control, shows text
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiLabel(Rectangle bounds, string text);
// Button control, returns true when clicked
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiButton(Rectangle bounds, string text);
// Label button control, show true when clicked
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiLabelButton(Rectangle bounds, string text);
// Image button control, returns true when clicked
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiImageButton(Rectangle bounds, Texture2D texture);
// Image button extended control, returns true when clicked
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiImageButtonEx(Rectangle bounds, Texture2D texture, Rectangle texSource, string text);
// Toggle Button control, returns true when active
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiToggle(Rectangle bounds, string text, bool active);
// Toggle Group control, returns active toggle index
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int GuiToggleGroup(Rectangle bounds, string text, int active);
// Check Box control, returns true when active
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiCheckBox(Rectangle bounds, bool isChecked);
// Combo Box control, returns selected item index
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int GuiComboBox(Rectangle bounds, string text, int active);
// Dropdown Box control, returns selected item
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiDropdownBox(Rectangle bounds, string[] text, ref int active, bool edit);
// Spinner control, returns selected value
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiSpinner(Rectangle bounds, ref int value, int maxValue, int btnWidth);
// Value Box control, updates input text with numbers
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiValueBox(Rectangle bounds, int value, int maxValue);
// Text Box control, updates input text
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiTextBox(Rectangle bounds, StringBuilder text, int textSize, bool freeEdit);
// Text Box control with multiple lines
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiTextBoxMulti(Rectangle bounds, StringBuilder text, int textSize, bool editMode);
// Slider control, returns selected value
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float GuiSlider(Rectangle bounds, float value, float minValue, float maxValue, bool showValue);
// Slider Bar control, returns selected value
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float GuiSliderBar(Rectangle bounds, float value, float minValue, float maxValue, bool showValue);
// Progress Bar control, shows current progress value
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float GuiProgressBar(Rectangle bounds, float value, float minValue, float maxValue, bool showValue);
// Progress Bar control, shows current progress value
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern float GuiProgressBarEx(Rectangle bounds, float value, float minValue, float maxValue, bool showValue);
// Status Bar control, shows info text
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiStatusBar(Rectangle bounds, string text);
// Dummy control for placeholders
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiDummyRec(Rectangle bounds, string text);
// Scroll Bar control
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue);
// Grid
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiGrid(Rectangle bounds, float spacing, int subdivs);
// Advance controls set
// List View control, returns selected list element index
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int GuiListView(Rectangle bounds, string text, ref int active, ref int scrollIndex, bool editMode);
// List View with extended parameters
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int GuiListViewEx(Rectangle bounds, string text, int count, ref int enabled, ref int active, ref int focus, ref int scrollIndex, bool editMode);
// Message Box control, displays a message
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiMessageBox(Rectangle bounds, string windowTitle, string message);
// Text Input Box control, ask for text
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiTextInputBox(Rectangle bounds, string windowTitle, string message, string buttons);
// Color Picker control
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern Color GuiColorPicker(Rectangle bounds, Color color);
// Styles loading functions
// Load style file (.rgs)
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern int GuiLoadStyle(string fileName);
// Load style default over global style
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
[return: MarshalAs(UnmanagedType.I1)]
public static extern bool GuiLoadStyleDefault();
// Get text with icon id prepended
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern string GuiIconText(int iconId, string text);
// Gui icons functionality
// Get full icons data pointer
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint[] GuiGetIcons();
// Get icon bit data
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern uint[] GuiGetIconData(int iconId, string text);
// Set icon bit data
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern void GuiSetIconData(int iconId, uint[] data);
// Set icon pixel value
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern string GuiSetIconPixel(int iconId, int x, int y);
// Clear icon pixel value
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern string GuiClearIconPixel(int iconId, int x, int y);
// Check icon pixel value
[DllImport(nativeLibName, CallingConvention = CallingConvention.Cdecl)]
public static extern string GuiCheckIconPixel(int iconId, int x, int y);
}
}

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@ -1,27 +1,21 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<Platforms>x64</Platforms>
</PropertyGroup>
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
<Platforms>x64</Platforms>
</PropertyGroup>
<PropertyGroup>
<EnableDefaultItems>false</EnableDefaultItems>
<AssemblyName>Raylib-cs</AssemblyName>
<RootNamespace>Raylib_cs</RootNamespace>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
</PropertyGroup>
<PropertyGroup>
<EnableDefaultItems>false</EnableDefaultItems>
<AssemblyName>Raylib-cs</AssemblyName>
<RootNamespace>Raylib_cs</RootNamespace>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
</PropertyGroup>
<ItemGroup>
<Compile Include="Easings.cs" />
<Compile Include="Physac.cs" />
<Compile Include="Raygui.cs" />
<Compile Include="Raylib.cs" />
<Compile Include="Raymath.cs" />
<Compile Include="Rlgl.cs" />
</ItemGroup>
<ItemGroup>
<None Include="../app.config" />
</ItemGroup>
<ItemGroup>
<Compile Include="Easings.cs" />
<Compile Include="Raylib.cs" />
<Compile Include="Raymath.cs" />
<Compile Include="Rlgl.cs" />
</ItemGroup>
</Project>